[Brutal] My Sunderers are becoming Godlike, T4 Units incoming - Age of Wonders 4 - Ep4
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- Опубликовано: 28 сен 2024
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Age of Wonders 4 is a new magic based 4x game that has some elements of civilization as well as Master of Magic.
Playlist: • Age of Wonders 4 - Gig...
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Oh BTW I found out a filthy little secret about those Living Vines. Because they technically count as fighter units, the T3 Tome of Order spell "Keeper's Mark" applies a stack of Faithful as well as... wait for it... fucking Steadfast. That means your flimsy 10HP vines suddenly can't be killed for an entire turn, and they also contribute to the Faithful unit count for Shrine of Smiting's Smiting Prayer Blast as well as Wrath of the Faithful tac spell. If you overchannel it means that by turn 2 you can cast vine prison 3 times in the first 2 turns (2x first turn + 1x second turn) and you're guaranteed have 15 of them on the field on turn two before you start casting
You know, just in case you wanted to make them even more ridiculously broken
That's just mean
That's so stupidly broken. I hope potato does a playthrough with it before it gets patched.
also, when enemies do get to kill them, you get 5 combat casting points.. don't remember what you need to research for it, but at that point you never run out of casting points in a fight
@@danmilas there's also T3 nature tome of cycles that has "parting gifts" where if any of your units dies all other units within 2 hexes gain +12 temp hp lol
@@danmilas I was struggling to remember too but it's not a research project, it's a boon from the shadow affinity tree called "death magic"
currently playing with a shadow/order build I'm enjoying a lot, somewhat ironically there are a lot of synergies there. created an order of holy necromancers lol
went high culture and tome of souls, planning to go pure evil alignment to exploit the always awakened attribute along with the ability to grant dormant traits to non-high units (including undead)
so far it's going really well. I was actually surprised at how well shadow and order synergize since usual fantasy tropes see necromancy and sanctity as polar opposites
tbh if I'm right the "faithful undead" may be one of the most broken builds currently possible
IDK if someone posted this already but the reason the skeleton spears don't spawn when you kill a bone golem is because you have flameburst weapon enchant- the damage from the blast just immediately kills them. It ticks right after the skeletons spawn but too quick to display the models so it looks like they just don't spawn; if you look close there's a visual fire effect from the flameburst
Not sure if it's intended behaviour but it sure is convenient for fighting respawning undead units considering they already have a fire weakness
i dont think its intended because skeleton units have way more hp then the 20 the flameburst explosion is, but when those skeletons spawn they spawn on low actual hp then are instantly healing the rest as temp hp, so im guessing whats happening is the flame burst is hitting them before they get their temp hp which feels like a bug
@@ryanjones7569 feels natural to me, no reason to male them spawn with 1 hp and then heal if you didnt want flameburst and stuff to.kill them
Last time I was this early, Materium was low-tier.
lol
Who else is perfectly okay with this game becoming a channel mainstay
Everyone!
This would be ideal until civ 7 comes out. I think most of us are done with civ 6.
23:29 that Bastion that is STRONG ASF is the power of Materium btw
Bastions just make weak units like skirmishers miserable.
The only game I've won so far is a Industrialist/Hard Materium game where I stacked defenses.
@@JDuel100 I went with industrious for the aesthetics, but so far their weakness seem to be magic attacks and anything that can break defensive stance, still fun.
I actually like the goofy ass province shapes. It's like the boundaries of cities, counties, etc. IRL. Tactically it's kind of a nightmare, but I just think they're neat. 🙂
The provinces look like lords claimed land organically over time
I agree, they mostly have a natural look that I like that belies the hex-based grid underpinning it all.
Guessing there are some programming rules about minimum # of shared borders per province which sometimes causes weird little plumbuses to shoot out.
Starting to think [Brutal] is a content warning for what you're doing to these poor AI rather than a difficulty setting.
You know a good thing to get for this type of run is the frist shadow perk because it give you research for each level of an enemy hero is
I like the shapes of the provinces. MORE WIGGLY PROVINCES
Me too actually
I waited for the release the whole evening, the series and the game are reeeeeeeaaaally enjoyable and fun, hope u keep uploading AoW4 regularly! :)
I really appreciate the way you talk about and build your heroes in this series. So far I hadnt given it much thought and just always do a heavy support focus, but this has given me more to focus on. In fact, I wish you would do an entire video on just building heroes and what kinds of units they are good to pair with, would be IMMENSELY helpful.
