Th knights have a unique role in the Empire roster: The other units are pretty much all shock or skirmish cavalry. This is melee cavalry which can actually survive in prolonged combat.
If you have the chapter house of the knights on tier 4 they get a great buff. A skill that prevents that models die until you are beneath 50% of there health pool. Combine that with the fact they are heavy melee cavalry build for direct combat. You could combine them with shock cavalry to soften up the fronline first, then throw the black rose knights in to bind them in combat while you use your shock cavalry for attacking there back for an hammer and anvil strategy.
@@DarkFenix2k5 Agreed. Giving it a Talisman of Preservation is going to make it a significantly more dangerous unit, and there's a bunch of other items and ancillaries that will make it a scary thing to deal with
Note that in campaign if you get the landmark building for knights of the black rose, they get a pretty significant buff by being unkillable untill total unit health is below 50 %.
Ive seen other folks talk about the Knghts and I think theyve filled the role other point to which is dedicated melee cav, the type that you charge into weaker infantry and keep them there for a bit to help hold the line, rather than shock/charging cav that the empire already has a fair amount of
thats crazy though, most of all battles are fought on land anyways, and that would be such an insane overhaul, it would require and entire different dedicated team, and you have to remember that this is the last installment in the trilogy, the best thing they can do now is improve the game, (which we know already needs a lot of it) but the game itself is still great and the naval battles like many people have been saying for years is not necessary.
This! The reason why they perform nearly equal to just one gun in the tank is their narrow bullet-spread... with only a handful of models in the killzone per salvo, the regular hellblaster is giving up their numbers advantage...
My Take on the knights of morr is that They're really good for either messing with infantry charges or just trying up your opponents backline/flanks for a really, really long time owing to the fact that they have a huge defense rating combined with immune to psychology, which gives them a really useful niche in an army who'se melee options are generally craptacular.
In regards to the Knights of Morr that you brought up, they’re technically already in game as elector troops. And while I would love for them to be changed to a proper unit, I wouldn’t want it to take up a spot for something actually new in a paid dlc. Just like as much as I want Toddy to be upgraded to a proper starting LL I will never pay for him if they try to get us to.
I kinda want an eventual faith-focused DLC to just change the various knightly orders into a troop unlocked by T4-5 of their signature settlement. Knights of Morr don't feel right as a Sylvania unlock.
Toddy would probably be Free LC maybe Kurt Helborg and Ludwig Schwartzhelm would be the last Empire DLC with Imperial Knights like the Knights Panther and Knights of the White wolf making an appearance, perhaps even the Imperial foot
9:09 I tested the Helblaster Volley Guns in the past and one thing i did see was that they often focus the same models. Which means 1 Gun is attacking a unit model and shortly later another gun is shooting at the same model, which most of the time misses because the model is already dead because of the first gun. I guess that is why the Steam Tank version isn't far behind damage wise. They also do that in your Video.
Hopefully steal faith overhaul mod keeps both variants of Nuln ironsides. Because it would be cool to have the dlc version as tier 3 and have the repeaters rifles as a tier 4 or 5 unit.
Suggestion to fix the Empire General: Give them mutually exclusive Order Membership options: Panther, Blazing Sun, Reiksguard, Morr, etc. These can provide a character buff AND a thematic buff to Empire Knights where appropriate.
The Nuln Ironsides being a smaller unit with a similar fire rate can be useful when it comes to getting them the clear lines of fire needed for gunpowder units. And the Hochland Long Rifles have one major advantage... they start with stalk and snipe, so they can and will be able to shoot from a long way off without being detected, which will straight up win them a lot of engagements with other missile troops, and will allow for some really nasty ambushes or flanking manoeuvres against enemy forces
Hey guys, i just wanted to say that im so proud and happy for the team at The Great Book of Grudges, I loved warhammer growing up and when i came across lore videos it was hard to find them, and if you did then people kind of just talked through it, but instead The Great Book of Grudges team actually takes the time to explain everything, they narrate with passion, and ive been following your content for years and i remember saying you guys were gonna blow up and in a few short years you guys did and i just wanna say thank you, you guy deserve it and most of all i love the way you this team portrays the lore with so much passion, and detail. its amazing.
One thing I will say that puts the landship a bit above the Steam tank, the landship's ammo only counts for the forward facing cannons, the repeater gunners have unlimited ammo, just as the Steam tank's turret has unlimited ammo. So once the Steam tank exhausts it's ammo, the landship is able to continue doing more damaged, as the main cannons on it are really there as an anti-large option.
9:15 Since Patch 4.1 Artillery will pretty much just focus fire the same Model in a unit, you can see it here pretty clearly, the Hellblasters are massively overkilling a couple zombies at a time.
