51:35 - the Kroxigor General flinches when you fire at it and the game interprets this as a move and adjusts the archer's shots, which causes them to miss. If you pin a character down using Net of Amyntok this doesn't happen and you can happily Lord/Hero snipe without wasting ammo.
More (insert race here) for Dummies videos! Really helpful to get a general idea of how to be effective with each race in the game. Keep up the stellar work!
Why a defeat trait of Mazdamundi - the oldest and strongest wizard in the world - is not related to magic? Cylostra's trait looks way more suitable for him.
I'm glad you learned this, with enough people learning maybe we can get those traits changed before 2025. Also wait until you learn about how many ancillaries(followers) don't work for heroes.
One comment for ya, Legend: I've recently completed a Legendary/V.Hard Settra vortex campaign, and I've found that skeleton warriors (sword) actually have a use alongside spears. Swords have a higher attack animation speed, higher attack stat (which yes by itself is worthless), but the real key to the matter is that they perform better in autoresolve versus spears unless you're going up against a lot of large units. Now, I'm not saying you should start using them as an auto-resolve army - they very obviously aren't an autoresolve doomstack - but I trialled it out a few times in the start of the early campaign and found that a healthy mixture of swords and spears can be good. Hell, even on the battlefield, they might not get loads and loads of kills or anything, but they'll still output damage faster than spears, and while you only have a low amount of archers available to you (or low amount in any given army), that higher damage potential can win battles that spears would lose. I think that Tomb Kings are the ONLY faction that I would go against your usual advice of going for full spearstack versus adding some swords in though, because Tomb Kings are the only faction with that damage dealer limitation on them.
I did VH/N with Settra also difficult start in ME but finished my campaign with Tomb Guard Doomstack and maybe two Caskets, priest and tomb prince. One of my fav campaigns for sure
I have to agree with you Kipper, even as exiles of Neheck I found my spears becoming useless. I had in my very hard campaign Vashishar’s Conquest take 7-8 settlements. They are a rouge army with army recruitment of chosen, black dragon, dark shards with shields and cold-one cav/choas knight cav. Every settlement they took they fortified and corrupted the land with Chaos taint, with chosen halberts on defense they were no push overs. Swordsmen became the MVP in those battles, making a fortress slowly breakable. I reserved the spears for the cav. Used light spells and archers on any dragon. The ability for swordmen to do damage against units like corsairs or any damage dealing infantry would normally give me 50-70 kills every battle.
I don't know if this is dumb or not, but something I always do as TK is never finish a dynasty research until late in the game to avoid the penalty. Ie, you wait until the dynasty has one turn remaining, then switch to another. So the first 70 turns or so, you only have 1 or 2 armies and you expand slowly and try not to make too many enemies. Then you get a new army every turn for like 10 turns and go nuts. Idk if that's efficient but I always had fun playing that way once you get over that initial slowness. Always felt a little lore appropriate too, like a sleeping dead faction suddenly awakened and roused to extreme anger and power.
Definitely not efficient. It's not a terrible idea to do this a little bit, though. You can research, say, two extra armies. 3 is enough to be set for awhile, and lets you expand enough in nehekara to make up for the research rate loss. Then research the rest down to 1 turn while saving canopic jars to get more armies that way.
That is what i do, but you need 3 armies though, 1 for recruiting lords for canopic jars, 1 for sacking a mountain city for the economy cheese and 1 your main army expanding/fighting enemy. Any less is not efficient, anything more is also not as efficient. Also a point to remember is that even if you increase your army capacity with jars and money, you still get penalized in research rate so always get your 3 armies from research, that way you open more faction boosts and heros. However with just 3 armies till turn 70-90 is you can have all research done and then in just 10 turns you can be swimming in armies.
Based on the name of this video I actually thought this would be a great idea for a series. Just an intro guide for newcomers for each faction. Maybe you already have videos like that?
