High Elves: AMMO you say? SO BE IT! Wood Elves: I wold stop you right there, BRUVAH! Dark Elves (with shadowdart cheese): You guys are retarded! Huntsmarshall: Shut up, I'm trying to survive here! Brave peasants of Brettonia: Me shootin for me life!
Yeah one thing I really don’t like about my favorite faction the dwarves is that their surrounded by enemies that have tons of AI cheats and will confederate in a moments notice all around the dwarves And after you take those first two settlements it takes forever to build up your economy to build a sacrifice or third army to defend you’re already captured lands
@@poolsofbloodinyourstomach I like it a ton. Bigger but also more interesting with defences. I think the small settlement sieges with many ways to attack are great. Overall an important improvement for the bigg map to come later. Warhammer 3 is great. :)
Another great, "how to win with Dwarves" Video. Thanks to watching you, I had Thorgrim's army defeat Wurrzaga full-stack , a second full stack and 2 Waggghh full-stacks in an open field battle. (I did have 4 organ guns), losing only 64 troops compared to the greenskin's loss of 2,000+. (on very hard, still struggling on Legendary). Cheers Legend.
He plays on vanilla, he can’t do that on sfo (legendary difficult) mages use their cast they could fuck his strat with 1 cast, I played on vanilla it was pretty easy now I play only on sfo with buff mods for AI to make my game more hard 💪🏻
@@peredoduuu ah, so your main point is, that a fan had to edit a key-aspect of the game, to make something else in the game (which wasn't even the focus of the mod)[sieges] even worse? because wall-defending, even on lower difficulties, is utter shite. You are basically excusing the developers mistakes by saying: "well there's a mod, so nothing is wrong at all and it's the youtubers fault too for not using that one mod i called out." So what if this is vanilla? You should not need to mod a game for things to make sense or key-aspects of a mode to be viable!
@@bohemond7426 what pisses me off is that in real life crenelations, arrow slits, and murder holes were ALL invented pretty quickly because of the very issues that plague WH2 sieges. Said things existed in Medieval 2 sieges, so there is literally no excuse as to why they could not implement them in WH2.
@@leonst.7471 Just dump your men in testudo on many of the various town and city map choke points, and just laugh as hoards of troops crash and fall against the spears, swords, and pilua xD They're also fantastic fixing units for archers on nearby walls... I'll happily take on a full stack of barbarian bastards, with just a town guard xD
A year down the line and post-rework and this video was still absolutely an education. Grimgor came for Mount Gunbad, and Mount Gunbad was all too happy to receive him.
I had a defensive siege like this where I set up almost identically. The AI completely ignored my Thane and ran straight around him to my back lines. I won anyway, but I had to applaud the AI a bit for that one.
Scabby eye for some reason became OP with the last update. In 3 out of 4 campaigns I've played they have confederated every other greenskin faction in the area.
@@KarltonFranz If you're Norscan or Greenskins and you beat in battle the faction leader (legendary or not) of an enemy Norscan or Greenskin faction, you get a choice to auto-confederate the faction, no diplomacy needed.
@@jensbrandt7207 In my recent Chaos campaign Hellspire Tribe confederated Vanaheimlings, World Walkers and Wintertooth and then declared war on me only to offer vassalisation a few turns later. My four armies were busy fisting Karl Franz and the Vampire Counts so I didnt even march against them, but they still offered.
one of the biggest problem with tw3 engine is that range units always needs to reform their formation by wheeling about if they need to shoot at something outside of their firing arcs. Also I wish the defenders in sieges should have the ability to refill ammo
Imagine if you could set up barricades before fight, that would block all movement before being destroyed, like - we ain't gonna use this street block it off. I suggest: - 1x Heavy Barricade / Rubble blockade (giant anti-gate units would have bonus damage against it [but not flying units like dragon], otherwise long and tiresome to destroy) - 2x Regular Barricades (strong frontal armour, maybe 1-5 min of blocking units, you can burn supporting beans from the back with ground units) - x amount of slow down obstacles (decaying while being traversed) For balance reasons, you can't completely block off passage to last stand point. Quality of regular barricades dependable on the City level and race. All barricades before 2lv would be wooden (aka flammable) Cities without walls would still provide weaker but with no directional armour barricades - same for camp/recruitment stand but dependable on how long you stay in that stand.
I had a dwarf siege defense the other day (WH3), against VC. A grudge settler iron drake and a grudge settler flame cannon were so valuable there. Good chokepoints and then weapons that absolutely melt undead, about as lovely as the fights in this battle I'd say!
Tomb king is definitely an interesting faction. As their strength is about unrelenting push +fast recruitment. Meaning they could afford to fight a phyric battle, merge the troops and hire one turn and go again. With global and local I could get 10new troops on the next turn. But the unit/agents limits are so painful to work through. For a short champaign it's alright. But not for world domination. I can't field more to push out to other continents.
@@wellstang the trick is getting that canopy jars ready to spend on new dinastys to get even more armies fielded. tomb kings at late game are truly beasts for world domination, just need to be carefull with them and not lose too many constructs at fights.
