Since you are making revamped tier lists, why not remake all the warhammer 1&2 factions in a warhammer 3 setting, I'm pretty sure some units got buffed and some nerfed
Sometimes people listen rather then watch. For them, it might help if you say the name of the unit instead of "these guys". Good content. Been enjoying for years.
spawn of tzeentch are so underrated! tzeentch has very few units with armor piercing, but lots of ways to debuff armor. What you do is You put them in a blob with forsaken or chaos warriors and a mortal/prince lord (for barrier regen). They keep sundered armor up, the blob keeps them protected, and when you combine with warpfire and plague of rust high armor units melt. Tzeentch gets techs/red line buffs to get forsaken to 50-60% spell resist on forsaken so even casting spells near your blob wont hurt them.
for this you need a melle army and I think the value for the roaster is way more on the range side. So if you take them to hold back units they still suck compared to even marauder spearmen.
These teir lists are my favourite videos. Alot of people have done tier lists, especially back when it was a trend, but I think legend uses the format best for conveying his thoughts.
Just want to mention that as Kairos you can easily boost the spell resist of the forsaken up to 70%, might help when deciding to throw some big spell close to them.
@@dustydinoface Always useful when you want to hide some units, I definately want to test these. They can be the melee line you can yourself dictate where they are, better, where your spells are gonna land, especially in maps where the best forest spots on map are in vanguard zone.
@@ilari90 Ironically, I feel the opposite to be the case. It seems vanguard deployment is wasted during ambush battles as the deployment zone increase tends to be tiny.
Dumb (doom)stack idea: Play as Festus or turn into him as Changeling; Recruit Mutalith Vortex, Jabberslythe, Shrine of Slaanesh and Mortis Engine from allies; Stack as many damage auras and watch enemy infantry melt.
I've done a festus debuff stack Stack all the nurgle debuffs and buffs coupled with mammoth warshrine , bloodwrack medusa, frostheart pheonix and Luminark, 50% minimum miss res on all units, 40% phys res and 10% Ward + any enemy that gets close loses 2 thirds of their main stat's while in combat So good.
One thing to say about spell mastery is that it can increase the damage enough to kill the units instead of just damaging the unit. Was playing vampire counts and was having this issue that the infantry would route with little health after a upgraded wind of death and leave the battlefield with almost their entire unit still alive to fight again but with Manfred and his item with the spell mastery, when it was active, an upgraded wind of death would delete any unit. Even higher tier infantry.
I feel like tzaangors are mainly designed for domination in multiplayer. Their passive weapon strenght ability makes them better towards the end of the game so you can have them in reserve and use their speed and vanguard deployment to have them where they are needed
Forsaken are faster and by the time their weapon strength is higher, the end of battle like you suggest, vanguard deployment doesn't really matter. At that point Forsaken still have higher weapon strength, and were already useful in the fight being a frontline powerhouse.
I usually like to use 1 or 2 Spawns in my low tier armies. They have Sundered armor so keeping them in the midst of your frontline keeps them alive and the enemy debuffed.
Interesting that Legend got early access to the DLC at all. I thought all relation with CA of that kind were broken down at this point. Good stuff in giving an overview and your updated judgement of Tzeentch's roster.
i think the best example of "higher stats aren't always better" is Chosen vs Aspiring Champs. Even without all the tech tree buffs, A-Champs are just better in every way, despite Chosen having higher atk and def stats, among others.
I think you are full of shit. I just tested it and it wasn't even close. A regular chosen unit of the undivided variety beat a unit of aspiring champions with 80% of their hp left. The tech tree buffs for aspiring champions are ludacris but you claimed they were somehow "better in every way" without those even though they have worse stats, which is blatantly false.
i had 4 in a army and had a couple other untis but my champs were the bulk of the army and i won the battle upo against i think it was 3 satcks of low tier units with some blood nights
@@jabloko992 I second this opinion. Though I think half of it is slogging through endless hordes of dinos and the cav during Kairos's campaign that makes these things such a breath of fresh air when you FINALLY get them. Frankly, I think that whole building chain needs to be knocked down a notch. Giving Tzeentch halberds at T3 and Chosen at T4 would help so much.
@@bobjohnson1659 eh man I feel like chosen at T4 is a little OP given how insanely powerful Chosen are. Even the lower tier Chaos Warriors can pack a punch and deserve their time to shine. I feel like the sweet spot is pulling the anti-large chaos warriors down to T3 and keeping Chosen at T5
@@berrywarmer11 To me, T5 should be reserved for the over-the-top stuff. The kind of unit that can take down 3-4 armies if you turn it into a doomstack. I just don't think that Chosen of Tzeentch are that type of strong. I guess we can both agree that CW halberds shouldn't be over T3 though.
I uninstalled it 8 months ago (I am stuck in DRG minehole) ever since I saw that CA will not address Empire till next dlc. And with this new one and Changlings IM starting position I am not touching Warhammer3 until I see what is for the empire planed (since this DLC they decided to make it mediocre and change nothing about those factions in question I doubt they will fix Empire)
Just ordered the handyman with you code. Wasn’t so satisfied with the quality of trim that the lawnmover 4.0 gave (also ordered with your code) so i hope that the handyman does a better job. Nice video as usual Legend! (Edit: some spelling mistakes)
Great stuff Legend. I've only got the base game, so limited roster and have found well balanced stack to fit most situations to be: 1x Iridescent Horror (Tzeentch) 1x Cultist 5x Chaos Halberds 2x Chaos Knights (after lord upgrades can get insanely bulky - they also carry hard in auto resolve battles) 1x Exalted flamer or flamers does the trick 2x screamers (have found them to be pretty handy at targeting enemy hero's as they are often on mounts - especially spellcasters, distracts them for long enough even if it doesn't kill them). 1x Lord of Change (absolute beasts with all their bound spells). and then the rest some combination of horrors. I find the front line just needs to hold while your horrors and lord/hero spells obliterates their infantry/missiles. keep up the good work!
