Wood Elves: "Mom who is your favourite?" CA: *nerfs Talon of Kurnous range stacking* CA: "I love both of you equally" CA to Empire: "It's you by a lot"
Good thing it's so easy to restore Talon of Kurnous with the pack file manager. It was such an unnecessary nerf when you look at all the other overpowered stuff.
@@Garret007 Don't remember the specific pack, I made that little mod for myself years ago. But you only need to change the target of the ability from the character itself to the character's army. It's just changing a single entry.
Tamakhan probably has the easiest one to use though, the changes to exalted heroes of nurgle made them busted af! I've taken on 4 whaaaaaargh armies including Grimgore and Wurzag with my hero ball and they came out of the battle with more hp than they went in with! Bound healing spells on heroes with high healing caps is busted beyond belief!
A fair few are likely to be nerfed in the following patches, either soon, or in a year or two. But fundamentally, stuff like Steam tanks or landships are prolly going to remain dominant even after nerfs.
Thank god someone else remembers that. I keep making references to the "AK47s for everyone!" And no one understands. Was starting to worry this was some Mandela effect where C&C Generals just never happened.
The reason the engineers were taking so much damage was actually friendly fire I've noticed either it's a bug or something but they hit each other with their shots sometimes and do a massive amount of damage
It feels like Sigmar himself coded and playtested this update and I couldn't be happier. May Faith, Steel, and, GUN POWDER be with you my fellow humans!
3:11 the moment The Severed Claw were blasted into next month, I had a sneaking suspicion that “yeah, this stack’s not half-bad” AI Archeon piling up the RoRs in his forces like he just bought them at a yard sale is usually super-obnoxious-thank you for putting him and his…misguided mindset in their proper, humbled place
Tbh I think this doomstack actually really doesn't need to be made with nuln. The main benifit you get from the gunnery school is the speed and strider and you honestly don't need that, engineers provide range, damage, and ammo restocks.
the -30% speed debuff to the enemy is pretty essential in making sure you have time to blast them, especially if you also don't have the speed to get away from fast enemies, which Nuln also provides
Remember when CA went "Giving the repeater rifles to ironsides would alter aesthetic and identity of Empire gunline gameplay" ? Well, here it is, anyway.
we all know why they changed it anyway. GW's internal studio rivalries and them strong-arming CA into making the change. I doubt CA really wants it to happen. They've kept whole races obsolete, left bugs unfixed, but they've _never_ removed a game asset from the game before.
I mean i kind of get it because the outriders arent in the gunline, having a unit of mini hellblasters in your formation is just a bit too much. Slap them on horseback and make them skirmisher cav so they need more time between shots and need more micro
One thing I found using Gyrocopters regarding knockback. If you adjust their location after the fire by the time they get back in place the enemy units are back on their feet and the copters are ready to fire again. I suspect something similar would happen with these outriders. Fire, slide up/back, fire, and repeat.
The new knights are absolutely insane too. They can't lose models unless they go under 50% hp making them arguably some of the best if not the best melee cav when well supported
Yeah, might as well use the special armour-piercing one. Also, because of this knockdown issue, I find the new dwarf shotgunners to be pretty much useless, unless when they shoot at big targets.
you cant tell me this dlc isn't a testing ground for new mechanics in 40k total war. armor platings, directional armor, cannon deflecting, gunship tags. hell, or even testing grounds for that world war game. because empire and dwarfs can almost play like a proto modern era/40k total war.
The inspiration is certainly there, but I think you have it backwards. CA figured out how to do it on those games first, and then backported it into Warhammer III.
@Legend: New Rating System: 0-3* ease of recruitment, 0-3* ease of use, plus how many stacks can it handle, bonus points for being super durable and surviving with minimal/no losses. Just add up. You dont need a upper limit.
This cav stacks not begin a 360 means you adjust a tac, in infantry school we call a bounding over watch moving faster half the units set to pin offering the covering fire grazing fire to allow the other half to fall back to the secondary prepared fighting positions.. its effective for unit control and redirecting the command reserve to plug holes on a weakening flank
They run out of ammo long before they kill even half as long as you have the Adventure reward for an additional 30% missile resist and the tech/redline skills. The thunder barges also effectively have unlimited ammo and will heal 30% max health when dropped below 6530(50%) hp
@@TheLilmuzzy Idk. I might be off, since I'm not an expert in calculating damage and I'm s*** at math, but if it's as simple as these guys having 113 missile damage and there are 60 of them per unit, that's 6780 damage total per volley, which is 2034 damage at 70% reduction. So, I think one unit should have enough ammo for one barge at least. And barge is a big target, pretty much every missile would hit, unlike in this video.
