Be sure to check out the awesome map by Ravenian here! - steamcommunity.com/sharedfiles/filedetails/?id=1197405271&searchtext=marienburg steamcommunity.com/sharedfiles/filedetails/?id=1149625355&searchtext=sfo+grimhammer
I think pit of shades can be cast on there because it is stationary. That might be the reason because it could mess with the pathfinding of these vortexes.
I think I know why the pit of shades can be cast on a wall. It is classified as a vortex, but it doesn't move. I bet the reason other vortex spells can't be cast on the wall is because, to my recollection, don't most of them move? I'm betting there's an issue with getting the spells to smoothly transition on and off walls so they just made it so they couldn't run into the issue in the first place. Pit of shades is more than likely a bombardment spell with the effects of a vortex added on. Hence like other bombardment spells it can function on a wall while anything like wind spells and vortexes that require the vfx to move can't be.
@@Grounders10 pretty sure that's not it seeing as there are many spells without ''travel paths'' that don't move and still can't be cast on wall (most area debuffs for example)
"The High Elves are going to fight hard for it, because a whole quarter of the city is devoted to their trading district." High Elves: Hello. We like money. Imperial Command: What inspired you to aid us in this siege? High Elves: Money.
I wish I could fast forward to like 3 yrs from now when all the Warhammer games are out and the community has had plenty of time to make awesome mods and polish it up. Uniforms, formations, and custom maps just make things so much better
These epic sieges/battles you do are probably the best warhammer content on TH-cam right now. Well thought through, well balanced, exciting and very good commentary. Keep it up Indy
What would be awesome would be something else like that Altdorf siege you did with Volkmar,Franz and Gelt against Chaos and beastmen my favourite video of yours btw.
I hope to see another battle for Marienburg in WH 3 with true Nurgle forces against Marienburg state troopers and mercenaries, and, of course, some Munvard's undead dudes ^^ Amazing work as usual, hope to see more cool sieges in future .
@@milkandcookiesTW Hi Indy, I'm pretty sure it's set on large, I can tell by the unit cards. This has been the case for all your previous videos too including the Tiktaq'to campaign. The host determines unit sizes through their options menu. The easiest way to tell is your artillery pieces, for empire is always 4 on ultra and you have 3 here. I know SFO is balanced around ultra so that's why I was giving you the heads up.
Mobile vortices can't be cast on walls because them randomly moving off the wall could get reallly wonky, while Pit of Shades will remain stationary, and won't have that issue. At least that's my guess.
Great video!!! What an epic Defense. Regarding to the vortex spells: I assume that burning head is not allowed to be cast on walls because it moves. (like a few other ones as well). So they would basically "fall" from the walls and CA apparently doesn't want this to work out somehow. That is only my guess tho.
Thank you Indy for saying *''FABIO THE FABULOUS''* (or 'the fapulous' to gay men) instead of just *Sigvald 'the Hottie'* I commented on this being his true origin months ago on another of your video on Sigvald. *So good to see that his original inspiration is getting a name check!* As someone who remembers the 80's he was the male version of *Farah Fawcett* back in the day. It just cracks me up to see this as well as the great *Bob Ross* Revival!! Yes I'm getting old! (Check out 'Bob Ross vs Pablo Picasso' in 'Epic Rap Battles', Hilarious!)
Chaos and VC should start fighting mid way when Sigvald puts the moves on Isabella and Vlad pops up and proceds to layeth the smacketh down on the little fop.
This confuses me so much , I want the empire to beat the vampires but I also really want to see those high elves get destroyed by chaos , is it possible to want a team to half win?
you pretty much got your wish. I think I defeated like two units of swordsmen and a few halberdiers before my entire army was wiped, and the slapping the elves got speaks for itself.
12:39 state trooper watched too many walking dead plays and cuts off the head of a zombie for a quick kill. To his surprise, corpse is still coming after him.
Hey Indy, I would like to see a siege of Altdorf with the Empire and Vampire Counts defending against Chaos Nurgle with Beastmen....Would make a amazing siege from the End Times...
NOT trying to be pedantic, but a "mortal wound" is one which will inevitably lead to death, I'd say poor Karl was grievously wounded....but can carry on.
