The splash attacks of doomseekers and wrathmongers need to be more impactful imo. They need to dish out the same volume of punishment as though they were 80+ single target swings with the same stats, and they don’t feel that way.
They tried to copy SFO with its elite (less models per unit) units, just did the same as CA always does. Elite is not actually elite when they get beaten down by two units of clanrats.
Turin compared them to norscan marauder champions. They are cheaper, super durable and still killy. I imagine the durability is a bigger deal in domination to be sticky on a point than it is in land battle though.
I will say, Shielded Blorcs look to be really useful for Domination mode. Greenskins previously had no infantry that was really good at holding the ground, everything had rather sub-par melee defence and/or armour and/or leadership. This resulted in Greenskins being the faction that tends to do well in the early stages of a match, but that was the easiest to score a glorious comeback against. Black Orcs with Shields on the other hand... you can just plop them down on a point and activate their ability and they'll stay there for pretty much the entire match unless your opponent brought artillery, or a heavy duty nuke spell. I'd honestly put them in B for that, even though I'm not a big fan of Domination.They occupy a useful niche that the Greenskins previously couldn't access, even if they're not as killy as their Great Weapon variant.
For Khorne, one thing to consider for the Wrathmongers/Skullreapers, yes theyre like bloodletters, but they won't demonic instability crumble, might wind up helping khorne's endgame
Clearly humanboy didn't get the memo that you are supposed to use the bruiser to turn your gnoblars into peasant spearmen, throw the eshin maneater into the charging enemies for the -armour and then murder everything with cheap high WS low AP stuff like ogre bulls and sabertusks.
Slaughterbrute is cool but i feel, like the Bloodbrute Behemoth is just better in every way. Also beastmen continue to take dubs, good frontline halberds with diet BOB? fuck yes? I think colossal squig has a bit of a niche just because of 90 speed on that damn meatball.
Put their melee attack down to 20, lower their weapon strength to 150 and give them 35 bonus vs infantry so they still land their attacks on infantry. Also cut their explosion damage in half so they aren't guaranteed to trade up into every single infantry unit in the game.
Honestly i hope their explosion and maybe damage takes the brunt of the inevitable nerf. They look like such a fun unit and i realy hope they dont get nerfed into the ground.
@@Gelthon Is that because it is more likely to hit the same model multiple times and kill them off instead of leaving them all weakened? Even then that seems odd because they have 3x the health per model.
@@xvim7106 Fate of Bjuma and similar spells have a cap for the max amount of entities hit. It's 32 for FoB if I remember correctly. It overkills normal Infantry with 80+ models by a lot and basically wastes damage against them. It probably destroys Wrathmongers because of their entity count and high health pool per entity.
@@Gelthon It does 5-10 damage per model (up to 25 models) per second. It only kills models with combat support (especially with 35% spell resist). Admittedly, it's amazing finishing off dudes that are already being hit by your front line.
I think I get the black orcs with shields. By giving the greenskins a ironbreaker unit they want you to play the legendary lord with typical "clever" tactics of hammer an anvil. With such a defensive unit that will never rout or move you'll be capable of bringing your boar or spider cavalry behind the enemy to crush them from behind (or with archer), something that would be much harder with any other greenskin infantry Obviously this means much less in multiplayer, as you are not actually playing to the greenskin's strengths of an agressive frontline, but I find it a really great idea to motivate players to engage with Gorbad in a very lore-accurate manner
I knew chain squigs would have been a problem. CA has been bad with eratic animations and hitting the thing. So with the most eratic animations no wonder chain squigs would be difficult to hit.
I can see the black orcs being super strong in domination and even conquest. Park them on the point and then activate the defensive ability. It'll take forever to get them off.
@@newyorkchungus150 because burning head is used to hit a huge number of models, not to kill elite infantry. I can thnik of at least 10 spells that can wipe out these black orks
@Dr.AvenVon Yes there is spells that can wipe out elite armored infantry but you almost never bring them. Bringing comet against greenskins would be a waste if they don't bring elite infantry. Searing doom would be decent I guess.
