I was waiting for a video like this. With real tips for build the most functional army possible. Thanks. I hope you make videos like this for all races :)
Great video, helpful and direct. Just for future reference linebackers, as the name suggests, are actually not in the main line they play behind the line and tackle people that break through it. The linemen,those 300 pound meat walls on offense and freakishly fast monsters on defense, are the line. So in summary if you are going with the football metaphors linemen are the main line and linebackers are the reserve.
The reason I always end up with relatively expensive armies is because the more you want your army as one-size-fits-all, the more it seems you have to spend. Sure, you can have a good guess of what you'll be faced with based on where you send that army....but that guess gets harder to do when in mid game, what with chaos running amok and different factions filling the void rather quickly. I had Bretonnia spread out past the Grey Mountains almost all the way to Kislev, the Vamps often spread out rather quickly and get closer to Reikland around end game. Might as well be ready for anything, might as well pay top dollar. One exception being the difference between what I call front line armies and "warden" armies. The first needs to be ready for anything, the second only needs to be ready for feral orks and beastmen.
Thank you for the basic description. I am going to play Vampire counts, and I had a question about the vampire cavalry flying bats. You mentioned how flying units can't pull back so well after they have engaged? So they should commit themselves? And where would you put your flankers in the case of the Vampire counts, who have no ranged attackers?
+nielsdejong the fell bats are best used as distraction units. They are great to help distract retreating troops, archers so they don't hit your main troops or stop charges before they hit your units. Mobility for Vampires comes in two forms: flying and mounted and both are important. Flying troops usually are low armor and cavalry are higher armor. Best thing I can say is use the lightly armored troops to take out archers and maybe rear charge weaker enemy units. Take the heavier cavalry into the heavier units and flanks to shatter them.
Really good tips there man, good stuff. One thing I will say though is lay off the amphetamine! Haha! That was a lot of information for the newbs to digest condensed into a micro-second. You sound like you know your stuff though, and I'd be up for giving you a game at some point. I always either go full Infantry shooty (Wood Elves) or sheer Inf/Cav Brutality (Greenskins). That said you are completely correct in army composition, but always play to your factions strengths. ie. Elves...shooting, Dwarves... defensive and tough, Vampires...overwhelming numbers, Bretonnians...flanking units, Empire....artillery, and so on. The only army I have a hard time beating is Chaos, unless I'm fighting as Wood Elves with armour piercing units.
Hello good sir..I'm playing as the dwarves right now and on a campaign trying to fight the chaos but the chaos hellcannon just slaughter my inf and arty..ive been trying to counter it with the gyros but failed because they just shot the hell out of them just like AA plus most of the chaos army have at least 2 or 4 of them fielded..is there any suggestion to solve this problem..any help is much appreciated..thank you in advance.. :D
+golong13 As dwarves you should have arty of your own. If you focus fire them on their cannons you should do well. Also gyros is a great idea but try making sure they are behind the cannon unit. Not only will this allow you to get the leadership debuff against them but projectiles act like physical objects in tw. Being behind the cannon means the cannon itself can't block your projectiles from hitting their men firing it. Lastly make sure you bringing the proper gyro copter for the fight. Whenever possible hit them with your ranged infantry as well. I hope that helps!
Empire is a defensive faction. They dont have mobility like the brettonian faction. It needs a solid main line. My late game army : 1 legendary lord 1 damsel of life 2 Swordsman with shield 2 Spearmen with shield 2 Greatswords 2 Halberds 2 gunners 2 artillery( 1 for anti large unit, 1 for anti infantry) 4 reiksguard for anti infantry(Anvil) 2 Demi with halberds for anti large(mobility) Because i have 4 range units, i usually have 1 spearmen guarding them. If vs Vampires, i would not bring artillery or gunner.. i would rather bring 4 free militia company because vampires have lots of flying units that can wreck my backline. I would also swap my infantry to 2 greatswords 2 swordsman 4 halberds I would also swap my hero to a Witch hunter to kill off enemy lord because vampire Relies heavily on there lord for buffs. While my legendary lord would be combine with my 2 demis to become a doomsquad to kill off enemy lords or kill enemy monster since my reiksguard will have a hard time killing large units. Best build vs vampire 1 legendary lord(fying mount) 1 wizard of life 1 arch lector(flying mount) 4 greatsword 4 hallberds 2 gunner 4 blazing suns 3 Demis halberd since you have lots of cav and only two range units, just smash there flying units when they land on your backline.
