@@alifarsani2469 About ALL products I don't know what to say. But what I bought, I have nothing to complain about. It's very rare to find open-front boxers here where I live, and the quality is also superior.
One thing you missed about Stirlands Revenge: They have flipped AP values. Regular Free Company get 2 AP and 12 non-AP damage per shot. Stirlands Revenge gets 14 AP and 2 Non-AP, which combined with their higher model count and faster reload means they'll actually outdamage Handgunners quite significantly.
Meh I feel like this matters a lot more in MP for value and not campaign. Definitely don’t feel better than standard handgunners because of the range difference. Other than with maybe Volkmar, FCM are awful in general. Same with Corsair handbows and chameleon skinks without Lokhir and Oxyotl.
It'll be a lot better against healing, yes. But will it be a lot better in general? Like, how often do you go up against that something regenerates extensively? Aside from Vampire counts(looking at you Vlad), and nurgle, i don't remember having difficulties against healing.
@@erensametkaratas6593 if you're not going up against something that regenerates extensively, then why use fire damage in the first place? for it's niche use, it is a lot better. the general use doesn't matter, because you don't use fire attacks for general use.
@@iamdopeasfcuk if it's already better against regens, and if the change doesn't make it any more viable against non regeners, then it doesn't make it "a lot better". cuz you still use it against the same type of enemies and it has already been good against said enemy type. the change doesn't make it any more present in the game
Da Swamp Fings actually had Poison Attacks on their melee that you hadn’t mentioned. Though I doubt that would make much difference if you don’t hold much value for poison.
Its value on a large slow unit isn't just that great. Trolls are fast enough to catch most infantry anyhow, so it doesn't affect them that much. In melee, they are most likely going to get surrounded and ganked, and while the reduced damage is going to increase their survivability slightly, it's not exactly a huge boost. But true poison and terror are upgrades compared to losing 1 MA, so rating them worse is a weird decision. Though, in the end poison is best combined with skirmishers and such or in single entity duels, so its value is kinda situational, but definitely not a deprovement.
For melee units, he does value poison (just look at the skeleton warriors RoR that get in a higher tier just thanks to poison). Greenskills trolls can be used in a doomstack and fight in a blob which means if one units brings poison, it benefits the entirer blob of trolls.
@@guillaume9102 only as Grom as he can make them unbreakable, otherwise mixing a team of stone trolls and river trolls is an expensive way of getting an average army that is outperformed by the usual scrap upgraded skulker armies.
@@GafferPerkele The poison combined with their mass is the sweet spot. The poison should help them catch and lock down enemy calv, heroes, monstrous infantry, ect ect. Granted trolls have pretty low damage output so it's still not that amazing as you'll need to use other units to kill whatever they catch.
Ekrund's miners have a 200% ammo increase compared to regular miners with blasting charges. For a unit that's only real damage dealing potential is in its blasting charges, it's a HUGE boost. It's like bringing 3 units worth of damage before it does its duty of holding the line.
I would agree, it should have been 'better than the original'. If it was 10+2 ammo it wouldn't be a big deal, but 1+2 is triple the amount of shots. That turns this unit from a disposable (by dwarven standards) unit with a slight benefit of a single nade, to a grenadier unit with 3 shots. I'd say that's a big deal.
@@benstaffordson7163 why would that be likely? you can just...put it behind another dwarf unit, I hear those guys are decent at holding. Then, after it threw all those bombs it goes into melee. Legend always (rightly) stresses the importance of trading up in balance of power. These guys will trade MASSIVELY up in balance of power.
Beyond all that, because they have such low ammo, but still have more ammo then base Miners, that means if you have an engineer in the army, you can use restock on them early and by the time the battle is over they've fired about 5 volleys, realistically all of them at the dwarf lord who clumped up the enemy around him
@@jabloko992 The explosive hits will hit your own units, with their garbage range. Or, you could just get another ranged unit behind it. You want to talk about trading up in power, the blasting cap miners aren't it.
Feels like you overlooked that the ROR free company militia has armour piercing whilst the normal free company does not. That is actually a rather massive difference that you didn't mention
It's kind of funky with their limited range. It helps but it's pretty niche. Especially when you consider what Volkmar can do to the whole standard free company militia, which is armor piercing to all normal free company militia, rendering it completely normal.
@@jabloko992 no way, only the things that have a complete change mechanically or simply deals more damage overall, and make the unit work better in all situations deserve to be on the top, see with higher ap it’s good but if you’re shooting at something with low or no armor, it’s pretty much the same. And sometime the ap not even matter like for the green skin horse archer things.
Not sure if it actually makes a big difference in campaign though...one unit with more ap is nice, but with limited range and if its just one unit, it doesnt necessarily change that much.
While I know all RoR get the same instant recruitment, I do think its worth mentioning when the regular version is particularly hard to recruit. Units like the Claw of Nagash or The Big Un are getting a much bigger benifit from instant recruitment than The TIthe or Deathjacks.
