@@uuuuuuuuuuuuuuuuuuuuuuuuuu-q6w i have wondered about that for some time now. Why do people use the term fat shaming? Because it sounds like some sort of lame accusation type defence.
Which is weird because I remember hearing horror stories of Nurgle being an absolute nightmare on tabletop because killing them was such a massive pain in the ass
From my limited knowledge of tabletop I've seen that more with Tzeentch. Save stacking on lords/heroes made them virtually impossible to wound, the only way to get rid of them was to stack static combat result modifiers (ranks/flanks/banners/etc.) and hope they got no kills so they'd rout back to the warp. Meanwhile pink horrors split into blues which split into brimstones and just presented such a massive, unwieldy block of wounds that there was no way to chew through them without a dedicated counter build (granted, they'd be blocking all your movement too).
@@aurtosebaelheim5942 Nurgle and Tzeentch are both horrors in that realm, in fantasy and 40k. They just do it differently. Tzeentch puts Invulnerable/Ward saves on EVERYTHING. So even that ultra-weak unit has at least a 1 in 6 chance of ignoring any attack. Sometimes much, much better odds (I've seen +3 saves from Tzeentch before on certain units.) Nurgle does it differently. He just pushes the Toughness up, and sometimes the wounds as well. The toughness thing is especially obnoxious as in most editions if the Strength of the attack is double the toughness of the target, it will insta-kill them. But the weakest Nurgle things have Toughness 4, many have 5 or 6 (and at 6 there is no more instakill). And that elevated toughness means you hit, you then roll against toughness to see if you even wounded them. /THEN/ saves are checked. It often doesn't even get to that point with nurgle because that toughness leaves you with a 5 or 6 on a D6 to actually inflict a wound. And then, provided that you wounded, and the nurgle thing didn't succeed at a save, you have to hope it's not one of the (many) units that have abnormal numbers of wounds (as in HP). If you really wanna see ridiculous results, check out the 40k Death Guard stuff. That toughness and bonus wounds just makes for stupidity.
@@danpitzer765 The most annoying to get off the field tho (at least in my opinion and limited experience), are necrons, specifically a warrior spam build.... "So, you killed 19 of my 20 warriors, and now reanimation protocols bring back 15, and the cryptek brings back up to 6 more....uhhhh, all 19 warriors stand back up again!" (repeated several times, with increasing frustration on the other side of the table...) Meanwhile, the destroyers and/or C'tan shards plow through your army, because you were too focused on getting rid of those pesky warrior-shaped tar pits.... (have very limited experience with 40K tabletop, but every necron game I've seen was basically that)
@@danpitzer765 also in 40k nurgle almost universally had Feel no pain. Which means that one wound you actually inflicted... can be negated by just sheer "lol nope". And then there's nurgle "restore lost wounds" thing...
@@punthebun That's failure on the opposition's part. You blow up any Lords or Crypteks *first*. Extreme prejudice. They're the main source of boosted reanimation. alternate first is any C'Tan or horrorshows like a monolith or annihilation barge. But warriors are to be mostly ignored unless you can prevent the reanimation or have removed their reanimation boosters.
it really is weird that the faction known in lore for just "eating" arrows, bullets melee and the likes... has no missile res or extra phys res compared to the other demon factions
Well plaguebearers also have a 5+ ward save and 4 toughness vs normal arrows 3 STR. So assuming a 3 ballistic skill for your average human with a bow. 4+ to hit, 5+ to wound, and a 5+ ward save. So 36 archers, 18 hit, 6 wound, 2 save. So on a normal distribution of wounds you caused 52 pts of damage. That's with 252 points of archers.
They do have massively more HP than any other model of a similar type. 132 health for an Infantry model, and 328 for a Cavalry model. Combined with healing and good disruption, they dont have to lose a lot of models. Sure, they will get shot to pieces if you let the enemy fire at them at will, but you have quite a few options to stop that from happening. From Furies and Soulgrinder bombardments, to various units with 40+ speed. Nurgle actually has a lot of tools at their disposal, when compared to Khorne or Slaanesh.
Rather than flat missile resistance give them missile resistance when not in melee, like what blood knights have. That would be a lot more interesting and tactically engaging in my opinion.
They are supposed to have swarms of flies covering them at all times disrupting missiles. Like literal clouds of flies. It should also disrupt incoming melee attacks cuz you can't swing a sword properly while inhaling air made entirely of bugs.
they do have an ability which is supposed to represent a fly swarm but it only boosts their melee defence after 15 seconds of melee I'd say that it should boost missile resist when out of melee, melee defence when in melee and just take 15 seconds to swap between them
Another problem with Cathay is that formation attack is bugged, where individual men in each unit just sit there waiting for their turn to attack and not actively reform the line. That induced passiveness means that once a unit's formation is breached in multiple places, individual men would be quickly surrounded and overwhelmed while their buddies next door just stand there looking stupid, making gaps bigger until the entire unit is cut down systematically, one man after another.
@@amp8295 It's not Rome 2, it's all total war games since Empire. It's because of the combat system using pre-canned paired animations. Games since TW:W and Rome 2's later patches reduced this problem slightly by adding individual model attack animations on top of the paired animations, but the problem never fully went away.
Missile resistance from a cloud of flies ability or constant buff would be great, I feel like what Nurgle needs is simply the Chaos units to even out the faction that you can use on the tabletop. Warriors of Nurgle with shields, Mauraders with spears, etc.
Nah, thats the wrong angle tbh, you should be able to play mono-god perfectly fine without having only access through a hammer for literally all your handywork.
One of my ideas to improve nurgle would be to give them access to a handful of mortal units, to provide some offensive power and armour, because Nurgle is absolutely terrible at attacking. Low speed and armour means missiles shred your forced, even with the physical resistance. Even if it's just a reskinned version of Aspiring Champions sith scythes instead of sword snd shield
@@sev1120 I personally would prefer daemon engines like the Blight Drones (If 'grinders are fair game, and I believe they work fine and don't break the setting, then so do those fetid copters^^) as actual ranged hitters and counter a way to give the HIGHLY needed option to be able to react to the flow of battle in any timely fashion, as the slow and tanky thing simply does not work in this system and with the stingy defense handed out by CA to the stuff that actually does damage even less so. Or more maggot throwing artillery so the enemy has to come towards your slower main force, to counter missile troops via either directly damaging them or laying down cloud like effects that simply hinder them from firing in an effective manner. Slow rushing is already a doomed concept as if leaves you constantly unter 100% operational strength because you are not reimbursed fairly for your weakness and losses, even after fights you win. You are meant to, so to speak, use your tankiness as ammunition to buy the fight, only that you are not getting the infinite heap of ammo to restock after the loading screen. If you are a hard melee faction you, normally have ways to work around this inherent weakness with hit and run, cheap troops or the frontloaded power that kills the enemy before he can do much to you. All of this is not in stock at Nurgle'mart. And no, the plagues are not an adequate counterweight to this, they should be a bonus, not put you on a level playing field (which they do not manage to achieve, imho). If Nurgle is destined to stay slow for the majority of its roster, which I support for it's part of the faction identity in many cases, there needs to be pressure options to force the enemy to come to you, and the few much too hard to obtain 'grinders (because the eco idea is also as unfun as it is unique and with it running basically on auto, while being overly expensive and full of dumb and unneeded limits that are the bane of every fun unit) and low ammo, low impact flies simply do not make the cut. There should be mortal options, but a purely daemonic army should be perfectly viable and not missing key elements. There is simply too much missing from the units that are already implemented that already even the odds more. Get rid of the low-strength recruiting, unless everyone else also gets curse with it,. Hand out missile resistance for fly clouds. A Plaguebearers sword is dangerous if it touches you, not only if it cuts you meaning: actual working poison damage, not just short timed debuffs, stuff that hurts units even after they get away to lessen the impact of hit and running you can't otherwise counter with your lack of speed. If that damage is low, but goes directly to health, you also have less problems with the lack of armor piercing. Odors and fumes around you should mean way more mortis engine like effects, and larger units would be exposed to more of this possibly. I rant so much, I am sorry. But I like the fetid boys and I get emotional about how bad CA played them. *shiver and cry*
I have only played the 40k variant, so I know little about the fantasy version. But in 40k, they can shut down the ability of auras, as well has having decent artillery that makes up for the slow movement. I feel like these 2 could be added in some capacity to reduce the problems of nurgle. Maybe not the aura part, but definitely the better artillery.
What’s also counter intuitive with Nurgle’s play style is that unlike any other factions, you WANT your army to form into a massive blob, because of how their healing spells works. The blob is almost completely impervious to charges as pretty much no cavalry have enough mass to run into a blob and not get stuck, the unit’s large health pool means it’ll take very long for the enemy to damage them, even if they completely surround the blob and even magic, who kinda remains the blob’s greatest weakness, can be almost completely negated by a well timed heal, and most of the times, you have more heals than they have devastating spells ! I haven’t seen a lot of people play Nurgle like that, but whenever I do, I’m successful, so I’ll advise giving it a try.
@@IAmMrGreat You have the flies for artillery and archers. You also can get soul grinders as a tier 3 unit fairly early which is the best soul grinder in the game with whom you can kill infantary really easily. The plan is to kill archers, who are the mainthread, with soul grinders, breath spells and flies. If the enemy has no ranged tools you have won because nurgle cant loose the grind as soon a you get your healing spells, army abilities and hero skills. Would recommend to have atleast two plagueridden with heal or dmg ability. Best hero in the game imo.
@@likeanOVERLORD the soulgrinders kill everything easily. i feel like people assume that just because it takes a while, they are somehow not worth it but you they are so busted strong. and nurgle spells while costly are also great, blightboil is really fucking powerful. also with the greator demon change to bound spells, the great unclean one is a force on its own.
There are two other two things I noticed about Cathay. First is that with the way missile units have to march foreword or backwards like 30 feet before they start firing half the time you lose out on a decent amount of damage potential if you have to readjust at all, which you will definitely have to do. Second is how (and you did touch on this a bit) when you block cav with some infantry even multiple units of infantry inevitably at least a few models will break through to your missiles, and it only takes one horse to be in combat with your group of crossbows for them to stop firing. It wouldn’t be as much of a problem if they didn’t rely on the harmony mechanic, because then you could space out your army more.
aka Cathay basically self sabotages itself by forcing their units to group up into a big juicy target for everything else while the buffs do nothing for them while getting ragdolled
"and it only takes one horse to be in combat with your group of crossbows for them to stop firing" Unless they changed it, if you put the unit in guard mode units which are not engaged will keep firing their ranged attacks, normally at the unit in melee with them. The reason why they don't out of guard attack is because they're programmed to collapse in.
Hard to do a video like this without separating SP and MP. In SP, lords become crazy powerful as they level up and are a big part of how strong their faction is. Cathay and Nurgle may have problems, but the Yin Shugengan and Herald of Nurgle are so completely busted strong when levelled up that they alone can carry their armies. Cathay can keep using peasant crapstacks for the entire campaign and use the yin slow, ghost summons, and talons of night + grand cannons to win each battle. A Herald of Nurgle can solo entire Cathay and Kislev armies. One thing worth mentioning about these factions is animations. Some animations are broken and severely reduce the power of certain units. For example the Cathay dragon lords have messed up charge and attack animations. They will often run into a single entity and push them around without dealing any damage, sometimes for entire minutes, which greatly reduces the combat performance of the Cathay LLs.
Nurgle is the only faction that lacks units they actually has on the tabletop - namely, chariots of nurgle, and plagueriders (Guys riding beasts of nurgle). There is NO doubt this will come in a DLC. That should help.
@@BoyNextDoorGachi there is a limited amount that they can put in the game in a given time and with the given resources that they have budgeted for. It isn't scummy tactics. Back in the day we wouldn't get the missing units till an expansion pack which would take much longer than dlcs do to come out.
@@BoyNextDoorGachi ikr!? Also tired of DLCs as an excuse. Nurgle clearly looks like a 2/3 at best and a half at worst of an actual faction. I never thought there's a way to get him of his most noticeable traits but they did it. They could've easily added plague ogres, bile trolls for tanking or pox knoghts as a dedicated anti-large unit on release. Instead Nurgle is gonna be unplayable once IE drops. Factions like Lizardmen or beastmen with superior mobility and monster rosters are gonna be shitting on nurglites.
