Thrones of Decay Nurgle Rework
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- Опубликовано: 8 июн 2024
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Watching trailer: "DUDE'S BIG!"
Watching Legend: "Having a big model is a problem..."
They said toad dragons will have good missile resistance, so don't lose hope they might be horrible to deal with
@@minibullusa Giants have good missile resistance, but because they're big and slow it doesn't matter
@@minibullusaMissile resistance wouldn't make that big impact if toad dragon is comparable to dread saurian
@@Birri919 plenty of healing in nurgle, just micro well and spam healing spells and your lore passive.
@@Birri919 Giant is not a good example, and their missile resistance is not that high
"+5 leadership on a Tuesday when it's raining" that made me chuckle quite a bit :D
That's pretty much all of Norscas end game techs. Own Altdorf for 3 leadership against empire, even though if you own Altdorf there's likely not much empire left. 🙄
Yeah, friggin Stardew Valley buffs in my Warhammer, piss off
I really hope the Dwarfs get that "dig deeper" mechanic. I want to build tall instead of wide for once in this game.
What I hope. (But probably won’t happen) is a rework of the great book of grudges becaus eholy shit is that thing bad. Like hey would like to suddenly go to war with half of your allies when the greenskins are banging at your doors because one Empire enginner accidentally called you short?
@@florians9949SHORT?!
@@florians9949 ikr? book of grudges mechanic is so bad. ESPECIALLY if you play with friends.
@@waterzoip even without friends it is a pain. Like either you declare war on everyone and everything or have all your settlements revolting and not growing. It’s a lose lose situation.
Let all their minor settlements level to T4 to match all of their infrastructure buildings, that'd be a good place to start imo. Even better if they allow an extra building slot for it too.
Cyclical buildings would be very thematic for wood elves imo. Could tie it in as a summer/winter/autumn/spring seasons mechanic
Now that is an idea I like to read. :D
Very interesting idea.
NO LEAVE WOOD ELVES ALONE!!
@@kiingtutt8019 This. The OP needs to eat poodoo and unalive-I mean, love himself NOW! 😂
Leaf wood elves alone
The wasting sickness is a constant hex aura while the unit is in melee on one of the nurgle regiment of renown with a massive aura which reduces mass by a 25% and reduces weapon damage by 10%, which can be funny to stack with all the other damage debuffs nurgle has
That would recharge your army abilities quite nicely
Wouldnt curse of the slug also pay for itself in a way? As its a debuff?
Honestly, if the Dwarfs and Empire get updates on or above this level, this may be the biggest race update CA has ever released. I hope this really sets the bar going forward
Unlikely nurgle needed the most help so his getting the most attention the other reworks will probably be on par with kislevs or cathays
@@darkomihajlovski3135 Yeah the dwarf grudge mechanic is for sure good and not in need of a second look
@@darkomihajlovski3135 I'd be happy with something in this vein, doesn't have to be as heavy as the nurgle improvement though.
@@floskodwarf grudge mechanics good? That's mental, for example it'll punish you for not attacking allies or neutrals while you're being ruined by actual enemies or it punishes you until you reclaim pointless and minor settlements. Sometimes it's incredibly easy to clear every page and sometimes it stacks up before you get a chance to act, it's inconsistent and boring it absolutely needs a rework and only a filthy greenskin believes otherwise!
@@darkomihajlovski3135god no dude, as far as race campaign mechanics dwarfs are waaay worse than nurgle was. they have basically nothing. you can craft items. that’s is. the book of grudges is an antimechanic; everyone gets missions already, they just have missions but worse
Nurgle getting finally the respect he deserves now they should also help poor old Norca
Norsca*
Orca desperately needs a rework
I thought they got a rework with wh3?
Wouldnt surprise me if they finish the 3 character DLC rounds with either khorne/Slaneesh against Oger + Norsca.
Dont think it would be thr be next reveal, but the one after
I think the problem is there isn't really anymore named characters for Norsca left, so hard to wrap them into a DLC.
I'll scream it on every roof I can find: Nurgle needs some scaling stats that scales with plague count. The same way that getting resources as Norsca can boost units to high-heaven, we need some carrot to goad nurgle players into obsessing over plague and pumping out as much as possible. I'd really love something like "#% spell mastery for character PER active plague", or melee defense instead of spell mastery.
It could be too broken, but who knows really
Or just fix the faction's economy at the same time by making that spreaded plagues count works as a multiplier of favor's income.
