To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting. - Grimgor
Now that the Chaos Dwarfs are about to arrive, I want to see CA take 6 months to seriously address the Siege issues, the DE slave system (rework was really unpopular), unit pathing and AI decision-making. Fixing these issues will truly elevate the game. Do I think any of these things are going to be solved in the next 6 months? Unlikely :(
Unfortunately, as of 5.0.3 this strategy is no longer valid because the major capture point is locked by default and can only be unlocked by capturing "key" capture points elsewhere on the battle map. I tried a few variations but none seem to work.
I'm actually surprised that changed. I was worried he would remain light green in his intro cinematic but would be dark green in game. But the next update will for some reason probably change him back to light green yet again
@@psychologicalbed4900 Yeah, but even if they do, mods can fairly easily fix his in-game skin. They can't fix the intro cinematic, which is why I was worried it'd stay like that forever.
At first I couldn't recreate this because not all troops in the center square would leave for the walls. The trick I found was to bring grimgor back underneath the destroyed gate but DONT bring him inside to attack. The AI will guard the gate and send everyone in the square over, minus the hellcannon but they won't attack him as long as he just stays under the gate.
And here I was thinking the Nasty Skulkers couldn't get any cheesier with their "always on" Opportunist Murderer being (in my opinion) bugged to hell. In TW:WH2 it was active "when winning in melee", now it's just an always-on combat steroid from hell.
I think if your raiding it should give you a notification about them mustering an amy to deal with your and if your still raiding after spawn a 20 stack to attack your army until you are at war or out of their territory
Just shows how broken the code of wh3 is. Even modders who worked for years on wh3 says this game has much much more Messier code. It's so bad that some people are even on a conspiracy theory that it was sabotaged by a peeved employee.
@@loowick4074 I find the existence of said modders very doubtful, considering that, considering the game’s release, it’s impossible for there to be any modders who’ve worked with the game “for years”…
This honestly upsets me that this is possible, it’s so dumb that the AI will just sit back and not attack your forces outside, as well as simply give up and die because some crappy goblins are sitting on top of a hill
Same thing can happen to the player even if they have an unbreakable one man doomstack defending that could kill the entire attacking army. "Oh but the aremy are sitting on the I WIN points" - gimme 20 minutes, there won't be a "they" left. Nope you lose, time to die offscreen, one man doomstack.
Settlement battles are the biggest problem of current WH. But at the same time … it’s funny how ridiculous it is MilkandCookiesTW has had a similar video about zharr naggarund siege battle but with reverse rolls where the battle ends despite winning but losing cause of the shitty capture the flag mechanic
I mean, all you realistically have to do is turtle in the best corner of the settlement and use towers to pepper the enemy. Overall is better play with a mod that prevents points being gained in settlement / siege battles, it has improve my experience since I don't have to see infinite towers being rebuild. It does make Cathay a dumb strong faction defending too, if you use the compass with the +4k supply.
@@Schacal6666 Then protect the point. There is just one point that means a lost. If you protect that one, you don't lose. Walls are very inefficient to protect anyways.
Glad I held off on playing Grimgor until the Chaos Dwarfs appeared. Everyone expected his campaign to be different. When the DLC drops I'll actually play a Grimgor campaign first.
Grimgor's start was easy anyway, literally every game he snowballs, I guess it's only this easy if you're controlling it though, unsure if the AI can still snowball from this position.
The AI will have their backs secure for a looong time with this. Since the Dawi zharr of nagrund won't attack them. So i think they'll be fine. However they will have less orks to confederate. So they will probably not snowball as hard as normally.
Havent tried IE yet, but AI Grimgor is nowhere as dangerous in the story campaign. I suppose it's because he isnt considered a main faction in that map so it dosent get autoresolves bonus. Either Zhao or Greasus usually eats him alive.