"The Landship is tier 4, I was expecting it to be tier 5 like the Steam Tank" The literal lore reason for the landship's existence is that it's easier to manufacture than a Steam Tank
Im pretty excited for ironsides just being better gunners and having the long rifles. I still wish empire had a solid front line but we can't have it all
They will buff the witch hunter in the 5.0 patch with the grim resolve passive in melee which gives immunity to psychology to allied units around him in a 50 m radius so they have turned him into a pseudo grail relic and with accusation as well he will be great anywhere in the Empire's formation.
Honestly I really appreciate the more lopsided, specialized factions more than the ones that have something for every possible role these days. Gives their playstyle a lot more character in my experience. If every faction could do everything they'd risk blurring together to an extent.
personally the one unit i really wish we had gotten was black guard of morr but they are already added to the game very well by mods and the other units/heroes/lords are quite nice, the empire desperately needed ironsides and long rifles as well as the engineers they are known for with the gunpowder roster. this update to the empire pleases me.
Knight of Morr are in the game since TWW2 "the hunter and the beast" august 2019 dlc as one of elector-count troops. Maybe knights black rose were chosen just to not overlap with existing knights of Morr.
I never played the tabletop version, but the knights of the rose look sick! Think about in medieval time a unit like that is your enemy! I would run just because of their Armor!
12 types of steam tanks?!?! Dang, that is a nice amount of variety. This makes me think that out of all the factions we have seen so far that the Empire is the one with the most potential new units that can be added to its unit roster.
Black rose are awesome. They have a lot of staying power. So you could make an entire front line of Black Rose instead of halberdiers or greatswords. Then use shock cav for hammer and anvil.
I was about to comment that the ironsides would burn through ammo faster than handgunners, and that was their downside, but no, they have almost 50% more ammo to compensate. They really are just a straight up upgrade. I...I'm not sure how feel about that honestly. I like having direct fire unit that can be a frontline, like the infernal guard with fireglaives, but the blunderbusses had their own advantages to compensate, notably their batshit insane damage output.
They have 60 models so their damage output is actually worse. They are a more expensive downgrade for 40 armor. Reload speed has a hard cap due to animations and can be increased through chevrons, so at highest tier for both units, handgunners outdamage them
Yeah, poor Marcus himself feels *okay* to me as a LL, but most of the innovations and new stuff that came out with him kinda flopped and his campaign feels unsupported to me. Then again, being completely surrounded by horrifying enemies with nothing but gunpowder and the courage of men to see you through is the most Empire thing imaginable.
@@raynightshade8317 there can only be one apex predator in the jungle, and Markus is their top contender lol. Jokes aside yeah having played his campaign religiously since that dlc launched, it's becoming crazier and crazier in Lustria. And I love it
Different steam tanks could be implemented as upgrades to regular steam tanks. Like, when they get to a certain rank you could choose which variant it evolves too. Would be cool.
Would actually say, though that the biggest threat to a steam tank would be a metal wizard with plague of rust to lower its armor and final transmutation does a lot of damage to it
The Landship is for me a must have. I'll try to get the right combination, so I can build up Rifles only Armies with canons, rifles and this Nice Landship, to Gund an ram the enemy down! The only melee will be the black rose Cavalary that will flank and protect missions.
@TheGreatBookofGrudges Now I've heard you mention it a couple of times in your latest videos and just want to point out that we already have the Knights of Morr as Elector Count State Troops. Also as far as I can tell from pictures I've seen, Elspeth has an increased access to them (unlocks recruitment and mercenary replenishment) through the Temple of Morr building in the Gardens of Morr mechanic. Just thought I'd let you know :)
Just remember this game has alot of hidden stats for units. Long rifles might not quite seem as good as the other snipers, but they might have better accuracy/calibration which is very powerful. Also, i dont think you can compare the volley tank and hel blaster volley guns, they both fill a completely different roll and from what ive seen, helblasters dish out way more damage as they should, being a differnt unit with a single purpose.
Empire does have a cav lord, surprisingly it`s Volkmar, he gives wayfarer to knights and new cav changes make cav benefit big time from any speed buffs
I have a feeling the religious part of the empire will come with its final DLC when they bring Boris tod bringer and midland to the fore front (Then we will get chapter master, celestial hurricane, and upgraded warrior priests)
@@delta9915 Not just the hunters. Cult of Taal would probably be a more monstrous side to the Empire. Bears, Griffons, Great Stags. The main other Monstrous unit that would be with the Empire would be the Children of Ulric. Probably would wind up being reskinned skinwolves.
When I saw Master Engineers I was wondering if they were getting the "Druzhina Affect" that Kislev got in SoC where there's not 0 point in getting a Boyar (Or empire general in this case) with the addition of a Druzhina (and master engineers), atleast the huntsman generals still have use early in the game when it's really efficient to just build archer stacks and arch lectors are actually pretty good especially for Volkmar, but empire generals just got power crept and no longer have a place.