The Blue Scribes 600% Barrier boost for horrors seems bugged or the text is wrong. Exalted pink Horros got from 1.8k barrier to i think was 2660 or something in a gameplay i watched with this skill.
Makes sense. 600% barrier boost would be insanely broken giving them more barrier than any unit in the game has HP. Was probably meant to be 60% like the other guy said.
Old Legend would have put Blue Horrors in S tier because you can print crapstacks of them to hide in a corner and provide arcane mirth for the casters, and all other infantry in D because they are worthless when you have that.
The first three tiers are the units i also recruit. The only unit that makes me sad is not higher is the screamer, and for all the reason Legend said. If it only had maybe higher melee defence for survivability because its such a cool looking unit.
@@happydeathfish2166 Flying units with multiple entities always tend to get stuck. Actually there is always that one large entitie that gets stuck betwen 2 dudes.
@@markosimunic4770 Maybe its just me, but screamers just feel really derpy. I know they get stuck. But furries seem to get out quicker.Maybe its a bug? Sometimes pink horrors just wont shoot either.
@@happydeathfish2166 I know what you say. But i swear there is always at least 1 chaos knight called Bob that gets stuck between 2 peasants and he just cant push himself out.
Makes me want to see you play again since I won't be buying the new DLC because I can't spend that much money in such a DLC. Would watch the content though
I can never use any kind of warshrine not even hero on warshrine variation because they suddenly always become the main target of every single missile unit.
Don’t I know it. Tzeentch and Nurgle ones are at least a bit better. Tzeentch for Barrier and the Nurgle one (in the hands of WoC) because the Nurgle units can get RIDICULOUS amounts of Missile resistance, plus Festus can heal them constantly.
I found out that the Doomknights of Tzzench are perfect for emptying out the enemies ammo on attacks with the zig zag movement. The enemy wont attack u if they cant get hit by your ranged... U zig zag until your barrier is about to run out and get out and refill. Bcause its a flying unit, only ranged ones will be triggert by it and u can concentrate on evading the missiles, instead of also having to kite their ground-units.
I think Tzeentch furies are actually the best one out of all the variants thanks to the barrier. They can easier reach misile units without losing models, and since low-tier misile units are usually shit in melee, they will keep their barrier for a while.
So opinions, both lore and mechanic wise, regarding the low-tiers (because in my mind no unit should be utter trash considering their position within a roster. Spear marauders and furies being near bottom makes good sense, as they should be. And the shrine is more redundant than useless if you have a hero, but having a spare sounds smart to me. Spawn being what they are, I still think they have a valid place in the roster as summon fodder using Changing of Ways and they aren't bad as unbreakable, shield replenishing tanks. Screamers I am personally find with just being mobile walls of flesh to pin down large units. Which leaves regular marauders who fall into a problem I keep seeing. Why are we keeping the trash units locked behind higher buildings? It doesn't even make sense by the description of the building, it's supposed to be a shrine that prompts Tzeentch to send Forsaken? And the solution isn't hard. Just make a settlement tier below this one, or alternatively just let them be like other mobs and recruitable from the base settlement.
@@Lothi66 yeah I'm surprised people take Lance version - more expensive , sure more charge bonus, but losing so much melee defence its not worth imo. Too bad Doom Knights suck ass since its bugged and doesnt benefit from red tree ... even if RoR Doom knights do (great job CA this bug is there since launch of champions of chaos - same for Skullcrushers).
I found Screamers very frustrating to use. They tend to get stuck and aren't that good as anti-large units. They did perform okay in aerial battles, but those are kinda rare at the early to mid game and come late game flyers, the screamers will lose. Also as an added insult, they really soak up damage on auto-resolve, forcing you to always stay that extra turn replenishing them or risking losing the unit.
Yeah, same. For an anti-large unit, there are surprisingly few engagements with large units they can take. I guess they're better vs. Cavalry as opposed to SE monsters. I've tried to using them against some of the SE Lizardmen monsters but haven't had any luck.
Only thing I disagree with is the exalted flamer. They are not better in dealing with single targets than normal flamers, they actually deal less damage than normal flamers on single targets
Surprised the Burning Chariot's that high. In my experience, their ammo goes down quick even if you turn off Fire at will. Also they look like they'd be janky in melee, but maybe I'm wrong.
WH3's change to ranged units that makes them yeet themselves into melee once they run out of ammo is a strong reason not to touch flying chariots. One moment they are harrasing and close to killing a lone breton paladin/foot lord from above, next moment - while you do other stuff & left them alone since they fly & whatever they shoot doesn't - they ran out of ammo and decided to duel that paladin/lord and get their head torn off in an instant. I wonder how many DLCs CA will force us to buy before they grace us with a fix (i.e guard mode affecting it) for this very shit design change from wh2 to 3.
burning chariots are better in melee than they look, you can cycle charge them into units with no/light armor after they run out of ammo. just keep an eye on that barrier cuz they super squishy
I think Tzeengors should be rated more highly than Forsaken, since the Tzaaangors have Vanguard Deployment which will allow you to use them to run down units that you break with your magic before the enemy reaches your line, as well as their shields and very decent survivability compared to Forsaken. There will probably be tech or lord skills than give them Stalk or something like that as well, so we're looking at a potentially very good support/utility unit for the Tzeentchian army. Forsaken meanwhile are kind of singular in purpose, since no matter how you use them there's mostly only one thing they're good for, which is being glass cannon damage dealers. Also, Chaos Spawn of Tzeentch are quite useful if you mix them into your melee line. You don't have to worry about them taking losses since they're unbreakable and replenish quickly (and can be healed if you're going down that route with Kairos), and when your infantry's barriers are down you can pull them back from the Chaos Spawn and let your Horrors shoot at the enemy between the Chaos Spawn entities. But just in general, monstrous units such as Spawn and Trolls become a lot more resistant to damage when you mix them into an infantry unit, since the monsters can no longer be surrounded.
