Hey guys, apologies a bit of an error in this video (kindly pointed out by @kylepassey7813) The Thane's Ironbeard trait - gives the flammable contact effect to only himself - NOT to regular irondrakes as stated @ 17:06 Dragon slayers (the hero slayers) do not buff slayers, only the daemon slayers (slayer lords) do. Apologies!
I used to watch a channel dedicated to dwarf gameplay in MP. Was fascinating, learning how miners are basically cheap anti-heavy cav etc. Really interesting fighting guidelines how to use the actually difficult to utilise units. Sadly he retired a couple years back. Was still extremely informative on how to use dwarven units, what they're effective etc. He did a ton of unit vs unit testing
Just gonna tell you right now? Deeps are *extremely* OP. You can very easily double or triple the wealth productivity of a province with a single final tier deeps building. That being said, it's a bit of a steep price early game. And I don't just mean the gold. There are some tactical uses for a deeps even early on. Seal the hold and To the Last Dawi are Fantastic for hotly contested holdings (Do Not build them everywhere.). Counting room can help you tier up just a bit faster. But you're right in that the best time to *really* invest in the Deeps is mid to late game. In fact, just start putting them everywhere- they help you further specialize your provinces and increase your wealth multiplicitavely. A *very* worthwhile investment.
two things i'd like to add. firstly, don't underestimate the power of the grudge settler catapults. those things SHRED for how far they can reach and the fact they are a relatively easy unit to get. second, while i agree the deeps are definitely something you should invest in mid to late game, one settlement where i do reccomend you build deeps into is the worlds edge archway, and turn it into a bastion. that pathway is the only way anything east of you is gonna be able to approach you, meaning if you are not ready to deal with tretch, azog, grimgor or whoever else survives that thunderdome, you have a very easily defendible position. put a small range heavy army (since the garrison will mostly be melee units) and your eastern and northern borders are safe until the mid to late game, letting you focus on clearing out wurzag and queek, who in my experience are always the larger threat, even before the addition of the deeps
The grudge settler probably good in defensive situation. If you bring them on the field, it tough getting result from em. Either they got out range by enemy arti, or they easily got flanked and destroyed. Same problem with flame arty
@@quanguctranngo7871 need to know how to position and use terrain to your advantage. If you're attacking you have the advantage and can force the AI to move using your own artillery. If you're worried about enemy arty you can try using a single entity to get targeted and dodge until they're out of ammo, use trees/objects or try and keep some sort of gyrocopter unit in the army to snipe them.
A note on how to use Dawi Infantry. As you mentioned in the section on sieges, damage in dwarf armies doesn't come from their melee troops, but from the fire support of ranged troops and artillery. What dawi infantry exists to do is to tar pit the enemy to give the missile troops time to fire. Because of this, it is inadvisable to deploy your infantry in line formation, because it is much better to deploy in square formation, or as I like to call it, phalanx order. When deployed in phalanx order, you reduce the line of contact with enemy troops, meaning that fewer of your stout dwarf warriors are available to be hit, which means in turn that your infantry can hold for significantly longer. The trick is to deploy your melee troops forward enough that the AI doesn't try to run through any gaps in your melee line to engage the ranged troops. I find that deploying the melee troops at 50% of your quarrelers range is sufficient, depending of course on how map geography works out etc. Another nice little side effect if using phalanx order is that it creates gaps in the melee line through which thunderers, organ guns, and irondrake flamethrowers can fire into the flanks of enemy infantry units.
another astute comment as always m'am. You're quite right, I often prefer the dwarf box, as opposed to thin and wide. They move much faster to reform to other sides (really handy for ranged troops) and the reasons you mention above. Painfully, Skaven warp lightning will do massive damage to this formation however, so I found a thin and wide formation better against ruins casters.
@BlakesTakes420 ah, yes that fair. My solution to Ruin casters is to simply not field infantry against them at all. A gyrocopter fleet with engineer support is, in my experience, far more effective at dealing with the rats than any ground based force. 16 gyros, 3 engineers, and a lord. Then hide the heroes in a treeline and let the copters do their thing. It makes things significantly easier as the threats are reduced to rating guns and jezzail teams which can be microed around
@29:17 regarding Warp Lightning: Bring a Runesmith to the army, preferably with Thungni trait. Learn the spell resistance skill. Your entire army now has VERY high spell resistance (possibly 90% if you bring two runesmiths!), warp lightning is now too puny to worry about. There's also the Gatekeeper's Helm for even more spell resist as an aura. It's a good precaution to take when you know you're going to be fighting caster factions.
@@PainRackideally 2 so you can chain buffs or cast both the regular and master versions on the same target (these stack). If you have 3 in the army and time perfectly you can chain 1 spell's effect to be constant but that makes your army much smaller.
I want to add that having 2 runesmiths is even more helpful than just for spell resistance. 1 can invest in the army ability to add 10% damage, and the other can add 10 armor. They both will give the enemy minus spell and range resistance. In all my armies that aren't led by Legendary Lords, I take a Runelord, too. An extra army wide 10 armor 15 spell and 5 physical resistance with the anvil of doom and runes of Grungni. You also get to triple up on the -enemy resistances.
On your point with defensive sieges, I build walls absolutely everywhere when playing as Thorgrim. Without those any random skaven or orc stack can just underway right past your front line and into those juicy economical territories. Once I've pushed out far enough the walls in the centre can come down but early to mid game, build walls in every settlement!
Extra tip for bombers: it's difficult to get gyros in good bombing position. This is made much easier by holding left Alt for locked formation movement. This allows you to hover your gyros directly above the enemy and can drop multiple bombs without moving.
Congrats on the wedding mate! I'm getting hitched in November, so I know the pressure you're under! Best of luck, take it one task at a time, and remember that no matter how any particular detail comes out, it's a celebration, not an interview.
A quality video and good takes as usual. However, your fight against Skarsnik has the potential to be much easier. Here's a reason we suck to consider: You don't set a trap for Skarsnik. The turn that you take Mount Squighorn, recruit a second lord alongside Thorgrim, and use the recruitment commandment before the end turn. As you noted, Skarsnik will vacate the High Place over the end turn. Next turn, instead of attacking it, and inviting a difficult fight on his terms, we'll take advantage of Skarsnik's greed. Move your second lord to the border with the Crooked Moon. Put Thorgrim in Ambush stance and move him up next to your bait army. Recruit miners with blasting charges to sweeten the bait, and declare war on Skarsnik. End your turn. If Thorgrim is undetected (which he should have a very high chance of pulling off) Skarsnik will force march his army all the way to the border with you, usually outside of reinforcement range of The High Place. Because he only sees a single lord, he won't bring his secondary force with him. Move your bait army's units into Thorgrim's army, and then engage with your main force. He'll be caught in forced march and his army will be debuffed as a result. It's still a tough fight, but I find it much easier overall. Plus, you'll have an extra turn of recruitment to even the odds. Once you crush his army, have Thorgrim take the High Place, and keep your second Lord in the Silver Road to recruit while taking advantage of the commandment and barracks you have there. You'll be able to move forward with a much larger force than the alternative, and the Crooked Moon will be no match for the Dawi. Skarsnik is cunning for his kind, but he's still a stupid gobbo, and a greedy one to boot. Take advantage and crushing the Crooked Moon will be much easier for it.