@@minibullusa in my opinion, even in the MOST imbalanced version of this concept, Nurgle STILL wouldn't be as broken as Khorne or Slaanesh, their mechanics enable multiple free armies. In comparison, this would boost existing army for Nurgle but they still won't get to project their strength on as many fronts as Khorne.
@@minibullusa Power creep has already become da wey.
@@Kinperor I mean Khorne gets 1% melee attack factionwide from commandments, so the more provinces you control the more melee attack your units have, and considering how many melee attack buffs and the base stats of Khorne's units, it can be very potent. I mean 1% isn't a lot, but given the fairly good base stats, and the fact Khorne can expand faster than most any other faction, you better believe those bonuses add up quick. So if Nurgle had a 1% melee defense buff per active plague or something of that nature, for units and characters, maybe make it a tech about halfway through the tech tree or something. It would compliment Nurgle's mid to late game quite nicely, and make them very resilient in melee.
I can't wait for Tarriff making a "Imrik X Toaddragon" video.
It might be the one dragon Imrik doesn't want to "dragon!"
Honestly, I am quite excited for this DLC. Won't be pre-ordering, but definitely want to buy at release. It seems CA have learned a bit of a lesson, what with the stream of hotfixes and the difference in what's coming for the paid content.
There is not gonna be any preorders.
@@aguywhonoticed9061 You still might be wrong. There are few days until last day of the month. We will see. Same as with content. I will first see and maybe decide to buy. Never pre-order!
Why would you ever pre order a digital product?
@@TheMissing8 If you have a dedicated hobby budget for the month, pre-ordering would allow you to factor that in early without worrying about over spending on other things. That's a solid reason to Pre-Order if it's a guaranteed buy anyway.
Although CA aren't even allowing pre-orders for ToD. So it's a moot point.
@@kanesideram7651 Surely, if you have a monthly allocated hobby budget, you can plan your spending without preorders? Surely it's nothing more complex than just setting the money aside rather than immediately spending it for a preorder?
5:30 "[The Toad Dragon] could be a real powerful unit, or it could be a real stinker."
I see what you did there.
Powerful or not it is still Nurgle unit. It is a stinker anyways
I just wish that CA could just do good work all the time. To be fair to the devs, who are obviously talented, management obviously inflicted many of the wounds with WH3.
Maybe the ones that weren't fired are talented but nowadays, most devs in triple A studios are lazy bums. Devs are half responsible for the terrible state of modern gaming
@@CJ-wh7ik BS
The constant obsessive need to appease investors and ego-centric management constantly meddling and forcing devs to redo work from the ground up (along with crunching them half to death) is a thousand times more to blame than the devs who have to follow orders to keep their jobs.
@@MrRawrCEO there are such cases, few of them. If game is bad the devs are talent less lazy buns, most of them at least lol. I feel no sympathy towards them. They ought to do better
@@CJ-wh7ik you seem very naïve about the world.
@@nwahnerevar9398 stop projecting
"- Stay away, nurgling! You always bring plagues!
- I brought you medical herbs.
- Aww...
- And plague..."
If these plagues spread more often, this mechanic would be good. I often lay a plague on the city and often it doesn't spread even once. Nurgle plagues do not want to spread for some reason, compared to Skaven plagues they are so terribly weak.
I believe someone on reddit found out the nurgle plagues had a spread cap of 4. So they could only spread from the initial target 4 times. The Skaven plague had a cap of 100 iirc
I've seen some Nurgle plagues completely spread out of control.
the issue is that there seem to be some natural barriers that they just won't cross, they spread over land well enough but if there's a river they won't spread past that (even if there's a chokepoint in the region) and in provinces scattered across several islands they never seem to spread from island to island.
this was especially notable in Ku'gath's IE campaign, since he starts in a province where 3 of the settlements are islands and 1 is on the mainland, then the next province you're likely to try taking has a river splitting it up. once you've got more of a mainland foodhold his plagues start spreading pretty well but the general geography of his starting area is just absolutely awful for him.
Never played Nurgle yet. It looked so boring and simply not fun. I am now really excited to try them. Also, I am very happy that CA seems to get their shit together. I have a bit of hope again.
Daniels faction is what WoC/Beastmen where in earlier TWs
Tzeench Daniel is strong
Full Nurgle is near unkillable with a decent greater daemon doomstack @@averionkhornepolit2566
If we remember that winning battles increase your faction corruption in province, that means that you want to fight your battles manually because you can win twice and get almost 100 corruption after 3-5 battles in province and kinda get more troops instantly with new infection rush cycle and get them almost full (60%hp) and for half price. So nurgle world domination speedrun incoming?
compared to other factions Nurgle would already be one that would prefer to keep their enemies alive (at least to a greater extent than some other factions)
not because of corruption spread but because it would help to spread their plagues, if you infect the enemy army and they run back to their settlement to start replenishing then you're probably about to see a pandemic soften up their empire before you really have to properly fight them.