I think the debate here is wether you should hire them permanently into your main army(ies) or keep them as an "emergency unit" to buff up the defence of a soon-to-be-besieged settlement... So instant-recruit is already part of the equation as if you perma-recruit them they relpace one of their OG.
The format is defo good. Especially to decide wether to keep a regiment active in your armies or for emergency recruitments. For these examples there's maybe a handful you'd want to keep around at all times. Really interested to see if there's a race which has more than one unit at the very top.
I like the format, but I kept getting the feeling he was judging the RoR version on wether it was a good unit, not whether it was better than its original. Good case in point is the 8peek loonies. Sure, they're still goblins but them being unbreakable maes them WAY better than bog standard goblins. Same goes for rusty arrows
You missed that the Black Lions can hide. That alone in my books makes it hit top tier. A hiding, relatively mobile siege attacker that can be recruited when needed. The fact it's a hellblaster is just a minor bonus after that.
Legend this video seems like a really difficult one to make, there is so much nuance that can be had in one-off units. Instead of just assessing what perks upgrade a unit most, there could be more interesting discussion on their added strategic value compared to the additional tactical strengths they have. The context of ease of recruitment (RoR with high recruit time or inconvenient recruitment buildings is worth more than a commonly recruited unit that has easy rank ups) feels like an important factor to consider. Some units function best as a one-off instead of a doomstack, instead of building a whole chain, the convenience is of much great value than others. Mortis Engine is really high tier and you don't really need to spam it, so having one on call is great. Another criterion could be any single RoR that adds such a tactical option as to be worth keeping all the time or against a particular faction. The Rogue Idol is such an example, being an exceptional artillery monster that GS otherwise don't have, whereas Teef Robbers, being bad units to begin with, go to the baseline of emergency unit that would otherwise never see the light of day.
This is just meant to be a more straightforward assessment of their abilities vs their standard counterparts and it's already nearly an hour long for just the WH1 races. Doing what you suggest WOULD be interesting, but trying to do it with even jsut 50 RoR units would probably end up with a 20+ hour long video with comments starting off with "But Legend! What about....." and never ending. Again, not that your thoughts don't have merit, but it would require a deep dive into either a single race's RoR, or even a deep look into specific RoR. Might be something to bring up to him in a livestream as an Idea.
@@Wyrmvonsturm oh totally, which is why i thought tier list for RoR is a difficult video to make. I felt like after the Empire RoRs, Legend sounded like he was losing interest in making the video (or it could just be that GS RoRs are just so uninteresting other than Rogue Idol)
I think using twwstats could help for this kinda video, because all the hidden stats like AOE attacks are listed there and the unit information is, in general, a bit nicer for comparison imo.
5:40 you have a slight misconception here. yes, higher stats are more valued in auto resolve. but in the manual fight, stats of a unit dont matter for the army loss. that its the gold value of the unit. and as you can see: standard huntsman are considerd 29 gold more worth than their RR. that means losing the standard huntsman of that experiance would hurt your balance of power slightly more.
This is a great video. Learned a few things about stats that I had honestly never thought about before, such as melee stats for hunters from the Empire hurting you due to balance of power. Honestly makes sense, just had never thought of that until now.
Best part of RoRs is INSTANT RECRUITMENT ... The best "special unit" is the elector count mortar unit, because they have "no friendly fire", which is perfect for firing into the melee defense line.
I've found armor sundering to be extremely useful when fighting enemy lords and heroes, attack them with a sundering unit that reduces their armour, and have your own hero or lord fight the enemy lord inside the block of armour sundering infantry.
Especially with missile units they get much higher accuracy when leveling up, the RoR missile units thus have instant max accuracy compared to the regular ones. Sadly this is not represented in the stats, Zerkovich made a video about that. Would be helpful to have proper info on that.
Format was great and this idea of a tier list is a+, one thing that would be cool is briefly going over any of the niche uses some of them might have or that you have found for them personally in your journeys. I think just rating them compared to their base unit is good since nobody usually really cares about price when it comes to these imo.
Before 2:17 you had the bottom 2 rows text switched. I usually wouldn't notice this sort of thing, but this time I did! and I didn't see any other comments mentioning it.
I think one more thing about Helblaster version of War Wagon is that cannon itself better shooting angles since it resides on top of a wagon, compared to being just on a ground. I think it can even shoot over your troop heads, but cannot recall exactly.
I agree with basically the entire tier list, and outside of Stirland's Revenge that other comments already mentioned, I wanted to add that the Broken Tusk Mob suffer a lot from power creep. Boar Boys and Boar Boy Big'Uns used to have WAY lower Armour values (about 55 for the big'uns) and the upgrade the ROR used to have was having actually high Armour (90 iirc vs the base 55). Now they just have +15 Armour, which is such a non-upgrade they need some form of buff/ability to be notable from the regular unit they are supposed to outshine.