You wont skip handgunners because handgunners are unlocked in the tier 2 building chain and ironsides are tier 3. You'll be relying on handgunners until you can get a settlement to tier 3.
Frankly I’m glad The Empire doesn’t have a magical generic lord. It makes it feel like magic isn’t a wholly respectable and trusted aspect of The Empire- which it isn’t- and it makes Gelt and Elspeth that much more special. The Empire General and Huntsman General definitely need a buff, though.
Exactly. Empire are not elves or lisardmen. Magic is still kinda historically new to them, so there's a lot of untrust and superstitions about the mages. Having a battle wizard or few in an army? - Sure, as long as there's witch hunter close by. Having a mage leading an entire army? - Unless they're an exceptional figure with a lot of personal power and influence the answer is no, cause they're just won't be trusted.
Apparently the Empire General is going to have his own skill line after this update so we will see how much of a buff they got. Huntsman generals stay an early game/militia stack general though, sadly
The land ship is great for shoot and scoot by using the full speed ability. Just ram straight into the guys normally and before they can surround you and you get to stuck in you hit the gas and get out of there. By the way how is the Amethyst version by comparison?
Okay but unlike the other sniper units the long rifles have Snipe don't they? Which means that if they are hiding they won't reveal themselves when shooting which is probably something to mention
I already use 4 units of Handgunners as my main battle line protecting my artillery, with just a couple of units of melee infantry to guard their flanks and some cavalry to rear charge any enemy that survives to make contact. Nuln Ironsides will *definitely* be the new standard core unit for basically all my Empire armies going forwards, so the real question for me would be how they compare to Gunderman's Surefires with Karl Franz's new state troop-buffing trait? Putting Surefires on the line isn't their intended use, I know, but they do that job well thanks to their Decent Melee Combatant status. 🤔
I wish they would have kept the repeaters. that test against zombies was barely better and making another unit useless isnt fun where a repeater would have opened up a different role
God, the Landship is so much fun! Turn the acceleration on and just charge it around at random. The AI does everything it can to run its units out of the way, and then I come around the sides with my cav and catch them mid- movement and it's just over 😂
I might be alone on this but I really hate when they pump out a virtual 1 for 1 of an existing unit in a factions roster like the ironsides and its just a "pay us to have better stats" deal. Same idiot thing they did with Akshina \ Streltsky at SOC launch.
As i've already stated in another video : knights of morr are already in game. The knights of the sacred scythe are the ones you're talking about when thinking "cool missing knightly order"
I will never understand why they replaced the Ironsides repeater rifles for normal rifles, they’re just hand gunners now not much left that separates them
I woulnd't call ironsides heavily armored, thats very medium at best. 60 is not a whole lot, dwarf quarrelers have more, cathay jade warrior crossbows etc. i'd call that high, 60 is very middle of the road.
I think it should be said that in campaign, the Nuln settlement that Elspeth starts in has a landmark which gives the Knights of the Black Rose immunity to death until the whole unit is under 50% hp. Which is I think the only real use-case for them.
i wouldnt say it's the only use-case. they are the only cav that empire has that can really sit in melee to deal with infantry without need of cycle charging and given empire cav has a habit of getting stuck in crowds preventing cycle charging anyway these guys are gonna be the better option. of course you' eventually have demigryphs but those take longer to recruit and arent always necessary.
Not gonna lie, I was hoping the longrifles would have came with Stalk at least. I mean it's fine it's just they're gonna get picked apart by artillery and Crane/Jezzails before getting into range.
Empire Generals are still superb duelists once they get their big bird and can deal with enemy lords and heroes very easily, especially those small single entities that guns tend to have trouble with if they're mixed in the melee. Arch Lectors and Huntsmen Generals are kind of lacking a niche though... Huntsmen Generals at least make for good leaders of crap stacks.
Maybe there is something wrong with me but the land ship just looks goofy to me and I really don't like it, but I am glad they added it since many people seem to like it.
GreatBookofGrudges. I'm having a hell of a time deciding which faction to try first. I"ve not played either of these Order factions in WH3. I tried them in WH2 and was boooored. Help me decide which to try first.
Can you do a video on what units have changes? I know a few have been changed but a lot of these videos just assume you already know what all the changes are.
i dont like the fact that there is no point in taking handgunners now, they should have different stats and positions, to make them be better in certian situations
eh, it's the same to archers and crossbows. Sometimes some units are just upgrades, but I do feel there should be one more building tier in the middle though
@@draconomega well crossbows should also be armor percing if u ask me, several mods use them as that, while bows are high dmg, high tier bows are also anti large, so they change from the low tier in terms of target focus.
