@@miloradlukic9277 They are in a decent spot from the hours I've played with them. I'm worried people will have a very reactionary take on them because their units are totally strong, made better with their upgrades, but their starting positions are surrounded by strong hostile factions and fielding even a full army of their good units costs a lot of infrastructure.
@@miloradlukic9277 They have only 15 ammo by default. So pretty close to your statement and feels about right to me. This is campaign however, so having op stuff is welcome. These ones are getting a pretty substantial buff from the lord, tech tree and hellforge. Plus 9 charges of restock ammo is just ridiculous (amazing and awesome, but still ridiculous).
definitely like skirmishing with those nuke trains. being closer in (particularly in vanguard deployment) makes them more accurate too and there's less travel time for the projectiles.
“Why aren’t they firing”… sums up a lot of my chorf battle experiences. I say that whilst understanding line of site issues etc etc. I have literally screamed at my units as I watch them on fire at will just let a fucking infantry unit walk right up to them, having never fired a shot
Update 3.0, it's in the list of known issues but we shouldn't get our hopes up since CA take fucking ages to fix their damn game. Worst comes to worst, I'd say just wait for a mod to fix it...
I really am enjoying the chorfs, they feel like a weird conglomeration of other factions in the best way. Dwarf infantry, able to occupy at tier 5 like skaven, beastmen unit caps, etc. Overall well done by CA imo, very fun.
@@Nostradevus1 get rid of extra powder (I think it is that one anyways). it is only active when you have more than 80% of your ammunition so 3 shots maybe? I think it is overkill also. Whatever infantry that thing hits directly it is dying.
Completely agree about the mobility being way better, making it worth it. I do think you underestimated the magma cannons tho. Tier 2 easy to recruit and the damage overtime obliterates infantry and even cavalry.
i didnt realize magma cannon has a DoT component to its missile attack i might actually use these now i just saw demon choo-choo with nuke and my caveman brain was immediately like the rest of these war machines are trash
@zach lol yeh it does pretty good damage too, still would say the dreadquakes are better once you have them, but obviously its tier 5 unit vs 2 so its rly good early and mid game
Yeah he definitely underestimated the Magmas. But do you really think getting 4 of these in one army is preferable to getting 4 regular Dreadquakes for TWO armies? I'm not convinced. I think these are only ever worth it once you have enough capacity to field 4 regular ones in all of your armies.
Yep. Magma Cannons obliterate in pvp, too. But even if that wasnt the case, its cheaper than Hellcannon, more accurate and reliable as well. Having merely two per army did wonders for me. It has incredible range, and the one thing Hellcannon does better is sniping enemy artillery. (Then again, magmas will just kill the entire handling crew instead.) The only other thing its 'unit cap slot' worth using for is the Dreadquakes themselves. When you've got the cash for them.
@Vuktor - CSGO Fun & More! yeh it just depends, if ur strapped for cash or armaments then no. But if u dont have a spell caster on a flying mount in the army and are the attacker then its nice to beable to set ur army up at a good spot even if they're not in range and ride them up to the enemy army to obliterate at the start. Kinda depends
5:50 That first volley, I'm in awe 😱🤯 8:38 The sound of the train powering up, God I love this unit 😱, 11:00 Guns firing off there first volleys. 15:05 ELGI 🧝♀️🧝♂️🧝!?!
As much as it pains me to say, I think this is 100% better than skaven weapons team. Those mortars have essentially the same capability as Ikit’s nukes but mobile, more of them, and don’t need a fodder unit to really work to their best capability. But having not had the time to play this DLC much (got to like turn 30 and have looked up nothing up cause i wanna learn myself) thanks for clarifying the unit capacity part tho that will be nice to know
As an Ikit main I have to agree. This army have more firepower than a MAXED OUT Ikit's army while being much more tanky. With Skaven weapons team, making one mistake by letting a couple of cavalry/flying units attack your back line can easily cost you the battle, this tanky Chaos Dwarf army don't have such problem.
@@iamdopeasfcuk very true, there are pros and cons for longer and shorter games. Skaven can get them faster as ikit claw for sure, but as somebody pointed out a skaven weapons team can be easily beaten if allowed a single mistake. Where as this one allows for more errors as these units won’t break as easy. But I guess you could say by the time you have full weapons team as skaven you probably have an economy to mass produce teams or easily replace them. Where as these armies cannot be mass produced due to army limit
Love that the arc of fire for dreadquakes on iron daemons is bugged. It shows you the arc of fire of the daemon, but with the range of the dreadquake mortar.
