Vampire Coast Unit Roster Tier Ranking

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  • เผยแพร่เมื่อ 26 พ.ย. 2024

ความคิดเห็น • 582

  • @Cynndora
    @Cynndora 3 ปีที่แล้ว +1246

    Anything without a gun that doesn't explode - Trash
    Guns - Good
    Cannons - Better
    Necrofex - ALL HAIL THE MIGHTY
    My real issue with some of the evil factions though is that their expendable units block line of sight, IMO if a unit has the expendable trait your ranged units should just ignore them and shoot anyway.

    • @SuperCosmicChaos
      @SuperCosmicChaos 3 ปีที่แล้ว +21

      that would be nice, but op i think.

    • @deadlyydude5522
      @deadlyydude5522 3 ปีที่แล้ว +147

      I wish that was a thing. Especially for our favorite rat boiz

    • @jacobburch7555
      @jacobburch7555 3 ปีที่แล้ว +84

      I wish that existed too. Maybe a huge moral penalty for certain races like dwarves and empire but skaven can fire into their lines with no regard.

    • @perseuschang5029
      @perseuschang5029 3 ปีที่แล้ว +1

      Muahahaha. Another one!🎉

    • @CM-iz5ny
      @CM-iz5ny 3 ปีที่แล้ว +7

      All factions are evil.

  • @mardel1607
    @mardel1607 3 ปีที่แล้ว +1302

    Every time I start a run with these guys I intend to make a well diversified army and always end up with a massive necro doomstack... 10/10 would recruit again

    • @mtuktuk9627
      @mtuktuk9627 3 ปีที่แล้ว +25

      Thats why i dont play them alot...so boring Always ending up the same at some point

    • @sympunny8636
      @sympunny8636 3 ปีที่แล้ว +39

      if you're interested in a few other comps, I've messed around with a ton, and these are my two favourites.
      Firstly air superiority stack. Use leviathans as tanks, to make blobs around. Then terrorgheists to smash the enemy ranged, along with a few deckdropper bombers, while a few deckdropper handguns snipe the enemy lord. Spellcasters with stalk nuke the blobs around the leviathans with vangheists revenge/wind of death/krakens pull. Once the ranged is done with, the terrorgheists can breath attack lords/heroes, while the bombers help destroy the blobs.
      The other one that's fun is a rotting promethean gunnery mob stack. They can fire while moving, so you just stay mobile. Whenever one of your units gets caught you charge in with the other prometheans while unleashing your magic on the area, but otherwise you just keep on the move and take out the fast units first, then the ranged.
      Otherwise there's the classic early game stack of 10 handguns, 4 mortars, 2 carronades, 1 mornghul haunter, 1 gunnery wight and a spell caster. The mortars clear the chaff from ranged, while the carronades take out the cav, then large monsters. The handgunners shoot at anything in range, but particularly prioritise lords/heroes. The gunnery wight buffs the artillery and snipes the lord, while the mornghul hunter either stalks and takes out enemy artillery, or tanks. The spellcaster lord/hero use summons to distract the enemy when they get close, then nuke the area around them with wind of death/vangheists revenge.

    • @gerudah
      @gerudah 3 ปีที่แล้ว +22

      I always end up with a bloat doomstack

    • @EmilWestrum
      @EmilWestrum 3 ปีที่แล้ว +11

      This is why I always play WH2 with a unit cap mod. Removes this problem.

    • @mardel1607
      @mardel1607 3 ปีที่แล้ว +4

      @@gerudah man of culture eh

  • @Hellz18
    @Hellz18 3 ปีที่แล้ว +292

    Missed opportunity for “Poopdeck” and “Doomdeck” to fit the pirate motif.

  • @alexeyalexandrov7583
    @alexeyalexandrov7583 3 ปีที่แล้ว +340

    Never heard of comparing Deck Gunners to Ratling guns. They definitely should be compared to Jezzails - similar range, similar firepower, similar role on a battlefield.

    • @jabloko992
      @jabloko992 3 ปีที่แล้ว +24

      Yes, a much better comparison.

    • @AshenVictor
      @AshenVictor 3 ปีที่แล้ว +42

      Yeah, Deck Gunners are conceptually similar to Jezzails but don't quite work out as well because you don't have the ways to support them with upgrades that Skaven do. One of the things that really make Skaven weapons team armies sing is the combination of tech tree and engineer support upgrades (plus the workshop for Skryre) whereas Vampire Coast's tech tree just doesn't have the same benefits in for Deck Gunners, which get left out of the range upgrade tech.
      That's sort of a problem with the Vampire Coast in general. Their tech tree really just doesn't give most of their units a lot of juice. Like who needs a tech that gives +3 Bonus vs Infantry? +3? It's a fucking insult.

    • @alexeyalexandrov7583
      @alexeyalexandrov7583 3 ปีที่แล้ว +10

      ​@@AshenVictor I totally agree with you. My point was that comparing them to Ratling Guns is quite ridiculous at first place :)

    • @keiranteccam7820
      @keiranteccam7820 3 ปีที่แล้ว +20

      When they first came out, the rate of fire for the Deck Gunners was definitely comparable to Ratling guns. The Vampire coast has received significant nerfs to ranged units and entity unit numbers since then (because PvP crowd)

    • @BraindeadCRY
      @BraindeadCRY 3 ปีที่แล้ว +1

      yeah, they're reskined and nerfed jezzails. Definitely worse in almost every way, but still a solid long range unit for those pre-necrophex armies.

  • @austenschiratti397
    @austenschiratti397 3 ปีที่แล้ว +179

    Really incredible just how hard these guys have been hit by the MP gang nerf bat. Back closer to launch the Coast felt pretty diverse, nowadays you simply CANNOT get away with using 3/4 of their roster in anything higher than hard difficulty.

    • @khankhomrad8855
      @khankhomrad8855 3 ปีที่แล้ว +12

      I was thinking the same thing. What a shame.

    • @scatterlite2266
      @scatterlite2266 3 ปีที่แล้ว +4

      They also like TK never received a DLC.

    • @guppyitsallgood
      @guppyitsallgood 3 ปีที่แล้ว +17

      The only thing in Legends bottom tier that actually correlates with the stat nerfs is the Deck Droppers with rifles. Animated hulks have been crap since release, prometheans have been slightly less crap as they exist to be character mounts and do nothing but have high armour on their own, and everything else in his bottom tier gets regularly used in MP. Depth Guard are melee infantry and therefore generally bad in campaign anyway, they get used a little bit in MP but they're expensive and match up dependant. Realistically it's nothing to do with the base stat nerfs, when they're one of the worst balanced campaign factions in the game. Seriously, you can recruit complete doomstacks of a tier 5 unit by what turn? Coast have so many powerful techs, great lores of magic, strong heroes, powerful economy tools in pirate coves.

    • @khankhomrad8855
      @khankhomrad8855 3 ปีที่แล้ว +4

      @@guppyitsallgood Correct me if i'm wrong but didn't they repeatedly nerfed Depth Guards stats?