The only complaint is the Ironsides. Besides the fact that GW shafted CA on the weapons, them being T3 and completely taking over the role of the Handgunners is very reminiscent of Akshina vs. Streltsi on release. What's the point of even going for Handgunners now?
The ironsides seem to be barely better than the regular hand gunners once you take into account the unit numbers(about a 37% increase overall) Not even taking into account the ten second wait for their passive to kick in to get to that point. But even from a visual point of view their volleys look weak and unsatisfying. Compare that while for every 2 volleys the ironsides let off, the handgunners 1 (while doing less damage overall) does damage to a unit in a larger chunk than the ironside's faster chipping away. The armor and and melee attack are too low to mean jack shit.
I am happy to see the Master engineer be good. The other Empire Lord options are bland and uninteresting, I really hope they get an overhaul and massive buff so they are at least mildly interesting. I just feel nothing for any of them.
Video 2 of 2 today! I'm also live on Twi- as thegreatbookofgrudges pop by and say hi!
"Twi"? Can we not say "Tw*tch" anymore?
what is with the collision of the landship?. The steam tank goes through te landship... at 12:30 I hope they fix that.
Royal Guard are my favorite Estalian unit from the OvN mod. Ironsides are similar.
I'm wondering why...oh why...handgun units can't affix bayonets.
Th knights have a unique role in the Empire roster: The other units are pretty much all shock or skirmish cavalry. This is melee cavalry which can actually survive in prolonged combat.
If you have the chapter house of the knights on tier 4 they get a great buff. A skill that prevents that models die until you are beneath 50% of there health pool. Combine that with the fact they are heavy melee cavalry build for direct combat. You could combine them with shock cavalry to soften up the fronline first, then throw the black rose knights in to bind them in combat while you use your shock cavalry for attacking there back for an hammer and anvil strategy.
The Master Engineer on a Steam Tank becomes obscene when you realize you can give it Ward saves, physical resistances, and missile resistances.
Skills that benefit a unit do not always benefit similar mounts.
For example the forbidden workshop upgrades for flayers or doomwheels
@@AggressiveLemur I believe he's referring to items.
@@DarkFenix2k5 Agreed. Giving it a Talisman of Preservation is going to make it a significantly more dangerous unit, and there's a bunch of other items and ancillaries that will make it a scary thing to deal with
Sword of khaine or nemesis crown on a steam tank is gonna be fun.
I read this comment and literally just nutted
Between you and Legend, I can always get all the education and info needed to keep on enjoying TWW3. Great work on this release. Thank you.
Legend of Total War? The guy who only plays exploiting the game?
@@thiagorodrigues5211 Why shouldn't you exploiting a singleplayer game ? Do you play game for fun or for something else ?
@@shogunarki1139 exploiting the game isn't fun
@@wolffrdu6463 well, it's not fun for you. Fun is subjective.
Well maybe if the game was better made and wasn't so easy to exploit...
Also what tombo said
Note that in campaign if you get the landmark building for knights of the black rose, they get a pretty significant buff by being unkillable untill total unit health is below 50 %.
12:51 I love the stationary horse dancing.
Ive seen other folks talk about the Knghts and I think theyve filled the role other point to which is dedicated melee cav, the type that you charge into weaker infantry and keep them there for a bit to help hold the line, rather than shock/charging cav that the empire already has a fair amount of
Players: give us navel battles
CA: sorry best we can do is land boat
whyd you want a battle on your belly ?
thats crazy though, most of all battles are fought on land anyways, and that would be such an insane overhaul, it would require and entire different dedicated team, and you have to remember that this is the last installment in the trilogy, the best thing they can do now is improve the game, (which we know already needs a lot of it) but the game itself is still great and the naval battles like many people have been saying for years is not necessary.
Here I am
@@Nikusarusan
I get it
Naval battles make sense but most everyone either CBA or hates them in the TW games that implemented them
Maybe the helblaster volley guns should start aiming at enemy units' center mass instead of shooting at the edge of a formation.
This. A small change that would be a huge QoL improvement for so many units.
They have only had 24 years total to recalibrate artillery aiming, give them more time.
@@Agentcoolguy1 And missile units not volleying into your own units backs
This!
The reason why they perform nearly equal to just one gun in the tank is their narrow bullet-spread... with only a handful of models in the killzone per salvo, the regular hellblaster is giving up their numbers advantage...
I presume the Hochland lads can get on walls and fire during sieges, unlike Cranes and Jezails
They showed it off in the trailer
yeah they can. im VERY excited to see what they can do when firing from forests since they have snipe unlike jezzails or crane gunners
@@zacharyjackson1829snipe those pesky hell cannons
Crane gunners actually can get on walls. try it out in skirmish mode and select a siege map they can totally do it.
Cranes can get on walls too.