+Hylor I was wondering if you'll make a video with your take on formations. I've seen many people use 3 rank deep formations, but I have found it really useful to use 5 or even 6 rank deep formations. what are your thoughts on that? thanks for answering! :D
I have plans for those guides in the near future for sure. It depends on a bunch of factors like the size of my army, what kind of unit it is, the size of the enemy army, if I should play defensive and so on. Typically I go for the 3-4 ranks deep but it is also about how you micro your movements.
+RIMON Haris I wanted to stick to some general basics and artillery is not really one of them. I have also found artillery to be useless unless it's cannons from The Empire, Dwarf Siege units or the doom diver catapult. All the others seem to be incredibly inaccurate and do little damage when they do hit. Of course, there are builds with artillery but I avoided it for those reasons.
***** I appreciate your kind remarks and feedback. I have used hell cannons so many times and they seem to never land and when they do better i get at most 40 kills in a battle where I can use a dwarf organ gun and get 80-90. Maybe I am using the other arty wrong in the game but I don't know how I could be.
Artillery will do less damage than missile units simply because there are 4 of them instead of 60-90. Artillery is great in the early game for hitting the enemy army early--but once the battle is joined artillery really drops in value as friendly fire and flanking vulnerability comes into play.
Well I think I can help you. The battle type between vampire counts and chaos are very different from each other. With chaos you'd like to be very aggressive in your engagement. Here I recomment do something like this - 1 lord - 1 hero (if your lord is melee expert I usually take a magic hero for the magical support / vise versa) - 5 sword infantery - 4 anti infantery / anti large (depending on the opponent u face) - 4 units of cav for the protection on flanks - 2 units of atillery - 3 monstrous units. I personally use the monstrous units as support for the center of the main line while the 2nd line supports the flanks. WIth the high dmg from the montrous units you can break through the enemy center and from there sweep left and right. while your flanks hold yours from cumbling. If you are worried about missile units focusing your montrous unit that is why you have 4 cav. You are guaranteed that at least 1 unit will be free from engagenment to engange enemy missile units
+Arier i have been useing something similar. 1 lord (normally the melee blokes) 1 hero (fire mage if i can) 3-4 Flying units (vampire)/chariots (chaos) Some anti infanty and anti large. I also upgrade units instead of having more of them. Would you advise against this?
+iTricksteri upgrading or not really depends on what kind of army you expect to go against and how you plan on beating them. Sometimes I bring a unit or too less and bring upgraded units if I feel like I need to win the Infantry fight faster and upgrade my heavy-hitting front-line units but that's usually about it for me personally.
Took me awhile to get the hang. They key to magic, is using it a lot. There aren't a lot of spells that can wipe out a unit or completely annihilate their morale, so use their spells on the area of highest threat or highest concentration to get the most use out of your spells, and use it as much as possible. Keep in mind, Winds of Magic is across your whole army, so don't spam your weak, no use spells and not let yourself cast your bigger spells when you need to use them (You can look at spells in the spell browser, figure out which type you want to use, and level that guy up in your army. It's totally ok to have ONE spell caster). Flying units... so much variation. You can have a single dragon or 80 harpies, very different use cases. In general, I use my flying to get into the opponents backline, either by flanking or rushing over them where they don't have much range, and hitting their artillery when it's unprotected. Then you can use them to fly around and harass the ranged, who won't be able to fire while they're engaged in melee with your flying units. Flying units are basically like super cavalry, in that they can hit anywhere on the battlefield you want, and take advantageous fights to win the battle, piece meal.
+dknight xs out riders to me take a lot of micro management on the battlefield with less pay off. That being said I do use them when fighting dwarves so I can shoot them in the rear.
+dknight xs that's understandable against certain factions or enemy army builds but I wanted to give an example of a balanced army build. With artillery you are automatically putting yourself in a more defensive posture and I wanted to give people an army that could be used both offensively and defensively. Nothing wrong with different army compositions though.
+Facundo Di Muro I have never figured out how to get enough out of out riders to justify it. I feel like they take a lot of micro that I could focus in other places. Any tips?
The salt and pepper spread composition and hammer & anvil tactic works best. Allows maximum flexibility "in battle" This from a Medieval Total War I and II vet.
"In Total War Warhammer there is a new element that is different than any previous game in the series...You know have access to generals...these lords give leadership, or essentially morale boost to your troops, and when they die, there is a morale or leadership debufff to your troops." Seems like this guy has never played a Total War game ever. Literally every Total War game has done this!!!
