I think the problem is that Chaos Dwarfs feel like the gold standard of how factions should be and if theyre interweaving a lot of mechanics like trade routes, slavery, armories, and government than more interesting mechanics should be used for the rest of the factions like armory for regular dwarfs and empire as well. High elves should also get the trade routes, etc. i think people would have less of a problem if it didn't feel like cherry picking a lot of previous faction core mechanics for one very interesting faction.
@@TheLegitWeebs its not like its hopeless though. the dark elfs got the slavery improvements the chaos dwarfs started with in an update like 2 months later. its not like they will be outdated forever. im sure if theres ever a dlc for the high elfs, or another one for cathay theyl give them another once over.
25:15 Actually that fits with the lore pretty well. (At least for the human chaos factions.) Where do you think all the plate armour the Warriors of Chaos use comes from? It's canon that like 95% of the equipment chaos uses is made by the Chaos Dwarves. They are the arsenal of Chaos.
3:15 About technological progress Yes, kinda. Chaos dwarves are hardly constrained by standard Dwarven conservatism. The plateau-plain on which they offend, according to the lore, is one continuous industrial plant stretching for hundreds of kilometers, in the center of which there is a tower-city with the entire dwarf population. HERE does the problem start, Chaos dwarves are extremely few in number and this greatly limits them. The kingdom of ordinary Dwarves consists of a dozen giant, densely populated Karaks. Chaos Dwarves live in one single city, which was almost completely devastated by demons 10 thousand years ago. Chaos Dwarves also have trouble with reproduction, since due to a contract with Hashut, some of them are born as mutants - bull centaurs (avatars of their God) By the way, bullcentaurs occupy quite ordinary, albeit respected, positions in their society; other chaos dwarves can quite easily sit with bullcentaurs over beer in taverns. The main problem with bullcentaurs is that their birth is guaranteed to kill women who are already rare and important to dwarven society. Moreover, the “advancement” of most inventions of the chaos dwarves is not much ahead of the original dwarves. After all, most of their inventions are demon-possessed engines that form the basis of their guns and trains, yet they do not have the "aircraft" that ordinary dwarves have, without the need for demons. At the same time, the chaos dwarves were ahead of the normal dwarves in the field of hand weapons. They take a LOT of pride in their semi-automatic shotguns and rifles. (Hello to the Imperials who long ago invented fully automatic rifles. In the book about Tamurkhan, the Chaos dwarves, led by Drazhoat, managed to fight with the imperials and were very offended by the latter for daring to invent such an advanced weapon before them)
Fun fact; the Chaos Dwarfs are the reason the Black Orks exist. The ork slaves were still orks and behaving as such. Barely intelligent, naturally violent, not taking crap, and attacking everyone else. This was horrible… for their profit margins of course. They weren’t being nearly as efficient as they could be. So fix the egregious issue they Chaos Dwarfs got together and did what they do best; messed with things they never should have messed with and probably would have been better leaving alone in the first place. And they succeeded. They created the Black Orks, bigger better Orks. This is also the reason this figuratively (and probably at least once literally) blew up in their faces. For they created bigger better orks, and never once thought upgrading a race of crazed brainlets that solely exist to fight and kill could ever go wrong. And not only did they escape under the Black Orks leadership, but in the End Times itwas by Black Ork leadership the Greenskins wiped out the entirety of the Chaos Dwarfs. And both the original rebellion and death of the Chaos Dwarfs was lead by Grimgor Iornhide himself. While this narrative was both symbolic and very engaging, in true ork fashion, Grimgor neither knew nor cared about any of it.
regarding helman ghorsts buffs, remember how gor rok can regenerate 150%? well helmans zombies can regenerate somewhere around 500-700% and at the beginning of total war 3 there was a bug that made them literally unkillable as their max regen was in the millions, on top of all the ridiculous buffs he grants them like damage mitigation, poison attacks and ignoring enemy contact effects it basically gave you a free of cost army of immortal corpses the upside is zombies suck in auto resolve so he is not that much of a threat to players, unless another player is controlling him that is Also the lore about Ghorst is a very tragic one, his family all died from the plague of blue roses while he was the only one immune to it, hence the name of his faction "Caravan of blue roses" Helman Ghorst was once a man, yet that life was ripped from him by the uncaring vicissitudes of fate. The loss of his father and brothers to plague sent Ghorst into an obsessive madness; he began studying the black arts in the hope of returning his lost kith to life. Inevitably, he drew the attention of the witch hunter, Alberich von Korden, and so abandoned his home town of Templehof and fled to Vargravia, taking the corpses of his brothers and father with him, determined to find a way to return them to life through necromancy. It was here, forsaken in a corrupted land, that he attracted the attention of Mannfred von Carstein. Rather than killing Ghorst, the Vampire Count of Sylvania revealed further dark secrets to him, transforming Helman into something beyond the grief-maddened man from Templehof. Now, he is carried through the night on a bone-ridged cart, pulled not by horses, but by the brothers he so desperately wished to save -- each a once-handsome farrier restored to a mockery of life, forced to stumble along at the head of their kin's unloving Undead host.