    • @guppyitsallgood
      @guppyitsallgood 3 ปีที่แล้ว +4

      @@khankhomrad8855 Depth Guard have had a few stat changes, not all nerfs if I remember correctly. But also notice that despite the changes, Legend doesn't put them in the bottom tier despite how much they cost and their recruitment tier, and initially states they are good fighters, remembering that higher difficulties makes high tier melee infantry noticeably less effective as well. They also only really see niche use in MP because they don't fit general Coast strategy as well as other options. Syreens are tankier due to their ethereal nature and still perform quite well as damage dealers due to their high AP, and deckhand mobs are cheap and better at holding people off your guns.

  • @JustSome462
    @JustSome462 3 ปีที่แล้ว +142

    The other problem with units that overperform in autoresolve is that the AI will try to send armies it considers at least as strong as them when fighting you, since bombers are autoresolve machines, it's a lot more likely to have the AI throw at you two or more stacks because it thinks it doesn't stand a chance with only one, then you get overwhelmed

    • @toggle3927
      @toggle3927 3 ปีที่แล้ว +20

      Bombers were so good as a front line unit if you wanted to play around with the roster outside necrofex. Cheap, explosive damage to blow everything out of the water, unlike other frontlines you could use them in sieges particularly settlements with a corner and net hundreds of kills.
      But model changes happened, and I don't know where you can put them now. Multiplayers get so defensive when you blame them for factions sucking but Vampire Coast will languish in mediocrity forever in my opinion because of Multiplayer.

    • @JustSome462
      @JustSome462 3 ปีที่แล้ว +1

      @@toggle3927 Yeah, they used to be basically miners with blasting charges with a lot less armor, now they're just worthless

    • @m.z.671
      @m.z.671 3 ปีที่แล้ว +1

      @@toggle3927 What was the change? Or at least, when did it happen?

    • @toggle3927
      @toggle3927 3 ปีที่แล้ว +3

      @@m.z.671 Zombie Pirate Gunnery Mob (Bombers)
      Number of men changed from 160 to 120
      Melee Attack changed from 12 to 14
      Additional hit points changed from 46 to 50
      Reload Skill changed from 0 to 10
      Reload Time changed from 9 to 10
      Base Explosion Damage changed from 15 to 16
      Armour-piercing Explosion Damage changed from 5 to 4
      Cost changed from 400 to 450
      Twisted and the twilight, my least favorite balance patch I think, lots of mediocre to bad changes for pve.

    • @TheVergile
      @TheVergile 3 ปีที่แล้ว

      plus: since they are rated so highly you loose a lot of balance of power with every single piece of ammunition they use up. If you dont get great value out of them you are actively shooting yourself in the foot

  • @MrUpsidedownie
    @MrUpsidedownie 3 ปีที่แล้ว +85

    Idea for once these have all been done, do a rating of the Doomstack rated units showing the top tier doomstack down to the worst doomstack? I think you've done a video like this, but it'd be cool to see a tier list of.

  • @stalwort1692
    @stalwort1692 3 ปีที่แล้ว +30

    I was surprised to see bombers so low. They certainly aren't doomstack material, but I like putting them behind my crappy pistol gunnery mobs to give my enemy a rude welcome once they close the distance to melee range. I don't need no stinkin' front line! If the enemy gets close, blow them up faster!

    • @tonynussbaum
      @tonynussbaum 3 ปีที่แล้ว +5

      Yes, my thoughts exactly. They are the best pure meat shield. B-tier in my book as long as you use them as a meat shield and avoid the mentioned auto-resolve trap.

  • @theburtmacklin9615
    @theburtmacklin9615 3 ปีที่แล้ว +64

    Digging the super-high density of usable-information in this format. Subbed. Gonna be checking-in on this channel a LOT once WH3 drops.

  • @danielfraiz74
    @danielfraiz74 3 ปีที่แล้ว +125

    My biggest problem with deep guard is that they only have 60 models, so it's hard to cover the holes and make a firm frontline. Also if they get focused by AI, and they do, they get melted faster, they take more time to kill large enemies than other units, and that's it, they're good, but the price and 60 models make them a big eeeeeeh for me

    • @SereglothIV
      @SereglothIV 3 ปีที่แล้ว +4

      That's their biggest downside for me. I play on normal battle difficulty and even then 60 models aren't enough and they die quite quickly.

    • @aesthetic6573
      @aesthetic6573 3 ปีที่แล้ว +20

      Agreed, 80 models would do the trick and I think both Depth Guard variants should be recruited at tier 4.

    • @sydorovich2532
      @sydorovich2532 3 ปีที่แล้ว +5

      @@aesthetic6573 3rd tier for a dual weapon and 4th for anti large would be good enough, they are siren's competitor.

    • @alfonsocyrusjoshua9551
      @alfonsocyrusjoshua9551 3 ปีที่แล้ว +5

      @@sydorovich2532 and maybe a t5 variant that has both guns and melee

    • @realenew
      @realenew 3 ปีที่แล้ว +1

      yeah, i recruit them only if i wanted to scale a wall

  • @ДаниилТыртышов
    @ДаниилТыртышов 3 ปีที่แล้ว +65

    I would have put mortars into A. Through they deal less damage, their performance in sieges is outstanding. What is more, they will keep shooting even if enemy engages your frontline

    • @zacox
      @zacox 3 ปีที่แล้ว +4

      Plus you can have 3-4 mortars by turn 8. Really helps to start your steamroll early.

    • @TheVergile
      @TheVergile 3 ปีที่แล้ว +5

      they are a supremely powerful early game stack too. 8 of them in an army, filled up with cheap cannon fodder melts down everything. And their accuracy actually becomes pretty good once the get a few levels

    • @sasquatchrick5462
      @sasquatchrick5462 3 ปีที่แล้ว

      Yeah, plus the carronade sucks at sieges due to firing trajectory.

  • @solidoutlaw
    @solidoutlaw 3 ปีที่แล้ว +28

    I have no idea why I love these so much. Keep em coming!

  • @WitcherLover-pd9ye
    @WitcherLover-pd9ye 3 ปีที่แล้ว +24

    Thank you for your roster tier ranking, you absolutely help me choosing units without wasting time to do it myself !

  • @Bestofthe3
    @Bestofthe3 3 ปีที่แล้ว +87

    Personally I'd swap the mortar and Caronade around. For sieges I much prefer using the motars to soften up everyone inside while The Necros can kill the towers. Caronades do kill towers better but after that they are useless in a siege. And since you're going to be raiding a lot of settlements with VC I prefer the mortar for that purpose.

    • @Lones555
      @Lones555 3 ปีที่แล้ว +20

      I'd agree, Caronade is useless in sieges and in open battle you'll be lucky to get 4-5 shots away before the enemy is in melee range. Mortars will always do more for you.

    • @dac314
      @dac314 3 ปีที่แล้ว +13

      Also, caronades are good for single target, which is what you have handgunners, deckgunners, and Necrofex for.
      Clearing chaff and winning the infantry/skirmish fight is more impactful than just some chip damage on their monsters.