Screamers of tzeentch are an absolute S tier units. You can’t send them against cavalry, typically outnumbered, and thus they do very poorly. But I find they trade incredibly well against certain types of large or monstrous infantry, when on the flanks or when establishing air superiority an absolutely essential unit. I have always make sure to have at least two of them per army.
Hey Legend, do you think you'll revisit the older races' tier lists at some point? It'd be interesting to see how you rank things now that melee isn't completely useless and supply lines don't render all higher tier infantry worthless.
@@emperormanmanI think the op is talking about the new statement. I haven't seen it myself, but people say that CA pretty much said "buy DLC or we'll axe support for the game!"
only thing I disagree with are the Screamers... They're not really meant for sniping Large groups entities they're more used for taking out single entities like Dragons or Blood thirsters... I've found them to work very well especially when you pull them out to recharge barrier... can take out large single entities without taking any damage if you do it well.
Some ramblings about Forsaken: Playing with N'Kari now and I've noticed I really like the Forsaken with these, as they are an early game unit with high armour, which N'Kari lacks otherwise, but they are generally a fairly tanky unit with high damage, good frontline vs weak early game infantry frontline. With Warriors of Chaos they are usually way better performing unit than Chaos Spawn are, they have high entity count and high dmg but WoC prefers Marauders/Warriors/Chosen/Aspiring lines more than Forsaken to Chaos Spawn, so it stays mostly as a panic recruit for me. LATE CAMPAING EDIT: I used forsaken for the Ulthuan but after that, it's cultists all the way, and no need to recruit anything, until now when the cultist cap is real, but even then daemonettes are better as you can global recruit those in one turn.
Lords of change have some melee capacities, not because you should send them to the frontline but so they aren’t defenceless spellcasters who would get sniped by a pack of dogs or furies if they’re ever left alone. I mean, it would be pretty frustrating if all the other greater daemons were powerhouses while this one had to be constantly babysitted, like the other several spellcasters that probably already fill your Tzeentch army…
So about Knights of Tzeentch... You said they're roughly equal, one with higher attack/defense, other with higher charge bonus. But if the optimal way to use them is just cycle charging wouldn't the lance variant be better overall?
That sounds right to me. I've always believed the lance versions of cav to be superior if you cycle charge while you should get the melee versions if you know you'll forget to min/max the charging
I dont know about the new LL but Karios strugels with a lot of stuff and nobody should strugel with any campaign anymore if you reached tier 5. I mean most campaignes are over after turn 30-40 in this game.
@@tegridyfarms6197 Kairos is for those who want challenge and try too changed thier "doomed" fate :D. While on opposite Changeling campaign is easiest in entire game.
The doom knights of tzeench seem bugged at the moment. They won't disengage from melee like they're supposed to if they have any models stuck. Even just one knight stuck in the melee is enough to bring the entire card back and get them all killed. Right now You have to constantly spam movement orders worse than any other calvary unit has ever had to do before.
Hey legend, since Aekold and the Blue Scribes are a big part of this update for Tzeentch how would you rate them? Worth unlocking or just something mediocre like Gorduz?
Gorduz allows you to buff your army quite well when you don't have access to all chorfs units, and he can then be great in a second army or hobgoblin crapstack
so...basically we need to pay half the game's initial money to actually start enjoying a Tzeentch campaign...what a great time to live in where you pay $80 CAD for a game that was barely working and then being asked to pay another $33.45 CAD to actually play this one faction *a bit better*...what a time to be alive...never paying for CA games ever again.
The only reason I see to get the Chaos Spawns is in the very beginning of a campaign, when you spawnify your own army to give yourself a quick and cheap advantage and get the snowball rolling faster as Vilitch. For Kairos? I don't really like them in battle. It's either spawnify for Vilitch, or I have better things to recruit.
CA/SEGA: *Raises prices CA/SEGA: *Makes more money individually but loses overall on sales numbers, resulting in the same amount of money + bad press CA/SEGA: "My genius is so great sometimes... It scares me..."
Spawn of Tzeeentch so underrated S tier in fact. The very fact that in Villitch campaign you can spawn 3 of those INSTANTLY via power on turn 1 !!! +he gets upkeep / replenishment is not to be underestimate before you get your endgame units. You talk a lot about "convinient stuff" so how is anything more convinient than conjuring 3 of those on demand - while they cost half of upkeep and replenish fast ? I would say nothing is more convinient. And as you said Changeling also buffs them a lot , so only Kairos doesnt buff them tbh. Now I'm not saying they are flawless but they have shit going for them - either free to summon and dirty cheap with upkeep for Villitch or actually pretty strong for Changeling. Definitelly not on same tier as marauders.