Chaos Dwarfs are a solid faction when it comes to industry, politics, trade, upgrades and the likes. The unique and complexly interwoven system are the polar opposite of Nakai (my beloved), where instead of fine-tuned engineering and dark magics you just throw several hundred crocodile men at your enemies. The Chorfs themselves are based off of ancient Mesopotamia, who form the inspiration for the Chaos Dwarfs' hats, beards and monsters like the Lamassu. Their blunderbusses are also notably shorter ranged than most ranged weapons of other factions, but they do a LOT of damage to the point where charging an army willy-nilly into a Chorf gunline might very well rout it immediately.
Chaos Dwarfs dont have squigs, they are sorta "pets" from Orks, from what I know. So in that moment with squigs, where you thought it was Kleapers army, it was actually one if his enemies
28:55 Frost Legion is RoR - unit (regiment of renown), this means that he is the only one, and you can only hire one for the entire campaign. All such units come standard with 3 gold badges + additionally increased stats + at least one feature that makes them unique. In addition to the Frost Legion, the Immortals were mentioned - their gimmick is that they carry a pair of axes instead of standard guns - and are essentially powerful armored berserkers. In the third part of the game, in general, such units have more unique features. In previous installments, such units usually had something like stealth or frenzy.
Chaos dwarfs are some of the hardest and most confusing factions but with some of the funnest and coolest units. Recommended for more experienced players.
14:30 About friendly fire Most ranged units try to avoid friendly fire, If allied units are in the firing line, they simply refuse to fire. However, it usually does not take "accuracy" into account. Thus, low-accuracy units (especially if they have a large AoE) can inflict a lot of damage on their own infantry if you order them to shoot at the enemy who is fighting with your infantry. Also some artillery has a tendency to hit infantry directly in front of it (Hello Imperial fire rockets - Sometimes one or two rockets from a volley tilt very strongly downward) But the Skaven are certainly unsurpasseble at this.
19:35 This is an incredibly cool mechanic. It allows you to gain access to technologically advanced units at an early stage of the game and gives you the opportunity to diversify your roster. Also, allied units do not leave you if their home faction dies, which creates a pleasant vibe. Regarding their usefulness, a video was released on the LegendOfTotalWar channel in which one unit of allied dwarven flamethrowers saved Kislev campaign!
I like to imagine at the end, the dwarven capital is no more. Not because of the bombardment. Not because of the sheer amount of spells being flung around. Not because of the Techno demon raves. But because of the hobgoblins taking apart the mountain, brick by brick, rock by rock, pebble by pebble. Imagine how pissed a warhammer hammer fantasy dwarf you are if your enemy STOLE your mountain, your ancestral home, piece by piece while you are powerless to stop them.
5:12 Actually, the Cathayan caravan system is considered outdated with how much better the Chorf one is, and many people have been asking that they are updated to keep up with it, take an example, you can get sometimes 1 hero and some infantry in cathayan caravans, in chorf ones, you can build an army of monsters with random events
39:10 Endgame crisis are modifiable, you can turn some of em on or all of em off. You can also modify how difficult they are. Except for that the big thing about em is that all factions of that end game crisis specific race will instantly declare war on you and everbody else and all diplomacy with em stops. No alliances with em, no trade non at all. Also all factions of that end game race that have been wiped out will reapear at their former capital. Thus yeah all of a sudden 10 armies can spawn in the middle of your empire if there was formerly a faction there. Endgame crisis races: Chaos dwarfs Dwarfs Wood elves Chaos Tomb kings (nagash) Vampire counts Skaven Thats all of em I believe but could have forgotten 1.
Oh man, Helmar Ghorst is the absolute Bane of all existence! My Miao Ying Campaign was going well, all Cathay mine! I was killing orcs and befriending ogres in the north, making armies to take on chaos farther north…. BUT SOUTH! No matter how strong the army was, the attrition, those freaking zombie! I killed Archaon before I Finally Killed Ghorst! I took and lost his capital 5 times! 3 of those times I just abandoned it!😂 he’s horrifying!