I'd say chilling aura on the Mortis engine can also help prevent cavalry which charge near it from being able to wheel around and get out. Making the Vampire Counts blobs or pile on even stronger. Same thing for trapping enemy heroes or lords. Having less speed, (in so far as I know) means the unit struggles to push entities out of the way with less acceleration. Probably also, though not of great importance, that speed may be enough to apply faster and stronger enemies nearby onto most infantry or on foot small size single entities. Making them break a little sooner. While not as valuable as the Chillgheists, I think it is still very valuable. Thoughts?
I would value Stirlands Revenge Higher, and I would definitely add the Templehof Luminarc to S tier. A free Net of Amentoch is just way to good to pass up, especially in an army that has a Fire or Life Wizard and lacks a light wizard.
I think its a good format; works well like the other tier lists you have done. Maybe you could add something at the end about what surprised you with certain units i.e. which ones you thought were better or worse. For example, you went into the VC thinking their units were going to be relatively meh given that they havent had much of an update since WH1 but you did seem genuinely surprised that the Tithe (zombies) were better than you thought.
Great video, useful, love it! BUT the units for now imminent IE have already been changed, like speed for Reiksguard (75 speed now from 66) and War wagons (50 from 35ish?), ethereal changes (-phys res 25% to 50% + 25% hp pool). Most likely this will drastically impact RoR units and even counterparts, do you plan to just fill the void now with some informative videos on the topic like this one for other races and then update where necessary after the changes are live (not just announced)? For auto resolve - vanguard deployment always troubles me... some units are massacred because of it. Otherwise poison for Hags make them at least the same if not slightly better and as others mentioned the armor piercing / normal damage ratio changes to Empire RoR ranged units. Format is great, seems thought through already on gradations. Maybe one more category for which units are good in emergency recruit, but I suppose it is somewhat answered in their positions in categories here. If it sucks compared to original unit and original unit is shit in emergency - not much to expect there, + other factors can strongly affect this emergency scenario drastically, sometimes just +1-3 units makes a difference, sometimes a second army will not help.
You know, I've always felt like the Moon Howlerz should get anti-large, which would kind of bring them in line with other RoR hound units like the Dire Pack and the Beasts of Tashnar. Particularily, since their combat stats are a bit shit and fear really isn't super helpful for a unit that will not stay in melee for long.
you missed Striland's revenge missiles being armour piercing while regular ones have almost no ability to pierce armour. Far superior to original because of that IMO.
It is a very nice walkthrough of all regiments of renown. Thank you for that! But the rating is very subjective, I think that some extra abilities of the units you massively undervalue. No single unit can chance the campaign but it can have an impact in battle. But for me the crucial is the actual comparison with the original unit from the roster. And in that case some regiments are simply way better. Example: luminark. Extra free spell coming with a unit. How many units bring such a benefit to the table?
I'd be great to see this redone when IE is out and the changes are live, because a considerable number of things are changing. FIRE damage will be invaluable against Vamps and tomb kings because of healing being %based on things like mortis engines, corpse carts with lodestone, and the tomb kings' faction effect in battles being cyclical. Likewise, dragons and knights got faster and pack more mass.
You forgot with the wolfriders: most units in the game have armor (not alot, but they have it), so an armour-piercing unit will deal out damage more against most units.
Dragonback slayers also work really well with the banner which imbues flaming attacks and +6% weaponstrength As for the goblobber: triple rune of discouragement and a flamethrower +goblobber makes breaking enemies fun
Haven't played Warhammer in months, but you make such great videos regardless of my current interest in the game. Love the content Legend, hoping to greener pastures ahead for you when IE comes out.
Seems like a good format! The only thing I might add would be for any given RoR: Should you recruit this early or save it for when you need fast recruiting in a pinch?
This is a great format for it. 1 more video on Brets, Norsca etc. For Wh2... well, since its only Vcoast and TK new faction, maybe put one base race with them. Like Skaven, who have Ikit's special units, too. If you wanna mention campaign exclusive 'green' units. That equals 4 videos altogether. (Not sure you wanna do one for WH3, probably not yet haha)
Not having "expendable" is actually a negative when it comes to gobbos as it will make other units nearby take a leadership hit when they rout. Yes, WHEN they rout.
I know it’s not the purpose of this comparison, but seeing the cost of a rank 9 original unit compared to the RoR is interesting. Very often (but not always) the rank 9 unit is a lot more expensive than the RoR making the RoR much better value relatively speaking in multiplayer.
I like this format. So I’d imagine that next you’ll do regiments of renown tier lists for the Warhammer 2 base races, then the DLC races of 1 and 2, and then the Warhammer 3 races, right?
Hey legend, could you make tier lists for landmarks ? Also some kind of tier list/comparison of certain types of units would be nice. For example tier list for all artillery, or melee monsters etc...
i know they aren't technically regiment of renown but they work in a similar way so i thought you might have included them in this video anyway. elector count state troops.
What's important to consider is that the royal altdorf RoR won't terror route when its tasked with taking down terror causing monsters. Should be considered as better than original, especially if you put the moon howlers above them.