    • @FurtherReadingTV
      @FurtherReadingTV 3 ปีที่แล้ว +6

      So much truth in this thread. Sometimes I never recruit cannons at all. Sure the mortar is less accurate but the thing with mortars is that even if you miss you do a ton of damage as along as you aim it properly.

    • @joshuacollins9346
      @joshuacollins9346 3 ปีที่แล้ว +6

      Absolutely, Mortars >>>> Carronades.

    • @TheVergile
      @TheVergile 3 ปีที่แล้ว

      agreed! in general the caronade has pretty annoying firing angles.

  • @zswords
    @zswords 3 ปีที่แล้ว +15

    One thing I think worth glossing over is that on top of having necrofex, the vamp coast can do a combined arms support line just as effectively as the dwarves and skaven, with vampire captains summoning trash or depth guard being, not as obstinate but still pretty damn hardy like Ironbreakers, with long range handguns/deck gunners behind and a carronade line to top off with, it works, just like with Skaven and dwarves. But also Necrofex just does all of those roles at the same time by itself and is super accessible so why bother?

  • @chuckwood3426
    @chuckwood3426 3 ปีที่แล้ว +45

    Handgunners are definitely S-tier actually. They have the same guns as empire handgunners and Dwarven Thunderers, but they have 120 models per unit instead of 90-80 units for the competition. They also have the More Powder ability that grants them +30% damage for the first 4-5 shots. This means that they do 195% the damage per salvo that a Thunderer squad does. They do reload like 10% slower though. And have a little bit worse accuracy. But the handgunners also only cost 86g after upgrades compared to 150-175 for the competition. And the can be raised anywhere as they will always exist in the raise dead pool even if there have been no battles there.
    Only main drawback is the large size of the unit combined with the slow speed making it slow at turning around and looking over hills.

    • @arshakker
      @arshakker 3 ปีที่แล้ว +5

      Seconded. I'm surprised Legend put them at B tier. They're so so good during early game when their massed volleys decimate just about anything else and it's so fucking satisfying to watch. You can go far with Handgunner/Mortar combo spam, atleast early game.
      IMO deck gunners should be at B tier instead since they don't pack as big of a punch as handgunners, they're just really squishy snipers.

    • @Dr.AvenVon
      @Dr.AvenVon 3 ปีที่แล้ว

      ok, I have really different experiences. whenever I use handgunners, most often in the middle of the first battle I just wished I used another mortar or carronade instead. they deal very little damage agains most targets, and protecting them is not worth the trouble.

    • @chuckwood3426
      @chuckwood3426 3 ปีที่แล้ว

      @@Dr.AvenVon We are talking about the units called "Handgunners" that use muskets, not the unit that actually use handguns. Those are terrible.

    • @alexjahblunt3569
      @alexjahblunt3569 3 ปีที่แล้ว

      100% ive literally had them in late game and crushed enemies they are deffo better than what Legend said

    • @Dr.AvenVon
      @Dr.AvenVon 3 ปีที่แล้ว

      @@chuckwood3426 so am I

  • @sympunny8636
    @sympunny8636 3 ปีที่แล้ว +9

    if you're interested in a few other comps, I've messed around with a ton, and these are my two favourites.
    Firstly air superiority stack. Use leviathans as tanks, to make blobs around. Then terrorgheists to smash the enemy ranged, along with a few deckdropper bombers, while a few deckdropper handguns snipe the enemy lord. Spellcasters with stalk nuke the blobs around the leviathans with vangheists revenge/wind of death/krakens pull. Once the ranged is done with, the terrorgheists can breath attack lords/heroes, while the bombers help destroy the blobs.
    The other one that's fun is a rotting promethean gunnery mob stack. They can fire while moving, so you just stay mobile. Whenever one of your units gets caught you charge in with the other prometheans while unleashing your magic on the area, but otherwise you just keep on the move and take out the fast units first, then the ranged.
    Otherwise there's the classic early game stack of 10 handguns, 4 mortars, 2 carronades, 1 mornghul haunter, 1 gunnery wight and a spell caster. The mortars clear the chaff from ranged, while the carronades take out the cav, then large monsters. The handgunners shoot at anything in range, but particularly prioritise lords/heroes. The gunnery wight buffs the artillery and snipes the lord, while the mornghul hunter either stalks and takes out enemy artillery, or tanks. The spellcaster lord/hero use summons to distract the enemy when they get close, then nuke the area around them with wind of death/vangheists revenge.

  • @JoKad17
    @JoKad17 3 ปีที่แล้ว +50

    Depth guard are one of the coolest units but holy heck whey do they cost as much a black orks while having less entities and less hp per entity??? Seriously they're the only one infantry unit with the same entity number as cavalry.

    • @Khorothis
      @Khorothis 3 ปีที่แล้ว +11

      They were ungodly when they were introduced in a few showcase battles pre-release. They had much more HP and maybe better stats. The only thing that put a stop to them was a Mammoth but there's no infantry unit in the game that can stand up to one (except Grimgor's Immortulz for obvious reasons). After that CA, in their usual manner, nerfed it into oblivion and didn't bother to look their way since.

    • @darthgroundhog8717
      @darthgroundhog8717 3 ปีที่แล้ว +1

      If you include their health regeneration, their health pool might be equal or greater idk.

    • @zaizvp90
      @zaizvp90 3 ปีที่แล้ว

      @@darthgroundhog8717 perhaps, but they will loose in melee to any elite and sometimes to mid tier units. very underwhelming performance

    • @tonynussbaum
      @tonynussbaum 3 ปีที่แล้ว

      ​@@zaizvp90 The polearms version is their best anti-large melee unit and perform quite well in that specific, very situational role. The great weapons version should be mixed with your other front line melee. Overall, both versions are best used defensively and as reserve/support/counter units. He got it right putting them in C-tier, but an argument can be made for the polearms version to be put in B-tier.

    • @adriany1044
      @adriany1044 3 ปีที่แล้ว +1

      Because they are good at multiplayer, one changes and they become broken. Like many said, Vcoast gets nerfed so hard because they dominates multiplayer in early days of WH2

  • @batarro8607
    @batarro8607 3 ปีที่แล้ว +23

    Damn this tier lists are so enjoyable to watch

  • @V_Muray
    @V_Muray 3 ปีที่แล้ว +12

    I have a kind of love-hate relationship with the Deckgunners. They are super good at killing dangerous targets quickly, and are the best on the roster at dealing with flying monsters, especially those cursed rainbow roosters. But my God, how thin they are! One volley of any archers - and they already crumble, two volleys - and they are gone. And the AI is VERY keen to kill them. They are so good, but at the same time, not good enough to build an entire army around their protection.

  • @TempestWolf1
    @TempestWolf1 3 ปีที่แล้ว +7

    I remember the launch state of handgun deck droppers... They used to melt a stegadon in 10 seconds flat before they were hit with the nerf bat

    • @necfreon6259
      @necfreon6259 3 ปีที่แล้ว

      Now look at them now they are worse then pre buff hawk riders and that’s saying something because they are fucking useless

  • @cambion444
    @cambion444 3 ปีที่แล้ว +6

    Glad to see this. One of my favorite factions. Personally a big fan of handgunners, deck gunners, and mortars in the early and midgame. But I gotta admit, once you get necrofexes, they're hard to beat for their versatility.