Yeah for sure. I think at this poi lnt he's waiting for WH3 to drop since all the factions will likely go through some big changes but after that I would LOVE that.
he has at least two others, with skavens and vampire counts but generally you can just look at his streams to see how he manages each race, it's pretty much the optimal way every time
At start of campaign you can only recruit a few archers or chariots or horses but the best choice are archers,on very hard battle your melee units are outmatched by the same tier or lower(nothing new yet some people still use them other than for the purpose of meat shield) but missile and magic don't suffer from these penalties which automatically makes you play on normal difficulty if you spam them,also make sure to get asap casket of soul really good artilery and you can get it without building. Single unit monsters are obviously the best in any race. Your power as tk grows over with each turn making them one of the best races in late game but the early game is a nightmare again provided you play very hard/very hard or legendary/very hard. If you like melee put the battle on normal battle dif and they will do their worth.
@@adamcsak4043 ye just don't rely on melee and if you do spam them because you don't have capacity for something else just to use them to stall the battle for your missile to do the job(they are not affected by the dificulty as in enemies don't get invisible missile resistance). For short missile units to do the killing and melee to hold enemies back .
@@greenshinigami5566 Only (slight) exception is tomb guards with Setra but even then the magic is still going to do the king's share of work. Are they better than Constructs? No, but you can get this stack earlier/easier and save the constructs for other armies.
@@TheBoxGhost_tm yes with setra only but thing is you can't confederate tk lords so you always have to play as him if you want to do that which kinda sucks
A nice little tactic for low tier cities or cities in other territories where you don't hold the capital is abandoning the whole settlement instead of letting them attack the settlement. They lose a ton of troops when they recolonize from scratch and you can capture back a free level one city.
Legend i noticed that you didn’t use the Blessed Legion of “demonitized” in the siege initially. The armor sundering is really useful and you only have to fire a volley every 10-15 seconds for the armor to stay down
Huh, so that's where i went wrong. I've been trying solo foot khatep no spells the entire time and had no success. Watching an ancient geriatric skeleton beat things with a walking stick is fun though.
This is Vortex so might work differently, but on Mortal Empire taking out Morathi early makes the campaign infinitely easier as Quintex gives you early Tomb Guard which aren't great late game on Legendary but they're superior to everything AI can get early.
I played Arkhan on the vortex campaign last week, first time playing Tomb Kings and first time playing legendary difficulty. I won the campaign eventually but I wish I'd seen this video before then :')
I played one Tomb Kings campaign. Arkhan the Black, Mortal Empires on Legendary. I think for the first 40 turns I had to manually fight every battle, corner camping with a skeleton blob against all the Bretonian cavalry and Dwarves. Most boring shit ever. Then won the campaign around turn 80 and immediately quit. May need to try another one now.
Arkhan has a really bad start, you fight from the start against enemies with superior Units, which makes expanding really bad, try Settra, you start fighting Greenskins and other Tomb Kings, and by the time you face the Bretonnians in the West you have enough Armies to just drown them in Skeletons or Constructs. Or you go East and beat up the Skaven.
@@Joeyjoejoe1708 Yeah, you have no long-term pressure, your back is to the map once you take out Numas and the Savage Orcs, so you have a great deal of strategic security, and having all the Southlands available makes Nehekhara and Araby feel a lot more richer and interesting, with the only drawback being not having access to Lybaras, Nagashizzar, and Lahmia. Fucking Savage Orcs are a nightmare to fight, though. Chariots don't do THAT much damage to them and have a really hard time pulling through models as big as theirs, boar boys can chase your chariots down and absolutely delete them, and your skeletons are barely a speed bump to their infantry. Without the Warsphinx and Settra's magic/explosions, I think it would be nearly impossible to beat them without horrific losses, even with good archer support.
Settra is the best for Tomb Kings, but its still a super slow campaign until you get past turn 100 and get your good units. Canopic Jar cheese with your lords is essential.
wait a sec... lately while casting a Vortex spell, Legend seems to kinda try to direct it in a specific direction. We see that sort of dragging motion. Isn't vortex spells trajectory random? Does it start randomizing after a little, so you can actually dictate the first direction in which it will move before starting its random walk? Was it always like so? I never noticed that dragging motion in much older videos
I just learned this too, but yeah you can aim the initial direction by doing that. It'll eventually start to spin off randomly, but that first little bit of control is really nice for preventing it from hitting your units. It makes vortexes much more useful and idk how I never knew about it
@@Tywv91 shit somebody needs to post in on Reddit or CA support forum. This is really hilarious oversight in this case, I got to test it out later on, I am busy with VCounts campaign they don't have traits like this.