The only value I can find out of the Eshin Maneater's armor sundering is getting more punch out of Gnoblar Trappers, and considering that they're both units with vanguard deployment and stalk, I suppose they do work well together. I guess the real question is "do the ogres normally struggle to get units into the enemy backline to disrupt missiles and do damage", and... I honestly don't know the ogres well enough to say, but their cavalry is good and they've got the gorgers with stalk and vanguard deployment already... and the only advantage I can say that the Eshin Maneater has over gorgers is that he can smoke bomb out? We'll have to see, but on paper it doesn't look good for him.
Perhaps if the Eshin Ogre was more specialized towards killing lords and heroes he would actually have an interesting niche as a caster sniper. Stalk is basically nonexistent for ogres otherwise.
@sythrus before this dlc there were one only 2 legendary ogre lords one of which was based on his army having a ton of gorgers...not really a supporting cast if the army is supposed to be built entirely around them...
As a campaign player who finally knows what to comment to feed the algae-gators: I'm looking forward to recruiting allied Black Orcs with shields in every Ogre campaign I play from now on. Grand Alliance Destruction is getting an early start.
Hey Human boy i have been playing multiplayer same as you, I always place Stormvermin in back line I love how they can defend Skaven artillery. Please make a new Skaven video! Thanks and goodbye
i don't play PVP, but still like watching stuff like this. i was worried about thundertusk being in B tier but then you said "it's pretty good, it's just expensive" perfect. i will be using 19 in campaign then lol.
Overall happy to hear every faction got some good stuff, but it is kind of disappointing that only the greenskins got a good LL option when they already have probably the best selection of viable lords already. Also it's funny to me that Gorbad is basically the Queek overhaul that you've been suggesting for a while but he also has an actual mount. Please, CA. I know we're getting some skulltaking, but don't forget about Ol' Headtaker. Other than that, I'm personally disappointed to hear that Ogres are getting Death and Heavens magic added to their roster. I'm not saying the Ogres don't need the help, but I always prefer when factions have to use unique, thematic lores of magic rather than just having access to a bunch of generic ones. I mean what kind of ogre is studying astromancy anyways? Again, overall I'm excited to see how these factions do with their new tools and I don't wanna downplay what is overall a good dlc, but there are definitely a couple disappointments.
A decent number of people were complaining about the fact that Ogres were missing access to spell lores they had on the tabletop, so it's the same reason they eventually gave the Slann access to all the base lore plus high magic.
12:57 On the Slaughterbrute it quite possibly does not have collision attacks turned on as the MVB doesn't have collision attacks active. For the MVB this is gine because it has a mortis and a DOT effect. The Slaughter brute has neither and probably needs collision attacks active to have a snowballs chance in hell of being good with it's fairly poor combat stats.
Night goblin hero is severely undervalued here. Stripped down to just his summon and on foot he's dirt cheap and can spawn two units of a fire and forget fast armor piercing unit. That summon is gonna be tweaks
Interesting info, I did not realize the Wrathmongers had a small number - the insanely high stats just looked unbeatable. But without support they will get surrounded, the stats are edging up though in the game, playing as Lizards the dwarven crises is just painful to deal with, I had fights where some units were down to 4 units with solid morale, practically unroutable, and you cant just sit at range...
Blackorks were a missed opportunity. They should have gotten the ability to swap between AP or no AP and shield instead of getting a separate shield variant.
There's something weird with the Mangler Squig death explosions having a much higher damage value on the ability card than the Colossal Squig one. I'm genuinely wondering if one of the devs just got them mixed up.
The marked for eating debuff eshin maneater has with the vultures is a very scary combo. Also seen in matches the pigback riders do very very well vs Calvary units. The skullcannon RoR is one of the strongest things. Absolutely dumpsters units. Manglers also seem a bit broken.