@@samuelansin8307 dude, we consumers don't and shouldn't care about production problems. How many times they take a crap in the morning, what their schedule is, what they believe in and do/don't wanna do - it's irrelevant; if you work on something, you deliver what you announced because that's what your f&cking job is. They had 4 years of development for this game and arguably one of the highest budgets in series. Where the f&ck did this all go? The least they had to do was making release factions work. Yet they don't because of chunks being cut out from them for DLCs. Charging full price for a game that's just barely playable without mods is the definition of being scummy.
Nurgle is most definitely not the only faction missing tabletop units. Every chaos warrior unit could pick any mark of the gods so every army should have all of chaos warriors with all weapon options, chaos knights, chariots, lords, sorcerers, and all marauder units. There is still a ton missing. I do like what they're going for because they (mostly) gave armies units that fit their play style and covered most bases. But still.
My random ideas for buffing Nurgle while also trying to keep some of their faction identiy. Nurgle is a slow, incredibly durable faction who's better vs infantry than large. 1. Make the death head projectile (the ones that the plague drones and exalted plague bearers use) anti-large. Maybe also buff the ammo a bit though that might be over doing it. 2. Add chaos warrior of Nurgle including halberd versions. I think that alone might be enough as it adds some "weird" anti-large options which I think might fit nurgle. But here are some extra ideas. 3. Give the beast of Nurgle some kind of damage aura that's better against large units. (Another "weird" anti-large option). 4. Give units like the toads and chaos spawn missle resist so that they can function better as disruption. 5. Sprinkle some regeneration into the army.
I'd say have the nurgle chaos warriors have two variants. Scythes and Glaives, scythes for infantry and glaives for large. We've seen followers of nurgle use scythes as weapons in the past, after all
These are good recommendations. For a faction that is all about war of attrition and defying death, they should definitely have passive regen on all plaguebearer and unclean one units. Missile resist on the Toads and drones due to scaly skin like hydras or the slimy skin mark of nurgle that beastmen can get also makes sense. Seriously - if the beastmen are granted it as a boon of Nurgle, then why doesn't anything in the Nurgle roster have it? Also - shouldn't the stench of their armies reduce leadership like it does for beastmen? I feel like dead things smell worse than cows...
On the topic of regeneration, I think the only unit in Nurgle's roster that has that ability is the Beast of Nurgle which is a single entity. Which is strange because if you look at the roster reveal they gave for Nurgle on the blog they also promised that Nurgle Chaos Spawn would also get this ability, but they didn't. Most likely due them also being unbreakable and regen+unbreakable+poison sounds like a nightmare to cut through (they forgot regen units have a weakness to fire and tzeentch has quite a bit of fire damage). some other improvement should be that the Soul Grinder should get an HP buff as for some reason this unit has the same health as the other grinders despite being a Nurgle unit. Nurgle's infantry should also get an increase to physical resistance (10-15%) with some missile resistance (5-10%) these are meant to be tanky units after all!
Nurgle already have pretty good healing options. Anti-large should be unclean one not a beast wich is anti infantry and happily eats footmen. Some kind of anti missile thing is needed. There is disese for that etc but maybe it should be better
Nurgle's spell lore is crazy good though. Got a spirit leech, got a regrowth, got a massive AoE infantry delete attack. Too bad the majority of it you can't really utilize in multi-player cuz in campaign it's the crutch
i actually feel like nurgle is really strong in campaign. you get soulgrinders at rank three with a bit of time, your eco is not bad and if you adopt the strategy of "hold the line and outlast" it can work pretty well. id still recommend the johnnys loreful nurgle mod, gives all of them regen, a bit of missile resist and a damage aura. not overpowered but makes you play pretty much like nurgle should. but even without it nurgle can be deadly in campaign.
I remember getting ambushed by dwarfs with alot of slayers they also had great weapons and drakecannons + regular stuff like crossbows and detonate charges I don't know how but nurg tards managed to hols off against them until they got exhausted while using regen on troops + spreading poison in general Eventually won a match I shouldn't have won Theirs been other times where I've won by just 2 units being outnumbered again
when I saw that cloud of flies that, on table top was an anti-ranged ability, instead became a melee defence amplifier i was very upset. Especially when compared to faction abilities like the barriers or the devastating flankers its very underwhelming
8:26 perfect example of the engine/unit collision being crap, 2-10 of the infantry models make contact and the entire unit (which is in a loose formation) completely stops, aka around 100 models not attacking, not charging
The formation loss was something I really noticed as Cathay. Late-game, with all my infantry being supposedly elite dragon guard, they would get engaged by the enemy and then rather than stick to their square, would kinda blob up, which meant that units could just walk through them. Made the chokepoint-heavy survival battles more difficult than they needed to be.
Infantry squares and the Stone-Ground Stance spell (when I had it) served me very well with Cathay. A square can't deploy as many troops at once, but it’s also a smaller target that the enemy has to expose their flank to if they want to hit all sides.
I was really looking forward to using units of Beasts of Nurgle, *units* of 8-12 being the key word. On tabletop, they were phenomenally powerful, especially with their 4 wounds and flanking immunity. Turning them into mediocre single entities makes them an early-to-mid game unit only, as they get completely outclassed by Great Unclean Ones in every respect in the late game.
Totally unrelated but I feel like they need to add a toggle that allows ranged units and artillery in certain factions to shoot into or through friendly units with the “expendable” trait. Makes no sense that a Skaven commander would be squeamish about having his catapults fire into a unit of skavenslaves. It’s what they’re FOR.
It’s actually possible do make the exalted plague bearers extremely resilient to damage. Technology gives them +5 physical resistance dm they now have 25%. Plague of rot gives 2 summon to take out arty or disturb missiles plus it gives army wide +20 physical resistance. That’s now 45%. You can also get a 15% missile resistance from army skills on the lord. Only taking 55% of melee damage and 40% of missiles damage is very interesting. Still think they should have a base 15% missile resistance faction wide
All great for attrition style game play. Main issue for me is punching power still. While I can appreciate the original lore, there's the total war system itself that complicates this kind of pacing. While it is a lot of fun to layer diseases to cripple armies or provinces (the -2 recruitment one is particularly great, Imo), the requirement to have a prepped an offensive this way is unique to this faction, and while engaging to some degree, is in fact a limitation compared to the velocity of progress that faction like knorne can achieve in similar time-frames. This would be fine, if not for the economies. Nurgle should feel like each territorial gain is a nearly permanent addition, while knorne should not. Yet somehow it feels like once I own a region with the blood legion, I get to pay it less mind than nurgle.
@@hawkthebird they're broken on the campaign if time is not a factor. Nurgle will own immortal empires because of this. It currently sucks early for the very turn related wh3 campaign. Why I think their balance should be favoring adding dmg and reducing defense. They can still, and always should be the most tanky play style on campaign and in battle, but there is a lot of ground that can be given on this front. Honestly this may just boil down to adding 5 speed to all their units. Won't need to screw with their output if the time they can start outputting is just slightly faster.
On campaign? Yeah, Nurgle has some huga potential. But this video was for Multiplayer battles, and without plagues or research factored in, Nurgle is fairly weak. Especially compared to the races he mentioned in the beginning, like Khorne, Kislev, the Ogres and Tzeentch.
good video, pretty spot on. nurgle are lacking in so many fields but is sadly one of the more fun factions to play. but they're not even that good at tanking either, which is their only strength. literally all factions got tankier units. nurgle has somewhat more hp on his units but that is nothing compared to high armor, leadership and good dps to reduce the damage taken. nurglings will often break at half hp and die, the same for plaguebearers they will easily get bursted down if they get outnumbered 2v1 is enough to melt them. and the fact that nurgles plagues gets cancelled out by demon prince army plagues that are constantly active in all region with a lord... demon prince's plague will even affect nurgles armies and settlement negatively even if they are both allied to eachother.... master of plagues or tanky units? hahaha fuck no, nurgle is a master of absolutely nothing.
I think your problem with Cathay, at least in the clips you were using as examples, was that you were using sword and shield infantry. Of course an Ogre charge is gonna decimate them, they don't have anti large or charge defense. Cathay's front line relies on their halberd units as they can stop most charges in their tracks
wait, they fixed the charge/collision issue. what? I've been using cavalry and stuff breaks so fast because collision is almost overtuned. *specially* for chariots(it's one of the reason kislev bear chariots are so strong rn). I've been seeing horse archers taking 20~30% of hp on a rear charge against bloodletters aside from that I agree with all said in the video edit: I'm assuming this video was made pre-patch, but then why not review it?
I still haven't finished a full campaign, but i've tried a few factions. It does seem that Nurgle has the worst army, for all the reasons stated in the video. However, i believe the whole faction is built around it's meta game - the plagues. For example, one plague makes your WHOLE ARMY have vanguard deployment, and it's in a pretty huge area too. At first i was "wtf is that for" but having 1/3 of the battlefield "removed" helps a lot with your slow-ass units. Another plague makes ranged units have penalties (don't remember the exact numbers, but i think it was ~ -15% or so). Another slows the enemy units... The problem is, plagues are totally not consistent. They are great fun, as a mechanic in the single player game, but can't be "counted" on, the way ogre smashing or Corn (yes) rushing just works. And obviously they don't even exist in MP. So i guess Nurgle will forever be trash-tier in PvP, and the SP campaign is a matter of personal taste. I really enjoy their campaign, the plagues, the weird buildings, the "Three Kingdoms" recruitment...
you can only equip 1 plague at a time, if you make another the earlier one gets cancelled out. plagues are one of nurgles faction mechanics. all factions got one or more. that doesn't mean his units needs to be the worst in every field. they're not even that tanky. even kislev ranged units are tankier. 20% bigger hp pool means nothing if they got 0 armor and low leadership
Nurgle is by far the weakest in total war. The vampires with helman ghorst are actually doing what nurgle is supposed to do. Tanking and healing far better to grind the enemy down. Nurgle for sure needs to be buffed. I also feel like its the roster of nurgle which is lacking. There are some things missing like putrid blightkings, busgoyle blightlords and maggothlords. In tabletop they are pretty much the best units the faction has to offer. I guess we will see them in a dlc together with maybe the glottkin bros. Glottkin would really fit in the setting, cause lorewise they kill Karl Franz.
It's odd the most popular Chaos faction in table top is the weakest in the game. Think they would want to pander to the Nurgle fans. The problem I have with his video though, are you talking single player or multi-player? Single player is pretty irrelevant given lord abilities and traits. In multi-player, Cathay appears to be considered the weakest by far.
@@davidgreen3001 if that’s the case, then it doesn’t make sense. Nurgle is doing pretty well in pvp right now. Cathay is a meme in pvp due to how bad the faction is.
In PvE Nurgle is honestly great if you know what to do with them, especially in settlement battles. It's really similar to Vampire Counts. Just blob up 6-10 nurglings, and outlast them with the just bonkers amount of healing you have access to. Throw in a couple high DPS monsters like Beasts, Soul Grinders, and tubby bois (unclean ones), and you win most matchups. Especially if you're fighting somewhere with tree cover (thank you boreal forests of Kislev). My personal basic setup is Exalted Unclean One for constant AoE dmg, two plagueridden, a cultist for the mobility/summons, 5 Beasts/Unclean Ones (leaning more towards unclean ones with the new patch, but beasts are more cost effective), 5 soul grinders, and the rest nurglings. Adjust the balance as needed (ie, more soul grinders vs. Skaven). Ironically the only time I've ever had a legitimate challenge was fighting Vampire Counts cuz of their Balefire debuff removing most of my healing ability. But in PvP that entire strategy just becomes a moot point. You're just shooting yourself in the foot by blobbing, and two high level heros/lords for the heals just isn't reasonable if you also want the DPS monsters (that fall near instantly the second they get targeted by even a few peasant bowmen).