WH3 is in a good spot for the most part, Immortal Empires has few options on difficulty for both Battle and campaign also what was added were End crisis strength ranging from 25% to 200%. You can toggle if you want to have diplomacy with the end game crisis also you can have The Ultimate Crisis which is all the end game Crisis's stating at the same time, and you can choose how many turn they will spawn in at from the lowest of 10 turns to a max of 500 turns and choose how many turns to warn you about the incoming Crisis. One feature i like is the ability to effect the stats of the AI's army by reducing their stats or increasing them for more difficulty or give them no buffs and leave it untouched.
I agree that the outpost system they added in warhammer 3 is great. My favourite combo so far is when i played Azazel and getting an outpost with N'kari. Getting daemons and daemon chariots through that is amazing. If i remember correctly, some resource buildings boost chariots weapon damage for each you build. Which after conquering means you probably have already some amazing boosts to the daemon chariots.
I was always super curious about the chaos dwarves as a kid (in the 90's, kill me) but back then they were one of GW's metal-model-only armies which made them both expensive and under-modeled, they only had a handful of units compared to more popular/older factions like regular dwarves. So instead I collected Skaven. I sucked at the game and lost 90% of the time but every now and then the heavens would align and I would actually win, to this day I still remember how I got my first win. See, I mostly played against a friend with a Night Goblin army, so we were both essentially just throwing big cheap units and funky weirdo units at each other (it was great fun, honestly), he'd kick my ass most of the time until the day I used the Skaven Scroll. It was an item you could give a hero, when you used it you would target an enemy unit and they would take some damage, then be forced to take a Panic check. I won the roll-off against my friend and immediately used it on his big unit of Goblins in the middle of his army. Funny thing about goblins. They weren't great at resisting Panic. Another funny thing: if a unit failed a Panic test and ran, it would trigger another Panic test on any nearby units. A third funny thing: if your unit Panics and runs completely off the table, it was just GONE in those days, as if you had killed every model. So yeah, literally 3/4's of his army ran off the table and was removed from the game on Turn 1 before I moved a single model. Real easy game to win after that (he conceded on Turn 2 and we played again where he crushed me :D) and the luckiest game I have ever played. I've had luckier dice rolls (my record is rolling 15 dice and getting 13 6's) but I've never had a luckier start to a game, good times.
25:08 Seeing as the Chaos Dwarfs are the Iron Warriors of Fantasy, I'd be afraid of the people who forge daemons into steel coffins to make them fight like puppets, as well.
All the "End Game Crisis" events do, is just spawn a LOOOOT of armies for a specific race. How hard they are is still dependent on what difficulty you set the game at EDIT: and which faction gets the event Also you can turn it off or on for your campaign, and even set a turn range for when it happens. You can set it to occur at turn 10 if you want, or even turn 300. It depends on you. I personally haven't experienced an endgame crisis yet, since I mostly turn them to occur at around turn 200. I'm currently just achievement hunting at the moment and would much rather focus on the long campaign victory conditions for now rather than having to worry about a random end game event. 😂 I'll lower the time range when I'm done with achievements
if you didnt know, Imrik is a MONSTER of a legendary lord and is amongst the strongest lords in TWW3 (he also tend to get a bunch of dragon as well so fighting him is kinda of a pain for a non ranged faction) you should totally check out praximus, dude make amazing warhammer 3 content
Most order factions still have friendly fire but won't attack through your units to get to theirs. Accidents can still happen of course. But for example skaven rattling gunners will fire through your front line to hit the enemy while Empire handgunners will refuse to shoot if they dont have a clear line of sight. Archers and artillery will fire over allied units but accidents can still happen
A good combo of units from different factions is (if you can oull it off) Skarbrand's army of demon melee glue eaters backed up by skaven plague mortars or ratling guns. Makes things so much easier especially in sieges and ranged armies
Chorfs are more advanced than regular dwarfs. They abandoned the ancestor gods during the first great incursion of chaos into the world. Because of ancestor worship and pride regular dwarfs don’t innovate very much (as if you make something new and it’s not perfect it’s hugely shameful) whereas the chorfs are all about innovating
How many armies you have depends on their quality and how big your empire is. Generally every 2 state you have you can field a high quality army for most factions. There are couple of factions that dont fit to that generic army balance category like tomb kings which generally have a fixed number of 12-15 armies they can field barely being able to increase that fixed number by 1 or 2 per 10-20 turns but the army quality heavily depends on the size of their empire aswell. There is also cathay which has such broken economy by the late game you field a highiest quality army for almost every state you have if not 1.5 and even 2 armies per state if you min max enough
I think what Kleaper does is he has it set to always have at least one end game crisis, but it has it set as high as it can go. I think there's an option for if you want an end game crisis to happen and a difficulty slider going up to 200% or something like that.