As I'm always rooting for defenders it's painful to see they hardly ever get any benefits from the walls. But for this map I expected the bridge chokepoints could have been used to devastating advantage and it would be an easy win. While I like a fluffy scenario and don't always like cheesy tactics (like you need in competitive 40k warhammer), I kinda would like to see defenders pull out everything they got and obliterate an army way bigger. I even think sieges in the game should be designed so defense can almost handle a force twice the size. This may make campaigs a bit harder and slower. I think this map is a good step in that direction. It not only looks gorgeous but it's the best defensible one I've seen yet. What I expected were ruthless cheapskate chokepoint cheese tactics. Only sacrifice some troops on the walls (flatulents 😉), maybe one decent troop each gate that hacks some damage (exhausted bonus after all) but mostly to let the artillery doing what they did here. Any unit sacrificed should kill at least double it's value in points or don't put it there. Seaguard is too good to fight on the walls, have them stand behind the wall and like any ranged unit, if it dies before its ammo is out you did something wrong. They are perfect to withdraw to the outer end of the bridge protecting artillery and true missile units placed on it. Once any of those is out of ammo it can help create a buffer so the zone between the bridge and gate become the new deathpit once the walls fall. The true missile units with ammo left can move back, pick the best matched infantry to create a new line on the bridge (mixed with flatulents if you need a quick stopgap). Each missile unit in the backline could be paired with a seaguard unit. You can have tons of these and when a seaguard near the front is out of ammo you can pull them back and swap them for fresh seaguard unit. Seaguard can help defend against spawns and even later in the game enemy cav should be totally worthless with just chokepoints and always something that can catch a charge. This way nothing is left vulnerable and you don't need as much cavalry. You need air dominance and lots of magic. Here you also keep reserves of various type of infantry. But not too far back as these troops are like a palet to draw from. Even with tiered defense you need something of everything behind either one of those bridges, you just rotate what you use! Depending on whats most dangerous in the tarpit pick the right type of infantry and missile unit (armor piercing, magic, anti-large, anti-infantry, long range, splash damage). The only reason you don't use all at once is to prevent blobs catching enemy magic. Rotating units means you can use heals to maximum effect. Some units close behind the choke points (flagellants, seaguard, swordsmasters) are like a failsafe behind a mix of more tanky and more damage dealing infantry. There will be spells wiping out both sides all the time, so best have cheap effective units in front. The two big tarpits just move back slowly. Each move from the wall to the gate, next to the area between the bridge and gate. Then you set up a defense line behind the bridge and massacre most of the army thrown at it. If the bridge is about to fall you can set up on the second bridge, with sacrificial troops on the side like sliding doors. Once your valuable troops pass through (to be healed up and set to defend the inner part of the second bridge) you close the door. But now you'll now have a mishmash left for the last stand. Not as effective as the previous tarpit, but once again you can force the enemy to blob up. All this time you can use you flyers (heroes, flying cav and dragons) very effectively and dictate where the battle takes place and maybe hunt enemy flyers if outside of missile range. I think this is called a goon squad? I'd recommend to try this several times, tweaking every time and increasing the attacking numbers slightly if defenders win. Then swap roles and see who is the best defender!
I think its still doable depending on the wizard of the winds are still good he can probably wreck those blobs and some very important charges from the flyers. I mean I already witnessed god's miracle of a steam tank gelt and a wizard take on a undead invasion. Nothing is impossible
Where can imsee your specs? God your game loks and runs beautiful, i have a 1080 but cant have that much units in those settings and have the frames you get
Be sure to check out the awesome map by Ravenian here! - steamcommunity.com/sharedfiles/filedetails/?id=1197405271&searchtext=marienburg
steamcommunity.com/sharedfiles/filedetails/?id=1149625355&searchtext=sfo+grimhammer
I think pit of shades can be cast on there because it is stationary. That might be the reason because it could mess with the pathfinding of these vortexes.
oooh it's O B 1
I think I know why the pit of shades can be cast on a wall. It is classified as a vortex, but it doesn't move. I bet the reason other vortex spells can't be cast on the wall is because, to my recollection, don't most of them move? I'm betting there's an issue with getting the spells to smoothly transition on and off walls so they just made it so they couldn't run into the issue in the first place. Pit of shades is more than likely a bombardment spell with the effects of a vortex added on. Hence like other bombardment spells it can function on a wall while anything like wind spells and vortexes that require the vfx to move can't be.
@@Grounders10 pretty sure that's not it seeing as there are many spells without ''travel paths'' that don't move and still can't be cast on wall (most area debuffs for example)
"The High Elves are going to fight hard for it, because a whole quarter of the city is devoted to their trading district."
High Elves: Hello. We like money.
Imperial Command: What inspired you to aid us in this siege?
High Elves: Money.
Bold and Brash I praise My Lord SpongeBob may our Emperor live on in Bikini Bottom
😂😂😂😂
Oh God I love these long-ass siege battles thank you Indy. And that Dr. Disrespect Lil meme in the beginning there hahahaha
:)
23:20 The sword master of Slaanesh misses his target by 5 feet and stabs his own dude.