@@TheUrobolos Interesting Because Greasus is absolute trash in Immortal empires. But that is because he is sandwitched between Grimgor who becomes strength rank 1, and Helman Ghorst who becomes Strength rank 2. But it all depends on difficulty. On legendary Grimgor is a menace. On normal difficulty he recruits way less units and that is what makes Grimgor scary. is 20 turns in he has 4-5 armies.
@@sanderleander3367 Because all of these lords in IE are considered a main playable faction and thus with autoresolve bonuses. On the same bonuses ogres Just dont have the economy to match the greenskins and/or undead numbers. But in the story campaign instead hes surrounded by bonuless factions
I gave this a shot and came close to capturing it, what happened was there was a hero stationed on the back cap so I had to attack him, he ran and was really a threat but the army that was supposed to move towards the wall did not, plus a random set of reinforcements came from behind the cap so I lost the company of stalkers, I’ll give it another shot and hopefully they will move and I won’t have to worry.
It's an awesome start strategy. Works perfectly! Also happened to see 3 bugs on this first play of Grimgor. My hero insta died at gate with no one around him. Waagh you can call afterwards is missing text for chaos dwarves. And also the "cunning" trait overwrites "Skarsniks death juice" skill from Night goblin warbosses.
Grimgor needs a proper Da bestest mechanic not some fancy start poeitions Give him what he deserves CA He and Queek head taker and Wulfrick the wonderer has the potential of being the meanest characters in the entire game with the most fun campaigns All of these 3 characters are hero and champion hunters you can easily give them some campaign mechanic based on the same aspect and just change the decoration to fit each of their themes
Still works as of 10/24/2023. Took me two tries as the first try Grimgor walked inside of the settlement. Keep an eye on him to move him back behind the wall the second the gate goes down.
Great guide! Worked like a charm. If you want to try this, make sure you don't let your skulkers path through a capture point or you lose the element of stealth. Towers can't see you.
This cheese has been available since the release of the game and CA 100% knows about it but aren't going to do anything about it because they know how people hate settlement battles already. So don't you worry!
So my Grimgor got one shotted while attacking the left gate, including a unit of Infernal Guard. I’ve tried it 3 times in a row and it still happens, I’m trying to figure out what is up with it lol.
Nice video mate, I'll be sure to give this a bash. As a side question, where is your accent from? It sounds like a mixture of very light Scottish and something else?
Thanks! hope you have fun when you get your hands on it! I'm from Bristol, my dad is Scottish so may hear hints of that every now and then in my accent to. :)
This is great for when Grimgor is controlled by the player but this new start position will make him almost sure to die off quickly when controlled by the AI which I don't like at all. The AI does not handle starting with minor settlements very well.
@@kommentier9884 I hope you're right. It'd be really lame to see Grimgor get wiped out in a majority of my campaigns without him doing any real krumpin. He's a staple of the campaign map.
unfortunately this strategy does not work now, because before the "victory point", where you got to the rear of the point, you initially need to capture the "key building" (horn shape). Eh, I wanted to cheat to actively destroy the chaos of the dwarves, but it did not work out on hard difficulty
For every one claiming this a cheese tactic I'd like to remind people how fitting it is. If I recall correctly the chorfs were wiped out in the end times because Golgfag Maneater snuck into the their capital and let Grimgore in to slaughter them. I know it's not exactly the same but the spirit is there.
Anyone else get shot at THROUGH the wall by the Sorcerer Prophet the whole time the goblins were sneaking and then have to win the battle against the leftover army with half your units' hp gone?
Still works, 1st try got hit by the Centaur patrol + big drake and lost but on 2nd try was smooth af. Thanks! EDIT: Hit by them on the capture point, for some reason they both came for it but on the 2nd try they didn't lol.
That is a good example how the capture the flag mechanic is broken and why it should be removed. It's Warhammer total war, not Stealhammer total score.
So uh, did this cheese. Felt bad because I got the Tier 4 settlement. Then I noticed there was a Cathayan Caravan within reinforcement range of Grimgor and the city. Snagged an extra 37k gold. Turn 5, tier 4 settlement, 62k Gold. Very next turn? TWO MORE CATHAYAN CARAVANS. Turn 6, 138k Gold.