All factions have this thing called ultimate mode wich props a certain faction army up All trade agreements you made wil be broken as if you broken them up for no reason wich in turn makes everyone hate you becaus of low reliability
I think it is very expensive, but I can, to some extent understand it. A faction pack in tww1 and tww2 costed 19,99€, and added, in my opinion, less. At least less than beastmen and wood elves. And if you add inflation it is a reasonable price.
For some reason the supreme leader of the chaos dwarfs, Ghorth the Curel, is in the game, but a a *generic hero* and *not* a legendary Lord. For context, that’s like making Thorgrim Grudgebearer a generic hero character. A complete disservice to the character and so insulting it could make up and entire chapter in the Great Book of Grudges itself.
The big issue with Chaos Dwarfs is that it feels like CA picked through the more unique mechanics of other factions, made them better and gave it all to the chorfs wholesale. Labor? That's just an upgraded version of Dark Elf slave mechanic. No supply lines and a unit cap increased by investing some resource into it? Tomb Kings and Beastmen. Military Convoys? Straight up better Cathay Trade Caravans. It's not that any of these mechanics are bad- I'd say they're all really good and Chaos Dwarfs are one of the most fun factions in the game. It's that there isn't much if anything unique about them. It's a bunch of stuff that was already in the game put together and sold for too much. The only new unique mechanics Chaos Dwarfs have are the Tower of Zharr and different types of settlements. Now that some time passed and the DLC is cheaper I'd say it's worth buying, but at full price it was too much money for too little new stuff. As for Chaos Dwarfs being OP, oh boy they are. They're one of the richest factions with no supply lines penalty and fantastic units. Every single unit in Chaos Dwarf roster is worth getting, except maybe Laborers as their role of expendible meatshields you can flood the battlefield with is much better filled by Hobgoblins as on top of absorbing the impact of enemy army they actually have some combat capabilities. Of the units with recruitment cap there isn't a single one that is not worth getting. Every one of them is useful and worth having in your army. Fantastic ranged units, mele infantry ranging from decent to some of the best in the game, phenomenal artillery, decent cavalry and monsters. The question isn't "what should I get" but "what should I prioritize getting" and that is a very good possition to be in for any unit roster.
Chaos Dwarfs are 10/10 faction, a lot of interesting stuff, huge and unique unit roster. And somehow they managed to make them NOT powercreeps. They have been well balanced since their introduction into the game. Each unit has a bunch of beautiful and detailed animations (THEY CAN RELOAD GUNS, THEIR ARTILLERY REALLY LOADS SHELLS BEFORE FIRING) I find it hard to believe that the same people worked on Chaos Dwarfs and Shadows of Change DLC The latest patch is pretty good by the way, there's a lot of broken stuff in it, but unlike the original Shadows of Change, things are broken in interesting ways. Katarina's sled is incredibly cool, new charges for hussars and Settra, features for lizardmen. Unlike the main part of the DLS, which simply added overpowered monsters with a 30 bonus against large AND mortis engines
I think the problem is that Chaos Dwarfs feel like the gold standard of how factions should be and if theyre interweaving a lot of mechanics like trade routes, slavery, armories, and government than more interesting mechanics should be used for the rest of the factions like armory for regular dwarfs and empire as well. High elves should also get the trade routes, etc. i think people would have less of a problem if it didn't feel like cherry picking a lot of previous faction core mechanics for one very interesting faction.
That makes sense. It's pretty clear power creep as they've improved upon previous systems and left everyone else feeling outdated.
@@TheLegitWeebs its not like its hopeless though. the dark elfs got the slavery improvements the chaos dwarfs started with in an update like 2 months later. its not like they will be outdated forever. im sure if theres ever a dlc for the high elfs, or another one for cathay theyl give them another once over.
@@Wrathgoreable Glad to know that they haven't been abandoned.
@@TheLegitWeebs if you did not know yet fun fact cathay just got a new dlc with gave them a new lord
@@redeyesblackduelist6248 I actually reacted to the Shadows of Change update trailer. Should be dropping a few days from now.
25:15 Actually that fits with the lore pretty well. (At least for the human chaos factions.)
Where do you think all the plate armour the Warriors of Chaos use comes from?
It's canon that like 95% of the equipment chaos uses is made by the Chaos Dwarves. They are the arsenal of Chaos.
