Ranking frost breath the same as fire breath....I don't know. Fire breath does interfere with regeneration which forst does not, but on the other hand there's a hell of a lot more units with fire resistance than frost resistance. And the frost breath also applies the frostbite effect, not only the melee attacks. Valuing these two breath attacks as being identical feels weird because they are so different. I'd say the frost breath is slightly better than the fire breath, mostly because of the low number of units with frost resistance. Applying frostbite to fast, slippery enemy heros or lords can also make the difference between catching them or not and it can screw up cavalry cyclo-charging as well. PS: I can't believe you forgot the Shredder of Lustria ;-)
It is a little troubling that you keep increasing the rank of regular unit but put the points WAY above the ROR units..... Like Phoenix Guard... regular ends up at 1874 v ROR 1650.... rank up by all means but surely it is only valid when you are dealing with Point for point? Great video as usual, love the channel...just a small point :) ps...I do appreciate it won't make a big difference, it just bothers lol.
Worth noting for WH3: Primal Instincts will no longer feature Rampage, instead it's just the stat boost at low HP! Which means if the RoRs still just get rid of Primal Instincts they'll actually be *worse* than the original!
In his lizardmen units tier list he said the blessed units were one tier above whatever the normal unit was. Don’t remember on empire units but I would assume the same.
Nigh impossible to see or remember each and any ability of all units in the game. Recognition in the subsequent video or pinned comment are enough. Very good video, these tier lists are always awesome with the bunch of informations they provide.
It's very minor but I'd point out that the encourage effect on units like the RoR Sisters of Avelorn or Longbeards provides 8 leadership as opposed to the 3 provided by heroes and lords baseline. Most characters have skills to increase this in campaign so it's not that huge of a deal, but I do feel like it's worth mentioning, especially if you wanna mess around in multiplayer. Edit: The Chill of Sontar's breath not doing fire damage can be useful, I guess? It'll ignore fire resist and maybe magic resist too, since it doesn't mention magic damage.
About the thunderous one, I think the best use of it's spell is at the enemy front line infantry where the enemy troops tend to stack up anyway. The thunderbolt spell itself is highly accurate. Imo the only way you'd hit your own troops with it is if you aim for hitting a single enemy entity surrounded by your own troops.
The problem must of the time is that this unit will be shot the shit out to death, and with their slow speed things can ran away from them prety easily. So it is only realy usefull against Lizerdmen since they have bad missile units. So yeah I can see why Legend said this ability is still bad.
@12:10 I believe Encourage auras from characters and those from units actually do stack together, as they are 'different abilities' giving different amounts of +LD. Enticity did a video about it not long ago.
The thing with the Scions of Mathlann's ward save aura is that it does maker a difference, even against something like Carnosaurs. The Carnosaur's attack does not just hit one model, but several, like 4-6 or something. These 10% ward save might be the difference between a Carnosaur outright killing the models and leaving them with a few hitpoints, so that the Carnosaur has to get another hit in on these same models to actually kill them, thus basically doubling the HP of the infantry, as long as there are no other units dealing damage. The numbers might not be 100% correct here, depending on the units that gain this 10% ward save aura and I know the Carnosaur was just an example, but the same example could be made with a Hydra and Sisters of Avelorn in melee, while the Scions of Mathlann provide their aura.
Even with splash attacks, 10% is very unlikely to save any models. Carnosaurs splash 5 models max, and splitting 420 damage 5 ways is still 85. Elven Spearmen have 63 HP. If they were elite units with higher HP it could work, but not on tier 1 units.
You should make an AI Faction Tier List. I really wanna know which AI Factions, out of the ones you can play as well, is the strongest in the hands of the AI. I feel this would be an interesting Tier List, specially since you teach us to play in Legendary Difficulty. So knowing which AI Factions you will run in the future can make planning your Campaign much better.
Would you consider also tiering the Campaign Exclusive units at some point, like the unique Empire Provincial troops, and the Lizardmen Blessed Spawnings? I know Rakarth and Imrek have unique units too, just curious about what you would consider actually recruiting.