Oddly, I've been noticing more and more that minor powers are confederating the main factions. In my last Druchii campaign for example, Naglfarlings (the pink Norscan tribe) confederated both World-Walkers and Wintertooth, conquered the whole of Norsca and the upper half of both Brettonia and Ulthuan. When I was playing Karaz-a-Karak, Scabby Eye got both Bloody Handz and Grimgor's 'Ardboyz to confederate.
dwarves might be able to hold their siege towers if you have enough master engineers, and assuming that defensive co-ordinator stacks. 15% reload speed reduction per is pretty decent if it stacks
How to defend dwarf holds? 1. put your units in a choke point and go make yourself a cup of coffee. Check in every once in a while to move your slayers against large units. 2. Win
Actually you can run out of ammo halfway through the battle and still win because Dawi tire much later than the orcs. You can just let the warrior hold the line and the penalties on Defense and Armor on the AI will add up. Takes longer but even without ammo you can win.
It might be a balance nightmare, but you'd think the defenders would have significantly more ammo than attackers considering they're right by their own armory
I noticed that as the Skulkers started to sneak in, you had a shooting unit firing from the right flank. Any particular reason you didn't set up that way? You had more shooting units than you had room for and a Thunderer unit firing into the flanks of enemies slipping past your one-Dwarf blockers seems like it would help. Just curious.
I really hate RUclips. I get constant buffering when trying to watch this video in 720 but I can download it in 3 minutes off a youtube to mp4 website, and its 20 minutes long...
Question- could you make a video showing the best doomstacks for each race (all in the same video, like a list). I only know a few of the obvious ones like Lizard men-stegadons Beastmen- the heroes with the leadership debuff Vampire Pirates- necrofex Etc etc
@@Martin-kt7cp he has top 5 doomstack for the entire game. Necrofex isn't among them. Also, not every race has doomstack. Tomb kings is an example, you recruit what you can and have to balance things out
Off the top of my head... *Empire:* No doomstack per se, but handgunners and hellfire rocket batteries are both very good at what they do. Heroes for roadblocks, good magic. *Greenskins:* No real doomstack, as far as I know, but I haven't played much since Grom was released and bugs made everything a mess. *Dwarfs:* 5 organ guns, 5 thunderers, some ironbreakers, thanes decked out in nice gear. Legend dislikes thanes and prefers runepriests but personally I dislike the runic fellas. Sucky skill tree, bad combat stats. Decked out thanes, meanwhile, have good armour and very nice melee defense, meaning they'll tank that much longer. *Vampire Counts:* Mass vampires, free skellie spam combined with wind of death, or do mostly free crap for anvil purposes and hammer-smash with varghulfs or terrorgheists. And still wind of death. *Bretonnia:* Hippogryph knight spam, less effective is regular grail knight spam. No supply lines penalty means you can really spam armies in the late game. *Wood Elves:* Mass archers, alternatively treemen spam. *Beastmen:* Minotaur spam, cygor spam, Nurgle stink trait spam. *Warriors of Chaos:* Shaggoth spam is the strongest, but early game the easiest to achieve is mass chosen. As long as you have 8 shaggoths in an army, you can really do whatever. Feral manticore spam is a funny complement. *Norsca:* Mammoth spam, hands down. *High Elves:* A staunch line of spears beats pretty much everything. And with "spears", I mean the kind launched with a bow by Alarielle's fair maidens. Aka sister spam. Dragons, loremasters, other stuff can be added for fun and giggles, though. *Dark Elves:* Darkshard spam works, shade spam works, hydra spam works. My preference is shards or shades with 4-5 hydras for easier micro. Block stuff with the beasties, shoot with the AP crossbowmen. Stuff dies. Nice and simple. Yes, you basically have a tier 1 doomstack option. *Lizardmen:* Dino spam, all the way. Stegadon is the most efficient, but adding in carnosaurs won't hurt you. Pompous trait spam is like Nurgle stink, except Lizardmen mounts are awesome. Also skink mages on a steg with chainlightning are ridiculously good. *Skaven:* Basically any mixture you like of ratling gunners, plagueclaw catapults, maybe a mortar for even more AOE, maybe some jezzails for the range, and plague priests heroes for summoning. *Tomb Kings:* No real doomstack, but bone giants are pretty good for their non-cost, warsphinxes are pretty good in general, and necrosphinxes are great versus large (and not so great versus infantry). Tomb princes on chariots are pretty decent. *Vampire Coast:* Zombie gunner spam with artillery support is ridiculously OP early game. Necrofex spam is highly effective versus AI in mid to late game. Necrofexes are kind of terrible versus melee characters, so bring 3-4 units of handgunner zombies (which murder characters when upgraded) in those cases.
Monochromatic Spider thanks for taking the time to write that out, I appreciate it. Definitely going to give some of those a try, currently doing a Bretonnia campaign with Joan of Arc 😂 so going to make an army of hungry hungry hippos!
I think Legend mixed up the two commanders. Unless I missed something, the one he was about to sacrifice was actually the general of the army and not of the garrison.
I feel like in Empire total war there was a mechanic that if you stood your musket armed troops in a narrow column like that you wouldn't be able to fire all of them or they'd do firendly fire, I feel like for handguns and thunderers at least that should have carried over to WH
That sounds..... awful. You'd have to deal with that on top of avoiding positioning them behind other units to prevent shooting them in the back, giving you one more reason not to use them.
@Rocket Man they’d be useful because they would be buffés so that their shots were effective against armour of course. Right now they’re basicly a crossbow variant instead of a unique unit
Dwavens are like: hey we are the inventor of gunpowder and basically have the most advanced cannons in the world shouldn´t we put them in our towers do defend our precious cities? - naaaa
Man, greenskins are something else at the moment. Just endless tides withthose fuckin pump wagons. Lost a couple sieges were I had nice chokepoints set-up only for pump wagons to burst through and get into the backs of my gunners.