I don't know if they have patched it but i have one slight problem. When grimgor is laying siege i cannot transfer the last 3 units into his army somehow, anybody got help?
Make sure that all event notifications are gone (the big descriptions that pop up in the top right). For some reason you can't transfer units while one is on the screen.
Ah so this is just the same as how you use to own with Skragg in RoC by setting up your whole army on one side and then haveing stalk units cap points its a nice strat but i do think anything capping points should be made visable as the AI is dumb and just ignores them
the garrison was really bugged in my game random units got stuck on buildings and uncovered my skulkers still doable but annoying :) love this new starting location
There is a another cheese, atm you can move your reinforcement point inside the settlement. Move your units into a secondary army and in-battle move the reinforce marker around the back inside the settlement.
Its cool that you can do this but it doesn't really make any sense. Holding that one point shouldn't magically gift you the city. I'm not sure why people play Total War if their goal is to just cheese the battles? Ok its fun to cheese, but if you are using extreme cheese like this then you never know if you could have won a legitimate victory. You might finish 10 campaigns on legendary and have a blast doing it, which is great, but you still wouldn't know if you could actually win any of them without cheesing.
I love this video because it shows everything that is fundamentally flawed with TWWH3 sieges. I mean don't get me wrong i love the cheese but holy fuck.
@@letsplaysvonaja1714 Yes thats why TWWH sieges suck. Thats why i am never excited about a siege in this game and just cheese through that shit. At least in WH2 AI wasn't playing like a beta cuck and was sending armies at me so majority of my campaign wasn't siege battles.
@@letsplaysvonaja1714 not the same. The capture point was always much closer to the walls and the AI would put artillery (and units to defend the artillery) on it. Even if they didn't, then when you started capturing the point they could bring units back to recapture it quickly as they weren't far away. In WH3, the main capture point is so pointlessly far away from the walls that there's almost never artillery on it (it would be out of range!) and it takes so long to get from the walls to the capture point that the enemy can't possibly recapture it in time.
Dumb AI on campaign map Cheesy tactic to win battle Poorly thought out siege mechanics Nonsensical victory condition. This video is a great example of some of the biggest issues with immortal empires in WH3. Not hating the creator. Also great tutorial and editing!
Part of me wants them to fix this kind of thing - always have at least one AI unit on the capture point, for example (preferably more). Another part of me thinks sieges "the way they are meant to be played" suck so much that any exploit that means I don't have to engage with them "properly" is OK by me.
Just give towers the ability to see what’s going on around them. That will stop this tactic as by the time that you’re ready to send in your stalking troops the enemy will have built a lot of defences.
@@maxpower3990 that could work. Or just say attackers can't stalk inside a city, period. It's supposed to be a city! The residents would be shouting "they're over there!" to the defenders.
This is a unreliable trick that feels like it's heavily reliant on luck. Lords attacking the gates? Bug that causes them to instantly die. That moment where the units charge out from the square? Didn't happen to me until I heavily damaged multiple units with archers, only then did they come down. After that I snuck the skulkers and even a goblin warboss into the square, hoping his single target damage would help cover me more. It was going well for 80% of it until the bale taurus (flying unit) came charging over and wrecked the entire group. I had no hope of countering it. I'm sure the guide works sometimes? But for me this definitely wasn't seamless. Also for those trying this, a helpful trick to get the skulkers off the wall faster is to readjust their position closer to the wall. I did this for the ones that were struggling and it helped them a lot. Don't just wait for them to come down, it will take way too long. Another thing, while your skulkers charge the cap point. Rush everything waiting outside the walls inside to draw attention away from them. This is mainly to keep the bale taurus from rushing in and wrecking them. Otherwise they get way too much attention and die immediately.
He get's "the great temple of hashut (desecrated)"! it's a pretty nice building; gold, power reserve factionwide, character experience factionwide and 10% research.