  • @jessblues848
    @jessblues848 3 ปีที่แล้ว +25

    I'm surprised on your analysis of Prometheans. I always found them to be very good at holding the line without blocking LoS for my missile units

    • @ARokanten
      @ARokanten 2 ปีที่แล้ว +3

      Totally aggree

    • @yosoy1loco
      @yosoy1loco 2 ปีที่แล้ว +3

      Yes, especially the gunnery mob. What most players do not understand is how accuracy works. There is a specific range within the declared max range of the the unit card that marks the point of losing accuracy over-proportionally. For most units this range is about 60-80% of their max range, which means positioning your ranged units closer than max range increases their damage drastically, especially when the enemy lines are thinned out and accuracy becomes more important.
      I don't know the exact stats for the promethean gunnery mob, but I know that the vampire coast are overall very inaccurate which correlates in having a lower effective firing range, meaning the ceiling of the point that marks the accuracy diminution is low. For the gunnery mob it is even lower than with most other mobs of the roster, which makes it seem as if their range attack is useless when looking at it from medium range. But in reality they retain their ranged attack in melee, where it is the strongest and it becomes quite strong. The difference between normal and gunner prometheans is so big, that a normal unit gets its ass kicked by elite units like royal hippogryph knights that cost twice as much, while the gunnery version rips the hippogryphs apart even though they are nearly just half the price.
      So, I quess most people do not pay attention to that ranged mechanic, and in the heat of battle they do not realize that they lose their prometheans actually to friendly fire, which is a very real problem for vampire coast, as they do not just have many AP missles, but also low accuracy. The promethium are high in numbers for their size and absolutely eat half of the shots, when the angle is not perfect. So their biggest drawback in comparison to heros and even large single entities is that they do cover up even more space than those. So they are highly micro intensive, but not bad by all means.

  • @StormEagle5
    @StormEagle5 3 ปีที่แล้ว +9

    In your future tier lists of a faction, please include heroes and their mounted variants. And Ogres too. Their usefulness only matters within each individual roster, and so these videos are the best place to discuss them. A mounted hero can turn a meh mount into something epic, or not much of a difference at all, so it does matter. The lores of magic of a hero are also important mainly within a faction's list, because some units will benefit more from buffs/debuffs, or be able to position and hold enemies better for damage spells.

  • @warhammerguy
    @warhammerguy 3 ปีที่แล้ว +11

    I was surprised that the depth guard wasn't trash.
    They are not only REALLY expensive, but they are also tier 4 and 5.
    For their tier and cost they underperform something fierce since they almost loose or win but get beat up against considerably cheaper units of the same class.
    You will get better value out of Greatswords since they are both lower tier and cheaper.

    • @Alej0xXx
      @Alej0xXx 3 ปีที่แล้ว +3

      They are trash Tier D or Pooptrash, I made a comment about it, they are worse than Greatswords and possible worse than other similar elite tier 3 melee infantry. You get more holding value and price/performance value with just Zombies with polearms.

    • @ikitclaw4852
      @ikitclaw4852 3 ปีที่แล้ว

      Nah, Greatswords are 1000x times worse, true Depth Guard is higher tier and expensive but at least they have decent stats and are capable to somewhat hold the line and have killing power, Greatswords are literally useless and will kill some skeletons at best

    • @Alej0xXx
      @Alej0xXx 3 ปีที่แล้ว

      @@ikitclaw4852 Nope price/performance/tier other Tier 3 not just greatswords but other tier3 elite infantry perform better than Depth Guard, they have no real holding power even with The Hunger, this has been tested not just by myself but by other youtubers both in single player and multiplayer, you are better off getting Zombie polearms for the holding power and way cheaper armies.

    • @theyux1
      @theyux1 3 ปีที่แล้ว

      Its in relation to the faction, vampire coast really really needs a good melee unit to hold the line. And most of the alternatives are that bad

    • @Alej0xXx
      @Alej0xXx 3 ปีที่แล้ว +1

      @@theyux1 I made another solo comment about this, when it comes to price/performance you can use Zombie Polearms or Zombie Pistols, you don't need more than that and summons to hold the line.
      On another point Depth Guard are also disliked in the multiplayer community for also not being cost effective and not doing their job efficiently-

  • @Nightss
    @Nightss 3 ปีที่แล้ว +12

    Just started a VC campaign, what great timing

  • @ryanseymour9176
    @ryanseymour9176 3 ปีที่แล้ว +2

    These vids have been really brightening by day in a rough couple weeks! Thanks for the consistent and quality content.

  • @IrishWhisky
    @IrishWhisky 3 ปีที่แล้ว +1

    Please keep these tier lists coming. Very helpful to new players who want to try new factions but aren't sure which units to recruit

  • @QibingZero
    @QibingZero 3 ปีที่แล้ว +8

    I completely agreed with your rankings of Mortars (A) and Great Cannons (B) in the Empire army, so it's interesting to see you basically reverse those rankings here with the Vampire Coast. I'm especially surprised by the Mortars, given they have nearly identical stats and are even available an entire tier earlier for Vampire Coast!
    I could maybe see the idea that you value anti-large artillery more for some reason, but between Deck Gunners and Gunnery Mob with handguns, you arguably handle large entities even better than the Empire does. And if you're at the point where you're just using Necrofex-based armies instead, you probably aren't using Mortars or Carronades at all, right?

  • @davidthane9002
    @davidthane9002 3 ปีที่แล้ว +12

    I disagree with the Mournghuls...I tried to make them work in my campaigns early on...they just die so fast. The hero version is really good but capacity low. But the monstrous infantry is just not worth the slot in the army imho. Better than other units. But definitely not "A Tier" like Deck Gunners or Terrorgheists.

    • @NZVargs
      @NZVargs 3 ปีที่แล้ว +2

      I think they're great, but only if you commit to them. One or two Mournghuls trying to do sneaky stuff will just get owned when they reveal themselves. But then you come in with like 8 of them including Haunters and they can outmuscle whatever gets used in response while munching on key targets. Nice in sieges too, since they can bash down a door on the other side of the map and wander in without the AI noticing at all.

  • @brianvieane3907
    @brianvieane3907 2 ปีที่แล้ว +6

    I actually like the rotting Prometheans since what I resolved to in my campaign was arty heavy and whatever holds the line. Most things are destined to die imo in their roster.

  • @stevenzoller7201
    @stevenzoller7201 3 ปีที่แล้ว +4

    I've had lots of success with deckdropper handguns. I think they can be pretty good en masse at safely sniping units. They've won battles for me.

  • @Nr4747
    @Nr4747 ปีที่แล้ว +1

    Very interesting and insightful tier list, just in time for my first Vampire Coast campaign. What people should keep in mind: Units being considered "trash" does not mean that you should never recruit them. You will need zombies - and sometimes hulks or prometians - in the early and mid game to hold the line because you can't win against most rush armies (especially lizardmen) with just zombie handgunners.

