An Asur Sister of Avelorn: We train for centuries, even thousands of years. Mediate in the tranquility of Gaean Vale to achieve the pure of heart that can let us wield the sacred Bow of Avelorn. Goblins: We eat shrooms.
If anything the sisters are overrated because you have goblin archers doing the same being a lot cheaper to both recruit and upkeep with more models, so more arrows and still work into the late game. This is some level of knife-ear bias that is untolerable.
@@martinsantiago7962 goblins are good for destroying formations, they don’t have good damage unlike the sisters (also the dragon crossbow for Cathay ror have a similar ranged attack)
What's so hard about this game is actually choosing which lords campaign im doing next. Rattling guns made me buy this game but now I'm doing Eshin and it turns out there's more than just skaven
Oh boy I can’t wait to play a tomb kings campaign! The 10 irondrake squads, gyrocopters with brimstone guns, thunderers, quarrelers, grudge throwers at turn 10 insta-killing everything in my army:
@@person4436 OK, let's head on over to Naggarond with Katetp to stay away from Thorek. *there are still dwarves* and also armor-piercing Darkshards with shields that can't be fired back on without experiencing a 55% missile block chance.
The weakness of the guns is definitely minimized for the Chaos dwarves. Most enemies are taller than them so you can shoot over them. If you find a good spot with a small hill to defend, nothing gets to you. Loved that campaign
I feel like high elf base archers deserve at least an honeroble mention for their strength per cost, availability and usefulness throughout the entire game. Also as someone elready mentioned, warplock jezzails are clearly missing 🙂
Everybody is gangster until miners with blasting charges show up. The amount of value those guys get is insane for a unit you can recruit from a tier 1 settlement
@@Flopzalot I guess, but dwarves are still a defensive faction with very limited manoeuvrability and offensive options. Logically they should have the best ranged in the late game too, but they don't.
@lightworker2956 Yeah, dwarfs should definitely have something good. They have good weapon teams, and pretty good artillery, but you pretty much just run quarrelers for the majority of your ranged in the endgame, which doesn't feel great.
before the patch 4.1, akshina ambushers were the best ranged unit in the game with its range = calibration distance, means that they were perfectly accurate at maximum range with 65% of its damage being AP and its natural stalk skill... you could only hit it when you saw it and you'll probably be dead before you could think of flanking or gettin in melee with them. oh, and they had 32 melee def instead of 26 today.
Dragon crossbows get huge buffs in campaign and with ying Yang bonus get DP in the high 70s + the shields they are far better than sisters in terms of DP output, they are the best standard range unit with the exception of the hugely forge buffed Chaos Dwarfs blunderbuss and infernal guards fireglaves
Im pretty sure Sisters of Avelorn dont have explosive projectiles, and Waywatchers have generally performed better since game 2, after the Sisters got their first nerf. Not to mention Waywatchers can kite for days, 40 speed, 360 firing arc, fire while moving, more damage per volley despite fewer numbers.
That's what I was waiting for on the list, yeah rattling guns are good but honestly most of my ratboys have jezzails more than the rattling. Three squads of jezzails with absolutely melt any lord/hero/monster in a volley or two, with wild range and AP. Then they just snipe at whatever is left
Reject bows and arrows, embrace gunpowder and warpstone! The best unit type in the game imo. Love storms of arrows and bullets just raining down on enemies.
Honestly Cathay’s peasant archers deserve an honorable mention. The amount of kills they can rack up in the early to mid game with a nearby Yang unit for the front line is utterly ridiculous. The near constant shower of arrows makes up for their inaccuracy and medium damage. Hell I fought off 2 chaos dwarf armies with 15 archers and 10 peasant spearmen and the dwarfs barely scratched my front line.
Ah yes I remember shades in any flavor completely carrying me back in Warhammer 2. I haven't had the urge to play dark elves in 3 since the economy nerf, but good to know they haven't fallen off. Only thing I noticed missing from the list was poison wind mortars are fantastic, but can't do jack to single entities or non-infantry.
Ranged units have 2 really big weak points. 1. overwhelming them with units that cost far less 2. disrupting the formation. Third is that terrain can sometimes be exploited (e.g. make use of forests /hills). but yeah vs certain armies and on certain terrains ranged can feel a bit overpowered.