I go the impression that the auto resolve in this game is not like for example warhammer, in which they throw some numbers around, roll some dice and get to a result. Considering that when you auto resolve, the game hangs a little, calculating the outcome, taking longer the more units are in combat. If it was just some rolls, it should be quicker, bu I think in this game, a battle is simulated as if the AI was controlling you, using pretty much the same tactics it uses to control enemy armies. I think this is why it usually loses a warrior or two even if you have an overwhelming army, it tries to get it forward, and it dies. And this would be the reason why the houndmaster is so good: its dog rushes in, dies, but doesn't matter
I'm currently playing a barbarian chaos horde as well, on the total war story map. It's great fun but two things are bothering me to an extreme.
Firstly, the infectious insanity spell. The insane target is supposed to attack someone randomly but if they have ANY way of hitting your units (which, for heroes, includes any abilities they may have) they will always prioritize them, which makes tje spell next to useless.
Second thing is the berserk the map does during battles with skirmishers. I've had multiple cases where the skirmisher could have attacked an enemy with its ranged attack, but chose to strike an ally with its melee instead.
1 Horned God or Hero, 2 Floral Warbreeds, 3 Floral Glade Runners
Endgame!
I quite enjoy turning conquered enemy cities into City-State Vassels. Lets you concentrate on upkeep on your own cities keeping it with the gap while also getting a fraction of the resources from Vassels. There's also a trait you can get that literally gives you free resources during trade.
32:56 you have damage after killing. Summoning go first, than you have dam from enchantment so skeletons died immediately
The game could use some method of easily clearing city ruins. And of easily shipping drafted units to the battlefront, maybe by adding a teleport to an outpost -- as is, summoned armies are preferred for offensives. The magic victory seems to always be the least tedious.
Should call them Tsunderers.
extra long episode , *literally shortest aow4 episode in the channel*
I mean, harvesting the population of a city that's being razed may seem grim, but it's also brutally pragmatic. If there's nothing they can do to stop the population from being entirely wiped out anyway, might as well get some value out of them before they go.
Potato experiences border gore on the level of irl borders
Personally I like that the shapes of the provinces are irregular
dude u spread your addiction to me, damn you!
you are the guy who offers the joint 🤬😤😡
I'm kinda disappointed that Flameburst Weapon doesn't have an animation when it triggers. Just a little something to say, "Hey, I'm doing the thing!"
Who would win; an ultimate spell shrouding the whole world in darkness or summon 5 viney boys
I just played Karissa the red with lots of chaos affinity and when i built seed and root of chaos there was event about dream with fighting balor and that holy max tier thing
And i was able to help balor and get him, destroy balor for knowledge, forget about dream and lose stability
And, most fun option which i picked, i sacrificed my ruler, got stability and fully researched tier 4 chaos book which i didnt picked
I had not so many research and it was such a blessing to get so many lategame techs essentially for free
The Horned Gods are great, but the AI sucks at using them. They just throw the living vines in places where they generally don't do much.
lol, you going on about province shapes is a little bit OCD
They feel quite natural to me, just like real states/provinces
actually i like the province shapes, more realistic.
The Fury will become even more powerful if you pick the Spider mounts racial trait, as it will turn the unit into ranged cavalry with the web ability.
Shoutout to unicorns as well. Using Phase as a get out of jail (zone of control) free is great for furies and high tier battle mages; plus Phase isn't going to get nerfed to death, unlike webs.
@@3nchiridion I honestly don't think unicorns are that good. Skirmishers don't trigger opportunity attacks anyway and battle mages can already learn the Phase ability. The wolf is the only other mount worth mentioning, as it will give you up to +120% extra damage.
37:34 that's what she said
Ah yes, a slightly stronger economy
*NichesPanel likes this xD* we all know that they isn't, but do you think models buy followers to appear on the internet?
I don't really get why you don't like the shape, I mean it looks closer to like an European country map, tat doesn't seem inherently bad. Nice gameplay. I like it.
PotatoMcGPU fire.
help i am sometime getting random battlefield effects saying originate from maraduer guard
Can you do a play through we're you try and just stack as much defense as you can with dwarfs
So this game same ad total war?
I love your clearly disappointed reaction to losing 3 whole stacks of sunderers lol
I'm wondering, the Bone Golem may not be spawning units because you were both already fighting at army cap limit, then you come in with lots of Hound Masters and increase that unit cap further. Maybe the game was getting confused with the exceeding of its battle limits?
