Are Maneaters (Melee Variants) Any Good in Patch 5.0? - Ogre Kingdoms Unit Focus
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- เผยแพร่เมื่อ 26 ก.ค. 2024
- We finally come to the Ogre Kingdoms proper version of the melee variants of the Maneaters - I did cover the Ogre Pistols for Aranessa, and I may cover them separately here, definitely will get to the RoR, but no, our priority here is regular, Ironfists, Great Weapons - the latter which is a Tier V unit in every sense, and once you start recruiting them, it's all ogre for the world.
#totalwar #warhammer #tww3 #offtobattle
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The Off to Battle unit focus format uses combat demonstrations from Skirmish vs. AI, background music and voice commentary, including:
- Intro
- Stat breakdown including hidden stats
- Common lord/ tech tree buffs applicable factionwide
- Tips, tricks, advice, maybe a secret or two!
- Bonus footage, playing out the battle once the voiceover is done so you can enjoy the sights and the music
Today's BGM: Upstate by TrackTribe (TH-cam Audio Library)
Total War Warhammer 3 Immortal Empires, Thrones of Decay DLC Patch 5.0! - เกม
The main thing I'll bring up here is that there is a fun visual mod that varies up the maneaters' looks. Lore says they should be going all over the world, not just pirateland.
Not surprised and good for the mod makers.
Love these big bois!
They're interesting, despite the relative squishiness in some areas. Hard hitters.
Hey love your videos. If I had to leave a survey, itd be 9/10 as my only complaint would be the first few seconds on the intro. I like the little *ding* sound at the start it's solid. But the volume of your voice is always WAY louder right after like a koolaid man/toad dragon going "OH YEAH" and then I turn the volume down xD it's not really a big deal at all but it's something I noticed thought I'd point it out. Maybe it's the mic quality or my old ass phone speakers idk. But yeah love the vids I watch every one
Not trying to be rude and I definitely see you were being as cordial as possible in your constructive comment, but I just played the intro back a few times to listen for the extreme difference in volume that you described and I think it might be something with your speakers. After the “ding” sound OTB’s voice seems to have a smooth transitional volume on my end. It could also have something to do with my speakers? Might be worth having him take a look just to be sure and maybe he will have an opinion on the matter after having it brought to his attention. Just thought I would add some information in the form of another perspective here. Cheers!
Yeah, it's interesting because I'm obviously listening to my own videos during the body to make sure the relationship of game audio/ music/ voice is there, but I haven't looked at intro to the rest for a while. I'll see what other people think. I do take the comments to heart and thanks for dropping in!
@@MAGS-ik5uj Other perspectives highly valued too.
@@MAGS-ik5uj Yeah it could also be the contrast of the simple intro sound and his human voice colliding in some way that, in my brain, gives me a Red X instead of a Green Check mark lol xD
Speaking of low tier units- Trappers can inflict serious damage to these guys, even with a couple of volleys
Trappers are amazing, but they have a weirdly low arc that makes it hard for them to fire over engaged ogre-sized units even to hit, well, Tamurkhan. (The big offender for a lot of things.) Enough of them still work, eventually...
@@OffToBattle are trappers amazing?
They seem crap so I never use them. Weak shooting and I can’t ever get their trap to work - so I just make some regular gnoblars
Heyho! Good video as always. You got some good points!
So, i think this is a tricky one. Better stats than ironguts but less armor. In my experience the only time i start using them is when i get the ironfist variant, because of their slightly higher armor and defence. Plus the 10 armor in the tech tree. That makes them a bit less squishy. Before that i always stay with ironguts because they are made for tanking enemys in the face. xD
But they can do definetly more damage than the ironguts. Sometimes i take ironguts to attack the front and use the maneaters to attack the sides. Thats a good way to go. But you can do the same with gorgers.
I think they are a Solid option with some up and downsides.
They will definetly get some love in the next dlc. And i am hyped for that!
The only thing i do not use that often is the great weapon variant. Because in my experience crushers with GW, and they are both t5, will do the same job against large cav and monsters, but even better. And that with higher surviveability. More HP per model, more damage, a lot more armor, charge bonus, speed and 30 bonus vs large. They punch everything large so hard that it dosent stay long. The only thing they are missing is ogre charge because they are cav. But for that you got your ironguts or ironfist maneaters. For fighting large there is nothing better than 2 units of crushers with GW. And if there is no large enemy? Then i use them to flank my enemy and attack the backline. With their really high mass they throw every enemy unit around like they wanted to play football.
