In short: Despite having rather short range, the damage output of this doomstack is nothing short of amazing. It can decimate enemies in a really short time. In prolonged battles it can run a bit short on ammunition. Another problem is that there's no shortage of friendly fire and Malakai ended this battle quite short on health.
I remember i was fighting against dwarves in my Norsca campaign, they had maybe two of these, so i go on to flank their ranged troops and 15 seconds in i ask myself "Wait, where'd Wulfrik go". The hewers sure made short work of him.
It seemed plenty powerful to me - stalk & micro negates the range limitations - once something is close enough to see it is being melted. It for sure has weaknesses but I can't recall the last time I saw a unit just evaporate like this video. It outright melted 2 extremely tough SEM. Looks fun as hell
I think this was actually meant to be played with the engineers using flash bangs on faster targets to hold them down so that the hewers melted them.Having the engineers as blockers can work but as you seen the friendly fire was way too much. Sitting them back more maybe at 20 range past the hewers would have had the same effect. But cycling through your engi's to throw flash bangs was the thing youare meant to do to slow down anything that can maybe reach the hewers.
@@Paztacos Well not exactly. I think its not bad at all. Some maps i would agree they would cause a micro hellscape. But you just need to flashbang the fast ones, the rest you should be fine with letting just naturally move up. I think where this doom fails is against flying or heavy cav. But if you catch them flanking and spin around on them you can delete a cav in seconds. Heavy arty armies would mess you up too though. And ofc this would be a dead army vs high elves!
Legend talking about Thunderbarge doomstack like your mum talking about her friend's son: "yeah, what you did was nice and all, but can't you be more like them?" He's not going to consider anything impressive now with these Dawi zeppelins in game xd
Dad! Look I've got my PHD I'm a Doctor now! I also won the lottery and I'm running for President next year! Legend: That's nice son but did you hear about your brother? He's a Thunderbarge captain!
I swear they would melt the tombkings constructs, did you see how easily they destroyed the arachnarock spider? And they were barely firing - i feel like this one had a tough review
GG. I see the Goblin Hewer as a good unit to guard your flanks. Their high speed means you can intercept almost any attacking unit and they'll delete the first few units to do so. And after they're out of ammo, they're still a slayer unit to watch your flanks.
Not finished watching the video, so not sure if this is addressed, but that army is perfect for inflicting early army losses before reinforcements arrive.
I agree, it should have rushed into range since it had stalk, and opened up on them before reinforcements arrived. It has the stealth, speed, and power to have ambushed them hard.
one important piece you missed is that malakai's goblin skewer get vanguard deployment and stalk so you can get in range of the archers by putting them really close to the target
I feel like you didn't use this properly. The engineers etc should be closer to the hewers so they get friendly fired less. You also didn't use the fact the hewers have stalk so the enemy can't shoot them until you engage. You can also just run the hewers around with their 84 speed.
Yeah using them like stalking skirmish cav/missile infantry would've been a lot more effective. If Legend used them like they were Shades I think they would've done much better, you would only use the master engineers to draw aggro in certain areas
Probably correct. Maybe the one who sent it in didn't describe how to best use it? That should probably be included for doomstacks that aren't just "run at enemy"
Yeah I think his idea with "doomstacks" is that you can just deploy it and win every battle but by sitting still and having the engineers so far from the firing line he really underutilized the strength of this one, which is mobility and burst damage.
Malakai has a bunch of in combat area buffs that increase range by a fair amount. Should have had him in the group of hewers. Think you can get 30%+ range in a 55m area. That's why there's no ironwarden tankard, because he gets an item that increases range of things close to him.