The Black Lions (The Hellblaster Volley Guns on War Wagons) are also higher than the standard Hellblaster Volley Guns. In some situations it can make it easier to shoot above your own troops.
Sternsmen are pretty crazy, I tested them against a 20 stack mix of decent to average units on custom. I Held a chokepoint with 2 units of Sternsmen and a Mortis Engine just behind. They managed to beat the entire army it was impressive.
For anyone reading comments Black Lion's are one of the strongest RoRs in the entire game because of how hilariously imbalanced helblaster's are in AR. If you're looking to cheese a hard fight or doing an AR campaign there's about no unit across all factions, not just Empire you'd take over it. The Sunmaker is also well above average same with The Witches by virtue of being artillery..
@@BM-wf9uf to have 140 range as Cathay peasant archers and Kislev Kossars, or be cheaper than them more akin to goblin archers, thou they don't have expendable like some of them have. Some rebalance of stats or price/upkeep might be needed.
You got Stirland Revenge very wrong. They should be in the Green Tier just for the fact that they have AP missile damage. They hit like a truck even in the late game. In the early to mid game they are competent front line and hit super hard at short range. I like to keep them in the middle of my line but just a little bit back from Spears/Halberd, not quite checkerboard. Later in a campaign I keep them toward one flank so I can swing around and pour accurate AP fire into the sides of units.
really cool video idea but it feels a bit low effort in this case, multiple times where legend overlooked a bunch of things that would deffo change the rating, like armor piercing values or added poison on attacks.
Thanks to MANSCAPED for sponsoring today's video! Get 20% OFF + Free International Shipping with my link manscaped.com/legendoftotalwar
I've already bought a few, and they're really good.
rancid sack cursed by Nurgle
@@alifarsani2469 About ALL products I don't know what to say. But what I bought, I have nothing to complain about. It's very rare to find open-front boxers here where I live, and the quality is also superior.
I swear Legend I never watch the ad but this I sat the whole thing down. xDD
What a world where women want men to be shaved like little boys but I can't comment on a woman's armpit or leg hair hahahaha
One thing you missed about Stirlands Revenge: They have flipped AP values. Regular Free Company get 2 AP and 12 non-AP damage per shot. Stirlands Revenge gets 14 AP and 2 Non-AP, which combined with their higher model count and faster reload means they'll actually outdamage Handgunners quite significantly.
Yeah, those armorpiercing bullets
are pretty much their biggest deal and he completely missed it :(
Instantly thought the same thing
Legend not paying attention :(
Meh I feel like this matters a lot more in MP for value and not campaign. Definitely don’t feel better than standard handgunners because of the range difference. Other than with maybe Volkmar, FCM are awful in general. Same with Corsair handbows and chameleon skinks without Lokhir and Oxyotl.
@@plutonicquasar9069 we're talking about the armour piercing of the free company not the range of the handgunners?
Worth mentioning about fire attacks, in WH3, it also reduces all healing by 50% so it will be a lot better now.
It'll be a lot better against healing, yes. But will it be a lot better in general? Like, how often do you go up against that something regenerates extensively? Aside from Vampire counts(looking at you Vlad), and nurgle, i don't remember having difficulties against healing.
@@erensametkaratas6593 doesnt matter much in pve, highly valuable in pvp
@@somethinghandlesomething true. But this video is all about SP
@@erensametkaratas6593 if you're not going up against something that regenerates extensively, then why use fire damage in the first place? for it's niche use, it is a lot better. the general use doesn't matter, because you don't use fire attacks for general use.
@@iamdopeasfcuk if it's already better against regens, and if the change doesn't make it any more viable against non regeners, then it doesn't make it "a lot better". cuz you still use it against the same type of enemies and it has already been good against said enemy type. the change doesn't make it any more present in the game
Dragonback slayers also reduce the speed of the target they catch in melee by 35%, means a lot for the dwarves!
They also have charge defense against large foes which regular slayers don't have
I'm an idiot don't read my comment
Da Swamp Fings actually had Poison Attacks on their melee that you hadn’t mentioned. Though I doubt that would make much difference if you don’t hold much value for poison.
Its value on a large slow unit isn't just that great. Trolls are fast enough to catch most infantry anyhow, so it doesn't affect them that much. In melee, they are most likely going to get surrounded and ganked, and while the reduced damage is going to increase their survivability slightly, it's not exactly a huge boost.
But true poison and terror are upgrades compared to losing 1 MA, so rating them worse is a weird decision.
Though, in the end poison is best combined with skirmishers and such or in single entity duels, so its value is kinda situational, but definitely not a deprovement.
For melee units, he does value poison (just look at the skeleton warriors RoR that get in a higher tier just thanks to poison). Greenskills trolls can be used in a doomstack and fight in a blob which means if one units brings poison, it benefits the entirer blob of trolls.
@@guillaume9102 only as Grom as he can make them unbreakable, otherwise mixing a team of stone trolls and river trolls is an expensive way of getting an average army that is outperformed by the usual scrap upgraded skulker armies.