@@Eclipsed_Embers I kinda disagree with keeping alive part. Now you want a plague get on enemy army not slowly rotting them for 5-10 turns. Because if plague spread you get further in cauldron for new symptoms. And also because it's not have like longing income effect to wait plague out. So in my opinion you manually fight enemy army-> give them plague-> get infections/ weakening them-> fight another battle and kill them-> get another infections-> Profit.
Tbf corruption as a whole needs a rework it is either 0 or 100.
@@sandrothenecromancer6810 I certainly prefer the current system over the game 1 and 2 one (it was super annoying that it was basically impossible (or at least took stupid amounts of time) for a region to actually hit 100% corruption or 100% pure)
but battles add far too much corruption, it looks like winning even a single battle in a province adds like 30 corruption. in a 3 settlement province you're hitting 90 corruption just from capturing it, in a 4 settlement province you're maxing it out just by taking it all without having to do anything further.
I'd say that battles should add less (maybe even 0, but at most 5-10) corruption and buildings should add more (especially ones that spread corruption to adjacent regions)
Looking good yeah, I was reading the blog yesterday and felt it that way too.
And I like the fact it’s not too much snowballing up to the point when you can crush anyone without a sweat.
Being middle tier faction is even greater, the more there are middle tier, the more the game is interesting and challenging.
CA did a good job, at least it looks that way so far.
The minor worry I have is how all that had been tested, how many of these effects will be bugged in practice and require patches to finally work as intended.
But hopefully not much and we gonna can test that immediately.
Gonna start a Nurgle campaign first, Epidemus or Tamurkhan, I wanted since a while, now it’s the time I think… smelling good ! The rot is smelling good lol, starting to turn Nurgle devotee already lol
Another worry is how the AI will interact with the new plague mechanic. While the AI loved spamming plagues, their effect was little more than a constant nuisance until you wiped them out.
Always nice to get a Legend video where he has something to be happy about. Feels good.
It doesn't matter how powerfull Nurgle compared to other monogods for me, what count is how fun it is. Fun battles and good campaign flow that matter.
If they're dogshit weak then playing them can't be fun.
Been thinking... Khorne expansion: the eternal war. Skaven (fix clan pestilence, add new lord Thanquol) Lizardmen with geomantic web rework, introducing a list of random objectives that the player draws 8 from for significant bonusses to mirror the inscrutibility of the great plan. And mostly content for the already fantastic Khorne faction
I'd love to see Chakax the eternal warden as a temple guard legendary hero.
Really looking forward to this DLC
25 dollar for a few new units....people cant be that dumb
@@Turican76 Oh shush
@Turican76 every DLC is "just a few units" why even play WH3? You'll get well over $25 value
@Turican76 TBF they are actually reworking the entire race unlike shadows if change where it was a few units
@@Turican7615 units + 6 new lords + 6 new heroes + 9 regiment of renown and free faction reworks.
Man, we won, they are working. Carrot and stick, you cant beat them with the stick forever, eventually you have to reward good behavior.
Very nice to hear Legend happy about all this, and everything sounding like good news too. Good times
Since Nurgle gains army ability points for debuffs, Would having a flame wizard (Or a wizard of similar virtue) that, when casting causes the Map wide -% Flame debuff to the entire enemy army just like, super charge it?
The chieftan mechanic alone looks lovely, honestly. Looks like its just reused Beastman mechanics a bit but even still, it gives you something more to do if you so choose, which is nice, to have a reason to actually go out of your way to do side objectives and to want to improve your hero's. Making them more like actually useful and unique individuals.
Edit: I also just realized that technically, its very on point that Nurgle is the weakest of the monogod factions since technically Nurgle as a whole is actually the weakest in the world. Even if slaneesh is a new god of chaos, they have so many more followers and are always more of a threat than Nurgle. Nurgles diseases are always more or less a disgusting annoyance in the universe, so this, even though it doesn't make him busted like the others. It does make him thematically accurate to his in lore self power wise, at least. The general ranking in lore is basically Tzeentch, Khorne, slaneesh, and Nurgle (Malice (the chaos god not the dark elf) basically being Belakor... or at least his closest embodiment. (Though even then Belakor is stronger than nurgle, just not as prevalent since the others always gank him, and Belakor/malice dont have anything too special about them while Nurgle at least has disease)
Nurgle isn't the weakest, he is conditionally either the strongest or the weakest depending on how much sickness and death is in the world. Basically his strength is cyclical, like the building chain.