3:15
About technological progress
Yes, kinda. Chaos dwarves are hardly constrained by standard Dwarven conservatism. The plateau-plain on which they offend, according to the lore, is one continuous industrial plant stretching for hundreds of kilometers, in the center of which there is a tower-city with the entire dwarf population. HERE does the problem start, Chaos dwarves are extremely few in number and this greatly limits them. The kingdom of ordinary Dwarves consists of a dozen giant, densely populated Karaks. Chaos Dwarves live in one single city, which was almost completely devastated by demons 10 thousand years ago. Chaos Dwarves also have trouble with reproduction, since due to a contract with Hashut, some of them are born as mutants - bull centaurs (avatars of their God) By the way, bullcentaurs occupy quite ordinary, albeit respected, positions in their society; other chaos dwarves can quite easily sit with bullcentaurs over beer in taverns. The main problem with bullcentaurs is that their birth is guaranteed to kill women who are already rare and important to dwarven society.
Moreover, the “advancement” of most inventions of the chaos dwarves is not much ahead of the original dwarves. After all, most of their inventions are demon-possessed engines that form the basis of their guns and trains, yet they do not have the "aircraft" that ordinary dwarves have, without the need for demons. At the same time, the chaos dwarves were ahead of the normal dwarves in the field of hand weapons. They take a LOT of pride in their semi-automatic shotguns and rifles. (Hello to the Imperials who long ago invented fully automatic rifles. In the book about Tamurkhan, the Chaos dwarves, led by Drazhoat, managed to fight with the imperials and were very offended by the latter for daring to invent such an advanced weapon before them)
18:08 That is not modded. They officially fixed the colors in the menus. :D
Thank goodness
Fun fact; the Chaos Dwarfs are the reason the Black Orks exist. The ork slaves were still orks and behaving as such. Barely intelligent, naturally violent, not taking crap, and attacking everyone else. This was horrible… for their profit margins of course. They weren’t being nearly as efficient as they could be. So fix the egregious issue they Chaos Dwarfs got together and did what they do best; messed with things they never should have messed with and probably would have been better leaving alone in the first place.
And they succeeded. They created the Black Orks, bigger better Orks. This is also the reason this figuratively (and probably at least once literally) blew up in their faces. For they created bigger better orks, and never once thought upgrading a race of crazed brainlets that solely exist to fight and kill could ever go wrong.
And not only did they escape under the Black Orks leadership, but in the End Times itwas by Black Ork leadership the Greenskins wiped out the entirety of the Chaos Dwarfs. And both the original rebellion and death of the Chaos Dwarfs was lead by Grimgor Iornhide himself. While this narrative was both symbolic and very engaging, in true ork fashion, Grimgor neither knew nor cared about any of it.
regarding helman ghorsts buffs, remember how gor rok can regenerate 150%?
well helmans zombies can regenerate somewhere around 500-700% and at the beginning of total war 3 there was a bug that made them literally unkillable as their max regen was in the millions, on top of all the ridiculous buffs he grants them like damage mitigation, poison attacks and ignoring enemy contact effects it basically gave you a free of cost army of immortal corpses
the upside is zombies suck in auto resolve so he is not that much of a threat to players, unless another player is controlling him that is
Also the lore about Ghorst is a very tragic one, his family all died from the plague of blue roses while he was the only one immune to it, hence the name of his faction "Caravan of blue roses"
Helman Ghorst was once a man, yet that life was ripped from him by the uncaring vicissitudes of fate. The loss of his father and brothers to plague sent Ghorst into an obsessive madness; he began studying the black arts in the hope of returning his lost kith to life. Inevitably, he drew the attention of the witch hunter, Alberich von Korden, and so abandoned his home town of Templehof and fled to Vargravia, taking the corpses of his brothers and father with him, determined to find a way to return them to life through necromancy.
It was here, forsaken in a corrupted land, that he attracted the attention of Mannfred von Carstein. Rather than killing Ghorst, the Vampire Count of Sylvania revealed further dark secrets to him, transforming Helman into something beyond the grief-maddened man from Templehof. Now, he is carried through the night on a bone-ridged cart, pulled not by horses, but by the brothers he so desperately wished to save -- each a once-handsome farrier restored to a mockery of life, forced to stumble along at the head of their kin's unloving Undead host.