@@Bl4ckheart 113 missile damage isn't saying 'this unit does 113 damage per entity per volley', it's the damage done over 10 seconds, so a faster reload time will increase the missile damage stat while not changing the actual amount of damage dealt. Also you didn't take armor into account (and I can't remember if they get missile block with directional damage or if that's only tanks), which will help further reduce the damage sustained even if the outriders have armor piercing bullets
@@unmeclambda5837 Interesting. So, then 6780 damage over 10 seconds per unit? But that alone doesn't really change much, especially when you usually have multiple units on same target and whole units die in like 2 seconds, even small target like lords where most shots miss. From wiki, it seems outriders do 3 base missile damage and 15 piercing. So damage wouldn't be reduced *that* much by the armor. In the end, I still think they have way more than enough ammo to destroy entire stack of barges. Imo, outriders would take this, specifically because they have range advantage + speed advantage, which would be deciding factor here, since I'm pretty sure ammo wouldn't be an issue (and the can restock them anyway).
I will need to try out the pistoleer version of this. 360 shooting range, extra ammo packs, across the whole army should be an interesting early game stack.
When I play TW WH, I usually avoid cheesing and play balanced armies, but I love these doomstack rating videos, they vicariously relieve the powertrip needs
I find the outriders fire in a kind of cone, so against a lot of infantry targets a lot of their shots go high. They do way better against infantry from above, where more of the cone finds contact.
This was hilarious! The guns sound breaking, the here's an enemy Lord...oh they're dead to the poor units being near invincible due to the knockdown s. One of my favourites!
I feel like a lot of people are too busy having an inordinate amount of fun playing this DLC to have noticed that CA have broken one of their long-standing traditions. Instead of one faction getting strong mechanics and powerful units, we got three of them. This time around, it was the FLC LL that got the shaft because of how difficult it is to generate Infections in the early game, and they patched that today. All three factions got the kind of units where adding just 2-3 of them can turn a crapstack into a doomstack.
The knockback thing was a hugh problem in DoW 1. Your Meele Heros wearnt doing any dmg because of constant knockback, and it was more effectiv to use theor range attack. They fixed that in DoW 2
No, DoW 2 had shit ass pathing and inconsistent knockback issues as well, at times unshakeble units would just stop responding to commands as the engine tried to play their stagger animations and whatnot. DoW 2 pathing and physics in general are one of the worst I had ever seen in a strategy game period.
Seriously! I accidentally built a doomstack just by playing. By around turn 75 (give or take) I could auto resolve pretty much everything just with my starting army.
I've been playing around with this same idea only using Ironsides and after some testing I think it's actually the Explosive Bullets upgrade in the Imperial Gunnery School being applied to both infantry and mounted Handgunners even though it says it isn't. Also, CA, please make the explosive bullets not knock over models. It means that upgrade makes black powder units objectively _worse_ than simply not taking it.
its a double edged sword for them i think. i notcied they are a lot more inaccurate if they fire at the border of their range so to maximize their damage you need to be closer
There is a mod which adds on the move shot and ap shots to outriders. Literally a rework they deserve which makes them all-round viable. Plus Total War games generally lack huge maps to implement any cavalry tactics. Hit&Run, Skirmish, Feint, Pincer etc.
I noticed that a lot of outriders shots are actually missing the target. There aim is higher than it should be, that's why they can kill large targets quickier then infantry. Outriders damage output here is still crazy, but I think it can be better (imagine blunderbusses with horses). Don't know if it was meant to work like that or maybe CA will fix it in the future 😅.
getting restock on outriders makes them really nice in my non-cheese games. being able to restock my artillery or long rifles when the outriders are not going to take part in a battle makes them super handy. especially on sieges
I would say it's an 8/10. It's a very good doomstack, but unlike some other doomstacks it has weaknesses to melee and return fire that the thunderbarge and steam tank doomstacks don't. Very very good, relatively cheap and easy to assemble, but it requires you to actually be at the computer pressing buttons to win which some doomstacks do not.
