Chaos Dwarf Launch | Patch Notes Review – Big Meta Changes! Total War Warhammer 3



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38 thoughts on “Chaos Dwarf Launch | Patch Notes Review – Big Meta Changes! Total War Warhammer 3”

  1. What if Astrogath's physical resistance increased increased based on the winds of magic he spends and his speed penalty scaled up to -20 raw speed? Nerf his mass to something that isn't a typo, but maybe have it increase alongside his physical resist?

    That would make his default playstyle an interesting sort of caster that transitions into melee powerhouse as he depletes his winds of magic?

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  2. Splash attack for Streltri and Nurglings, at least how I'm reading it, went down to hitting 1 additional entity in addition to their actual target, they also now have full knockback on the secondary target. Before, in the example of Nurglings, they should have been hitting 4 models per attack, with .2 knockback to additional targets beyond the first.
    If that is the case, Nurglings and Streltsi should split their damage between less entities, allowing them to thin enemy formations much faster, and stagger entities more reliably in melee, both of which should noticably increase their durability in melee.

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  3. Turin knows absolutely nothing about Slaanesh balance. I would love to see him try to win a competitive game with the new slaanesh especially in a land battle. They have been effectively removed from multiplayer meta.

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  4. Think the Nurgling splash attack reference refers to like the amount of entities hit by splash attacks being reduced? Which is weird, because imma assume there was no change done to the units with splash attacks or anything, so does this mean that nurglings were having a multiplier put in place on their units so instead of each individual unit hit by a splash attack it would be multiplied to instead hit three models?

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  5. btw plague is the stationary vortex that has a big plague priest hovering above it, its not a cone
    you were thinking of pestilent breath

    the shade change is just weird to me
    previously dual weapons were your more defensive anti light infantry, where greatswords had less stats but better amour piercing
    now greatswords are just strictly better, better armour piercing, better bonus vs infantry, better stat distribution (4 lower MA but 4 higher MD)
    they dont serve different roles now, greatswords are just an upgrade (tbh they always were, i hate there are 3 shade varients with such minor difference between them, it bloats the DE roster number without actually adding anything)

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  6. Idk about giving slaanesh's hellscourges poison attacks. They beat almost all other infantry of the same tier already, with chosen even beating anty infantry armor piercing elite units. Giving them poison too seems kinda unfair to me.

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  7. 41:22 That is actually pretty good. You can hide most of your fast units now, which helps in flanking attacks. Also, you can hide them during sieges. Maybe not as useful in multiplayer, though.

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  8. One big change Turin missed is the rework of the chariot and war machine collision boxes from one big one to several smaller ones which fit the visual unit far better. That changes when and if chariots get stuck a lot.

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