@@raimebow8973 because of Skarsniks ambush buffs, I never actually tried ambushing him like this. I would often hire a second lord just as a logistics train to deliver more miners with blasting charges to Thorgrims army during the initial blitz. As I often use bait lords, (I'm a master-baiter, if you will.) you have given me a lot to think about, and I thank you for it.
38:20 No, you are not, actually. It is quite counter intuitive, but you want to sit back and wait for your enemies to amass grudges for you to clear. That is much more efficient than slayerrushing everything. At least in my experience. You are satisfying Dammaz Kron, not the Dumbass Khorne.
About Oathgold, the econ building that also provides oathgold is so much better than the tinkerer, since the difference in gold is little and oathgold can make a big difference in lord&hero utility. Plus the followers for 10% research speed and campaign movement. It's so easy to get 100 oathgold per turn by turn 10 that you rarely have to decide if you want to spend it on tech or gear - you can do both! Also you can craft items and melt them for even more gold, easily making up the difference to the tinker's chain if you want a boost in your bank account.
I dont suck with Dwarfs, i am one of this 5,3% of Longbeards(on Steam) that made it to the End of the Campaign. I refuse let someone say something to us 5,3%!
Only real dawi know how to win. Those bearings try to run our empire would make the ancestors weep with tears of shame. Only the slayers oath remains for them
There are three things i would like to add: 1. Confederate Belegar Ironhammer early. He has an ability which reduces the build cost of all Keeps by 30% this will save you a lot of money and he is also a very solid Lord. He neighbours the Empire and border princes and they are pretty chill. 2. Ally the Empire they can make up for some deficiencies in your unit roster. Empire Pikemen and Cavalry compliment your roster very well. 3. If you miss the old dwarf playstile then you can build a special building in the deeps only buildable at Karak Eight Peaks, Skavenblight and Zharr Naggrund that stops the Grudge mechanic but increases the upkeep for Grudgesettler units by 10%, you also get no new ones.
@@janmantsch6675 Not if they charge at them or flank them at the sides before they have a chance to fire. Gyrocopters can move all over the battle field and the grudge settler ones can kill big monsters or there lords/spellcasters before they get to close to the army to do any damage
@brandonlyon730 I am not denying that they are good units, great ones, even, I'm just saying that they are not the only way to deal with large targets. Irondrakes are just my preferred method.
Man, these style of guides are super entertaining and informative. I hope you keep going with them. Also, would you update some of your older guides with recent updates?
@@Donnerbalken28 in single player I have to say I'm not crazy about thunderbarges. Don't get me wrong , they're good, but they don't heal to full like gyrobombers after a battle so I often skip the thunderbarges. They're good, but a bit annoying to keep healthy.
This is the most precise, detailed, informative and well presented guide I've seen in a LONG time! You explain your points well, the production quality is top-notch and it's also funny! I've found myself do a very similar strategy against Skarsnik that you explain, except I also recruit lords beside Thorgrim so I can level other characters early on. It just shows how good this game is strategically, you can apply multiple things and it can still lead to a good outcome :)
Just as another point in the really early game you should recruit a rune lord to follow thorgrim around, it gives you magic while you wait for a runesmith and lets you level up another lord faster
Personal add-ons from the last time I took Thorgrim out for a short walk. One's general dwarven and one's Thorgrim specific: A: NEVER EVER DELAY AN AGE OF RECKONING Say, hypothetically, you had just been on a big ol' tussle confederating your dwarven neighbors and retaking the realms and all that. You took some heavy losses and attrition, so you consider delaying the age of reckoning, as you'll be building up and recovering for a little bit. DO NOT DO THIS. A lot can surprisingly happen in 15 turns, like, say, hypothetically, 4 turns later Tamarkhan frolicked down and you began a campaign of him finding out to the point you're on the chaos waste side of the Great Bastion. If you delay those 15 turns for another Age of Reckoning, NONE of this will count even in the oncoming Age, and on top of that you've just made the next one that much harder on yourself. Do not deny the Great Book of Grudges a chance to feed, it's much better to have a crappy Age of Reckoning than none at all. B: Take advantage of being High King and confederate the fellow Dawi While one of the uses for Settled Grudges is confederating other dwarven Legendary Lords, the price to do so will likely remain astranomical due to it being measured off how many grudges they've handled as well. While it's likely for the AI to get smaller and more technical factions (like Malakai Makaisson) or factions with very deadly neighbors (Thorek Ironbrow has to handle both Queek Headtaker and Skarbrand in close proximity) murdered and thus keep the price somewhat low on the Settled Grudges side, you then also got factions that will stick around a lot longer. As the High King of the Dwarves, you got great relation with most Order factions, and also got some bonus for Dwarves especially. Prime targets to wine and dine as far as legendary lords will be Ungrim Ironfist, who holds a lot of the required territory for the Retake the Realms grudge, and Belegar Ironhammer, who usually has a decent pile of western holdings well secured and could be a good springboard to start taking it to the tree elgi. Sadly, the only LLord not really worth getting, via diplomacy or force confederating, is Grombrindal, as he's in the arse-end of nowhere, though could be an option to Settled Grudge if he gets taken out.
7:09 one thing I've noticed is that for some reason, blasting charges don't seem to do as much friendly fire as I would expect. I think this is for a couple of reasons, the charges don't have any AP, and dwarves have heavy armor; The miners have pretty good arms, and dwarves are...small targets :P so most of the time the charges get lobbed over the heads of friendly units, of course in this battle that big hill helps, but yeah, the more armor (and shields!) a friendly unit has, the more likely it is to survive a light dusting of blasting charges from over-eager miners.
Form a Grungni hero army early on. Six or seven heroes with the Grungni trait led by a Grungni lord will let you build and upgrade buildings in valuable settlements for free while providing a decent defensive force while your LL is off plundering. Lets you spend your income on more armies or the Deeps buildings early on... Grungni doesn't affect deeps buildings, sadly.
Thank you for an amazing video. I just finished my first successful VH Chad von Carstein campaign, and dwarfs seem like a fun change from having no good armored or any ranged units & artillery. Never really played dwars before so this video helps deal with the overwhelming feeling.
17:06 FYI Ironbeard gives the Thane Flammable attacks, not the Irondrakes. Also Dragon Slayers don't give any buffs to other Slayers as far as I can tell.