In this patch, war-wagons have been improved - I prefer them. They can shoot at 360 + longer range + more armor and leadership + a lot of HP per unit - in the end the infantry still doesn’t catch up with them, everything that catches up is shot back on the approach, they’re not so afraid of breaking through the enemy’s meat ranks and aren’t afraid of basic shooters.
4 war wagons and 4 grenade launcers can handle a lot of things. Throw in a couple of cannons and a handfull of nuln or normal gunnery infantry, and you have a cheap and efficient stack. Though, due to the amount of pastures you can easily access with Wissenland&Nuln, the horse/gun combo gets really cost efficient quickly.
@@diazinth Grenade launchers - I agree, but artillery, especially infantry, are superfluous. The whole point of building through fast units is that no matter the size of the enemy melee infantry pack, they will not catch them.
@@axyramariel7557 true, but I have better things to do than run all over the map constantly (rather: I'm too old :P ), so I like to kite things in front of a firing line. Cannons also help manage things that are actually fast, like various doggos. Besides, I like having options when maps aren't ideal for one specific unit. When you manage to create a choke point, it's magnificent :P
An interesting thing you could do with this doomstack is spend all your ammo killing as many units as possible, then retreat and fight a second time with more ammo. Assuming the enemy is launching an attack on you
You can see there's something wrong with the repeater targetting. It looks hella cool but unless they are hitting one massive entity most of the shots just miss. If this doom stack was a bunch of war wagons with all the same upgrades this would be over much faster IMO.
bro i was confused because I thought this was a reupload, then I realized it was Cultist's video on this doomstack that I had initially watched a few days ago
Imagine being the chosen mortal by the evil gods, given many gifts, and working to unite the ruinous powers to bring about the apocalypse, only for it to be ruined by a bunch of guys on horses with guns.
Would love to see a Malakai Campaign, I'm having so much trouble. Took out Throt, Azazel, and Throgg early. But now I'm dealing with random Greenskin spawns, all the Chaos Waste forces, and the Chaos Dwarves. Treasury running low from trying to raise emergency forces wherever the need arises
Anybody lore savvy care to tell what kind of firing mechanisms firearms in WH have? Are they flintlocks or are there several types? The ridiculously quick reloading in this video brought this question to mind 😄 EDIT: never mind, the ornaments of gunnery in school table (14:38 onward) are flintlock pistols. I don't know what that weird pepperbox-rifle thing at 15:06 is though.
The funny thing is that in spite of all those boosts, they still miss like 50% of their shots. It's just that the remaining 50% deal enough damage as to actually look respectable.
Wood Elves: "Mom who is your favourite?"
CA: *nerfs Talon of Kurnous range stacking*
CA: "I love both of you equally"
CA to Empire: "It's you by a lot"
Good thing it's so easy to restore Talon of Kurnous with the pack file manager. It was such an unnecessary nerf when you look at all the other overpowered stuff.
@@Vyleea Oh is it?
What pack do I need to edit for that?
What did they nerf? Haven't played wood elves since game 2.
@@Garret007 Don't remember the specific pack, I made that little mod for myself years ago. But you only need to change the target of the ability from the character itself to the character's army. It's just changing a single entry.
@@CM-iz5ny The talon of Kurnous trait on heroes doesn't affect the army anymore, so you can't stack up the range buff.
You know it's powerful when the audio breaks as soon as they shoot.
the sound reminded me of musket voulleys from Empire Total War 🥲
When 13th Everchosen meets the Second Amendment
The Empire bears arms, Kislev arms bears.
@@Delritho In Kislev, armed bears bear men bearing arms
H by😅 how like bb.j.😅pjp😅jpmp😅😅jju😊ik
😂😂😂
This dlc brought a slot of doomstacks
Like any other DLC before.
@@dmitriyk.2890 I don't think that we ever got THAT much of THAT powerful units in any dlc before.
Tamakhan probably has the easiest one to use though, the changes to exalted heroes of nurgle made them busted af! I've taken on 4 whaaaaaargh armies including Grimgore and Wurzag with my hero ball and they came out of the battle with more hp than they went in with! Bound healing spells on heroes with high healing caps is busted beyond belief!
They slot right into the current roster
A fair few are likely to be nerfed in the following patches, either soon, or in a year or two. But fundamentally, stuff like Steam tanks or landships are prolly going to remain dominant even after nerfs.