Looking forward to seeing your content based on this stuff Legend.
Getting Nurgle into a more playable state is good. Even if they are not superpwered that's fine so long as it is fun
18:40
I mean that's pretty strong, I don't feel very eager to go to work on a rainy day, especially on tuesday, I'm pretty sure my boss would rush this tech.
@LegendofTotalWar I think one thing you went over a little quick was the rot knights, finally having anti large on nurgle is nice. Even if they are monstrous cavalry.
I love the new plague mechanic: Ku'gath is a plague brewer (and my favorite lord), but the current mechanic is literally "yeet infections get buff". This feels far more experimental which works way better, and from what i've heard is that Ku'gath gets extra benefits from blessed symptoms. I'm looking forward to it.
Glad we're seeing some good hype coming out of you regarding this upcoming stuff. It feels like you've become the barometer for CA's health as a corporation and as a developer. They should fly you out to board meetings lmao.
Thanks Legend!❤
The unit caps from the chieftain mechanics doesnt actually work that way. In the gameplay video we saw that if you press the plus sign, you get another unit and not a unit cap. This is because of nurgles cyclical buildings, they just go into the summoning pool so that you can summon them faster, or they go into the chieftain unit pool as we saw in the vid.
The thing to understand as well is that more reworks are likely coming with Dwarfs and Empire. So it won't just be Nurgle getting a rework. After all is said and done, the reworks combined could easily beat the Beastman rework.
I feel like this update/dlc is being handled way better than chorfs and SoC. I’m actually excited to play Nurgle again and I’m looking forward to a dlc again. Plus tying army abilities to debuffs when you can apply plagues to the entire army via campaign map could be really useful
This Nurgle re-work has actually got me excited. SoC re-works reeeeeally put me off and I still haven't bought it, but this stuff looks good
Well thats encouraging to hear about this next update and DLC.
Cast of heroes from other factions there makes him seem like a very very stinky Marcus Wulfheart
Fair review again, when CA does good stuff Legend really supports them.
So good to see ca getting things together
I feel that Legend underestimates changes to nurgle's army abilities - they will be basically constantly recharging due to vast maiority of the roster having poison true, but it also increases value of some units, like beast of nurgle, that have an debuffing aura that would debuff multiple units at the same time and thus increasing recharge rate of abilities by a lot. Then there are many items that grant somilar auras like Icon of Eternal Virulence or Warrior Bane (both of which can be wielded by cultist in multiplayer) that would do the same at the same time. It also makes many spells in both Lore of Nurgle and Lore of death that would weaken multiple enemies at the same time - thus recharging abilities more and giving player to heal and deal damage to enemies thanks to them.
Then there is the fact that unlike other chaos gods there is no limit on nuber of uses of abilities - khorne can kill only so many enemies, same thing with slaanesh (exept they need enemies to break beforehand), tzeench can cast only so many spell before running out of winds of magic, While Nurgle as long as they do not loose will be consantly generating more uses of healing (so they may fight even linger), damage and bebuffs (to recharge abilities even more) - very thematic if you ask me.
Overall - i think that this change is the most impactfull out of this whole rework, influencing way Nurgle plays both in campaign as in multiplayer and doing so in a way that fits faction identity.
can t wait to play it !
I'd say there's 2 other plagues I use frequently. The casualty replenishment one is good for low tier armies after they have conquered something with pyrrhic victory, if they can't go for next target with the dmg they took and won't be attacked soon. Other one is the Black Plague which gives 100% more sack money, I juggle those 3 with my armies, phys res +20% being the one for tough fights and sacking one for putrifying the enemy towns for huge cash with an army that wins every battle it's propable to encounter in vicinity. Also I summon plague priests to give melee and speed debuffs whenever I can, use those priests as scouts and stay on top of the target until I want to strike.
the old beastmen were so much of a joke people made risitas memes about the +2 attack tech
So glad to hear about the changes, I was never able to enjoy the start of nurgle even though I really wanna play the faction.