8:45 That's not what this unit is supposed to do. It can actually fight heroes and lords and is quite effective at that. It's not a unit you use to fight infrantry in the first place. You use him to kill enemy casters and support heroes and he can even damage enemy duelist heroes and lords.
The skull cannon is gonna be giga cancer to fight if you don’t have ways to snipe it, like you can lose multiple entire frontline units in 3-4 volleys for 1400g XD
Actually, Skullreapers are a bit better of a niche than that. They are your only mortal unit able to do magic damage, so they are your answer to units with PHY res that do magic resistance, so indeed ethereal units, but not only: dryads and treemen, daemons, etc are all units that have magic weapons and PHY res at the same time, you if you countered their PHY res with your daemons, you'd lose the PHY res of these latter as well, which is not the case of Skullreapers as they don't have PHY res being mortals. But yeah, very niche. Can't Wrathmonger be the generalist, and therefore your elite anti-large infantry unit in campaign? I know that in MP they're super meh since you have warrior of chaos halberds and the chosen halberds ROR, but what about mid/late campaign where you don't care about cost? 27:20 : That's a really good point. Seeing the stats of the Manglers, they really looked like chariots to me, and my conclusion was that they were chariots which are actually good in melee as well (against infantry), and therefore their hard counters were supposed to be cav and above all single entities. They shouldn't beat cavalry comfortably, they should nerf their explosion thing in a way that only infantry really take damage from it. They should also prevent cavalry from being staggered by them, or at least considerably lower the staggering for cavalry. It's counters should counter it way harder, just like chariots.
You have to factor a lot of those units already get destroyed by chaos warrior duel axes a unit that cost 150 less and has 120 armour and they easily beat skullreapers in a 1v1 Because of their lower armour skull reapers will take more damage from non AP units like dryads plague bearers so they will die faster for more money the only units they will have vastly better performance against is ghosts but ghost units suck anyway so it's not a big advantage
To be honest I don’t know that Norsca cares about AoE rampage. The only times they need to catch melee units and force engagements like that are places like Bret where they need the ~2k for other things.
Putting Skulltaker who destroys in everything I’ve seen him in in D while putting Blood Beasts in A who can’t even beat Empire Swordsman is an interesting take. I don’t believe you have any clue what you’re talking about.
Thank you for content. More i watch about new content i realising that khorne new units are really bad. Except of khornegors... Not worth taking. They do nothing better then already available units. Disappointment((
When I saw that khorne was getting three infantry units for its DLC I cringed. At no point I ever though that khorne needed more infantry at all, it was such a disappointment to not get better unit variety and instead receive more of what khorne already had.
Because that is their identity. The reason we got so many factions, and even so many chaos factions is for identities and clear strengths and weaknesses. I really don't know what else you expected for them.
Please i know you are mp enthusiasist/ player, but can you help CA by proper spelling your 2cents? Manglers do not need a nerf? Rather aaa fix perhaps? Of their animation? How can you rate something, or judge their performance if they are obviously broken ? Also cost of it? How can it be even a part of some scoring, if , again, is a part of broken unit? Isnt it they should perform arround that cost but obviously are other galaxy level because of issue? Why am i saying that? Because in a past they rebalanced a units on similar feedbacks, perhaps of sheer laziness rather than solve the object of issue. To be completely honest, i dont understand much why they even went for a unit like this if they obviously have problems get most of completely regular units to reasonable spot, many of them just for shit hitboxes or animations.
@@austinkoepp1409 it was like the audio was getting cut off at the end of some words/sentences on the last letter just a few milliseconds too early. Maybe something like a background filter working too hard. Weird because if the quality is not good my phone usually refuses to stream untill the quality is guaranteed. As for the commercials, some were not skippable, but it was the amount that had me raging. I watch plenty of RUclips content every day, never had it been so loaded with commercials.