  • @beanhavok2287
    @beanhavok2287 3 ปีที่แล้ว +45

    SPOILERS bats doomstack CONFIRMED

  • @Monochromatic_Spider
    @Monochromatic_Spider 3 ปีที่แล้ว +24

    If I was rating this on normal difficulty, I'd probably give depth guards a C tier. Above that they are garbage. They just can't hold versus anything worth holding against. 60 leadership means they'll start disintegrating real fast, 60 models means they get badly outnumbered versus anything, and mediocre MD means they'll take damage in most fights versus practically anything above zombies. No resistance versus arrows, nowhere near the speed or the raw mass of bodies required to really counter cavalry, and obviously the usual infantry weakness to magic and artillery. They don't even have regen, they just have the hunger, meaning they'll slowly regen health while rapidly getting murdered in melee.
    They are a chaff blender that loses versus anything else despite having elite tier upkeep.

    • @FarhadHakimov
      @FarhadHakimov 3 ปีที่แล้ว +3

      When I played the Vampirates on Hard bd, I recruited them alongside Syreens. They soak up all the ammo the enemy throws at them, they die quicker than the Syreens, but they never really started disintegrating except in losing battles, and held their own respectably against mid-tier infantry. I agree with what you said, but not to the extremes you mentioned.

    • @Alienoiable
      @Alienoiable 3 ปีที่แล้ว +1

      Also, rotten prometheans goes from poop/C to A/S tiers in normal
      Depth guards is meant to cut through chaff infantry, and they'll do that very well.
      Depth guards with halberd will ABSOLUTELY MURDER anything that has large entity size.
      I had two units of them just murder Eltharion within 30s, and I'm not exaggerating.

    • @saltefan5925
      @saltefan5925 3 ปีที่แล้ว

      And then there's DG polearms. I would rate them lower than zombie polearms

  • @HeavyMetalGamingHD
    @HeavyMetalGamingHD 3 ปีที่แล้ว +5

    Bloated corpses are S tier units, when the enemy recruits them, because you can cause so much damage with heroes and lords, because they basically are not affected at all, but the bloatie bois explode and kill half of the enemy armie

  • @AlekseyNavros
    @AlekseyNavros 3 ปีที่แล้ว

    Hey Legend, it is very refreshing to have analytic for the game, not just funny as hell streams. I was attracted to your channel when I look for just that - thoughts and calculations.
    Also, please have a good rest - I suspected you overstraining yourself with all of this. I live in your time zone and always watched your great streams the morning after. Yeah, prime time for most of your watchers isn't in our normal time, but health is better. Please take care of yourself. Cheers from Vladivostok! 😎

  • @FuelDropforthewin
    @FuelDropforthewin 3 ปีที่แล้ว +6

    Mortars are so much fun against the AI in sieges. The AI puts infantry on or near the walls all clumped up and you can just rain shots on them until their army is fully wrecked.

    • @andjusticeforall2893
      @andjusticeforall2893 11 หลายเดือนก่อน

      Mfw I make the mistake of attacking Sartosa
      So bullshit that they can place shots right before the walls

  • @dunethewanderer8944
    @dunethewanderer8944 3 ปีที่แล้ว +1

    Fun thing about when you start as a high elf faction, if you piss off Noctilus early in the game he'll send massive armies that are 90% Bomber mobs around early and midgame, which you can wipe out with an army of basic high elf archers no problem. Very easy fights, though depending on which High Elf faction you're playing you might want your resources elsewhere (Like having more armies in the Badlands with Yvresse)

  • @redtsun67
    @redtsun67 ปีที่แล้ว +1

    Mortars only B tier? They are the best vamp coast artillery IMO. You can rush them super quickly and easily win any battle for quite a long time. They trivialize sieges and can arc over units extremely well which eliminates all line of sight issues. I usually build 2 necrofex and 6 mortars in every army I have.

  • @Rakshiir
    @Rakshiir 3 ปีที่แล้ว +12

    Depth guard propably would need more models to be at least viable in some way. Regenration is fine, but if you have such little models, every dead is really hurting the unit alot.

    • @lucasbeck1391
      @lucasbeck1391 3 ปีที่แล้ว +1

      It's actually kinda the opposite
      Lower model counts means more hp per which means more time for the models to regenerate
      Units with high model counts lose models very fast which means they lose max hp really fast

    • @tetsudo6934
      @tetsudo6934 3 ปีที่แล้ว

      @@lucasbeck1391 that's actually false, the game is coded with HP per entity so higher tier higher number units will always have more health. What the first comment said was "keep the same health per model and increase the count to 80 or 90 to match other very high tier infantry"

    • @lucasbeck1391
      @lucasbeck1391 3 ปีที่แล้ว +2

      @@tetsudo6934 yeah but increasing the model count wont really help the regeneration

    • @tetsudo6934
      @tetsudo6934 3 ปีที่แล้ว

      @@lucasbeck1391 it won't hinder it neither :/ and having a unit that is dependant on the fact that there is a wizard to heal them is, for a unit of that tier, an indication of under-performance

    • @Rakshiir
      @Rakshiir 3 ปีที่แล้ว

      @@lucasbeck1391 You are correct, what I meant is more models with the same HP as they have now. Since it still feels like they die so quickly for an elite unit. Or what should count as an elite unit. If they'd be like tier 3 that would be okayish I think, but considering they are tier 4 and 5? The unit loses models WAY to fast to actually use them in a meaningful way.
      Thats beside the fact that the VC are a ranged faction, so they'd need blockers more than damage dealers.
      Anti large variant to defend against cav and monsters is fine, but anti infantery? Not really something you'd need.
      Dwarfs while also having some dmg dealing infantery mainly have blockers, and their best melee unit is propably the best blocker the game has to offer overall, their stats just make em perfect for that job. They perform their role so much better than the Depth guard in comparison it's not even funny tbh - I mean they block cav better than the depth guard while not having any anti large

  • @eriksolar8035
    @eriksolar8035 3 ปีที่แล้ว +1

    Zombie pirate gunnery mob (bombers) really deserve a better place in the list. They are so useful at sieges by clearing the walls from enemy infantry if you can attach archers with lord or heroes.
    Also they make awesome duo with Rottimg prometheans and low entity monsters just keep bombers at the second line to do their thing.

  • @tonynussbaum
    @tonynussbaum 3 ปีที่แล้ว +1

    I consider myself an expert with VC. They were the first faction with which I completed a Legendary campaign. I agree with everything except the ZPGM bombers and Rotting Leviathan. They should both be in B tier. ZPGM bombers are the best low-tier meat shield, but yeah, the auto-resolve trap is a thing with them. The Leviathans are OK but require a lot of babysitting and can die in a instant if you take your eyes off them for a few seconds. Also, I was surprised with your placement of Scurvy Dogs because of your justified bias against cavalry, but I agree 100%.

  • @mrgabest
    @mrgabest 3 ปีที่แล้ว +6

    Depth guard should be like Aspiring Champions, low unit size but high stats. They're vampires, ffs. They're not supposed to be that numerous.

    • @FuelDropforthewin
      @FuelDropforthewin 3 ปีที่แล้ว

      They're 60 man units, that's pretty tiny for infantry.