Someone actually made a "guide" on OP Nurgle build where healing is a constant and important factor, pile your units into a gross massive blob, and have a passive ability that your lord has which is constant damage to enemies around him, although the enemy range units have an advantage over however which I learned this lesson through his unique quest mission.
only problem with the ogres is auto calc is dumb with that faction because a full ogre stack is like only 300 men. so if you auto cal you will take heavy loses or even lose easy battles. just makes them tedious having to play out every minor battle
I was playing for Tzeentch and Slaanesh so far. Tzeentch has incredibe lord with Vortex and Can nont move spell and in each battle lord gets 400-600 kills only by himself. Halt faction and Open doors is also cool and overall mechanics are interesting. Slaanesh feels like on one difficulty lower then usual due to the fact that everyone loves you and you can concentrate armies in one point. Summon additional army ability is useful to catch enemy lord or get advantage in hard battle. I guess it was the easiest campaing after BeastMen for me. Slaanesh units also incredibly effective against kislev, chaos, almost everything they meet if you use chariots, cavarly and exalted infantry with armor piercing to flank P.S. Probably will try ogres next as they were hard enemies on battlefield
It says a lot about nurgle that anytime I go up against them as another daemon faction, I look forward to it as a favorable match up. As Slaanesh, you're fast as hell and can just run circles around them and cycle charge them into oblivion. Khorne just blenderizes them cuz all of your units hit harder and STILL are faster than anything on their roster. And of course Tzeentch just completely dumpsters them with their insane focus fire and blue and pink horrors can just run away from their infantry, put enough distance between them and fire again.
Agree, but Slaanesh isn't far ahead. So much of their faction power is tied up in their calvary and chariots. They are squishy enough to take plenty of casualties, even with a good game plan and good micro, but still suffer from the low chaos unit regen. Maybe a bit the opposite of Cathay. Ok in multi-player, but very weak in campaign. Like a much squishier Khorne with weaker campaign mechanics and slightly better economy. Oh, and Khorne gets ranged.
i feel like in multiplayer slaneesh are the second weakest, only because they can easily destroy Cathay like every other faction can. I am a big slaneesh fan, they were my first campaign in tww3, and i thought they felt EXTREMELY strong vs the AI with so much speed and magical damage, plus you can run a "standard" army where everything has 100 speed, summon disciple armies, one man doomstack with nkari etc, slaneesh campaign was a lot of fun and i felt extremely strong. In multiplayer i lose mostly with them except vs cathay, or nurgle in land battle
I’m having a blast with Nurgle in campaign, but it’s definitely challenging! Their early access to Soul Grinders is their saving grace. Most of my infantry-clearing comes from Soul Grinders and spells. And as for anti-large, I rely on my single-entities as duellists. Ku’Gath, Plagueridden, Cultists, Great Unclean Ones etc. Then it’s just heal through the ranged damage! 😂 I will be very interested to see what comes in a DLC for Nurgle 🙂
I think cathey holds the line really well just make a thicker line this also helps keep your armies more compact so you can maintain that harmony bonus. If you’re going to stretch the front line obviously you’re going to need more than 1 line
Cathay is very all or nothing - either you absolutely melt the enemy with your artillery and missiles before they even get close to you, or enough of them get there to blast through your infantry and start eating you alive. I've found turtling into a corner of the map and forcing the enemy to walk a mile to get to you is the best way of using them, I rarely even bother with cavalry.
I know they don’t want end times / AOS but I thing unmounted maggots , blight kings and mortal warriors could really help nurgle if they want to add anti large
I know CA is going to just milk us by fixing it in DLC, but when they do I really hope they mine old lore to give us interesting things for nurgle and slaanesh. Not just nurgle chosen with halberds but maybe a unique pike armed Nurgle that are anti large and reasonably fast, and some idea for more ranged other than marauder / chaos warriors in green. Same for slaanesh, if you are going to make monogod work you have to get some new or obscure old units to round off the faction. Slaaneshi greco Roman peltasts would help give some kiting without completely changing their combat
In regards to Cathay... I think the main issue lies in mass values of the stronger factions. Recent patch fixed the bug with defenders mass for impact damage, so now charges are working as intended. BUT, you have incredibly high mass units across the stronger factions like Khorne, Ogres etc. You have Ogre Bulls, Maneaters, Ironguts, Gorgers in range of 1500-1800 mass, Mournfang and Crushers at 3500-3700 mass. Bloodcrushers and Khorne Minos at 1600 mass, Fleshhounds at 450 mass and you have heavier infantry like Khorne Warriors or Forsaken around 160-200 mass, who can be supported by Chaos Spawn at 1500 mass. Even Kislev has access to their 1700 mass War Bear riders, War Sleds between 3500-4100 mass or even Snow Leopard at 1200 mass. And most of these units are quite fast for their size - meaning you get A LOT of impact damage when charging into stationairy Cathay Infantry with their measly 125 mass (and 0 speed, cause they are stationary). This is on top of the large knockdown/knockback effect mentioned in the video. So, for lot of the stronger factions, it is not really that hard to smash into the Cathayan frontline and get to the juicy ranged missiles. "USE ANTI-LARGE infantry!" you might suggest. Well, there are few problems. First Halberds JW are more expensive and don't have shields (which is quite important vs Kislev/Tzeentch). Celestial Dragon Guard are shielded, but cost more than 2 Jade Warrior units. Furthermore, there is nothing about these units that make them better at dealing with these high mass units. Charge Defense does not negate impact damage! Nor do these units have higher mass than regular Jade Warriors. So the outcome is essentially the same. I think something needs to be done about defensive stance or charge defense to make it reduce impact damage even further or increase the bracing modifier to mass (4x125 is still only 500 mass for Jade Warriors vs something like Ironguts with 1800. And Halberds/CDG can get extra 2 to the modifier thanks to charge defense, resulting in 6x125 = 750 mass. Okay vs fleshhounds, but still not enough vs units like Ogre cav, Sleds etc.). There is also worth noting about the role of Cathayan cav. Jade Lancers are slightly more expensive than Jade Halberds (and almost half the cost of Great Longa Riders), with high armor, not great melee stats (MD is okay with harmony), lower speed (66) and decent mass (1100). Their ideal target is slow, non-armored, non-AP, non-anti-large infantry that they can roll over with their impact damage, charge bonus and high armor. So basically just ranged units (except Kislev heh), and light infantry like Marauders etc. They will no do well against other Cav units (low MA, low AP, no bonus vs Large), and their low speed makes them vulnerable to missile kiting. So understandably people have ranked them as unimpressive. But they give Cathay one very helpful tool. High armor, high mass, high mobility (compared to infantry at least) body. Something to plug the hole and stop those Mournfangs, Crushers, Minos etc pushing further. Basically Jade Warriors on horses (that's what they are). Bit of problem is line of sight. Since they still need missile support to kill those high mass damagers they stopped but they are large targets themselves, the question is how effective is this strategy? And honestly that gets at the heart of Cathay's issues: How do you stop these high mass chargers while still allowing your missiles to shoot them? Jade Warriors are small enough to let crossbows/guns shoot over them, but lack the mass to stop the attackers. Jade Lancers have the mass to stop the attackers, but are too big themselves to allow missiles to easily shoot. Cathay needs a unit that will provide both of these things - maybe it's time to give Jade Warriors/Halberds/CDG some extra bonuses for mass while they are doing their role (buff defensive formation maybe?)? Or adjust mass of Ogre units across the board? Maybe give something extra to Jade Lancers so that they can go toe to toe with Large units: Bonus vs Large? They are using spears after all). Buffing baloons isn't gonna solve it since they are not supposed to be as good or as better as land missile/artillery units in terms of damage output (+ they are vulnerable to cheap fliers all demons have access to thanks to furies).
When I play Cathay, I let the enemies come to me, they are basically Balthazar Gelt and I invest in weapon strength for the snipers and artillery and more of them in the army while the jade warriors and terracotta get defensive/missile resistance whilst healing them, and when it comes to enemies I try to get them much closer together or prevent them from flanking me by placing my units when they cant flank me, I do like the reinforcement mechanics better in comparison to Warhammer II as I can still get my reinforcement regardless if the enemy has lightning battle trait so I always pair one army with another as a backup.
i would also love to see nurgle get a constant, map wide regeneration but just very very slightly. The nurgle lore passive helps but when you run of magic it would be nice to still have a tiny bit coming from somewhere. Maybe if it was tied to the lord as well so as a opponent you can shut it down which also encourages you to attack nurgle and not just sit back and shoot for the entire game lol
Gotta say, as a vampire counts player, I'm a little worried what I am going to do against all these powerful Large units that the TTW3 factions have. Like what am I going to do vs Skarbrand & 2 Bloodthristers when the VC's most potent Anti-large unit is...Skeletons with spears....
Probably the same thing VC had to use against Drycha. 3-4 armies of skeleton spears supported with Necromancers and Lords on dragons. Or a stack of Dread Incarnate heroes, if that’s still gonna be a thing in WH3.
Kislev might be strong but in IE they almost always get stomped due to the unfortunate spawn between chaos, norsca, angry tree and orks. and itself. The lack of ror also makes them weaker. I fucking hate chaos bird man and their fucking flamers and flying disk Knights.
Exactly. Not only they absolutely forgot to bring wh3 large-huge size units to pars with previous ones, which all of them have some sort of range resistance ranging between 10-30%, but also many small single entities and characters missing that too while some have it. don't understand that. they forgot about bound spells - there are literaly techs in 3 of demonic faction tech trees which are completely useless because there is a lord for spellcasting because have it cheaper and less misscast chance. If those would be bound with 2-3 for 1 tier spells, 1-2 for 2nd that would be different and those tech would be actually tempting aswell as single entity big demons would be really worth it. Keeper of Secrets die against ranged heavy factions literaly in seconds and is worthless for its price. Charge collisions, Attack animations and its impact on damage output is another huge discusion itself. N'kari and his charge animation into blob killing between 0-3 small entites at best. Skarbrand though, is an idol how it should be done and should inspire rework of most of single entities even back in wh1+2. He, while still sending fly everything around, apply his damage before those stupid cute animations, which makes them fine and cool again and not infuriating to see my Big Killa monsta with 90+ attack not able to kill anything because he just knock down everything around making it invulnerable.
Nurgle needs an ability llike the dark elves how when they lose X amount of units, there units turn purple giving them buffs. But for nurgle, I think it should be a map wide poison for X amount of time that damages all the enemy units unless you are fighting a mirror battle as poison has no effect. Maybe add slight healing for nurgle as well.
There are a lot of scenarios that could make different factions stand out, like which faction can survive a TRex attack better or which has the best mixed infantry or 'preferred' formation, if you control shock cavalry for them which works best. It might also be fun to examine each campaigns starting units and just slam them together and get an estimate. Khorne is going to look real good when it's comparing how each faction works pound for pound but with tough body blockers, ranged units and cavalry in the mix Kislev or Chaos Undivided likely has a large advantage adapting to most any challenge.
I think Nurgle should have some of the stuff that beastmen in their update got, especially for Morghur. Damage over time effects, horrible regeneration, and plenty of missile resistance. I also think they should have something like what the undead have in campaign, with dead units having a chance of coming back after a battle, due to just how ungodly tough they are.
Cathay needs their crow men that appear in the lore. That way the furies will need to fight some air units to actually be effective, and Cathay may also pull a chaos fury on chaos itself.
The nurgle plagues make up for a lot, but it takes a lot of extra attention. I don't know if that holds into higher difficulty levels though. You can certainly plague buff your army and debuff the enemy army for important fights and then let plagues go nuts for mundane fights.
With nurgle, i think CA could inspire in Vermintide units and give them big fat wizard bois, rotted cultists swarms and chaos champions in very heavy armor. Maybe even berserkers.
I’d like to see a smog ability that means you can’t target Nurgle troops with range or range is debuffed on their approach. Nurgle is great on campaign due to the dresses that gives massive replenishment and immediate recruitment
Think one reason nurgle is lacking quite a bit base line is because the plagues they bring are supposed to cover some of these weaknesses, right? But once again some of the good plagues take forever to unlock and are a bit expensive.
I think one if the bigger weaknesses of Kislev is lack of magic variety. Their 2 lores aren't terrible, but just really lack flexibility of empire, high elf, dark elf, wood elves. Kinda like Bretonia only having 3 lores. Sorta hope they can get access to other lores, like jade and celestial. But I'm unsure if that's lore friendly, besides DLC probably giving them hags and hag magic
@@ShizzleGaming14 in the trees on the battle map. Trees give a penalty to any large units. In addition, the blobbing stops the monstrous units from knocking back units.
