#warhammer #totalwar #multiplayer #landbattle #dlc #rts
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#warhammer #totalwar #multiplayer #landbattle #dlc #rts
Discord: https://discord.gg/fEveschQmT
Board Game: https://www.puppetmastersprojects.com/
Patreon: https://www.patreon.com/humanboy
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Had to learn the hard way that sneaky gits and wolf raider bows are awful. Have to take into consideration that a lot of that archer value was healed by Khatep's passive. Given how hard the constructs felt to take down I conjured up the gazillion billion orc slaves + bull centis + tauruks build I used in the faceoff match. Orc slaves actually do pretty decent damage against armor assuming they get their charge and there is a character with contempt nearby so they don't rout in a millisecond. And TK constructs in general don't really like getting swarmed by infantry.
holy shit that damage on blazing beards was insane
loving the land battle content big dog
Bone giants are sick af
Bone giants are sick af
I think Khatep kept spamming cheap spells so every time the dwarf lord thought of casting a spell, it might have been on cool down. Otherwise a burning head a bit early could have saved that game.
Bone giants are sick af
wow, that was some great magic usage from both sides. they always brought in their spells right when they were needed.
I think that the Chorf conundrum is a difficult one to solve for CA when it comes to balancing their gold values for PvP. Their mainliner units are easy to use hybrid units that melt everything in range in most instances, and their high armor makes them good hybrid fighters. They're better than the regular Dwarfs in most ways and their gold value should be reflective of that. But they're slow and limited in range and hampered by other complications which keep them in check in PvP for the most part, essentially the Chorf units "spent their value" in all the wrong places versus the PvP meta. The Chorf army's units can 1v1 the enemy's units and win every time, but that doesn't matter if that very same enemy can defeat you in detail and outrun most threats.
Good in a vacuum, much less effective in practice. The faction is still doing well in PvP with the right builds though, right? They're just a bit one-note currently and this build happens to not be "meta" enough to survive?
Chosen of the gods kept firing 90% of their scatters over the heads of the ironsworn, even when they stood still at 2:15, so they didn't really take that much dmg.
nice to see some variation in TK builds, still bringing the 2 construct RORs almost every time but you cant have everything