Something to remember is that Armour stops a % of damage from 1/2 to your full armour value each time you take damage. So Swordsmen ignore 15-30% of damage taken. Unless it's armour-piercing, in which case it's useless. So that 100 armour greatsword? Takes the same damage as swordsmen vs Black Orcs, Ironbreakers, etc. Having greatswords (armour-piercing & anti-infantry) reinforce lets your cheap unit soak up that charge damage. Anti-Infantry & Anti-Large give you a 50% boost to your strength vs that unit type.
Could say the same thing about any army once you have seen it's composition. This is a well balanced army though and in the right hands will always be useful :)
"Your lord should be kept safe behind your lines"
*the sound of Kholek Suneater laughing in the distance*
+Nershedify Kholek has never been accused or hit with life leech before lol
lol
I was waiting for a video like this. With real tips for build the most functional army possible. Thanks. I hope you make videos like this for all races :)
+Andre NMailho that is the plan! I look forward to your feedback on those videos as well.
Did a full minotaurs army with the beastmen during campaign, wasn't disappointed 😂
Great video, helpful and direct. Just for future reference linebackers, as the name suggests, are actually not in the main line they play behind the line and tackle people that break through it. The linemen,those 300 pound meat walls on offense and freakishly fast monsters on defense, are the line. So in summary if you are going with the football metaphors linemen are the main line and linebackers are the reserve.
+Michael Coogan thanks! I realized I mixed up my positions but I said screw it. Hahaha!
So by that rational the greatswords and halberds are the line backers :)?
@@TommyCurrell Yes
The reason I always end up with relatively expensive armies is because the more you want your army as one-size-fits-all, the more it seems you have to spend. Sure, you can have a good guess of what you'll be faced with based on where you send that army....but that guess gets harder to do when in mid game, what with chaos running amok and different factions filling the void rather quickly. I had Bretonnia spread out past the Grey Mountains almost all the way to Kislev, the Vamps often spread out rather quickly and get closer to Reikland around end game. Might as well be ready for anything, might as well pay top dollar.
One exception being the difference between what I call front line armies and "warden" armies. The first needs to be ready for anything, the second only needs to be ready for feral orks and beastmen.
Thank you for the basic description.
I am going to play Vampire counts, and I had a question about the vampire cavalry flying bats. You mentioned how flying units can't pull back so well after they have engaged? So they should commit themselves?
And where would you put your flankers in the case of the Vampire counts, who have no ranged attackers?
+nielsdejong the fell bats are best used as distraction units. They are great to help distract retreating troops, archers so they don't hit your main troops or stop charges before they hit your units. Mobility for Vampires comes in two forms: flying and mounted and both are important. Flying troops usually are low armor and cavalry are higher armor. Best thing I can say is use the lightly armored troops to take out archers and maybe rear charge weaker enemy units. Take the heavier cavalry into the heavier units and flanks to shatter them.
I think you meant "Linemen", not "linebackers". Your linebackers would be heavy-hitting elite troops, like cavalry.
Really good tips there man, good stuff. One thing I will say though is lay off the amphetamine! Haha! That was a lot of information for the newbs to digest condensed into a micro-second. You sound like you know your stuff though, and I'd be up for giving you a game at some point. I always either go full Infantry shooty (Wood Elves) or sheer Inf/Cav Brutality (Greenskins). That said you are completely correct in army composition, but always play to your factions strengths. ie. Elves...shooting, Dwarves... defensive and tough, Vampires...overwhelming numbers, Bretonnians...flanking units, Empire....artillery, and so on. The only army I have a hard time beating is Chaos, unless I'm fighting as Wood Elves with armour piercing units.
thanks for the tips, i'm new to total war so this helped me out
Every army- apart from dwarves - should have a spell caster. Surprised the army didnt have that, remember to also have a magic user.
Hello good sir..I'm playing as the dwarves right now and on a campaign trying to fight the chaos but the chaos hellcannon just slaughter my inf and arty..ive been trying to counter it with the gyros but failed because they just shot the hell out of them just like AA plus most of the chaos army have at least 2 or 4 of them fielded..is there any suggestion to solve this problem..any help is much appreciated..thank you in advance.. :D
+golong13 As dwarves you should have arty of your own. If you focus fire them on their cannons you should do well. Also gyros is a great idea but try making sure they are behind the cannon unit. Not only will this allow you to get the leadership debuff against them but projectiles act like physical objects in tw. Being behind the cannon means the cannon itself can't block your projectiles from hitting their men firing it. Lastly make sure you bringing the proper gyro copter for the fight. Whenever possible hit them with your ranged infantry as well. I hope that helps!