Hey man, human boy phone account 1. I'm not complaining, I'm informing people who DO have to buy it. 2. These are more helpful to people trying out the new stuff on multi-player to maybe avoid bad units. 3. I always advise CA to buff up the bad units and tone down the overpowered ones to make the content better for players.
Oh boy a new tier list video! I hope my favorite Nuln boys don’t catch a stray shot!
I skipped the intro, but I assume it was nothing but Human Boy praising the Ironsides, since they are the best unit of all time.
@@zephurwallace9560 dont diss the feral mammoth like that
It’s so funny how passionate he is about that. They do absolutely kick ass in campaign, but idk about multiplayer
@@humantwist-offcap9514 even in campaign they have a lower potential strength than handgunners
@@Jaann1919 I would think their passive would offset their lower entity numbers, is that not true?
The splash attacks of doomseekers and wrathmongers need to be more impactful imo. They need to dish out the same volume of punishment as though they were 80+ single target swings with the same stats, and they don’t feel that way.
They tried to copy SFO with its elite (less models per unit) units, just did the same as CA always does. Elite is not actually elite when they get beaten down by two units of clanrats.
Turin really likes the blackorcs so it's probably more for domination
Turin compared them to norscan marauder champions. They are cheaper, super durable and still killy. I imagine the durability is a bigger deal in domination to be sticky on a point than it is in land battle though.
Ye heavy slow durable infantry is better in Dom a lot of the time especially for a more skirmish style faction like GS.
then there are also a few ranged factions where having a shielded, armoured, ITP front line work great.
The fact that they didn't give bruisers a mount and a cavalry focused abilities is criminal
Begging CA to reach into the Cylostra hat and pull out a cavalry focused hero/lord option.
Just you wait until the Nuln Ironfronts drop. You'll change your tune
What about the Nuln Ironbacks though? Won't someone think about them?
No one expects the altdorf coaltops
Trash. Nuln Ironbottoms are where it's at.
every new bolt thrower type of unit getting 8 models, sad eagle claw noises
At least ones aren't as op and tanks as the dwarf versions.
Tier list starts at 3:30
Though you will miss a funny rant before that.
I will say, Shielded Blorcs look to be really useful for Domination mode. Greenskins previously had no infantry that was really good at holding the ground, everything had rather sub-par melee defence and/or armour and/or leadership. This resulted in Greenskins being the faction that tends to do well in the early stages of a match, but that was the easiest to score a glorious comeback against.
Black Orcs with Shields on the other hand... you can just plop them down on a point and activate their ability and they'll stay there for pretty much the entire match unless your opponent brought artillery, or a heavy duty nuke spell.
I'd honestly put them in B for that, even though I'm not a big fan of Domination.They occupy a useful niche that the Greenskins previously couldn't access, even if they're not as killy as their Great Weapon variant.
For Khorne, one thing to consider for the Wrathmongers/Skullreapers, yes theyre like bloodletters, but they won't demonic instability crumble, might wind up helping khorne's endgame
I find it so funny Skullreapers specialize in killing ethereals, an enemy with no skulls to reap. It's almost like a punishment 🤣
Clearly humanboy didn't get the memo that you are supposed to use the bruiser to turn your gnoblars into peasant spearmen, throw the eshin maneater into the charging enemies for the -armour and then murder everything with cheap high WS low AP stuff like ogre bulls and sabertusks.
Just being a squig should push it up one rank, automatically.
Hey don't you dare shit on the ninja ogre! He's great!
Slaughterbrute is cool but i feel, like the Bloodbrute Behemoth is just better in every way.
Also beastmen continue to take dubs, good frontline halberds with diet BOB? fuck yes?
I think colossal squig has a bit of a niche just because of 90 speed on that damn meatball.
Ye it has all the advantages of a carnasour with a much better stat spread and an damage buff when running through units.