Mass Cowboys Doomstack
Now we need for total warhammer 40k to be a reality and there are mechanicus units with the same theme (serberys raiders).
Wait could we make a pistoliers doomstack? MAXIMUM YEEEEEEE
So anyways, I just started blastin'
>Command&Conquer: Generals
>GLA
>Angry Mob unit
>"AK47s for everyone!" upgrade
That's what this video feels like.
>Command&Conquer: Generals
>GLA
>Angry Mob unit
>"AK47s for everyone!" upgrade
That's what this video feels like.
I need shoes
okay, okay I will work!
Ahh the GLA, faction of, "Ow ok I will work!:, "GLA postal service!", "Load the SCUD!", and, "Launching SCUD storm!"
Thank god someone else remembers that. I keep making references to the "AK47s for everyone!" And no one understands. Was starting to worry this was some Mandela effect where C&C Generals just never happened.
@@fatwe1992 nothing stops the mail
total war napolenhammer looks good
Its FranzHammer Total War.
15:43 the timing on that response lol
Haha yeah.
Bro was listening!
Makes you wonder about the tzench ones..
The reason the engineers were taking so much damage was actually friendly fire I've noticed either it's a bug or something but they hit each other with their shots sometimes and do a massive amount of damage
Yeah i killed my own frontlines from those.
I think rot knights do this too? They hit a bump mid charge or something and suddenly half their hp melts away
So this is what Aldebras Leonardus eventually came up with when he was asked to destroy Chaos...
Aldebras Leonardus, HERO OF THE EMPIRE!!!
At this point we need a fanfic about him and his well designed maneuvers
@@Vladislavaklyma Tariff probably works on it
Legend's new scaling:
1-10
"Holy Fuck this thing Fucks"/10
12/10
I like the way a man who had lost his cannon lasted longer than Archaeon the Everchosen
Yeah, because it wasn't a man.
It was Dawi'Zharr, not a puny manling
@@12SickOne34 Puny is a bad word coming from a shortie.
That's why they got so much range "AND IMMACULATE EXACUTION!" lol perfect timing 15:42
It feels like Sigmar himself coded and playtested this update and I couldn't be happier. May Faith, Steel, and, GUN POWDER be with you my fellow humans!
This doomstack scratches that itch of rewarding you for some micro (choosing targets, running around), but isn't too micro intensive.
3:11 the moment The Severed Claw were blasted into next month, I had a sneaking suspicion that “yeah, this stack’s not half-bad”
AI Archeon piling up the RoRs in his forces like he just bought them at a yard sale is usually super-obnoxious-thank you for putting him and his…misguided mindset in their proper, humbled place
The projectiles on the battlefield are giving attack of the clones
Tbh I think this doomstack actually really doesn't need to be made with nuln. The main benifit you get from the gunnery school is the speed and strider and you honestly don't need that, engineers provide range, damage, and ammo restocks.
the -30% speed debuff to the enemy is pretty essential in making sure you have time to blast them, especially if you also don't have the speed to get away from fast enemies, which Nuln also provides
I knew this was coming as soon as I saw the Hochland Scopes passives 🤣
Remember when CA went "Giving the repeater rifles to ironsides would alter aesthetic and identity of Empire gunline gameplay" ?
Well, here it is, anyway.
we all know why they changed it anyway.
GW's internal studio rivalries and them strong-arming CA into making the change. I doubt CA really wants it to happen. They've kept whole races obsolete, left bugs unfixed, but they've _never_ removed a game asset from the game before.
I mean i kind of get it because the outriders arent in the gunline, having a unit of mini hellblasters in your formation is just a bit too much. Slap them on horseback and make them skirmisher cav so they need more time between shots and need more micro
"The end times are upon us! The Flame of Ulric has been extinguished!"
"THEN THE HOCHLAND SCOPES ARRIVED~"
*Sabaton intensifies
One thing I found using Gyrocopters regarding knockback. If you adjust their location after the fire by the time they get back in place the enemy units are back on their feet and the copters are ready to fire again. I suspect something similar would happen with these outriders. Fire, slide up/back, fire, and repeat.
they shoot 6x60 bullets in a row, so this is probably not gonna work on them.
You know the doomstack was unexpectedly good when it brings back the old school Legend cursing.