My Take on the knights of morr is that They're really good for either messing with infantry charges or just trying up your opponents backline/flanks for a really, really long time owing to the fact that they have a huge defense rating combined with immune to psychology, which gives them a really useful niche in an army who'se melee options are generally craptacular.
In regards to the Knights of Morr that you brought up, they’re technically already in game as elector troops. And while I would love for them to be changed to a proper unit, I wouldn’t want it to take up a spot for something actually new in a paid dlc. Just like as much as I want Toddy to be upgraded to a proper starting LL I will never pay for him if they try to get us to.
I kinda want an eventual faith-focused DLC to just change the various knightly orders into a troop unlocked by T4-5 of their signature settlement. Knights of Morr don't feel right as a Sylvania unlock.
Toddy would probably be Free LC maybe Kurt Helborg and Ludwig Schwartzhelm would be the last Empire DLC with Imperial Knights like the Knights Panther and Knights of the White wolf making an appearance, perhaps even the Imperial foot
Okay hear me out the land ship + fullpower! + banner of swiftness *Inital D intensifies*
"Gaaaaas gaaaas gaaaaas, i'm gonna step on the gaaas toniight"
Night of the undead? They should get ready for the night of 🔥
Weirdly enough, "The Last Saskatchewan Pirate" is playing in my head.
9:09 I tested the Helblaster Volley Guns in the past and one thing i did see was that they often focus the same models. Which means 1 Gun is attacking a unit model and shortly later another gun is shooting at the same model, which most of the time misses because the model is already dead because of the first gun. I guess that is why the Steam Tank version isn't far behind damage wise. They also do that in your Video.
Hopefully steal faith overhaul mod keeps both variants of Nuln ironsides. Because it would be cool to have the dlc version as tier 3 and have the repeaters rifles as a tier 4 or 5 unit.
A buff that I have seen no one mention for this DLC, there are a ton of amazing beards and mustaches for modders to use
Love the videos, they're always informative, Morathi tried touching me in Naggarond.
Man I'm still salty the nuln ironsides don't have repeater rifles.
With all the evidence so far I'm pretty sure they were shot down (heh) by GW
Literally gonna be a mod on day 1 lol
Suggestion to fix the Empire General: Give them mutually exclusive Order Membership options: Panther, Blazing Sun, Reiksguard, Morr, etc. These can provide a character buff AND a thematic buff to Empire Knights where appropriate.
That is what the Grandmasters are so if we dont get them sure
The Nuln Ironsides being a smaller unit with a similar fire rate can be useful when it comes to getting them the clear lines of fire needed for gunpowder units.
And the Hochland Long Rifles have one major advantage... they start with stalk and snipe, so they can and will be able to shoot from a long way off without being detected, which will straight up win them a lot of engagements with other missile troops, and will allow for some really nasty ambushes or flanking manoeuvres against enemy forces
Unfortubetly CA forgot about stalk and they have only snipe, which means that snipe does nothig :/
Hey guys, i just wanted to say that im so proud and happy for the team at The Great Book of Grudges, I loved warhammer growing up and when i came across lore videos it was hard to find them, and if you did then people kind of just talked through it, but instead The Great Book of Grudges team actually takes the time to explain everything, they narrate with passion, and ive been following your content for years and i remember saying you guys were gonna blow up and in a few short years you guys did and i just wanna say thank you, you guy deserve it and most of all i love the way you this team portrays the lore with so much passion, and detail. its amazing.
Why are you insisting on calling Nathan a team intentionally lol
I mean this in the most respectful way, hearing you talk about Elseth and Nul instead of Elspeth and Nuln is driving me nuts
knights of morr are in game, we have to accept it they are a state troop in game
No reason why they can't be reworked as a State Troop version of the Black Rose, though. 🤔
@@Azraiel213 CA can rework it, but the way they managed currently is giving easier access to elspeth, so we can bet it will stay that way for a time
One thing I will say that puts the landship a bit above the Steam tank, the landship's ammo only counts for the forward facing cannons, the repeater gunners have unlimited ammo, just as the Steam tank's turret has unlimited ammo. So once the Steam tank exhausts it's ammo, the landship is able to continue doing more damaged, as the main cannons on it are really there as an anti-large option.
9:15 Since Patch 4.1 Artillery will pretty much just focus fire the same Model in a unit, you can see it here pretty clearly, the Hellblasters are massively overkilling a couple zombies at a time.
Yes, good point. That end of the unit sucker is really in trouble haha.
You are doing a great job covering all the new features coming in 5.0.
"The Landship is tier 4, I was expecting it to be tier 5 like the Steam Tank"
The literal lore reason for the landship's existence is that it's easier to manufacture than a Steam Tank
Im pretty excited for ironsides just being better gunners and having the long rifles. I still wish empire had a solid front line but we can't have it all
Just get the radious mod. The empire actually gets a solid choice for a front line
They will buff the witch hunter in the 5.0 patch with the grim resolve passive in melee which gives immunity to psychology to allied units around him in a 50 m radius so they have turned him into a pseudo grail relic and with accusation as well he will be great anywhere in the Empire's formation.