I was fighting Clan Skryre and I thought they nuked me, but it was a menace from bellow that made every dreadquake mortar fire into my lines. I think Iron Daemon/DQ Mortar's fire-at-will only affects the Iron Daemon, the DQ Mortar still fires, which is why I was using the melee ones
Manual fire only is definitely a bit weird on these units. I found that if you give an attack order, but the unit you want to attack is out of range, then they will just start bombing anything they can hit while they move into position. Happens with the skullcracker variant too. Just moving unit your into a position then giving the attack order thankfully seems to fix the issue.
2:50 I want to emphasize here that overseers make WAY better commanders then the sorcerer lords, this is because the sorcerers and the overseers both have 3 unique skills but the sorcerer's skills mostly buff himself with spells or physical power where as the overseer's skills all massively buff his army (20% magic resist for ENTIRE army, +20 armor for all chorf infantry, -15% upkeep for hobgoblins for cheap defense army. This is also combined with the fact that daemon smith sorcerer hero's are actually better then the lord version, not only do they get the same mounts and spells but the daemon smiths actually have the skills to buff war machines and heal them, making them the superior choice overall.
I did use those mortar iron demons for tanking today and I found that a pair of those MELTED away. Replayed the battle and found they got destroyed by sepulchral stalkers which now apparently have 300 ammunition and actually do damage. Nec knights also seem to be better now. Ash stormed the bally lot of them, shoved a blunderbuss up their daft bony arse and pulled the trigger. The involunteers did the rest. Stupid uzkular. Said something about Djaf and I read them the first book of Hashut, verse one "Burn, baby, burn". Nevertheless sepuchral stalkers. I may have to try them next time I ride the bony train and animate a few skeletons for that skussy.
this is also why i heavily prefer the convoy leader with a dreadquake and iron demon in his army from the start, so easy to just run around and confuse the AI while ripping their forces to shreds
I feel like the only people contesting the iron daemon dreadquake mortar are the people who don't bother to use them. They're just so much better... but I can see the other side as well. A dreadquake mortar doomstack is pretty good against infantry based factions, so having more to do that AMAZING damage is just... **chef's kiss**
@Sokar Rostau Does the army ability count? Was sieging Eight Peaks and they had half their garrison at the top of the settlement, k'daii to pin, rhen enhanced dreadquake battery from my nearest tower (don't ask how it fired into the city) then the spell ability from the tower
I have found that having a flying lord and flying hashut mage just dogpile reinforcements as they come in can be a great way to swing things in my favor when going up against 2+ stacks but damn those mortors shred too
Dreadquake mortars are such a good unit, few things are more satisfying than watching a well placed shot obliterate any infantry unit Also to add onto what you said at the end, sorcerer lords do have an edge over the overseers just as a defensive lord, as army leaders it really depends
Very hard difficulty aka "hmmm yes, lemme walk my horde army into that super heavily fortified gun emplacement, walking around is waste of time, Im a brilliant AI"
I think the casters could also be in the army for the reloadspeed aura, thats something i wanted to try out sometime. The way you used those mobile mortars... you didn't even really need the blunderbuss in this fight - i'll enjoy using them as skirmish mortars from now on too.
All war machine and artillery can gain this aura(inferno engineer) via tech unlock(require them to reach rank 7 though) so sorcerers don't have to stick with range unit, unless all war machines are skirmishing outside gun formation(in that case you still need at least 1 war machine within the aura to activate reload buff)
I made a Doomstack with a Lord named the Daemon Trainsmith and was Him(Daemonsmith Lord"Hashut") three Daemonsmith Heroes for other three lores of magic, Metal, Fire, and Death, all on Bale Taurus' (air Gunners). Then 4 Castellan Heroes for ammo and ground guns. the 8 Lord and Heroes can focus single entities and cast spells, Repair and give ammo back to trains. To finish the Doomstack I have 12 Trains with Dreadquake mortars. 6 being Iron Daemons, and 6 being Skullcrackers. Fucking Beautiful. Legend recommends not doing that. But boy is it fun.
the blunderbusses are probably good enough on their own they could've just replaced the granite guard with another blunderbuss and achieve the same result. I wonder if you can add some doomwheels or other strong single entity monsters to a skaven weapons team doomstack for that same tactic in the beginning.