2:40 i really like the sound of them firing. It's not quite as good as Shogun 2's sound, but still pretty good
I think it’s funny how we can have gun sounds in Shogun 2 FOTS but not this game 😂
And here I thought Bretonnia was the cavalry faction.
It turns out, a man on a horse with a stick isn’t as effective as a man on a horse with a gun
I mean Empire also is good with Cavs
@@CW11721 Boomstick > Stick
The new knights are absolutely insane too. They can't lose models unless they go under 50% hp making them arguably some of the best if not the best melee cav when well supported
Bretonnia still dominates in terms of general melee cav, honestly.
The knockback problem is handled for the infantry by having a couple Outrider grenade launcher cav mixed in.
Yeah, might as well use the special armour-piercing one.
Also, because of this knockdown issue, I find the new dwarf shotgunners to be pretty much useless, unless when they shoot at big targets.
you cant tell me this dlc isn't a testing ground for new mechanics in 40k total war. armor platings, directional armor, cannon deflecting, gunship tags. hell, or even testing grounds for that world war game. because empire and dwarfs can almost play like a proto modern era/40k total war.
I like your thinking
The inspiration is certainly there, but I think you have it backwards. CA figured out how to do it on those games first, and then backported it into Warhammer III.
@Legend: New Rating System: 0-3* ease of recruitment, 0-3* ease of use, plus how many stacks can it handle, bonus points for being super durable and surviving with minimal/no losses. Just add up. You dont need a upper limit.
There’s no running when the horseman has SIX scopes on his gun.
My boy cultist of Khorne finally beginning to hit it big.
This cav stacks not begin a 360 means you adjust a tac, in infantry school we call a bounding over watch moving faster half the units set to pin offering the covering fire grazing fire to allow the other half to fall back to the secondary prepared fighting positions.. its effective for unit control and redirecting the command reserve to plug holes on a weakening flank
Finally, the Empire rises against the chaos. And Holy moly, they keep shooting in the whole game...
This can kill the Thunderbarge doomstack.
They run out of ammo long before they kill even half as long as you have the Adventure reward for an additional 30% missile resist and the tech/redline skills. The thunder barges also effectively have unlimited ammo and will heal 30% max health when dropped below 6530(50%) hp
@@TheLilmuzzy You are not wrong, only one way to find out.
@@TheLilmuzzy Idk. I might be off, since I'm not an expert in calculating damage and I'm s*** at math, but if it's as simple as these guys having 113 missile damage and there are 60 of them per unit, that's 6780 damage total per volley, which is 2034 damage at 70% reduction. So, I think one unit should have enough ammo for one barge at least. And barge is a big target, pretty much every missile would hit, unlike in this video.
@@Bl4ckheart 113 missile damage isn't saying 'this unit does 113 damage per entity per volley', it's the damage done over 10 seconds, so a faster reload time will increase the missile damage stat while not changing the actual amount of damage dealt. Also you didn't take armor into account (and I can't remember if they get missile block with directional damage or if that's only tanks), which will help further reduce the damage sustained even if the outriders have armor piercing bullets
@@unmeclambda5837 Interesting. So, then 6780 damage over 10 seconds per unit? But that alone doesn't really change much, especially when you usually have multiple units on same target and whole units die in like 2 seconds, even small target like lords where most shots miss.
From wiki, it seems outriders do 3 base missile damage and 15 piercing. So damage wouldn't be reduced *that* much by the armor. In the end, I still think they have way more than enough ammo to destroy entire stack of barges. Imo, outriders would take this, specifically because they have range advantage + speed advantage, which would be deciding factor here, since I'm pretty sure ammo wouldn't be an issue (and the can restock them anyway).
This reminds me of the Warhammer 2 troll hammer torpedo stack that deleted things
“I have an idea, what if we give snipers some repeater rifles and get them to ride horses. “
“Sir, we worship Khorne”
“So?”
So.. they just shot the bad guy. No End Times. No Age of Sigmar. Nice and clean. Pew pew
I will need to try out the pistoleer version of this. 360 shooting range, extra ammo packs, across the whole army should be an interesting early game stack.
And just wait until he sees Cultists Amethyst Grenade Launcher Outrider doomstack.
yeah, I was thinking hw grenade launchers would deal with chaff infantry while snipers here can deal with heroes/monsters
When I play TW WH, I usually avoid cheesing and play balanced armies, but I love these doomstack rating videos, they vicariously relieve the powertrip needs
Absolutely same
I find the outriders fire in a kind of cone, so against a lot of infantry targets a lot of their shots go high. They do way better against infantry from above, where more of the cone finds contact.