Anyone else think it’s incredibly stupid Greenskins don’t get at least a rock lobber in their settlement garrisons? Pretty much guarantees your going to lose your settlements if you’re up against overwhelming odds.
I just won a VH Skarsnik campaign. His garrisons are a bit different because gobbos only, but higher tiers get fanatic units, which guarantee a win if you use choke points effectively. The only times I lost settlements was when Clan Eshin attacked with three stacks at once.
@@baladonian Anything that would give me the capability to capitalize on choke points would be great. Instead I get archers that have nowhere even remotely enough ammo. Also now I'm going to play Skarsnik.
@@baladonian I like Azhag because the start is hard so anything where the start is difficult is good. Grimgor snowballs pretty easily but I haven't tried Wurrzag, Grom, or Skarsnik yet
Dabbing Toaster I confederated Azhag during my Skarsnik run, and his new abilities seem really cool. I do like his start position, too. If I hadn’t already gotten the achievement for VH greenskin campaign I might try him out
Kind of offtopic but - I saw Wurzzag here....and. I confederated Wurzzag myself as Grimgor and... he got ambushed and was wounded soon after by skaven ofc. Problem is after the message that he is available again...he never really showed up in the recruit list. Is this a common thing/bug for Legendary lords that are confederated to vanish after losing a battle ? Too bad he was very small level I could have leveled him as I pleased - . (apparently I didnt install the FLC with Wurzzag so even if its free I couldnt play him, fixed now). Those Skaven, Dwarfs and Empire are broken A.f. in my campaign ... they have a ridiculous amount of territory and lords. While I pushed back the Skavens... the Dwarfs and Empire are allies and have expanded like crazy. They have lords raiding all over the place and I have a feeling they will soon declare on me... but they are like 8 allies ... nr1 allied with nr2 and so on... I cant declare on them or I have to fight all. Are dwarfs , empire and skaven maybe... cheating a bit too much . Vampires got wiped out before I even saw them, wtf.
@@bohemond7426 well to be honest, most factions that usually survived the early and mid game hate Greenskins so I wouldnt be surprised if that didnt work so often. But either way its a good idea, I may have tried this once but the situation was already too bad, everybody left around me hated Greenskins pretty much by default. But its a good idea, I could eventually use this now as I got much better and in latest Greenskin plays Im doing much better. Knowing to avoid a lot of bad units from Greenskin roster, playing more aggressive, making sure to Ally some Greenskins and help them make it into the late game rather than fighting with all of them to confederate them, this will create buffer zones and will make sure you are not surrounded by factions that hate you that will declare when you are left alone. Stopped relying on Waagh on campaign map as its low mobility is a major handicap that is simply not worth it, enemy will just dance around you, and if you get ambushed its useless anyway. So just using it before taking the major objective to get its achievement bonus, but I found myself deleting the waagh armies pretty often as the mobility nerf its simply r3tard3d. Also building a kind of Doomstack army for Grimgor helps a lot both with autoresolve and actual fights and even sieges. Not always being greedy and capturing settlements, even if I can hold them , they may be handicaps later on in the game, so depending on the area, razing can be more useful. In the current state of the Greenskins not that I wanna brag but I think I got better with them than most youtubers. On the campaign map not multiplayer I mean.
Random Question... When you have massive amounts of renforcements, can you rout your own units to make room for better renforcing units? PS i have played these games for years and only just started giving up on the walls thanks you you Legend :P Top Lad!
I'm not sure if I agree with the "Melee units are not as good as ranged units" stance. In this video, we saw one unit of Longbeards on your left flank drive off a unit of Big 'Uns that was supported by a badly damaged second unit, and then wreck a second unit of Big 'Uns with a little help from Thunderers, and only took half damage in the process. Maybe their damage output isn't on the same par, but they're not supposed to do the same kind of damage... melee units are supposed to absorb hits while dealing some damage in return, and let the ranged do the work. There are exceptions, of course... like Slayers, for example. But a good Dwarf general would station his ranged troops in an elevated position (or a reverse slope position, depending on terrain), have his melee at the bottom of the slope to take the hits, and let the ranged do their jobs. While certainly it's a good idea to let the hero/lord go tank a unit while the ranged shoots into the fray, you can only do that so much. Without some solid melee units, your ranged units are forced to keep moving (meaning, they're not shooting) to avoid being overrun. That didn't happen here, of course, but that's because the terrain allowed you to chokepoint the enemy... you won't always have that option. And I'm also not convinced about not putting your ranged units on the walls at first. I have a lot of success with starting my ranged units lining up on the tops of walls and raining down a shot or two before the enemy hits the walls, then pulling them back through a second line of melee troops in the courtyard, or wherever you put your second line (depends on the fortress). Hell, more often than not, between the siege towers and my ranged units on the walls, plus artillery in the courtyard, I can drive off the enemy before they can get more than a unit or two to the gates/climbing the walls. On the walls, the ranged units have an unobstructed shot, the high ground, and the cover of the wall itself from enemy counter-fire. I've utterly wrecked entire armies giving my ranged troops the walls... they're even not half-bad defending them if you decide to hold there. If you allow the enemy to take the walls, and then fire on the enemy while they are on the walls, the reverse is true... they get the high ground, a clear shot at everything in the courtyard, and cover from the walls. Why deliberately give them that advantage, when your ranged troops can wreck most advancing troops as they approach? If you allow the enemy to completely overrun the walls and end up fighting them on even ground, you may as well not even have walls to begin with... which is what I think you're going for in most siege scenarios, and I think that's a waste of advantageous terrain. I think that's a valid playstyle, don't get me wrong. I just don't think it's fair to call melee troops useless, and to never use ranged troops on the walls because of the perception of "less accuracy" (which I've don't really see, but I've never looked at the programming, so what do I know?). Just my two cents... which I probably shouldn't be giving, seeing as there's a coin shortage... *eye roll*
just lost a legendary campaign trying to do this, ai simply ignores whatever melee units i got and just runs towards the ranged units, then im fked, if u dont have the thane idk what to do, just, dwarves are "easy" lol, no joke, they aint easy, there is not a single faction that is easy at legendary.