The Scourgerunner RoR is designed for kiting. The Barbed Net coupled with Poison and 84 speed makes them near impossible to catch, and they're doing 10% extra damage if you're chasing them around for some reason. Scourgerunners have some trash melee stats and just about everything with enough speed to catch them ruins them in seconds. The RoR version is almost completely impervious to that situation. In my opinion, it's at least slightly better than the original, because you're never scared about it, and it carries its role in every battle even if the opponent is trying to catch it with phoenixes or something.
Keepers of the flame ability is applied to enemies that die by the hand, not when models in their unit are killed. It's kind of powerful, in my opinion.
I think the Ravagers of Rakarth (Scourgerunner Chariots) RoR should be listed as "better than original" as the Barbed Net and their poison effect both help it in the key role of a fast missile chariot, kiting the enemy around. I think your evaluation of its slower fire rate is off, as you would not use a missile chariot as an archer/gunner/artillery unit, sitting it behind defensive units as the enemy descend upon your formation, but rather have it in front distracting enemy units that hopelessly run after it and get whittled down while also not being involved in the main fight, and for that reason i believe the RoR has the benefits needed in making it better than the standard version.
I've never delved deeply into the differences in the RORs. It's kind of sad how little effort that was put into a lot of them. I feel like the RORs should be a chance to make some really cool units.
9:00 the talons also have a fire resistance. Doesn't add much value because archers don't belong in melee, but it's still there. 30:25 if you stack the -10% speed from the net with the -15% speed from the poison you can significantly slow down enemies. This is the difference between seekers of slaanesh catching you and not catching you. In wh2 there are few examples of things that can catch you, but it surely helps. 41:50 you CHOOSE if you trigger the ability. When ripperdactyl units are fighting something large and I expect them to take 30s to kill it I pop the ability. After 18 seconds they exit the rage and that '30s job'' is just about done at that point. Rampage can be bad, but you can choose it as a fast kill option.
Yeah, Toad Rage is an incredible assassination ability. It's much more useful in multiplayer, but even in campaign, if you need to focus down Malekith or something, it's worth it.
@@aprinnyonbreak1290 against infantry a +50% damage would be wasted, but just imagine catching a dragon prince unit out of position with this, it would just annihilate the unit in moments.
You guys are all just ignoring the disadvantage of rampage. Yes, in a vacuum fight where conditions are perfect it's great. But if literally anything happens (magic, reinforcing units, focus fire) the situation is only salvaged by a cold blooded use. It's just a very niche ability that requires perfect conditions
I would bump up the frost hydra to slightly better because of the frost breath, because there are fewer entities with frost resist than fire resist. Though admittedly you can pick and choose who to use the breath attack against, still, being able to utilize the ability to its full extent against a wider array of enemies is nice.
24:47 Since the Lizardmen saurus units, including the Cold One units, are getting a Primal Instincts change with Immortal Empires where they will no longer Rampage, does that mean that Dark Elves Cold One units also not Rampage anymore?
I *believe* it's a Lizardmen exclusive thing. Could be wrong. Also, iirc, feral dinos can still rampage, it's just Saurus units, or dinos with handlers that don't rampage anymore.
Is the feral carnosaur RoR name a Jurassic Park reference by any chance? Because I can definitely see people memeing about the "Clever girl" carnosaur that hid and picked at the flanks.
Rakkarth's ravagers: Poison and barb net ensures no cav will ever get close to your chariots (it's a solid -25% speed) While the regular version can be caught up by lighter cav/flying units
Probably doesn’t affect their ranking, but the ROR Sisters of Avelorn are in a slightly looser formation than normal Sisters, so they take a bit less damage from artillery and magic.
if I remember correctly Legend has a very warm (hehe) relationship with lizardmen evem proclaiming them as one of his favourite factions (skaven still being #1)
Since you value fire resistance in opposing to fire damage, the chill of sontar doesnt do fire damage, and the normal war hydra does with its breath attack. Maybe it then is slightly better including the frost bite
I would rate frost breath higher than fire breath for the hydra, as fire resist is a thing. Frost resistance isn't. Means it's more consistent on the damage.
So, let's say someone runs 5 front line units in their main army. Would it be better to run like 4 Silverine Guard and the Scions of Mathlaan or just 5 Silverine Guard
depends on how much ap your facing if its a lot the scions can help keep your silverun alive if there isn't much just go full selverine no reason to bring sions that will just take more damage
you missed a bunch of lizardmen RoR From the hunter and the beast DLC: Shredder of Lustria (Dread Saurian); Cohort of Huatl (Sacred Kroxigor); Amaxon Barbs (Razordon Hunting Pack). other than that great video.