Cultist of Khorne does impressive stuff. Like the exploit-free turn 8 ultimate victory with Skarbrand.
I never saw those hochland scopes in 50 turns of recruit-disbanding...
Yeah I can’t get it either
So funny how that works out 😂 I did an empire campaign and had them so frequently and didn’t want them!
@@james6792-m1w started to get them but there kinda useless unless you your going for a full sniper stack
This latest patch absolutely brought gunpowder units to where they needed to be, both unit and coding wise.
This was hilarious! The guns sound breaking, the here's an enemy Lord...oh they're dead to the poor units being near invincible due to the knockdown s.
One of my favourites!
I feel like a lot of people are too busy having an inordinate amount of fun playing this DLC to have noticed that CA have broken one of their long-standing traditions. Instead of one faction getting strong mechanics and powerful units, we got three of them. This time around, it was the FLC LL that got the shaft because of how difficult it is to generate Infections in the early game, and they patched that today.
All three factions got the kind of units where adding just 2-3 of them can turn a crapstack into a doomstack.
"Demons!"
"We cast gun."
That makes me think a Volkmar Free Company Militia doomstack is actually viable if you manage to confederate him with Elsbeth
Between this and the Steam Tanks, the empire really is the World War faction lmao
The knockback thing was a hugh problem in DoW 1. Your Meele Heros wearnt doing any dmg because of constant knockback, and it was more effectiv to use theor range attack. They fixed that in DoW 2
No, DoW 2 had shit ass pathing and inconsistent knockback issues as well, at times unshakeble units would just stop responding to commands as the engine tried to play their stagger animations and whatnot. DoW 2 pathing and physics in general are one of the worst I had ever seen in a strategy game period.
i'd never thought i would see the day of a cav doomstack that isnt just monster cav, and empire cav no less
Thrones of Doomstack DLC 👍
Seriously! I accidentally built a doomstack just by playing. By around turn 75 (give or take) I could auto resolve pretty much everything just with my starting army.
I've been playing around with this same idea only using Ironsides and after some testing I think it's actually the Explosive Bullets upgrade in the Imperial Gunnery School being applied to both infantry and mounted Handgunners even though it says it isn't. Also, CA, please make the explosive bullets not knock over models. It means that upgrade makes black powder units objectively _worse_ than simply not taking it.
Outrider's guns got rework, they now function as the repeater rifle that ironsides were supposed to have.
Does that mean the war wagon rifles are now working as intended?
@@BIGmlems nope, they the rifle on their models got replaced by normal handguners gun
its a double edged sword for them i think. i notcied they are a lot more inaccurate if they fire at the border of their range so to maximize their damage you need to be closer
Also have shorter range than normal handguns
There is a mod which adds on the move shot and ap shots to outriders. Literally a rework they deserve which makes them all-round viable.
Plus Total War games generally lack huge maps to implement any cavalry tactics. Hit&Run, Skirmish, Feint, Pincer etc.
Hmmm Germanic Cowboys with Whistles, or..... Germanic Horse Nomads with german throat singing
I noticed that a lot of outriders shots are actually missing the target. There aim is higher than it should be, that's why they can kill large targets quickier then infantry.
Outriders damage output here is still crazy, but I think it can be better (imagine blunderbusses with horses). Don't know if it was meant to work like that or maybe CA will fix it in the future 😅.
Wissenland & Nuln has a lot of doomstack potential
getting restock on outriders makes them really nice in my non-cheese games. being able to restock my artillery or long rifles when the outriders are not going to take part in a battle makes them super handy. especially on sieges
This is just Spet Xyon Archers all over again, but with waaaay more ammo
So that's how Battle of Geonosis happened
I love Empire now, I mostly use gun units. It's just volley after volley of bullets and rockets.
Total War: 40K
The name for the Master Engineer is perfect. Hochland's finest!
We need a 10/10 doomstack tierlist
RIP doomstack too good to not be nerfed
Faith Horses and Gunpowder
When they all shoot at once it reminds me of borderlands 2 conference call... iykyk
Did this with war wagons and it actually makes them semi tolerable.
