THE DREADED GALLOWS GIANT | Vampire Coast vs Slaanesh - Total War Warhammer 3
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- Опубликовано: 6 сен 2024
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Slannesh is supposed to be about fast but deadly and squishy units, somehow ended up being known for stalwartness.
demons S, mortals M
That's a reductive summary. Psychology is just as significant an aspect as speed.
Champions of Chaos did that with all the monogods lol, since everyone got chaos warriors, chosen, etc
A chaos warrior is a chaos warrior regardless of mark. It's like that in tabletop and lore too. Their daemons ARE fast, deadly and squishy. I also wouldn't say a faction known for reveling in pain would be squishy as a rule.
@@jc5512 Summaries are by definition reductive.
I think something that makes the Gallows Giant's flamethrower fairly underwhelming is that unlike Chorf trains and other flamethrower units (warpfire throwers, irondrakes), the Gallows Giant is always shooting from an elevated angle down into infantry just bc its a tall monster, meaning you can never get that sweet, sweet flamethrower flank angle down the entire length of infantry like the Daemon's Tongue can; you can only get like half of a unit at best imo
You can, but the right distance/positioning is important to achieve it. And since it cant move and fire, it loses a lot of opportunities to shoot while getting into a good position when compared to certain other units.
And unlike infantry based flamers, there is only 1 source, so it wont have a wide effect against enemies that are charging at you.
The inevitable Vampire Coast update should give the carronades a *grapeshot* firing mode for anti-infantry
That’s the greatest idea ive ever heard. How come units like bolt throwers have two firing modes but not any cannons
a.k.a how it was in empire total war.
Inevitable? Oh my, how optimistic.
Perfect idea which will never ever happen
Feels about as likely as shield wall or pike formations. Good call though.
No army beats Coast for immediately crumbling on contact with the enemy while doing no damage
Skaven
@@drafezard7315 Skaven comes back
To be fair to the Gallows Giant it got over a thousand of value while shooting only twice or three times during the entire battle. At the end it barely used any of its ammo which is the main selling point of the unit.
If it was buffed with fireing while moving it could get at least half of it's ammo off during that match which could make it viable. Right now you pay 2k for a unit that needs another 2k worth of constant bodyguarding to shoot.
I think the Gallus Giant has the Same / Opposit Hitbox Problem of Kugath. Where Footcharacters can´t hit Kugath because his Hitbox is in his fat Belly, the Fire Giant´s Attack goes over and behind small Foot SEMs
Fire Giant haha
Ku'gath doesn't have a bugged hitbox his MD value is just so high basically every character who isn't Skarbrand is at around min hit changes, meaning they miss the vast majority of their attacks. You lower his MD by between 15 and 20 and most units start to hit him about 33-50% of the time.
Gallows Giant I also wouldn't suspect has hitbox issues, seems much more likely the damage is just unimpactful against bigger health bars. Sigvald's MD is high enough for the Giant to miss half it's attacks (before vigor penalties which make the accuracy much worse), Sigvald heals substantially more and has a lot more health than the WS was originally designed for. You don't need a bug to explain the unit sucking in this context, the stats are pretty damning as is.
Would love to see some videos where you talk through army building like you did at the end here, seeing the choices and hearing the reasoning behind them is super informative for extreme noobs like myself.
yeah, gallows giant you have to run off to the sides of the lines and treat their attack like a breath attack. if you get the right lines, its really effective, but you need defined lines or massive blobs for it to work while babysitting it. considering other options the vampirates have it just doesnt really make the cut.
Turin has gono from hating elves to hating trees and now he only uses flamethrowers
I’ve always found mourngouls to be too squishy, even in ideal matchups. A lot of their survivability is tied to The Hunger, but I’ve never seen the healing even slightly mitigate the damage they take.
Gallows Giant having fire while moving would fix it overnight. It's so expensive that you can't get any use out of it without using all the ammo, and the very short range means it can't fire unless it's within counter-attack range. The balance of merely okay straight-line shots with devastating flank shots really encourages the use of it in a highly mobile way, and support its Dom use case of hitting units from just outside capture range while other forces move in. And you wouldn't run the risk of making it too good in combat against single entities, the way most of the fire misses single targets means it is still vulnerable to being Lord bullied if you forget to support it.