Ooooo substantial empire and dwarf rework? That is very exciting they need a shakeup.
the plague menu art was so good i hope they bring it back
On tabletop he had two models, one is the ogre and one was a slaanesh champion (both were corpses puppeted by the maggot-monster that is tamurkhan's real body)
Would have been nice to get the second model in Total War
I think Nurgles main problem in this game is that at the end of the day it’s a war game, not plague inc, so he will never truly be represented like khorne since the engine isn’t exactly built around just what a plague can really do
Skaven plagues are op asf. Nurgle needs better plagues
I really hope one of the units for the beastman hero you get for thamurkan allows to recruit jabberslythes 😱
Love that Unit, but never got warm enough with a beastman campaign and it fits nurgle so well😬
I'm FINALLY looking forward to playing Nurgle! It's my second favorite faction on the tabletop (behind Tzeentch) so I was really disliking not playing them in Total Hammers but attempting to play them was almost physically painful!
The Chieftain System is so f_cking GOOD
Something like this is something all faction LLs should have!
There should be a plague for Nurgle that damages the buildings/garrison in a settlement and spawns a powerful army.
Nurgle was the only faction I was interested in at launch so I'm glad they'll finally be pulled out off the gutter with this DLC
Only plauges ive used on nurgle late are the ones that stop passive healing on an enemy army, gives my army a ton of healing on end turn, or the one that gives a huge increase on sacking settlements
I can't wait for all the new doomstacks
Can't wait for the empire and dwarfs reworks if it's as impactful as you say. Hope it makes those already iconic races even more fun to play.
+5 leadership on a Tuesday when its raining
papa nurgle shit looks good cant wait for empire and dawi rework !
With high nurgle corruption would be nice to speed up the cyclical cycle.
23:45 yeah this is more or less just more fine tuning for Nurglish factions as a whole. Dwarves could use a similar rework, but Human factions I feel need a full workup on the scale of the Beastmen, the only faction with real uniqueness to it is Markus', Volkmar is just another collect the books of Nagash faction, and it goes without saying Franz and Gelt's Empire stuff needs a full workup.
Toad dragon reminds me a bit of the elemental bear.
This next pack is looking to be real nice. Feels like we are getting back to the TWW2 era. Not quite, but the right direction.
I've got Halo's Atriox vibes from Tamurkhan with all those folks from other races working for him
Really looking forwards to the dwarf rework, been waiting for daemon slayers and dragon slayers for soooo long!
Kayzk will apparently have a speed bonus aura that applies when he charges. So I'm expecting Rot Knights to be great with Kayzk and not worth it without him, unless they're more in line with a monstrous cav unit.
they probably will be like a monstrous cav unit since they're probably going to take up the slot on the Nurgle unit upgrade tree for the WoC that would place them as a counterpart to Khorne's Skullcrushers and Tzeentch's Doom Knights. the Doom Knights are admittedly more of a weird flying cav thing but the Skullcrushers are pretty ideal monstrous cav.
CA is doing some very good faith work with Nurgle Rework and potentially Empire and Dwarfs. I am very hyped since a long time ago to pick up TW3 and might actually buy this on release. And i encourage everyone to do it IF the other reworks turn out to be also good.
Kudos to CA for listening even if it took them this long. I hope the ToD sales encourages them to produce more DLCs of similar caliber and price (price starts to sound worth even if the rework is free imo). But also incentivizes them to extend W3 life cycle
This new dominance system feels like Vcount blood kisses.
According to the latest video by total war, the rot knights actually have a speed of 75, so you're not too far off actually with your hope!
FWIW a lot of people I talked to back in the day, especially on the subreddit, said they basically beelined the money plague instead to fix Nurgle's economy problems.
I recommend trying out mods. For real. I have 20+ factions working in my save with IEE "immortal empires expanded" map with hind, kuresh, nippon and northern wastes. With 4 whole new faction tabs of Jade Blooded Vampires, Albion, Border Princes and Fimir. We don't need DLCs, this content I've gotten from mods are worth 10 dlcs.
Full list of mods I'm running together, in this order:
-Mod Configuration Tool - V0.9Beta
-MIXER - Mixu's Unlocker
-SCM's Skaven Asset Pack
-Expanded Roster - Chaos Dwarfs
-Roar of the Jade Sea : Yin Yin, the Sea Dragon
-Cataph's High Elf Sea Patrol
-Immortal Empires Expanded
-Skaven Clans Under Empire Expanded
-The Audio Mixer
-OvN Lost Factions: Araby
-OvN Lost Factions: Albion
-OvN Lost Factions: Dread King Legions
-OvN Lost Factions: Citadel of Dusk
-OvN Lost Factions: Grudgebringers
-one of these: Cataph's Kraka Drak (cool faction) or Lost & Found Dwarves (more units for basic dwarves), choose one.