@@GafferPerkele The poison combined with their mass is the sweet spot. The poison should help them catch and lock down enemy calv, heroes, monstrous infantry, ect ect.
Granted trolls have pretty low damage output so it's still not that amazing as you'll need to use other units to kill whatever they catch.
I think that losing 1 MA for Poison and Terror is enough to put it in slightly better. I really disagree with putting it in worse.
Ekrund's miners have a 200% ammo increase compared to regular miners with blasting charges. For a unit that's only real damage dealing potential is in its blasting charges, it's a HUGE boost. It's like bringing 3 units worth of damage before it does its duty of holding the line.
I would agree, it should have been 'better than the original'. If it was 10+2 ammo it wouldn't be a big deal, but 1+2 is triple the amount of shots. That turns this unit from a disposable (by dwarven standards) unit with a slight benefit of a single nade, to a grenadier unit with 3 shots. I'd say that's a big deal.
It's likely to be in combat before it's throwing extra charges. And then it's just a miner squad.
@@benstaffordson7163 why would that be likely? you can just...put it behind another dwarf unit, I hear those guys are decent at holding. Then, after it threw all those bombs it goes into melee.
Legend always (rightly) stresses the importance of trading up in balance of power. These guys will trade MASSIVELY up in balance of power.
Beyond all that, because they have such low ammo, but still have more ammo then base Miners, that means if you have an engineer in the army, you can use restock on them early and by the time the battle is over they've fired about 5 volleys, realistically all of them at the dwarf lord who clumped up the enemy around him
@@jabloko992 The explosive hits will hit your own units, with their garbage range.
Or, you could just get another ranged unit behind it. You want to talk about trading up in power, the blasting cap miners aren't it.
Feels like you overlooked that the ROR free company militia has armour piercing whilst the normal free company does not. That is actually a rather massive difference that you didn't mention
Indeed, that imo should put them into the top of the chart
@@jabloko992 no quite
It's kind of funky with their limited range. It helps but it's pretty niche. Especially when you consider what Volkmar can do to the whole standard free company militia, which is armor piercing to all normal free company militia, rendering it completely normal.
@@jabloko992 no way, only the things that have a complete change mechanically or simply deals more damage overall, and make the unit work better in all situations deserve to be on the top, see with higher ap it’s good but if you’re shooting at something with low or no armor, it’s pretty much the same. And sometime the ap not even matter like for the green skin horse archer things.
He overlooked quite a lot of little things.
Legend, look at the attack modifiers.
Stirlands Revenge has Armour Piercing Missles.
Swamp things have Poison Attacks.
U dont need to activate the the grumbling guard ability btw, its a passive ability that occur every ~25s
Sounds like a fairly long time for grumbling to not being going on.
@@ryanmaris1917 it just takes them 25 seconds to find something new to grumble about
@@ryanmaris1917 the abylity alone let's you keep an entire chunk of your army fighting at the rate the enemy will be at when they get to your lines
The stirlands revenge also have armour piercing missles
Was just about to comment this lol. Yeah definitely better and not just slightly better
Just came here for comment the same thing but you got me in this
Yeah they are far far superior not slightly superior
yes it is the best ROR of all. i have use then in every tournament. All time over ther cost
and The swamp things have poison attacks. He also didn't mention that
Not sure if it actually makes a big difference in campaign though...one unit with more ap is nice, but with limited range and if its just one unit, it doesnt necessarily change that much.
The absolute madlad actually did it...
While I know all RoR get the same instant recruitment, I do think its worth mentioning when the regular version is particularly hard to recruit. Units like the Claw of Nagash or The Big Un are getting a much bigger benifit from instant recruitment than The TIthe or Deathjacks.
I think the debate here is wether you should hire them permanently into your main army(ies) or keep them as an "emergency unit" to buff up the defence of a soon-to-be-besieged settlement... So instant-recruit is already part of the equation as if you perma-recruit them they relpace one of their OG.
The format is defo good. Especially to decide wether to keep a regiment active in your armies or for emergency recruitments.
For these examples there's maybe a handful you'd want to keep around at all times.
Really interested to see if there's a race which has more than one unit at the very top.
Maybe High Elves or Dark Elves
Skaven have 2 that come to mind. Avalanche mortars (obviously, the most op RoR unit) and i believe a stormvermin version that can summon decoy units
@@orseonovakovic8521 it's Eshin Triads
@@orseonovakovic8521 it's the Esh9n triads that summons decoys but the stromvermin RoR is unbreakable which compensates one of their main weakness
I like the format, but I kept getting the feeling he was judging the RoR version on wether it was a good unit, not whether it was better than its original. Good case in point is the 8peek loonies. Sure, they're still goblins but them being unbreakable maes them WAY better than bog standard goblins. Same goes for rusty arrows
Manscaped Ads in video with Dawi? That's another grudge in the volume 6 of The Book of Grudges dedicated to Legend.