I think the problem here is that the alternatives are so OP that this looks weak in comparison, but if this was prior to the DLC then it would look a lot better. T3 isn't high. Less than 3k cost. Also, I do think this wasn't played optimally (which is a double-edged sword in terms of rating but is probably better for game balance and long-term fun). The speed they have, coupled with how obliterating they are, coupled with being able to melee IF absolutely necessary, means these would likely perform fine without the front lining heroes - which is where all the damage was taken. Instead, have some of the heroes slip around and distract/deal with the enemy ranged units - don't even need to get close, just enough to get into _their_ range to get them to stop moving up (then prepare to dance a merry jig to waste time/ammo). Skirmish with the Hewers as needed - probably far less than you may think, given how they obliterate anything that gets into range anyway, and you can just keep back one or two heroes (rather than positioned at the front edge) to engage if needed while the Hewer retreats. Once the melee units are dealt with, run the Hewers up to take out the ranged units left (if not already army lossed). I know this is counter to usual tactics, but the high damage, the friendly fire, and the Hewer speed likely makes it better to keep any defending heroes back here. Meanwhile, the offensive heroes would make this stack far less susceptible to ranged armies, although the lack of something like Menace Below does make them fair less well against heavy counter-artillery (which will likely ignore the heroes). Biggest issue would be dangerous units that were faster than your heroes - but should be able to lure those into the Hewers deathzone first.
I was actually thinking about using this like how you’d use cavalry doom stack by splitting enemies apart. Especially with their stealth, perfect vigor and 84 speed. It’s just that instead of dogpiling 19 cavalry into an isolated unit you shoot them instead.
I was also thinking about revealing the heroes and blob enemies into a corner and surround them with Hewers. The archers would be the nearest units to your Hewers allowing you to shred them first and the rest of the army would be melee stuff stuck between a hero stack and Hewers stack.
@@ศกรโสมาภา Variation may be to reveal a few at a time since they stalk; ambush a small blob of the enemy, then flee to stalk again. Rinse, repeat - swapping out the units that use up their ammo. Kind of like night runner stacks. This does require patience, however, it should not be particularly micro-intensive as you are only dealing with a few at a time.
11:15 Something horrifying about these things rushing up top of a hill, chucking a bunch of axes at you and decimating your units, and then dashing away at a speed your fastest unit can't rival.
I think makin' the Engineers start closer to the Hewers then runnin' 'em out to block troops after the first barrage would make for less severe friendly fire.
11:13 there's something pretty menacing about a bunch of half naked dwarfs sprinting with considerable speed across a hill, rolling a small artillery piece along with them, setting up in front of you and starting to spam throw axes at you within a few seconds
Is this the first time Legend used one of these doomstacks completely wrong? Don’t remember this ever happening. Maybe people should be explaining how their army works in the email, dunno. Would seem patronizing.
@@Ron_Jambo_ sure, but he had an army of stalking 84 speed artillery. Which also made his point about being vulnerable to enemy archers and artillery completely moot. And it’s obvious he hasn’t played Malakai yet cause he doesn’t know what buffs you get from adventures.
@@Ron_Jambo_ That's why it's a doom stack. For me at least a really surprisingly good doom stack. Having a fast moving, stalking, ridiculously high damage artillery with restockable ammo is great. The brilliance of this one is that it's weakness of short range is almost completely negated. I agree with the initial comment, Legend used the army very poorly. I think this army would be best used by having Malakai start at the back. He's the only one the enemy can see. When they approach ambush with the engineers and hewers (who are standing with the engineers being in close proximity to the hewers). With your insane damage, nothing will survive the ambush. Then either set up for another ambush or run the enemy down and destroy them with more ranged hewer attacks. Your going to slaughter everything with basically no losses and the enemies wondering what the hell just hit them. With Malakai's buffs and quest buffs this doom stack definitely wins my "I thought this would be garbage, but it actually amazing" award.
I feel like goblin hewers are a perfect example of a good niche unit. They’re only truly useful in some semi-specific situations, but DAMN are they good at what they’re doing !
having tried out the goblin hewers in a game, yeah, definitely good against melee-focused armies, preferably infantry, and at least they can run instead of being a slow as most artillery, so you can kinda reposition if there's range
All of your videos have been great legend and all the new stuff coming out of the update/dlc has been an absolute win for the game and community as a whole, nice to see so much fun going on again.