Best tw game including tw wh3. I guess tw wh2 is not being streamed ani more because all jumped on the new game wich is in my opinion inferior. I have both of them installed but I can’t play wh3 after 30 turns campaign is over , ai can’t stop u and can’t put a decent fight. They made it too easy
Honestly, the walls in TW Warhammer are absolutly awfull... when i think of rome and other TW titels they realy gave you an edge as a defender. They actualy did what they should do. But in Warhammer....they are more an obstackle then a help
It beats the snoozes that were sieges in the earlier games. At least these sieges get to the point relatively fast without ten minutes of moving around to get to the best possible entry point and then another ten minutes of navigating a huge city layout. It isn't as epic, granted, but it sure is faster.
Dwarfs: "our ammo is worth more than the enemy's lives"
Skaven: "our ammo is worth more than OUR lives"
Goblins: "our lives ARE our ammo"
Vampire Counts : "You guys got ammo ?"
Count Noctilus: *Laughs in VamPirate*
High Elves: AMMO you say? SO BE IT!
Wood Elves: I wold stop you right there, BRUVAH!
Dark Elves (with shadowdart cheese): You guys are retarded!
Huntsmarshall: Shut up, I'm trying to survive here!
Brave peasants of Brettonia: Me shootin for me life!
I wish I could like these comments more than once :(
Lorewise, this is basically a dwarf's every Wednesday.
This days even in game.
Yeah one thing I really don’t like about my favorite faction the dwarves is that their surrounded by enemies that have tons of AI cheats and will confederate in a moments notice all around the dwarves And after you take those first two settlements it takes forever to build up your economy to build a sacrifice or third army to defend you’re already captured lands
@@randomguy2023 Also the faction grudge mechanics force you to be aggressive or suffer penalties
It always annoyed me that dwarven keeps/fortifications were not more defensible.
Lets hope with the rework of sieges in Warhammer 3 it will change to the better.
Yeah Warhammer sieges are the worst sieges I have ever seen
@@Legion12Centurion how'd the rework turn out
@@poolsofbloodinyourstomach I like it a ton. Bigger but also more interesting with defences. I think the small settlement sieges with many ways to attack are great. Overall an important improvement for the bigg map to come later. Warhammer 3 is great. :)
@@Legion12Centurion Yeah, there's still room to improve the model, but it's dramatically better than it was.
"Defending against unrelenting green fisting" Seems to be a better title for this video
dude.... no
Just... no
This patch, really.
Dude I literally keep getting pegged by the greenskins. Enough is enough! ):
Another great, "how to win with Dwarves" Video. Thanks to watching you, I had Thorgrim's army defeat Wurrzaga full-stack , a second full stack and 2 Waggghh full-stacks in an open field battle. (I did have 4 organ guns), losing only 64 troops compared to the greenskin's loss of 2,000+. (on very hard, still struggling on Legendary). Cheers Legend.
The best I ever had was 4 armies attacking t5 karaz AL karak and I only got like 4 units as reinforcement and won
Well, i'm currently trying to do a dwarf campaign, and was almost in the same situation xD Thanks for this video, you saved my city
"Our ammo is worth more than their their lives" What is this, the Imperial Guard?
This is basically just a video about how shitty sieges are in this game.
He plays on vanilla, he can’t do that on sfo (legendary difficult) mages use their cast they could fuck his strat with 1 cast, I played on vanilla it was pretty easy now I play only on sfo with buff mods for AI to make my game more hard 💪🏻
@@peredoduuu ah, so your main point is, that a fan had to edit a key-aspect of the game, to make something else in the game (which wasn't even the focus of the mod)[sieges] even worse? because wall-defending, even on lower difficulties, is utter shite. You are basically excusing the developers mistakes by saying: "well there's a mod, so nothing is wrong at all and it's the youtubers fault too for not using that one mod i called out." So what if this is vanilla? You should not need to mod a game for things to make sense or key-aspects of a mode to be viable!
@@edgarmuller2703 Couldn't have said it better myself.
@@edgarmuller2703 How is wall defending shite? It's easier to defend and move your troops around than ever on the walls
@@bohemond7426 what pisses me off is that in real life crenelations, arrow slits, and murder holes were ALL invented pretty quickly because of the very issues that plague WH2 sieges. Said things existed in Medieval 2 sieges, so there is literally no excuse as to why they could not implement them in WH2.