You are real master.
I would say it's an 8/10. It's a very good doomstack, but unlike some other doomstacks it has weaknesses to melee and return fire that the thunderbarge and steam tank doomstacks don't.
Very very good, relatively cheap and easy to assemble, but it requires you to actually be at the computer pressing buttons to win which some doomstacks do not.
The other DLCs will be so hype as well I hope. Norsca and Wood Elves, Bretonnia buffs and doomstacks incoming
In this patch, war-wagons have been improved - I prefer them. They can shoot at 360 + longer range + more armor and leadership + a lot of HP per unit - in the end the infantry still doesn’t catch up with them, everything that catches up is shot back on the approach, they’re not so afraid of breaking through the enemy’s meat ranks and aren’t afraid of basic shooters.
4 war wagons and 4 grenade launcers can handle a lot of things. Throw in a couple of cannons and a handfull of nuln or normal gunnery infantry, and you have a cheap and efficient stack.
Though, due to the amount of pastures you can easily access with Wissenland&Nuln, the horse/gun combo gets really cost efficient quickly.
@@diazinth Grenade launchers - I agree, but artillery, especially infantry, are superfluous. The whole point of building through fast units is that no matter the size of the enemy melee infantry pack, they will not catch them.
@@axyramariel7557 true, but I have better things to do than run all over the map constantly (rather: I'm too old :P ), so I like to kite things in front of a firing line. Cannons also help manage things that are actually fast, like various doggos.
Besides, I like having options when maps aren't ideal for one specific unit. When you manage to create a choke point, it's magnificent :P
Those outriders became mounted eagle claw bolt throwers
An interesting thing you could do with this doomstack is spend all your ammo killing as many units as possible, then retreat and fight a second time with more ammo. Assuming the enemy is launching an attack on you
I guess that Demon Generals name was Will.
Poor will. Everyone’s always shooting at him.
This is basically that horse skirmisher doomstack from Atilla.
The repeaters of Nuln and the scopes of Hochland have combined to save the Empire.
After the fisrt volley I knew this would be insane. Great doomstack
You can see there's something wrong with the repeater targetting. It looks hella cool but unless they are hitting one massive entity most of the shots just miss. If this doom stack was a bunch of war wagons with all the same upgrades this would be over much faster IMO.
Thats one way to prevent the end times
bro i was confused because I thought this was a reupload, then I realized it was Cultist's video on this doomstack that I had initially watched a few days ago
Appreciate the recommendations for more total war content creators duder
I never thought the gunner cavalry would be a doomstack
Imagine being the chosen mortal by the evil gods, given many gifts, and working to unite the ruinous powers to bring about the apocalypse, only for it to be ruined by a bunch of guys on horses with guns.
Would love to see a Malakai Campaign, I'm having so much trouble. Took out Throt, Azazel, and Throgg early. But now I'm dealing with random Greenskin spawns, all the Chaos Waste forces, and the Chaos Dwarves. Treasury running low from trying to raise emergency forces wherever the need arises
Anybody lore savvy care to tell what kind of firing mechanisms firearms in WH have? Are they flintlocks or are there several types?
The ridiculously quick reloading in this video brought this question to mind
😄
EDIT: never mind, the ornaments of gunnery in school table (14:38 onward) are flintlock pistols. I don't know what that weird pepperbox-rifle thing at 15:06 is though.
Just imagine the doom stack if Ironsides had the repeating rifle too
The funny thing is that in spite of all those boosts, they still miss like 50% of their shots. It's just that the remaining 50% deal enough damage as to actually look respectable.
That was an oppressive amount of bullets
"Hawkish Precision" is AoE support ability.
Empire has now proper doomstacks let's fucking go
Feels like a red dead redemption 2 online army people sniping things from miles away.
Stormtrooper accuracy :DDDDD
Cultist of Khorne is churning out so many doomstacks with this DLC lul
*Apache tribes from M2tw flashbacks*
This actually reminds me of Shogun 2 Fall of the Samurai gunpowder units they just kill everything in a single volley, shame for the knockdown though.
i never would have believed thered be an outrider doomstack when TWW1 rwas releasd
Ratling-guns on horses
Ratling-guns are much more precise.
Respect for Cultist of Khorne 🎉🎉🎉
I feel like this doomstack could use 2 grenade launchers, which I believe also benefit from the range.