    • @mrgabest
      @mrgabest 3 ปีที่แล้ว +2

      ​@@FuelDropforthewin The largest group of vampires you'd ever see in one place in the lore would be blood knights, and there would be maybe 20 of them. And they'd annihilate an army. Vampires in WH are very few in number and insanely strong/fast.

  • @Santi_Nell
    @Santi_Nell 3 ปีที่แล้ว

    I can't wait for wood elves tier list. Awesome video Legend, as always!

  • @kevincoogan7357
    @kevincoogan7357 3 ปีที่แล้ว

    Hey Legend, thanks for another great vid. Hope you are enjoying your break from streaming, its giving me time to get through your backlog of campaigns I missed.

  • @deadlyydude5522
    @deadlyydude5522 3 ปีที่แล้ว

    These videos are the best way to start my mornings at work, cheers legend

  • @corbinbaker1720
    @corbinbaker1720 3 ปีที่แล้ว

    Watching these videos are so great. I am new to WH2 and These videos really help with understanding with what is "good" and "bad"

  • @Irdiasil
    @Irdiasil 3 ปีที่แล้ว +1

    Honestly, while i started collosies with the dread fleet, the drowned and their etheral units just feel so good to me now.

  • @jaredboone2481
    @jaredboone2481 3 ปีที่แล้ว +1

    Loving all the uploads keep em coming Legend!

  • @praneetharugula3597
    @praneetharugula3597 3 ปีที่แล้ว

    Have been waiting for this! Thanks for the great work as always!

  • @shanethesmith443
    @shanethesmith443 3 ปีที่แล้ว

    I played Vampire Coast for my Legendary campaign ("Battle Realism" stresses me out, so I've only done one). The balanced armies I built were fairly weak, but the campaign still went smoothly because the AI kept attacking the gate garrisons, which at the time contained bloated corpses. Meanwhile Cylostra+Queen Bess+Gunnery Wight pretty much handled sieges with little help from the rest of the army. I eventually had the sense to recruit a few Necrofex, but Bloated corpse and Queen Bess were the true MVP's of that campaign.

  • @heimvar
    @heimvar 3 ปีที่แล้ว

    Going to buy the vampire coast DLC rn because of this. Thanks for the content!!! CA should thank you too for bringing the money in

  • @steffent.6477
    @steffent.6477 3 ปีที่แล้ว +7

    You forgot Aranessas special units.

    • @jacobburch7555
      @jacobburch7555 3 ปีที่แล้ว

      Probably trash too tbh

    • @flipneleanor7370
      @flipneleanor7370 3 ปีที่แล้ว

      Her melee variant is decent I guess, maybe C tier at the start of the campaign, better than zombies for sure. But their biggest problem is how fast they get outdated on the roster. The ranged pistol unit is trash. Better options and just not worth getting.

    • @steffent.6477
      @steffent.6477 3 ปีที่แล้ว

      @@flipneleanor7370 The melee unit got rekt by imperial swordsmen without her special buffs.

    • @flipneleanor7370
      @flipneleanor7370 3 ปีที่แล้ว

      @@steffent.6477 were you playing on very hard battle difficultly? I play that now, but last time I played Saltspine or w/e her name is, I played on normal/normal and recall that unit doing just fine at the start of the campaign, but I replaced them very quickly.

  • @fake-inafakerson8087
    @fake-inafakerson8087 4 หลายเดือนก่อน

    Bloated corpses have one other benefit in campaign. The banner that gives stalk. Theres essentially no counterplay, just a chunk of the enemy gone. It uses an army slot and requires replacement at the end of each turn, but god its fun, and can sometimes be genuinely very effective

  • @deathshealer9102
    @deathshealer9102 3 ปีที่แล้ว

    Legend you should do hero’s tier list since you really spoke your mind about certain hero’s throughout SYDB and SYDC

  • @mostlytony1732
    @mostlytony1732 3 ปีที่แล้ว

    16:45 I've never seen Legend express this much emotion. I wasn't prepared. But I love it.

  • @HH-hd7nd
    @HH-hd7nd 3 ปีที่แล้ว +2

    11:10 Deck Droppers are actually another unit where the absolutely horrible very hard battle difficulty cheats destroy the balancing completely. On Normal and in MP you can get a lot of value out of them.
    19:45 There's another aspect to Mortars: They are not affected by terrain because they shoot in an arc. Carronades shoot in a strait line and are therefore obstructed often. Also, Mortars are way better at killing infantry while carronades are way better at killing single entities and enemy artillery. Comparing these two is a bit strange considering the fact that they have completely different roles on the battlefield.

    • @chuckwood3426
      @chuckwood3426 3 ปีที่แล้ว

      It is also strange that he gave the opposite ranking for artillery in the Empire roster. (mortars A rank, cannons B rank.) This despite the fact that VC artillery are almost identical. (Difference is that empire have better accuracy and cost more. They are also tier 3&4 compared to 2&3 so it takes empire longer to get cannons.)

    • @HH-hd7nd
      @HH-hd7nd 3 ปีที่แล้ว

      @Plumbus C137 No, but the leadership cheats are awfull for deck droppers - they are dumped down to 36 leadership which means they almost immediately start to crumble, and the +8 to enemy units means that the deck droppers cannot break them as they usually would.
      And to make matters even worse depending on the campaign difficulty enemy units also get XP a lot faster which means that your newly recruited deck droppers will run into gold chevron units all the time.
      In short - the whole currect Very Hard battle difficulty system is bloody awfull.

  • @erensametkaratas6593
    @erensametkaratas6593 3 ปีที่แล้ว +6

    Wish it was the Vampire COUNTS but this is gonna be fun as well

    • @boreale5581
      @boreale5581 3 ปีที่แล้ว

      Vargeists Vargulfs tier A, Wind of Death - Doomstack, the rest is a trash. Here you go

  • @jjyyffee
    @jjyyffee 3 ปีที่แล้ว

    Cant wait to see how the vampire counts tier list would be 😂. Love it, keep up the great work 👍

  • @savior3997
    @savior3997 3 ปีที่แล้ว

    Legend is pumping these out like a madman

  • @Zanzane7574
    @Zanzane7574 3 ปีที่แล้ว

    These videos are why I finally subscribed, great work

  • @Grivehn
    @Grivehn 3 ปีที่แล้ว +10

    Poor Vampire Counts. Coast got a ranking before they did. Legend forgot about them when doing the WH1 launch factions like CA did when updating factions in WH2.

    • @Geshmaal
      @Geshmaal 3 ปีที่แล้ว

      With this one Legend had to check unit stats a lot to remember how good units are. Maybe with Counts he doesn’t even remember the roster beyond skeletons and vampires so he needs to do some research on the rest.

    • @Grivehn
      @Grivehn 3 ปีที่แล้ว +2

      @@Geshmaal That sounds eerily accurate.

  • @weisup
    @weisup 3 ปีที่แล้ว +1

    Awww. I love using the deck droppers in my armies.
    I obliterate enemy flanks with them, and harass in sieges. They require quite a bit of micro, and it requires you taking out enemy air. Though the latter is easy with some vampirate powder.
    They are also great at taking out most arty once you take out/occupy enemy flyers.