Dwarves: "I like choke points"
(Attila) ER Empire: "You know nothing of the art"
My equities have still ptsd from all the charges
@@leonst.7471 Just dump your men in testudo on many of the various town and city map choke points, and just laugh as hoards of troops crash and fall against the spears, swords, and pilua xD They're also fantastic fixing units for archers on nearby walls... I'll happily take on a full stack of barbarian bastards, with just a town guard xD
*Laughs in Menaulatoi on the ramps of Constantinople's Gates*
A year down the line and post-rework and this video was still absolutely an education. Grimgor came for Mount Gunbad, and Mount Gunbad was all too happy to receive him.
MARK THIS DAY ON THE...
Oh, nevermind.
I had a defensive siege like this where I set up almost identically. The AI completely ignored my Thane and ran straight around him to my back lines. I won anyway, but I had to applaud the AI a bit for that one.
Scabby eye for some reason became OP with the last update. In 3 out of 4 campaigns I've played they have confederated every other greenskin faction in the area.
they should deserve being playable
When you learn how to change length of defensive wall troops after hundreds of hours playing...
First time I've seen an NPC AI faction confederate an LL and get that powerful. Weird
Well, that's just a result of the norscan/greenskin confederation mechanic. I've seen a random norscan tribe confederation the world walkers before.
TheDyingOfLight how the fuck
@@KarltonFranz If you're Norscan or Greenskins and you beat in battle the faction leader (legendary or not) of an enemy Norscan or Greenskin faction, you get a choice to auto-confederate the faction, no diplomacy needed.
I see it often with wurrzag
@@jensbrandt7207 In my recent Chaos campaign Hellspire Tribe confederated Vanaheimlings, World Walkers and Wintertooth and then declared war on me only to offer vassalisation a few turns later.
My four armies were busy fisting Karl Franz and the Vampire Counts so I didnt even march against them, but they still offered.
Imagine how hard this will be when the weapon damage buff from Waagh! actually works.
Pretty much the same difficulty. That battle would have gone exactly the same if the greenskins had higher weapon damage.
@@orangesilver8 Yep.
The on advantage to Karak Eightpeaks is its bonus garrison and you can shoot over the heads your melee units with the hills.
If I don't like yer wordz, I'll blast yoos wif me spells!
one of the biggest problem with tw3 engine is that range units always needs to reform their formation by wheeling about if they need to shoot at something outside of their firing arcs.
Also I wish the defenders in sieges should have the ability to refill ammo
I found that tier 5 HE towers are just as able to destroy siege towers. It was in my Vortex campaign, playing as Tyrion.
Legend just described the Superior Firepower doctrine in Hearts of Iron IV.
that doctrine is so juicy if you can afford battery after battery of artillery.
"uploaded 8 seconds ago"
Nice timing
Imagine if you could set up barricades before fight, that would block all movement before being destroyed, like - we ain't gonna use this street block it off.
I suggest:
- 1x Heavy Barricade / Rubble blockade (giant anti-gate units would have bonus damage against it [but not flying units like dragon], otherwise long and tiresome to destroy)
- 2x Regular Barricades (strong frontal armour, maybe 1-5 min of blocking units, you can burn supporting beans from the back with ground units)
- x amount of slow down obstacles (decaying while being traversed)
For balance reasons, you can't completely block off passage to last stand point.
Quality of regular barricades dependable on the City level and race.
All barricades before 2lv would be wooden (aka flammable)
Cities without walls would still provide weaker but with no directional armour barricades - same for camp/recruitment stand but dependable on how long you stay in that stand.
I had no idea you could activate multiple towers with a single unit! O_o
I had a dwarf siege defense the other day (WH3), against VC. A grudge settler iron drake and a grudge settler flame cannon were so valuable there. Good chokepoints and then weapons that absolutely melt undead, about as lovely as the fights in this battle I'd say!
You don't defend them, you crush them underfoot.
How to defend Dwarf holds.....TLDR: Fill them with Dwarves.
Is it just me or people never send him disaster campaigns with tomb kings?
If I recall there was one with Khemri.
Tomb king is definitely an interesting faction. As their strength is about unrelenting push +fast recruitment. Meaning they could afford to fight a phyric battle, merge the troops and hire one turn and go again. With global and local I could get 10new troops on the next turn. But the unit/agents limits are so painful to work through. For a short champaign it's alright. But not for world domination. I can't field more to push out to other continents.
@@wellstang this is why we play with mods
@@wellstang the trick is getting that canopy jars ready to spend on new dinastys to get even more armies fielded. tomb kings at late game are truly beasts for world domination, just need to be carefull with them and not lose too many constructs at fights.
Oddly, I've been noticing more and more that minor powers are confederating the main factions. In my last Druchii campaign for example, Naglfarlings (the pink Norscan tribe) confederated both World-Walkers and Wintertooth, conquered the whole of Norsca and the upper half of both Brettonia and Ulthuan. When I was playing Karaz-a-Karak, Scabby Eye got both Bloody Handz and Grimgor's 'Ardboyz to confederate.
never seen the scabby eye get that big before
Trouble I had was with the damn WAAGH bonus armies, bringing in giant spiders and ontop of dealing with a swarm of heroes.
Been doing this since Rome 1. Hasn't failed me yet.
dwarves might be able to hold their siege towers if you have enough master engineers, and assuming that defensive co-ordinator stacks. 15% reload speed reduction per is pretty decent if it stacks
Ive noticed the empire is good at handing towers to with their cannon towers
I'm just surprised you get easy ones sent in at all.