While I understand the reasoning behind playing doomstack armies a certain way, I would have liked to see this army utilized to their full potential. It seems like a lot of fun to stalk right up on your targets and melt them under a flurry of axes. I don't think the engineers were intended to be frontline blockers, either.
I think the army in this configuration is not meant to be a sit and hold when facing longer range, it can just attack move forward to some degree and outrun enemy infantry swarms. Nothing can survive 2 of these barraging them, so it's actually pretty amazing against traditionally problematic monster units that close to melee. The addition of them being slayers, and counting for all slayer buffs, is pretty unique. The stalk benefit is also amazing, they aren't going to be shot at by artillery unless they are misused.
They are just a cool multi purpose frontline unit. They deal BIG damage before going into melee, where they are anti-large and unbreakable. Sometimes they even can continue to fire in melee for a bit. Basically a naked ironbreaker that deals way more damage and is faster. Very nice to secure flanks.
Is Goblin Hewers vs. Thunder barges a stupid idea? The damage they dealt to single entities by accident was incredible, so even if they can't win, it'd be interesting to see the the margins of a maxed out GH doomstack vs. maxed out TB doomstack.
I dunno if I agree with you on this one legend. Those hewers fucking obliterated everything they touched. With that much speed and melee stats they’re basically chariots. Like you could’ve run them at the archers as soon as the frontline was destroyed.
With stalk, LIMITED range, and that speed, they seem like assault gun platforms. I'd try positioning them in some sort of self-protecting fornation, shoot up scary melee enemies as they approach, then run the entire army around the field like a tank unit and sweep up the enemy. Sniper cav probably works better though
I would take the cannon doom stack and replace about half with the goblen huers. Would give that extra short range punch and its more reliable in bad terrine at close range. The cannons would give the longe range needed to kill archers. Also in a pinch the can be tosed as a frontline to save your cannons. Would arternate them in line formation.
can't send in my save since I have mods, but I beat Grimgor and 3 reinforcing armies (all full) using Malakai with 3 engineers + Gotrek + Felix + Ulrika, 2 cannons, 2 flame cannons, 2 organ guns, 4 goblin hewers, 1 trollhammer torpedo, 1 brimstone gyrocopter and 1 gyrobomber. Able to take on any battle so far no matter the terrain. Very hard AI with normal stats. The game predicted total defeat including the garrison, which I just pulled out of the fight immediately. I feel like this does an adequate job using all of his strengths
Maybe with the Vanguard deployment this is one where you could go on the offensive. It seems you can probably eliminate quite a lot before they get to you. Then just charge your heroes through once they've started getting close
Hmm, what doom stack will Makaisson bring tommorow? Also, i was thinking that i have some kind of bug with those dwarfs yelling. Glad to see, its intentional. 😀
I don’t know if you’d use these the same way as you’d use a gunner/iron drake unit? Surely they’re better in a way, more mobile to get to flanks of front line where the prior may suffer, pretty good in melee if they’re pushed on, and similarly ranged, but then effective on large and small units.
Notably, the crews themselves would get the speed bonus and are somewhat competent in melee with okay stats and unbreakable. A good force against massive units that doesn't fail too often against speedy enemies in melee. Save for stuff like chaos knights or other super tough cavalry
like other people have said, i think this wasnt played the best, with perfect vigour and stalk they are incredibly mobile. So being aggressive and abusing that i think might have been better than holding a defensive position. When ive used them, not a doomstack just a couple, they just removed any cavalry. a full health unit of chaos knights died completely by the time they reached my pirate slayers i had just slightly ahead of the hewers. I honestly think this doomstack is actually really good, like a 8.5/10 or a 9/10, but it isnt just fire and forget like the thunderbarge more like the gyrocopter when the enemy actually has ranged units.