To be fair a skaven weapon team is also heavily dependent on terrain, and the skaven don't have dreadquake mortars. Plagueclaw catapults are good, but the dreadquake mortars are great. Also while the dreadquake mortar with iron daemon/skullcracker does cost 2 capacity, it also has higher stats (now I actually didn't know that the 60 speed on the normal dreadquake mortar was actually false information the game gives you, I just thought the iron daemons were faster entirely because of the more power ability), and while the total stats would be lower than if you got both units separately, it is still nearly twice as strong while taking up only 1 army slot, whereas if you wanted to match or exceed the strength you'd be using more army slots. But it does depend on what people prefer to use. Regardless I think Dreadquake mortars should've had their own capacity away from magma cannons, deathshriek rocket launchers and such because I honestly don't see why you'd use them once you have access to the Dreadquake mortar, it's just much better in my opinion. Magma cannons cannot do the same kind of damage the dreadquake mortar does, nothing can, and technically speaking, that's fine, because in lore the Dreadquake mortar is arguably the single most devastating piece of artillery in Warhammer lore.
Swap out the infernal fireglaives for deathshrieks for long range sniping (they actually do about as much as jezzails vs large with their hiking missiles + have longer range) and then possibly take out a few daemonsmith sorcerers and have 4 castellans (also give them regen swords) and it’s probably what I would rather use.
Infernak fireglaives are far more accurate imo (my deathshireks never hit anything) and they double as very effective melee units if necessary. Plus fireglaives can get the suppressed traits from the hell forge upgrades, which is huge to slow down ennemy unit (they do fire damage, so doubling with ash storm gives at total amount of -50% speed, nothing moves then, and you increase considerably their damage). I just really like fireglaives-
@@titssnitchtzeentch649 the accuracy of the deathshriek’s single shot it actually extremely good since it’s homing. As for suppressed and all that maybe they’re better than the blunderbussies, but in that case you can just swap those out instead, I’m just more used to using blunderbussies and they’re probably higher dps in theory but not with suppressed.
@@andrewtobias4545 Idk even when homing, the rockets always miss the ennemy targets. There's even time where the split rocket thingie splits above an ennemy unit only to hit the ground entierely behind them. Maybe I'm just unlucky ? But I feel like Fireglaives are also very good, they may not pack as much punch as bluderbussies bet they have (slightly) better range and next to no issue with friendly fire but that depends on skill I suppose
the reason i don't like the iron deamons is because they're bugged; they don't fire at will, and when dragging mortars don't fire at all, plus skullcrackers are somewhat better in melee due to animations so i take them with mortars attached
You're going to get a DLC. And you're going to like it. And the battle scenes are going to be so fucking hot, you're going to blow your stonks right away. I know you're desensitized, you've been watching too much of N'kari getting railed, so you aren't as armored and you are incapable of ranged damage and your artillery pieces are just numb. But trust me, when you fire this race up, you're little fucking doom mortars are going to be quaking buddy. You're little doom quake mortars are going to be quaking. ERRR YEAH YEAH, YOU'RE GOING TO SHOOT FIRE, YOU'RE GOING TO SHOOT ASH, YOU'RE GOING TO SHOOT HOT ASH EVERYWHERE.
One thing I don't like is the fact that the amoount of utility each unit has is so obscene. They can outfight a Lord in a 1v1, they are faster than most infantry, they have enough melee stats to fight against pretty much any unit in the game, and on top of that they have 25 shots of basically a mini Doomrocket. Dwarves, glancing over then back at their 'mighty weapons': "That's goin' in the book!"
I take my flying lord up there, go back and forth until they start blobbing up like they did back in WH2, then drop a couple iron demon shots in the center.
I Had a awesome army with the 'weapons team' style except using actual jezzails from a skaven ally with the rest filled up with blunderbusses and 2 magma cannons
CD are so freaking broken! They have units like this AND magic on tap vs regular dwarfs having less effective units & artillery, no trash to spam, no off map tower call-ins, no crazy damaging magic, and a worse trade mechanic (no caravans/no labor to play with). OG Dwarfs really need something to bring them back into the power creep that has been introduced with each DLC.
I love my chorf campaign, but they are ridiculously OP. The deathquakes might not be able to hit singles and flyers, but hellcannons are the best artillery for that. Two buffed mortars and two buffed hellcannons, and you can deal with any elite armies that may come up against you - with my setup I just run into the middle of a max pain dwarf endgame crisis, and withstand wave after wave of 3-4 dwarf “doomstacks”. By itself, being super OP might get boring after a while, but the campaign mechanics are full enough that you have a lot of things to do every turn. Some busy work, yes, but mostly not.
By the time you have both the money and armaments to reliably field multiple armies with buffed dreadquakes you could have a dozen armies filled with hellstorm rocket batteries, it's really not that big of a deal
@@Crucial_End How are they overtuned..? They cost 2200 gold and 550 upkeep each(BASE dreadquake no train, that one's 800 and 2 slots. 8. HUNDRED. For one unit.) not to mention there's a unit cap with an escalating price on them, in comparison a hellstorm rocket battery costs 1050 and 263 upkeep and you can have as many of them as you want, and it outranges the dreadquake mortar and has similar performance to the mortars which are T5.