Great Video, but hard disagree on the toolmaker building. This prevents you from building the oathgold building. This building floods you with oathgold, so you can really kit out all your armies
nice to see other people also renaming dwarf settlements. I renamed a lot of the settlements, including skavenbligt (I called it karak kvasar after the city in the skaven origin story, figuring it was likely the original name of skaven blight).
I’ve played WH3 for nearly 1000 hours, I didn’t know there was a way to target the ground. I’ve had the thought multiple times where I wish I could target specific locations instead of snapping to a unit, but then I never stopped to look if that was actually a feature.
Runelords are quite good for an army that goes more all in on ranged damage (big artillery, thunderers, irondrakes) for one huge reason. They have the ability to give vulnerability to ranged damage. Yes, regular Runesmiths have that too, but getting it for the Lord allows you to fit an extra missile unit in. Vulnerability is also multiplicative with extra ranged damage from engineers. A Runelord, 1-2 Runesmiths, 1-2 Master Engineers, and your army has enough oomph to their guns to lay anything flat before it can close to melee range.
I got WH3 a few months ago finally and the dwarves have been the essiest time iv had in any total war campaign. I actually just got the achievement for winning the dwarf campaign yesterday.
A really quite important thing in defensive battles is actually putting a dwarven lord in there. Just a normal one, no runelord, no slayer. A simple dwarven lord can usually break a siege. They are strong enough in single combat to best most non-legendary lords (and with infantry support most legendary ones, too) and, if you happen to have to deal with rebels, can defeat a small rebel stack of 6 units pretty much by themselves with the appropriate items (be sure to take them only for that battle)
another thing ive found with against Skarsnik is that you can recruit a lord and right on the border of Skarsniks province while still in your territory, you can set up an ambush and have the lord by itself being the bait, for whatever reason, this usually works for me even with a 50 percent ambush chance
Early on vs Skaven it's a good idea to just leave your Hammerers at the very back of your formation, near your artillery and archer units instead of putting them into the front. This way they reach a menace below breach faster and repel them before they interrupt your artillery.
A good time to invest in the deeps is after you have mostly developed a settlement with a gold or equivalent money printing building. The Guild Foundry will cost 16,000(the deeps then building and upgrading to level 2), but after you have it, it will add 5% times the turn counter of income to all your building in that settlement. That means that every turn, 5% is being added to amount of income every one of the buildings. I had a game where Mt Gunbad by itself was making me over 10,000 gold per turn. With that amount of wealth, you can start giving all of your settlements the deeps in your money provinces. The drawback is, that 5% gets taken away for every new region added to your empire. So greatest rates is either late game with high turn counter or small empire.
I disagree on the deeps being a late game building, while it may slow down the growth of a province, the economic output of the deeps is ridiculous. For example, on a Belegar campaign I will rush down Skavenblight as fast as possible and hopefully have a deeps foundry by turn 15-20 and a deeps foundry at level 2 has a debuff by 5% production for each settlement in a province, making Skavenblight particularly good to have it, but will gain 5% production per turn for the rest of the game, making the building quickly scale to unimaginable levels of income generation and basically making the one settlement my whole economy for the entire empire and allowing you to almost completely forget about your economy.
@@theunlverse5241 that's fair, the deeps had only just come out, so I hadn't had a chance to build it in the unique deeps settlements. I just tried building it in Karaz a Karak.
I like to counter menace below with call the miners. clanrats tend to melt when faced with irondrakes, so I always make artillery boxes that are just so flaming the enemy won’t contact.
Wh3 made 2 units I never used before so much better. The hammerers and the gyrobombers. Both punch way above their tier. I still prefer ironbreakers but hammerer lines are fun agaisnt low missle enemies.
The thrungi trait runesmith will increase magic resist 20% for the army. (10 from trait, 10 from skill point) Get evey conventional engineer you can. Thanes if lvled, with ironwarden tankard, dragonslayer ward talisman, ironwarden hammer, dragonslayer 15% phys can take on lords. That's a great craftable gear set Eventually start dumping oathgold into greens and merge them looking for armor of destiny, obsidian blades, talisman of preservation. (You will never replace ironwarden tankard) Put a dragonslayer talisman on an engineer in your army to give the whole army -33% vigor loss.
You can make any province free to build by stacking 6 or 7 heros with a -15% building cost trait. I never bother really the new deep buildings that reduce upkeep 3% together and increase all building income 5% makes it so your armies are cheap or free. Lord, thane, rune, engineer 7 ironbreakers, 1 flamethrower, 4 rangers (or projectiles of choice) 2 gyrobombers 2 seige is typically a 5-6k upkeep. Or free if you stack those deep buildings.
Demon Slayer's good point is that he comes with siege attacker. That makes them a decent tag-along lord to launch sieges for you when you don't want your actual army that otherwise has a lot of movement be stuck in a settlement instead of going and fighting more in that turn. This is especially hangy for Malakai's main army, which can quickly plot out a demon slayer when it is convenient and dismiss the guy when he's not needed.
It was a HUGE shock to go from TWWH 2 to the recent patches on 3 and go from gyrocoptors and bombers being terrible and going to one of the best unites in the game. The coptors especially when everyone is fighting with tier 2 units are AMAZING, since they do tons of damage, have some bombs to mess up formations, and have enough armor to be pretty much immune to arrows (but not gunpowder...)
I love dwarf campaigns, they are (at least i my opinion, the most intuitively well structured campaigns (with exception to Grombrindal). No matter what you have a strong incentive to conquer all of the mountain regions from both a lore perspective, but also from an economic one. Everyone of the different mountain regions has some variety when it comes to enemies. In the North, you get Norscans, Nurgle, Skaven, and Orcs, in the South, You get Orcs, Skaven, Tomb Kings, Vampire Counts, and Khorne (and maybe lizardmen), in the West, you get Skaven, Orcs, Vampire Counts, Sartosa, Ogres, and Woodelves (and maybe Bretonia depending on if you want Massif Orcal), and the in the East, you got Ogres, Orcs, Skaven, Chaos Dwarfs, and Nurgle. No matter where you start expanding youve got a nice mix of enemies to fight, and the rewards you get for beating them is just one of the best base economies in the game, if not the best. It takes alot to build it up, but im just over a hundred turns in my current campaign and im clearing over 34,000 gold per turn with multiple armies. Its insane.
Congrats on the marriage!! Good video as always sir. Personally I have mixed feelings on the new grudge system, I like the design of it much better than the old but it does kind of pigeon hole into a very aggressive play style. You can delay it but you're only delaying the inevitable grudging with more added on top. Maybe I need to play with the Dwarfs as I've only played one campaign since their rework and have not had the pleasure of interacting with the Deeps mechanic as of yet.
Thank you as always friend, nice to see you again. Agree with the aggressive playstyle pigeon hole. I haven't played with the deeps enough too to come to a judgement on it.