You'd love some political district maps!
♥
You know the combat system has taken a turn for the worse when autocombat is such an appealing option. AoW3 combat was fun af and then Triumph shit the bed once planetfall came out.
I don't feel like the appeal of autocombat has much to do with the combat system, at least in this case. It's more based on two factors 1. How competent is autocombat? I'd say, reasonably so. It's certainly worse than any competent can do, but it doesn't feel suicidal like it does in a lot of games. 2. How many fights are you expected to do? And yeah, AoW4 can have a LOT of fighting. A lot. There are lategame turns where you could easily spend a few hours in manual combat, with all or most of those fights having very certain outcomes.
I'm very interested in hearing your criticisms of this game. I find it extremely overrated and stripped bare compared to AoW3 or earlier titles in this series.
there are some things i don't like about this game. THESE LINES!!!!
ok. i heard you the first time
Let me know whne you get back to Civ and I will come back
Oh No! clint Henness is not watching these videos?😂
23:36 "There's 15 defense? Where is it getting that defense from!?" (That was even after using 3x Sunder Defense!)
- The moment defensive strategies started crawling up PotatoMcWhiskey's tierlist.
I didn't expect I'd see such high defense values from an AI, either.. those shield units had 5x effective HP!
Tbh, a friendly berserker or two probably would have been enough to fix this situation, since shock units can cancel defense mode and open up flanks.
33:53 And the streak continues with a 20 armor enemy! 10x effective HP!!
You won't be getting too much magic damage out of barbarian stacks, so it's a really hard counter.
Materium's once-per-turn auto-bolstering + defensive stalling is a decent counter against tier 1 spam tactics. Even your AOE onager attacks were triggering it.
Yeah honestly my last game I built my hero for 2H melee but went hard into defence and resistance. By endgame my ruler had 18 def and 12 resist as well as ~85% chance to resist status effects (can't remember how many points). Starting with berserker's greataxe ruler origin means you get steadfast right from the get-go but ultimately I didn't have to use it once even in massively asymmetrical engagements.
Even a full 5 stacks of sundered defence left me with 13 points lmfao. With stacked regen and backline bolster spells I don't think there was a single combat where he was left with less than 50% HP (aside from a couple of ridiculously bad autoresolves that were easily remedied in manual combat)
Yeah, defensive tactics are great if back up with something with damage. But imho industrious culture units are bad for this. Mainly Bastions. T1 shield while have little damage (8 istead of usual 10 for his lvl and class) have good taunt. Halberd are ok (same -2 damage but with damage reflect and +1 retalation works better works for such unit). But bastion only have bolstering defence on guard. And 12 damage per attack on T3 unit. For example iron golem have 14d attack and trade this mediocre passive for personal immunity to status effects and resists to everyone around while guarded. And with immunity same 20 defense will NEVER go away. And you have easy acess to iron golems from 2 good materium tomes. Bastions just terrible. Its almost always better to pick counterpart from over cultures and tomes.
Also steelshaper too so fkin bad. She cannot heal without defensive stacks, heal only 1 target and buff 1 target too. Look for bannerman for example - same 2 stacks (almost, 1 def. 1 res instead of 2 def) but in aoe. And +20 heal with +10 morale in aoe. Even with "mostly industrious" run i never pick bastion after first try. Its a dull unit withot damage or any impact on the game =\
Sorry for poor english btw.
Isn't the counter for physical defence to use armies with magic damage? His armies are very light on magical damage.
@@riktol63 True, he could have stood to build some more war shamans. Worth noting that magic damage units seem to basically always be tier 2 or above, which won't directly benefit from the horde strategy. Maybe enchanting the tier 1 melee weapons adds magic damage too? Not exactly sure how that works.
An economic strategy I have not yet seen you approach is to use the "Transmute Resources" spell and focus your cities on mana production. Turning 100 mana into 75 food, production and gold each is already very powerful, but those created resources will also be affected by modifiers like high stability, which is honestly way too overpowered to be an intentional feature.
Indeed. I try this once - and it was super strong with proper build. All you need is focus on mana, and after researching transmute you just have perfect economy.
Astral Transformation exists~
I’m so addicted to this game already, please keep the vids coming!