Would have liked some actual unique boni. Like that thing is the birthplace of the Black Orks, right? Why not give some (meaningful) factionwide buffs to them, like reduce their recruit time, reduce their upkeep, give them "Frenzy" etc
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting. - Grimgor
Very Grimgory of him
Truly the most Grimgor moment of all time
"The Art of Waaagh!"
Brutally cunning
Very Grimgor Zu xD
I think it’s actually nice that a new race DLC gives some cool new opportunities to old races too. Gives the content layers.
100% unintentional but yesm.
I was holding off on a grimgor campaign cause I wanted to scrap with the dawi zharr. Probably won’t use this exploit though
And ogres have layers... like onions
Sees a massive design flaw, calls it a content layer.
You should work for CA or at least Bethesda
Like an onion?
We held the point for 15 minutes, you are now legally required to leave.
This video is a definition of Orc's "brutally cunning" philosophy.
Mork (or Gork) would be proud.
This video pairs so nicely with milkandcookiesTW last video about siege battles being broken
Now that the Chaos Dwarfs are about to arrive, I want to see CA take 6 months to seriously address the Siege issues, the DE slave system (rework was really unpopular), unit pathing and AI decision-making. Fixing these issues will truly elevate the game.
Do I think any of these things are going to be solved in the next 6 months? Unlikely :(
@@mattisuber222 We can only wish 😢
@@mattisuber222 6 months is generous. Remember, it took them 6 years to make sieges WORSE.
@@shaw815 CA themselves admitted that they're not happy with it and probably change it up in the future AGAIN
@@shaw815 DE slave rework was only popular with a few sub 80 IQ idiots on RUclips.
Unfortunately, as of 5.0.3 this strategy is no longer valid because the major capture point is locked by default and can only be unlocked by capturing "key" capture points elsewhere on the battle map. I tried a few variations but none seem to work.
Oh my god, they fixed Grimgor's weird light green skin in the intro cinematic as well as in-game!
I'm actually surprised that changed. I was worried he would remain light green in his intro cinematic but would be dark green in game. But the next update will for some reason probably change him back to light green yet again
@@psychologicalbed4900 Yeah, but even if they do, mods can fairly easily fix his in-game skin. They can't fix the intro cinematic, which is why I was worried it'd stay like that forever.
At first I couldn't recreate this because not all troops in the center square would leave for the walls. The trick I found was to bring grimgor back underneath the destroyed gate but DONT bring him inside to attack.
The AI will guard the gate and send everyone in the square over, minus the hellcannon but they won't attack him as long as he just stays under the gate.
Nice Video my dude. with the release of every single race and faction, It is Grimgor who gets stronger by getting more chances of a good fight.
Thankfully only for a player...
@@yukiko6137 not really, even AI Grimgor is pretty aggressive.
And here I was thinking the Nasty Skulkers couldn't get any cheesier with their "always on" Opportunist Murderer being (in my opinion) bugged to hell.
In TW:WH2 it was active "when winning in melee", now it's just an always-on combat steroid from hell.
Should activate with the charge bonus and if they are attacking in flank or rear
I think if your raiding it should give you a notification about them mustering an amy to deal with your and if your still raiding after spawn a 20 stack to attack your army until you are at war or out of their territory
Just shows how broken the code of wh3 is.
Even modders who worked for years on wh3 says this game has much much more Messier code.
It's so bad that some people are even on a conspiracy theory that it was sabotaged by a peeved employee.
Yup they are broken, just like Waagh armies have been broken sometimes including legendary lords inside of them. Hope it gets fixed eventually
@@loowick4074 I find the existence of said modders very doubtful, considering that, considering the game’s release, it’s impossible for there to be any modders who’ve worked with the game “for years”…
Just want to confirm this still works, took me a few trys to get it right but you need to make sure your units are tight to the wall in the corner
Tried it, need to take the Key Building before the main one is open to being taken so now it is impossible
This reads like a WoW dungeon guide. I remember the old days of sticking to the walls to avoid aggro.
makes sense with grimgor too considering his history with the chaos dwarves
Absolutely love the cheese, nice work man!