I think of the jezzails as more crucial than my ratling guns for sure. I want both in an army, but the jezzails are the ones that will do the really important work for me.
Ok... now im kinda of a weird guy, so dont judge me... but for their price, i absolutely love chameleon skinks. Theyre fast, have stalk, can fire while moving, so you can avoid most threats, have poison attacks so they can slow down units, and are OK at melle... theyre big problem is the fact that their range is super small, but with their stalk, i think theyre pretty nice
Warplock jezzails should be on here tbh 4 units of them and you can be sure that none of the lords/single entities even make it to your ratling gun range, especially once you upgrade their range with tech and warlock engineers
Ratlings don't seem that strong to me anymore, I'm surprised they are in any top 10 list, they are amazing support and having 1 just to suppress for the other range is amazing but their damage is incredibly low now. I'm surprised the irondrakes abusing fire debuff is not there, a single unit can solo an entire army and put legendary lords on the grave in 2 volleys
Infernal guard should be number 1 imo. You can get them to RIDICILOUS levels with castillans/skills/ and the hell forge. Their only downside is not having an arched arc, but when a single unit can wipe out a unit in 1 volley, it doesn't matter.
im never a fan of the ratling gunners mostly because of that line of sight issue, i find they really melt cav though that they are good at, but agaisnt infanty unless you put them in harms way they just dont do much for me. but warpfire throwers on the other hand oh boy do they impress, around the same range they have a slight arc to their shots so can shoot behind the line and they just melt anything they hit
To be fair, the weapon team doomstack is very micro intensive since you have to have: Artillery (Plagueclaw), mid-ranged artillery (Poison Wind Mortars), SE Snipers (Jazzrails), wave/army clearers (Ratlings), and then the lord and heroes that spam vermintides to buy time. So yeah, once you get a ratio of WTs, Arty and Heroes that suits you, you can absolute 1v4 entire armies if you play your cards right.
Good top 10, but I have some suggestions. I'm not sure why didn't you include warplock jezzails. They have ridiculous range and good firepower. Sure, no infinite ammo like rattlers, but still enough for a full battle, maybe excluding some sieges and 1v4 stacks battles. And I think the video should be redone, considering Empire's side of Thrones of Decay brought ironsides and Hochland long rifles, which are very decent units.
Ok my question is. Did the crossbow unit for Kislev from the Shadow of Change DLC get nerfed because I swear at one point he swore by that unit and they didn’t even make the list.
What i personal find interessting is that the zombie handguns shot more or less the hole time not as dwarf or empire handguns their shots every model by the coast handgun it is more or less a rain of bullets, i like the rain more. What is better burst or constant damage?
Very good and helpful video. Pls make more video about every unit type. But how could shades nr8. Shades can reach range 215 and missile str 45 İf you choosed correct buffs for army hero. You can also use shades greatswords for flanking. And melee attack and defence are not bad for a missile unit. They also have impact armor piercing and advantage for infantry. Shades deserve higher place my friend.
I do like all your choices here. I am slightly surprised shadow warriors. They opperate much like waywatchers but less vulnerable with a little more armor and martial prowess.
The problem is that while they are technically slightly better in melee than Waywatchers they still won't do well. Either unit getting caught in melee is a bad situation. And Waywatchers with their much higher AP ranged damage are much better at the role they are supposed to serve. Waywatchers will shred pretty much any unit in the game. That being said Shadow Warriors are still very good, even if they fall off a bit against high armor targets.
@@MC-yt1uv eh, I tlremwmber them being reasonably close to sisters in melee ability, so yea, they don't want to be their but it is less punishing to slip on micro. At the archer role waywatchers are strictly better, no doubt, but Shadow warriors still make a baller doomstack. Especially if you're Alith Anar for that offensive ambush stance and shadow walkers.
@@sassyviking6003 Oh yeah, they are definitely also very good. And I don't remember off the top of my head but I think Alith Anar can get Shadow Warriors very early and Shadow Walkers before the non-Avelorn factions can get the Sisters. Giving Alith Anar very strong early game armies that can stay relevant late into the campaign. Plus, I forgot that Shadow Walkers got a bonus vs Infantry. I would still put Sisters above them because of better defense, and Waywatchers because of better AP. But, the Shadow Walkers are better than I remembered.