@@invictus7736 The price does not balance them when they perform in this manner. The biggest issue is probably the vortex effect with their artillery if they tweaked or removed that then they would probably be balanced. Their blunderbusses is another overtuned unit that also needs tweaking. These units punches so high above their weight that just a few of them gives you a doomstack regardless what you else you have in your army. Unit caps and upkeep is not really a big issue in campaign especially once you get rolling which happens early in WH3. They basically make it more difficult to lose than to win a battle, hyperbole I know but its not far from the truth.
@@Crucial_End Blunderbusses are OP until you realize once again that #1 they are unit capped and (and yes it matters a LOT if you actually play chaos dwarfs you'll see) #2 they cost twice as much as a high elf archer which has 180 range and is a bonkers unit that's effective against up to T5 enemies same as blunderbusses. You're really just jumping on the "waah new faction is op" train without any thought put into comparing them to the other factions.
"skirmisher" and "artillery" have no business being in the same sentence, and i absolutely love it
*Sad War Wagon Mortar noises*
Yeah, but the war wagon mortars don't hit nearly as hard as dreadquake mortars
in modern day parlance it's called shoot and scout
Artillery skirmishers existed. Galloper gun
With combining the Daemonic with engineering, the Infernal Dwarves continue to make things that are very.... Unnatural.
listening to the chaos dwarf artillery hit is so remarkably satisfying
They really nailed the sfx.
The Chaos dwarf artillery hits different
6:25 i really like how that one halberdier unit got deleted after one shot
they need a nerf in ammo, 12-14 ammo would be fine
@@miloradlukic9277 no they don't, they're ridiculously expensive to maintain in your armies.
@@miloradlukic9277 Pretty sure they start with less. The amount they had in this battle was due to other factors.
@@miloradlukic9277 They are in a decent spot from the hours I've played with them. I'm worried people will have a very reactionary take on them because their units are totally strong, made better with their upgrades, but their starting positions are surrounded by strong hostile factions and fielding even a full army of their good units costs a lot of infrastructure.
@@miloradlukic9277 They have only 15 ammo by default. So pretty close to your statement and feels about right to me. This is campaign however, so having op stuff is welcome. These ones are getting a pretty substantial buff from the lord, tech tree and hellforge. Plus 9 charges of restock ammo is just ridiculous (amazing and awesome, but still ridiculous).
Balthasar getting shown what real arty looks like
Next episode: WELCOME TO ZHAR-NAGRUND GENTLEMEN!
I am seeing a Skaven army with 4 trains.........
definitely like skirmishing with those nuke trains. being closer in (particularly in vanguard deployment) makes them more accurate too and there's less travel time for the projectiles.
wait, can you give them vanguard? I haven't been able to play in a while
@@rileysteiner2936 yup, theres a skill in the daemonsmith hero's tree that gives them vanguard deployment and strider.
You know you're fucked when the FIRST WAVE is a bunch of tank-trains dragging earthquake-slinging mortars
“Why aren’t they firing”… sums up a lot of my chorf battle experiences. I say that whilst understanding line of site issues etc etc. I have literally screamed at my units as I watch them on fire at will just let a fucking infantry unit walk right up to them, having never fired a shot
Update 3.0, it's in the list of known issues but we shouldn't get our hopes up since CA take fucking ages to fix their damn game. Worst comes to worst, I'd say just wait for a mod to fix it...
I really am enjoying the chorfs, they feel like a weird conglomeration of other factions in the best way. Dwarf infantry, able to occupy at tier 5 like skaven, beastmen unit caps, etc. Overall well done by CA imo, very fun.
I really enjoy getting the barrier upgrade for the dread-trains because of their mobility. Barrier is honestly so damn good for hit and run units.
Yeah I would have tossed the reload for the barrier.
@@Nostradevus1 Shouldnt even have to toss an upgrade I think. You can have 5 (afaik) and they only had 4 upgrades.
@@Nostradevus1 get rid of extra powder (I think it is that one anyways). it is only active when you have more than 80% of your ammunition so 3 shots maybe? I think it is overkill also. Whatever infantry that thing hits directly it is dying.
@Travis Spicer Actually on Iron Daemon Mortars does it only apply to thr Iron Daemon ammo, or the mortar ammo?