-Alshua's Ellyrion
-Agemouk's TOMB KINGS: Extented
-The Jade-Blooded Vampires: Islanders of the Moon
-Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires
-SCM's LCCP, 17 New Factions for IEE!
-Savage Hunters: The Tribe of the Wolf
-Gnomes (haven't tested or seen units yet, but no crashes with other mods)
-Victory Conditions overhaul
-The Phoenix Court (High Elf Politics)
I just started looking for mods few months ago and the modding scene is insanely good!
None of those new mod factions have good campaign mechanics. Very bland and not interactive at all
16:12...huh...I know this is late-game and probably should be expected if the player's competent enough...but going off to pick a fight with The Sentinels (I'm assuming they went to claim the Black Pyramid for the endgame, or for kicks), and getting the win on their turf, still surprises me
As far as i understand dragon toads have crazy missile resistance. Not sure if they meant morghur level but it should help out.
those mouths... death by snu snu
Liked the static building design. But hope you can revert back to it.
Norscans have Bray Shamans?!
Nurgle Player here, I’ve used nurgles rot just once, I’m always going for debuffs on enemy army’s with my plague brewing
11:20 finally a way to defead ghoast
2:07 Unfortunately you can't increase unit caps past dispayed maximum. If it says 1/X, X is the max you can ever get it to.
I think the plague mechanic depends on how powerful the effects actually end up being and what combinations you're able to get. I wish you could directly plague enemy armies though.
see this.. this is 100x more valuable than a few units so getting both. seems like this DLC might actually be worth the price, i will wait to judge that fact till we see the rest we are in store for but yeah i already like what i am hearing a lot more
The beastmen rework hit so well because of Taurox in my opinion, maybe this new Nurgle campaign will be similar? Fingers crossed, i hope CA can really turn this game into the one that I for one had massive hopes for before it dropped
Oh hey. Cheers❤
Nurgles plauges should be on par with Ostankias hexes.
Now I hope Clan Pestilens gets a plague rework like this before CA discontinues WH3.
It has to blow SoC out of the water to begin earning back trust.
Maybe a hot take but a good mechanic doesn't need to be broken. I find the free armies mechanics to be boring and lazy. Like VCs were so much fun at top middle and raising the dead took time now its just literally win by losing because no one can keep up. Especially when you cheese terrorgeists and hexwraith doomstacks by turn 10-15. Personally I think the thing that made Grom so good was that you had to take time to get the recipes and male decisions on what powers would be most useful over the next few turns. The Chaos Dwarfs adds a pretty good economy sim. It is so strong but like you have to actively manage it. Basically I want a fun mechanic that is interactive and not just here is straight power go rage.
I’m disappointed Bile Trolls don’t have a mid-range vomit attack. Even if it was just a Precursor attack. They could have low ammo, but replenish by eating people in close combat. If they’re just tougher trolls that apply debuffs to enemies around them, they’re just River Trolls but evil. And they don’t feel drastically different from the other Monstrous units in the Nurgle roster.
Gameplay trailer just dropped for him and for anyone who’s interested, rot knights have a have speed of 75
Still waiting on a New High-Elf Lord focused on Sea-Guard and Skycutter and such.
Its -50% (-100%) battle healing cap so it should deduct to 25% (0%) and vapires should still be able to heal some.
If it was x50% (x0%) battle healing cap it should halve (remove) healing cap for enemy.
But its TW:WH3 so what do i know...
will i be able to recruit some units when i don't have chaos dwarfs or norsca?
Plague wise, I always enjoyed vanguard deployment one over the rot
Man can it come out already.
It doesn't look like you increase unit caps with dread unfortunately. It just lets you recruit that unit for the RoR panel
Tamur-khaaaaaaaaaan!!! :)
Tbh I've never bought DLC for warhammer 3 out of a form of protest. (I've totally just played without DLC and not used alternative means to get them)
But I think I'll genuinely end up buying this one (assuming it's not horrible).
5:30 Legend, we are talking about Nurgle, it is going to stink no matter what.
But will it be "your own farts" stinky or "other people's farts" stinky? :D
@@darthjesus7079 If it is a stinky fart, coming from Nurgle, is it bad?
40K is coming, I pray. But out of the Chaos gods, Nurgle is the way.
Only Nurgle can love us.
Brays beatmen cheif.. a bit of the disorder tide for the corrupted making katrinas boyfiend look hansome
Does Nurgle's current start position hurt him as well?