This honestly upsets me that this is possible, it’s so dumb that the AI will just sit back and not attack your forces outside, as well as simply give up and die because some crappy goblins are sitting on top of a hill
Same thing can happen to the player even if they have an unbreakable one man doomstack defending that could kill the entire attacking army.
"Oh but the aremy are sitting on the I WIN points" - gimme 20 minutes, there won't be a "they" left. Nope you lose, time to die offscreen, one man doomstack.
Settlement battles are the biggest problem of current WH. But at the same time … it’s funny how ridiculous it is
MilkandCookiesTW has had a similar video about zharr naggarund siege battle but with reverse rolls where the battle ends despite winning but losing cause of the shitty capture the flag mechanic
I mean, all you realistically have to do is turtle in the best corner of the settlement and use towers to pepper the enemy. Overall is better play with a mod that prevents points being gained in settlement / siege battles, it has improve my experience since I don't have to see infinite towers being rebuild. It does make Cathay a dumb strong faction defending too, if you use the compass with the +4k supply.
@@Dianbler You lose before the enemy is fleeing if its mmore than one army cause they win automatically through capture the flag / points
@@Schacal6666 Then protect the point. There is just one point that means a lost. If you protect that one, you don't lose. Walls are very inefficient to protect anyways.
This is awesome! Imrik tier 4 Zharr Naggrund 1st new campaign
Nice video mate, you're calm and explain everything very well, thanks for it!
Cunningly brutal, just like Mork woulda liked it
Glad I held off on playing Grimgor until the Chaos Dwarfs appeared. Everyone expected his campaign to be different. When the DLC drops I'll actually play a Grimgor campaign first.
Grimgor's start was easy anyway, literally every game he snowballs, I guess it's only this easy if you're controlling it though, unsure if the AI can still snowball from this position.
The AI will have their backs secure for a looong time with this. Since the Dawi zharr of nagrund won't attack them. So i think they'll be fine. However they will have less orks to confederate. So they will probably not snowball as hard as normally.
Havent tried IE yet, but AI Grimgor is nowhere as dangerous in the story campaign. I suppose it's because he isnt considered a main faction in that map so it dosent get autoresolves bonus. Either Zhao or Greasus usually eats him alive.
@@TheUrobolos Interesting Because Greasus is absolute trash in Immortal empires. But that is because he is sandwitched between Grimgor who becomes strength rank 1, and Helman Ghorst who becomes Strength rank 2. But it all depends on difficulty. On legendary Grimgor is a menace. On normal difficulty he recruits way less units and that is what makes Grimgor scary. is 20 turns in he has 4-5 armies.
@@sanderleander3367 Because all of these lords in IE are considered a main playable faction and thus with autoresolve bonuses. On the same bonuses ogres Just dont have the economy to match the greenskins and/or undead numbers. But in the story campaign instead hes surrounded by bonuless factions
I gave this a shot and came close to capturing it, what happened was there was a hero stationed on the back cap so I had to attack him, he ran and was really a threat but the army that was supposed to move towards the wall did not, plus a random set of reinforcements came from behind the cap so I lost the company of stalkers, I’ll give it another shot and hopefully they will move and I won’t have to worry.
It's an awesome start strategy. Works perfectly! Also happened to see 3 bugs on this first play of Grimgor. My hero insta died at gate with no one around him. Waagh you can call afterwards is missing text for chaos dwarves. And also the "cunning" trait overwrites "Skarsniks death juice" skill from Night goblin warbosses.