Lmao
He wasn't admiring sigvald enough.
LOL i missed that on first watch... he mustv caught that guy slacking off or something.
the guy came probably
"Sigvald taking to pound town. Just like he likes it" Lmao
Please keep up with steel faith it’s my favorite and I can’t get enough !
I wish I could fast forward to like 3 yrs from now when all the Warhammer games are out and the community has had plenty of time to make awesome mods and polish it up. Uniforms, formations, and custom maps just make things so much better
Howdy howdy from 2023.
These epic sieges/battles you do are probably the best warhammer content on TH-cam right now. Well thought through, well balanced, exciting and very good commentary. Keep it up Indy
thank you mate will do :)
Your ally really let you down dude. His dragon was just floating there for half the game.
yea the elves did that super poorly i mean their sisters of avelorn got 0 kills... and their sea guards barely used their ammo and much more
That medieval II music...love it!
What would be awesome would be something else like that Altdorf siege you did with Volkmar,Franz and Gelt against Chaos and beastmen my favourite video of yours btw.
That video is awesome!
Where is Throgg when you need him
There's a healing cap submod specifically for sfo. honestly its worth having due to the massively inflated hp pools of single entities
This made me think of your epic call of warhammer sieges before warhammer total war came out, awesome period
Last alliance of Elves and Men and they f..ing lose? Against puny sigvald? Duuuude... HERESY!
Cool seeing you feature SFO though!
We need more SFO and we need more custom maps on this channel :D
YES ANOTHER LONG ONE!
Edit: Holy Cow! 3 years ago! I have been watching this channel for a long while! Feels odd! 🤣🍿
I actually cant believe Tyrion lost, and lost badly in a fight with Sigvald! Great cast, love your SFO stuff, really great!
That flame storm was sick indy
That was such an awesome game! Siege battles are so entertaining to watch, especially on a map that huge.
Heresy! Isabella gave her un-life to try and stop chaos invasion. She will never join forces with chaos!
Pit of Shades: "gonna feel that in the morning for sure" - fantastic turn of phrase :-)
I hope to see another battle for Marienburg in WH 3 with true Nurgle forces against Marienburg state troopers and mercenaries, and, of course, some Munvard's undead dudes ^^
Amazing work as usual, hope to see more cool sieges in future .
Keep up the good work! Always on point
will do mate!
Hey mom! Look i am famous!
The lack of breath attacks on blobs is disturbing.
Gamer of Slaanesh is touching himself over this battle!
I know I was ;3 while watching
Awesome, this is just what I needed! Please consider going for ultra unit sizes for the next one!
it was on ultra, thats what SFO is balanced around. elites just typically have smaller unit sizes while fodder has bigger unit sizes than vanilla
@@milkandcookiesTW Hi Indy, I'm pretty sure it's set on large, I can tell by the unit cards. This has been the case for all your previous videos too including the Tiktaq'to campaign. The host determines unit sizes through their options menu. The easiest way to tell is your artillery pieces, for empire is always 4 on ultra and you have 3 here. I know SFO is balanced around ultra so that's why I was giving you the heads up.
Damn when these things happens I'm always flexing on them elves with my Meme Tanks.
My glorious overlord their loss only happened because of their lack of faith to steamar and our glorious tanks
moar, moar, moar!!
but first of all: thanks indy, those long siege battles are just super epic.
These siege videos are like little movies. So epic! Please keep them coming Indy :)
Damn, tht sun dragon was... Useful :)
damn ive missed these good old warhammer long sieges so much you should do more
One of the greatest vids I’ve seen in a while
words can't describe how much i love an epic siege
These maps look amazing.
The Nuln Ironsides getting wrecked without them being able to shoot much makes me sad. =(
i was sad too :(
Woohoo thanks Indy!
yeahhh buddyyyy
+1 for the Dr Disrespect cameo
Long siege battles are the best
Mobile vortices can't be cast on walls because them randomly moving off the wall could get reallly wonky, while Pit of Shades will remain stationary, and won't have that issue.
At least that's my guess.
MVP to that bright wizard.
More of these please, I adore steel faith, it's literally the only thing I donate to with patreon.
I love to see it succeed.
it was bloody awesome please more
14:28
Im not sure if you meant it that way but I see what you did there.
Slaanesh with heels is scary.
oh god... I was hoping you wouldn't upload this. Definitely not my proudest match.
looking at my poor bessy the zombie dragon with no kills... I am a terrible parent.