Top tier content as always, keep up the good work :)
Imagine copying every move that legendoftotalwar does to win everything in the hardest difficulty
There's too much unpredictability and randomness in the AI's decisions, it could only get you so far.
He even says that his tricks only gets him as far because of randomness of the AI in TWWH2.
Not gonna lie, the first time I read the title, I misread it as "How to defund Dwarf Holds".
commenting to help youtube algorithm
How to defend dwarf holds?
1. put your units in a choke point and go make yourself a cup of coffee. Check in every once in a while to move your slayers against large units.
2. Win
I hope they redesign the sieges so it is an advantage to hold them with warhammer 3. I hope we get to see the siege rework soon.
Actually you can run out of ammo halfway through the battle and still win because Dawi tire much later than the orcs. You can just let the warrior hold the line and the penalties on Defense and Armor on the AI will add up. Takes longer but even without ammo you can win.
It might be a balance nightmare, but you'd think the defenders would have significantly more ammo than attackers considering they're right by their own armory
I just lost my besieged karaz a karak against a grimgor greentide. gonna go back to the save and practice defending from the cap point.
I always wandered what your set up is? The game looks so good and runs really well. What kind of rig set up and monitor do you use?
aaaannnnnnnddddddd im starting a new dwarfs campaign
I noticed that as the Skulkers started to sneak in, you had a shooting unit firing from the right flank. Any particular reason you didn't set up that way? You had more shooting units than you had room for and a Thunderer unit firing into the flanks of enemies slipping past your one-Dwarf blockers seems like it would help.
Just curious.
For the Algorithm. Thanks Legend
good content+1
makes me want to play more of it, especially because you're knowledge seeps in.
The final solution to the Greenskin question.
6 Million boyz nevah forget
but Legy why dont you use Mines to blast mobs earlier?
Seems like Grimgor with all the Greenskin buffs still gets his ass kicked by Clan Mors and sometimes the dwarfes.
You can never outsmart Skavens
Seems like through the stupidity of the diplomacy system the Dwarves always team up with Eshin and Mors to dumpster Grimgor and Wurzzag
I really hate RUclips. I get constant buffering when trying to watch this video in 720 but I can download it in 3 minutes off a youtube to mp4 website, and its 20 minutes long...
And yes the download quality is 720p 60fps
which site? my old one gave out.
@@xxxm981 maybe Tubemate?
Question- could you make a video showing the best doomstacks for each race (all in the same video, like a list).
I only know a few of the obvious ones like
Lizard men-stegadons
Beastmen- the heroes with the leadership debuff
Vampire Pirates- necrofex
Etc etc
honeybobo i have a large cocko I think I saw that one, well the one where he said what units never to recruit.
@@Martin-kt7cp he has top 5 doomstack for the entire game. Necrofex isn't among them. Also, not every race has doomstack. Tomb kings is an example, you recruit what you can and have to balance things out
Kutay Ozturk cool, do you have the link?
Off the top of my head...
*Empire:* No doomstack per se, but handgunners and hellfire rocket batteries are both very good at what they do. Heroes for roadblocks, good magic.
*Greenskins:* No real doomstack, as far as I know, but I haven't played much since Grom was released and bugs made everything a mess.
*Dwarfs:* 5 organ guns, 5 thunderers, some ironbreakers, thanes decked out in nice gear. Legend dislikes thanes and prefers runepriests but personally I dislike the runic fellas. Sucky skill tree, bad combat stats. Decked out thanes, meanwhile, have good armour and very nice melee defense, meaning they'll tank that much longer.
*Vampire Counts:* Mass vampires, free skellie spam combined with wind of death, or do mostly free crap for anvil purposes and hammer-smash with varghulfs or terrorgheists. And still wind of death.
*Bretonnia:* Hippogryph knight spam, less effective is regular grail knight spam. No supply lines penalty means you can really spam armies in the late game.
*Wood Elves:* Mass archers, alternatively treemen spam.
*Beastmen:* Minotaur spam, cygor spam, Nurgle stink trait spam.
*Warriors of Chaos:* Shaggoth spam is the strongest, but early game the easiest to achieve is mass chosen. As long as you have 8 shaggoths in an army, you can really do whatever. Feral manticore spam is a funny complement.
*Norsca:* Mammoth spam, hands down.
*High Elves:* A staunch line of spears beats pretty much everything. And with "spears", I mean the kind launched with a bow by Alarielle's fair maidens. Aka sister spam. Dragons, loremasters, other stuff can be added for fun and giggles, though.
*Dark Elves:* Darkshard spam works, shade spam works, hydra spam works. My preference is shards or shades with 4-5 hydras for easier micro. Block stuff with the beasties, shoot with the AP crossbowmen. Stuff dies. Nice and simple. Yes, you basically have a tier 1 doomstack option.
*Lizardmen:* Dino spam, all the way. Stegadon is the most efficient, but adding in carnosaurs won't hurt you. Pompous trait spam is like Nurgle stink, except Lizardmen mounts are awesome. Also skink mages on a steg with chainlightning are ridiculously good.
*Skaven:* Basically any mixture you like of ratling gunners, plagueclaw catapults, maybe a mortar for even more AOE, maybe some jezzails for the range, and plague priests heroes for summoning.
*Tomb Kings:* No real doomstack, but bone giants are pretty good for their non-cost, warsphinxes are pretty good in general, and necrosphinxes are great versus large (and not so great versus infantry). Tomb princes on chariots are pretty decent.