Grimgor needs a proper Da bestest mechanic not some fancy start poeitions
Give him what he deserves CA
He and Queek head taker and Wulfrick the wonderer has the potential of being the meanest characters in the entire game with the most fun campaigns
All of these 3 characters are hero and champion hunters
you can easily give them some campaign mechanic based on the same aspect and just change the decoration to fit each of their themes
And to think people were worried about Chaos Dwarf power creep
beware the green tide i guess lmao
This is genuinely such a well put together tutorial video I thought you would have at least 10 thousand subs that's crazy
Still works as of 10/24/2023. Took me two tries as the first try Grimgor walked inside of the settlement. Keep an eye on him to move him back behind the wall the second the gate goes down.
Great guide! Worked like a charm. If you want to try this, make sure you don't let your skulkers path through a capture point or you lose the element of stealth. Towers can't see you.
I hate it; most excellently done!
Orks are made to fight and win! but in that fight all i was thinking was am i watching Skaven?
@@SuperCosmicChaos orks maybe ... now goblins ... is another story and they were doing dirty work there. Gobbos are sneaky gits as much as Skaven.
This is excellent, love a Sneaky Git tactic :)
Looking forward for Tariff video on this strategy
they need to fix black orks looking like they have hockey sticks as seen at 5:22
Please algorithm don't let this go viral before release so we can try it before the hotfix
This cheese has been available since the release of the game and CA 100% knows about it but aren't going to do anything about it because they know how people hate settlement battles already. So don't you worry!
So my Grimgor got one shotted while attacking the left gate, including a unit of Infernal Guard. I’ve tried it 3 times in a row and it still happens, I’m trying to figure out what is up with it lol.
This really works, gonna bust out this trick for a co-op campaign tonight and surprise my friend, lol
Seen a reddit post of your vid last night and instantly subscribed, I love these tricks and start videos! 😊
I was expecting one would at least need a waagh
Did this and when grimgor broke the gate he just randomly dies at full health???????
That cheese looks so delicious, that I must take a bite.
So nasty skulkers are the equivalent of ninjas from shogun 2. I see.
Just seen this today and figured I’d give it try, but it would appear that grimgor doesn’t have stalkers?
yeah i tried too, seems they hotfixed it.
Nice , really good video !
Nice video mate, I'll be sure to give this a bash. As a side question, where is your accent from? It sounds like a mixture of very light Scottish and something else?
Thanks! hope you have fun when you get your hands on it!
I'm from Bristol, my dad is Scottish so may hear hints of that every now and then in my accent to. :)
"Some times, I dream about Cheese"
*Legend of Total War
I just found another video showed that Grimgor can actually get this city on turn 2, by moving reinforce position to the core of it...
Snik the stunties where they arent.
Grim-gor, The art of Waaaaaaghh!!
This is great for when Grimgor is controlled by the player but this new start position will make him almost sure to die off quickly when controlled by the AI which I don't like at all. The AI does not handle starting with minor settlements very well.
If there is 1 AI faction that gets cheats upon cheats its AI Grimgor. Don't worry about him
@@kommentier9884 I hope you're right. It'd be really lame to see Grimgor get wiped out in a majority of my campaigns without him doing any real krumpin. He's a staple of the campaign map.
Most campaign play-through that I have seen has a lot of trouble dealing with him so i’m sure that he will be fine.
Not sure if this works anymore due to victory location being locked until key building is taken. More skulkers perhaps?
As soon as you started getting nasty skulkers I knew where this was going. The siege AI really needs to be updated
unfortunately this strategy does not work now, because before the "victory point", where you got to the rear of the point, you initially need to capture the "key building" (horn shape). Eh, I wanted to cheat to actively destroy the chaos of the dwarves, but it did not work out on hard difficulty
great work getting this down pat!
now dis iz brutal kunnin' yer spiky stuntiez gits
Excellent work...scribed up...thanks pal...
For every one claiming this a cheese tactic I'd like to remind people how fitting it is. If I recall correctly the chorfs were wiped out in the end times because Golgfag Maneater snuck into the their capital and let Grimgore in to slaughter them. I know it's not exactly the same but the spirit is there.
Nobody likes the end times...
CA: How do we make siege battles?