Nurgle needs either more resistance, or just stupid health. In tabletop, anything nurgle has very abnormally high toughness. And anyone marked by nurgle gets a +1 to their toughness stat just as an immediate thing. Trying to hurt them with anything but the mightiest weapons is supposed to be pretty hard. And I don't mean magic weapons, that didn't really help unless it was the kind of magic that auto-wounds ignoring toughness. I mean that you'd shoot a nurgle warrior with a cannon because arrows and rifles aren't that likely to work.
I thought the Nurgle campaign was harder because of the initial unit replenishment which took ages, especially because the units are not recruited with full health. I thought of the Slaneesh faction like the faction that looks weak but is actually very powerful when pros play them.
this is just a suggestion what if Nurglings had 0 upkeep and a bit cheaper and the idea giving Nurgle Units 15%-20% Missile Resistance that will be a nice addition
ya agree on Nurgle, just look at the campaign map and pretty much every time they are getting beat on either map trying desperately to hold to their last stronghold, and if you're palying them then... well lets just say its not easy. Would say taht if not a speed buff solution that you suggest for the entire faction at the very least the nurglins, giant bugs, and the frogs should be super-fast. Also I think to make it up to them the poison part of their fantasy should be played more strongly, in the books comics nurgle touches you start decomposing almost instantly, so something like that like super armor percing poision or better weapon damage, like ebola black plague covered weapons!
Another thing Nurgle needs is *immunity to poison*. If you think they are having it bad now, wait until they run into Chameleon Skinks, Glade Riders with Hagbane tips, Poison Gutter runners etc. Half their army will die before they even close into melee, if they ever will.
What is each Nurgle unit had a bound spell, one that slows a target and steals some of its speed. So if a unit is harassing you and you can’t catch it, you use the spell which slows the unit and speeds your unit up so you could catch it?
Totaly agree. I remember in the call of warhammer mod for medieval total war 2 the nurgle units had lots of hitpoints and were very durable but did nearly no damage.
Yes, this was patched some time ago. The game is quite good, though there has been a relatively slow feed of content, which the developers are looking to ramp up this year.
For my playstyle (SP only), slannesh is actually one of the strongest. Beside Khorne, it was one of the easiest Legendary/VH campaign i finished. N'kari can hunt and eliminate enemy Lords and Monsters very quickly, their units is so freaking fast they can outmanuver any other armies. I don't even bother using the anvil and hammer tactics, just fast units to bait and disturb enemy formations and attack their rear (devastating flank is so delicious). Campaign wise, easy starting locations and other factions (non chaos) don't auto declare war on you. Downside their tech tree is garbage and replenishment rate is abysmal. Nurgle is quite interesting, and i actually enjoyed playing them. On SP definitely not the weakest, herald of nurgle, soul grinders, beast of nurgle can carry their army. I even still use nurglings on Kugath army till the very end (Legendary/VH). They don't have quite the firepower of other factions in battle, but they can outlast them. If you don't use auto resolve, Nurgle is one of the easiest army to keep zero/minimal casualties and with plagues they have superb replenishment rate. Their defense towers are also very strong and their defense monument provide healing (won many heroic battle by defending settlements). Campaign mechanic, their plague is devastating and spread like crazy. I usually just let plague run havoc and wipe what is left of the enemy armies, late game never have to deal with full army stacks. Downside: lackluster tech tree, slow start, and can be boring playing their battles because they move so slow especially after playing Khorne/Slannesh blitzkrieg campaign. For my playstyle, the weakest faction at the moment is Tzeentch. Kairos is by far the strongest LL in the game (with the unlimited winds of magic thingie atm), he can easliy kill 2-3K enemies by himself (well with the support of heroes as magic batteries). But outside Kairos, i really struggle with their army. Their ranged attack lack punch (beside flamers which are hard to protect), they can't hold a line in melee (especially against strong melee factions like khorne or the ogres), they also can't do hit and run tactics as well as slannnesh. Their Replenishment rate is bad, tech tree is lackluster, their greater daemon as army general is terrible. Their starting positions (especially in Legendary) is hard, with Cathay becoming a super power early on and usually Kislev will start to hunt you down also late game after they confederate with their endless armies. Yes you can win any battle with kairos (even heavily outnumbered against 4 stacks), but as a faction in general IMO they are weak.
i can't wait till they buff nurgle or his dlc releases. daemon prince nurgle is incredibly powerful on the campaign map from the leper lord ancillary, 20% global replenishment, free recruitment, and 25% reduced upkeep for nurgle units. if the roster gets buffed daemon prince nurgle is going to bulldzone. edit: im also amazed that great unclean ones don't have a passive aoe DoT effect and/or regeneration. was quite disappointed when i saw they just had some basic spells.
Nurgle needs his mortal units. The plague warriors, stuff like that I think will help them alot. Will add more speed and armor into the faction to change it up some. All the demon factions need it. Khorne has there it why there so good and well rounded
Honestly i agree with the Cathay problem fully, at this stage i literally juat use their Calvary to delay charging units to stop the charge at full force to give the ranged and infantry a chance to do well. Not one for using moda beyond fixes but i used the missile resistance when not in melee combat mod for them and it felt just well right, wasnt overpowered and didnt negate the problem but it felt working and right balance wise.
Nurgle in Campaign is not that bad because it can pretty much ensure that any army it attacks has some plague on it. And even if in the campaign you defeat the Nurgle army, you end up paying for it with many turns of non generation and possible attrition. For the campaign I think they need to reduce the number of turns for nurgle plague, but increase missle defense in battle.
Love me Ku'Gath, love me papa Nurgle, but I feel he got the dirtiest (heh) deal with Warhammer 3. The total war games seem to favor having missiles in an army, of course that makes sense strategically, but you've got a slow and "squishy" (no armor/shield) army in a series with a kinda janky take on missiles. They'll get shot and peppered all day, then kited. You also have the weird state of the plagues, something that should offset these weaknesses. It's; A) a weird percentage to spread the diseases so maybe the debuff you want won't apply in time, B) some of the plagues just do so much more than others, C) some just don't do really anything. Has anyone playing nurgle noticed the "Take more from attrition, attrition, attrition" plague possibility? I thought to myself "Dang, just melt armies like that Cathay thing they keep turning on, that does a ton of attrition to me!" so I slapped it on an army I had prepping up my neighbors for invasions. The double attrition and deal more attrition plague created by Ku'gath Plaguefather, also known as the Foetid Brewmaster, the Plagueweaver and the Rotting Poxmaker, most favoured of all Nurgle's chosen, does like 15 total unit losses a turn. The Cathay thing seemed to take at least a fifth of every unit, every turn. The supreme "Just Die" plague gives some people the sniffles and a couple models drift into the night, never to awake again. Now I just give my entire army +20% physical resistance, because my already tanky army just blasted into the stratosphere of tankiness with that buff and the missile weakening plagues just don't do enough to really matter, you'll still get shot to kingdom come anyway. Missile resistance across the board (I can imagine this being a pretty small number like 10%) Fix up some of the plagues (I hate bee lining one recipe) Find some kinda anti-large (I didn't have to much of a problem with this, just didn't run into much large and when I did I could surround them with my nurgling tide)
All the Chaos factions have changed *substantially* with the Champions of Chaos DLC. They all received a massive swath of units that give them significantly more options. The other factions haven't had large changes (a few units from Regiments of Renown, which also applies to the Chaos factions), though most of this only matters in multiplayer.
What i want to see on Nurgle is debuffs. Nurgle should be the debuff-faction. I wanna see nurgle reduce speed of enemy skirmishers, i want them to reduce armour of foes i want them to severly increase reload times of enemy missiles and/or deplete ammunition. Nurgle should be able to do all that just lorewise but thats also exactly the tools the army would need to come up eye-to-eye with the others and, at the same time remain quite unique.
Tzeentch is definitely the strongest with Changing of the Ways and Kairos having infinite magic. Plus barrier, missile attacks, and some of the best spells. Khorne was also really easy and OP and did a bit too well in autoresolve. I also found Nurgle to be the weakest and most grueling to play since they were so slow, and they melted to missiles. Slaanesh can be really good if you know how to micro and kite. I found them to be my 2nd favorite after Tzeentch, but I didn't really bother with chariots. I just ran exalted daemonettes, fiends, and keepers. They were super good against everything except Cathay.
Nurgle feels like the Simpsons meme, where Homer wins boxing matchings but letting the other fighter tire themselves out by punching his face for 8 rounds. Except, nurgle doesn't win. He just gets punched.
My only complaint with warhammer 3 is the missile logic during town/keep sieges. I could NEVER get my pink horrors or flamers to fire over the heads of my troops, they always had to be directly in the line of fire with the enemy.
From just a campaign standpoint Cathay was my favorit... a hard start but as soon you can secure the wall recuit sentinals and the big balloons I absolutly destroyed every army... even on the highest difficulty my army with 10 sentnals and 9 balloons conquered the whole world
I love the theme and the feel of Nurgle but god damn they are so frustrating to play. The lack of any answers to large units is a real problem for this faction. Coupled with how dreadfully slow they are they just get eaten alive by missile attacks. Thematically Nurgle is my favorite faction, they just feel so horrible to play.
Nurgle was the main reason I was looking forward to this game. It's going to take some major unit revisions and possibly some Chaos Dwarfs before I plop down cash.
What the hell is wrong with Warhammer engine and that damn unit collision? I miss decisive battle winning cavalry charges, someone already pointed it out at 8:26. few models make impact, rest of the unit just stops in it tracks
I've found Cathay pretty good in 1v1 land battles. I think I'm undefeated with one particular build, though I've not tried any tournaments (and there's plenty of noobs running around at the moment padding my stats). Peasant spears work pretty well against ogres (even pre-nerf gorgers). It's all about using your missile units intelligently.
Ogres certainly are very well rounded. Roundest faction in the game
Yes :)
"The body is round"
The unclean one is insulted
Fat shaming
@@uuuuuuuuuuuuuuuuuuuuuuuuuu-q6w i have wondered about that for some time now. Why do people use the term fat shaming? Because it sounds like some sort of lame accusation type defence.
CA being big brain and making nurgle weak so that everyone complains that "Nurgle is shit"
10/10 outplay.
I read that on the toilet while suffering a stomach ache and having a never-ending shit. This conjunction of events means Nurgle approves.
@@adammclaughlin845 i just got done with that bro, had to take a supository to get everyrhing moving again 💀
@@atomicbuttocksusername checks out
@@adammclaughlin845 pepto bismol is the medicine of the gods my friend
Which is weird because I remember hearing horror stories of Nurgle being an absolute nightmare on tabletop because killing them was such a massive pain in the ass
From my limited knowledge of tabletop I've seen that more with Tzeentch. Save stacking on lords/heroes made them virtually impossible to wound, the only way to get rid of them was to stack static combat result modifiers (ranks/flanks/banners/etc.) and hope they got no kills so they'd rout back to the warp. Meanwhile pink horrors split into blues which split into brimstones and just presented such a massive, unwieldy block of wounds that there was no way to chew through them without a dedicated counter build (granted, they'd be blocking all your movement too).
@@aurtosebaelheim5942 Nurgle and Tzeentch are both horrors in that realm, in fantasy and 40k. They just do it differently.
Tzeentch puts Invulnerable/Ward saves on EVERYTHING. So even that ultra-weak unit has at least a 1 in 6 chance of ignoring any attack. Sometimes much, much better odds (I've seen +3 saves from Tzeentch before on certain units.)
Nurgle does it differently. He just pushes the Toughness up, and sometimes the wounds as well. The toughness thing is especially obnoxious as in most editions if the Strength of the attack is double the toughness of the target, it will insta-kill them. But the weakest Nurgle things have Toughness 4, many have 5 or 6 (and at 6 there is no more instakill). And that elevated toughness means you hit, you then roll against toughness to see if you even wounded them. /THEN/ saves are checked. It often doesn't even get to that point with nurgle because that toughness leaves you with a 5 or 6 on a D6 to actually inflict a wound. And then, provided that you wounded, and the nurgle thing didn't succeed at a save, you have to hope it's not one of the (many) units that have abnormal numbers of wounds (as in HP).
If you really wanna see ridiculous results, check out the 40k Death Guard stuff. That toughness and bonus wounds just makes for stupidity.