@@alyssinclair8598 Karl-o is a terf so he killed Bessy feelsbadman.
you can generaly cast stationary vortexes like pit of shades on walls, but not vortexes that move, like purple sun
Günther, ein Ritter des heiligen römischen Reiches i think its cause the pathfinding for spells bounce off walls
Thank you, now I am going to be late for work!
Please more siege battles! Also siege maps that have extra towers that aren't on the walls are great
Most oblivious sun dragon ever. Maybe he has -10 awareness in the rain...
28:08 I'm... really surprised that Karl and the Wal-Mart dragon weren't hurt by that.
Nice use of the Rome 2 ost. People like to dump on it, but it had quite a few really epic tracks.
Damn sieges have so much potential in Warhammer, really hope they try to improve them in WH3
Sadly it looks unlikely, but you never know
Around 13:00 some zombies get their heads shot off, but they still live!
I'd like to play with you some time! SFO is stunning and I thank you to made me know it
Holy Sigmar bless this ravaged city.
Totally heard "slaanesh with heals is a pretty scary thought" as "slaanesh with heels"...
Now that maps a siege
great replay and commentary, please do more SFO seige videos.
Tyrion : " Erase this title ! It has a vibe that has been overused ! "
M&C : " No. One meme to rule them all... "
Great video!!! What an epic Defense.
Regarding to the vortex spells: I assume that burning head is not allowed to be cast on walls because it moves. (like a few other ones as well).
So they would basically "fall" from the walls and CA apparently doesn't want this to work out somehow.
That is only my guess tho.
Lmao INDIE I literally just got finished a DR DISRESPECT video, love your intros fam, keep up your great content!
thank you mate will do!
Thank you Indy for saying *''FABIO THE FABULOUS''* (or 'the fapulous' to gay men) instead of just *Sigvald 'the Hottie'* I commented on this being his true origin months ago on another of your video on Sigvald. *So good to see that his original inspiration is getting a name check!* As someone who remembers the 80's he was the male version of *Farah Fawcett* back in the day. It just cracks me up to see this as well as the great *Bob Ross* Revival!! Yes I'm getting old! (Check out 'Bob Ross vs Pablo Picasso' in 'Epic Rap Battles', Hilarious!)
General kenobi!
you are a bold one!
milkandcookiesTW Total War: Clone Wars when?
Yo....this is absolutely glorious. I want to inject this directly into my VEINS
:D
Chaos and VC should start fighting mid way when Sigvald puts the moves on Isabella and Vlad pops up and proceds to layeth the smacketh down on the little fop.
This is beautiful....
This is such an underrated siege battle, great work, Indy.
Little let down with the outcome. BUT! awesome battle! Awesome cinematics! You've done it again Indy! Can't beat milkandcookiesTW
Yes more sieges!
I'd like to play multiplayer for SFO but I just don't know what mods everyone uses so I'm always locked out bc I our mods don't match.
Join the community on discord. Otherwise you won't be able to play
I wonder when SFO will get around to add something cool to races that isnt just Chaos or Empire, the bias is just crazy.
Where are all the cool dwarf toys
have you played the mod? every race has units and mechanics that dont exist in vanilla
In your opinion, which faction is the most fun/the best in SFO Grimhammer? Want to play a campaign and idk which faction to go with
dr.disrepsect. you got my thumbs up for originality
How can you join a battle like that?
That would be super cool
This confuses me so much , I want the empire to beat the vampires but I also really want to see those high elves get destroyed by chaos , is it possible to want a team to half win?
you pretty much got your wish. I think I defeated like two units of swordsmen and a few halberdiers before my entire army was wiped, and the slapping the elves got speaks for itself.
12:39 state trooper watched too many walking dead plays and cuts off the head of a zombie for a quick kill. To his surprise, corpse is still coming after him.
Repeater Rifle YA-YA-YA-YA-YA.
you know the vampires counts remind me of yuan shoa steam rolls everything
Hey Indy, I would like to see a siege of Altdorf with the Empire and Vampire Counts defending against Chaos Nurgle with Beastmen....Would make a amazing siege from the End Times...
unfortunately the custom Altdorf map from warhammer 1 wasnt ported to warhammer 2 and there are no other Altdorf maps on the workshop :(
@@milkandcookiesTW :( Can you talk to the moders about creating a map for 2??
As per usual, the High Elves did nothing and died.
The Dude's dice do not abide...
14:21 The "Zell of Change?"
zealots of change
Where can i find this big Maps in my tw?
Wonder what the law could possibly be for this scenario?