The sisters never worked in melee for me and are easily hurt by enemy range attacks. I don't have much luck with them. At least their doomstacks work in Auto-Resolve^^
While I respect your vampire coast pick since it is insanely cheap to recruit I feel if any vampire coast unit belongs on this list it needs to be deck gunners. They're the same as lead belchers but cheaper and imo better since Vampire Coast gets bonuses to ranged infantry like reload time and gunnery wight abilities. I feel you should take unto a consideration the effects a faction and it heroes have on the units when making such lists.
I feel like this list should either not include ANYTHING about lord skills or availability in campaign or it should be included for every unit. Also, Celestial Dragon Crossbows are WAY better than this list acts like when you account for how many buffs they can get in campaign. Seriously, they easily outclass Sisters in my mind. Shades with Greatswords similarly are amazing. Shoot a single volley into a chaos chosen and they will win that fight in melee after that, absurd unit. If we factor availability though then Chaos Dwarf Blunderbusses win no contest, with High Elf Archers, Darkshards and Zombie Handguns being close behind.
Can someone explain to me what is up with ratling guns missile strenght? I know that are good, but 288 against Avalorns 22 feels like insanity! I get that a lot of their "shots" fly way ovet the heads of normal infantry, so would they clear dread saurian 10x faster if it was sitting almost on top of ratling guns?
The damage of a ranged unit is calculated as damage done per second. Since rating guns have a very fast rate of fire, their damage over a second is myvh higher than sisters
Where is Kugaths Great Unclean One, they are the best unit in the game by far. They have 2 of each Spells of Nurgel per Battel for Free. 2 of them with a Lord can defeat 3 -4 AI armies at once. They are at least 3000 Nurglings better than any other unit in this game. I understand that u have to w8 for a long time for them to be able to be recruited but they win any battel for you. They can even get better with the -50% enemy Spell resistance plague and an offensive plague on their side.
Ratling Guns are no where near as good as they were in TWW2, they got much more spread then they used to have so they usually only deal a tiny percentage of thier damage unless the target is huge and flying or vertually point blank. I don't think they're *bad* but Jezziles are so much better in game 3 and I reckon should have gotten that spot instead. I would also switch the Fireglaives and Sisters, since the only weakness the Sisters have is that they can be quite fragile; whereas Fireglaives are very tanky for a ranged infantry unit.
I think sentinels of astaril and waywatchers are way better than sisters of avelorn. Sentinels has better armor melee defence anti large silver shield, shield breaking and low fire rate doesnt hurt them thanks to insane high range. Waywatchers yes, most powerful archer unit if you good at macro but sentinels and sisters are more easy to use
One of the reasons the Sisters are excellent is how cost effective they are. For the price, they are rather solid, especially with Magic Resistance being changed to Spell Resistance. Now their Magic Damage is actually worth it with the only issue being going up against Flame Resistance. Sentinels of Astaril are good though.
@@ErikaWeiss633 Yes both unit very solid I using them in my same campaing and difference between them doesn't make huge difference unless you fighting against etheral enemies or silver shielded ones
For me, it might just be Warp-Grinders - while for some reason classed under melee infantry as a ranged weapon team, they do some damage AND their abilities are just turbo broken. Especially against my counter to being outnumbered to half tanky infantry and half OP ranged units of baiting them into forest and then smashing their backside by my hidden fast units. - I had to play 1 battle 3 times because 1 unit of those rats did 40K dmg to my infantry in 20 minutes after I managed to just kill half of their models before they got out of my reach and survived 2 manticores I sent and kept directly on top of them + plus constantly clicking them by my infantry and heroes who were in their melee range. I don't if they are that hard to hit but I only managed to kill only a few of them after they got to the jungle and absolutely shredded my mostly 140 armor high defense stats infantry, just by 1 of their 2 active abilities while all other ranged units they had did few hundred dmg and their 2nd highest dmg unit had like 5K...
really? No chameleon skinks? They can take down WAY better opponents than they should be able to, are relatively cheap, are only counted by very fast calv or chariots, poison, easily buffed to be one of the most survivable units in the game, plus if you're on Oxyotl then you can equip them with downright broken ammo types. To me they're top 3 for the fact that skaven you have to kind of position and ratling guns really only shine through with Ikit klaw and a proper setup. These little guys work on damn near any army. Honestly I think you should give them a try. Anyone who plays multiplayer knows the nightmares these little guys cause.