I have bad feeling about new DLC : 1. the price ... but ok 2. why Yuan BO fight Lizardmen instead of chaos ?? is there any loremaster that can make a point in this? Gameplaywise is that basicaly attack your allies instead of your mortal enemies.
the dragons hate the old ones who mess up their planet and brought chaos and greenskins. Cathay is ruled by dragons. Lizardmen are the favored servants of the Old Ones. Plus Dragon emperor planning to use the vast power of the geomantic web for the centuries long plan of his. Of all the order factions Cathay makes the most sense to attack the lizardmen
Yeah they're totally worth it. Legend mentions it in the video: Tzeentch as a whole is a high damage faction with a lot of squishy units, so a unit that can hold a line while the rest of your roster does its work is very powerful. On that regard, there's nothing else that Tzeentch has that can hold a line like a Chosen
Okay so out of 37 units only 9 of them are below A rank, no wonder I have so many troubles dealing against Tzeentch armies theese days ^^' Honestly it feels like Tzeentch (as the A.I.) has everything. Super extra Tanky Frontline (with Barrier) that is Anti Large and AP, High Damage Ranged units that literally melt your units. Super High Mobile Cavallry both on ground and flying, the ground one comes with high armor and even Shields. And rounding it up with high damage Single Entity Monsters that also debuff your units while in melee, yeah sounds balanced :x (no need to mention their ridiculous spells at that point, right? ) The literally only Downside Tzeentch has with their low Replenishment is nullified in the hands of the A.I. and I really struggle dealing with their higher Tier armies ^^'
From what I've seen Tzaangors and Forsaken have vastly different roles. Tzaangors are a significantly better at holding the line due to better defensive stats. Forsaken have always been an offensive unit with high damage output, but poor defence aside from armor. So i heavily disagree with them filling the same role.
I think horrors must be B or C tier. They don't have armour piercing they have a very short range and they will let you down against high armour troops such as dwarves they disintegrate and they are very bad in melee especially in legendary difficulty.
Thanks to MANSCAPED for sponsoring today's video! Get 20% OFF + Free International Shipping with my link manscaped.com/legendoftotalwar
Since you are making revamped tier lists, why not remake all the warhammer 1&2 factions in a warhammer 3 setting, I'm pretty sure some units got buffed and some nerfed
thanks to legend for sharing the sponser, defo saved me some £££ and got me some great equipment to help my... great equipment?
16:57 "I'm gonna put it under S tier" (puts it in A tier)
Classic Tzeentch move.
He did say UNDER s tier.
@@micahisham Also a Tzeentch move.
Sometimes people listen rather then watch. For them, it might help if you say the name of the unit instead of "these guys". Good content. Been enjoying for years.
I think having to say "zombie pirate gunnery mob (hand cannons)" has scarred him for life
spawn of tzeentch are so underrated! tzeentch has very few units with armor piercing, but lots of ways to debuff armor. What you do is You put them in a blob with forsaken or chaos warriors and a mortal/prince lord (for barrier regen). They keep sundered armor up, the blob keeps them protected, and when you combine with warpfire and plague of rust high armor units melt. Tzeentch gets techs/red line buffs to get forsaken to 50-60% spell resist on forsaken so even casting spells near your blob wont hurt them.
for this you need a melle army and I think the value for the roaster is way more on the range side. So if you take them to hold back units they still suck compared to even marauder spearmen.
These teir lists are my favourite videos. Alot of people have done tier lists, especially back when it was a trend, but I think legend uses the format best for conveying his thoughts.
Just want to mention that as Kairos you can easily boost the spell resist of the forsaken up to 70%, might help when deciding to throw some big spell close to them.
Don't Tzaangors have vanguard deployment? Seems like something worth mentioning when bringing up the speed of Forsaken, if that is actually the case.
They sure do
yeah vanguard deployment is useful in ambush battles which you can get a lot of as tseench
@@dustydinoface Always useful when you want to hide some units, I definately want to test these. They can be the melee line you can yourself dictate where they are, better, where your spells are gonna land, especially in maps where the best forest spots on map are in vanguard zone.
@@ilari90 Ironically, I feel the opposite to be the case. It seems vanguard deployment is wasted during ambush battles as the deployment zone increase tends to be tiny.
@@HiddenEvilStudios exactly. iirc, sometimes there is no extra vanguard at all, so vanguard deployment is *literally* useless on those maps
Dumb (doom)stack idea:
Play as Festus or turn into him as Changeling;
Recruit Mutalith Vortex, Jabberslythe, Shrine of Slaanesh and Mortis Engine from allies;
Stack as many damage auras and watch enemy infantry melt.
I don't think you can recruit the Vortex beast as Festus unless you play as Belakor or Arceon
@@daxl505 allied recruitment. Not that it is exactly easy mind you :D
I've done a festus debuff stack
Stack all the nurgle debuffs and buffs coupled with mammoth warshrine , bloodwrack medusa, frostheart pheonix and
Luminark, 50% minimum miss res on all units, 40% phys res and 10% Ward + any enemy that gets close loses 2 thirds of their main stat's while in combat
So good.
@@moss4618 it's not really good Vs normal ai armies because resistances cannot go below zero (except for fire resistance)
You don't need to play as Festus, just play as Changeling and defeat Festus once or ally him and transform into him.
One thing to say about spell mastery is that it can increase the damage enough to kill the units instead of just damaging the unit. Was playing vampire counts and was having this issue that the infantry would route with little health after a upgraded wind of death and leave the battlefield with almost their entire unit still alive to fight again but with Manfred and his item with the spell mastery, when it was active, an upgraded wind of death would delete any unit. Even higher tier infantry.