Vampires?Nothing that a sunlight kung-fu can`t deal with
I am officially addicted to your batreps. Btw is music around 15:30 from Rome TW? :D :D
Nice
NOT trying to be pedantic, but a "mortal wound" is one which will inevitably lead to death, I'd say poor Karl was grievously wounded....but can carry on.
As I'm always rooting for defenders it's painful to see they hardly ever get any benefits from the walls. But for this map I expected the bridge chokepoints could have been used to devastating advantage and it would be an easy win.
While I like a fluffy scenario and don't always like cheesy tactics (like you need in competitive 40k warhammer), I kinda would like to see defenders pull out everything they got and obliterate an army way bigger. I even think sieges in the game should be designed so defense can almost handle a force twice the size. This may make campaigs a bit harder and slower. I think this map is a good step in that direction. It not only looks gorgeous but it's the best defensible one I've seen yet.
What I expected were ruthless cheapskate chokepoint cheese tactics. Only sacrifice some troops on the walls (flatulents 😉), maybe one decent troop each gate that hacks some damage (exhausted bonus after all) but mostly to let the artillery doing what they did here. Any unit sacrificed should kill at least double it's value in points or don't put it there.
Seaguard is too good to fight on the walls, have them stand behind the wall and like any ranged unit, if it dies before its ammo is out you did something wrong. They are perfect to withdraw to the outer end of the bridge protecting artillery and true missile units placed on it. Once any of those is out of ammo it can help create a buffer so the zone between the bridge and gate become the new deathpit once the walls fall.
The true missile units with ammo left can move back, pick the best matched infantry to create a new line on the bridge (mixed with flatulents if you need a quick stopgap). Each missile unit in the backline could be paired with a seaguard unit. You can have tons of these and when a seaguard near the front is out of ammo you can pull them back and swap them for fresh seaguard unit. Seaguard can help defend against spawns and even later in the game enemy cav should be totally worthless with just chokepoints and always something that can catch a charge. This way nothing is left vulnerable and you don't need as much cavalry. You need air dominance and lots of magic. Here you also keep reserves of various type of infantry.
But not too far back as these troops are like a palet to draw from. Even with tiered defense you need something of everything behind either one of those bridges, you just rotate what you use! Depending on whats most dangerous in the tarpit pick the right type of infantry and missile unit (armor piercing, magic, anti-large, anti-infantry, long range, splash damage). The only reason you don't use all at once is to prevent blobs catching enemy magic.
Rotating units means you can use heals to maximum effect. Some units close behind the choke points (flagellants, seaguard, swordsmasters) are like a failsafe behind a mix of more tanky and more damage dealing infantry. There will be spells wiping out both sides all the time, so best have cheap effective units in front.
The two big tarpits just move back slowly. Each move from the wall to the gate, next to the area between the bridge and gate. Then you set up a defense line behind the bridge and massacre most of the army thrown at it.
If the bridge is about to fall you can set up on the second bridge, with sacrificial troops on the side like sliding doors. Once your valuable troops pass through (to be healed up and set to defend the inner part of the second bridge) you close the door. But now you'll now have a mishmash left for the last stand. Not as effective as the previous tarpit, but once again you can force the enemy to blob up.
All this time you can use you flyers (heroes, flying cav and dragons) very effectively and dictate where the battle takes place and maybe hunt enemy flyers if outside of missile range. I think this is called a goon squad?
I'd recommend to try this several times, tweaking every time and increasing the attacking numbers slightly if defenders win. Then swap roles and see who is the best defender!
heal spells in sfo dont work with blobs, they are now limited in how many units acutally are affected by them, i think its 4 or 5 units
that was a change made by CA themselves, but yeah they capped the amount of units that can be healed by Invocation of nehek and Earthblood
@@milkandcookiesTW oh yeah, thats right, ca did that one
"Pleasure Canon."
I think its still doable depending on the wizard of the winds are still good he can probably wreck those blobs and some very important charges from the flyers. I mean I already witnessed god's miracle of a steam tank gelt and a wizard take on a undead invasion. Nothing is impossible
That Dr Disrespect joke didn’t age well
best video of 2019 so far. Ending worst than GoT.
lol
I would have liked to see the end played out.
me too ;P
I felt like there were not enough units on the battlefield. Perhaps add 2 more players. Then you can have some real layered defense.
Too bad the sun dragon spent so much time hanging around in the sky doing nothing, a breath attack on that huge undead blob might have been nice.
You can hear the 2x ragequitting
Where can imsee your specs? God your game loks and runs beautiful, i have a 1080 but cant have that much units in those settings and have the frames you get
Playing SFO as Empire and omg how much the Wood Elves destroy me. Lost 2000 troops compared to 200 against them.