@@DIEGhostfish prolly whatever the game sees as "primay ammo"
Completely agree about the mobility being way better, making it worth it. I do think you underestimated the magma cannons tho. Tier 2 easy to recruit and the damage overtime obliterates infantry and even cavalry.
i didnt realize magma cannon has a DoT component to its missile attack i might actually use these now i just saw demon choo-choo with nuke and my caveman brain was immediately like the rest of these war machines are trash
@zach lol yeh it does pretty good damage too, still would say the dreadquakes are better once you have them, but obviously its tier 5 unit vs 2 so its rly good early and mid game
Yeah he definitely underestimated the Magmas. But do you really think getting 4 of these in one army is preferable to getting 4 regular Dreadquakes for TWO armies? I'm not convinced. I think these are only ever worth it once you have enough capacity to field 4 regular ones in all of your armies.
Yep. Magma Cannons obliterate in pvp, too. But even if that wasnt the case, its cheaper than Hellcannon, more accurate and reliable as well. Having merely two per army did wonders for me. It has incredible range, and the one thing Hellcannon does better is sniping enemy artillery. (Then again, magmas will just kill the entire handling crew instead.) The only other thing its 'unit cap slot' worth using for is the Dreadquakes themselves. When you've got the cash for them.
@Vuktor - CSGO Fun & More! yeh it just depends, if ur strapped for cash or armaments then no. But if u dont have a spell caster on a flying mount in the army and are the attacker then its nice to beable to set ur army up at a good spot even if they're not in range and ride them up to the enemy army to obliterate at the start. Kinda depends
Its funny those empire war wagons with mortars is probably one of the only units in the game this army would be weak against.
necrofex colossus spam would probably be problematic for this army
@@Andreas-x4j 100% that would be a tough one
5:50 That first volley, I'm in awe 😱🤯 8:38 The sound of the train powering up, God I love this unit 😱, 11:00 Guns firing off there first volleys. 15:05 ELGI 🧝♀️🧝♂️🧝!?!
As much as it pains me to say, I think this is 100% better than skaven weapons team. Those mortars have essentially the same capability as Ikit’s nukes but mobile, more of them, and don’t need a fodder unit to really work to their best capability.
But having not had the time to play this DLC much (got to like turn 30 and have looked up nothing up cause i wanna learn myself) thanks for clarifying the unit capacity part tho that will be nice to know
Yeah they are as powerful as the queen bess for Vampire Coast but more accurate and you can build them anytime you want instead of needing a rite.
As an Ikit main I have to agree. This army have more firepower than a MAXED OUT Ikit's army while being much more tanky. With Skaven weapons team, making one mistake by letting a couple of cavalry/flying units attack your back line can easily cost you the battle, this tanky Chaos Dwarf army don't have such problem.
@@fakewarszero but this won’t stop me from from being and fellow Ikit main 😎 glory to the smartest rat rat
you can get a decent skaven weapons team army relatively early in a campaign compared to something like this though.
@@iamdopeasfcuk very true, there are pros and cons for longer and shorter games. Skaven can get them faster as ikit claw for sure, but as somebody pointed out a skaven weapons team can be easily beaten if allowed a single mistake. Where as this one allows for more errors as these units won’t break as easy.
But I guess you could say by the time you have full weapons team as skaven you probably have an economy to mass produce teams or easily replace them. Where as these armies cannot be mass produced due to army limit
Love that the arc of fire for dreadquakes on iron daemons is bugged. It shows you the arc of fire of the daemon, but with the range of the dreadquake mortar.
I have learnt so many little tips and tricks from you. One of my favourite UA-camrs. Keep up the great work bro.
I was fighting Clan Skryre and I thought they nuked me, but it was a menace from bellow that made every dreadquake mortar fire into my lines. I think Iron Daemon/DQ Mortar's fire-at-will only affects the Iron Daemon, the DQ Mortar still fires, which is why I was using the melee ones
Manual fire only is definitely a bit weird on these units. I found that if you give an attack order, but the unit you want to attack is out of range, then they will just start bombing anything they can hit while they move into position. Happens with the skullcracker variant too. Just moving unit your into a position then giving the attack order thankfully seems to fix the issue.
Like watching a modern army vs a medieval one..
Faith, steel and gunpowder is so 2015.
We’ve got Hashut, iron and magma.
My favourite part of every legend video the "but legend..." parts! To funny
sometimes I come back to this video just to appreciate the wonderful chorf power.
Glory to Hashut
Honestly the first 10 minutes with the mortar trains is just art.
"These tanks are real bloody tanky as well" ~LegendofTotalWar 2023
Jesus... @13:37, we finally got a doom-rocket launcher, except with more speed, armour, and ammo and on top of that, it's healable.
I love watching this. There is something so satisfying in all this artillery and arms fire
This has to be the most satisfying Total War video I've ever seen
2:50 I want to emphasize here that overseers make WAY better commanders then the sorcerer lords, this is because the sorcerers and the overseers both have 3 unique skills but the sorcerer's skills mostly buff himself with spells or physical power where as the overseer's skills all massively buff his army (20% magic resist for ENTIRE army, +20 armor for all chorf infantry, -15% upkeep for hobgoblins for cheap defense army.