Lol top 10 list of tanged units with jezzails missing. If u see previous videos jezzails beat every single ranged infantry unit in the game. They have shield, they re precise and have near artillery range.
Interesting vid, but background noise (music) significantly interferes with reception (comfortable listening to your speech). Sometimes the noise is louder than your voice. I don't understand why you decided to worsen the quality of speech by adding noise... Especially since everyone comes here for your speech, not to listen to background music.
This man ignored humans from the golden order with golden boy himself he can max out bullet damage and armor pen and you’ll watch rows of gun men just delete anything without high missile defense that you can stright up max out the damage and over charge damage that the game can’t calculate it anymore I’ve seen guns only play through anything that not highly risist to missile damage just delete.
Range infantry are not overpowered range infantry are superior. You might have noticed there no melee formations in 21st century warfare, because range is superior.
Surprised to see Akshina Ambushers not on this list. They are similar stat-wise to the Vampirate Hangunners (more expensive but better defense), but with the addition of vanguard deployment and stalk.
i mean its probably for the reason he said, that they're dirt cheap and you can spam them early in your campaign and are easily replaceable. yes the unit you're talking about may also be very good, but are they dirt cheap and easily spammable early game? probably not
I dont think that gunpowder units can be top tier. They just really bad in some terrain and in sieges they are awful to play. And waywatchers are better then sisters. They have stalk they fire while moving back, better range, better accuracy.
I find it funny that the grom has his own version of the sisters of averlorn and can give goblin archers explosive arrows
An Asur Sister of Avelorn: We train for centuries, even thousands of years. Mediate in the tranquility of Gaean Vale to achieve the pure of heart that can let us wield the sacred Bow of Avelorn.
Goblins: We eat shrooms.
If anything the sisters are overrated because you have goblin archers doing the same being a lot cheaper to both recruit and upkeep with more models, so more arrows and still work into the late game. This is some level of knife-ear bias that is untolerable.
@@martinsantiago7962 goblins are good for destroying formations, they don’t have good damage unlike the sisters (also the dragon crossbow for Cathay ror have a similar ranged attack)
What's so hard about this game is actually choosing which lords campaign im doing next. Rattling guns made me buy this game but now I'm doing Eshin and it turns out there's more than just skaven
"Oh boy i cant wait to play a Slaanesh campaign!"
15 sisters of avelorn ready to instakill my lords in a single volley:
That’s why you vassalize mommy Allarielle and outpost her ass and take her sisters
Oh boy I can’t wait to play a tomb kings campaign! The 10 irondrake squads, gyrocopters with brimstone guns, thunderers, quarrelers, grudge throwers at turn 10 insta-killing everything in my army:
@@person4436 OK, let's head on over to Naggarond with Katetp to stay away from Thorek. *there are still dwarves* and also armor-piercing Darkshards with shields that can't be fired back on without experiencing a 55% missile block chance.
@@ineednochannelyoutube2651 with settra, this is not much of an issue, but with khatep the missile spam against you is actually horrible
Soo, its not just me😂😂
The weakness of the guns is definitely minimized for the Chaos dwarves. Most enemies are taller than them so you can shoot over them. If you find a good spot with a small hill to defend, nothing gets to you. Loved that campaign
lads, should this comment go to the book?
@@DioSatyalokaNo these guys are Chorfs
@@MalcadorTheSigiliteYes. They are. It should go to the Book TWICE!
short?
@@MusMasi dey b no alliance
For #5, it is worth adding, that if you play Ikit (Clan Skryr), your Ratling Gunners get infinite ammo.
I feel like high elf base archers deserve at least an honeroble mention for their strength per cost, availability and usefulness throughout the entire game. Also as someone elready mentioned, warplock jezzails are clearly missing 🙂
Little sad not to see regular dwarves on the list at all. But then again they’ve needed and update for years.
It's okay, quarrelers are crazy good in the early game.
Everybody is gangster until miners with blasting charges show up. The amount of value those guys get is insane for a unit you can recruit from a tier 1 settlement
@@Flopzalot I guess, but dwarves are still a defensive faction with very limited manoeuvrability and offensive options. Logically they should have the best ranged in the late game too, but they don't.
@lightworker2956 Yeah, dwarfs should definitely have something good. They have good weapon teams, and pretty good artillery, but you pretty much just run quarrelers for the majority of your ranged in the endgame, which doesn't feel great.