Congraturation Blakes! Truth is that skaven dont get much grudges compared to other races. Playing 30 turns with the white dwarves and never had a problem reaching much more than 100% without doing quest battles, while with thorgrim you have low level enemies you have to destroy and high value enemy maybe too far away or that are not a threat to you.
@@AndreaFasani thank you ! Later in the game when you've been mauling your neighbours you can accidentally run out of enemies. Quest hopping can help in that scenario.
@@christophersmith8848 skaven arent even close. with the deeps and what malakaos dlc brought to the dwarven roster theyre by far THE strongest faction. they have it all. the strongest stack (thunderbarges), some of the strongest t1 and 2 units in the game, some of the strongest artillery in the game, proly the best hold the line hightier inf in the game (ironbreakers), absolutely all dwarven ll are tanky as hell, they can get a -100% upkeep reduction using deeps, can get unlimited money via deeps, have underway stance etc. they got buffed so hard that skaven cant even get close at this point
In SFO Warhammer, the great weapon archers can be used as a cheap roaming army similar to sea guards. A set of miners with explosive charges, filled in with the great weapon archers leads to hilarity. I beat a few crisis armies with just one of these armies plus a garrison.
The tool makers, especially in settlements which you don't focus on upgradign soon, are definetely a trap. The oathgold building grants the same amount of money, and with enough of them, you'll have ironwarden tankards for everyone and loads of oathgold to spare. Definetely worth the slightly higher construction cost in my opinion, especially since to get the higher reductions in construction cost you'll have to have the settlement itself already built up, so it really only helps with building the deeps, which you might have already finished before getting the toolmaker to tier 3.
Hey guys, apologies a bit of an error in this video (kindly pointed out by @kylepassey7813)
The Thane's Ironbeard trait - gives the flammable contact effect to only himself - NOT to regular irondrakes as stated @ 17:06
Dragon slayers (the hero slayers) do not buff slayers, only the daemon slayers (slayer lords) do.
Apologies!
The messiah lives!!!!!!
I used to watch a channel dedicated to dwarf gameplay in MP. Was fascinating, learning how miners are basically cheap anti-heavy cav etc. Really interesting fighting guidelines how to use the actually difficult to utilise units. Sadly he retired a couple years back. Was still extremely informative on how to use dwarven units, what they're effective etc. He did a ton of unit vs unit testing
@@BlakesTakes420 also forgot congrats on you getting married!
Just gonna tell you right now?
Deeps are *extremely* OP. You can very easily double or triple the wealth productivity of a province with a single final tier deeps building. That being said, it's a bit of a steep price early game. And I don't just mean the gold.
There are some tactical uses for a deeps even early on. Seal the hold and To the Last Dawi are Fantastic for hotly contested holdings (Do Not build them everywhere.). Counting room can help you tier up just a bit faster.
But you're right in that the best time to *really* invest in the Deeps is mid to late game. In fact, just start putting them everywhere- they help you further specialize your provinces and increase your wealth multiplicitavely. A *very* worthwhile investment.
Blakes Takes can you do Nakai ^_^
I do not suck. I am extremely proficient in helping slayers fulfill their oaths
Grimnir thanks you brother
You're doing Grimir's work by SHORTening their lives
@@leonardogomez8812NO ALLIANCE
@@leonardogomez8812 That goes into the book. You beardless little elgi.
@@leonardogomez8812 SHORT!?
BABE WAKE UP ANOTHER VIDEO WHERE BLAKE TELLS ME IM BAD JUST DROPPED
I got you babe xx
Are you crusin´ for a grudgin´?
My beautiful Dwarves. You have been done justice this day.
@@Numtalegau 🥹
TRUDGING for a grudging*
"Dwarves" ? That's going in the Book !
It's "Dwarfs" or "Dawi".
@@Ron_Jambo_
Both are correct.
Dwarfs is more commonly used but Dwarves is also correct.
@@Numtalegau Not in the Warhammer setting , sorry.
I see you also like to thematically rename the Black Crag as Karak Drazh. A dwarf after my own heart.
A man of culture I see.
Karak Eight Peaks also always gets renamed to The City of Pillars in my playthroughs. Sometimes things just shake out differently
Amen
two things i'd like to add.
firstly, don't underestimate the power of the grudge settler catapults. those things SHRED for how far they can reach and the fact they are a relatively easy unit to get.
second, while i agree the deeps are definitely something you should invest in mid to late game, one settlement where i do reccomend you build deeps into is the worlds edge archway, and turn it into a bastion. that pathway is the only way anything east of you is gonna be able to approach you, meaning if you are not ready to deal with tretch, azog, grimgor or whoever else survives that thunderdome, you have a very easily defendible position. put a small range heavy army (since the garrison will mostly be melee units) and your eastern and northern borders are safe until the mid to late game, letting you focus on clearing out wurzag and queek, who in my experience are always the larger threat, even before the addition of the deeps
Good additions. The deeps are useful for the silver Pinnacle legendary grudge siege defense.
@BlakesTakes420 true I forgot about the pinnacle cause I prefer thorgrim's start to ungrim's. Good video BTW as always
The grudge settler cats are wild for anti infantry shit, especially if you can make a funnel.
The grudge settler probably good in defensive situation. If you bring them on the field, it tough getting result from em. Either they got out range by enemy arti, or they easily got flanked and destroyed. Same problem with flame arty
@@quanguctranngo7871 need to know how to position and use terrain to your advantage. If you're attacking you have the advantage and can force the AI to move using your own artillery. If you're worried about enemy arty you can try using a single entity to get targeted and dodge until they're out of ammo, use trees/objects or try and keep some sort of gyrocopter unit in the army to snipe them.
Congrats on the wedding! The dwarf bride gives a nice buff.
hahaha, thank you sir.
New Blakes Takes video, praise be to the High King!
4:20 praise him.
Blaize him
I almost missed the shtick when you said "well" and showed an actual well. Those little bits are my fav. Well done.
thank you sir.
The ‘well’ joke is so simple but it gets me every time
@@marvelouschester4104 happy to be of service.
A note on how to use Dawi Infantry. As you mentioned in the section on sieges, damage in dwarf armies doesn't come from their melee troops, but from the fire support of ranged troops and artillery. What dawi infantry exists to do is to tar pit the enemy to give the missile troops time to fire. Because of this, it is inadvisable to deploy your infantry in line formation, because it is much better to deploy in square formation, or as I like to call it, phalanx order.
When deployed in phalanx order, you reduce the line of contact with enemy troops, meaning that fewer of your stout dwarf warriors are available to be hit, which means in turn that your infantry can hold for significantly longer.
The trick is to deploy your melee troops forward enough that the AI doesn't try to run through any gaps in your melee line to engage the ranged troops. I find that deploying the melee troops at 50% of your quarrelers range is sufficient, depending of course on how map geography works out etc.