These would honestly have a chance against a thunderbarge, assuming you can get them close enough But let's not forget that goblin hewers have slayers manning them meaning you have stalking slayers with pretty high speed
I really think that you under estimate this unit though. long range units wont be able to shoot them because they are all stalking and you rather should think about them as a short-range high damage output missile infantry rather then artillery - they are literally faster then any other ground dwarf unit. Also 2 of them can kill virtually any monster before it reaches them which makes them a more then decent support for any army.
That speed! Goblin Hewers aren’t artillery: They’re slow skirmish cavalry!
Actually true xd
That's display speed, there is a speed cap increase of 50% over base so they might not actually move at that speed.
@@Lones555 Meaning at least 60 speed though... still super fast for artillery and the original statement is still true.
Hewers are weird unit.
Short-ranged for artillery, has okay-ish self-defense (again, for artillery) and greater than normal speed.
They take too long to settle into position before firing, so they're bad as skirmishers.
Short range......"SHORT!?!?!?!!!" 🤣🤣🤣
NO ALLIANCE!!!
only A RECKONING!
BOOK
BOOK OF GRUDGES!!!
THIS IS NAUGHT BUT AN ELGI SCHEME
The spirit of Thorgrim periodically possessing Legend to express offense at him complaining about SHORT?! range is the best part of this video
Good thing otherwise he'd go into the book
Shoulder Skaven and Shoulder Dwarf!
In short:
Despite having rather short range, the damage output of this doomstack is nothing short of amazing. It can decimate enemies in a really short time. In prolonged battles it can run a bit short on ammunition. Another problem is that there's no shortage of friendly fire and Malakai ended this battle quite short on health.
N O A L L I A N C E !!!
SHORT?!?!?!?
SHORTAGE ?!?!?!?
Peak short puns
Have another like
I remember i was fighting against dwarves in my Norsca campaign, they had maybe two of these, so i go on to flank their ranged troops and 15 seconds in i ask myself "Wait, where'd Wulfrik go". The hewers sure made short work of him.
SHORT ?!
Don't leave us hanging.... WHERED DID WULFRIK GO? Where does he vacation?
@@ryand5436 Whatever the Warhammer version of Valhalla is i guess.
Definitely not the most powerful doomsatck, but i really enjoyed building it and it's fun to play ! Thanks for covering it !
I think it was great! Good job!
try same but instead of this garbage use flamethrowers or even better flame cannons, that is infinitely more fun.
It seemed plenty powerful to me - stalk & micro negates the range limitations - once something is close enough to see it is being melted.
It for sure has weaknesses but I can't recall the last time I saw a unit just evaporate like this video.
It outright melted 2 extremely tough SEM.
Looks fun as hell
I like this doomstack, it's really fun looking.
4:35 An army of stalking units, all screaming at the top of their lungs.
Well clearly they're tattooed with Valaya's Rune of Peace which renders them completely silent to anyone that isn't SHORT
@@TheWhiteDragon3 SHORT?!?!
Maybe the real goblin hewers were the friends we made along
Nah, it was the goblins we hewed along the way.
wtf is that supposed to mean, so random, unoriginal and more importantly extremely unfunny
@@meyr1992 and you still took a moment out of your life to say that lol
I think this was actually meant to be played with the engineers using flash bangs on faster targets to hold them down so that the hewers melted them.Having the engineers as blockers can work but as you seen the friendly fire was way too much. Sitting them back more maybe at 20 range past the hewers would have had the same effect. But cycling through your engi's to throw flash bangs was the thing youare meant to do to slow down anything that can maybe reach the hewers.
That is way too much micro for a doom stack.
@@Paztacos Well not exactly. I think its not bad at all. Some maps i would agree they would cause a micro hellscape. But you just need to flashbang the fast ones, the rest you should be fine with letting just naturally move up. I think where this doom fails is against flying or heavy cav. But if you catch them flanking and spin around on them you can delete a cav in seconds. Heavy arty armies would mess you up too though. And ofc this would be a dead army vs high elves!