I feel like tzaangors are mainly designed for domination in multiplayer. Their passive weapon strenght ability makes them better towards the end of the game so you can have them in reserve and use their speed and vanguard deployment to have them where they are needed
Forsaken are faster and by the time their weapon strength is higher, the end of battle like you suggest, vanguard deployment doesn't really matter. At that point Forsaken still have higher weapon strength, and were already useful in the fight being a frontline powerhouse.
This was a in domination gamemode@@aaronstevens82
I usually like to use 1 or 2 Spawns in my low tier armies. They have Sundered armor so keeping them in the midst of your frontline keeps them alive and the enemy debuffed.
Interesting that Legend got early access to the DLC at all. I thought all relation with CA of that kind were broken down at this point.
Good stuff in giving an overview and your updated judgement of Tzeentch's roster.
Legend is the biggest TW youtuber by far. He has significant reach so it's in CA's interest to try and work with him.
He is no longer partnered with them, but i dont think they have a bad relationship, or at least not that bad hehe
0:52 Not gonna look my dad in the eye and hand him a box that says "Your Balls Will Thank You" on it. Sorry.
16:57 'I'm gonna put it under S tier'
*slaps that flamer right into the A tier*
i think the best example of "higher stats aren't always better" is Chosen vs Aspiring Champs. Even without all the tech tree buffs, A-Champs are just better in every way, despite Chosen having higher atk and def stats, among others.
I think you are full of shit. I just tested it and it wasn't even close. A regular chosen unit of the undivided variety beat a unit of aspiring champions with 80% of their hp left. The tech tree buffs for aspiring champions are ludacris but you claimed they were somehow "better in every way" without those even though they have worse stats, which is blatantly false.
i had 4 in a army and had a couple other untis but my champs were the bulk of the army and i won the battle upo against i think it was 3 satcks of low tier units with some blood nights
I never thought I would see Chosen in S Tier
Just as planned
The halberd variant is just too damn good. Most definitely the best anti-large infantry unit in the game, perhaps the best infantry unit, period.
@@jabloko992 I second this opinion. Though I think half of it is slogging through endless hordes of dinos and the cav during Kairos's campaign that makes these things such a breath of fresh air when you FINALLY get them. Frankly, I think that whole building chain needs to be knocked down a notch. Giving Tzeentch halberds at T3 and Chosen at T4 would help so much.
@@bobjohnson1659 eh man I feel like chosen at T4 is a little OP given how insanely powerful Chosen are. Even the lower tier Chaos Warriors can pack a punch and deserve their time to shine. I feel like the sweet spot is pulling the anti-large chaos warriors down to T3 and keeping Chosen at T5
@@berrywarmer11 To me, T5 should be reserved for the over-the-top stuff. The kind of unit that can take down 3-4 armies if you turn it into a doomstack. I just don't think that Chosen of Tzeentch are that type of strong. I guess we can both agree that CW halberds shouldn't be over T3 though.
You know for all this talk of quality, I’m sure Faramir would love to have a chat with you Legend
I uninstalled TWWH3, but i still watch Legend of Total War.
I never bought W3, but I would never skip a legend video
Based
I uninstalled it 8 months ago (I am stuck in DRG minehole) ever since I saw that CA will not address Empire till next dlc. And with this new one and Changlings IM starting position I am not touching Warhammer3 until I see what is for the empire planed (since this DLC they decided to make it mediocre and change nothing about those factions in question I doubt they will fix Empire)
Same here
@@Diego000793Same bro
Just ordered the handyman with you code. Wasn’t so satisfied with the quality of trim that the lawnmover 4.0 gave (also ordered with your code) so i hope that the handyman does a better job. Nice video as usual Legend!
(Edit: some spelling mistakes)
Was the Handyman any better?
Legend demonstrating his inner Skaven:
"massive damage...it can be killed by a gust of wind...S tier"
You can get the marauder spears from the tier 1 province capital building if you go the military path, unless that changed in the upcoming DLC.
Great stuff Legend. I've only got the base game, so limited roster and have found well balanced stack to fit most situations to be:
1x Iridescent Horror (Tzeentch)
1x Cultist
5x Chaos Halberds
2x Chaos Knights (after lord upgrades can get insanely bulky - they also carry hard in auto resolve battles)
1x Exalted flamer or flamers does the trick
2x screamers (have found them to be pretty handy at targeting enemy hero's as they are often on mounts - especially spellcasters, distracts them for long enough even if it doesn't kill them).
1x Lord of Change (absolute beasts with all their bound spells).
and then the rest some combination of horrors.
I find the front line just needs to hold while your horrors and lord/hero spells obliterates their infantry/missiles.
keep up the good work!
The Blue Scribes 600% Barrier boost for horrors seems bugged or the text is wrong. Exalted pink Horros got from 1.8k barrier to i think was 2660 or something in a gameplay i watched with this skill.
Yeah that would imply 60% Barrier boost which seems like what was intended
@@yvjlvyu But 1800×1.6 would be 2880. And yes, the 1.8k is base.
Maybe it's +600 idk CA and numbers is not the best relationship ever😅
Makes sense. 600% barrier boost would be insanely broken giving them more barrier than any unit in the game has HP. Was probably meant to be 60% like the other guy said.
Old Legend would have put Blue Horrors in S tier because you can print crapstacks of them to hide in a corner and provide arcane mirth for the casters, and all other infantry in D because they are worthless when you have that.
I thought you stopped CA partnership, how did you get SoC early access?
No interest in Total War right now but will always watch a new Legend video.
I haven't played since Ikkit Claw came out for TWW2 but I still enjoy Legends videos. Thank you for the discount code as well Legend.
would love to see a kislev version of this
I keep wanting to use Screamers, but they just never seem to do as well as I want them to.