*Vampire Coast:* Zombie gunner spam with artillery support is ridiculously OP early game. Necrofex spam is highly effective versus AI in mid to late game. Necrofexes are kind of terrible versus melee characters, so bring 3-4 units of handgunner zombies (which murder characters when upgraded) in those cases.
Monochromatic Spider thanks for taking the time to write that out, I appreciate it. Definitely going to give some of those a try, currently doing a Bretonnia campaign with Joan of Arc 😂 so going to make an army of hungry hungry hippos!
slayers and flamthrowers are so strong
I think Legend mixed up the two commanders. Unless I missed something, the one he was about to sacrifice was actually the general of the army and not of the garrison.
The actual General was not the leader and of the battle. He had it right
Understandable that you would think so. Rookie mistake.
how to defend dwarf holds. just stand still :p
Wurrzag in the Scabby Eye? Dafuq??
Wait the minor factions can actually gain enough power to confederate legendary lords?
Maybe Scabby Eye defeated Wurrzag and enforced confederation?
I feel like in Empire total war there was a mechanic that if you stood your musket armed troops in a narrow column like that you wouldn't be able to fire all of them or they'd do firendly fire, I feel like for handguns and thunderers at least that should have carried over to WH
That sounds..... awful. You'd have to deal with that on top of avoiding positioning them behind other units to prevent shooting them in the back, giving you one more reason not to use them.
@Rocket Man they’d be useful because they would be buffés so that their shots were effective against armour of course. Right now they’re basicly a crossbow variant instead of a unique unit
This look easy to any average Dwaft player
How to have more thanes as dwarves? Is confederation the only way?
Dwavens are like: hey we are the inventor of gunpowder and basically have the most advanced cannons in the world shouldn´t we put them in our towers do defend our precious cities? - naaaa
this is what the game got wrong. WALLS = BIG ADVANTAGE TO DEFENDERS. I would like to see it that way in warhammer 3
If it was arachnorok and black orc spam, would you have done anything differently? Lategame lone garrisons seem to struggle a lot more.
Man, greenskins are something else at the moment. Just endless tides withthose fuckin pump wagons. Lost a couple sieges were I had nice chokepoints set-up only for pump wagons to burst through and get into the backs of my gunners.
The tactics used are great, but I defeated more than 2,500 dark elves with about 700 elves. I didn't believe I could win😀
Yes.
I played Rome Total War back in the day. The AI is even more dodgy now!
How can you see if the towers are activated, before the battle starts?
If there's a model in the capture zone
All you need is to be sure that at least one guy of unit stands inside tower's capture zone.
how is he manually aimimg his artillery?
if i remember correctly, its holding control while having them selected to manually target
For the Karaz Ankor.
What do you think of helmgarts layout?
3:42 Woah, how did you spread those Dwarf warriors so thin on the wall?
If you hold right click and move forward it spreads your troops along the length of the wall
Easy.
You just need 3 dwarf heroes and...
...Thats all.
Love from Iraq
Oh
Love from India.
Algorithm time
Wait... so youtube algorithm works better the more comments there are???
Anyone else think it’s incredibly stupid Greenskins don’t get at least a rock lobber in their settlement garrisons? Pretty much guarantees your going to lose your settlements if you’re up against overwhelming odds.
I just won a VH Skarsnik campaign. His garrisons are a bit different because gobbos only, but higher tiers get fanatic units, which guarantee a win if you use choke points effectively. The only times I lost settlements was when Clan Eshin attacked with three stacks at once.
@@baladonian Anything that would give me the capability to capitalize on choke points would be great. Instead I get archers that have nowhere even remotely enough ammo. Also now I'm going to play Skarsnik.
Dabbing Toaster He’s great fun, even if his unique lord abilities are underwhelming. Da Gobboz is da best!
@@baladonian I like Azhag because the start is hard so anything where the start is difficult is good. Grimgor snowballs pretty easily but I haven't tried Wurrzag, Grom, or Skarsnik yet
Dabbing Toaster I confederated Azhag during my Skarsnik run, and his new abilities seem really cool. I do like his start position, too. If I hadn’t already gotten the achievement for VH greenskin campaign I might try him out
Kind of offtopic but - I saw Wurzzag here....and.
I confederated Wurzzag myself as Grimgor and... he got ambushed and was wounded soon after by skaven ofc. Problem is after the message that he is available again...he never really showed up in the recruit list. Is this a common thing/bug for Legendary lords that are confederated to vanish after losing a battle ? Too bad he was very small level I could have leveled him as I pleased - . (apparently I didnt install the FLC with Wurzzag so even if its free I couldnt play him, fixed now).
Those Skaven, Dwarfs and Empire are broken A.f. in my campaign ... they have a ridiculous amount of territory and lords. While I pushed back the Skavens... the Dwarfs and Empire are allies and have expanded like crazy. They have lords raiding all over the place and I have a feeling they will soon declare on me... but they are like 8 allies ... nr1 allied with nr2 and so on... I cant declare on them or I have to fight all. Are dwarfs , empire and skaven maybe... cheating a bit too much . Vampires got wiped out before I even saw them, wtf.
@@bohemond7426 You mean offer to someone that already has war with them, that I also join war for 0 money ?