Another nice little side effect if using phalanx order is that it creates gaps in the melee line through which thunderers, organ guns, and irondrake flamethrowers can fire into the flanks of enemy infantry units.
another astute comment as always m'am.
You're quite right, I often prefer the dwarf box, as opposed to thin and wide. They move much faster to reform to other sides (really handy for ranged troops) and the reasons you mention above.
Painfully, Skaven warp lightning will do massive damage to this formation however, so I found a thin and wide formation better against ruins casters.
@BlakesTakes420 ah, yes that fair. My solution to Ruin casters is to simply not field infantry against them at all. A gyrocopter fleet with engineer support is, in my experience, far more effective at dealing with the rats than any ground based force. 16 gyros, 3 engineers, and a lord. Then hide the heroes in a treeline and let the copters do their thing. It makes things significantly easier as the threats are reduced to rating guns and jezzail teams which can be microed around
Wow this is such good advice! Insightful and makes sense.
@29:17 regarding Warp Lightning: Bring a Runesmith to the army, preferably with Thungni trait. Learn the spell resistance skill. Your entire army now has VERY high spell resistance (possibly 90% if you bring two runesmiths!), warp lightning is now too puny to worry about. There's also the Gatekeeper's Helm for even more spell resist as an aura. It's a good precaution to take when you know you're going to be fighting caster factions.
All armies need a Runesmith just for anti magic. Period.
Nice advice
Agree. On all of these. Runesmith is a very strong hero
@@PainRackideally 2 so you can chain buffs or cast both the regular and master versions on the same target (these stack). If you have 3 in the army and time perfectly you can chain 1 spell's effect to be constant but that makes your army much smaller.
I want to add that having 2 runesmiths is even more helpful than just for spell resistance. 1 can invest in the army ability to add 10% damage, and the other can add 10 armor. They both will give the enemy minus spell and range resistance. In all my armies that aren't led by Legendary Lords, I take a Runelord, too. An extra army wide 10 armor 15 spell and 5 physical resistance with the anvil of doom and runes of Grungni. You also get to triple up on the -enemy resistances.
On your point with defensive sieges, I build walls absolutely everywhere when playing as Thorgrim. Without those any random skaven or orc stack can just underway right past your front line and into those juicy economical territories. Once I've pushed out far enough the walls in the centre can come down but early to mid game, build walls in every settlement!
@@kassthered8452 walls are a necessity if you want to hold the province.
Extra tip for bombers: it's difficult to get gyros in good bombing position. This is made much easier by holding left Alt for locked formation movement. This allows you to hover your gyros directly above the enemy and can drop multiple bombs without moving.
ooooooooooooooooooooooooh you're right!
I am a fan of Jake's vast usage of a refined vocabulary and the following tags explaining the words he had just used
Verily my vichyssoise of verbiage veers most verbose.
Solid pun in the first 20 seconds.. glory is surely yours
Oh my
God these are so high quality, your delivery is immaculate as always. radio wouldnt be on the decline if it was you doing it
@@whywatt733 you're very kind for saying so my friend. 🥹
These are so excellent and comprehensive! Congratulations on the wedding, hope you come back to the amount of subs you deserve (more)
@@alastairgray6261 thank you so much my friend! Appreciate your lovely comment!
NO I DONT THATS A GRUDGIN!!!!!!!!!
That's going straight... IN THE FUCKING BOOK!!!
@@Peroxide-Mark *book*
@@BlakesTakes420 THATS A GRUDGIN
@@Peroxide-MarkNow, now, Dwarf. No need for such a... short temper.
Blake posts, I instantly watch.
Thank you kind sir.
Congrats on the wedding mate! I'm getting hitched in November, so I know the pressure you're under! Best of luck, take it one task at a time, and remember that no matter how any particular detail comes out, it's a celebration, not an interview.
@@nathanstruble2177 I needed this. Thank you sir 🙏
A quality video and good takes as usual. However, your fight against Skarsnik has the potential to be much easier. Here's a reason we suck to consider:
You don't set a trap for Skarsnik.
The turn that you take Mount Squighorn, recruit a second lord alongside Thorgrim, and use the recruitment commandment before the end turn. As you noted, Skarsnik will vacate the High Place over the end turn.
Next turn, instead of attacking it, and inviting a difficult fight on his terms, we'll take advantage of Skarsnik's greed. Move your second lord to the border with the Crooked Moon. Put Thorgrim in Ambush stance and move him up next to your bait army. Recruit miners with blasting charges to sweeten the bait, and declare war on Skarsnik. End your turn.
If Thorgrim is undetected (which he should have a very high chance of pulling off) Skarsnik will force march his army all the way to the border with you, usually outside of reinforcement range of The High Place. Because he only sees a single lord, he won't bring his secondary force with him. Move your bait army's units into Thorgrim's army, and then engage with your main force. He'll be caught in forced march and his army will be debuffed as a result. It's still a tough fight, but I find it much easier overall. Plus, you'll have an extra turn of recruitment to even the odds.
Once you crush his army, have Thorgrim take the High Place, and keep your second Lord in the Silver Road to recruit while taking advantage of the commandment and barracks you have there. You'll be able to move forward with a much larger force than the alternative, and the Crooked Moon will be no match for the Dawi.
Skarsnik is cunning for his kind, but he's still a stupid gobbo, and a greedy one to boot. Take advantage and crushing the Crooked Moon will be much easier for it.
@@raimebow8973 because of Skarsniks ambush buffs, I never actually tried ambushing him like this.
I would often hire a second lord just as a logistics train to deliver more miners with blasting charges to Thorgrims army during the initial blitz.
As I often use bait lords, (I'm a master-baiter, if you will.) you have given me a lot to think about, and I thank you for it.
I'm trying this out, but Skarsnik just moves to encamp right next to High Place instead of force marching.
38:20 No, you are not, actually. It is quite counter intuitive, but you want to sit back and wait for your enemies to amass grudges for you to clear. That is much more efficient than slayerrushing everything. At least in my experience.
You are satisfying Dammaz Kron, not the Dumbass Khorne.
I liked your wordplay there.
Excellent and very informative well-organized and edited video. Thank you for your contribution.
Love playing Dwarfs. So much fun now.
Flight of the Valkyries!!! Also the Deeps made going wide even more easier, as the money made multiple armies so easy.
I usually keep at least one unit of hammerers in my dwarf armies almost specifically to run around playing "menace below whack-a-mole"
@@JohnSmith-fc7mp wise.
About Oathgold, the econ building that also provides oathgold is so much better than the tinkerer, since the difference in gold is little and oathgold can make a big difference in lord&hero utility. Plus the followers for 10% research speed and campaign movement. It's so easy to get 100 oathgold per turn by turn 10 that you rarely have to decide if you want to spend it on tech or gear - you can do both! Also you can craft items and melt them for even more gold, easily making up the difference to the tinker's chain if you want a boost in your bank account.