The first three tiers are the units i also recruit. The only unit that makes me sad is not higher is the screamer, and for all the reason Legend said. If it only had maybe higher melee defence for survivability because its such a cool looking unit.
They also get stuck a lot too. I try to use them, but they always disapoint me. I think the cockatrice makes all the other flying stuff less usefull.
@@happydeathfish2166 Flying units with multiple entities always tend to get stuck. Actually there is always that one large entitie that gets stuck betwen 2 dudes.
@@markosimunic4770 Maybe its just me, but screamers just feel really derpy. I know they get stuck. But furries seem to get out quicker.Maybe its a bug? Sometimes pink horrors just wont shoot either.
@@happydeathfish2166 I know what you say. But i swear there is always at least 1 chaos knight called Bob that gets stuck between 2 peasants and he just cant push himself out.
@@markosimunic4770 Yeah I know of Bob. Cant even push 1 smelly peasant off him and he wants to become a chosen.
Surprise surprise new DLC units are power creeped and OP as hell.
Makes me want to see you play again since I won't be buying the new DLC because I can't spend that much money in such a DLC. Would watch the content though
Cockatrice support ability is amazing with the front line!
I can never use any kind of warshrine not even hero on warshrine variation because they suddenly always become the main target of every single missile unit.
Don’t I know it. Tzeentch and Nurgle ones are at least a bit better. Tzeentch for Barrier and the Nurgle one (in the hands of WoC) because the Nurgle units can get RIDICULOUS amounts of Missile resistance, plus Festus can heal them constantly.
Hey there, Legend!
Do you have any plans on revisiting your older tier lists for TWW2 factions, since they've been revamped/updated in TWW3?
I found out that the Doomknights of Tzzench are perfect for emptying out the enemies ammo on attacks with the zig zag movement.
The enemy wont attack u if they cant get hit by your ranged...
U zig zag until your barrier is about to run out and get out and refill.
Bcause its a flying unit, only ranged ones will be triggert by it and u can concentrate on evading the missiles, instead of also having to kite their ground-units.
I think Tzeentch furies are actually the best one out of all the variants thanks to the barrier. They can easier reach misile units without losing models, and since low-tier misile units are usually shit in melee, they will keep their barrier for a while.
So opinions, both lore and mechanic wise, regarding the low-tiers (because in my mind no unit should be utter trash considering their position within a roster. Spear marauders and furies being near bottom makes good sense, as they should be. And the shrine is more redundant than useless if you have a hero, but having a spare sounds smart to me. Spawn being what they are, I still think they have a valid place in the roster as summon fodder using Changing of Ways and they aren't bad as unbreakable, shield replenishing tanks. Screamers I am personally find with just being mobile walls of flesh to pin down large units.
Which leaves regular marauders who fall into a problem I keep seeing. Why are we keeping the trash units locked behind higher buildings? It doesn't even make sense by the description of the building, it's supposed to be a shrine that prompts Tzeentch to send Forsaken? And the solution isn't hard. Just make a settlement tier below this one, or alternatively just let them be like other mobs and recruitable from the base settlement.
Chaos knights also have surprisingly high melee defence, add the barrier to it, they are quite sturdy!
Agree, they suprised me many times in my campaing. They survived soo much and was still operational. The sword ones are tanks on horses.
@@Lothi66 bro they never die 😂 I used them as their own hammer and anvill. They gets high level super fast because of that
@@Lothi66 yeah I'm surprised people take Lance version - more expensive , sure more charge bonus, but losing so much melee defence its not worth imo.
Too bad Doom Knights suck ass since its bugged and doesnt benefit from red tree ... even if RoR Doom knights do (great job CA this bug is there since launch of champions of chaos - same for Skullcrushers).
I found Screamers very frustrating to use.
They tend to get stuck and aren't that good as anti-large units.
They did perform okay in aerial battles, but those are kinda rare at the early to mid game and come late game flyers, the screamers will lose.
Also as an added insult, they really soak up damage on auto-resolve, forcing you to always stay that extra turn replenishing them or risking losing the unit.
Yeah, same. For an anti-large unit, there are surprisingly few engagements with large units they can take. I guess they're better vs. Cavalry as opposed to SE monsters. I've tried to using them against some of the SE Lizardmen monsters but haven't had any luck.
Only thing I disagree with is the exalted flamer. They are not better in dealing with single targets than normal flamers, they actually deal less damage than normal flamers on single targets
Surprised the Burning Chariot's that high. In my experience, their ammo goes down quick even if you turn off Fire at will. Also they look like they'd be janky in melee, but maybe I'm wrong.
WH3's change to ranged units that makes them yeet themselves into melee once they run out of ammo is a strong reason not to touch flying chariots. One moment they are harrasing and close to killing a lone breton paladin/foot lord from above, next moment - while you do other stuff & left them alone since they fly & whatever they shoot doesn't - they ran out of ammo and decided to duel that paladin/lord and get their head torn off in an instant.
I wonder how many DLCs CA will force us to buy before they grace us with a fix (i.e guard mode affecting it) for this very shit design change from wh2 to 3.
burning chariots are better in melee than they look, you can cycle charge them into units with no/light armor after they run out of ammo. just keep an eye on that barrier cuz they super squishy
@@adriankoch964APPARENTLY its getting fixed with the new DLC alongside with Nakai and his Kroxigors.