Don’t need it if the enemy is all dead before they reach you
@@argetlam05Not even dead, just half dead is enough to even the odds betwen even the greatest vs infantry unit and an Empire Swordsmen
Honestly I really appreciate the more lopsided, specialized factions more than the ones that have something for every possible role these days. Gives their playstyle a lot more character in my experience. If every faction could do everything they'd risk blurring together to an extent.
Nice, please do this for the other two new factions
Ironsides have similar upkeep to Ratling guns and Blunderbusses, yet they seems a tidbit less impactful than both of them...
The Steam Tank (Volley Gun) is my favorite unit here! More tanks has me so excited.
personally the one unit i really wish we had gotten was black guard of morr but they are already added to the game very well by mods and the other units/heroes/lords are quite nice, the empire desperately needed ironsides and long rifles as well as the engineers they are known for with the gunpowder roster. this update to the empire pleases me.
Knight of Morr are in the game since TWW2 "the hunter and the beast" august 2019 dlc as one of elector-count troops. Maybe knights black rose were chosen just to not overlap with existing knights of Morr.
I never played the tabletop version, but the knights of the rose look sick! Think about in medieval time a unit like that is your enemy! I would run just because of their Armor!
12 types of steam tanks?!?! Dang, that is a nice amount of variety. This makes me think that out of all the factions we have seen so far that the Empire is the one with the most potential new units that can be added to its unit roster.
Black rose are awesome. They have a lot of staying power. So you could make an entire front line of Black Rose instead of halberdiers or greatswords. Then use shock cav for hammer and anvil.
I was about to comment that the ironsides would burn through ammo faster than handgunners, and that was their downside, but no, they have almost 50% more ammo to compensate. They really are just a straight up upgrade. I...I'm not sure how feel about that honestly. I like having direct fire unit that can be a frontline, like the infernal guard with fireglaives, but the blunderbusses had their own advantages to compensate, notably their batshit insane damage output.
They have 60 models so their damage output is actually worse. They are a more expensive downgrade for 40 armor. Reload speed has a hard cap due to animations and can be increased through chevrons, so at highest tier for both units, handgunners outdamage them
Can't wait to try all the new units with Markus Wulfhart!!! Armoured gunners will complement his hunters greatly😊
Yeah, poor Marcus himself feels *okay* to me as a LL, but most of the innovations and new stuff that came out with him kinda flopped and his campaign feels unsupported to me. Then again, being completely surrounded by horrifying enemies with nothing but gunpowder and the courage of men to see you through is the most Empire thing imaginable.
@@Azraiel213 Part of the issue is the lizardmen are fine with Cathey and Bretonia being there but they dont like him for some reason
@@raynightshade8317 there can only be one apex predator in the jungle, and Markus is their top contender lol. Jokes aside yeah having played his campaign religiously since that dlc launched, it's becoming crazier and crazier in Lustria. And I love it
Different steam tanks could be implemented as upgrades to regular steam tanks. Like, when they get to a certain rank you could choose which variant it evolves too. Would be cool.
Would actually say, though that the biggest threat to a steam tank would be a metal wizard with plague of rust to lower its armor and final transmutation does a lot of damage to it
It's funny to me how the engineer's mechanical horse is doing a piaffe-like dressage move.
The Landship is for me a must have. I'll try to get the right combination, so I can build up Rifles only Armies with canons, rifles and this Nice Landship, to Gund an ram the enemy down! The only melee will be the black rose Cavalary that will flank and protect missions.
Black rose are front line calve not strike calv they are for getting stuck in not charging they have the melee defense to actually do that
@TheGreatBookofGrudges
Now I've heard you mention it a couple of times in your latest videos and just want to point out that we already have the Knights of Morr as Elector Count State Troops. Also as far as I can tell from pictures I've seen, Elspeth has an increased access to them (unlocks recruitment and mercenary replenishment) through the Temple of Morr building in the Gardens of Morr mechanic. Just thought I'd let you know :)
Just remember this game has alot of hidden stats for units. Long rifles might not quite seem as good as the other snipers, but they might have better accuracy/calibration which is very powerful. Also, i dont think you can compare the volley tank and hel blaster volley guns, they both fill a completely different roll and from what ive seen, helblasters dish out way more damage as they should, being a differnt unit with a single purpose.
Empire does have a cav lord, surprisingly it`s Volkmar, he gives wayfarer to knights and new cav changes make cav benefit big time from any speed buffs
I have a feeling the religious part of the empire will come with its final DLC when they bring Boris tod bringer and midland to the fore front (Then we will get chapter master, celestial hurricane, and upgraded warrior priests)
But will the Cult of Taal get any love too?