What another lovely story of family bonds. Just what I'd expect from Warhammer. q.q
Chaos Dwarfs are a solid faction when it comes to industry, politics, trade, upgrades and the likes. The unique and complexly interwoven system are the polar opposite of Nakai (my beloved), where instead of fine-tuned engineering and dark magics you just throw several hundred crocodile men at your enemies. The Chorfs themselves are based off of ancient Mesopotamia, who form the inspiration for the Chaos Dwarfs' hats, beards and monsters like the Lamassu. Their blunderbusses are also notably shorter ranged than most ranged weapons of other factions, but they do a LOT of damage to the point where charging an army willy-nilly into a Chorf gunline might very well rout it immediately.
Chaos Dwarfs dont have squigs, they are sorta "pets" from Orks, from what I know. So in that moment with squigs, where you thought it was Kleapers army, it was actually one if his enemies
Thank goodness lol
28:55
Frost Legion is RoR - unit (regiment of renown), this means that he is the only one, and you can only hire one for the entire campaign.
All such units come standard with 3 gold badges + additionally increased stats + at least one feature that makes them unique. In addition to the Frost Legion, the Immortals were mentioned - their gimmick is that they carry a pair of axes instead of standard guns - and are essentially powerful armored berserkers. In the third part of the game, in general, such units have more unique features. In previous installments, such units usually had something like stealth or frenzy.
33:16 the casual facereveal is just so in line with kleapers personality lol
Chaos dwarfs are some of the hardest and most confusing factions but with some of the funnest and coolest units. Recommended for more experienced players.
14:30
About friendly fire
Most ranged units try to avoid friendly fire, If allied units are in the firing line, they simply refuse to fire. However, it usually does not take "accuracy" into account. Thus, low-accuracy units (especially if they have a large AoE) can inflict a lot of damage on their own infantry if you order them to shoot at the enemy who is fighting with your infantry. Also some artillery has a tendency to hit infantry directly in front of it (Hello Imperial fire rockets - Sometimes one or two rockets from a volley tilt very strongly downward) But the Skaven are certainly unsurpasseble at this.
19:35
This is an incredibly cool mechanic. It allows you to gain access to technologically advanced units at an early stage of the game and gives you the opportunity to diversify your roster. Also, allied units do not leave you if their home faction dies, which creates a pleasant vibe.
Regarding their usefulness, a video was released on the LegendOfTotalWar channel in which one unit of allied dwarven flamethrowers saved Kislev campaign!
Can confirm that the wide variety in flavour of "unconscionable monster" is part of the warhammer charm.
I like to imagine at the end, the dwarven capital is no more. Not because of the bombardment. Not because of the sheer amount of spells being flung around. Not because of the Techno demon raves. But because of the hobgoblins taking apart the mountain, brick by brick, rock by rock, pebble by pebble. Imagine how pissed a warhammer hammer fantasy dwarf you are if your enemy STOLE your mountain, your ancestral home, piece by piece while you are powerless to stop them.
5:12 Actually, the Cathayan caravan system is considered outdated with how much better the Chorf one is, and many people have been asking that they are updated to keep up with it, take an example, you can get sometimes 1 hero and some infantry in cathayan caravans, in chorf ones, you can build an army of monsters with random events
39:10
Endgame crisis are modifiable, you can turn some of em on or all of em off.
You can also modify how difficult they are.
Except for that the big thing about em is that all factions of that end game crisis specific race will instantly declare war on you and everbody else and all diplomacy with em stops.
No alliances with em, no trade non at all.
Also all factions of that end game race that have been wiped out will reapear at their former capital.
Thus yeah all of a sudden 10 armies can spawn in the middle of your empire if there was formerly a faction there.
Endgame crisis races:
Chaos dwarfs
Dwarfs
Wood elves
Chaos
Tomb kings (nagash)
Vampire counts
Skaven
Thats all of em I believe but could have forgotten 1.
Oh man, Helmar Ghorst is the absolute Bane of all existence! My Miao Ying Campaign was going well, all Cathay mine! I was killing orcs and befriending ogres in the north, making armies to take on chaos farther north….
BUT SOUTH! No matter how strong the army was, the attrition, those freaking zombie! I killed Archaon before I Finally Killed Ghorst! I took and lost his capital 5 times! 3 of those times I just abandoned it!😂 he’s horrifying!
WH3 is in a good spot for the most part, Immortal Empires has few options on difficulty for both Battle and campaign also what was added were End crisis strength ranging from 25% to 200%. You can toggle if you want to have diplomacy with the end game crisis also you can have The Ultimate Crisis which is all the end game Crisis's stating at the same time, and you can choose how many turn they will spawn in at from the lowest of 10 turns to a max of 500 turns and choose how many turns to warn you about the incoming Crisis. One feature i like is the ability to effect the stats of the AI's army by reducing their stats or increasing them for more difficulty or give them no buffs and leave it untouched.