I dont suck with Dwarfs, i am one of this 5,3% of Longbeards(on Steam) that made it to the End of the Campaign. I refuse let someone say something to us 5,3%!
don't worry. us 5.3 percenters gotta stick together. too many haters out there.
Only real dawi know how to win. Those bearings try to run our empire would make the ancestors weep with tears of shame. Only the slayers oath remains for them
@@johnleaver4272 You words of wisdom speak for your mighty and long Beard. It honor the Ancestors.
@@BlakesTakes420 We do!
Thanks for making this in a relatively short time frame, my experience with this faction is quite stunted
You're very welcome sir.
SHORT?!! NO ALLIANCE!!!
There are three things i would like to add:
1. Confederate Belegar Ironhammer early. He has an ability which reduces the build cost of all Keeps by 30% this will save you a lot of money and he is also a very solid Lord. He neighbours the Empire and border princes and they are pretty chill.
2. Ally the Empire they can make up for some deficiencies in your unit roster. Empire Pikemen and Cavalry compliment your roster very well.
3. If you miss the old dwarf playstile then you can build a special building in the deeps only buildable at Karak Eight Peaks, Skavenblight and Zharr Naggrund that stops the Grudge mechanic but increases the upkeep for Grudgesettler units by 10%, you also get no new ones.
Which sucks considering how awesome the grudgesettler gyrocopters are. Those things kill monsters, trolls, and large lords so easily.
@@brandonlyon730 yeah but irondrakes also work extremely well against large Targets
@@janmantsch6675 Not if they charge at them or flank them at the sides before they have a chance to fire. Gyrocopters can move all over the battle field and the grudge settler ones can kill big monsters or there lords/spellcasters before they get to close to the army to do any damage
@brandonlyon730 I am not denying that they are good units, great ones, even, I'm just saying that they are not the only way to deal with large targets. Irondrakes are just my preferred method.
27:10 literally made me cackle out loud. I got nothing on that
Glad to hear it friend.
The best end to the day is Blake helping us settle grudges better.
@@TheridMegu thank you sir!
26:03 It was at this point I laughed out loud and realised just how awesome you were...and realised I wasn't subscribed when I should be!
@@TranquillShot thank you and welcome aboard sir.
ROCK!!! AND!!! STOOOOOONE!!!!!! ⛏
TO THE BONE! 🦴
Man, these style of guides are super entertaining and informative. I hope you keep going with them. Also, would you update some of your older guides with recent updates?
Thank you!, hopefully have time to update them soon.
Video about the honourable Dawi: Grudge removed.
Didn't mention the Thunderbarge once: Grudge re-added.
READY YOUR AXES LADS
@@Donnerbalken28 in single player I have to say I'm not crazy about thunderbarges.
Don't get me wrong , they're good, but they don't heal to full like gyrobombers after a battle so I often skip the thunderbarges.
They're good, but a bit annoying to keep healthy.
EY LETS GO, IM SO READY TO WATCH! (Also, that last video w/ Arkhan had the PERFECT amount of Necron lingo)
Good to see you again my friend! Glad you enjoyed the nod to Illuminor Szeras.
This is the most precise, detailed, informative and well presented guide I've seen in a LONG time!
You explain your points well, the production quality is top-notch and it's also funny!
I've found myself do a very similar strategy against Skarsnik that you explain, except I also recruit lords beside Thorgrim so I can level other characters early on. It just shows how good this game is strategically, you can apply multiple things and it can still lead to a good outcome :)
thank you sir! I also often open with another lord to start picking up levels early on them.
Congratulations on the marriage Blake! The best take of them all.
Thank you kindly friend. The wedding was so good!
Congrats on the nuptials and best of luck to you both. Shall we expect a video ' Why you suck at wedding speeches'?
Ah shit you've reminded me I've got to get to it.
This is an extraordinarily high quality video which should have achieved way more many views. The style works perfectly for the game.
Thank you so much sir. Comments like this make the effort all worthwhile 💗
LET'S GOOO!!! I THOUGHT THERE WOULD NEVER BE ANOTHER BLAKE'S TAKE AGAIN😭 AND I WAS JUST STARTING A CAMPAIGN WITH DWARVES (MALAKAI)
tenor.com/view/wolf-of-wall-street-not-leaving-not-fucking-leaving-staying-gif-20904116
Just as another point in the really early game you should recruit a rune lord to follow thorgrim around, it gives you magic while you wait for a runesmith and lets you level up another lord faster
Congratulations and happy honey moon !
Thank you friend!
Remember: Shift + X to use the abilities on the left disk, Ctrl + X to use the spells on the right. Makes microing much easier.
Personal add-ons from the last time I took Thorgrim out for a short walk. One's general dwarven and one's Thorgrim specific:
A: NEVER EVER DELAY AN AGE OF RECKONING
Say, hypothetically, you had just been on a big ol' tussle confederating your dwarven neighbors and retaking the realms and all that. You took some heavy losses and attrition, so you consider delaying the age of reckoning, as you'll be building up and recovering for a little bit.
DO NOT DO THIS. A lot can surprisingly happen in 15 turns, like, say, hypothetically, 4 turns later Tamarkhan frolicked down and you began a campaign of him finding out to the point you're on the chaos waste side of the Great Bastion. If you delay those 15 turns for another Age of Reckoning, NONE of this will count even in the oncoming Age, and on top of that you've just made the next one that much harder on yourself. Do not deny the Great Book of Grudges a chance to feed, it's much better to have a crappy Age of Reckoning than none at all.
B: Take advantage of being High King and confederate the fellow Dawi
While one of the uses for Settled Grudges is confederating other dwarven Legendary Lords, the price to do so will likely remain astranomical due to it being measured off how many grudges they've handled as well. While it's likely for the AI to get smaller and more technical factions (like Malakai Makaisson) or factions with very deadly neighbors (Thorek Ironbrow has to handle both Queek Headtaker and Skarbrand in close proximity) murdered and thus keep the price somewhat low on the Settled Grudges side, you then also got factions that will stick around a lot longer. As the High King of the Dwarves, you got great relation with most Order factions, and also got some bonus for Dwarves especially. Prime targets to wine and dine as far as legendary lords will be Ungrim Ironfist, who holds a lot of the required territory for the Retake the Realms grudge, and Belegar Ironhammer, who usually has a decent pile of western holdings well secured and could be a good springboard to start taking it to the tree elgi. Sadly, the only LLord not really worth getting, via diplomacy or force confederating, is Grombrindal, as he's in the arse-end of nowhere, though could be an option to Settled Grudge if he gets taken out.
good comment, I enjoyed reading it. x
Grombrindal brings the best factionwide buffs with his skills though, so he's worth it even if you can't hold onto his territory
Just finished the video and have to say this one of your best- great stuff Blake
@@moteleyman so kind thanks for sticking around sir.