"it´s good that we got a ambush because the AI is very bad at ambuhes and passive" CA somehow managed to make their players be happy about the shitty AI by buffing and cheating the living hell out of them. thats like saying "i play this shooter where every enemy can oneshot me and takes loads of shots to kill, but they often run in circles or just shot at the sky so it´s easy to kill them!".
No, an ambush is basically a regular battle on crappy terms for the ambushed. If you don't think you can win one, the smartest thing to do is run to the edge and hope your guys rout before taking too many casualties.
Me and my friend had a co-op tomb kings campaign going. I was Khatep he was Settra. We started playing before the patch and kept playing after the patch. We noticed the same stupid thing with the AI. In an ambush until the very end the AI would just sit there defensively and the only way to get them to budge was to send over stalkers, knights, chariots, or whatever fast unit we had and a unit or two would give chase for a while and we had to try and get that unit before it got back into formation. Was really annoying. And before the patch ambushes were far more fun. I'm already exploiting AI in siege battles. Now we're doing it in ambushes. Also that campaign we played was a disaster. Turn 1 plain of spiders got destroyed by beastmen while khatep moved to red desert. Was on a back footing for the rest of the game. Did a pretty good job at killing dank elves but then got smashed by chaos during the doom tide later in the game. I did not have enough capacity for large units to fight efficiently. Had to rely on heroes. Meanwhile my friend who is a newer player was tresspassing on dwarf lands, tresspassing on Kroq-Gar, Karaz-a-karak declared a surprise war on him even though they were on a non aggression pact and trade deal. Brettonia followed them in Kroq-gar joined in and just after I deal with the doom tide barely holding onto Naggarond Reikland declared war on me as soon as I expanded into Rakkarth's land in Norsca and we were basically finished. Overrall lesson... Do not take ground without adequate unit capacity. I learned my lesson.
Tombkings economy is based on building buildings for free and then demolishing them for money, you needs to get those followers(construction cost reduction) by sacking a city in mountains. Once you have your financial situation in order then throwing money at diplomacy is a good option. And yes do not expand too much before consolidating your territory. Also ask your new friend not to do anything diplomatically without asking you first, since that is part of the team work and your friend learns faster that way. More land does not mean more strength, tomb king strength comes from constructs and high lvl heros, getting 3 army battle-group with those and you can take on any army. A high lvl lord with a bunch of skellies is not enough late game, he needs magic, he needs heros, he needs constructs and 2 more lords(with their mount) with skellies as trash mob right behind him.
In my current beastman campaign, if I ambush an enemy they charge at me the moment someone gets spotted. Since I use mostly ungors and a shamen, could it be the reason why cause I have no infantry?
Wow I did not know that the lord's army stuff doesn't work with heroes, I probably should have checked but I am usually too lazy to check stuff like this. By the same logic I assume that any heroes with followers with let's say Replenishment rate do not apply to the attached army?
Is that bug about Heroes with Lord's Army abilities affecting every faction? That seems pretty significant for them to not fix - how long has that been around?
Hiya, I have a question about the intervention army. What are the requirements to send one in Multiplayer? Because for some reason I can't send one to my friend I don't know why. I'm at war with him, and I have suffiecent money and all his three ritual sites are alive.
Even if you're not on board with the idea of not exploiting dumb ambush AI, you HAVE to understand the spirit of it right? Exploiting AI isn't exactly the pinnacle of fun.