@@semi-useful5178I hope they get something. Horned Hunters are a cool aesthetic
@@delta9915
Not just the hunters. Cult of Taal would probably be a more monstrous side to the Empire. Bears, Griffons, Great Stags. The main other Monstrous unit that would be with the Empire would be the Children of Ulric. Probably would wind up being reskinned skinwolves.
When I saw Master Engineers I was wondering if they were getting the "Druzhina Affect" that Kislev got in SoC where there's not 0 point in getting a Boyar (Or empire general in this case) with the addition of a Druzhina (and master engineers), atleast the huntsman generals still have use early in the game when it's really efficient to just build archer stacks and arch lectors are actually pretty good especially for Volkmar, but empire generals just got power crept and no longer have a place.
You wont skip handgunners because handgunners are unlocked in the tier 2 building chain and ironsides are tier 3. You'll be relying on handgunners until you can get a settlement to tier 3.
1st order of business in any empire campaign. Hire a master engineer to accompany your starting LL to start leveling 😊
Frankly I’m glad The Empire doesn’t have a magical generic lord. It makes it feel like magic isn’t a wholly respectable and trusted aspect of The Empire- which it isn’t- and it makes Gelt and Elspeth that much more special. The Empire General and Huntsman General definitely need a buff, though.
Exactly. Empire are not elves or lisardmen. Magic is still kinda historically new to them, so there's a lot of untrust and superstitions about the mages. Having a battle wizard or few in an army? - Sure, as long as there's witch hunter close by. Having a mage leading an entire army? - Unless they're an exceptional figure with a lot of personal power and influence the answer is no, cause they're just won't be trusted.
Apparently the Empire General is going to have his own skill line after this update so we will see how much of a buff they got.
Huntsman generals stay an early game/militia stack general though, sadly
The land ship is great for shoot and scoot by using the full speed ability. Just ram straight into the guys normally and before they can surround you and you get to stuck in you hit the gas and get out of there. By the way how is the Amethyst version by comparison?
Okay but unlike the other sniper units the long rifles have Snipe don't they? Which means that if they are hiding they won't reveal themselves when shooting which is probably something to mention
I already use 4 units of Handgunners as my main battle line protecting my artillery, with just a couple of units of melee infantry to guard their flanks and some cavalry to rear charge any enemy that survives to make contact. Nuln Ironsides will *definitely* be the new standard core unit for basically all my Empire armies going forwards, so the real question for me would be how they compare to Gunderman's Surefires with Karl Franz's new state troop-buffing trait? Putting Surefires on the line isn't their intended use, I know, but they do that job well thanks to their Decent Melee Combatant status. 🤔
Why not do 6? 2 surefires, 2 ironsides, and 2 long rifles
I wish they would have kept the repeaters. that test against zombies was barely better and making another unit useless isnt fun where a repeater would have opened up a different role
I find the Robo Horse's Idle animation quite playful~ ngl :D
God, the Landship is so much fun! Turn the acceleration on and just charge it around at random. The AI does everything it can to run its units out of the way, and then I come around the sides with my cav and catch them mid- movement and it's just over 😂
I might be alone on this but I really hate when they pump out a virtual 1 for 1 of an existing unit in a factions roster like the ironsides and its just a "pay us to have better stats" deal. Same idiot thing they did with Akshina \ Streltsky at SOC launch.
Ironsides being good at melee is how handgunners should have been. Hangunners should be more viable in melee, because a bayonet is basically a spear
There already is a Knights of Morr state troops. Which did them dirty.
As i've already stated in another video : knights of morr are already in game. The knights of the sacred scythe are the ones you're talking about when thinking "cool missing knightly order"
Warhammer TW3: Thrones of Decay or Return of the Franzer divisions. Now you acutally can have a 20 stack Franzer Division and blitzkrieg Bretonnia
Nuln iron sides are such a let down. We can't have reapeters now, but in 2 years they'll be canon.
Personally i would have liked Knight of the Raven as a heavly armored Horse Archer or Outrider that also very capable in melee
Random question, do more chevrons give more accuracy too?
I will never understand why they replaced the Ironsides repeater rifles for normal rifles, they’re just hand gunners now not much left that separates them
I woulnd't call ironsides heavily armored, thats very medium at best. 60 is not a whole lot, dwarf quarrelers have more, cathay jade warrior crossbows etc. i'd call that high, 60 is very middle of the road.
The knights of morr is already in game (elector count unit)
Franzer Division ready for action soon.
Since the landship can have insane speed and firepower. Could it be a counter/deterent against skirmish cav?
Don't long rifles get snipe and stalk inherently, or is that part of the gunnery school?