Manglers beat also a lot of SE's, on Turins stream they beat a Black Dragon. Very problematic.
They really need their MA halved. 40 is excessive for an AI unit.
It's more than a little nuts. I hope their performance gets toned down a bit before release.
Put their melee attack down to 20, lower their weapon strength to 150 and give them 35 bonus vs infantry so they still land their attacks on infantry. Also cut their explosion damage in half so they aren't guaranteed to trade up into every single infantry unit in the game.
vErY pRoBlEmAtIc
Honestly i hope their explosion and maybe damage takes the brunt of the inevitable nerf. They look like such a fun unit and i realy hope they dont get nerfed into the ground.
Wrathmongers don't get squashed by pit of shades and such like exalted bloodletters do.
But Fate of Bjuma and similar spells are bette against Wrathmongers.
@@Gelthon Is that because it is more likely to hit the same model multiple times and kill them off instead of leaving them all weakened? Even then that seems odd because they have 3x the health per model.
@@xvim7106
Fate of Bjuma and similar spells have a cap for the max amount of entities hit. It's 32 for FoB if I remember correctly. It overkills normal Infantry with 80+ models by a lot and basically wastes damage against them. It probably destroys Wrathmongers because of their entity count and high health pool per entity.
@@Gelthon It does 5-10 damage per model (up to 25 models) per second. It only kills models with combat support (especially with 35% spell resist). Admittedly, it's amazing finishing off dudes that are already being hit by your front line.
Day one tier list is mad work
Been grinding while under embargo
What I would love to see from you is a Multiplayer Campaign tier list for each faction at some point.
I think I get the black orcs with shields. By giving the greenskins a ironbreaker unit they want you to play the legendary lord with typical "clever" tactics of hammer an anvil. With such a defensive unit that will never rout or move you'll be capable of bringing your boar or spider cavalry behind the enemy to crush them from behind (or with archer), something that would be much harder with any other greenskin infantry
Obviously this means much less in multiplayer, as you are not actually playing to the greenskin's strengths of an agressive frontline, but I find it a really great idea to motivate players to engage with Gorbad in a very lore-accurate manner
People have also been asking for Black Orcs with shields literally since Warhammer 1. It's good to service the fans sometimes.
@@edwardfontaine7108 if it was for that reason only they should have given them for free, like the graveguard with halberds or the sword goblins
I knew chain squigs would have been a problem. CA has been bad with eratic animations and hitting the thing. So with the most eratic animations no wonder chain squigs would be difficult to hit.
As it stands right now, looks like the only thing double Mangler squigs cant beat is Kugath. And even he gets almost healcapped.
I can see the black orcs being super strong in domination and even conquest. Park them on the point and then activate the defensive ability. It'll take forever to get them off.
An encirclement from Slaanesh would definitely help to get them off 😶
magic. nuff said
@@Dr.AvenVon Black orcs are very well armored. You won't wipe them out with an over-casted burning head.
@@newyorkchungus150 because burning head is used to hit a huge number of models, not to kill elite infantry. I can thnik of at least 10 spells that can wipe out these black orks
@Dr.AvenVon Yes there is spells that can wipe out elite armored infantry but you almost never bring them. Bringing comet against greenskins would be a waste if they don't bring elite infantry. Searing doom would be decent I guess.
The only value I can find out of the Eshin Maneater's armor sundering is getting more punch out of Gnoblar Trappers, and considering that they're both units with vanguard deployment and stalk, I suppose they do work well together.
I guess the real question is "do the ogres normally struggle to get units into the enemy backline to disrupt missiles and do damage", and... I honestly don't know the ogres well enough to say, but their cavalry is good and they've got the gorgers with stalk and vanguard deployment already... and the only advantage I can say that the Eshin Maneater has over gorgers is that he can smoke bomb out? We'll have to see, but on paper it doesn't look good for him.