@@bohemond7426 well to be honest, most factions that usually survived the early and mid game hate Greenskins so I wouldnt be surprised if that didnt work so often. But either way its a good idea, I may have tried this once but the situation was already too bad, everybody left around me hated Greenskins pretty much by default. But its a good idea, I could eventually use this now as I got much better and in latest Greenskin plays Im doing much better. Knowing to avoid a lot of bad units from Greenskin roster, playing more aggressive, making sure to Ally some Greenskins and help them make it into the late game rather than fighting with all of them to confederate them, this will create buffer zones and will make sure you are not surrounded by factions that hate you that will declare when you are left alone. Stopped relying on Waagh on campaign map as its low mobility is a major handicap that is simply not worth it, enemy will just dance around you, and if you get ambushed its useless anyway. So just using it before taking the major objective to get its achievement bonus, but I found myself deleting the waagh armies pretty often as the mobility nerf its simply r3tard3d. Also building a kind of Doomstack army for Grimgor helps a lot both with autoresolve and actual fights and even sieges. Not always being greedy and capturing settlements, even if I can hold them , they may be handicaps later on in the game, so depending on the area, razing can be more useful. In the current state of the Greenskins not that I wanna brag but I think I got better with them than most youtubers. On the campaign map not multiplayer I mean.
Random Question... When you have massive amounts of renforcements, can you rout your own units to make room for better renforcing units? PS i have played these games for years and only just started giving up on the walls thanks you you Legend :P Top Lad!
There is a retreat button for units if you want to replace one of your max 40 units
@@rocketman3285 What is the key binding big man, because i have zero idea
I'm not sure if I agree with the "Melee units are not as good as ranged units" stance. In this video, we saw one unit of Longbeards on your left flank drive off a unit of Big 'Uns that was supported by a badly damaged second unit, and then wreck a second unit of Big 'Uns with a little help from Thunderers, and only took half damage in the process. Maybe their damage output isn't on the same par, but they're not supposed to do the same kind of damage... melee units are supposed to absorb hits while dealing some damage in return, and let the ranged do the work. There are exceptions, of course... like Slayers, for example. But a good Dwarf general would station his ranged troops in an elevated position (or a reverse slope position, depending on terrain), have his melee at the bottom of the slope to take the hits, and let the ranged do their jobs. While certainly it's a good idea to let the hero/lord go tank a unit while the ranged shoots into the fray, you can only do that so much. Without some solid melee units, your ranged units are forced to keep moving (meaning, they're not shooting) to avoid being overrun. That didn't happen here, of course, but that's because the terrain allowed you to chokepoint the enemy... you won't always have that option.
And I'm also not convinced about not putting your ranged units on the walls at first. I have a lot of success with starting my ranged units lining up on the tops of walls and raining down a shot or two before the enemy hits the walls, then pulling them back through a second line of melee troops in the courtyard, or wherever you put your second line (depends on the fortress). Hell, more often than not, between the siege towers and my ranged units on the walls, plus artillery in the courtyard, I can drive off the enemy before they can get more than a unit or two to the gates/climbing the walls. On the walls, the ranged units have an unobstructed shot, the high ground, and the cover of the wall itself from enemy counter-fire. I've utterly wrecked entire armies giving my ranged troops the walls... they're even not half-bad defending them if you decide to hold there. If you allow the enemy to take the walls, and then fire on the enemy while they are on the walls, the reverse is true... they get the high ground, a clear shot at everything in the courtyard, and cover from the walls. Why deliberately give them that advantage, when your ranged troops can wreck most advancing troops as they approach?
If you allow the enemy to completely overrun the walls and end up fighting them on even ground, you may as well not even have walls to begin with... which is what I think you're going for in most siege scenarios, and I think that's a waste of advantageous terrain. I think that's a valid playstyle, don't get me wrong. I just don't think it's fair to call melee troops useless, and to never use ranged troops on the walls because of the perception of "less accuracy" (which I've don't really see, but I've never looked at the programming, so what do I know?). Just my two cents... which I probably shouldn't be giving, seeing as there's a coin shortage... *eye roll*
How do I send legend a save file?
That depends ... Are you able to read a video description?
Are you just playing Total War Warhammer now? No other TW games?
For about a year now, yeah
@@HaremKnight cuz I sent a medieval 2 disaster battle...
Dawi!!!
just lost a legendary campaign trying to do this, ai simply ignores whatever melee units i got and just runs towards the ranged units, then im fked, if u dont have the thane idk what to do, just, dwarves are "easy" lol, no joke, they aint easy, there is not a single faction that is easy at legendary.
great video. i didn't understand.
I just wish warhammer sieges were more rounded and not so plain. Literally the worse part of the game in comparison to all other TW games.
Best tw game including tw wh3. I guess tw wh2 is not being streamed ani more because all jumped on the new game wich is in my opinion inferior. I have both of them installed but I can’t play wh3 after 30 turns campaign is over , ai can’t stop u and can’t put a decent fight. They made it too easy
I think im the minority but how playing like this can be fun?
Honestly, the walls in TW Warhammer are absolutly awfull... when i think of rome and other TW titels they realy gave you an edge as a defender. They actualy did what they should do.
But in Warhammer....they are more an obstackle then a help
7th
Well that was disgusting. CA completely failed in siege design.
It beats the snoozes that were sieges in the earlier games. At least these sieges get to the point relatively fast without ten minutes of moving around to get to the best possible entry point and then another ten minutes of navigating a huge city layout. It isn't as epic, granted, but it sure is faster.
@@Monochromatic_Spider its shit period. stfu