    • @weisup
      @weisup 3 ปีที่แล้ว

      You can fire then swoop and repeat. Though they are quite squishy.

  • @CommanderTavos99
    @CommanderTavos99 3 ปีที่แล้ว +2

    1. Crabs with gunners 2. bombers 3. Muskets/deckhands 4. artillery + Lords and heroes . my go to Vampire Coast army

    • @chuckwood3426
      @chuckwood3426 3 ปีที่แล้ว +2

      Crabs with gunners are underrated because they are one of very few units that can continue to fire their guns while in melee combat.

    • @CommanderTavos99
      @CommanderTavos99 2 ปีที่แล้ว +1

      @@chuckwood3426 most range units can actually do that, just need to not give them an order and the ones in the back will still fire

  • @goldeninnos3411
    @goldeninnos3411 3 ปีที่แล้ว +1

    for my first campaign i used hangunners+ artillery format and it worked pretty much like weapons teams. less firepower yeah but SUPER replacable , cheap and convenient

  • @Oakenritual
    @Oakenritual 3 ปีที่แล้ว

    Awesome video, I hope we will get more for Vampire Coast in WH3. Such a cool theme for a faction. Even after all this time I'm still hoping for the Kraken maybe as a giant undead octopus.

  • @Devchi
    @Devchi 3 ปีที่แล้ว +16

    This is a faction that I really recomend playing with a unit cap mod. I did with Harkon and it was very fun. Otherwise all your armies and battles will look the same.

  • @neerGdyahS
    @neerGdyahS ปีที่แล้ว +1

    I honestly think that the handgunners are more comparable to ratling guns than the deck gunners, to the point that I think it should be obvious. Deck Gunners are mini cannons, while handgun mobs are volume fire, just with more bodies instead of more barrels. Lacking the per unit power but pretty similar in role I find.

  • @kvltofsobek90
    @kvltofsobek90 3 ปีที่แล้ว +3

    >Deckhand mob have no holding power
    U wot m8? With 160 models, 10k HP, and never routing they're a godsend for a missile focused race

    • @jonstalin5992
      @jonstalin5992 3 ปีที่แล้ว

      Aaaaaaand ur playing on normal 4Head

    • @kvltofsobek90
      @kvltofsobek90 3 ปีที่แล้ว

      @@jonstalin5992 artificial meme difficulty doesnt increase the amount of damage they take so your point is completely moot. They're just as good at holding back a frontline for your guns to dish out the actual damage on VH as they are on easy

    • @jonstalin5992
      @jonstalin5992 3 ปีที่แล้ว +3

      @@kvltofsobek90 HAHAHAHHAHAHAHAHhHH ey lad Google real quick what higher BATTLE difficulties give to the ai army, and come back make that statement again I dare ya

    • @MalacayHooves
      @MalacayHooves 3 ปีที่แล้ว +3

      on higher battle difficulty, AI has more melee attack, so deckhand eat damage faster, and your troops have less leadership, so they crumble earlier.

    • @chuckwood3426
      @chuckwood3426 3 ปีที่แล้ว

      @@MalacayHooves They also have 160 units and cost 300 gold to raise from anywhere. If you have a free slot in your ranged army then there is very little blocking they need to do to justify the low cost.

  • @Freeloader_420
    @Freeloader_420 3 ปีที่แล้ว

    Thanks for doing this. I had a feeling you were going to dump on their roster a lot, but was still hopeful there was a unit that I was misusing or something. I really with CA would update the VC roster, nerf some stats, and add a Vamp Coast LL for us to sail the seas over near the Dragon Isles.

  • @SWtaervdesn
    @SWtaervdesn 3 ปีที่แล้ว +1

    Personally, the deckhand and deck dropper bombers should rise a tier; I would recruit them over units in the same tier and lower becasue they can clear out infantry formations, light and some heavy cavalry if given time and ammunition given those are engaged in melee.

  • @xmixaplix
    @xmixaplix 2 ปีที่แล้ว +1

    So did some test in immortal empires currently just counts vs coast. Currently the only unit on count that beats colossus 1v1 with no spell or etc is a terrorgheist. However, depth guard can beat EVERYTHING on the count roster including the terrorgheist 😳 when doing coast vs coast, only a leviathan can beat a depth guard so doom stack those 2 if money ain't a concern.
    I've also did depth polearm vs regular and still the regular outshines. By the way, the only thing I can think of is charge from cav or flying the units. I simply have them clash and left them, if they bombard them to lower leadership then I think the outcome would've differ but in terms of straight up brawl those are my results.

  • @GirthyBigMac
    @GirthyBigMac 3 ปีที่แล้ว +1

    I found that mixing depth guard units into a few polearm zombo units has made them way more effective for me, but still would not use them more than rotting prometheans or just spawning deck hands to stall an advance.

    • @davidthane9002
      @davidthane9002 3 ปีที่แล้ว +1

      Which just uses 2 slots to make one unit more viable.
      The MP scene can get away with that and it makes some of the units useable (just have them standing in some Zombie Mob to have a meatshield)
      But in SP its seldom about cost but number of units.

  • @ChaenD3rpCompany
    @ChaenD3rpCompany 3 ปีที่แล้ว

    I think the Handgunners and Mortars were underrated. Accounting for cost effectiveness, I'd put both around A tier. Range tech for the Handgunners (plus a follower for one army that can boost it further) and you've got 160-180 range armor piercing gun lines, backed up by 3-4 mortars for infantry killing, and the general and 1-2 fleet captains summoning disposable zombies to tank and you've got a dirt cheap skaven-like army that has carried me even to turn 110+ on legendary. Considering that army is like 1/3 the cost of a Necrofex doomstack, I'd say it's worth an A tier rating.

  • @TheVergile
    @TheVergile 3 ปีที่แล้ว

    im running 12 mortar armies all throughout the campaign. Just have a few heroes or whatever melee unit you want in the front to soak up damage. 12 Mortars melt whole armies in seconds. They can singlehandedly win you any siege. They are reasonably cheap, easy to recruit and all you need as support is some fodder you raise or summon from your ship.
    Best early to mid game army in my opinion. Also your CoOp partners are gonna love you if you bring these in as support.

  • @darkguild69
    @darkguild69 3 ปีที่แล้ว +1

    Hey Legend loving these videos. If you have the time I would love to see you make a video about how to get the strongest garrison possible for each race based on the level of the settlement. I always struggle with trying to make my settlements valuable but also highly defensive.

    • @dudeofstuff
      @dudeofstuff 3 ปีที่แล้ว

      What do you mean. You just build walls.

    • @dantefiore8442
      @dantefiore8442 3 ปีที่แล้ว

      Build walls, there's nothing else to do

  • @wingsofinsanity42
    @wingsofinsanity42 3 ปีที่แล้ว +4

    Always surprised that rotting promethians do poorly for Legend, until I remember they aren't very cheesy. I love their charge defense high mass and armor keeping my gun lines safe from cav. They are also surprisingly easy to shoot past.
    I don't play dialed up to gorgonzola though, I keep my armies somewhere around an emmental, getting funky but still accessible. Probably explains the different results.