You missed that the Black Lions can hide. That alone in my books makes it hit top tier. A hiding, relatively mobile siege attacker that can be recruited when needed. The fact it's a hellblaster is just a minor bonus after that.
Legend this video seems like a really difficult one to make, there is so much nuance that can be had in one-off units. Instead of just assessing what perks upgrade a unit most, there could be more interesting discussion on their added strategic value compared to the additional tactical strengths they have.
The context of ease of recruitment (RoR with high recruit time or inconvenient recruitment buildings is worth more than a commonly recruited unit that has easy rank ups) feels like an important factor to consider. Some units function best as a one-off instead of a doomstack, instead of building a whole chain, the convenience is of much great value than others. Mortis Engine is really high tier and you don't really need to spam it, so having one on call is great.
Another criterion could be any single RoR that adds such a tactical option as to be worth keeping all the time or against a particular faction. The Rogue Idol is such an example, being an exceptional artillery monster that GS otherwise don't have, whereas Teef Robbers, being bad units to begin with, go to the baseline of emergency unit that would otherwise never see the light of day.
good assessment
This is just meant to be a more straightforward assessment of their abilities vs their standard counterparts and it's already nearly an hour long for just the WH1 races. Doing what you suggest WOULD be interesting, but trying to do it with even jsut 50 RoR units would probably end up with a 20+ hour long video with comments starting off with "But Legend! What about....." and never ending. Again, not that your thoughts don't have merit, but it would require a deep dive into either a single race's RoR, or even a deep look into specific RoR. Might be something to bring up to him in a livestream as an Idea.
@@Wyrmvonsturm oh totally, which is why i thought tier list for RoR is a difficult video to make. I felt like after the Empire RoRs, Legend sounded like he was losing interest in making the video (or it could just be that GS RoRs are just so uninteresting other than Rogue Idol)
I think using twwstats could help for this kinda video, because all the hidden stats like AOE attacks are listed there and the unit information is, in general, a bit nicer for comparison imo.
yeah, twwstats would be amazing for comparison like this
"I've been wearing Manscaped underwear for over a year" - You should probably switch them for a fresh pair by now Ledge.
A fair amount of the value in RoR is that you can recruit at max XP, very useful to pad out a fresh army or early campaign.
5:40 you have a slight misconception here. yes, higher stats are more valued in auto resolve. but in the manual fight, stats of a unit dont matter for the army loss. that its the gold value of the unit. and as you can see: standard huntsman are considerd 29 gold more worth than their RR. that means losing the standard huntsman of that experiance would hurt your balance of power slightly more.
25:38 "I'm just kidding"
Legend knows he has way too many entries in the great book of grudges already, he can't get any more.
i want an avalanche mortars rank , it' s just for them
This is a great video. Learned a few things about stats that I had honestly never thought about before, such as melee stats for hunters from the Empire hurting you due to balance of power. Honestly makes sense, just had never thought of that until now.
This is a really good video. Instead of using them as emergencies, so many people use these in regular armies to spice things up.
Best part of RoRs is INSTANT RECRUITMENT ...
The best "special unit" is the elector count mortar unit, because they have "no friendly fire", which is perfect for firing into the melee defense line.
Do note that this is only the blast radius. The projectile itself does have friendly fire
From a campaign perspective the Ekrund Miners have a massive advantage via Auto-resolve.
AI values satchel charges and these guys really highly.
I've found armor sundering to be extremely useful when fighting enemy lords and heroes, attack them with a sundering unit that reduces their armour, and have your own hero or lord fight the enemy lord inside the block of armour sundering infantry.
you absolute magnificent dude. Thanks for actually pulling through with it!
Especially with missile units they get much higher accuracy when leveling up, the RoR missile units thus have instant max accuracy compared to the regular ones.
Sadly this is not represented in the stats, Zerkovich made a video about that. Would be helpful to have proper info on that.
Would love to see a unique units tier list, with things like the Elector count state troops.
You should do a landmark tier list next. I don't how many they are but if there a a lot maybe you could do per each faction.
Format was great and this idea of a tier list is a+, one thing that would be cool is briefly going over any of the niche uses some of them might have or that you have found for them personally in your journeys. I think just rating them compared to their base unit is good since nobody usually really cares about price when it comes to these imo.
Stirland revenge have ap missiles compared to other free company. That's a pretty big difference.
Tierlists for the tierlist god!!
Can you do tier list videos of the best landmark buildings for each race? That sounds pretty cool.
Its not really a huge difference, but the river troll hag ROR does have poison attacks as well.
No way ,literally yesterday I searched whether you made a regiments of renown tierlist
Looking forward to the next pack of regiments, this analysis is very interesting to me
Before 2:17 you had the bottom 2 rows text switched.
I usually wouldn't notice this sort of thing, but this time I did! and I didn't see any other comments mentioning it.
Honestly feel like a lot of the old RORs deserve some love by CA just a little reajustment will do to make them feel special
Of course another video involving Dwarves has a Manscaped ad. Legend is just building up those grudges.