On the Witch Elves, doesn't their contact effect prevent units from being terror routed? Meaning the only real benefit they give is the -8 leadership from fear. Which imo makes this RoR effectively identical to the regular version.
Do you have any/plan to have any Stellaris content? I also love the game and your channel and as soon as I heard the ad I thought it would be a great combination.
Frenzy equates to more than 20% Melee attack boost, plus 10% melee damage boost, active for most of the battle on the Har Ganeth Executioners. That's a serious boost to a melee damage-dealer (it's almost as good as AI melee cheats!). I would say that's a clear upgrade to a unit that LotW just dislikes naturally due to unit type (Melee Damage-dealer).
Personaly find temple guardians too low, they are cheeper then regular ones with same rank, got magical attack is also benefit. And i dont remember if any lizard hero got guardian... Are perfect to protect slan or other lord who isnt great duelist.
Remember that legend bases this on campaign, and against AI none of what you said really makes them stand out. Your Slaan taking 15% less damage is nice, but if you just used more stegadons they could take 100% less damage. They suffer that in campaign the saurus just arent worth using compared to dinos, too expensive for too little return.
@@jerec1267 Im sorry but we compare them to their normal unit option not to stegodons or other units.... Also when we take incomping Immortal empires magic attacks will get bigger impact. I dont claim thats perfect unit always worth to bring but "same as orginal" is still too low tier...
@@nordicpush1452 but it isn't. All your points were countered. The "cost" is only the multiplayer cost, which he doesn't consider in his content just campaign. The magical attacks are just as likely to have a resistance counter as they are to go up against a weakness or bypass in wh2 that is, which is what he's ranking it on... Then finally with guardian, while "technically" a good ability it just really doesn't help the unit do what it's supposed to. Sure you could waste it as a slaan bodyguard. But your slaan shouldn't be in combat, it should run away. Protecting a lord with infantry like a bodyguard (while thematically cool) is just a gross misuse of them. The only time it's actually good is if you have them fighting on the front line which again, your heroes and lords shouldn't be in one place the whole time.. Just because you really like a unit doesn't mean it should be placed higher on legends list of how things are ranked in his OPINION lmfao they're all literally right where they belong because it's his opinion
Hi Legend, I have a question : don t You think, that the advantage of beeing level 9 exp for ROR Units is a big adventage ? Because how many times are You going to have low tier unit with 9 levels exp? I would say, that You could take this into consideration too. What do You think ?
Right I can't agree with the cold one dreadknights ror being only slightly better. You argue that it's a cold one dreadknight and that's why it's only slightly better. By that logic any upgrade to weak units would be meh because they are weak units. I think you should consider moving them to better or vastly better than the original. Make a though experiment how much more would you value a carnosaur without rampage compared to a feral carnosaur?
Applies "when used correctly" to The Thunderous one but not the Ripperdactyls... The ror Ripperdactyl has an entirely different use than the normal one, the ror with its anti-large and ability can be a damned good anti cavalry, hitting cavalry units out of the flank of the enemy army is much safer than using the normal one to attack missile units. I don't use the normal ones, but the ror one is a fantastic unit to hunt down enemy cav, bonus: when you are fighting enemy cav out on a flank there shouldn't be much if anything that can get to the fight before your Ripperdactly has already won and lifted off again, meaning the rampage for 50% extra damage is a fantastic deal.
It would make sense to compare RoR version with original one cost-wise. Phoenix Guard rank 9 is actually 250g more expensive than the RoR version, which makes RoR version a cheaper, but overall stronger unit. 250g difference is a difference between low tier and mid tier unit for example, so it's considerable and should be accounted for.
usually I just save regiments of renown to recruit in a pinch so I very rarely actually use them and usually if I use them I use only them no normal units so without reading what's actually special about them I don't even see it the most special thing about them is the ability to instantly recruit them anyway
I wish you could have more than one of the Sam RoR. If they were doubled in price and tripled in upkeep you could say that’s fair enough but I’d love more than 1 of a few RoRs
The Tomb Kings Khepra Guard (dual sword tomb guard) come with three units instead of 1. Also the Elector Count State Troops (empire special Elector count units) and Lizardmen Blessed Spawnings aren't limited to one unit either.