What should army should I use for a campaign greenskin
Goblins! Thousands of them.
@@visceral.history no you only need gork and mork
thats a very good army tip.
Empire is a defensive faction. They dont have mobility like the brettonian faction.
It needs a solid main line.
My late game army :
1 legendary lord
1 damsel of life
2 Swordsman with shield
2 Spearmen with shield
2 Greatswords
2 Halberds
2 gunners
2 artillery( 1 for anti large unit, 1 for anti infantry)
4 reiksguard for anti infantry(Anvil)
2 Demi with halberds for anti large(mobility)
Because i have 4 range units, i usually have 1 spearmen guarding them.
If vs Vampires, i would not bring artillery or gunner.. i would rather bring 4 free militia company because vampires have lots of flying units that can wreck my backline.
I would also swap my infantry to
2 greatswords
2 swordsman
4 halberds
I would also swap my hero to a Witch hunter to kill off enemy lord because vampire Relies heavily on there lord for buffs.
While my legendary lord would be combine with my 2 demis to become a doomsquad to kill off enemy lords or kill enemy monster since my reiksguard will have a hard time killing large units.
Best build vs vampire
1 legendary lord(fying mount)
1 wizard of life
1 arch lector(flying mount)
4 greatsword
4 hallberds
2 gunner
4 blazing suns
3 Demis halberd
since you have lots of cav and only two range units, just smash there flying units when they land on your backline.
loved this vid!
Awesome! I am stoked to hear it!
+Hylor I was wondering if you'll make a video with your take on formations. I've seen many people use 3 rank deep formations, but I have found it really useful to use 5 or even 6 rank deep formations. what are your thoughts on that? thanks for answering! :D
I have plans for those guides in the near future for sure. It depends on a bunch of factors like the size of my army, what kind of unit it is, the size of the enemy army, if I should play defensive and so on. Typically I go for the 3-4 ranks deep but it is also about how you micro your movements.
+Hylor nice! thanks for the answer. I'll be sure to watch that video when it's up!
Jor McBeath Feel free to ask any question and I will try and I will try to answer you!
No artillery?
+RIMON Haris I wanted to stick to some general basics and artillery is not really one of them. I have also found artillery to be useless unless it's cannons from The Empire, Dwarf Siege units or the doom diver catapult. All the others seem to be incredibly inaccurate and do little damage when they do hit. Of course, there are builds with artillery but I avoided it for those reasons.
Hellfire Cannons rek ur day
Edit: great vid though, never rlly thought about anti-large cavalry that way even though it's so obvious
***** I appreciate your kind remarks and feedback. I have used hell cannons so many times and they seem to never land and when they do better i get at most 40 kills in a battle where I can use a dwarf organ gun and get 80-90. Maybe I am using the other arty wrong in the game but I don't know how I could be.
do you use the hellcannons abilitys?
Artillery will do less damage than missile units simply because there are 4 of them instead of 60-90. Artillery is great in the early game for hitting the enemy army early--but once the battle is joined artillery really drops in value as friendly fire and flanking vulnerability comes into play.
If your using vampires or chaos with a lot of monstrous units, what is a good recommendation for them?
Well I think I can help you. The battle type between vampire counts and chaos are very different from each other. With chaos you'd like to be very aggressive in your engagement. Here I recomment do something like this
- 1 lord
- 1 hero (if your lord is melee expert I usually take a magic hero for the magical support / vise versa)
- 5 sword infantery
- 4 anti infantery / anti large (depending on the opponent u face)
- 4 units of cav for the protection on flanks
- 2 units of atillery
- 3 monstrous units.
I personally use the monstrous units as support for the center of the main line while the 2nd line supports the flanks. WIth the high dmg from the montrous units you can break through the enemy center and from there sweep left and right. while your flanks hold yours from cumbling.
If you are worried about missile units focusing your montrous unit that is why you have 4 cav. You are guaranteed that at least 1 unit will be free from engagenment to engange enemy missile units
+Arier i have been useing something similar.
1 lord (normally the melee blokes)
1 hero (fire mage if i can)
3-4 Flying units (vampire)/chariots (chaos)
Some anti infanty and anti large.
I also upgrade units instead of having more of them. Would you advise against this?