Keep up the good work!
Nothing bad to say about crushers so I'll cover them when I get there. As a very late game unit I haven't really used them in campaign yet. I've learned a tooooon of stuff about the campaign mechanics.
@@OffToBattle Yeah, the thing about the ogres is they need time to get started. The more Camps you got the more money you gain from your normal provinces. But it gets better every round. Its a shame the contracts are useless most of the time.
ironguts can do well with their cheap cost
They can, it just gets tougher against armor-piercing melee.
I love the great weapon variant, but it just doesn’t hold up to the maneuverability and bone-shattering punch that Crushers bring to the table. Nowadays I use them to protect my gnoblars, leadbelchers, and artillery from cavalry charges, but from an offensive point of view they’re just too squishy and slow.
Hopefully Golgfag brings some much-needed support to Maneaters as a whole, like maybe a Bruiser hero that can buff armor and missile resistance.
You bring up good points for offensive capability. The high end cavalry seems to be really powerful with this faction.
So most of them are good for AP and such, but aren't really super required until you get to the Greatweapon variant... and the Ogres do have other anti-large options too. I dunno. I guess if you have the money they're fine, and basically a straight upgrade to the earlier troops (fewer entities though, I believe).
Meeting Grimgor with like, six Arachnarok Spiders without stuff like that is a pain though.
@@OffToBattle That's definitely a fair point. Though I do wonder what is better for killing large beasties: Crushers/Cavalry with Great Weapons (I forget their top tier cavalry name) or these Maneaters with Great Weapons given both are tier 5, apparently?
I just don't understand the decision to give mid-tier unit 100 armor and 40 armor to an elite unit. But I guess its not going to change, no matter how much I complain. Since its unlikely that CA would revamp the whole game, I would ask them to give Maneaters base 60 armor to make them a little bit more sturdy. This plus their different variants and improved MA and MD would justify an elite status
Pretty sure some factions are meant to have low armor and others high. Nothing wrong with that. They just need to buff them in other ways.
That's fine, but usually elite units in low armor factions have better armor than lower tier units. I think this is the only exception.
I think they should get ward save or physical resistance. They are insanely squishy for a T5 melee unit and wont really exchange cost effectively even with T3 spears or T4 halberds...
It sounds like GW history constrained them, at least for now, but that's why I made the heavyweight Gor Herd reference, outside of being shot at by crossbowmen Melee Defence tends to matter for more in pitched combat, but it's an interesting bunch of sidegrades.
@@OffToBattle Melee defence is tricky... Especially for monstrous units, they get surrounded and from the side and back MD is reduced significantly. So I find it much less valuable on monstrous units than you would think.
Sure, sure, you should mix them with gnoblars to somewhat prevent this, but they still can get shot to pieces really fast.
I find maneaters to be a bit underwhelming, unbreakable gnoblar trapper frontline with leadbelchers firing over them can just annihilate nearly any enemy formation. Add in some greatweapon cav to protect the flanks and you get a much more economically viable army that hits way harder and sustains less (actually important) casualties. Also the trappers being hidden until they get close means that they will sustain very little casualties from enemy ranged until the lines actually clash.
(The big name "Gnoblarkicker" makes the gnoblars unbreakable)
I don't mind you bringing that up again, I'm going to try hard and get that Big Name in my next campaign.
Hate these big bois!
Ah really.. why is that?
Why though? Ogre monstrous cav serves the same anti-large role and it much faster unit with higher charge bonus & weapon damage..
Larger target and less models. By your logic all anti large/ap units are out classed by cav and that’s just so far from the case
I'll get to the cav when I get to it, but infantry have a better ability to collapse on a single entity monster like an Arachnarok, IMHO.
@@p.p.wienersson Anti-large cav can be really good, certainly. But yeah, other things usually have their own place.
ironguts are better imo
Ironguts are better at certain things, but lack of a true "great weapons" version in-game is holding them back. IF CA fixes that then that'd be golden. They're plenty good, though.