@@danpitzer765 The most annoying to get off the field tho (at least in my opinion and limited experience), are necrons, specifically a warrior spam build.... "So, you killed 19 of my 20 warriors, and now reanimation protocols bring back 15, and the cryptek brings back up to 6 more....uhhhh, all 19 warriors stand back up again!" (repeated several times, with increasing frustration on the other side of the table...) Meanwhile, the destroyers and/or C'tan shards plow through your army, because you were too focused on getting rid of those pesky warrior-shaped tar pits.... (have very limited experience with 40K tabletop, but every necron game I've seen was basically that)
@@danpitzer765 also in 40k nurgle almost universally had Feel no pain. Which means that one wound you actually inflicted... can be negated by just sheer "lol nope".
And then there's nurgle "restore lost wounds" thing...
@@punthebun That's failure on the opposition's part. You blow up any Lords or Crypteks *first*. Extreme prejudice. They're the main source of boosted reanimation. alternate first is any C'Tan or horrorshows like a monolith or annihilation barge. But warriors are to be mostly ignored unless you can prevent the reanimation or have removed their reanimation boosters.
it really is weird that the faction known in lore for just "eating" arrows, bullets melee and the likes... has no missile res or extra phys res compared to the other demon factions
"hP iS uNiVeRSal misSiLe dEfEnCE"
Well plaguebearers also have a 5+ ward save and 4 toughness vs normal arrows 3 STR.
So assuming a 3 ballistic skill for your average human with a bow.
4+ to hit, 5+ to wound, and a 5+ ward save.
So 36 archers, 18 hit, 6 wound, 2 save.
So on a normal distribution of wounds you caused 52 pts of damage.
That's with 252 points of archers.
They do have massively more HP than any other model of a similar type. 132 health for an Infantry model, and 328 for a Cavalry model. Combined with healing and good disruption, they dont have to lose a lot of models.
Sure, they will get shot to pieces if you let the enemy fire at them at will, but you have quite a few options to stop that from happening. From Furies and Soulgrinder bombardments, to various units with 40+ speed.
Nurgle actually has a lot of tools at their disposal, when compared to Khorne or Slaanesh.
zomg its mathendias omfg
@@fendelphi they also make the dwarves look like supersonic rockets...
Rather than flat missile resistance give them missile resistance when not in melee, like what blood knights have. That would be a lot more interesting and tactically engaging in my opinion.
They didn't deal many damages so it will still be easy to kill large unit just by shooting on them if when they are stuck against infanterie
@@quentindumarquez3088 like any other lords... But for the infantry, that will help a lot to close the gap.
They are supposed to have swarms of flies covering them at all times disrupting missiles. Like literal clouds of flies. It should also disrupt incoming melee attacks cuz you can't swing a sword properly while inhaling air made entirely of bugs.
they do have an ability which is supposed to represent a fly swarm but it only boosts their melee defence after 15 seconds of melee
I'd say that it should boost missile resist when out of melee, melee defence when in melee and just take 15 seconds to swap between them
Another problem with Cathay is that formation attack is bugged, where individual men in each unit just sit there waiting for their turn to attack and not actively reform the line. That induced passiveness means that once a unit's formation is breached in multiple places, individual men would be quickly surrounded and overwhelmed while their buddies next door just stand there looking stupid, making gaps bigger until the entire unit is cut down systematically, one man after another.
thank god it's an actual bug. I thought it was just the animation being lame
@@marcusaurelis Honestly Rome 2 had that problem with formations too, but it's not as serious as in Warhammer 3 from the looks of it.
@@amp8295 It's not Rome 2, it's all total war games since Empire. It's because of the combat system using pre-canned paired animations. Games since TW:W and Rome 2's later patches reduced this problem slightly by adding individual model attack animations on top of the paired animations, but the problem never fully went away.
@@jimmydesouza4375 At least it didn't look as stupid as empire's animations and as clunky as those since Warhammer.
Missile resistance from a cloud of flies ability or constant buff would be great, I feel like what Nurgle needs is simply the Chaos units to even out the faction that you can use on the tabletop. Warriors of Nurgle with shields, Mauraders with spears, etc.
Nah, thats the wrong angle tbh, you should be able to play mono-god perfectly fine without having only access through a hammer for literally all your handywork.
One of my ideas to improve nurgle would be to give them access to a handful of mortal units, to provide some offensive power and armour, because Nurgle is absolutely terrible at attacking. Low speed and armour means missiles shred your forced, even with the physical resistance.
Even if it's just a reskinned version of Aspiring Champions sith scythes instead of sword snd shield
@@sev1120 I personally would prefer daemon engines like the Blight Drones (If 'grinders are fair game, and I believe they work fine and don't break the setting, then so do those fetid copters^^) as actual ranged hitters and counter a way to give the HIGHLY needed option to be able to react to the flow of battle in any timely fashion, as the slow and tanky thing simply does not work in this system and with the stingy defense handed out by CA to the stuff that actually does damage even less so.
Or more maggot throwing artillery so the enemy has to come towards your slower main force, to counter missile troops via either directly damaging them or laying down cloud like effects that simply hinder them from firing in an effective manner.
Slow rushing is already a doomed concept as if leaves you constantly unter 100% operational strength because you are not reimbursed fairly for your weakness and losses, even after fights you win. You are meant to, so to speak, use your tankiness as ammunition to buy the fight, only that you are not getting the infinite heap of ammo to restock after the loading screen. If you are a hard melee faction you, normally have ways to work around this inherent weakness with hit and run, cheap troops or the frontloaded power that kills the enemy before he can do much to you. All of this is not in stock at Nurgle'mart. And no, the plagues are not an adequate counterweight to this, they should be a bonus, not put you on a level playing field (which they do not manage to achieve, imho).
If Nurgle is destined to stay slow for the majority of its roster, which I support for it's part of the faction identity in many cases, there needs to be pressure options to force the enemy to come to you, and the few much too hard to obtain 'grinders (because the eco idea is also as unfun as it is unique and with it running basically on auto, while being overly expensive and full of dumb and unneeded limits that are the bane of every fun unit) and low ammo, low impact flies simply do not make the cut.
There should be mortal options, but a purely daemonic army should be perfectly viable and not missing key elements.
There is simply too much missing from the units that are already implemented that already even the odds more. Get rid of the low-strength recruiting, unless everyone else also gets curse with it,.
Hand out missile resistance for fly clouds.
A Plaguebearers sword is dangerous if it touches you, not only if it cuts you meaning: actual working poison damage, not just short timed debuffs, stuff that hurts units even after they get away to lessen the impact of hit and running you can't otherwise counter with your lack of speed. If that damage is low, but goes directly to health, you also have less problems with the lack of armor piercing.
Odors and fumes around you should mean way more mortis engine like effects, and larger units would be exposed to more of this possibly.
I rant so much, I am sorry. But I like the fetid boys and I get emotional about how bad CA played them. *shiver and cry*
There Is mod which gives Nurgles Cloud of flies missile resistance +9 when they are not in combat
I have only played the 40k variant, so I know little about the fantasy version. But in 40k, they can shut down the ability of auras, as well has having decent artillery that makes up for the slow movement. I feel like these 2 could be added in some capacity to reduce the problems of nurgle. Maybe not the aura part, but definitely the better artillery.
What’s also counter intuitive with Nurgle’s play style is that unlike any other factions, you WANT your army to form into a massive blob, because of how their healing spells works. The blob is almost completely impervious to charges as pretty much no cavalry have enough mass to run into a blob and not get stuck, the unit’s large health pool means it’ll take very long for the enemy to damage them, even if they completely surround the blob and even magic, who kinda remains the blob’s greatest weakness, can be almost completely negated by a well timed heal, and most of the times, you have more heals than they have devastating spells !
I haven’t seen a lot of people play Nurgle like that, but whenever I do, I’m successful, so I’ll advise giving it a try.
Seems like you'd get wrecked by artillery, which you don't have any decent counters to.
@@IAmMrGreat You have the flies for artillery and archers. You also can get soul grinders as a tier 3 unit fairly early which is the best soul grinder in the game with whom you can kill infantary really easily. The plan is to kill archers, who are the mainthread, with soul grinders, breath spells and flies. If the enemy has no ranged tools you have won because nurgle cant loose the grind as soon a you get your healing spells, army abilities and hero skills. Would recommend to have atleast two plagueridden with heal or dmg ability. Best hero in the game imo.
@@likeanOVERLORD the soulgrinders kill everything easily. i feel like people assume that just because it takes a while, they are somehow not worth it but you they are so busted strong. and nurgle spells while costly are also great, blightboil is really fucking powerful. also with the greator demon change to bound spells, the great unclean one is a force on its own.
There are two other two things I noticed about Cathay. First is that with the way missile units have to march foreword or backwards like 30 feet before they start firing half the time you lose out on a decent amount of damage potential if you have to readjust at all, which you will definitely have to do. Second is how (and you did touch on this a bit) when you block cav with some infantry even multiple units of infantry inevitably at least a few models will break through to your missiles, and it only takes one horse to be in combat with your group of crossbows for them to stop firing. It wouldn’t be as much of a problem if they didn’t rely on the harmony mechanic, because then you could space out your army more.
aka Cathay basically self sabotages itself by forcing their units to group up into a big juicy target for everything else while the buffs do nothing for them while getting ragdolled
"and it only takes one horse to be in combat with your group of crossbows for them to stop firing"
Unless they changed it, if you put the unit in guard mode units which are not engaged will keep firing their ranged attacks, normally at the unit in melee with them. The reason why they don't out of guard attack is because they're programmed to collapse in.
Hard to do a video like this without separating SP and MP. In SP, lords become crazy powerful as they level up and are a big part of how strong their faction is. Cathay and Nurgle may have problems, but the Yin Shugengan and Herald of Nurgle are so completely busted strong when levelled up that they alone can carry their armies. Cathay can keep using peasant crapstacks for the entire campaign and use the yin slow, ghost summons, and talons of night + grand cannons to win each battle. A Herald of Nurgle can solo entire Cathay and Kislev armies. One thing worth mentioning about these factions is animations. Some animations are broken and severely reduce the power of certain units. For example the Cathay dragon lords have messed up charge and attack animations. They will often run into a single entity and push them around without dealing any damage, sometimes for entire minutes, which greatly reduces the combat performance of the Cathay LLs.
Agreed, in short, he must be taking drugs to think Cathay is weak in campaign
@@mrbouncelol facts
Nurgle is the only faction that lacks units they actually has on the tabletop - namely, chariots of nurgle, and plagueriders (Guys riding beasts of nurgle). There is NO doubt this will come in a DLC. That should help.
Fuck DLC's, I'm tired of these scummy tactics. These are the factions at release? Ok, then have them with their full roster. Seems reasonable, no?
@@BoyNextDoorGachi there is a limited amount that they can put in the game in a given time and with the given resources that they have budgeted for. It isn't scummy tactics. Back in the day we wouldn't get the missing units till an expansion pack which would take much longer than dlcs do to come out.
@@BoyNextDoorGachi ikr!?
Also tired of DLCs as an excuse.
Nurgle clearly looks like a 2/3 at best and a half at worst of an actual faction. I never thought there's a way to get him of his most noticeable traits but they did it.
They could've easily added plague ogres, bile trolls for tanking or pox knoghts as a dedicated anti-large unit on release.
Instead Nurgle is gonna be unplayable once IE drops. Factions like Lizardmen or beastmen with superior mobility and monster rosters are gonna be shitting on nurglites.
@@samuelansin8307 dude, we consumers don't and shouldn't care about production problems. How many times they take a crap in the morning, what their schedule is, what they believe in and do/don't wanna do - it's irrelevant; if you work on something, you deliver what you announced because that's what your f&cking job is.
They had 4 years of development for this game and arguably one of the highest budgets in series. Where the f&ck did this all go? The least they had to do was making release factions work. Yet they don't because of chunks being cut out from them for DLCs.
Charging full price for a game that's just barely playable without mods is the definition of being scummy.
Nurgle is most definitely not the only faction missing tabletop units. Every chaos warrior unit could pick any mark of the gods so every army should have all of chaos warriors with all weapon options, chaos knights, chariots, lords, sorcerers, and all marauder units. There is still a ton missing. I do like what they're going for because they (mostly) gave armies units that fit their play style and covered most bases. But still.
My random ideas for buffing Nurgle while also trying to keep some of their faction identiy. Nurgle is a slow, incredibly durable faction who's better vs infantry than large.
1. Make the death head projectile (the ones that the plague drones and exalted plague bearers use) anti-large. Maybe also buff the ammo a bit though that might be over doing it.