I think Tzeengors should be rated more highly than Forsaken, since the Tzaaangors have Vanguard Deployment which will allow you to use them to run down units that you break with your magic before the enemy reaches your line, as well as their shields and very decent survivability compared to Forsaken. There will probably be tech or lord skills than give them Stalk or something like that as well, so we're looking at a potentially very good support/utility unit for the Tzeentchian army. Forsaken meanwhile are kind of singular in purpose, since no matter how you use them there's mostly only one thing they're good for, which is being glass cannon damage dealers.
Also, Chaos Spawn of Tzeentch are quite useful if you mix them into your melee line. You don't have to worry about them taking losses since they're unbreakable and replenish quickly (and can be healed if you're going down that route with Kairos), and when your infantry's barriers are down you can pull them back from the Chaos Spawn and let your Horrors shoot at the enemy between the Chaos Spawn entities. But just in general, monstrous units such as Spawn and Trolls become a lot more resistant to damage when you mix them into an infantry unit, since the monsters can no longer be surrounded.
I shave my face with the ball shaver. With that being said let's get right into the tier list
Screamers of tzeentch are an absolute S tier units. You can’t send them against cavalry, typically outnumbered, and thus they do very poorly. But I find they trade incredibly well against certain types of large or monstrous infantry, when on the flanks or when establishing air superiority an absolutely essential unit. I have always make sure to have at least two of them per army.
Hey Legend, do you think you'll revisit the older races' tier lists at some point? It'd be interesting to see how you rank things now that melee isn't completely useless and supply lines don't render all higher tier infantry worthless.
You should've added Helbaras and the Scribes
I had such a hard time keeping my flamers alive, to where they ended up dealing almost no damage
I don't play this game anymore but i always watch your videos
Did Legend get early access to the DLC?
I think he did! He did mention it in a previous video!
So he got back in the creator program? Nice
Probably looking forward to the Tzeentch beastmen units the most
Surprised you haven't done a video about CA's statement regarding the DLC price. Would be interested to hear your thoughts on it.
he has, he's made two videos on it
@@emperormanmanI think the op is talking about the new statement. I haven't seen it myself, but people say that CA pretty much said "buy DLC or we'll axe support for the game!"
@@emperormanman he made two vids about prices, but not about ca's brilliant statement
whoops aight 🙏
@@emperormanman it's an ever-evolving shitstorm, hard to stay on top of all the nonsense XD
might get some manscaped tbh
BTW, this tierlist looks like it's flipping the bird! 😂
tzeench tier list and medieval music in the background. Great.
only thing I disagree with are the Screamers... They're not really meant for sniping Large groups entities they're more used for taking out single entities like Dragons or Blood thirsters... I've found them to work very well especially when you pull them out to recharge barrier... can take out large single entities without taking any damage if you do it well.
Some ramblings about Forsaken:
Playing with N'Kari now and I've noticed I really like the Forsaken with these, as they are an early game unit with high armour, which N'Kari lacks otherwise, but they are generally a fairly tanky unit with high damage, good frontline vs weak early game infantry frontline. With Warriors of Chaos they are usually way better performing unit than Chaos Spawn are, they have high entity count and high dmg but WoC prefers Marauders/Warriors/Chosen/Aspiring lines more than Forsaken to Chaos Spawn, so it stays mostly as a panic recruit for me.
LATE CAMPAING EDIT:
I used forsaken for the Ulthuan but after that, it's cultists all the way, and no need to recruit anything, until now when the cultist cap is real, but even then daemonettes are better as you can global recruit those in one turn.
Can you please make a legendary hero tier list?? Like from all factions
Lords of change have some melee capacities, not because you should send them to the frontline but so they aren’t defenceless spellcasters who would get sniped by a pack of dogs or furies if they’re ever left alone.
I mean, it would be pretty frustrating if all the other greater daemons were powerhouses while this one had to be constantly babysitted, like the other several spellcasters that probably already fill your Tzeentch army…
So about Knights of Tzeentch... You said they're roughly equal, one with higher attack/defense, other with higher charge bonus. But if the optimal way to use them is just cycle charging wouldn't the lance variant be better overall?
That sounds right to me. I've always believed the lance versions of cav to be superior if you cycle charge while you should get the melee versions if you know you'll forget to min/max the charging
The Deceivers do not have any possibilty to give the Lord of Change any extra bound spells, right?
So only for Kairos is the Lord of Change S Tier?
The Mutalith creature makes Tzeentch now OP as hell.
I dont know about the new LL but Karios strugels with a lot of stuff and nobody should strugel with any campaign anymore if you reached tier 5. I mean most campaignes are over after turn 30-40 in this game.
@@tegridyfarms6197 Kairos is for those who want challenge and try too changed thier "doomed" fate :D. While on opposite Changeling campaign is easiest in entire game.
The robustness of the Tzeentch roster really changes with 50 USD huh
XD
Screamers anihilate archers, single units and any low number unit that you field. They do insane damage and are not all that squishy
So from this list its just 3 new units for tzeentch, and no new generic Lord or Hero?
There are 2 new heros for tzeentch, 1 is free and the other one is unlocked with the dlc
The doom knights of tzeench seem bugged at the moment. They won't disengage from melee like they're supposed to if they have any models stuck. Even just one knight stuck in the melee is enough to bring the entire card back and get them all killed. Right now You have to constantly spam movement orders worse than any other calvary unit has ever had to do before.
Hell yeah, brother.
I'm not actually sure whether it's good to put a cultist on a shrine of Tzeentch. I find them far more effective casters when theyre on a horse.
You have better casters than them so why would you bother using them as casters?
missed you legend🥲
Love these lists❤
Hey legend, since Aekold and the Blue Scribes are a big part of this update for Tzeentch how would you rate them? Worth unlocking or just something mediocre like Gorduz?