@@Flopzalot I actually use irondrakes a ton in the late gams mostly for thematic reasons, I don’t really play above hard for battle difficulty.
before the patch 4.1, akshina ambushers were the best ranged unit in the game with its range = calibration distance, means that they were perfectly accurate at maximum range with 65% of its damage being AP and its natural stalk skill... you could only hit it when you saw it and you'll probably be dead before you could think of flanking or gettin in melee with them. oh, and they had 32 melee def instead of 26 today.
Kislevite chads
Dragon crossbows get huge buffs in campaign and with ying Yang bonus get DP in the high 70s + the shields they are far better than sisters in terms of DP output, they are the best standard range unit with the exception of the hugely forge buffed Chaos Dwarfs blunderbuss and infernal guards fireglaves
0:57 I AM going to find a chocolate teapot.
Im pretty sure Sisters of Avelorn dont have explosive projectiles, and Waywatchers have generally performed better since game 2, after the Sisters got their first nerf. Not to mention Waywatchers can kite for days, 40 speed, 360 firing arc, fire while moving, more damage per volley despite fewer numbers.
Sisters make the top 10 but are certainly not nr 1
Oh yeah for sure top 10, but they lost their number 1 slot back in Warhammer 2 with a bunch of nerfs.@@timknight2834
Warplock Jezzails = best range units in the game.
That's what I was waiting for on the list, yeah rattling guns are good but honestly most of my ratboys have jezzails more than the rattling. Three squads of jezzails with absolutely melt any lord/hero/monster in a volley or two, with wild range and AP. Then they just snipe at whatever is left
8:58 the projectiles are not explosive. They just have an effect on hit, that's all.
Reject bows and arrows, embrace gunpowder and warpstone!
The best unit type in the game imo. Love storms of arrows and bullets just raining down on enemies.
I just started playing this game and it’s so addictive
Honestly Cathay’s peasant archers deserve an honorable mention. The amount of kills they can rack up in the early to mid game with a nearby Yang unit for the front line is utterly ridiculous. The near constant shower of arrows makes up for their inaccuracy and medium damage. Hell I fought off 2 chaos dwarf armies with 15 archers and 10 peasant spearmen and the dwarfs barely scratched my front line.
I allways like how you do this showcase battle very tematic, Dark Elves vs High Elves, Vampires Coast vs Lizardmen, Cathey vs Tzeench, etc.
Ah yes I remember shades in any flavor completely carrying me back in Warhammer 2. I haven't had the urge to play dark elves in 3 since the economy nerf, but good to know they haven't fallen off. Only thing I noticed missing from the list was poison wind mortars are fantastic, but can't do jack to single entities or non-infantry.
No Streltsi, no Ice Guard, no Akshina, no Chameleons, no Tzeentch units. The list is ridiculuosly subjective.
Ratling guns and jezzails are at the top they are just broken especially if playing ikit
Good list. I am a little surprised chameleon skins, Ushabdi or Shadowguards did not make the list.
Ranged units have 2 really big weak points. 1. overwhelming them with units that cost far less 2. disrupting the formation. Third is that terrain can sometimes be exploited (e.g. make use of forests /hills). but yeah vs certain armies and on certain terrains ranged can feel a bit overpowered.
Kislev's newest ranged troops have been ridiculous
The Skaven snipers are way better then the Sisters/ushaptis with great bow also beat them, sadly i have to say i rly like them
I was going to say something like this. Was surprised the Jezzails weren't number one because they are OP
I think of the jezzails as more crucial than my ratling guns for sure. I want both in an army, but the jezzails are the ones that will do the really important work for me.
I think Ice Guard are pretty underrated
right off the bat... the water glitch. The QA in this game needs way more attention.
no trollhammer torpedoes? WAZZOCK! Also ushabti with bows kick some serious ass
Ok... now im kinda of a weird guy, so dont judge me... but for their price, i absolutely love chameleon skinks. Theyre fast, have stalk, can fire while moving, so you can avoid most threats, have poison attacks so they can slow down units, and are OK at melle... theyre big problem is the fact that their range is super small, but with their stalk, i think theyre pretty nice
Warplock jezzails should be on here tbh 4 units of them and you can be sure that none of the lords/single entities even make it to your ratling gun range, especially once you upgrade their range with tech and warlock engineers
Ratlings don't seem that strong to me anymore, I'm surprised they are in any top 10 list, they are amazing support and having 1 just to suppress for the other range is amazing but their damage is incredibly low now. I'm surprised the irondrakes abusing fire debuff is not there, a single unit can solo an entire army and put legendary lords on the grave in 2 volleys
Lothern Seaguard with shields
What about ushabti great bows?