Same Ben. First game in untold years where I look up to see it's 3am (when I'm thinking it's around 11pm). 😳
@@kcw1879 I live for this feeling
@@kcw1879 i stayed up till 5 am on release day lol. there's so many possiblities. right now i'm going for a long range build with perma awakened dusk hunters with pure evil alignment, ice magic to freeze and slow and the seeker arrows for extra long range. two defenders per army to hold a line and then just destroy everything as they slowly make their way towards you lol.
Ah I was like that 24 y ago when 1 came out
re: the power of glade runners. I don't know if it's intentional but there's a quirk with them. Unlike other archers they'll actually, when killing their primary target before emtying all their attack charges, RETARGET and empty the rest of their shots into a new target (assuming there's a valid target in range). Which makes their already stupid dps even more stupid.
My 'dream-team' stack would probably be a Horned God (acting as support), 3 Glade Runners, 2x Halberdiers (or 1x and a tanky hero, if the stack's going to have a hero)
What do you think about Warbreeds instead of Halberdiers?
PotatoMcAutoresolve discovers the power of Materium.
Me 1 week ago: I'm not really interested in another 4x game
Me now: 100% addicted to Age of wonders
I personally really like the irregular tile shapes...
Your complaint about the shape of provinces certainly shows that you come to this game from a Civ background and not a PDX background cause personally... I really like that about this game!
If you were playing dark culture that random event at 10:25 would have been amazing - since you can end up ignoring basically all low city stability effects.
My favorite play so far is maxing out astral affinity for the 3+ rank on magic origin units with mana addicts that gives 1+ rank on battle mages and chosen destroyers just spawning full on fire spirits for 60 mana with a legend soother and spellbreakers (Chiefs kiss)
This video kind of shows why I go with a Order Materium Nature combo for my melee builds. The defense, morale, and healing I am able to do makes even a stack of simple tier 1 units nigh unkillable late game. Admittedly it's a bit of a grind in the beginning, but towards the mid game it really builds to something ridiculous.
Im someone who till now never could get into 4X games and never found them enjoyable, except Age of Wonders 4
And one thing that I like a lot about it is the wierd shapes of the provinces because it makes city planing more intressting to me because of trying to figure out how to min-max tile bony like in Civ its about trying to adapt your City to "nature" and the wierd quirks and shapes it has.
Ofcourse sometimes theres moments where I still go "argh" because some provinces barely dont line up for a good Wood of Stackes, Golem mine whatever province because one barely refuses to touch it but still.
Me likes!
Which is completly subjective! But eyyy, one mans pain is one mans pleasure or something like that
I'm a huge fan of the volatility of the maps and city layouts, it makes that perfect +6 adjacency hit the dopamine button that much harder.
Even +5 adjacency depending on what map settings you use. At least I havent had a +6 yet and always am glad if I can find an opportunity for a +5
You the reason I brought the game. And tbh I love and hate you bc my uni revision isn't going well. But I'm loving playing this great game. Keep it coming my godir potato
Can anyone explain the benefits of burning a city versus keeping it / turning it to a vassal? Potato seems to love to burn them all down.
Razing a city is often quick (VERY fast with destruction nodes) and gives a great boon of gold (which can be made even greater w/ more destruction nodes). Absorbing or migrating a city usually takes a few turns, with it counting against your city cap all the while thus penalizing your income if you're over the cap; once done, you own a totally undefended city that's often on the border of enemies you're at war with. Vassalizing is nice because they get a stack or two of military and, once complete, it won't count against your city cap, but it does leave a city on the frontlines that will be easier for your enemy to take back than one you've built up over time with good defenses and armies you control.
I love this game and I am stoked that you have been making content for it! Would be awesome to get some Overexplained tutorial-style content for AoW4 similar to what you've done for Civ or Humankind in the past. I feel like I have a pretty decent early game but I have trouble identifying when I'm ahead and when I can start snowballing to go progress the game. I spend a lot of time just full-clearing the map.
They should make a function where you can move 3 armies together in a train or triangle. Make it a true horde experience.
I tried a similar run to this but I’m just not as aggressive… I did buff my Sunderer’s to fun levels though. Was a smaller map so think I was finished around turn 60, but their javelins were doing 26 physical, 7 blight, 7 lightning with extra range and 30% chaining to nearby enemies.
Took on Tree of Fey wonder which had two Horned Gods and poison obstacles everywhere with Ruler (mage/support), 1 War Shaman and 4 Sunderers, it was messy but we won. Fun battle.
I'm with you on the provinces, shoulda just made em octagons or something. It's so hard to navigate, especially when you're prospecting (which is crazy OP IMO if you're playing highlands map).