Nuln ironsides(whatever they are) are underrated and should be used more
turin is a big fan of the eshin maneater. I guess we will see who ends up being right
Your reasoning on Skulltaker was very solid.
If adaptive tactics is getting absolutely slaughtered, did they buff the Powerguts to compensate, or are they just hyper-nerfed now?
They are cheaper now
Perhaps if the Eshin Ogre was more specialized towards killing lords and heroes he would actually have an interesting niche as a caster sniper. Stalk is basically nonexistent for ogres otherwise.
Stalk not apart of ogres? Gorgers, trappers, hunters and sabretusks with hunter talents; basically skrags entire campaign...how's fraggle rock btw?
@ tbf, had no idea about the gorgers having it, meant the actual ogres themselves instead of the supporting cast
@sythrus before this dlc there were one only 2 legendary ogre lords one of which was based on his army having a ton of gorgers...not really a supporting cast if the army is supposed to be built entirely around them...
Great video, lots of information. Thank you
Appreciate how honest you are! (within embargo limits, anyway)
I just can't believe that CA introduced a new 8 model bolt thrower that is not in S tier.
nice take on bloodbeasts hope you right. most people are saying they are D or even F.
I don't understand the "slightly worse Minos" description given Blood Beasts have pretty much a 50/50 WD/AP split and Minos are majority AP.
very sad to see this about Skulltaker but all your points make sense
As a campaign player who finally knows what to comment to feed the algae-gators: I'm looking forward to recruiting allied Black Orcs with shields in every Ogre campaign I play from now on. Grand Alliance Destruction is getting an early start.
Hey Human boy i have been playing multiplayer same as you, I always place Stormvermin in back line I love how they can defend Skaven artillery. Please make a new Skaven video! Thanks and goodbye
this message is here to boost the HumanBoy economy
i don't play PVP, but still like watching stuff like this. i was worried about thundertusk being in B tier but then you said "it's pretty good, it's just expensive"
perfect. i will be using 19 in campaign then lol.
This game desperately needs to buff and respect archers. They're the counter to the SEM meta we've been stuck in.
Overall happy to hear every faction got some good stuff, but it is kind of disappointing that only the greenskins got a good LL option when they already have probably the best selection of viable lords already. Also it's funny to me that Gorbad is basically the Queek overhaul that you've been suggesting for a while but he also has an actual mount. Please, CA. I know we're getting some skulltaking, but don't forget about Ol' Headtaker.
Other than that, I'm personally disappointed to hear that Ogres are getting Death and Heavens magic added to their roster. I'm not saying the Ogres don't need the help, but I always prefer when factions have to use unique, thematic lores of magic rather than just having access to a bunch of generic ones. I mean what kind of ogre is studying astromancy anyways?
Again, overall I'm excited to see how these factions do with their new tools and I don't wanna downplay what is overall a good dlc, but there are definitely a couple disappointments.
A decent number of people were complaining about the fact that Ogres were missing access to spell lores they had on the tabletop, so it's the same reason they eventually gave the Slann access to all the base lore plus high magic.
my favourite lil rat boy made another tierlist!
12:57 On the Slaughterbrute it quite possibly does not have collision attacks turned on as the MVB doesn't have collision attacks active. For the MVB this is gine because it has a mortis and a DOT effect.
The Slaughter brute has neither and probably needs collision attacks active to have a snowballs chance in hell of being good with it's fairly poor combat stats.
Night goblin hero is severely undervalued here. Stripped down to just his summon and on foot he's dirt cheap and can spawn two units of a fire and forget fast armor piercing unit. That summon is gonna be tweaks
Interesting info, I did not realize the Wrathmongers had a small number - the insanely high stats just looked unbeatable. But without support they will get surrounded, the stats are edging up though in the game, playing as Lizards the dwarven crises is just painful to deal with, I had fights where some units were down to 4 units with solid morale, practically unroutable, and you cant just sit at range...