2. Add chaos warrior of Nurgle including halberd versions.
I think that alone might be enough as it adds some "weird" anti-large options which I think might fit nurgle. But here are some extra ideas.
3. Give the beast of Nurgle some kind of damage aura that's better against large units. (Another "weird" anti-large option).
4. Give units like the toads and chaos spawn missle resist so that they can function better as disruption.
5. Sprinkle some regeneration into the army.
I'd say have the nurgle chaos warriors have two variants. Scythes and Glaives, scythes for infantry and glaives for large. We've seen followers of nurgle use scythes as weapons in the past, after all
These are good recommendations. For a faction that is all about war of attrition and defying death, they should definitely have passive regen on all plaguebearer and unclean one units. Missile resist on the Toads and drones due to scaly skin like hydras or the slimy skin mark of nurgle that beastmen can get also makes sense. Seriously - if the beastmen are granted it as a boon of Nurgle, then why doesn't anything in the Nurgle roster have it? Also - shouldn't the stench of their armies reduce leadership like it does for beastmen? I feel like dead things smell worse than cows...
On the topic of regeneration, I think the only unit in Nurgle's roster that has that ability is the Beast of Nurgle which is a single entity. Which is strange because if you look at the roster reveal they gave for Nurgle on the blog they also promised that Nurgle Chaos Spawn would also get this ability, but they didn't. Most likely due them also being unbreakable and regen+unbreakable+poison sounds like a nightmare to cut through (they forgot regen units have a weakness to fire and tzeentch has quite a bit of fire damage). some other improvement should be that the Soul Grinder should get an HP buff as for some reason this unit has the same health as the other grinders despite being a Nurgle unit. Nurgle's infantry should also get an increase to physical resistance (10-15%) with some missile resistance (5-10%) these are meant to be tanky units after all!
Nurgle already have pretty good healing options. Anti-large should be unclean one not a beast wich is anti infantry and happily eats footmen. Some kind of anti missile thing is needed. There is disese for that etc but maybe it should be better
Nurgle's spell lore is crazy good though. Got a spirit leech, got a regrowth, got a massive AoE infantry delete attack.
Too bad the majority of it you can't really utilize in multi-player cuz in campaign it's the crutch
i actually feel like nurgle is really strong in campaign. you get soulgrinders at rank three with a bit of time, your eco is not bad and if you adopt the strategy of "hold the line and outlast" it can work pretty well. id still recommend the johnnys loreful nurgle mod, gives all of them regen, a bit of missile resist and a damage aura. not overpowered but makes you play pretty much like nurgle should. but even without it nurgle can be deadly in campaign.
@@StabbyTheSkaven EXACTLYYYYYY
I remember getting ambushed by dwarfs with alot of slayers they also had great weapons and drakecannons + regular stuff like crossbows and detonate charges
I don't know how but nurg tards managed to hols off against them until they got exhausted while using regen on troops + spreading poison in general
Eventually won a match I shouldn't have won
Theirs been other times where I've won by just 2 units being outnumbered again
when I saw that cloud of flies that, on table top was an anti-ranged ability, instead became a melee defence amplifier i was very upset. Especially when compared to faction abilities like the barriers or the devastating flankers its very underwhelming
8:26 perfect example of the engine/unit collision being crap, 2-10 of the infantry models make contact and the entire unit (which is in a loose formation) completely stops, aka around 100 models not attacking, not charging
I think cloud of flies could do around 10-20 missile res instead of melee defense, that will fix a lot of problem imo
The formation loss was something I really noticed as Cathay. Late-game, with all my infantry being supposedly elite dragon guard, they would get engaged by the enemy and then rather than stick to their square, would kinda blob up, which meant that units could just walk through them. Made the chokepoint-heavy survival battles more difficult than they needed to be.
That's a real shame because formation gameplay has been a major part of TW.
Infantry squares and the Stone-Ground Stance spell (when I had it) served me very well with Cathay. A square can't deploy as many troops at once, but it’s also a smaller target that the enemy has to expose their flank to if they want to hit all sides.
8:58 if you just wanna skip right to what faction is the worst.
I was really looking forward to using units of Beasts of Nurgle, *units* of 8-12 being the key word. On tabletop, they were phenomenally powerful, especially with their 4 wounds and flanking immunity. Turning them into mediocre single entities makes them an early-to-mid game unit only, as they get completely outclassed by Great Unclean Ones in every respect in the late game.
Totally unrelated but I feel like they need to add a toggle that allows ranged units and artillery in certain factions to shoot into or through friendly units with the “expendable” trait.
Makes no sense that a Skaven commander would be squeamish about having his catapults fire into a unit of skavenslaves. It’s what they’re FOR.
"Creative Assembly" is the weakest, slowest and greediest faction
CA haters when GW haters walk in
Not as long as EA exists. Everyone else is fighting for 2nd worst
@@itnotmeitu3896 lmao
It’s actually possible do make the exalted plague bearers extremely resilient to damage. Technology gives them +5 physical resistance dm they now have 25%. Plague of rot gives 2 summon to take out arty or disturb missiles plus it gives army wide +20 physical resistance. That’s now 45%. You can also get a 15% missile resistance from army skills on the lord. Only taking 55% of melee damage and 40% of missiles damage is very interesting. Still think they should have a base 15% missile resistance faction wide
All great for attrition style game play. Main issue for me is punching power still. While I can appreciate the original lore, there's the total war system itself that complicates this kind of pacing.
While it is a lot of fun to layer diseases to cripple armies or provinces (the -2 recruitment one is particularly great, Imo), the requirement to have a prepped an offensive this way is unique to this faction, and while engaging to some degree, is in fact a limitation compared to the velocity of progress that faction like knorne can achieve in similar time-frames. This would be fine, if not for the economies. Nurgle should feel like each territorial gain is a nearly permanent addition, while knorne should not. Yet somehow it feels like once I own a region with the blood legion, I get to pay it less mind than nurgle.
I love playing as nurgle and they are broken on campaign. Magi is super strong and they have the best soul grinder.
@@hawkthebird they're broken on the campaign if time is not a factor. Nurgle will own immortal empires because of this. It currently sucks early for the very turn related wh3 campaign. Why I think their balance should be favoring adding dmg and reducing defense. They can still, and always should be the most tanky play style on campaign and in battle, but there is a lot of ground that can be given on this front.
Honestly this may just boil down to adding 5 speed to all their units. Won't need to screw with their output if the time they can start outputting is just slightly faster.
On campaign? Yeah, Nurgle has some huga potential. But this video was for Multiplayer battles, and without plagues or research factored in, Nurgle is fairly weak. Especially compared to the races he mentioned in the beginning, like Khorne, Kislev, the Ogres and Tzeentch.
@@roffej215 "This isn't going to be a campaign or multiplayer specific thing (topic)" Literally said within the first 20 seconds of the video.
Yeah, the way this game handled Nurgles faction really crushed all the hype I was feeling pre-release.
good video, pretty spot on. nurgle are lacking in so many fields but is sadly one of the more fun factions to play. but they're not even that good at tanking either, which is their only strength. literally all factions got tankier units. nurgle has somewhat more hp on his units but that is nothing compared to high armor, leadership and good dps to reduce the damage taken. nurglings will often break at half hp and die, the same for plaguebearers they will easily get bursted down if they get outnumbered 2v1 is enough to melt them. and the fact that nurgles plagues gets cancelled out by demon prince army plagues that are constantly active in all region with a lord... demon prince's plague will even affect nurgles armies and settlement negatively even if they are both allied to eachother.... master of plagues or tanky units? hahaha fuck no, nurgle is a master of absolutely nothing.
I think your problem with Cathay, at least in the clips you were using as examples, was that you were using sword and shield infantry. Of course an Ogre charge is gonna decimate them, they don't have anti large or charge defense. Cathay's front line relies on their halberd units as they can stop most charges in their tracks
wait, they fixed the charge/collision issue. what?
I've been using cavalry and stuff breaks so fast because collision is almost overtuned. *specially* for chariots(it's one of the reason kislev bear chariots are so strong rn). I've been seeing horse archers taking 20~30% of hp on a rear charge against bloodletters
aside from that I agree with all said in the video
edit: I'm assuming this video was made pre-patch, but then why not review it?
I agree, slanesh might be in a very good place, still squishy, but god do they hurt. It's night and day since the 1.1 patch.
I still haven't finished a full campaign, but i've tried a few factions. It does seem that Nurgle has the worst army, for all the reasons stated in the video. However, i believe the whole faction is built around it's meta game - the plagues. For example, one plague makes your WHOLE ARMY have vanguard deployment, and it's in a pretty huge area too. At first i was "wtf is that for" but having 1/3 of the battlefield "removed" helps a lot with your slow-ass units. Another plague makes ranged units have penalties (don't remember the exact numbers, but i think it was ~ -15% or so). Another slows the enemy units...
The problem is, plagues are totally not consistent. They are great fun, as a mechanic in the single player game, but can't be "counted" on, the way ogre smashing or Corn (yes) rushing just works. And obviously they don't even exist in MP.
So i guess Nurgle will forever be trash-tier in PvP, and the SP campaign is a matter of personal taste. I really enjoy their campaign, the plagues, the weird buildings, the "Three Kingdoms" recruitment...
you can only equip 1 plague at a time, if you make another the earlier one gets cancelled out. plagues are one of nurgles faction mechanics. all factions got one or more. that doesn't mean his units needs to be the worst in every field. they're not even that tanky. even kislev ranged units are tankier. 20% bigger hp pool means nothing if they got 0 armor and low leadership
Nurgle is by far the weakest in total war. The vampires with helman ghorst are actually doing what nurgle is supposed to do. Tanking and healing far better to grind the enemy down. Nurgle for sure needs to be buffed.
I also feel like its the roster of nurgle which is lacking. There are some things missing like putrid blightkings, busgoyle blightlords and maggothlords. In tabletop they are pretty much the best units the faction has to offer. I guess we will see them in a dlc together with maybe the glottkin bros. Glottkin would really fit in the setting, cause lorewise they kill Karl Franz.
It's odd the most popular Chaos faction in table top is the weakest in the game. Think they would want to pander to the Nurgle fans.
The problem I have with his video though, are you talking single player or multi-player? Single player is pretty irrelevant given lord abilities and traits. In multi-player, Cathay appears to be considered the weakest by far.
It clearly applies to both.
I love Nurgle but I have to admit I have never played a faction that required so much work to slightly lose.
@@davidgreen3001 if that’s the case, then it doesn’t make sense. Nurgle is doing pretty well in pvp right now. Cathay is a meme in pvp due to how bad the faction is.
for me play nurgle and love him
@@zktwo That's good to hear, I hate Cathay and Cathay fans.
In PvE Nurgle is honestly great if you know what to do with them, especially in settlement battles. It's really similar to Vampire Counts. Just blob up 6-10 nurglings, and outlast them with the just bonkers amount of healing you have access to. Throw in a couple high DPS monsters like Beasts, Soul Grinders, and tubby bois (unclean ones), and you win most matchups. Especially if you're fighting somewhere with tree cover (thank you boreal forests of Kislev). My personal basic setup is Exalted Unclean One for constant AoE dmg, two plagueridden, a cultist for the mobility/summons, 5 Beasts/Unclean Ones (leaning more towards unclean ones with the new patch, but beasts are more cost effective), 5 soul grinders, and the rest nurglings. Adjust the balance as needed (ie, more soul grinders vs. Skaven). Ironically the only time I've ever had a legitimate challenge was fighting Vampire Counts cuz of their Balefire debuff removing most of my healing ability.
But in PvP that entire strategy just becomes a moot point. You're just shooting yourself in the foot by blobbing, and two high level heros/lords for the heals just isn't reasonable if you also want the DPS monsters (that fall near instantly the second they get targeted by even a few peasant bowmen).
Didn't CA fix the charge impact problems already with the 1.1 patch?
Yeah this seems like it was recorded pre 1.1 (and potential pre CA releasing win rate data shoeing Cathay as the absolute worst performer).