I was going to comment this, like you just replace your normal archers with them and they’re devastating.
Infernal guard should be number 1 imo. You can get them to RIDICILOUS levels with castillans/skills/ and the hell forge. Their only downside is not having an arched arc, but when a single unit can wipe out a unit in 1 volley, it doesn't matter.
im never a fan of the ratling gunners mostly because of that line of sight issue, i find they really melt cav though that they are good at, but agaisnt infanty unless you put them in harms way they just dont do much for me. but warpfire throwers on the other hand oh boy do they impress, around the same range they have a slight arc to their shots so can shoot behind the line and they just melt anything they hit
To be fair, the weapon team doomstack is very micro intensive since you have to have: Artillery (Plagueclaw), mid-ranged artillery (Poison Wind Mortars), SE Snipers (Jazzrails), wave/army clearers (Ratlings), and then the lord and heroes that spam vermintides to buy time. So yeah, once you get a ratio of WTs, Arty and Heroes that suits you, you can absolute 1v4 entire armies if you play your cards right.
Good top 10, but I have some suggestions. I'm not sure why didn't you include warplock jezzails. They have ridiculous range and good firepower. Sure, no infinite ammo like rattlers, but still enough for a full battle, maybe excluding some sieges and 1v4 stacks battles. And I think the video should be redone, considering Empire's side of Thrones of Decay brought ironsides and Hochland long rifles, which are very decent units.
A hint tho: Warpfire Throwers have the highest per-shot damage potantial against infantry out of all ranged units in the game.
Wow I knew Sisters had decent combat stats but I didn't realize they are actually better than Celestial Dragon Guard in melee (other than armour.)
Ok my question is. Did the crossbow unit for Kislev from the Shadow of Change DLC get nerfed because I swear at one point he swore by that unit and they didn’t even make the list.
They got hard nerfed. Their melee stats were lowered to barely be a hybrid unit amd their ap values were switched. They now do primarily non ap dmg.
Yep big nurf in that they l swapped the regular and ap damage stats around
Yeah, they got nerfed hard
more like best unit combos in the game as a next video
The Dragon Crossbows look like they forgot the latrine.
No Irondrakes ?! That's going in the Book!
What i personal find interessting is that the zombie handguns shot more or less the hole time not as dwarf or empire handguns their shots every model by the coast handgun it is more or less a rain of bullets, i like the rain more. What is better burst or constant damage?
Very good and helpful video. Pls make more video about every unit type. But how could shades nr8. Shades can reach range 215 and missile str 45 İf you choosed correct buffs for army hero. You can also use shades greatswords for flanking. And melee attack and defence are not bad for a missile unit. They also have impact armor piercing and advantage for infantry. Shades deserve higher place my friend.
Infernal ranged units are OP af, four units can volley most lords / generals I've faced. I love it!
That's why power creep exists
I do like all your choices here. I am slightly surprised shadow warriors. They opperate much like waywatchers but less vulnerable with a little more armor and martial prowess.
The problem is that while they are technically slightly better in melee than Waywatchers they still won't do well. Either unit getting caught in melee is a bad situation. And Waywatchers with their much higher AP ranged damage are much better at the role they are supposed to serve. Waywatchers will shred pretty much any unit in the game.
That being said Shadow Warriors are still very good, even if they fall off a bit against high armor targets.
@@MC-yt1uv eh, I tlremwmber them being reasonably close to sisters in melee ability, so yea, they don't want to be their but it is less punishing to slip on micro. At the archer role waywatchers are strictly better, no doubt, but Shadow warriors still make a baller doomstack. Especially if you're Alith Anar for that offensive ambush stance and shadow walkers.
@@sassyviking6003 Oh yeah, they are definitely also very good. And I don't remember off the top of my head but I think Alith Anar can get Shadow Warriors very early and Shadow Walkers before the non-Avelorn factions can get the Sisters. Giving Alith Anar very strong early game armies that can stay relevant late into the campaign.