I agree that the outpost system they added in warhammer 3 is great. My favourite combo so far is when i played Azazel and getting an outpost with N'kari. Getting daemons and daemon chariots through that is amazing. If i remember correctly, some resource buildings boost chariots weapon damage for each you build. Which after conquering means you probably have already some amazing boosts to the daemon chariots.
I was always super curious about the chaos dwarves as a kid (in the 90's, kill me) but back then they were one of GW's metal-model-only armies which made them both expensive and under-modeled, they only had a handful of units compared to more popular/older factions like regular dwarves.
So instead I collected Skaven. I sucked at the game and lost 90% of the time but every now and then the heavens would align and I would actually win, to this day I still remember how I got my first win.
See, I mostly played against a friend with a Night Goblin army, so we were both essentially just throwing big cheap units and funky weirdo units at each other (it was great fun, honestly), he'd kick my ass most of the time until the day I used the Skaven Scroll. It was an item you could give a hero, when you used it you would target an enemy unit and they would take some damage, then be forced to take a Panic check. I won the roll-off against my friend and immediately used it on his big unit of Goblins in the middle of his army.
Funny thing about goblins. They weren't great at resisting Panic. Another funny thing: if a unit failed a Panic test and ran, it would trigger another Panic test on any nearby units. A third funny thing: if your unit Panics and runs completely off the table, it was just GONE in those days, as if you had killed every model.
So yeah, literally 3/4's of his army ran off the table and was removed from the game on Turn 1 before I moved a single model. Real easy game to win after that (he conceded on Turn 2 and we played again where he crushed me :D) and the luckiest game I have ever played. I've had luckier dice rolls (my record is rolling 15 dice and getting 13 6's) but I've never had a luckier start to a game, good times.
Endgame Crisis are totally optional and changeable in difficulty and affected race
25:08 Seeing as the Chaos Dwarfs are the Iron Warriors of Fantasy, I'd be afraid of the people who forge daemons into steel coffins to make them fight like puppets, as well.
All the "End Game Crisis" events do, is just spawn a LOOOOT of armies for a specific race. How hard they are is still dependent on what difficulty you set the game at EDIT: and which faction gets the event
Also you can turn it off or on for your campaign, and even set a turn range for when it happens.
You can set it to occur at turn 10 if you want, or even turn 300. It depends on you.
I personally haven't experienced an endgame crisis yet, since I mostly turn them to occur at around turn 200. I'm currently just achievement hunting at the moment and would much rather focus on the long campaign victory conditions for now rather than having to worry about a random end game event. 😂
I'll lower the time range when I'm done with achievements
if you didnt know, Imrik is a MONSTER of a legendary lord and is amongst the strongest lords in TWW3 (he also tend to get a bunch of dragon as well so fighting him is kinda of a pain for a non ranged faction)
you should totally check out praximus, dude make amazing warhammer 3 content
Most order factions still have friendly fire but won't attack through your units to get to theirs. Accidents can still happen of course. But for example skaven rattling gunners will fire through your front line to hit the enemy while Empire handgunners will refuse to shoot if they dont have a clear line of sight. Archers and artillery will fire over allied units but accidents can still happen
A good combo of units from different factions is (if you can oull it off) Skarbrand's army of demon melee glue eaters backed up by skaven plague mortars or ratling guns. Makes things so much easier especially in sieges and ranged armies
Have yet to play Skarbrand, but those bloodletters do so much damage.
42:00 you think?
I could be misreading the situation, but yeah, I do...
Max0r's third Elden Ring video has the shadow wizard money gang meme
Chorfs are more advanced than regular dwarfs. They abandoned the ancestor gods during the first great incursion of chaos into the world.
Because of ancestor worship and pride regular dwarfs don’t innovate very much (as if you make something new and it’s not perfect it’s hugely shameful) whereas the chorfs are all about innovating
Ah yes! The unpaid interns faction 😂
The best kind of interns imo
How many armies you have depends on their quality and how big your empire is. Generally every 2 state you have you can field a high quality army for most factions. There are couple of factions that dont fit to that generic army balance category like tomb kings which generally have a fixed number of 12-15 armies they can field barely being able to increase that fixed number by 1 or 2 per 10-20 turns but the army quality heavily depends on the size of their empire aswell. There is also cathay which has such broken economy by the late game you field a highiest quality army for almost every state you have if not 1.5 and even 2 armies per state if you min max enough
I think what Kleaper does is he has it set to always have at least one end game crisis, but it has it set as high as it can go.