Legend talking about Thunderbarge doomstack like your mum talking about her friend's son: "yeah, what you did was nice and all, but can't you be more like them?"
He's not going to consider anything impressive now with these Dawi zeppelins in game xd
That's kinda how rankings work
Dad! Look I've got my PHD I'm a Doctor now! I also won the lottery and I'm running for President next year!
Legend: That's nice son but did you hear about your brother? He's a Thunderbarge captain!
An arty piece that fast is jut hilarious. "PUMP THOSE DWARVEN LEGS!" indeed XD
They really are a "anything within range dies, be it friend or foe" unit
"Fast(for a dwarf)"
The explosive ammo banner makes these hilarious
*"Short?!?!?"*
That goes in the book !!
THEY HAVE WRONGED US
I swear they would melt the tombkings constructs, did you see how easily they destroyed the arachnarock spider? And they were barely firing - i feel like this one had a tough review
GG. I see the Goblin Hewer as a good unit to guard your flanks. Their high speed means you can intercept almost any attacking unit and they'll delete the first few units to do so. And after they're out of ammo, they're still a slayer unit to watch your flanks.
Not finished watching the video, so not sure if this is addressed, but that army is perfect for inflicting early army losses before reinforcements arrive.
I agree, it should have rushed into range since it had stalk, and opened up on them before reinforcements arrived. It has the stealth, speed, and power to have ambushed them hard.
Malakais invention almost killed himself hahaha
Classic Malakai
Certified Malaki moment.
I think he took inspiration from skaven lol
one important piece you missed is that malakai's goblin skewer get vanguard deployment and stalk so you can get in range of the archers by putting them really close to the target
I feel like you didn't use this properly. The engineers etc should be closer to the hewers so they get friendly fired less.
You also didn't use the fact the hewers have stalk so the enemy can't shoot them until you engage.
You can also just run the hewers around with their 84 speed.
Yeah using them like stalking skirmish cav/missile infantry would've been a lot more effective. If Legend used them like they were Shades I think they would've done much better, you would only use the master engineers to draw aggro in certain areas
Probably correct. Maybe the one who sent it in didn't describe how to best use it? That should probably be included for doomstacks that aren't just "run at enemy"
This is correct
Yeah I think his idea with "doomstacks" is that you can just deploy it and win every battle but by sitting still and having the engineers so far from the firing line he really underutilized the strength of this one, which is mobility and burst damage.
Yee, this is just what I was thinking!
Malakai has a bunch of in combat area buffs that increase range by a fair amount. Should have had him in the group of hewers. Think you can get 30%+ range in a 55m area. That's why there's no ironwarden tankard, because he gets an item that increases range of things close to him.
I think the problem here is that the alternatives are so OP that this looks weak in comparison, but if this was prior to the DLC then it would look a lot better. T3 isn't high. Less than 3k cost.
Also, I do think this wasn't played optimally (which is a double-edged sword in terms of rating but is probably better for game balance and long-term fun). The speed they have, coupled with how obliterating they are, coupled with being able to melee IF absolutely necessary, means these would likely perform fine without the front lining heroes - which is where all the damage was taken. Instead, have some of the heroes slip around and distract/deal with the enemy ranged units - don't even need to get close, just enough to get into _their_ range to get them to stop moving up (then prepare to dance a merry jig to waste time/ammo). Skirmish with the Hewers as needed - probably far less than you may think, given how they obliterate anything that gets into range anyway, and you can just keep back one or two heroes (rather than positioned at the front edge) to engage if needed while the Hewer retreats. Once the melee units are dealt with, run the Hewers up to take out the ranged units left (if not already army lossed).
I know this is counter to usual tactics, but the high damage, the friendly fire, and the Hewer speed likely makes it better to keep any defending heroes back here. Meanwhile, the offensive heroes would make this stack far less susceptible to ranged armies, although the lack of something like Menace Below does make them fair less well against heavy counter-artillery (which will likely ignore the heroes). Biggest issue would be dangerous units that were faster than your heroes - but should be able to lure those into the Hewers deathzone first.