Blackorks were a missed opportunity. They should have gotten the ability to swap between AP or no AP and shield instead of getting a separate shield variant.
There's something weird with the Mangler Squig death explosions having a much higher damage value on the ability card than the Colossal Squig one.
I'm genuinely wondering if one of the devs just got them mixed up.
Blood vultures seem op! Most excited for the squig manglers
Ogres getting stuck is so stupid. They are supposed to big brutes that can get any obstacles out of their way.
The marked for eating debuff eshin maneater has with the vultures is a very scary combo. Also seen in matches the pigback riders do very very well vs Calvary units.
The skullcannon RoR is one of the strongest things. Absolutely dumpsters units. Manglers also seem a bit broken.
Bloodbeasts are terrible. Idk why exactly but they dont perform at the level they should. They lose a 1v1 against empire swordmen.
Haha! You have no idea how fast I really am
Proceeds to run through the living room
When are Squigs not jank?
8:45 That's not what this unit is supposed to do. It can actually fight heroes and lords and is quite effective at that. It's not a unit you use to fight infrantry in the first place. You use him to kill enemy casters and support heroes and he can even damage enemy duelist heroes and lords.
Humanboy, do you think that Rat Riders would impact the skaven if they were a real unit and not an Abortion in white Dwarf 15 years ago?
It would be awesome and I'd make 7 videos about it
@@austinkoepp1409
Inshallah CA will pull them out in a character pack or something eventually.
The skull cannon is gonna be giga cancer to fight if you don’t have ways to snipe it, like you can lose multiple entire frontline units in 3-4 volleys for 1400g XD
I think the audio is a lil low
Tier list POG
Yeah that explosion in manglers needs to be nerfed. They got surrouned by stormvermin and when they died they just oblitirated the ubit.
Comment for the RUclips gods 🙏
SUBCRIBE FOR THE SUBSCRIPE THRON!!!
But huuuuuuuumaaaaaaannnnn booooooooyyyyyyyy…… whaaaaaaaaat abouuuutttt the ironsiiiiiiiidddesssss?
No buffs/reworks on Greenskins magic, the shittiest in the game. Even behind Dwarves.
Algorithm! Over here! Look over here!
Eshin maneater as D tier?! PREPOSTEROUS!
Actually, Skullreapers are a bit better of a niche than that. They are your only mortal unit able to do magic damage, so they are your answer to units with PHY res that do magic resistance, so indeed ethereal units, but not only: dryads and treemen, daemons, etc are all units that have magic weapons and PHY res at the same time, you if you countered their PHY res with your daemons, you'd lose the PHY res of these latter as well, which is not the case of Skullreapers as they don't have PHY res being mortals.
But yeah, very niche.
Can't Wrathmonger be the generalist, and therefore your elite anti-large infantry unit in campaign? I know that in MP they're super meh since you have warrior of chaos halberds and the chosen halberds ROR, but what about mid/late campaign where you don't care about cost?
27:20 : That's a really good point. Seeing the stats of the Manglers, they really looked like chariots to me, and my conclusion was that they were chariots which are actually good in melee as well (against infantry), and therefore their hard counters were supposed to be cav and above all single entities. They shouldn't beat cavalry comfortably, they should nerf their explosion thing in a way that only infantry really take damage from it. They should also prevent cavalry from being staggered by them, or at least considerably lower the staggering for cavalry. It's counters should counter it way harder, just like chariots.
You have to factor a lot of those units already get destroyed by chaos warrior duel axes a unit that cost 150 less and has 120 armour and they easily beat skullreapers in a 1v1
Because of their lower armour skull reapers will take more damage from non AP units like dryads plague bearers so they will die faster for more money the only units they will have vastly better performance against is ghosts but ghost units suck anyway so it's not a big advantage
@@darkomihajlovski3135 Eh, good point. They really need some buff...
Nuln Ironsides are S tier, so that invalidates this list.