CA: Lets make it so they can capture X point on the map and win 1 to 300 manpower difference.
Did no one else have the issue of them have the dreadquake morter ability and deleting all of your non-stalking units?
Just did this one now. Thanks a lot my guy
I had no idea looting a settlement reduces the level of it
Anyone else get shot at THROUGH the wall by the Sorcerer Prophet the whole time the goblins were sneaking and then have to win the battle against the leftover army with half your units' hp gone?
would like to see more like this! great content and now subscribed!
Still works, 1st try got hit by the Centaur patrol + big drake and lost but on 2nd try was smooth af. Thanks!
EDIT: Hit by them on the capture point, for some reason they both came for it but on the 2nd try they didn't lol.
I don't understand, I did it perfectly first time, but every other time after they just stay in the middle??????????????? WTF!?!?!
The victory location on location now locked feels bad man
nice vid, thankyou. I'll be doing this.
The orc "visual" bug is still in full swing when playing dwarfs... like half the settlements even max teir are the orc versions on the campaign map...
Oy git, dat some smelly cheese you did there!
gj
Doesn’t work anymore When you have your units clumped up they cast a bombardment spell on top of you😢
Now im going to play grimgor just to build up a massive waagh and have an epic siege losing every unit except grimgor
now that is brutally cunning
That is a good example how the capture the flag mechanic is broken and why it should be removed.
It's Warhammer total war, not Stealhammer total score.
Subscribed! Quality Content!
So uh, did this cheese. Felt bad because I got the Tier 4 settlement. Then I noticed there was a Cathayan Caravan within reinforcement range of Grimgor and the city. Snagged an extra 37k gold. Turn 5, tier 4 settlement, 62k Gold.
Very next turn? TWO MORE CATHAYAN CARAVANS.
Turn 6, 138k Gold.
Haha, this works the same with Astragoth - some army plus six units of sneaky hobgoblins.
Some call legend of total cheese quickly the lord must know
I don't know if they have patched it but i have one slight problem.
When grimgor is laying siege i cannot transfer the last 3 units into his army somehow, anybody got help?
Make sure that all event notifications are gone (the big descriptions that pop up in the top right). For some reason you can't transfer units while one is on the screen.
Amazing cheese, thank you for sharing!
I'm glad they got rid of Grimgor's sickly green color in favor of a darker, thicker hide forged from a lifetime of constant combat.
Ah so this is just the same as how you use to own with Skragg in RoC by setting up your whole army on one side and then haveing stalk units cap points its a nice strat but i do think anything capping points should be made visable as the AI is dumb and just ignores them
Great video!
Zharr-Naggrund should be a ten-slot settlement for Grimgor.
Just in time for chaos dwarfs to get stomped
Excellent video great job. This is high cheese and I couldn't see myself doing it though
Just tried it. It works, ty bro 😊
the garrison was really bugged in my game
random units got stuck on buildings and uncovered my skulkers
still doable but annoying :) love this new starting location
omg i got 3 caravans in 3 turns after this xD now i have 100k best start ever
Ahhh, I wondered why so many lords. That's clever.
What happened to Grimgor's landmark, then? Is that back at Black Crag now or what?
His landmark has been moved to Karak Vrag in his new starting province.
@@onepitchman6910...Oh. I did not expect that they would do that. Thanks for telling me.
For "Sentinel" factions, if you attack them, then you should be declaring war on all factions of that race.
Grimgor deserves it I say, the dawi zharr haven't been challenged in a good long while and those slavers need to be shown who's boss
So what do I do if I don't have the DLC for the Nasty Skulkers?
There is a another cheese, atm you can move your reinforcement point inside the settlement. Move your units into a secondary army and in-battle move the reinforce marker around the back inside the settlement.
get cream api to get all the dlc for free
Its cool that you can do this but it doesn't really make any sense. Holding that one point shouldn't magically gift you the city. I'm not sure why people play Total War if their goal is to just cheese the battles? Ok its fun to cheese, but if you are using extreme cheese like this then you never know if you could have won a legitimate victory. You might finish 10 campaigns on legendary and have a blast doing it, which is great, but you still wouldn't know if you could actually win any of them without cheesing.