I think there's an option for if you want an end game crisis to happen and a difficulty slider going up to 200% or something like that.
All factions have this thing called ultimate mode wich props a certain faction army up
All trade agreements you made wil be broken as if you broken them up for no reason wich in turn makes everyone hate you becaus of low reliability
Honestly I kinda want to see him attempt to win a campaign only using goblin slaves. Would be interesting to see how he would attempt to tackle that.
I think it is very expensive, but I can, to some extent understand it. A faction pack in tww1 and tww2 costed 19,99€, and added, in my opinion, less. At least less than beastmen and wood elves. And if you add inflation it is a reasonable price.
If you’ve seen Okoii’s pain train death stack then you’d be in .. . For memes.
The chaos dwarves is what the unibomber sees post industrial revolution America.
I know what I’m doing with this comment your your worst
the cinclave tower is very diferent than waht the empire has also as far as armies go 3-5 are usualy enough at least in the campains i have played
do anti-kleapers video on zombies/hellman gorst. By the man's own admission, its by far the most broken faction in the game.
Our Herr Doktor would never treat his beloved subs so lowly as goblins right?.... right?
( ͡° ͜ʖ ͡°)
37:24 WURRZAAAAAAAG!
The Squig Only Campaign | Full Total Warhammer 3 Movie by AdditionalStupidity
Could be a good video to look at.
For some reason the supreme leader of the chaos dwarfs, Ghorth the Curel, is in the game, but a a *generic hero* and *not* a legendary Lord. For context, that’s like making Thorgrim Grudgebearer a generic hero character. A complete disservice to the character and so insulting it could make up and entire chapter in the Great Book of Grudges itself.
That's a strange decision...
Not just them, Finabar the Phoenix King, abs Dragon Emperor aka tge leaders of the High Elves and Cathay aren’t in the game either.
The big issue with Chaos Dwarfs is that it feels like CA picked through the more unique mechanics of other factions, made them better and gave it all to the chorfs wholesale. Labor? That's just an upgraded version of Dark Elf slave mechanic. No supply lines and a unit cap increased by investing some resource into it? Tomb Kings and Beastmen. Military Convoys? Straight up better Cathay Trade Caravans.
It's not that any of these mechanics are bad- I'd say they're all really good and Chaos Dwarfs are one of the most fun factions in the game.
It's that there isn't much if anything unique about them. It's a bunch of stuff that was already in the game put together and sold for too much.
The only new unique mechanics Chaos Dwarfs have are the Tower of Zharr and different types of settlements.
Now that some time passed and the DLC is cheaper I'd say it's worth buying, but at full price it was too much money for too little new stuff.
As for Chaos Dwarfs being OP, oh boy they are. They're one of the richest factions with no supply lines penalty and fantastic units.
Every single unit in Chaos Dwarf roster is worth getting, except maybe Laborers as their role of expendible meatshields you can flood the battlefield with is much better filled by Hobgoblins as on top of absorbing the impact of enemy army they actually have some combat capabilities.
Of the units with recruitment cap there isn't a single one that is not worth getting. Every one of them is useful and worth having in your army.
Fantastic ranged units, mele infantry ranging from decent to some of the best in the game, phenomenal artillery, decent cavalry and monsters.
The question isn't "what should I get" but "what should I prioritize getting" and that is a very good possition to be in for any unit roster.
Chaos Dwarfs are 10/10 faction, a lot of interesting stuff, huge and unique unit roster. And somehow they managed to make them NOT powercreeps. They have been well balanced since their introduction into the game. Each unit has a bunch of beautiful and detailed animations (THEY CAN RELOAD GUNS, THEIR ARTILLERY REALLY LOADS SHELLS BEFORE FIRING) I find it hard to believe that the same people worked on Chaos Dwarfs and Shadows of Change DLC
The latest patch is pretty good by the way, there's a lot of broken stuff in it, but unlike the original Shadows of Change, things are broken in interesting ways. Katarina's sled is incredibly cool, new charges for hussars and Settra, features for lizardmen. Unlike the main part of the DLS, which simply added overpowered monsters with a 30 bonus against large AND mortis engines
"Unpaid involuntary laborors"
Yeah the shotguns are too long ranged and strong it kills most things faster than most things
How many armies turn 4, 6 armies xd as chaos dwarf 10
8:56 That's Reggie. Not The Grim Kleaper.
in 2 ghorst was so bad he wasn't even worth mentioning. just comically bad and pointless. he's had quite the glow up. those zombies just don't die
nice
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