Gallows Giant should be a moblie flame cannon instead of a flamethrower.
Only thing I love more than seeing my good good pirate boys is seeing them bring their flamethrower mecha!
I hope they bring Vampire Coast to tabletop. Either Oldworld or AOS, because I just want to paint a Necrofex Colossus.
coast no shooting and slaanesh slow tanky. what timeline is this?
I enjoyed the post game reevaluation and rebuild tech, thats sweet! Would love to see more of that in the future 👍🏻 fabulous videos, love your work! Always looking forward your battles and tournaments.
fuck yeah, never not give us more vampire coast, our most benevolent lord turin.
You learned the first lesson of VC: *never* bring the gallows giant.
On the Gallows Giant it's worth remembering health increased by 33% and damage did not. To perform in an anti-infantry role at the same level as game 2 it would need ~665 WS. As for the shooting damage if comparing it to the Daemons Tongue the shots hit for far lower damage and have a smaller explosion radius which reduces the impact against infantry. The reload rate is much lower which produces the seemingly large damage values shown on the card, but when examining the projectile damage directly it just doesn't seem well optimized for the bigger infantry sizes of Ultra.
Mark of Slaanesh should really reduce armor, they should push the faction more towards a glass cannon with high leadership angle.
I'm almost certain that the normal Necrofex can fire while moving. I remember using them to chase retreating elves down because of it.
I think they ought to be able to swivel their torso around to shoot 360 too. Get some good giant robot action.
Coast is very tough to win with vs mid level and great players. I play both Domination and Land Battles and have only taken the Gallows Giant in Land Battles recently. It's been quite effective when the enemy has not had too much in the way of mid to long ranged troops and strong arty (e.g. Beastmen, Khorne, Nurgle (fire is very good vs enemy regen.), and has not been able to easily breach the lines, front and back, to get at it in close combat. Putting heros and strong units in the back of formations has paid off with protecting the Gallows Giant from enemy troops, esp. tough enemy characters that can tie it up. Lots of Hulks with the odd crab work well as body guards. Need to test using the Gunnery Wights their two AoE effects that speed up the firing rate, and cause more projectile damage. Has anyone seen if a Gunnery Wight makes the Gallows Giant much more effective, and do these AoE abilities stack?
The Gallows Giant is such a horrible unit. The colosus have always been weak in melee, and it was okay because they are so dangerous at range. The Giant on the other hand, doesn’t have the strength of his regular counter part and has the same weakness in melee.
I mean, I hate to say it, but Slaanesh probably don't mind getting burnt all that much.
That's why they have Immune to Psychology.
Is regular Necrofex usable in any matchups? Feels like it's one egg too many
Doubt it. It's excellent into non-monstrous heavy cav, but otherwise tends to fall short. I can't think of a faction that usually brings heavy cav vs coast other than Empire, but Empire tends to also bring things that can deal with the necrofex.
I wonder if stacking syreens on top of zombie polearms might be a good opening against that armor. The zombies have the HP and decent defence while the syreens have 100% AP and the attack debuff effect.
do you remember the old Days right after the Coast release were Noctilus was the strongest lord in the Game?
So the gallows giant is slower and less armoured than the chorf daemon tongue, and also never hits anything in combat because of animation jank.
And seems to do less damage too
And loses the attack while moving regular colossus have
Vampire Counts battle report!? Give it too me precious!
Mix up your gunline with one or two handcannon units. If your micro is on par they will delete armored infantry and calvary.
awwww yeah Coast battles
That was sad, it felt like it was over pretty immediately and then just dragged.
Give Turin the meta (with friends). A fair game is a fun game.
they need to fix so many big unit's attack animations.
GG
Cycrabsta.
Gallows Giant is Premium Dlc TM content
Hehehehe
Boat ent
Coast's infantry is just so terrible. How could they ever hope to hold multiple points honestly?
Dude the biggest waste of a dlc for the warhammer games was is and always will be the vampire coast. In my opinion.