Blue scribes are kinda like Gorduz, except instead of buffing hobgobbos into oblivion he does it with the horrors while having Access to all spells.
Gorduz mediocre? he makes the cheapest units you have amazing. Hes an amazing hero
Gorduz is ansolutely not mediocre. He buffs very convenient units (no unit caps) and turns them into very powerful units
Gorduz allows you to buff your army quite well when you don't have access to all chorfs units, and he can then be great in a second army or hobgoblin crapstack
What is the use of screamers? I had them lose to a single unit of terradon riders. Are they only good against caster heroes/lords on flying mounts?
Great content
How comes Legend has SoC access early? I thought he and Ca's bridges were well and truly burnt?
so...basically we need to pay half the game's initial money to actually start enjoying a Tzeentch campaign...what a great time to live in where you pay $80 CAD for a game that was barely working and then being asked to pay another $33.45 CAD to actually play this one faction *a bit better*...what a time to be alive...never paying for CA games ever again.
I like Pink Horrors
The only reason I see to get the Chaos Spawns is in the very beginning of a campaign, when you spawnify your own army to give yourself a quick and cheap advantage and get the snowball rolling faster as Vilitch. For Kairos? I don't really like them in battle. It's either spawnify for Vilitch, or I have better things to recruit.
Thanks for the video
Thank you
CA/SEGA: Give us money or we’ll KILL warhammer 3 😊
Correction: "Give us money or we'll kill our business!".
CA/SEGA: *Raises prices
CA/SEGA: *Makes more money individually but loses overall on sales numbers, resulting in the same amount of money + bad press
CA/SEGA: "My genius is so great sometimes... It scares me..."
@@Klongu_Da_BonguFucking Tzeenchian level big brain business move right here.
I hope CA makes a spin off twwh but set in the past during the 1st everchosen.
Probably the strongest demon roster but tzeentch just lacks a little with economy/replenishment. Changing of the ways is great though
Any chance for a livestream? :D
Any chance of a stream in early access Legend??
Is it possible to make some listing or valuation chaos troops without those stupid DLCs?
At least there is not too much to compare.
Can the Warriors of chaos, Belakor and the Demon Prince recruit the new units too?
I'm almost certain that they can recruit the Tzeentch beastmen, not sure about the others.
Spawn of Tzeeentch so underrated S tier in fact. The very fact that in Villitch campaign you can spawn 3 of those INSTANTLY via power on turn 1 !!! +he gets upkeep / replenishment is not to be underestimate before you get your endgame units.
You talk a lot about "convinient stuff" so how is anything more convinient than conjuring 3 of those on demand - while they cost half of upkeep and replenish fast ? I would say nothing is more convinient. And as you said Changeling also buffs them a lot , so only Kairos doesnt buff them tbh.
Now I'm not saying they are flawless but they have shit going for them - either free to summon and dirty cheap with upkeep for Villitch or actually pretty strong for Changeling. Definitelly not on same tier as marauders.
you really gotta appreciate the insanely good design of the chaos units
I have bad feeling about new DLC : 1. the price ... but ok 2. why Yuan BO fight Lizardmen instead of chaos ?? is there any loremaster that can make a point in this? Gameplaywise is that basicaly attack your allies instead of your mortal enemies.
the dragons hate the old ones who mess up their planet and brought chaos and greenskins. Cathay is ruled by dragons. Lizardmen are the favored servants of the Old Ones. Plus Dragon emperor planning to use the vast power of the geomantic web for the centuries long plan of his. Of all the order factions Cathay makes the most sense to attack the lizardmen
Tier 5 infantry at S tier? Are they really worh the cost? They are so expesnive too.
Yeah they're totally worth it. Legend mentions it in the video: Tzeentch as a whole is a high damage faction with a lot of squishy units, so a unit that can hold a line while the rest of your roster does its work is very powerful. On that regard, there's nothing else that Tzeentch has that can hold a line like a Chosen
What is it about tier lists that is so damn satisfying to watch
Cuz you wanna know if he thinks the same.
Seeing vortex beast's power lvl shouldnt Dread Saurian's unit cap on building removed?
Will Vilitch have access to the new Tzeentch units? Aekold or the Blue Scribes?
Yes
Lord of Change spam trivializes the campaign
A ton of new units!
Okay so out of 37 units only 9 of them are below A rank, no wonder I have so many troubles dealing against Tzeentch armies theese days ^^' Honestly it feels like Tzeentch (as the A.I.) has everything. Super extra Tanky Frontline (with Barrier) that is Anti Large and AP, High Damage Ranged units that literally melt your units. Super High Mobile Cavallry both on ground and flying, the ground one comes with high armor and even Shields. And rounding it up with high damage Single Entity Monsters that also debuff your units while in melee, yeah sounds balanced :x (no need to mention their ridiculous spells at that point, right? )
The literally only Downside Tzeentch has with their low Replenishment is nullified in the hands of the A.I. and I really struggle dealing with their higher Tier armies ^^'
Its a pity SoC has been caught up in the shitstorm about price, because it does appear to be a pretty decent DLC otherwise.
From what I've seen Tzaangors and Forsaken have vastly different roles. Tzaangors are a significantly better at holding the line due to better defensive stats. Forsaken have always been an offensive unit with high damage output, but poor defence aside from armor. So i heavily disagree with them filling the same role.
I think horrors must be B or C tier. They don't have armour piercing they have a very short range and they will let you down against high armour troops such as dwarves they disintegrate and they are very bad in melee especially in legendary difficulty.
Legend doesn't know spawn have armor sundering, does he?