*The 3 Lizardmen RoR that were missed will be added into the next video*
Very good!
Ranking frost breath the same as fire breath....I don't know. Fire breath does interfere with regeneration which forst does not, but on the other hand there's a hell of a lot more units with fire resistance than frost resistance. And the frost breath also applies the frostbite effect, not only the melee attacks.
Valuing these two breath attacks as being identical feels weird because they are so different. I'd say the frost breath is slightly better than the fire breath, mostly because of the low number of units with frost resistance. Applying frostbite to fast, slippery enemy heros or lords can also make the difference between catching them or not and it can screw up cavalry cyclo-charging as well.
PS: I can't believe you forgot the Shredder of Lustria ;-)
@@HH-hd7nd the fire thing u mentioned is from wh 3, it isnt in that game yet
@@danielgavva6693 true but all units with Regen (that I have come across) have a 20% weakness to fire
It is a little troubling that you keep increasing the rank of regular unit but put the points WAY above the ROR units..... Like Phoenix Guard... regular ends up at 1874 v ROR 1650.... rank up by all means but surely it is only valid when you are dealing with Point for point? Great video as usual, love the channel...just a small point :) ps...I do appreciate it won't make a big difference, it just bothers lol.
Worth noting for WH3: Primal Instincts will no longer feature Rampage, instead it's just the stat boost at low HP! Which means if the RoRs still just get rid of Primal Instincts they'll actually be *worse* than the original!
I think and this point it would be wise to add primal instincts to every lizardmen ror
The stat boost will also activate at 50% health instead of 20% so it's way more likely to get decent use out of it
@@wlla8616 They did add Primal Instincts to Temple Guard where they don't have it in WH2 so I assume they'll do that for the relevant RoRs
It would still be a buff to the "feral" dinos, since iirc, they actually still rampage.
@@aprinnyonbreak1290 Oh they do? Boooooo
In previous tier list you missed the poison attacks on trolls RoR, that paired with fear should easily outweight 1point less in meele attack
I would love to see tier list of blessed units for lizardmen and electors units for empire
I'd love to see this too.
In his lizardmen units tier list he said the blessed units were one tier above whatever the normal unit was. Don’t remember on empire units but I would assume the same.
Nigh impossible to see or remember each and any ability of all units in the game. Recognition in the subsequent video or pinned comment are enough. Very good video, these tier lists are always awesome with the bunch of informations they provide.
Great tier list, but I think the RoR Kroxigors, Razordons and Dread Saurian are missing.
47:22 "Hopefully I didn't miss anything this time!" Whoops!
They are in the next one
@@bluemilkalienmonster522 miss 3 units entirely.
You missed RoR Dreadsaurian, Shredder of Lustria
One could say, missed the dread saurian in the room
and the razordon pack RoR
Can’t wait for the tier list of every settlement ;)
Hexotl top tier.
I mean, i guess landmarks tier list wouldnt be out of question? Lmao
It's a wonder you missed the largest ROR, the shredder of Lustria
The lizerdmen must have hideen it from Legend.
It was under the coatl shroud lol
I really enjoy these tier lists (and all your other content!)
thanks for makin these! appreciate all the hard work and entertainment man
It's very minor but I'd point out that the encourage effect on units like the RoR Sisters of Avelorn or Longbeards provides 8 leadership as opposed to the 3 provided by heroes and lords baseline. Most characters have skills to increase this in campaign so it's not that huge of a deal, but I do feel like it's worth mentioning, especially if you wanna mess around in multiplayer.
Edit: The Chill of Sontar's breath not doing fire damage can be useful, I guess? It'll ignore fire resist and maybe magic resist too, since it doesn't mention magic damage.
About the thunderous one, I think the best use of it's spell is at the enemy front line infantry where the enemy troops tend to stack up anyway. The thunderbolt spell itself is highly accurate. Imo the only way you'd hit your own troops with it is if you aim for hitting a single enemy entity surrounded by your own troops.
When any keeper of the Flame dies he explodes and deals good aoe damage. It makes them nightmares in a pitched melee fight.