Someone actually made a "guide" on OP Nurgle build where healing is a constant and important factor, pile your units into a gross massive blob, and have a passive ability that your lord has which is constant damage to enemies around him, although the enemy range units have an advantage over however which I learned this lesson through his unique quest mission.
only problem with the ogres is auto calc is dumb with that faction because a full ogre stack is like only 300 men. so if you auto cal you will take heavy loses or even lose easy battles. just makes them tedious having to play out every minor battle
As a big Slaanesh fan boy, I feel your pain
I was playing for Tzeentch and Slaanesh so far.
Tzeentch has incredibe lord with Vortex and Can nont move spell and in each battle lord gets 400-600 kills only by himself. Halt faction and Open doors is also cool and overall mechanics are interesting. Slaanesh feels like on one difficulty lower then usual due to the fact that everyone loves you and you can concentrate armies in one point. Summon additional army ability is useful to catch enemy lord or get advantage in hard battle. I guess it was the easiest campaing after BeastMen for me. Slaanesh units also incredibly effective against kislev, chaos, almost everything they meet if you use chariots, cavarly and exalted infantry with armor piercing to flank
P.S. Probably will try ogres next as they were hard enemies on battlefield
It says a lot about nurgle that anytime I go up against them as another daemon faction, I look forward to it as a favorable match up. As Slaanesh, you're fast as hell and can just run circles around them and cycle charge them into oblivion. Khorne just blenderizes them cuz all of your units hit harder and STILL are faster than anything on their roster. And of course Tzeentch just completely dumpsters them with their insane focus fire and blue and pink horrors can just run away from their infantry, put enough distance between them and fire again.
Agree, but Slaanesh isn't far ahead. So much of their faction power is tied up in their calvary and chariots. They are squishy enough to take plenty of casualties, even with a good game plan and good micro, but still suffer from the low chaos unit regen.
Maybe a bit the opposite of Cathay. Ok in multi-player, but very weak in campaign. Like a much squishier Khorne with weaker campaign mechanics and slightly better economy. Oh, and Khorne gets ranged.
i feel like in multiplayer slaneesh are the second weakest, only because they can easily destroy Cathay like every other faction can. I am a big slaneesh fan, they were my first campaign in tww3, and i thought they felt EXTREMELY strong vs the AI with so much speed and magical damage, plus you can run a "standard" army where everything has 100 speed, summon disciple armies, one man doomstack with nkari etc, slaneesh campaign was a lot of fun and i felt extremely strong. In multiplayer i lose mostly with them except vs cathay, or nurgle in land battle
Slannesh is worse in campaing while nurgle dominates it, when the roster gets fleshed out, nurgle will come on top without a doubt.
I’m having a blast with Nurgle in campaign, but it’s definitely challenging! Their early access to Soul Grinders is their saving grace. Most of my infantry-clearing comes from Soul Grinders and spells.
And as for anti-large, I rely on my single-entities as duellists. Ku’Gath, Plagueridden, Cultists, Great Unclean Ones etc. Then it’s just heal through the ranged damage! 😂
I will be very interested to see what comes in a DLC for Nurgle 🙂
Epidemius would be neat as an alternative Nurgle subfaction leader
I think cathey holds the line really well just make a thicker line this also helps keep your armies more compact so you can maintain that harmony bonus. If you’re going to stretch the front line obviously you’re going to need more than 1 line
Cathay is very all or nothing - either you absolutely melt the enemy with your artillery and missiles before they even get close to you, or enough of them get there to blast through your infantry and start eating you alive. I've found turtling into a corner of the map and forcing the enemy to walk a mile to get to you is the best way of using them, I rarely even bother with cavalry.
one or two units of cav might help as a distraction to slow the enemy's advance.
I know they don’t want end times / AOS but I thing unmounted maggots , blight kings and mortal warriors could really help nurgle if they want to add anti large
I know CA is going to just milk us by fixing it in DLC, but when they do I really hope they mine old lore to give us interesting things for nurgle and slaanesh. Not just nurgle chosen with halberds but maybe a unique pike armed Nurgle that are anti large and reasonably fast, and some idea for more ranged other than marauder / chaos warriors in green. Same for slaanesh, if you are going to make monogod work you have to get some new or obscure old units to round off the faction. Slaaneshi greco Roman peltasts would help give some kiting without completely changing their combat
In regards to Cathay...
I think the main issue lies in mass values of the stronger factions. Recent patch fixed the bug with defenders mass for impact damage, so now charges are working as intended. BUT, you have incredibly high mass units across the stronger factions like Khorne, Ogres etc. You have Ogre Bulls, Maneaters, Ironguts, Gorgers in range of 1500-1800 mass, Mournfang and Crushers at 3500-3700 mass. Bloodcrushers and Khorne Minos at 1600 mass, Fleshhounds at 450 mass and you have heavier infantry like Khorne Warriors or Forsaken around 160-200 mass, who can be supported by Chaos Spawn at 1500 mass. Even Kislev has access to their 1700 mass War Bear riders, War Sleds between 3500-4100 mass or even Snow Leopard at 1200 mass. And most of these units are quite fast for their size - meaning you get A LOT of impact damage when charging into stationairy Cathay Infantry with their measly 125 mass (and 0 speed, cause they are stationary). This is on top of the large knockdown/knockback effect mentioned in the video. So, for lot of the stronger factions, it is not really that hard to smash into the Cathayan frontline and get to the juicy ranged missiles.
"USE ANTI-LARGE infantry!" you might suggest. Well, there are few problems. First Halberds JW are more expensive and don't have shields (which is quite important vs Kislev/Tzeentch). Celestial Dragon Guard are shielded, but cost more than 2 Jade Warrior units. Furthermore, there is nothing about these units that make them better at dealing with these high mass units. Charge Defense does not negate impact damage! Nor do these units have higher mass than regular Jade Warriors. So the outcome is essentially the same. I think something needs to be done about defensive stance or charge defense to make it reduce impact damage even further or increase the bracing modifier to mass (4x125 is still only 500 mass for Jade Warriors vs something like Ironguts with 1800. And Halberds/CDG can get extra 2 to the modifier thanks to charge defense, resulting in 6x125 = 750 mass. Okay vs fleshhounds, but still not enough vs units like Ogre cav, Sleds etc.).
There is also worth noting about the role of Cathayan cav. Jade Lancers are slightly more expensive than Jade Halberds (and almost half the cost of Great Longa Riders), with high armor, not great melee stats (MD is okay with harmony), lower speed (66) and decent mass (1100). Their ideal target is slow, non-armored, non-AP, non-anti-large infantry that they can roll over with their impact damage, charge bonus and high armor. So basically just ranged units (except Kislev heh), and light infantry like Marauders etc. They will no do well against other Cav units (low MA, low AP, no bonus vs Large), and their low speed makes them vulnerable to missile kiting. So understandably people have ranked them as unimpressive. But they give Cathay one very helpful tool. High armor, high mass, high mobility (compared to infantry at least) body. Something to plug the hole and stop those Mournfangs, Crushers, Minos etc pushing further. Basically Jade Warriors on horses (that's what they are). Bit of problem is line of sight. Since they still need missile support to kill those high mass damagers they stopped but they are large targets themselves, the question is how effective is this strategy? And honestly that gets at the heart of Cathay's issues: How do you stop these high mass chargers while still allowing your missiles to shoot them? Jade Warriors are small enough to let crossbows/guns shoot over them, but lack the mass to stop the attackers. Jade Lancers have the mass to stop the attackers, but are too big themselves to allow missiles to easily shoot.
Cathay needs a unit that will provide both of these things - maybe it's time to give Jade Warriors/Halberds/CDG some extra bonuses for mass while they are doing their role (buff defensive formation maybe?)? Or adjust mass of Ogre units across the board? Maybe give something extra to Jade Lancers so that they can go toe to toe with Large units: Bonus vs Large? They are using spears after all). Buffing baloons isn't gonna solve it since they are not supposed to be as good or as better as land missile/artillery units in terms of damage output (+ they are vulnerable to cheap fliers all demons have access to thanks to furies).
Haha, Cathay is the only faction i made it to the forge with...
When I play Cathay, I let the enemies come to me, they are basically Balthazar Gelt and I invest in weapon strength for the snipers and artillery and more of them in the army while the jade warriors and terracotta get defensive/missile resistance whilst healing them, and when it comes to enemies I try to get them much closer together or prevent them from flanking me by placing my units when they cant flank me, I do like the reinforcement mechanics better in comparison to Warhammer II as I can still get my reinforcement regardless if the enemy has lightning battle trait so I always pair one army with another as a backup.
Nurgle should also have more summons and debuffs for enemies then in melee. Something that make it's really hard to disengage.
i would also love to see nurgle get a constant, map wide regeneration but just very very slightly. The nurgle lore passive helps but when you run of magic it would be nice to still have a tiny bit coming from somewhere. Maybe if it was tied to the lord as well so as a opponent you can shut it down which also encourages you to attack nurgle and not just sit back and shoot for the entire game lol
With Slaanesh and Nurgle, you can blame GW for completing neglecting monogod factions plus the fact that this game greatly favours ranged units.
I thought that the collision issues were mostly fixed with the 1.1 patch. What problems are still coming up?
Gotta say, as a vampire counts player, I'm a little worried what I am going to do against all these powerful Large units that the TTW3 factions have.
Like what am I going to do vs Skarbrand & 2 Bloodthristers when the VC's most potent Anti-large unit is...Skeletons with spears....
Probably the same thing VC had to use against Drycha. 3-4 armies of skeleton spears supported with Necromancers and Lords on dragons. Or a stack of Dread Incarnate heroes, if that’s still gonna be a thing in WH3.
how do you get this sandbox type stuff i dunno how to do it im trying to
Kislev might be strong but in IE they almost always get stomped due to the unfortunate spawn between chaos, norsca, angry tree and orks. and itself.
The lack of ror also makes them weaker.
I fucking hate chaos bird man and their fucking flamers and flying disk Knights.
Exactly. Not only they absolutely forgot to bring wh3 large-huge size units to pars with previous ones, which all of them have some sort of range resistance ranging between 10-30%, but also many small single entities and characters missing that too while some have it. don't understand that. they forgot about bound spells - there are literaly techs in 3 of demonic faction tech trees which are completely useless because there is a lord for spellcasting because have it cheaper and less misscast chance. If those would be bound with 2-3 for 1 tier spells, 1-2 for 2nd that would be different and those tech would be actually tempting aswell as single entity big demons would be really worth it. Keeper of Secrets die against ranged heavy factions literaly in seconds and is worthless for its price.
Charge collisions, Attack animations and its impact on damage output is another huge discusion itself. N'kari and his charge animation into blob killing between 0-3 small entites at best. Skarbrand though, is an idol how it should be done and should inspire rework of most of single entities even back in wh1+2. He, while still sending fly everything around, apply his damage before those stupid cute animations, which makes them fine and cool again and not infuriating to see my Big Killa monsta with 90+ attack not able to kill anything because he just knock down everything around making it invulnerable.
You mentioned chariots being bugged for Slannesh, but I thought they fixed that with the last patch??
Nurgle needs an ability llike the dark elves how when they lose X amount of units, there units turn purple giving them buffs. But for nurgle, I think it should be a map wide poison for X amount of time that damages all the enemy units unless you are fighting a mirror battle as poison has no effect. Maybe add slight healing for nurgle as well.
There are a lot of scenarios that could make different factions stand out, like which faction can survive a TRex attack better or which has the best mixed infantry or 'preferred' formation, if you control shock cavalry for them which works best. It might also be fun to examine each campaigns starting units and just slam them together and get an estimate. Khorne is going to look real good when it's comparing how each faction works pound for pound but with tough body blockers, ranged units and cavalry in the mix Kislev or Chaos Undivided likely has a large advantage adapting to most any challenge.
I think Nurgle should have some of the stuff that beastmen in their update got, especially for Morghur. Damage over time effects, horrible regeneration, and plenty of missile resistance. I also think they should have something like what the undead have in campaign, with dead units having a chance of coming back after a battle, due to just how ungodly tough they are.
Cathay needs their crow men that appear in the lore. That way the furies will need to fight some air units to actually be effective, and Cathay may also pull a chaos fury on chaos itself.
The nurgle plagues make up for a lot, but it takes a lot of extra attention. I don't know if that holds into higher difficulty levels though. You can certainly plague buff your army and debuff the enemy army for important fights and then let plagues go nuts for mundane fights.
With nurgle, i think CA could inspire in Vermintide units and give them big fat wizard bois, rotted cultists swarms and chaos champions in very heavy armor. Maybe even berserkers.