I love this video because it shows everything that is fundamentally flawed with TWWH3 sieges. I mean don't get me wrong i love the cheese but holy fuck.
You could do the same in wh2 though
@@letsplaysvonaja1714 Yes thats why TWWH sieges suck. Thats why i am never excited about a siege in this game and just cheese through that shit. At least in WH2 AI wasn't playing like a beta cuck and was sending armies at me so majority of my campaign wasn't siege battles.
@@letsplaysvonaja1714 not the same. The capture point was always much closer to the walls and the AI would put artillery (and units to defend the artillery) on it. Even if they didn't, then when you started capturing the point they could bring units back to recapture it quickly as they weren't far away.
In WH3, the main capture point is so pointlessly far away from the walls that there's almost never artillery on it (it would be out of range!) and it takes so long to get from the walls to the capture point that the enemy can't possibly recapture it in time.
I think they fixed this. The AI is now hellbent on parking 90% of their troops in the middle square with no way around them.
and etehr grimgor or the hero gets instakilled
Dumb AI on campaign map
Cheesy tactic to win battle
Poorly thought out siege mechanics
Nonsensical victory condition.
This video is a great example of some of the biggest issues with immortal empires in WH3. Not hating the creator. Also great tutorial and editing!
Part of me wants them to fix this kind of thing - always have at least one AI unit on the capture point, for example (preferably more).
Another part of me thinks sieges "the way they are meant to be played" suck so much that any exploit that means I don't have to engage with them "properly" is OK by me.
Just give towers the ability to see what’s going on around them. That will stop this tactic as by the time that you’re ready to send in your stalking troops the enemy will have built a lot of defences.
@@maxpower3990 that could work. Or just say attackers can't stalk inside a city, period. It's supposed to be a city! The residents would be shouting "they're over there!" to the defenders.
Eccellente tips man, thanks!
This is a unreliable trick that feels like it's heavily reliant on luck. Lords attacking the gates? Bug that causes them to instantly die. That moment where the units charge out from the square? Didn't happen to me until I heavily damaged multiple units with archers, only then did they come down. After that I snuck the skulkers and even a goblin warboss into the square, hoping his single target damage would help cover me more. It was going well for 80% of it until the bale taurus (flying unit) came charging over and wrecked the entire group. I had no hope of countering it. I'm sure the guide works sometimes? But for me this definitely wasn't seamless.
Also for those trying this, a helpful trick to get the skulkers off the wall faster is to readjust their position closer to the wall. I did this for the ones that were struggling and it helped them a lot. Don't just wait for them to come down, it will take way too long. Another thing, while your skulkers charge the cap point. Rush everything waiting outside the walls inside to draw attention away from them. This is mainly to keep the bale taurus from rushing in and wrecking them. Otherwise they get way too much attention and die immediately.
Does anyone else keep having the game crash after taking the settlement?
Huh, could you do this as one of the new Chaos dwarf factions or as Borris? Awesome video.
Nope. You need an army with Skulk units.
@@torbkthe chaos dwarfs have hobgoblins that are just like skulkers
@@letsplaysvonaja1714 I don't think chaos dwarves can declare war on zharr nagrund
@@letsplaysvonaja1714 Do they have stalk? That's the important bit. If they do, it could work.
Question: what unique landmark grimgor has in zhar nagrund ? I really Like them
He get's "the great temple of hashut (desecrated)"! it's a pretty nice building; gold, power reserve factionwide, character experience factionwide and 10% research.
Would have liked some actual unique boni. Like that thing is the birthplace of the Black Orks, right? Why not give some (meaningful) factionwide buffs to them, like reduce their recruit time, reduce their upkeep, give them "Frenzy" etc
@@onepitchman6910 thanks
Nice Video!