This is also combined with the fact that daemon smith sorcerer hero's are actually better then the lord version, not only do they get the same mounts and spells but the daemon smiths actually have the skills to buff war machines and heal them, making them the superior choice overall.
I never get tired of seeing the mortar’s shots landing
I did use those mortar iron demons for tanking today and I found that a pair of those MELTED away. Replayed the battle and found they got destroyed by sepulchral stalkers which now apparently have 300 ammunition and actually do damage. Nec knights also seem to be better now. Ash stormed the bally lot of them, shoved a blunderbuss up their daft bony arse and pulled the trigger. The involunteers did the rest. Stupid uzkular. Said something about Djaf and I read them the first book of Hashut, verse one "Burn, baby, burn". Nevertheless sepuchral stalkers. I may have to try them next time I ride the bony train and animate a few skeletons for that skussy.
this is also why i heavily prefer the convoy leader with a dreadquake and iron demon in his army from the start, so easy to just run around and confuse the AI while ripping their forces to shreds
I can never get enough seeing those Dreadquake mortars shoot.
These things basically chuck out skaven warpbombs. I'm in love.
And Hashut’s Rockets Red Glair!! The bombs bursting in the air, flew through the sky, and the Imperial Army was no longer there.
I feel like the only people contesting the iron daemon dreadquake mortar are the people who don't bother to use them. They're just so much better... but I can see the other side as well. A dreadquake mortar doomstack is pretty good against infantry based factions, so having more to do that AMAZING damage is just... **chef's kiss**
The first one dropped and I was like HOLY SHH.. I'm in love
Man those dreadquake mortars steal the show every time. Everything the chaos dwarfs have seems to absolutely obliterate everything.
I can only get so hard watching the dreadquakes nuke everything at the start Legend! The rest is just *chefs kiss* murder.
Dreadquakes. They truly do inspire dread into the earthquakes they cause.... filled with dead bodies.
Dreadquake mortars are such value engine. First army was gone just before they expended half of their ammunition.
Is this our first Chorf doomstack? Awesome either way!
nah. there was a k'daai fireborn doomstack a few days ago.
Second one.
Technically there was a Drazhoath one man army as well.
Loved this dread quake mortar showcase, one of my favorite yet.
Ikit claw on the sideline: Write that down, write that down... yes yes...
As someone who plays Cathay a lot, I feel like I've finally found a worthy opponent in the gun/artillery department with the drop of Chorfs.
Can't decide if Dreadquake Mortar or Helstorm Rocket Battery is the most satisfying artillery to use (well when they hit...).
I see you have yet to use Dreadquakes on a chokepoint.
Or the cathay rockets. Yeah rockets are super fun to use.
@Sokar Rostau Does the army ability count? Was sieging Eight Peaks and they had half their garrison at the top of the settlement, k'daii to pin, rhen enhanced dreadquake battery from my nearest tower (don't ask how it fired into the city) then the spell ability from the tower
First Volley hits : "Victory is in our grasp"
So many 1 hit kills on units in that battle, the most aesthetic thing I’ve ever seen
looks like I have a new army to build. Thanks Legend!
Really enjoying the Chorf stuff!
I have found that having a flying lord and flying hashut mage just dogpile reinforcements as they come in can be a great way to swing things in my favor when going up against 2+ stacks but damn those mortors shred too
1:23 woops lol, but they are so fun to watch
Dayum , the explosion like mini nuke from CnC general zero hour
Dreadquake mortars are such a good unit, few things are more satisfying than watching a well placed shot obliterate any infantry unit
Also to add onto what you said at the end, sorcerer lords do have an edge over the overseers just as a defensive lord, as army leaders it really depends
Adding ammo goes by shot count from what I understand, so it’ll always bring those up to full
jesus that artillery is awesome
Now this is what i call fun!
This is full enjoyment.
13:37 those archers on the right got rekt lol, 1 shot xD
Very hard difficulty aka "hmmm yes, lemme walk my horde army into that super heavily fortified gun emplacement, walking around is waste of time, Im a brilliant AI"
Chaos Dwarfs are crazy strong. Multiple S-tier doomstacks.
I would love to see a video with the best hellforge upgrades in your eyes!
I'd definitely prefer stalk upgrade to extra powder. Being able to guarantee alpha strike with your gun units as chorfs is a huge advantage.
Jesus that's disgusting how some of the units got deleted after literally one shot.. Can't wait to try the Dreadquake Mortars myself.