The sad joke is that as a Slaanesh, I won the Legendary Campaign only by creating Exalted Daemonettes. There is no reason to create any other entity.
I’d like to see a smog ability that means you can’t target Nurgle troops with range or range is debuffed on their approach.
Nurgle is great on campaign due to the dresses that gives massive replenishment and immediate recruitment
Does the map count as a faction? Cause I feel like it's actively working against me.
I think Slaanesh is really really good, in MP and in Campaign, and the Heartseekers are absolutely devastating with decent Micro
Think one reason nurgle is lacking quite a bit base line is because the plagues they bring are supposed to cover some of these weaknesses, right?
But once again some of the good plagues take forever to unlock and are a bit expensive.
I think one if the bigger weaknesses of Kislev is lack of magic variety. Their 2 lores aren't terrible, but just really lack flexibility of empire, high elf, dark elf, wood elves. Kinda like Bretonia only having 3 lores.
Sorta hope they can get access to other lores, like jade and celestial. But I'm unsure if that's lore friendly, besides DLC probably giving them hags and hag magic
Blobbing up in trees as Cathay solves a lot of their issues against monstrous units. It's kind of crazy how effective it is.
What do you mean in trees
@@ShizzleGaming14 in the trees on the battle map. Trees give a penalty to any large units. In addition, the blobbing stops the monstrous units from knocking back units.
Nurgle needs either more resistance, or just stupid health. In tabletop, anything nurgle has very abnormally high toughness. And anyone marked by nurgle gets a +1 to their toughness stat just as an immediate thing. Trying to hurt them with anything but the mightiest weapons is supposed to be pretty hard. And I don't mean magic weapons, that didn't really help unless it was the kind of magic that auto-wounds ignoring toughness. I mean that you'd shoot a nurgle warrior with a cannon because arrows and rifles aren't that likely to work.
I love you Long-Bearded Masterpiece of a Man. Keep up the good work. You are awesesome.
Greetings from Germany
I thought the Nurgle campaign was harder because of the initial unit replenishment which took ages, especially because the units are not recruited with full health. I thought of the Slaneesh faction like the faction that looks weak but is actually very powerful when pros play them.
this is just a suggestion what if Nurglings had 0 upkeep and a bit cheaper and the idea giving Nurgle Units 15%-20% Missile Resistance that will be a nice addition
ya agree on Nurgle, just look at the campaign map and pretty much every time they are getting beat on either map trying desperately to hold to their last stronghold, and if you're palying them then... well lets just say its not easy. Would say taht if not a speed buff solution that you suggest for the entire faction at the very least the nurglins, giant bugs, and the frogs should be super-fast. Also I think to make it up to them the poison part of their fantasy should be played more strongly, in the books comics nurgle touches you start decomposing almost instantly, so something like that like super armor percing poision or better weapon damage, like ebola black plague covered weapons!
Another thing Nurgle needs is *immunity to poison*. If you think they are having it bad now, wait until they run into Chameleon Skinks, Glade Riders with Hagbane tips, Poison Gutter runners etc. Half their army will die before they even close into melee, if they ever will.
What is each Nurgle unit had a bound spell, one that slows a target and steals some of its speed. So if a unit is harassing you and you can’t catch it, you use the spell which slows the unit and speeds your unit up so you could catch it?
Totaly agree. I remember in the call of warhammer mod for medieval total war 2 the nurgle units had lots of hitpoints and were very durable but did nearly no damage.
Hi
Has the issues with the knock down and Cav collision been fixed?
Been following since warhammer 1 and love the Channel
Yes, this was patched some time ago. The game is quite good, though there has been a relatively slow feed of content, which the developers are looking to ramp up this year.
For my playstyle (SP only), slannesh is actually one of the strongest. Beside Khorne, it was one of the easiest Legendary/VH campaign i finished. N'kari can hunt and eliminate enemy Lords and Monsters very quickly, their units is so freaking fast they can outmanuver any other armies. I don't even bother using the anvil and hammer tactics, just fast units to bait and disturb enemy formations and attack their rear (devastating flank is so delicious). Campaign wise, easy starting locations and other factions (non chaos) don't auto declare war on you. Downside their tech tree is garbage and replenishment rate is abysmal. Nurgle is quite interesting, and i actually enjoyed playing them. On SP definitely not the weakest, herald of nurgle, soul grinders, beast of nurgle can carry their army. I even still use nurglings on Kugath army till the very end (Legendary/VH). They don't have quite the firepower of other factions in battle, but they can outlast them. If you don't use auto resolve, Nurgle is one of the easiest army to keep zero/minimal casualties and with plagues they have superb replenishment rate. Their defense towers are also very strong and their defense monument provide healing (won many heroic battle by defending settlements). Campaign mechanic, their plague is devastating and spread like crazy. I usually just let plague run havoc and wipe what is left of the enemy armies, late game never have to deal with full army stacks. Downside: lackluster tech tree, slow start, and can be boring playing their battles because they move so slow especially after playing Khorne/Slannesh blitzkrieg campaign. For my playstyle, the weakest faction at the moment is Tzeentch. Kairos is by far the strongest LL in the game (with the unlimited winds of magic thingie atm), he can easliy kill 2-3K enemies by himself (well with the support of heroes as magic batteries). But outside Kairos, i really struggle with their army. Their ranged attack lack punch (beside flamers which are hard to protect), they can't hold a line in melee (especially against strong melee factions like khorne or the ogres), they also can't do hit and run tactics as well as slannnesh. Their Replenishment rate is bad, tech tree is lackluster, their greater daemon as army general is terrible. Their starting positions (especially in Legendary) is hard, with Cathay becoming a super power early on and usually Kislev will start to hunt you down also late game after they confederate with their endless armies. Yes you can win any battle with kairos (even heavily outnumbered against 4 stacks), but as a faction in general IMO they are weak.
i can't wait till they buff nurgle or his dlc releases. daemon prince nurgle is incredibly powerful on the campaign map from the leper lord ancillary, 20% global replenishment, free recruitment, and 25% reduced upkeep for nurgle units. if the roster gets buffed daemon prince nurgle is going to bulldzone.
edit: im also amazed that great unclean ones don't have a passive aoe DoT effect and/or regeneration. was quite disappointed when i saw they just had some basic spells.
Nurgle needs his mortal units. The plague warriors, stuff like that I think will help them alot. Will add more speed and armor into the faction to change it up some. All the demon factions need it. Khorne has there it why there so good
and well rounded
What? Didn't they fix the charge impact issue in the last patch?
Honestly i agree with the Cathay problem fully, at this stage i literally juat use their Calvary to delay charging units to stop the charge at full force to give the ranged and infantry a chance to do well.
Not one for using moda beyond fixes but i used the missile resistance when not in melee combat mod for them and it felt just well right, wasnt overpowered and didnt negate the problem but it felt working and right balance wise.
Nurgle in Campaign is not that bad because it can pretty much ensure that any army it attacks has some plague on it. And even if in the campaign you defeat the Nurgle army, you end up paying for it with many turns of non generation and possible attrition. For the campaign I think they need to reduce the number of turns for nurgle plague, but increase missle defense in battle.
Love me Ku'Gath, love me papa Nurgle, but I feel he got the dirtiest (heh) deal with Warhammer 3. The total war games seem to favor having missiles in an army, of course that makes sense strategically, but you've got a slow and "squishy" (no armor/shield) army in a series with a kinda janky take on missiles. They'll get shot and peppered all day, then kited.
You also have the weird state of the plagues, something that should offset these weaknesses. It's; A) a weird percentage to spread the diseases so maybe the debuff you want won't apply in time, B) some of the plagues just do so much more than others, C) some just don't do really anything.
Has anyone playing nurgle noticed the "Take more from attrition, attrition, attrition" plague possibility? I thought to myself "Dang, just melt armies like that Cathay thing they keep turning on, that does a ton of attrition to me!" so I slapped it on an army I had prepping up my neighbors for invasions. The double attrition and deal more attrition plague created by Ku'gath Plaguefather, also known as the Foetid Brewmaster, the Plagueweaver and the Rotting Poxmaker, most favoured of all Nurgle's chosen, does like 15 total unit losses a turn. The Cathay thing seemed to take at least a fifth of every unit, every turn. The supreme "Just Die" plague gives some people the sniffles and a couple models drift into the night, never to awake again.
Now I just give my entire army +20% physical resistance, because my already tanky army just blasted into the stratosphere of tankiness with that buff and the missile weakening plagues just don't do enough to really matter, you'll still get shot to kingdom come anyway.
Missile resistance across the board (I can imagine this being a pretty small number like 10%)
Fix up some of the plagues (I hate bee lining one recipe)
Find some kinda anti-large (I didn't have to much of a problem with this, just didn't run into much large and when I did I could surround them with my nurgling tide)
Does most of this still hold true? Thinking of buying the game soon so curious if the weaker chaos factions got buffed with the chaos DLC?
All the Chaos factions have changed *substantially* with the Champions of Chaos DLC. They all received a massive swath of units that give them significantly more options. The other factions haven't had large changes (a few units from Regiments of Renown, which also applies to the Chaos factions), though most of this only matters in multiplayer.
What i want to see on Nurgle is debuffs. Nurgle should be the debuff-faction. I wanna see nurgle reduce speed of enemy skirmishers, i want them to reduce armour of foes i want them to severly increase reload times of enemy missiles and/or deplete ammunition. Nurgle should be able to do all that just lorewise but thats also exactly the tools the army would need to come up eye-to-eye with the others and, at the same time remain quite unique.
Nurgle was designed terrible on purpose so CA could sell us the solution later.
Tzeentch is definitely the strongest with Changing of the Ways and Kairos having infinite magic. Plus barrier, missile attacks, and some of the best spells. Khorne was also really easy and OP and did a bit too well in autoresolve. I also found Nurgle to be the weakest and most grueling to play since they were so slow, and they melted to missiles. Slaanesh can be really good if you know how to micro and kite. I found them to be my 2nd favorite after Tzeentch, but I didn't really bother with chariots. I just ran exalted daemonettes, fiends, and keepers. They were super good against everything except Cathay.
Nurgle feels like the Simpsons meme, where Homer wins boxing matchings but letting the other fighter tire themselves out by punching his face for 8 rounds. Except, nurgle doesn't win. He just gets punched.
8:45 I see what you did there.
My only complaint with warhammer 3 is the missile logic during town/keep sieges. I could NEVER get my pink horrors or flamers to fire over the heads of my troops, they always had to be directly in the line of fire with the enemy.
Would love to see an update video for the current state of the game, so much has changed since this video!
From just a campaign standpoint Cathay was my favorit... a hard start but as soon you can secure the wall recuit sentinals and the big balloons I absolutly destroyed every army... even on the highest difficulty my army with 10 sentnals and 9 balloons conquered the whole world
for a Nurgle I would also at them pasive magic dmg as some units already have and debuffs so everything close to nurgle units got sick
You can reshape unit into more dense square instead of rectangular. Btw Cathay legendary lord is the only lord which can pull out one man army.
I love the theme and the feel of Nurgle but god damn they are so frustrating to play. The lack of any answers to large units is a real problem for this faction. Coupled with how dreadfully slow they are they just get eaten alive by missile attacks. Thematically Nurgle is my favorite faction, they just feel so horrible to play.
Nurgle was the main reason I was looking forward to this game. It's going to take some major unit revisions and possibly some Chaos Dwarfs before I plop down cash.
About nurgle getting missile resistance: Would make sense. A bit like Wild Orcs having Ward Saves, right?
What the hell is wrong with Warhammer engine and that damn unit collision? I miss decisive battle winning cavalry charges, someone already pointed it out at 8:26. few models make impact, rest of the unit just stops in it tracks
Man, I just want IE, can't wait to test my beloved Ikit Claw muniguns against the ogres with larger models and low armor...
For nugle their decayed skin should be absorbing some arrows as a resistance xD
I swear to God if they released nurgle in a piss poor state just so they can make us pay for dlc to fix them ima explode
Bad news, my dude.
I've found Cathay pretty good in 1v1 land battles. I think I'm undefeated with one particular build, though I've not tried any tournaments (and there's plenty of noobs running around at the moment padding my stats). Peasant spears work pretty well against ogres (even pre-nerf gorgers). It's all about using your missile units intelligently.