POTATO: "But it really just goes to show you..."
ME: waiting for some wise words
POTATO: "How to beat the AI"
I love hearing about how people don't like how the provinces are shaped. That feels like saying that you don't like the way Kratos's axe looks. I fucking love this game.
I’ve watched a few tier lists and decided to go with the most low tier builds in a few games according to RUclips tier lists and it’s safe to say I don’t bother with tier lists anymore for this game. Such an amazing game where you can make some crazy build from anything, so many synergies.
Would also love to see a Frozen Realm playthrough. I am having a rough time with it thanks to consistent ice dmg from enviorment :'D
Nothing like a Potato AoW4 video at the end of a long day.
Dont forget to move before attack with shock units - no matter if you move up and down 1 hex 2 times, its still count as charge distance.
For someone playing chaos, Potato is really uncomfortable with chaotic lines....
32:55 I think the reason they are not spawning skeletons is because they are exploding, killing the skeleton in the process... I think.
32:55 The skeleton didn't spawn because the fire enchantment killed it, for some reasons.
Auto resolving battles takes away over half the fun from the game and feels like cheating
"heeeeey spuddies potato McWhiskey here!" ah yes the best 5 words to hear at the beginning of a video
Every other affininity needs buffing to the levels of early game Chaos. 😂
For whatever reason, I cant change the quality, it says unavailable
you basically created orcs, green chaotic and nature, and warminded
only issue I have with this game is that there games are way too long for me to try out even half of the builds that come to my mind
Insane armor is one of the reasons why materium tomes are actually good.
*NichesPanel: hold a pint*
this run is so fun
Idk how I would even start playing this game with so much in it! I want to play it but I feel like I’d get lost for sure 😂
Between the in-game encyclopedia and thorough tooltips everywhere, it's one of the easiest 4X games to pick up and play. Of course it'll take a while to learn how things click together and develop more optimal factions & playstyles, but if you're going to try a 4X game, this is a very kind one to get going in.
Did a nature game and focused on getting a ton of food + the nature perk that gives you an animal unit when you annex a province. It pretty quickly starts giving you t3/t4 units. Was so good
Try Light Bringer and Baneful Curse from the Dark tome.
I think Baneful Curse is a spell most sleep on, because it is burried in the Dark culture.
With your help, I am discovering the joys of weakness and sundering. So much better to whack a bunch of bad guys, than to nail just one for high damage.
The real advantage of the Houndmaster is that it can move to a flanking position and still fire for full dmg. For the Fury , or any 3 shot standard archer, to get full dmg they have to not move and just fire from where they are. The Fury is a unit that should never be recruited
It really feels like a Nature-focused Poison Ivy build would be the most OP thing in the game at this point.
poor slampit is being absolutely overrun. Hope it makes it through the war without being turned to ashes
I was thining about spamming hoardmasters in my game. I honestly have just been playing pretty evenly. I never spamed any particular unit
There’s a paradox sale but age of wonders 4 isn’t on sale :(
Thank you for this series I am really enjoying these.
The empire of vine and sunder ! 😈
I like weed provicnes ;]
I'd love to see a shadow and materium playthrough up next. Might require you tone difficulty down a little while you adjust to the different playstyle, but it should be interesting.
Though from what I can see, shadow kind of suffers from trying to fit two very different things into one "hole". They kind need to pick whether they want to go turbo necromancy or turbo cryomancy, or just split both into different schools and give them the time they need.
even more so then that i feel the necro side suffers from only really synergising with itself, most of the things in it are about gathering souls, which you can only use to do things within necromancy, or only effect undead which until you cast wightform (if you cast it) dont effect your culture units at all, and dont effect most extra units either.
@@ryanjones7569 yeah. The necro side basically requires a culture that gels with it or more aggressive summoning and unit training research. Basically it needs a secondary necro book "line". From what I can see, shadow has a lot of cool stuff. It actually gels surprisingly well with chaos. It's just so does everything else. The shadow empire upgrade path is also really close to being good. Because it's seemingly built around vassals and turbo-leveling shit. If there were some minor tweaks made to that and they just gave you some basic evolution to zombies and skeletons, it'd be better... or hell, just give necromancers a special action where they can raise dead *for you* instead of having to cast shit yourself. Or just make a unit training building in the first book. There are so many ways it could be made far better.
1st!!!
Thank you for showing that units and enchantments have effects on auto resolve.