The problem must of the time is that this unit will be shot the shit out to death, and with their slow speed things can ran away from them prety easily. So it is only realy usefull against Lizerdmen since they have bad missile units. So yeah I can see why Legend said this ability is still bad.
The damage on keeper of flame is dealt per model lost not per entire unit
And its quite significant damage
Yeah I think it is strange the he does not do a simple test before rating them if he does not know what the abbility does.
But, it has to be damage from melee, because the AOE on that damage is quite small (for sure it is on the Phoenixes).
"Tretch-level skill" is my favorite new TWWH term.
"A Tretch-Level skill" is such a good insult, lol. Bravo.
@12:10 I believe Encourage auras from characters and those from units actually do stack together, as they are 'different abilities' giving different amounts of +LD. Enticity did a video about it not long ago.
The thing with the Scions of Mathlann's ward save aura is that it does maker a difference, even against something like Carnosaurs. The Carnosaur's attack does not just hit one model, but several, like 4-6 or something. These 10% ward save might be the difference between a Carnosaur outright killing the models and leaving them with a few hitpoints, so that the Carnosaur has to get another hit in on these same models to actually kill them, thus basically doubling the HP of the infantry, as long as there are no other units dealing damage. The numbers might not be 100% correct here, depending on the units that gain this 10% ward save aura and I know the Carnosaur was just an example, but the same example could be made with a Hydra and Sisters of Avelorn in melee, while the Scions of Mathlann provide their aura.
Also, if you combine the Scions with Silverin Guard, their magic resistance goes up to 40% which might be really helpful against AoE spells
Even with splash attacks, 10% is very unlikely to save any models. Carnosaurs splash 5 models max, and splitting 420 damage 5 ways is still 85. Elven Spearmen have 63 HP. If they were elite units with higher HP it could work, but not on tier 1 units.
For Puramane Company, I think that Armour sundering should put them higher since it does help your archers to do more damage.
Right, HE Archers are bloody cheap (for a HE unit, of course), but they have low AP missles
You should make an AI Faction Tier List.
I really wanna know which AI Factions, out of the ones you can play as well, is the strongest in the hands of the AI.
I feel this would be an interesting Tier List, specially since you teach us to play in Legendary Difficulty. So knowing which AI Factions you will run in the future can make planning your Campaign much better.
Now it would be interesting to see how elector count units and lizards spawn units compare to original
The real reason the skaven aren't on this list is because legend plans to have a whole 50 minute video dedicated entirely to the Avalanche Mortars.
Legend knew he needed to make up for his mistake with Stirland's Revenge after they saved his no defeat as Franz campaign.
Frost breath on the hydra is good against high elves who have a lot of fire resistance.
I can see Legend's Steam library also having a tier list 🤣
Would you consider also tiering the Campaign Exclusive units at some point, like the unique Empire Provincial troops, and the Lizardmen Blessed Spawnings? I know Rakarth and Imrek have unique units too, just curious about what you would consider actually recruiting.
iirc all the Waywatchers for Eltharion are super amazing tier
The Scourgerunner RoR is designed for kiting. The Barbed Net coupled with Poison and 84 speed makes them near impossible to catch, and they're doing 10% extra damage if you're chasing them around for some reason. Scourgerunners have some trash melee stats and just about everything with enough speed to catch them ruins them in seconds. The RoR version is almost completely impervious to that situation.
In my opinion, it's at least slightly better than the original, because you're never scared about it, and it carries its role in every battle even if the opponent is trying to catch it with phoenixes or something.
Keepers of the flame ability is applied to enemies that die by the hand, not when models in their unit are killed. It's kind of powerful, in my opinion.
There is no frost resistance in game but there is flame resistance. The frost hydra is head(s) above the regular one for that reason alone.
"Mauraders smashed to shit...you can hit that." Slaanesh agrees 👍 👌
omg i was literally just searching this up earlier today and couldn't find anything. this is epic.
Thanks for these tier list legend, appreciate them
This tier list is great. Thank you for all your work!
Naming a Carnosaur Geltblöm's Terror is one of my favourite easter egg jokes in this game
1000 hours on stellaris? that's my man!