Plus, I forgot that Shadow Walkers got a bonus vs Infantry. I would still put Sisters above them because of better defense, and Waywatchers because of better AP. But, the Shadow Walkers are better than I remembered.
GUNNERY MOB!
my favorite voiceline of the game
The sisters never worked in melee for me and are easily hurt by enemy range attacks. I don't have much luck with them. At least their doomstacks work in Auto-Resolve^^
Shocked Warlock Jezzalles didn't make the list, those thing turn monsters into swiss cheese
Dwarf miners with blasting charges are by far the best missile troops. Absolute travesty that they are not on here.
How could you not have bugman rangers on this list easily one of the best ranged units in the game.
Can you do best units for autotresolve?
Any dwarf.
@@Zapper1993 minus slayers but fair enought
While I respect your vampire coast pick since it is insanely cheap to recruit I feel if any vampire coast unit belongs on this list it needs to be deck gunners. They're the same as lead belchers but cheaper and imo better since Vampire Coast gets bonuses to ranged infantry like reload time and gunnery wight abilities. I feel you should take unto a consideration the effects a faction and it heroes have on the units when making such lists.
Considering you added the Leadbelchers and Mortars, im surprised no Ushabti Great bows.
No high elf archers?
No Jezzails or Death Globe Bombardiers?
*Sad rat noises*
How good are the Kislev Ice Guard?
I feel like this list should either not include ANYTHING about lord skills or availability in campaign or it should be included for every unit.
Also, Celestial Dragon Crossbows are WAY better than this list acts like when you account for how many buffs they can get in campaign. Seriously, they easily outclass Sisters in my mind.
Shades with Greatswords similarly are amazing. Shoot a single volley into a chaos chosen and they will win that fight in melee after that, absurd unit.
If we factor availability though then Chaos Dwarf Blunderbusses win no contest, with High Elf Archers, Darkshards and Zombie Handguns being close behind.
Can someone explain to me what is up with ratling guns missile strenght? I know that are good, but 288 against Avalorns 22 feels like insanity! I get that a lot of their "shots" fly way ovet the heads of normal infantry, so would they clear dread saurian 10x faster if it was sitting almost on top of ratling guns?
The damage of a ranged unit is calculated as damage done per second. Since rating guns have a very fast rate of fire, their damage over a second is myvh higher than sisters
@@jonathanbonicel1654 nope it counted per 10 seconds.
What about streltsi from kislev? Arz they good?
If only the Huntsmen had armor piercing :(
My favorites are the Crane Gunners from Cathay
I am missing some waywatchers ^^ even if I think gunpowder is the way to go
Um... Akshina ambushers?
wait where are kislev's ice guards?
I'm old enough to remember from WH2 when they were almost useless.
There is no explosive dmg on sistera of avelorn. Just visual effect.
I still think thunderers deserve a spot here.
Where is Kugaths Great Unclean One, they are the best unit in the game by far. They have 2 of each Spells of Nurgel per Battel for Free. 2 of them with a Lord can defeat 3 -4 AI armies at once. They are at least 3000 Nurglings better than any other unit in this game. I understand that u have to w8 for a long time for them to be able to be recruited but they win any battel for you. They can even get better with the -50% enemy Spell resistance plague and an offensive plague on their side.
I feel like people don't get the skaven gatlings in Warhammer 2 i was winning battles against dwarves and brittonia with 700/800 rats.
Vanilla dorf needs some buff, dammit!!!
This was a fun list.
Sentinels of Astaril?
No Jezzails?
It is quite funny, but skaven's jezzails will annihilate EVERY unit from this top)
Besides stealth-archers maybe.
Ratling Guns are no where near as good as they were in TWW2, they got much more spread then they used to have so they usually only deal a tiny percentage of thier damage unless the target is huge and flying or vertually point blank. I don't think they're *bad* but Jezziles are so much better in game 3 and I reckon should have gotten that spot instead. I would also switch the Fireglaives and Sisters, since the only weakness the Sisters have is that they can be quite fragile; whereas Fireglaives are very tanky for a ranged infantry unit.
*Shakes fist in Ushabti Greatbow*
Funny how in tabletop, ranged units were the worst units to use as they did nothing.
No jezzals?
Me, watching this knowing full well who is number one.