10:25 you forgot the armour piercing part. That is also quite the upgrade against the right opponnents.
43:25 they also have poison.
You didn't comment on it as far as I saw but stirlands revenge having armour piercing bullets while regular free company don't can be big
yeah and also +4 in weapon strength (dunno if thats due relode time or actual dmg)
very cool! wasn't expecting this video at all so this is a nice surprise
I think one more thing about Helblaster version of War Wagon is that cannon itself better shooting angles since it resides on top of a wagon, compared to being just on a ground. I think it can even shoot over your troop heads, but cannot recall exactly.
Yes, they shoot over the heads of infantry. You don’t have to open a gap for it to shoot.
I hope when you do High Elves you include Imriks dragons. Gotta love dragons
My computer can't handle WH2 anymore and I still love listening to Legend talk and analyze the game and units like this. 10/10
I agree with basically the entire tier list, and outside of Stirland's Revenge that other comments already mentioned, I wanted to add that the Broken Tusk Mob suffer a lot from power creep. Boar Boys and Boar Boy Big'Uns used to have WAY lower Armour values (about 55 for the big'uns) and the upgrade the ROR used to have was having actually high Armour (90 iirc vs the base 55). Now they just have +15 Armour, which is such a non-upgrade they need some form of buff/ability to be notable from the regular unit they are supposed to outshine.
I'd say chilling aura on the Mortis engine can also help prevent cavalry which charge near it from being able to wheel around and get out. Making the Vampire Counts blobs or pile on even stronger. Same thing for trapping enemy heroes or lords. Having less speed, (in so far as I know) means the unit struggles to push entities out of the way with less acceleration. Probably also, though not of great importance, that speed may be enough to apply faster and stronger enemies nearby onto most infantry or on foot small size single entities. Making them break a little sooner. While not as valuable as the Chillgheists, I think it is still very valuable.
Thoughts?
Really enjoyed the bits on vampire counts!
I remembered asking this in one of the tier list comments. Glad this made.
I love lamp....and Warhammer tier lists.
Lamp? Like the band? I love that band!
Been looking forward to this for a while! Keep up the great work Legend!
I would value Stirlands Revenge Higher, and I would definitely add the Templehof Luminarc to S tier. A free Net of Amentoch is just way to good to pass up, especially in an army that has a Fire or Life Wizard and lacks a light wizard.
I think its a good format; works well like the other tier lists you have done. Maybe you could add something at the end about what surprised you with certain units i.e. which ones you thought were better or worse. For example, you went into the VC thinking their units were going to be relatively meh given that they havent had much of an update since WH1 but you did seem genuinely surprised that the Tithe (zombies) were better than you thought.
Great video, useful, love it! BUT the units for now imminent IE have already been changed, like speed for Reiksguard (75 speed now from 66) and War wagons (50 from 35ish?), ethereal changes (-phys res 25% to 50% + 25% hp pool). Most likely this will drastically impact RoR units and even counterparts, do you plan to just fill the void now with some informative videos on the topic like this one for other races and then update where necessary after the changes are live (not just announced)?
For auto resolve - vanguard deployment always troubles me... some units are massacred because of it.
Otherwise poison for Hags make them at least the same if not slightly better and as others mentioned the armor piercing / normal damage ratio changes to Empire RoR ranged units.
Format is great, seems thought through already on gradations. Maybe one more category for which units are good in emergency recruit, but I suppose it is somewhat answered in their positions in categories here. If it sucks compared to original unit and original unit is shit in emergency - not much to expect there, + other factors can strongly affect this emergency scenario drastically, sometimes just +1-3 units makes a difference, sometimes a second army will not help.
You know, I've always felt like the Moon Howlerz should get anti-large, which would kind of bring them in line with other RoR hound units like the Dire Pack and the Beasts of Tashnar. Particularily, since their combat stats are a bit shit and fear really isn't super helpful for a unit that will not stay in melee for long.
you missed Striland's revenge missiles being armour piercing while regular ones have almost no ability to pierce armour. Far superior to original because of that IMO.
It is a very nice walkthrough of all regiments of renown. Thank you for that! But the rating is very subjective, I think that some extra abilities of the units you massively undervalue. No single unit can chance the campaign but it can have an impact in battle. But for me the crucial is the actual comparison with the original unit from the roster. And in that case some regiments are simply way better. Example: luminark. Extra free spell coming with a unit. How many units bring such a benefit to the table?
I like this format. Its fun and helpful.
Thanks mate!
I'd be great to see this redone when IE is out and the changes are live, because a considerable number of things are changing. FIRE damage will be invaluable against Vamps and tomb kings because of healing being %based on things like mortis engines, corpse carts with lodestone, and the tomb kings' faction effect in battles being cyclical.
Likewise, dragons and knights got faster and pack more mass.
Putting same as original in lowest tier under worse than original was the cheapest bait I saw in a while..
It worked tho
You forgot with the wolfriders: most units in the game have armor (not alot, but they have it), so an armour-piercing unit will deal out damage more against most units.