I was actually thinking about using this like how you’d use cavalry doom stack by splitting enemies apart. Especially with their stealth, perfect vigor and 84 speed. It’s just that instead of dogpiling 19 cavalry into an isolated unit you shoot them instead.
I was also thinking about revealing the heroes and blob enemies into a corner and surround them with Hewers. The archers would be the nearest units to your Hewers allowing you to shred them first and the rest of the army would be melee stuff stuck between a hero stack and Hewers stack.
@@ศกรโสมาภา Variation may be to reveal a few at a time since they stalk; ambush a small blob of the enemy, then flee to stalk again. Rinse, repeat - swapping out the units that use up their ammo.
Kind of like night runner stacks. This does require patience, however, it should not be particularly micro-intensive as you are only dealing with a few at a time.
Love the video Legend. Keep it up you're my favorite Aussie by a long shot!
Short?!?!
No alliance!
Fun sized.
book
THEY HAVE WRONGED US
I really like the fact that this Dlc renovate completely the Dwarfs and men factions. We really NEED this update.
I tried a High Elf campaign after the new updates, and they just felt plain, bland even.
Greenskins: Waaaag!!!
Dwarves: Today we're having greenskin meatloaf!
Dwarfs: They seе me rolling, they hatin'!
Orks: Reeeeeeeeeeeeee!
Tryna’ catch me hewin’ early.
You know what this would be 10/10 against? Ogres, milord.
11:15 Something horrifying about these things rushing up top of a hill, chucking a bunch of axes at you and decimating your units, and then dashing away at a speed your fastest unit can't rival.
I really miss the drawn portraits for legendary lords. It was a small thing but i really liked it.
Legend is trying so hard to be respectful here but his inner skaven keeps lashing out
This army has the same energy as the trollhammer irondrake doomstack from warhammer II
I remember that doomstack. Range up to something retarded like 200, and they just melted dragons.
Short? Those axes fly a dwarfvish mile!
I think makin' the Engineers start closer to the Hewers then runnin' 'em out to block troops after the first barrage would make for less severe friendly fire.
11:13 there's something pretty menacing about a bunch of half naked dwarfs sprinting with considerable speed across a hill, rolling a small artillery piece along with them, setting up in front of you and starting to spam throw axes at you within a few seconds
The amount of friendly fire here would make the skaven proud
Is this the first time Legend used one of these doomstacks completely wrong? Don’t remember this ever happening. Maybe people should be explaining how their army works in the email, dunno. Would seem patronizing.
He won win 0 losses
@@Ron_Jambo_ sure, but he had an army of stalking 84 speed artillery. Which also made his point about being vulnerable to enemy archers and artillery completely moot. And it’s obvious he hasn’t played Malakai yet cause he doesn’t know what buffs you get from adventures.
@@Ron_Jambo_ That's why it's a doom stack. For me at least a really surprisingly good doom stack. Having a fast moving, stalking, ridiculously high damage artillery with restockable ammo is great. The brilliance of this one is that it's weakness of short range is almost completely negated.
I agree with the initial comment, Legend used the army very poorly. I think this army would be best used by having Malakai start at the back. He's the only one the enemy can see. When they approach ambush with the engineers and hewers (who are standing with the engineers being in close proximity to the hewers). With your insane damage, nothing will survive the ambush. Then either set up for another ambush or run the enemy down and destroy them with more ranged hewer attacks. Your going to slaughter everything with basically no losses and the enemies wondering what the hell just hit them.
With Malakai's buffs and quest buffs this doom stack definitely wins my "I thought this would be garbage, but it actually amazing" award.
@@gharn2594 He won with zero losses. Enough said.