  • @fatelvis1473
    @fatelvis1473 3 ปีที่แล้ว +1

    who else takes notice of what the weather is down under every time a new tier list is posted? 24C is a bit much, usually it's below 20C. Summer is coming?

  • @Guderidin
    @Guderidin 3 ปีที่แล้ว

    two tier lists in a row! now legend is spoiling us!

  • @Yawyna124
    @Yawyna124 3 ปีที่แล้ว +1

    The bombers are kind of hitting a similar point to a more-disruptive chameleon skink stalker as a low range, low-ammunition, ranged-attack unit except without all the good sides of the skinks as solo units. HOWEVER. Tuck them near another crappy thing you don't care about... a bit more effective.

  • @psmith6166
    @psmith6166 2 ปีที่แล้ว

    I LOVE the look of the Depth Guard units, they are just so expensive and they die so easily holding the line.

  • @zikarisg9025
    @zikarisg9025 2 ปีที่แล้ว +1

    Deckhand Mob with Handguns make an excellent early-game doomstack, as long as the enemy has less artillery. They are better than all melee options and work wonders as tar-pits due to their model count. Only unit I would rate higher in this list.

  • @MorganThorgan
    @MorganThorgan 5 หลายเดือนก่อน +3

    Im going to disagree with this list. I feel like Legend hasnt really tried anything but Necrofex spam if he is saying Deck Gunners and Gunnery mobs arent good.
    I have a game atm where my Gunnery mob is at 198 range which puts them ahead of High Elf Archers. Also in combination with the sea shanty these babies can vapourise an enemy army before they even get near.
    In terms of use I have a Necrofex doomstack and a Gunnery mob/Deck gunner army and the Gunnery Mob/Deck gunner army not only costs less but kills faster. If you have a gunnery wight with his abilities and the sea shanty they fire so fast you can kill a full unit of Chosen in under 10 seconds. They are disgustingly powerful once you get the tech upgrades and the LL upgrades.

  • @PwNeDwoox
    @PwNeDwoox 3 ปีที่แล้ว +1

    I just wanna add my experience with VC here...AP hand guns for me are atleast A tier, not to start with but you can upgrade their range to 184(208 with gun line i think), dmg to 25 per model for my settings of 120 units(plus 30%for first few volleys), meaning for low cheap tier 2 unit they can dish out dmg comparable to the best archery units in a game, they shit on high elf archers...
    My tactic is to not have melee inf at all, just line of handgunners and your heroes and lords(who i stack ward and rezz on them) in front to get enemy to swarm at them and then just watch as handgunners just melt already softened army from your arty and colossus...
    Also crabs with guns are one of best monster unit in a game...

  • @elijahmahone9358
    @elijahmahone9358 7 หลายเดือนก่อน +1

    Hey legend i know these videos are old and you play the battles and are on warhammer 3. But as a warhammer 2 player is there any chance you could do this series again but also considering auto resolve? Or do you know somebody who does?

  • @syrusalder7795
    @syrusalder7795 3 ปีที่แล้ว +1

    god i wish bess was treated like the casket of souls, one per rite
    she's my favorite artillery unit in the whole game

  • @SolarGryffin
    @SolarGryffin ปีที่แล้ว

    With Cylostra’s effects your whole frontline can be 2 or 3 of the Mournghoul heroes and a few units of syreens it is so fun

  • @IiPertI
    @IiPertI 3 ปีที่แล้ว

    Never played this faction in the legendary difficult, so I don't know, commentary for helping !

  • @MrGemHunter
    @MrGemHunter 3 ปีที่แล้ว

    Heres the thing about bombers though, if you're just useing them as ranged support they're crap sure, but that's why you use them as a frontline instead, especially mixed in with a few monsters. You're trading in the garbage stats of your melee infantry for an extra bit of burst damage, which is super helpful for the VC as if you're doing it right most armies should be haggared and falling appart before they reach your lines, letting the burst damage break a lot of whats coming your way.

  • @Riot_Police
    @Riot_Police 3 ปีที่แล้ว

    Great stuff as always Legend!

  • @ProduccionesPaquito
    @ProduccionesPaquito 3 ปีที่แล้ว

    I really enjoy making Leviathan/Necrofex doomstacks, they are amazing at just rolling over everything. The greatest threat for the leviathans is the necrofexes themselves though...

  • @kayleemichelson4019
    @kayleemichelson4019 7 หลายเดือนก่อน +1

    I would have put mortars into A and carronades into C tier. Carronades don't really serve a purpose in VC armies since you have so much AP damage at fairly long range as is. Mortars though are excellent in sieges since the gun units cant target stuff on the walls easily and just waste ammo and can't shoot over the walls at all.
    Also the handgun gunnery mobs can get to 180ish range and are one of my favorite units and I close to doomstack with them. A tier easily. You can resurrect at least one in most zones and can get their damage into crazy high, being AP too and while they are squishy, they do have 120 models in a stack, so can serve as emergency tar pits for large units and last quite a while before being wiped out. Unlike archers and other such units, they do not rout so can hold the enemy until the last man.

  • @gregoryshinn9805
    @gregoryshinn9805 3 ปีที่แล้ว

    Thanks for the video always enjoy the tier lists

  • @OldOn3Eye
    @OldOn3Eye 3 ปีที่แล้ว

    Great video, keep it up. Gonna start a Noctilus campaign after this! xD

  • @ChainsX
    @ChainsX 3 ปีที่แล้ว

    You are spoiling us and we love you for it

  • @13g0man
    @13g0man 3 ปีที่แล้ว

    After you finish with the Unit Roster Tier series, will you be doing a 'Tips and Tricks for each faction' series? Either tips for each faction/species, or tips to avoid?

  • @gdrad
    @gdrad 3 ปีที่แล้ว

    Possibly speaking at a lower difficulty. I look at ZPGM (Bombers) as similar to Warpfire Throwers. Very high damage, very high DPS, low range, and requires set up / micro. 1-2 in an army can perform very well. More then that and they struggle to make their value. The only unit with a similar style attack that can be massed is Ironbreakers due to beef (maybe miners /w bc too).
    In some early game VP armies, I've done 4 deckhands as a "I don't care if it dies there's always more deckhands in raise dead pool" wall, with 4 bombers standing directly behind them lobbing over their heads, and gunner allotment in diagonal shooting positions. It works ok but attritions pretty hard. I also swap bombers out as I gain more handgunners/better units. Ending up with 1-2 Bombers and no deckhands.

  • @bradb3723
    @bradb3723 3 ปีที่แล้ว +2

    Sometimes I wonder how he would rate units if he used SFO...I know it's not going to happen but curious if nothing else.

  • @gaoaibai6243
    @gaoaibai6243 3 ปีที่แล้ว

    Great. Norsca next plzzz the older races deserve some love (especially when they are as "old" as the Norsca) too and we already had a run at the newly updated factions... Hopefully the not so updated factions can receive some help too...