I think the casters could also be in the army for the reloadspeed aura, thats something i wanted to try out sometime.
The way you used those mobile mortars... you didn't even really need the blunderbuss in this fight - i'll enjoy using them as skirmish mortars from now on too.
All war machine and artillery can gain this aura(inferno engineer) via tech unlock(require them to reach rank 7 though) so sorcerers don't have to stick with range unit, unless all war machines are skirmishing outside gun formation(in that case you still need at least 1 war machine within the aura to activate reload buff)
@@yytiger1997 Thanks for the information, didn't know thats the same aura.
I made a Doomstack with a Lord named the Daemon Trainsmith and was Him(Daemonsmith Lord"Hashut") three Daemonsmith Heroes for other three lores of magic, Metal, Fire, and Death, all on Bale Taurus' (air Gunners). Then 4 Castellan Heroes for ammo and ground guns. the 8 Lord and Heroes can focus single entities and cast spells, Repair and give ammo back to trains. To finish the Doomstack I have 12 Trains with Dreadquake mortars. 6 being Iron Daemons, and 6 being Skullcrackers. Fucking Beautiful. Legend recommends not doing that. But boy is it fun.
"these tanks are really bloody tanky" -Legend, 2023.
Glorious smelting Gelted grombi
Really good doomstack, could see it having trouble with single entity siege weapons though, cygors would be a nightmare to fight.
For such cases swap 1 blunderbuss for 1 deathshriek which does bout 1k dmg to large units
the blunderbusses are probably good enough on their own they could've just replaced the granite guard with another blunderbuss and achieve the same result. I wonder if you can add some doomwheels or other strong single entity monsters to a skaven weapons team doomstack for that same tactic in the beginning.
To be fair a skaven weapon team is also heavily dependent on terrain, and the skaven don't have dreadquake mortars. Plagueclaw catapults are good, but the dreadquake mortars are great. Also while the dreadquake mortar with iron daemon/skullcracker does cost 2 capacity, it also has higher stats (now I actually didn't know that the 60 speed on the normal dreadquake mortar was actually false information the game gives you, I just thought the iron daemons were faster entirely because of the more power ability), and while the total stats would be lower than if you got both units separately, it is still nearly twice as strong while taking up only 1 army slot, whereas if you wanted to match or exceed the strength you'd be using more army slots. But it does depend on what people prefer to use. Regardless I think Dreadquake mortars should've had their own capacity away from magma cannons, deathshriek rocket launchers and such because I honestly don't see why you'd use them once you have access to the Dreadquake mortar, it's just much better in my opinion. Magma cannons cannot do the same kind of damage the dreadquake mortar does, nothing can, and technically speaking, that's fine, because in lore the Dreadquake mortar is arguably the single most devastating piece of artillery in Warhammer lore.
Haven't watched one of your videos in a looong time and man I missed your fanboy voice 😂😂.
Should have given the Castellans smoke nades for the extra slows imo
Turns out giving a dwarf a laser rifle is a very good idea.
Swap out the infernal fireglaives for deathshrieks for long range sniping (they actually do about as much as jezzails vs large with their hiking missiles + have longer range) and then possibly take out a few daemonsmith sorcerers and have 4 castellans (also give them regen swords) and it’s probably what I would rather use.
Infernak fireglaives are far more accurate imo (my deathshireks never hit anything) and they double as very effective melee units if necessary. Plus fireglaives can get the suppressed traits from the hell forge upgrades, which is huge to slow down ennemy unit (they do fire damage, so doubling with ash storm gives at total amount of -50% speed, nothing moves then, and you increase considerably their damage).
I just really like fireglaives-
@@titssnitchtzeentch649 the accuracy of the deathshriek’s single shot it actually extremely good since it’s homing. As for suppressed and all that maybe they’re better than the blunderbussies, but in that case you can just swap those out instead, I’m just more used to using blunderbussies and they’re probably higher dps in theory but not with suppressed.
@@andrewtobias4545 Idk even when homing, the rockets always miss the ennemy targets. There's even time where the split rocket thingie splits above an ennemy unit only to hit the ground entierely behind them. Maybe I'm just unlucky ?
But I feel like Fireglaives are also very good, they may not pack as much punch as bluderbussies bet they have (slightly) better range and next to no issue with friendly fire but that depends on skill I suppose
the reason i don't like the iron deamons is because they're bugged; they don't fire at will, and when dragging mortars don't fire at all, plus skullcrackers are somewhat better in melee due to animations so i take them with mortars attached
You're going to get a DLC. And you're going to like it. And the battle scenes are going to be so fucking hot, you're going to blow your stonks right away. I know you're desensitized, you've been watching too much of N'kari getting railed, so you aren't as armored and you are incapable of ranged damage and your artillery pieces are just numb. But trust me, when you fire this race up, you're little fucking doom mortars are going to be quaking buddy. You're little doom quake mortars are going to be quaking. ERRR YEAH YEAH, YOU'RE GOING TO SHOOT FIRE, YOU'RE GOING TO SHOOT ASH, YOU'RE GOING TO SHOOT HOT ASH EVERYWHERE.