1:57 Legend: *talking, explaining* Dwarves: *roaring and yelling*
Goblin Hewer would be perfect for sieges, they can be protected by the environment in street chockpoint and shoot above friendly defense line
I just find funny how the goblin hewer is the artillery piece with the highest anti single entity DPS
Honestly just that battle map made me experience Nirvana. Chokepoint + Height Advantage with dwarfs (or empire) is PEAK
I feel like goblin hewers are a perfect example of a good niche unit.
They’re only truly useful in some semi-specific situations, but DAMN are they good at what they’re doing !
having tried out the goblin hewers in a game, yeah, definitely good against melee-focused armies, preferably infantry, and at least they can run instead of being a slow as most artillery, so you can kinda reposition if there's range
As far as memestacks go, the goblin hewer is top-tier.
It does exactly what it sets out to do ; it hews goblins.
And it is very effective at its job.
me when the dwarves have more dakka then the orcs :0
CLOSE range artillery is the preferred nomenclature to keep out of the book
The artillery moves faster than the crew lmao
All of your videos have been great legend and all the new stuff coming out of the update/dlc has been an absolute win for the game and community as a whole, nice to see so much fun going on again.
While I understand the reasoning behind playing doomstack armies a certain way, I would have liked to see this army utilized to their full potential. It seems like a lot of fun to stalk right up on your targets and melt them under a flurry of axes. I don't think the engineers were intended to be frontline blockers, either.
when the basic army is more doomstack than the stack
Plot twist, all those dwarfs getting called short in the middle of battle are actually just high functioning schizophrenics
SHORT?!?!?!?
Goblin Hewer: "For my next trick, I'm going to make this Araknarok Spider disappear."
SHORT?! THATS GOING IN THE BOOK
I think the army in this configuration is not meant to be a sit and hold when facing longer range, it can just attack move forward to some degree and outrun enemy infantry swarms. Nothing can survive 2 of these barraging them, so it's actually pretty amazing against traditionally problematic monster units that close to melee. The addition of them being slayers, and counting for all slayer buffs, is pretty unique. The stalk benefit is also amazing, they aren't going to be shot at by artillery unless they are misused.
SHORT?! NO ALLIANCE!
Short range? "SHORT?!?!" 🤣🤣🤣
ngl this is changing my mind, i might bring one or two on my malakai campaign...
They are just a cool multi purpose frontline unit. They deal BIG damage before going into melee, where they are anti-large and unbreakable. Sometimes they even can continue to fire in melee for a bit.
Basically a naked ironbreaker that deals way more damage and is faster.
Very nice to secure flanks.
The bonkers damage of these axe throwers reminds me of the days of Stronghold 2. Axe thrower mercs decimating entire armies, as they should.
Legend of daily doomstacks here!
Is Goblin Hewers vs. Thunder barges a stupid idea? The damage they dealt to single entities by accident was incredible, so even if they can't win, it'd be interesting to see the the margins of a maxed out GH doomstack vs. maxed out TB doomstack.
Goblin Hewers are amazing, the adventure bonuses make them pretty decent.
"Mock us will he. That beardless elf!
GET ME MY PEN!"
7:45 Malakai is a big fan of Aussie music.
The Masters Apprentices: We're not here to fuck spiders.
The Masters of Innovation: That's a grudgin'.
That spider disappeared in a short period of time
The missile strengh bar is ENORMOUS
I dunno if I agree with you on this one legend. Those hewers fucking obliterated everything they touched. With that much speed and melee stats they’re basically chariots. Like you could’ve run them at the archers as soon as the frontline was destroyed.
With stalk, LIMITED range, and that speed, they seem like assault gun platforms. I'd try positioning them in some sort of self-protecting fornation, shoot up scary melee enemies as they approach, then run the entire army around the field like a tank unit and sweep up the enemy.
Sniper cav probably works better though
“Fuck me Gahdamn fuck that spider holy shit” best part
I think you used them wrong everybody had stalk use it like a sneaky gits army.
That friendly fire is intense.