7:09 one thing I've noticed is that for some reason, blasting charges don't seem to do as much friendly fire as I would expect. I think this is for a couple of reasons, the charges don't have any AP, and dwarves have heavy armor; The miners have pretty good arms, and dwarves are...small targets :P so most of the time the charges get lobbed over the heads of friendly units, of course in this battle that big hill helps, but yeah, the more armor (and shields!) a friendly unit has, the more likely it is to survive a light dusting of blasting charges from over-eager miners.
I haven't played this game in forever but I still watch your videos. So well made.
Thank you friend!
Form a Grungni hero army early on. Six or seven heroes with the Grungni trait led by a Grungni lord will let you build and upgrade buildings in valuable settlements for free while providing a decent defensive force while your LL is off plundering. Lets you spend your income on more armies or the Deeps buildings early on... Grungni doesn't affect deeps buildings, sadly.
huge fan dude! I'll keep watching if you keep them coming :D
@@jamesrosenbaum5799 thank you sir!
Thank you for an amazing video. I just finished my first successful VH Chad von Carstein campaign, and dwarfs seem like a fun change from having no good armored or any ranged units & artillery. Never really played dwars before so this video helps deal with the overwhelming feeling.
Great! Thank you sir, appreciate your kind words.
Wonderful guide as usual. I struggled with scarsnick, greenskins have been challenging to fight. I will totally use these tips. 😊
Glad it was helpful!
17:06 FYI Ironbeard gives the Thane Flammable attacks, not the Irondrakes.
Also Dragon Slayers don't give any buffs to other Slayers as far as I can tell.
You're quite right on both counts. I misread the ironbeard and must've confused dragon slayers with daemon slayers.
I've made a pinned comment acknowledging the errors, many thanks.
@@BlakesTakes420 No probs! Loved the video! 👍
You remind me of Lord Hard Thrasher in a fantastic way, subbed and I hope to see more!
Great Video, but hard disagree on the toolmaker building. This prevents you from building the oathgold building. This building floods you with oathgold, so you can really kit out all your armies
nice to see other people also renaming dwarf settlements. I renamed a lot of the settlements, including skavenbligt (I called it karak kvasar after the city in the skaven origin story, figuring it was likely the original name of skaven blight).
I’ve played WH3 for nearly 1000 hours, I didn’t know there was a way to target the ground. I’ve had the thought multiple times where I wish I could target specific locations instead of snapping to a unit, but then I never stopped to look if that was actually a feature.
@@gazpachosam1368 I'm so glad to be of service my good man. 🫡
If I can breathe, I can hold a grudge, and if they bleed, their grudges can be settled
CONGRATS ON YOUR COMING WEDDING!
Maybe we'll have a guest voice in "Why you SUCK with..."
Runelords are quite good for an army that goes more all in on ranged damage (big artillery, thunderers, irondrakes) for one huge reason. They have the ability to give vulnerability to ranged damage. Yes, regular Runesmiths have that too, but getting it for the Lord allows you to fit an extra missile unit in.
Vulnerability is also multiplicative with extra ranged damage from engineers. A Runelord, 1-2 Runesmiths, 1-2 Master Engineers, and your army has enough oomph to their guns to lay anything flat before it can close to melee range.
There's something frustrating to me about the Dwarfs being rebalanced toward hyper aggression. Its very counter to how I want to RP the faction.
I hear you on this.
I got WH3 a few months ago finally and the dwarves have been the essiest time iv had in any total war campaign. I actually just got the achievement for winning the dwarf campaign yesterday.
A really quite important thing in defensive battles is actually putting a dwarven lord in there. Just a normal one, no runelord, no slayer. A simple dwarven lord can usually break a siege. They are strong enough in single combat to best most non-legendary lords (and with infantry support most legendary ones, too) and, if you happen to have to deal with rebels, can defeat a small rebel stack of 6 units pretty much by themselves with the appropriate items (be sure to take them only for that battle)
another thing ive found with against Skarsnik is that you can recruit a lord and right on the border of Skarsniks province while still in your territory, you can set up an ambush and have the lord by itself being the bait, for whatever reason, this usually works for me even with a 50 percent ambush chance
I love a bait lord, but I hadn't considered using one with Skarsnik.
Early on vs Skaven it's a good idea to just leave your Hammerers at the very back of your formation, near your artillery and archer units instead of putting them into the front. This way they reach a menace below breach faster and repel them before they interrupt your artillery.
welcome back! congrats on your marriage ♥ glad everything is going well with your life while still providing us quality content consistently
Thank you so much!! You're very welcome friend, glad you enjoyed it! 😊
A good time to invest in the deeps is after you have mostly developed a settlement with a gold or equivalent money printing building.
The Guild Foundry will cost 16,000(the deeps then building and upgrading to level 2), but after you have it, it will add 5% times the turn counter of income to all your building in that settlement. That means that every turn, 5% is being added to amount of income every one of the buildings.
I had a game where Mt Gunbad by itself was making me over 10,000 gold per turn. With that amount of wealth, you can start giving all of your settlements the deeps in your money provinces.
The drawback is, that 5% gets taken away for every new region added to your empire. So greatest rates is either late game with high turn counter or small empire.
This is a great relief, because I was one more campaign failure away from having to swear the Slayer oath to wipe away my shame.
You were just doing as Grimnir commanded. **Happy Dawi noises**
Oh Congratulations Blake, hope the ceremony goes well.
Thank you friend!
I disagree on the deeps being a late game building, while it may slow down the growth of a province, the economic output of the deeps is ridiculous. For example, on a Belegar campaign I will rush down Skavenblight as fast as possible and hopefully have a deeps foundry by turn 15-20 and a deeps foundry at level 2 has a debuff by 5% production for each settlement in a province, making Skavenblight particularly good to have it, but will gain 5% production per turn for the rest of the game, making the building quickly scale to unimaginable levels of income generation and basically making the one settlement my whole economy for the entire empire and allowing you to almost completely forget about your economy.
@@theunlverse5241 that's fair, the deeps had only just come out, so I hadn't had a chance to build it in the unique deeps settlements. I just tried building it in Karaz a Karak.
Congratulations on the wedding!
Thank you so much 😀
I like to counter menace below with call the miners. clanrats tend to melt when faced with irondrakes, so I always make artillery boxes that are just so flaming the enemy won’t contact.
Wh3 made 2 units I never used before so much better. The hammerers and the gyrobombers. Both punch way above their tier.
I still prefer ironbreakers but hammerer lines are fun agaisnt low missle enemies.
The thrungi trait runesmith will increase magic resist 20% for the army. (10 from trait, 10 from skill point)
Get evey conventional engineer you can.