Do the melee infantry and monstersss
And jezzails? that is the most broken ranged unit in the game, or are you only considering multiplayer?
Jezzails shouldve been here ngl
I think sentinels of astaril and waywatchers are way better than sisters of avelorn. Sentinels has better armor melee defence anti large silver shield, shield breaking and low fire rate doesnt hurt them thanks to insane high range. Waywatchers yes, most powerful archer unit if you good at macro but sentinels and sisters are more easy to use
One of the reasons the Sisters are excellent is how cost effective they are. For the price, they are rather solid, especially with Magic Resistance being changed to Spell Resistance. Now their Magic Damage is actually worth it with the only issue being going up against Flame Resistance. Sentinels of Astaril are good though.
@@ErikaWeiss633 Yes both unit very solid I using them in my same campaing and difference between them doesn't make huge difference unless you fighting against etheral enemies or silver shielded ones
For me, it might just be Warp-Grinders - while for some reason classed under melee infantry as a ranged weapon team, they do some damage AND their abilities are just turbo broken. Especially against my counter to being outnumbered to half tanky infantry and half OP ranged units of baiting them into forest and then smashing their backside by my hidden fast units.
- I had to play 1 battle 3 times because 1 unit of those rats did 40K dmg to my infantry in 20 minutes after I managed to just kill half of their models before they got out of my reach and survived 2 manticores I sent and kept directly on top of them + plus constantly clicking them by my infantry and heroes who were in their melee range.
I don't if they are that hard to hit but I only managed to kill only a few of them after they got to the jungle and absolutely shredded my mostly 140 armor high defense stats infantry, just by 1 of their 2 active abilities while all other ranged units they had did few hundred dmg and their 2nd highest dmg unit had like 5K...
wrong, its warplock jezzails
The fact that the sisters of avalorn surpassed the fireglaves frustrates me
Regular dwarves get totally fucked lol
Crane gunner where? Where crane gunner such wow
gazelle?
really? No chameleon skinks? They can take down WAY better opponents than they should be able to, are relatively cheap, are only counted by very fast calv or chariots, poison, easily buffed to be one of the most survivable units in the game, plus if you're on Oxyotl then you can equip them with downright broken ammo types. To me they're top 3 for the fact that skaven you have to kind of position and ratling guns really only shine through with Ikit klaw and a proper setup. These little guys work on damn near any army.
Honestly I think you should give them a try. Anyone who plays multiplayer knows the nightmares these little guys cause.
Lol top 10 list of tanged units with jezzails missing. If u see previous videos jezzails beat every single ranged infantry unit in the game. They have shield, they re precise and have near artillery range.
Unlike for no jezzails XD
You forgot to mention the peasant archers from bretonnia.
And free company militia while we're at it
Interesting vid, but background noise (music) significantly interferes with reception (comfortable listening to your speech). Sometimes the noise is louder than your voice.
I don't understand why you decided to worsen the quality of speech by adding noise... Especially since everyone comes here for your speech, not to listen to background music.
This man ignored humans from the golden order with golden boy himself he can max out bullet damage and armor pen and you’ll watch rows of gun men just delete anything without high missile defense that you can stright up max out the damage and over charge damage that the game can’t calculate it anymore
I’ve seen guns only play through anything that not highly risist to missile damage just delete.
Range infantry are not overpowered range infantry are superior. You might have noticed there no melee formations in 21st century warfare, because range is superior.
Surprised to see Akshina Ambushers not on this list. They are similar stat-wise to the Vampirate Hangunners (more expensive but better defense), but with the addition of vanguard deployment and stalk.
i mean its probably for the reason he said, that they're dirt cheap and you can spam them early in your campaign and are easily replaceable. yes the unit you're talking about may also be very good, but are they dirt cheap and easily spammable early game? probably not
Pre nerf they would have definitely deserved a spot, they're still good but not very cost effective when compared to this list
@kademorrill7334 I didn't realize they got nerfed, what got changed? I only got the DLC over the holidays.
Where are the sylvanian crosbowmen in the list?
Why should they be there?
Bone giant clears
I dont think that gunpowder units can be top tier. They just really bad in some terrain and in sieges they are awful to play. And waywatchers are better then sisters. They have stalk they fire while moving back, better range, better accuracy.
all dlc units
this gunner zombie units are trash:p but the best one that you have coz vampire coast roater i massive pile of garbage:p