Been looking forward to you ranking these
Dragonback slayers also work really well with the banner which imbues flaming attacks and +6% weaponstrength
As for the goblobber: triple rune of discouragement and a flamethrower +goblobber makes breaking enemies fun
Haven't played Warhammer in months, but you make such great videos regardless of my current interest in the game. Love the content Legend, hoping to greener pastures ahead for you when IE comes out.
Seems like a good format! The only thing I might add would be for any given RoR: Should you recruit this early or save it for when you need fast recruiting in a pinch?
THIS is the tier list I have been waiting for!!!
This is a great format for it. 1 more video on Brets, Norsca etc. For Wh2... well, since its only Vcoast and TK new faction, maybe put one base race with them. Like Skaven, who have Ikit's special units, too. If you wanna mention campaign exclusive 'green' units. That equals 4 videos altogether. (Not sure you wanna do one for WH3, probably not yet haha)
Not having "expendable" is actually a negative when it comes to gobbos as it will make other units nearby take a leadership hit when they rout. Yes, WHEN they rout.
@@RunescapePerci Well I guess.
Stirland's Revenge should be ranked higher. It also has an armor piercing ranged attack.
i will say the dwarf's dragonfire warrior's fire attacks do get better with runsmiths giving weakness to fire to near by units
I know it’s not the purpose of this comparison, but seeing the cost of a rank 9 original unit compared to the RoR is interesting. Very often (but not always) the rank 9 unit is a lot more expensive than the RoR making the RoR much better value relatively speaking in multiplayer.
i hope we get more videos like this - i'm looking forward to Bretonia and the Dark Elves
I enjoyed this and thought it was helpful. I'm interested in seeing your thoughts on the rest. Thanks Legend
Yay!! My birthday RoR Tier List, thanks! :D
I like this format. So I’d imagine that next you’ll do regiments of renown tier lists for the Warhammer 2 base races, then the DLC races of 1 and 2, and then the Warhammer 3 races, right?
Hey legend, could you make tier lists for landmarks ?
Also some kind of tier list/comparison of certain types of units would be nice. For example tier list for all artillery, or melee monsters etc...
I fukcing love legends tier lists.
Enjoyed this format!
Love the format, thank you!
i know they aren't technically regiment of renown but they work in a similar way so i thought you might have included them in this video anyway. elector count state troops.
Love that line 'blessed or cursed by slaneesh' best ad ever
What's important to consider is that the royal altdorf RoR won't terror route when its tasked with taking down terror causing monsters. Should be considered as better than original, especially if you put the moon howlers above them.
Sack cheesing to reach the Hellstorm RR or Queen Bess is how I almost always play those factions
I liked it a lot. I would prefer every race to have its own video or at least have timestamps when a new race begins
I really love this idea! Excited to see more :D
Nice work again with that list!
The Black Lions (The Hellblaster Volley Guns on War Wagons) are also higher than the standard Hellblaster Volley Guns. In some situations it can make it easier to shoot above your own troops.
Sternsmen are pretty crazy, I tested them against a 20 stack mix of decent to average units on custom. I Held a chokepoint with 2 units of Sternsmen and a Mortis Engine just behind. They managed to beat the entire army it was impressive.
For anyone reading comments Black Lion's are one of the strongest RoRs in the entire game because of how hilariously imbalanced helblaster's are in AR. If you're looking to cheese a hard fight or doing an AR campaign there's about no unit across all factions, not just Empire you'd take over it. The Sunmaker is also well above average same with The Witches by virtue of being artillery..
Dark Pegasus Riders: *chuckles* We're in danger
Hoping Empire Archers range is increased to 140 like all the WH3 counterparts.
Why? They have Crossbowman AND Hunters both of which have competitive range..
@@BM-wf9uf to have 140 range as Cathay peasant archers and Kislev Kossars, or be cheaper than them more akin to goblin archers, thou they don't have expendable like some of them have. Some rebalance of stats or price/upkeep might be needed.
You got Stirland Revenge very wrong. They should be in the Green Tier just for the fact that they have AP missile damage. They hit like a truck even in the late game. In the early to mid game they are competent front line and hit super hard at short range. I like to keep them in the middle of my line but just a little bit back from Spears/Halberd, not quite checkerboard. Later in a campaign I keep them toward one flank so I can swing around and pour accurate AP fire into the sides of units.
2:00 10/10 for fitting the face -1/1 for fitting the shorts. 9/11 edit overall :P
Great vid, defo want the others please👍
really cool video idea but it feels a bit low effort in this case, multiple times where legend overlooked a bunch of things that would deffo change the rating, like armor piercing values or added poison on attacks.
That's a nice summarise, but hopefully you do bretonnia, my favourite race
i swear everytime you make one of these im overcome with the urge to start another (destined to be unfinished) campaign. i love it and i hate it
Format is good, as someone wrote, maybe some more focus on the case if we should keep it in armies or just as an emergency :) Best regards