They're good as literal snipers.
I think it should be said that in campaign, the Nuln settlement that Elspeth starts in has a landmark which gives the Knights of the Black Rose immunity to death until the whole unit is under 50% hp.
Which is I think the only real use-case for them.
i wouldnt say it's the only use-case. they are the only cav that empire has that can really sit in melee to deal with infantry without need of cycle charging and given empire cav has a habit of getting stuck in crowds preventing cycle charging anyway these guys are gonna be the better option. of course you' eventually have demigryphs but those take longer to recruit and arent always necessary.
@@zacharyjackson1829 "they are the only cav"
"of course you eventually have demigryphs"
@@libertylemonz7145 it's hilarious how you chose to quote only part of what I said
@@zacharyjackson1829 Nothing more needs to be said. You summed it up pretty well with just those two sentences.
The rest really doesn't matter.
@@libertylemonz7145 sure 🤣
Black Rose Knight have 50 defence... They have different role, lol, they are not shock cav
Not gonna lie, I was hoping the longrifles would have came with Stalk at least. I mean it's fine it's just they're gonna get picked apart by artillery and Crane/Jezzails before getting into range.
Empire Generals are still superb duelists once they get their big bird and can deal with enemy lords and heroes very easily, especially those small single entities that guns tend to have trouble with if they're mixed in the melee. Arch Lectors and Huntsmen Generals are kind of lacking a niche though... Huntsmen Generals at least make for good leaders of crap stacks.
I do like the colour of those knights
Maybe there is something wrong with me but the land ship just looks goofy to me and I really don't like it, but I am glad they added it since many people seem to like it.
Why do people keep saying they'd prefer the knights of Morr? The Knights of Morr are already in the game as the Sylvania Elector Count troops.
They have mechanical horses for heroes but not as a cavalary unit???
CA spent the time to make a mechanical steed but couldn’t make a unique head for the Carmine Dragon….
No repeater gun regiments? That's like, THE thing.
So can we use amethyst units too? Or is that campaign exclusive only? The units looked kind of different from normal nuln Ironsides
Any reason long Rifles have less range than crane gunners and jezzails? On TT they had the same range, no?
GreatBookofGrudges. I'm having a hell of a time deciding which faction to try first. I"ve not played either of these Order factions in WH3. I tried them in WH2 and was boooored. Help me decide which to try first.
Vollay gun arty has some bug, if you shoot infantry with mass like Sarus then this gun deal less dmg .
If it is writen in the Lore... is fine!! ( Sigmar seal of approval )
Oh did they remove the armory building, and then its requirement for Greatswords and such now?
Can you do a video on what units have changes? I know a few have been changed but a lot of these videos just assume you already know what all the changes are.
Is there a review embargo date yet? Starting to wonder about the release date since you still can't even technically pre-buy the DLC yet.
master engineer means that okoii can finally make the 20 steamtank army
i dont like the fact that there is no point in taking handgunners now, they should have different stats and positions, to make them be better in certian situations
i mean, theyre cheaper
eh, it's the same to archers and crossbows. Sometimes some units are just upgrades, but I do feel there should be one more building tier in the middle though
@@draconomega well crossbows should also be armor percing if u ask me, several mods use them as that, while bows are high dmg, high tier bows are also anti large, so they change from the low tier in terms of target focus.
This video makes me want to run a tank/land ship stack and I never do that 😂
The only complaint is the Ironsides. Besides the fact that GW shafted CA on the weapons, them being T3 and completely taking over the role of the Handgunners is very reminiscent of Akshina vs. Streltsi on release. What's the point of even going for Handgunners now?
Wym shafted? Is this GW's fault?
@@Laucron GW did say they can't use repeaters. GW approves everything that gets added.
i can already see tariff making a meme about the robo ponies and how steamtanks are a lost technology.
I still don’t understand why empire doesn’t have reapter rifle infantry units
Mistake spotted, long rifles - they have snipe ability, but they forgott to give them stalk..... snipe does not make sense without stalk
The ironsides seem to be barely better than the regular hand gunners once you take into account the unit numbers(about a 37% increase overall) Not even taking into account the ten second wait for their passive to kick in to get to that point. But even from a visual point of view their volleys look weak and unsatisfying. Compare that while for every 2 volleys the ironsides let off, the handgunners 1 (while doing less damage overall) does damage to a unit in a larger chunk than the ironside's faster chipping away. The armor and and melee attack are too low to mean jack shit.
Guess i can stil hope for incarnate elemental of death with an dark elf dlc right? Right?
I am happy to see the Master engineer be good.
The other Empire Lord options are bland and uninteresting, I really hope they get an overhaul and massive buff so they are at least mildly interesting.
I just feel nothing for any of them.
Thanks for the video
So the empire gets a ship on land but the vampire coast doesnt