+iTricksteri upgrading or not really depends on what kind of army you expect to go against and how you plan on beating them. Sometimes I bring a unit or too less and bring upgraded units if I feel like I need to win the Infantry fight faster and upgrade my heavy-hitting front-line units but that's usually about it for me personally.
Good work im currently trying to understand how to play this cuz with magic and aerial units it seems quite hard ;)
Took me awhile to get the hang. They key to magic, is using it a lot. There aren't a lot of spells that can wipe out a unit or completely annihilate their morale, so use their spells on the area of highest threat or highest concentration to get the most use out of your spells, and use it as much as possible. Keep in mind, Winds of Magic is across your whole army, so don't spam your weak, no use spells and not let yourself cast your bigger spells when you need to use them (You can look at spells in the spell browser, figure out which type you want to use, and level that guy up in your army. It's totally ok to have ONE spell caster).
Flying units... so much variation. You can have a single dragon or 80 harpies, very different use cases.
In general, I use my flying to get into the opponents backline, either by flanking or rushing over them where they don't have much range, and hitting their artillery when it's unprotected. Then you can use them to fly around and harass the ranged, who won't be able to fire while they're engaged in melee with your flying units. Flying units are basically like super cavalry, in that they can hit anywhere on the battlefield you want, and take advantageous fights to win the battle, piece meal.
Thanks for help ^^
Why no Outriders?
+dknight xs out riders to me take a lot of micro management on the battlefield with less pay off. That being said I do use them when fighting dwarves so I can shoot them in the rear.
Hylor i base my empire army on lines of swordsmen and atleast 5 units of artillery 3x hellstorm and 2x great cannons
+dknight xs that's understandable against certain factions or enemy army builds but I wanted to give an example of a balanced army build. With artillery you are automatically putting yourself in a more defensive posture and I wanted to give people an army that could be used both offensively and defensively. Nothing wrong with different army compositions though.
I usually use 2 Hellstorm and 1 cannon + 2 outriders, I just can't play Empire without Outriders :D
+Facundo Di Muro I have never figured out how to get enough out of out riders to justify it. I feel like they take a lot of micro that I could focus in other places. Any tips?
The salt and pepper spread composition and hammer & anvil tactic works best. Allows maximum flexibility "in battle" This from a Medieval Total War I and II vet.
Could you possibly elaborate? I love those spices for cooking but I don't know what it means in this context
please do a tutorial on how to Invite a friend to a game
So, your composition is around 5 front line. 5 secondary front line, and 2 crossbows and zero artillery. Interesting.
Always works!
all I needz orc boyz
"In Total War Warhammer there is a new element that is different than any previous game in the series...You know have access to generals...these lords give leadership, or essentially morale boost to your troops, and when they die, there is a morale or leadership debufff to your troops."
Seems like this guy has never played a Total War game ever. Literally every Total War game has done this!!!
lol the only faction that has cavalry thats anti large is empire
Orc Boar Boy Big 'Uns (and Savage) are both Anti-Large. "Bigger & 'Arder" is the orc trait for Anti-Large.
+Wes Hiatt no there are others as well such as the greenskins and I am assuming even more later when they release more factions.
+Wes Hiatt no there are others as well such as the greenskins and I am assuming even more later when they release more factions.
+Wes Hiatt no there are others as well such as the greenskins and I am assuming even more later when they release more factions.
Orc boar boys big uns *Bigger and Arder* Bonus damage when fighting bigger enemies.
captain obvious...watch turin trump other players with autogenerated armies
"For the main line I would pick swordsmen" Lol, you serious man?
Something to remember is that Armour stops a % of damage from 1/2 to your full armour value each time you take damage. So Swordsmen ignore 15-30% of damage taken. Unless it's armour-piercing, in which case it's useless. So that 100 armour greatsword? Takes the same damage as swordsmen vs Black Orcs, Ironbreakers, etc. Having greatswords (armour-piercing & anti-infantry) reinforce lets your cheap unit soak up that charge damage.
Anti-Infantry & Anti-Large give you a 50% boost to your strength vs that unit type.
I would ruin that army
+pjgmorgan I would love to test it against you lol
Could say the same thing about any army once you have seen it's composition. This is a well balanced army though and in the right hands will always be useful :)
You talk way to fast dude Speak slower :)
No artillery??
he has still 3 positions free so you can fill them as you want
Vojta Pivoň yeah, but he spent all the currency
thats bad :) so he has to use cheaper units :)