But Humanboy skaven are an S tier fac…
Oh wait this doesn‘t make any sense
BUT YOU ARE STILL WRONG
have we actually seen any of these in action yet? or is this just a pure preview?
To be honest I don’t know that Norsca cares about AoE rampage. The only times they need to catch melee units and force engagements like that are places like Bret where they need the ~2k for other things.
Those nuln ironsides tho...
mangler squigs stole all the anti-infantry from the ogre roster this dlc
Belly stance is for gnoblars not ogres
Putting Skulltaker who destroys in everything I’ve seen him in in D while putting Blood Beasts in A who can’t even beat Empire Swordsman is an interesting take. I don’t believe you have any clue what you’re talking about.
cut the samurai ogre's cost to 600, for the memes. He's too shite to actually make a difference in a game. It's a fair price
Thank you for content. More i watch about new content i realising that khorne new units are really bad. Except of khornegors... Not worth taking. They do nothing better then already available units. Disappointment((
When I saw that khorne was getting three infantry units for its DLC I cringed. At no point I ever though that khorne needed more infantry at all, it was such a disappointment to not get better unit variety and instead receive more of what khorne already had.
Because that is their identity. The reason we got so many factions, and even so many chaos factions is for identities and clear strengths and weaknesses. I really don't know what else you expected for them.
what exactly did you expect from Khorne DLC? Meele Infantry is their Thing
Tf you wanted a mage and some jezzels?
The disappointing thing isn't that they got more infantry, it's that they got underpowered overpriced crap infantry.
@@longbow857 I don't know why there are so many stupid lorelets who think khorne only has infantry
Bing bing bong, comment engagement go burrrrrrr
Mangler mangler mangler?
Comments for the comment god.
Please i know you are mp enthusiasist/ player, but can you help CA by proper spelling your 2cents?
Manglers do not need a nerf? Rather aaa fix perhaps? Of their animation? How can you rate something, or judge their performance if they are obviously broken ?
Also cost of it? How can it be even a part of some scoring, if , again, is a part of broken unit? Isnt it they should perform arround that cost but obviously are other galaxy level because of issue?
Why am i saying that? Because in a past they rebalanced a units on similar feedbacks, perhaps of sheer laziness rather than solve the object of issue.
To be completely honest, i dont understand much why they even went for a unit like this if they obviously have problems get most of completely regular units to reasonable spot, many of them just for shit hitboxes or animations.
Units that are good in campaign can suck for multiplayer and vice versa or be good in both
Could you maybe hold off on the REEEEE NERRRRFFF! calls until the rest of the public at least gets to experience a little of the OP fun?
Bad audio and like 8 commercials. I'm gonna ignore you for a while. Gl.
Hows the audio bad? Actual question.
As for the commercial dude I have literally no control over that XD.
RUclips does that sometimes, they'll just randomly decide to heap a crazy amount of ads onto a video.
Audios fine for me ads were all over the place but yeah that's youtube woo
@Arnland69 not sure what was causing the bad audio then. My connection stops if quality is not guaranteed.
@@austinkoepp1409 it was like the audio was getting cut off at the end of some words/sentences on the last letter just a few milliseconds too early. Maybe something like a background filter working too hard. Weird because if the quality is not good my phone usually refuses to stream untill the quality is guaranteed.
As for the commercials, some were not skippable, but it was the amount that had me raging. I watch plenty of RUclips content every day, never had it been so loaded with commercials.
lmao dlc isnt even out and theres already a tier list. Youre a joke.
I've had early access for a while, and I preface that at the start. But ok bro
Oh boy another video of complaining about DLC units he gets for free!
Hey man, human boy phone account
1. I'm not complaining, I'm informing people who DO have to buy it.
2. These are more helpful to people trying out the new stuff on multi-player to maybe avoid bad units.
3. I always advise CA to buff up the bad units and tone down the overpowered ones to make the content better for players.