"Bad AI" ... honestly thats pretty much the name of the game ... i mean i have just gotten the game this summer ... and the way the ai handles sieges and ambushes really annoys me because you can basically wipe out anything in a siege with enough ammo and spells ...without any kinda of tactical finesse or any kind of skill
Idea for a 1 man doomstack. Balthazar Gelt, Golden Order start (EDIT: I have been informed that it must be a Reikland start for this to work), Elector Count of Ostermark (15% phys resist). Items: Armour of Destiny (5% phys resist, 10% Ward Save), Sword of Khaine (Boring I know but otherwise it doesn't work D: ), Replace Amulet of Sea Gold with Talisman of Preservation (17% Ward Save), and the other two can just be his quest items (cloak of molten metal = 5% Physical resistance, +5 Melee defence, 10% Fire resistance, 15% Missile resistance...And Staff of Volans is just FUCKTONS of Winds) Leveling him up (Obviously just give him Quicksilver as a mount, go down the whole magic tree, one point in route marcher, and enough points to get the extra 25+ Winds of Magic Lord specific tree + Stand Your Ground red tree). Followers: Hedge Wizard, Apprentice Wizard, and Lichbone Penant (for that sweet sweet 30% Magic Resist). The other three are optional but I'd usually go for campaign movement as I'm not aware of any other empire followers that would make him a better fighter. NECESSARY TRAITS: Isabella (Regeneration) Bloody (Health) Throt (Health) Wurrzag (10 % Phys Resist) Azhag (30% Magic Resist) EVERY SINGLE WINDS OF MAGIC TRAIT (Teclis, Ikit, Alarielle Cylostra, Khatep, and anyone else I'm missing). EDIT: I forgot about Campaigner. Perfect Vigor is too good to pass up. So far that's 11 traits, now for the ideal but less necessary ones: Kroq Gar and Nakai for a total 20+ MD Malekith for Frenzy Ungrim for Melee attack and +5 Missile and Magic resist (little overboard on the resists but it's good to pad against enemies that can weaken it) Imrik to fully pad your fire resist and give you some extra bonus vs large Grimgore for extra armour and armour piercing Hellebron for extra melee attack and armour piercing Throgg for extra weapon strength and bonus vs large Kholek for even MORE bonus vs large And finally Tretch for extra speed since Balthy is STILL a wizard despite his new OP stats (honestly this might be put under necessary) If you cant get Nakai get Snikch instead for stalk (also might be more important than Ungrim or Hellebron now that I think about it). If you can't get Kroq Gar might as well go ahead and get another melee trait (Queek, Malus, etc....even Ghorst's poison attack might be nice for mopping up lords and monsters). Overall we have a Gelt with 10+17+30+5 = 63% ward save 10+5+15 = 30% physical resist (FULL PHYSICAL when combined with ward save!) 30+30+5? = 60(65)% magic resist (fully padded against enemies that can weaken it when combined with ward save!) 10+25-20= 15% fire resist (So flame weakness + physical fire damage will only do a few extra percentage points of damage to you in most cases). Armour will be around 120-130 standard, and with glittering robe (which is free and has a ridiculously short CD thanks to Gelt's cloak and skill tree!) you will reach 180-190 easy (suck it low AP missiles). Missile resist will be largely redundant due to the other resistances... He's still a wizard so he won't want to get into melee too often, but thanks to Gelt's RIDICULOUSLY low costs and high spammability for his skills he'll be able to nuke most of the army by himself and mop up any remaining lords or monsters (after softening them up with the last of his magic). I'd try to make this myself but I'm not that skilled of a player, so was hoping someone with better skills and dedication than myself might take up the challenge.
This video is so hopeful for me I raged really hard when the stupid lizardmen brought an army full of giant beasts like dreadsaurs and destroyed like 4 of my decent armies with the giant necro units, actually quit the game for a month because of it. Here I am trying to use all these tactics but it just means nothing because the monsters charge and everything in front of them dies no matter whether you have full necrosphinx army or not
Why do you prefer having blood effects on? I feel like TWWH does not have good blood effects, ie. Every character when struck acts like a blood bag, and unit profiles are completely obscured by blood. Just my 2 cents.
Blood is fun with the right mods. There's one that reduces the absurd size so splatters are small, then there's another that increases the frequency of them and leaves them on the battlefield longer. This combo makes it less silly and makes it so units only get drenched when they've really been in the thick of things for a long time. But in general I prefer even vanilla over nothing. It's just satisfying to see people get gibbed and leave bloodstains and such.
A lot of people say TK are not the best DLC bc they are weak and they dont have fun, those people just have no idea HOW to play as TK, i think TK are strong if you know how to play as them...