One thing I don't like is the fact that the amoount of utility each unit has is so obscene. They can outfight a Lord in a 1v1, they are faster than most infantry, they have enough melee stats to fight against pretty much any unit in the game, and on top of that they have 25 shots of basically a mini Doomrocket.
Dwarves, glancing over then back at their 'mighty weapons': "That's goin' in the book!"
I take my flying lord up there, go back and forth until they start blobbing up like they did back in WH2, then drop a couple iron demon shots in the center.
Glorious
Now imagine those mortars with the range boost from Zhatan 😂
Poor Vampire Pirates with they one mere Queen Bess
I Had a awesome army with the 'weapons team' style except using actual jezzails from a skaven ally with the rest filled up with blunderbusses and 2 magma cannons
Oof, actual jezzails in this would be nasty.
CD are so freaking broken! They have units like this AND magic on tap vs regular dwarfs having less effective units & artillery, no trash to spam, no off map tower call-ins, no crazy damaging magic, and a worse trade mechanic (no caravans/no labor to play with). OG Dwarfs really need something to bring them back into the power creep that has been introduced with each DLC.
Dreadquakes are so broken in campaign it's like lobbing dozens of long range dwellers bellow
and looks fun to use too
With Dreadquakes every battle is a disaster, for the enemy.
"tanks are tanky" legend 2023
Baltazar getting a taste of Bakhmut
Chorfs slso confederate with a click of a button, makes for bigger empires at the end very quickly
Saw those explosion wow
Jeez no chill on those tubes.
Yeetus deletus.
artillery is the king of the battlefield
A 4 unit doomstack plus some extra guys there for cleanup duty XD honestly, chorf arty does unholy things to infantry
Ai waiting for reinforcements patiently as nukes start flying in lol.
We are all human that's so simple
Thanks for the video
Who's gonna tell him about okoiis doomstack
skirmish artillery is absolutely cursed
I love my chorf campaign, but they are ridiculously OP. The deathquakes might not be able to hit singles and flyers, but hellcannons are the best artillery for that. Two buffed mortars and two buffed hellcannons, and you can deal with any elite armies that may come up against you - with my setup I just run into the middle of a max pain dwarf endgame crisis, and withstand wave after wave of 3-4 dwarf “doomstacks”. By itself, being super OP might get boring after a while, but the campaign mechanics are full enough that you have a lot of things to do every turn. Some busy work, yes, but mostly not.
By the time you have both the money and armaments to reliably field multiple armies with buffed dreadquakes you could have a dozen armies filled with hellstorm rocket batteries, it's really not that big of a deal
I agree they are seriously overtuned. I hope CA wont overtune them in reverse when nerfing though.
@@Crucial_End How are they overtuned..? They cost 2200 gold and 550 upkeep each(BASE dreadquake no train, that one's 800 and 2 slots. 8. HUNDRED. For one unit.) not to mention there's a unit cap with an escalating price on them, in comparison a hellstorm rocket battery costs 1050 and 263 upkeep and you can have as many of them as you want, and it outranges the dreadquake mortar and has similar performance to the mortars which are T5.
@@invictus7736 The price does not balance them when they perform in this manner. The biggest issue is probably the vortex effect with their artillery if they tweaked or removed that then they would probably be balanced. Their blunderbusses is another overtuned unit that also needs tweaking. These units punches so high above their weight that just a few of them gives you a doomstack regardless what you else you have in your army. Unit caps and upkeep is not really a big issue in campaign especially once you get rolling which happens early in WH3. They basically make it more difficult to lose than to win a battle, hyperbole I know but its not far from the truth.
@@Crucial_End Blunderbusses are OP until you realize once again that #1 they are unit capped and (and yes it matters a LOT if you actually play chaos dwarfs you'll see) #2 they cost twice as much as a high elf archer which has 180 range and is a bonkers unit that's effective against up to T5 enemies same as blunderbusses. You're really just jumping on the "waah new faction is op" train without any thought put into comparing them to the other factions.
CD are my favorite faction
Drazoath +19 Irondemon with Dreadquake. Hilarious.
13:36 That whole unit of crossbows, hoooly fucking shit
I'm sensing a nerf hammer is being warmed up somewhere.