I think the Ravagers of Rakarth (Scourgerunner Chariots) RoR should be listed as "better than original" as the Barbed Net and their poison effect both help it in the key role of a fast missile chariot, kiting the enemy around.
I think your evaluation of its slower fire rate is off, as you would not use a missile chariot as an archer/gunner/artillery unit, sitting it behind defensive units as the enemy descend upon your formation, but rather have it in front distracting enemy units that hopelessly run after it and get whittled down while also not being involved in the main fight, and for that reason i believe the RoR has the benefits needed in making it better than the standard version.
I've never delved deeply into the differences in the RORs. It's kind of sad how little effort that was put into a lot of them. I feel like the RORs should be a chance to make some really cool units.
9:00 the talons also have a fire resistance. Doesn't add much value because archers don't belong in melee, but it's still there.
30:25 if you stack the -10% speed from the net with the -15% speed from the poison you can significantly slow down enemies. This is the difference between seekers of slaanesh catching you and not catching you. In wh2 there are few examples of things that can catch you, but it surely helps.
41:50 you CHOOSE if you trigger the ability. When ripperdactyl units are fighting something large and I expect them to take 30s to kill it I pop the ability. After 18 seconds they exit the rage and that '30s job'' is just about done at that point. Rampage can be bad, but you can choose it as a fast kill option.
Yeah, Toad Rage is an incredible assassination ability. It's much more useful in multiplayer, but even in campaign, if you need to focus down Malekith or something, it's worth it.
@@aprinnyonbreak1290 against infantry a +50% damage would be wasted, but just imagine catching a dragon prince unit out of position with this, it would just annihilate the unit in moments.
You guys are all just ignoring the disadvantage of rampage. Yes, in a vacuum fight where conditions are perfect it's great. But if literally anything happens (magic, reinforcing units, focus fire) the situation is only salvaged by a cold blooded use. It's just a very niche ability that requires perfect conditions
Really looking forward to the next one
Stirland supremacy, Alberich-Haupt Anderrsen's floppy hat demands respect.
I would bump up the frost hydra to slightly better because of the frost breath, because there are fewer entities with frost resist than fire resist. Though admittedly you can pick and choose who to use the breath attack against, still, being able to utilize the ability to its full extent against a wider array of enemies is nice.
Against units that have regen, it's the opposite. Chill of sontar is really good, but it is basically the same as other hydras.
empire elector count troops tierlist would also be nice, also stellaris video or stream would also be nice if you ever get bored of total war
24:47 Since the Lizardmen saurus units, including the Cold One units, are getting a Primal Instincts change with Immortal Empires where they will no longer Rampage, does that mean that Dark Elves Cold One units also not Rampage anymore?
I *believe* it's a Lizardmen exclusive thing. Could be wrong.
Also, iirc, feral dinos can still rampage, it's just Saurus units, or dinos with handlers that don't rampage anymore.
@@aprinnyonbreak1290 I think it's a change to the mechanic in general
Is the feral carnosaur RoR name a Jurassic Park reference by any chance? Because I can definitely see people memeing about the "Clever girl" carnosaur that hid and picked at the flanks.
Oh man I didn't know you liked Stellaris, would love to watch a one-off stream or something
So are we getting a DLC tier list with Beastmen, Wood Elves, Brettonia, and Norsica?
On these tier list videos, time markers would be very nice!
Rakkarth's ravagers:
Poison and barb net ensures no cav will ever get close to your chariots (it's a solid -25% speed)
While the regular version can be caught up by lighter cav/flying units
Legend loves skaven so much he's giving them their own video.
Like the spotlights, and thank you for the tier list.
Probably doesn’t affect their ranking, but the ROR Sisters of Avelorn are in a slightly looser formation than normal Sisters, so they take a bit less damage from artillery and magic.
Legend you miss the kroxigor and the shredder of lustria
You missed the Shredder of Lustria, the Dread Saurian RoR.