Thanes if lvled, with ironwarden tankard, dragonslayer ward talisman, ironwarden hammer, dragonslayer 15% phys can take on lords.
That's a great craftable gear set
Eventually start dumping oathgold into greens and merge them looking for armor of destiny, obsidian blades, talisman of preservation. (You will never replace ironwarden tankard)
Put a dragonslayer talisman on an engineer in your army to give the whole army -33% vigor loss.
You can make any province free to build by stacking 6 or 7 heros with a -15% building cost trait.
I never bother really the new deep buildings that reduce upkeep 3% together and increase all building income 5% makes it so your armies are cheap or free.
Lord, thane, rune, engineer 7 ironbreakers, 1 flamethrower, 4 rangers (or projectiles of choice) 2 gyrobombers 2 seige is typically a 5-6k upkeep. Or free if you stack those deep buildings.
The V for Vendetta reference was wonderful, thank you!
@@Mercanius you're very welcome sir, thanks for watching.
I really needed this one
Glad to be of service friend.
Always excited to hear more about how and why I suck!
But you are the best at being you, and that's what matters.
"Our armor is as thick as our warriors...." Hell yeah brother
Great content as always, but more importantly
Congratz on the marriage. Hope all goes well on your big day!
Thank you kindly sir!
Great video as usual. Really hope to get one for either Nakai or Lord Skrulk.
After my wedding I'm hoping to ramp up production. Thank you for your lovely comment !
@BlakesTakes420 congrats on the wedding. Wish you many decades of happiness.
I do not play Dawi too often but after watching this video, even without their newest DLC, I think I will try them^^
the dawi are excellent atm give them a go
Demon Slayer's good point is that he comes with siege attacker. That makes them a decent tag-along lord to launch sieges for you when you don't want your actual army that otherwise has a lot of movement be stuck in a settlement instead of going and fighting more in that turn. This is especially hangy for Malakai's main army, which can quickly plot out a demon slayer when it is convenient and dismiss the guy when he's not needed.
Bro your videos are great. I would love a grimgor one.
BLAKE PLEASE DO ONE WITH SKAVEN. I'D LOVE TO HEAR YOUR TAKE ON THEM
I got you boo:
th-cam.com/video/OG5FrqUaghM/w-d-xo.html
Clump up your forces against menace bellow "
Ikit Claw - "yes, yes"
Nuklear missile, launched
Booom.
Praise a Blakes advices :D :D
Please make a Cathay video eventually, your videos are awesome! Thanks 🙂
@@antagonistes_ I plan to my good man!
what a beautiful alliteration at 25:33
Thank you sir!
It was a HUGE shock to go from TWWH 2 to the recent patches on 3 and go from gyrocoptors and bombers being terrible and going to one of the best unites in the game.
The coptors especially when everyone is fighting with tier 2 units are AMAZING, since they do tons of damage, have some bombs to mess up formations, and have enough armor to be pretty much immune to arrows (but not gunpowder...)
Definitely, there's actually been a whole heap of changes.
It took me about 5 tries to get a decent start with Ungrim on V Hard a month ago.
Not upsetting Zufbar is by moving nearby is the easy bit.
How did the campaign go after that ?
I love dwarf campaigns, they are (at least i my opinion, the most intuitively well structured campaigns (with exception to Grombrindal). No matter what you have a strong incentive to conquer all of the mountain regions from both a lore perspective, but also from an economic one. Everyone of the different mountain regions has some variety when it comes to enemies. In the North, you get Norscans, Nurgle, Skaven, and Orcs, in the South, You get Orcs, Skaven, Tomb Kings, Vampire Counts, and Khorne (and maybe lizardmen), in the West, you get Skaven, Orcs, Vampire Counts, Sartosa, Ogres, and Woodelves (and maybe Bretonia depending on if you want Massif Orcal), and the in the East, you got Ogres, Orcs, Skaven, Chaos Dwarfs, and Nurgle. No matter where you start expanding youve got a nice mix of enemies to fight, and the rewards you get for beating them is just one of the best base economies in the game, if not the best. It takes alot to build it up, but im just over a hundred turns in my current campaign and im clearing over 34,000 gold per turn with multiple armies. Its insane.
Congrats on the marriage!! Good video as always sir. Personally I have mixed feelings on the new grudge system, I like the design of it much better than the old but it does kind of pigeon hole into a very aggressive play style. You can delay it but you're only delaying the inevitable grudging with more added on top. Maybe I need to play with the Dwarfs as I've only played one campaign since their rework and have not had the pleasure of interacting with the Deeps mechanic as of yet.
Thank you as always friend, nice to see you again.
Agree with the aggressive playstyle pigeon hole. I haven't played with the deeps enough too to come to a judgement on it.
Congraturation Blakes!
Truth is that skaven dont get much grudges compared to other races. Playing 30 turns with the white dwarves and never had a problem reaching much more than 100% without doing quest battles, while with thorgrim you have low level enemies you have to destroy and high value enemy maybe too far away or that are not a threat to you.
@@AndreaFasani thank you !
Later in the game when you've been mauling your neighbours you can accidentally run out of enemies. Quest hopping can help in that scenario.
Exactly the video that I wanted. I like Dwarfs, and I like playing as them, but I just don't know how to stop failing.
glad to be of service sir
The dwarves are so unbelievably OP it's hard to suck with them.
Man if you think Dwarfs are OP, you should have a look at the Skaven
@@christophersmith8848 skaven arent even close. with the deeps and what malakaos dlc brought to the dwarven roster theyre by far THE strongest faction. they have it all. the strongest stack (thunderbarges), some of the strongest t1 and 2 units in the game, some of the strongest artillery in the game, proly the best hold the line hightier inf in the game (ironbreakers), absolutely all dwarven ll are tanky as hell, they can get a -100% upkeep reduction using deeps, can get unlimited money via deeps, have underway stance etc. they got buffed so hard that skaven cant even get close at this point
"Battles are often over quite quickly in Warhammer 3"
Helman Ghorst players: "Am I a joke to you?"
Haha good point
In SFO Warhammer, the great weapon archers can be used as a cheap roaming army similar to sea guards. A set of miners with explosive charges, filled in with the great weapon archers leads to hilarity. I beat a few crisis armies with just one of these armies plus a garrison.
We scratching off grudges with this one boys !!!
I need help with Malus Darkblade. Could you do a review for him please.
Get rid of your army and play on legendary only have him in it walla
The tool makers, especially in settlements which you don't focus on upgradign soon, are definetely a trap. The oathgold building grants the same amount of money, and with enough of them, you'll have ironwarden tankards for everyone and loads of oathgold to spare. Definetely worth the slightly higher construction cost in my opinion, especially since to get the higher reductions in construction cost you'll have to have the settlement itself already built up, so it really only helps with building the deeps, which you might have already finished before getting the toolmaker to tier 3.
Great's takes
♥