Looks like Malakai can create a 10/10 doomstack with any artillery unit
Fitting for an inventor-turned-slayer, Malakai was nearly killed by friendly fire of his own goblin hewers (maybe they mistook him for a goblin).
This must be the fastest artillery pieces I've ever seen
(for a dwarf)
I feel like the best use for this would be to treat them as cavalry with very big lances
I would take the cannon doom stack and replace about half with the goblen huers. Would give that extra short range punch and its more reliable in bad terrine at close range. The cannons would give the longe range needed to kill archers. Also in a pinch the can be tosed as a frontline to save your cannons. Would arternate them in line formation.
can't send in my save since I have mods, but I beat Grimgor and 3 reinforcing armies (all full) using Malakai with 3 engineers + Gotrek + Felix + Ulrika, 2 cannons, 2 flame cannons, 2 organ guns, 4 goblin hewers, 1 trollhammer torpedo, 1 brimstone gyrocopter and 1 gyrobomber. Able to take on any battle so far no matter the terrain. Very hard AI with normal stats. The game predicted total defeat including the garrison, which I just pulled out of the fight immediately. I feel like this does an adequate job using all of his strengths
7:42
That's a very real reaction
Skirmish artillery seems fun
Maybe with the Vanguard deployment this is one where you could go on the offensive. It seems you can probably eliminate quite a lot before they get to you. Then just charge your heroes through once they've started getting close
Hmm, what doom stack will Makaisson bring tommorow?
Also, i was thinking that i have some kind of bug with those dwarfs yelling. Glad to see, its intentional. 😀
See, I would've thought Malakai would be legend's favorite from the new DLC just because of how interesting and hard the start is.
might not be the best doom stack from TOD, but it's definitely the funniest
I don’t know if you’d use these the same way as you’d use a gunner/iron drake unit? Surely they’re better in a way, more mobile to get to flanks of front line where the prior may suffer, pretty good in melee if they’re pushed on, and similarly ranged, but then effective on large and small units.
Notably, the crews themselves would get the speed bonus and are somewhat competent in melee with okay stats and unbreakable. A good force against massive units that doesn't fail too often against speedy enemies in melee. Save for stuff like chaos knights or other super tough cavalry
like other people have said, i think this wasnt played the best, with perfect vigour and stalk they are incredibly mobile. So being aggressive and abusing that i think might have been better than holding a defensive position.
When ive used them, not a doomstack just a couple, they just removed any cavalry. a full health unit of chaos knights died completely by the time they reached my pirate slayers i had just slightly ahead of the hewers. I honestly think this doomstack is actually really good, like a 8.5/10 or a 9/10, but it isnt just fire and forget like the thunderbarge more like the gyrocopter when the enemy actually has ranged units.
It's best not to think of them as artillery. They're much more like a shotgun skirmisher.Get in, kill something, get out.
Legend doesn’t say it in the video, but those units speeds caps somewhere around 60 since their animations can’t keep up
Thrones of Decay…..aka “Oops All Doomstacks”
0:24 SHORT!?
These would honestly have a chance against a thunderbarge, assuming you can get them close enough
But let's not forget that goblin hewers have slayers manning them meaning you have stalking slayers with pretty high speed
i always appreciate teh SHORT?!?
I really think that you under estimate this unit though. long range units wont be able to shoot them because they are all stalking and you rather should think about them as a short-range high damage output missile infantry rather then artillery - they are literally faster then any other ground dwarf unit. Also 2 of them can kill virtually any monster before it reaches them which makes them a more then decent support for any army.
Skaven-approved amounts of friendly fire
He have a weapon that kill kill anything in front of it in 2 seconds... Lets put our support lord in front!
That malakai ability gives magic damage to allies too, not just to him :)
1:34 You mean, like grapeshot cannons and thunderbarges? Sure.
When they run out of all they're just slayers which is still good lol
SHORT???!?
Also damn, Goblin Hewers almost have skaven levels of friendly fire.