I think that Imortal Empires dropping for WH3 will warm up Legend towards the Lizardmen since Primal Instincts is losing the Rampage.
if I remember correctly Legend has a very warm (hehe) relationship with lizardmen evem proclaiming them as one of his favourite factions (skaven still being #1)
I mean, that's pretty much what keeps them in check right? Otherwise they're a little op
Since you value fire resistance in opposing to fire damage, the chill of sontar doesnt do fire damage, and the normal war hydra does with its breath attack. Maybe it then is slightly better including the frost bite
taken into consideration that high elves are going to be your worst enemy for a big chunk of the game it's a pretty important difference
I'd put the Hellebroni up a bit, their combo of abilities bakes them a pretty amazing mid-game holding unit for any Darkshard army to hide behind
I just (slowpoke) realized Geltblöm's Terror is a reference to Jeff Goldblum
I would rate frost breath higher than fire breath for the hydra, as fire resist is a thing. Frost resistance isn't. Means it's more consistent on the damage.
frost damage isnt a thing it just does magick damage
You should do a most fun factions tierlist when IE comes out!
You missed 3 lizardmen regiments (kroxigors, razordons and THE SHREDER OF LUSTRIA)
So, let's say someone runs 5 front line units in their main army. Would it be better to run like 4 Silverine Guard and the Scions of Mathlaan or just 5 Silverine Guard
depends on how much ap your facing if its a lot the scions can help keep your silverun alive if there isn't much just go full selverine no reason to bring sions that will just take more damage
you missed a bunch of lizardmen RoR From the hunter and the beast DLC: Shredder of Lustria (Dread Saurian); Cohort of Huatl (Sacred Kroxigor); Amaxon Barbs (Razordon Hunting Pack). other than that great video.
I know the Amaxon Barbs are an awkward unit.
In any other faction, they'd be very good, but in Lizardmen, you already have lots of sources of poison.
Great video legend
But u missed shredder of Lustria and sacred Kroxigor ROR
Played Sfo for the first time recently and imagine my shock when white lions are tying sisters for kills lmao
Raven’s heralds is top tier for me. Not because it’s any good, but because it doesn’t have an original counterpart.
Coolness ⭐⭐⭐⭐⭐
Practicality ⭐
Did the star chamber guardians not used to have regeneration? I seem to remember them being extremely tanky
they never had regeneration
Great video, thank you! Will there be a similar one about regiment units for DLC factions?
No
On the Witch Elves, doesn't their contact effect prevent units from being terror routed? Meaning the only real benefit they give is the -8 leadership from fear.
Which imo makes this RoR effectively identical to the regular version.
no rampage has no effect on ledership if there not immune to psychology theyll get terror routed like any other unit
Do you have any/plan to have any Stellaris content? I also love the game and your channel and as soon as I heard the ad I thought it would be a great combination.
Frenzy equates to more than 20% Melee attack boost, plus 10% melee damage boost, active for most of the battle on the Har Ganeth Executioners. That's a serious boost to a melee damage-dealer (it's almost as good as AI melee cheats!). I would say that's a clear upgrade to a unit that LotW just dislikes naturally due to unit type (Melee Damage-dealer).
Personaly find temple guardians too low, they are cheeper then regular ones with same rank, got magical attack is also benefit. And i dont remember if any lizard hero got guardian... Are perfect to protect slan or other lord who isnt great duelist.
Remember that legend bases this on campaign, and against AI none of what you said really makes them stand out.
Your Slaan taking 15% less damage is nice, but if you just used more stegadons they could take 100% less damage. They suffer that in campaign the saurus just arent worth using compared to dinos, too expensive for too little return.
Magical attack might be useful against some Vampire Coast units, which start basically next door to some Lizardmen.
@@jerec1267 Im sorry but we compare them to their normal unit option not to stegodons or other units.... Also when we take incomping Immortal empires magic attacks will get bigger impact. I dont claim thats perfect unit always worth to bring but "same as orginal" is still too low tier...
@@nordicpush1452 but it isn't. All your points were countered. The "cost" is only the multiplayer cost, which he doesn't consider in his content just campaign.
The magical attacks are just as likely to have a resistance counter as they are to go up against a weakness or bypass in wh2 that is, which is what he's ranking it on...
Then finally with guardian, while "technically" a good ability it just really doesn't help the unit do what it's supposed to. Sure you could waste it as a slaan bodyguard. But your slaan shouldn't be in combat, it should run away. Protecting a lord with infantry like a bodyguard (while thematically cool) is just a gross misuse of them. The only time it's actually good is if you have them fighting on the front line which again, your heroes and lords shouldn't be in one place the whole time..
Just because you really like a unit doesn't mean it should be placed higher on legends list of how things are ranked in his OPINION lmfao they're all literally right where they belong because it's his opinion
Frenzy and Perfect Vigour are great abilities to get for your units!
The TWW stats website is pretty useful to compare units like that.
Legend what do you think about the legendary dragons of the imrik campain. Thanks
How come you did not include Skaven as well with these 3? As they are a base race for WH2
Hi Legend, I have a question : don t You think, that the advantage of beeing level 9 exp for ROR Units is a big adventage ? Because how many times are You going to have low tier unit with 9 levels exp? I would say, that You could take this into consideration too. What do You think ?
Right I can't agree with the cold one dreadknights ror being only slightly better. You argue that it's a cold one dreadknight and that's why it's only slightly better. By that logic any upgrade to weak units would be meh because they are weak units. I think you should consider moving them to better or vastly better than the original. Make a though experiment how much more would you value a carnosaur without rampage compared to a feral carnosaur?
If I am not mistaken, but don't flaming attacks apply the burning morale debuff?
Hell yes, nice long video today
Applies "when used correctly" to The Thunderous one but not the Ripperdactyls...
The ror Ripperdactyl has an entirely different use than the normal one, the ror with its anti-large and ability can be a damned good anti cavalry, hitting cavalry units out of the flank of the enemy army is much safer than using the normal one to attack missile units.
I don't use the normal ones, but the ror one is a fantastic unit to hunt down enemy cav, bonus: when you are fighting enemy cav out on a flank there shouldn't be much if anything that can get to the fight before your Ripperdactly has already won and lifted off again, meaning the rampage for 50% extra damage is a fantastic deal.
I wouldn't mind seeing you cover stellaris, maybe on a second channel so you can take a break from some Total war at times.
You forgot the shredder of Lustria !
It would make sense to compare RoR version with original one cost-wise.
Phoenix Guard rank 9 is actually 250g more expensive than the RoR version, which makes RoR version a cheaper, but overall stronger unit. 250g difference is a difference between low tier and mid tier unit for example, so it's considerable and should be accounted for.
It doesn't matter in SP, which he only considers
funny enough the fireborn will lose to regular dragon princes because of their fire resistance
Which Stellaris DLCs do you recommend?
After the intro my big question is when will we get a Stellaris tier list
Fireborn gets like 70% fire resistance, not only bonus vs large
Don't all dragon princes get that fire resistance?
@@albericdecarrere8436 just checked, i was wrong, they have 40%, same as casual ones
@@kristinakripperino9506 I think it's the irondrakes that get the 70% fire resistance, but I guess we were both wrong about it first 😅
Don’t forget the other changes coming as well in wh3 the change to rampage is among them.
Better horses for the imperial heavy cavalry to boot.
Elector count units , blessed ones and I think cult of sotek have unique units as well to compare
Don’t flaming attacks cause enemies attacked to burn? I think it is an addition leadership penalty.
in WH3 they do, but they didn't in previous games.
@@jermz238 ah ok, thanks
When for race packs?
usually I just save regiments of renown to recruit in a pinch
so I very rarely actually use them and usually if I use them I use only them
no normal units
so without reading what's actually special about them I don't even see it
the most special thing about them is the ability to instantly recruit them anyway
Keeper of Flame activates on ENEMY kills
I wish you could have more than one of the Sam RoR. If they were doubled in price and tripled in upkeep you could say that’s fair enough but I’d love more than 1 of a few RoRs
Maybe 1 RoR per army but you can have as many duplicates as you want?
The Tomb Kings Khepra Guard (dual sword tomb guard) come with three units instead of 1. Also the Elector Count State Troops (empire special Elector count units) and Lizardmen Blessed Spawnings aren't limited to one unit either.
Raven Heralds would be so good if they had "fire while moving" in a 360 arc ..not sure what tey were thinking with that unit.
Probably overvaluing the fact it's a flier.
Did i miss the shredder of Lustria?
Scions of mathlann is permanently on if you have no wizard or magic caster in your roster.
Geltbloom terror s tier because Jurassic Park reference
Skaven where ?
Does reducing enemy speed also slow down their attack speed or just movement speed?
Just speed. Technically melee attack is kinda attack speed