I would say TK are the best DLC because they are weak which makes them fun. They are like the foil of high elves who have a bunch of top tier units you can get one recruitment building of and then spam them indefinitely... and they also of course have a great economy, so they can actually afford it, too. The TK are much more of a challenge and place a number of hard-set obstacles in your way that you have to deal with.
Tomb Kings have a slow and difficult early game. Kinda like with Vampire Counts you have to drown the enemy in bones, lots of bones. Later with the Constructs Tomb Kings get very powerful.
“Don’t hire treacherous heroes to a lords army.” That is good advice but not for the reason I thought.
Skaven: 🤯
51:35 - the Kroxigor General flinches when you fire at it and the game interprets this as a move and adjusts the archer's shots, which causes them to miss. If you pin a character down using Net of Amyntok this doesn't happen and you can happily Lord/Hero snipe without wasting ammo.
"Includes Poverty"
Yep seems like Tomb Kings to me
More (insert race here) for Dummies videos! Really helpful to get a general idea of how to be effective with each race in the game. Keep up the stellar work!
I love how when you were shooting the Dinos over the wall, after you killed one they would all shuffle down a bit like a slaughterhouse 😂
formation discipline right there
Why a defeat trait of Mazdamundi - the oldest and strongest wizard in the world - is not related to magic? Cylostra's trait looks way more suitable for him.
Spooky scary skeletons, sending shivers down your spine.
Oh wow, hero traits that say "Lord's Army" are bugged across the board and don't work at all even the hero is embedded into an army?!
I'm glad you learned this, with enough people learning maybe we can get those traits changed before 2025. Also wait until you learn about how many ancillaries(followers) don't work for heroes.
@@toggle3927 You'll have more luck downloading and using Community Bug Fix from the workshop than waiting for CA to fix them.
Wait what the fuck? How did this get past CA's QA(lol)? For how many years?
@@Sofrew Thanks for that tip, just installed it!
@@berndberndsen5680 I think it was intentional.. the trait is "treacherous" xD
One comment for ya, Legend: I've recently completed a Legendary/V.Hard Settra vortex campaign, and I've found that skeleton warriors (sword) actually have a use alongside spears. Swords have a higher attack animation speed, higher attack stat (which yes by itself is worthless), but the real key to the matter is that they perform better in autoresolve versus spears unless you're going up against a lot of large units. Now, I'm not saying you should start using them as an auto-resolve army - they very obviously aren't an autoresolve doomstack - but I trialled it out a few times in the start of the early campaign and found that a healthy mixture of swords and spears can be good.
Hell, even on the battlefield, they might not get loads and loads of kills or anything, but they'll still output damage faster than spears, and while you only have a low amount of archers available to you (or low amount in any given army), that higher damage potential can win battles that spears would lose.
I think that Tomb Kings are the ONLY faction that I would go against your usual advice of going for full spearstack versus adding some swords in though, because Tomb Kings are the only faction with that damage dealer limitation on them.
I did VH/N with Settra also difficult start in ME but finished my campaign with Tomb Guard Doomstack and maybe two Caskets, priest and tomb prince. One of my fav campaigns for sure
I have to agree with you Kipper, even as exiles of Neheck I found my spears becoming useless. I had in my very hard campaign Vashishar’s Conquest take 7-8 settlements. They are a rouge army with army recruitment of chosen, black dragon, dark shards with shields and cold-one cav/choas knight cav. Every settlement they took they fortified and corrupted the land with Chaos taint, with chosen halberts on defense they were no push overs. Swordsmen became the MVP in those battles, making a fortress slowly breakable. I reserved the spears for the cav. Used light spells and archers on any dragon. The ability for swordmen to do damage against units like corsairs or any damage dealing infantry would normally give me 50-70 kills every battle.
"for Dummies" series are the best. So much useful info. More then a hour but it felt like 20 min. Great job
Man, that ambush AI is indeed busted wow.
I don't know if this is dumb or not, but something I always do as TK is never finish a dynasty research until late in the game to avoid the penalty.
Ie, you wait until the dynasty has one turn remaining, then switch to another. So the first 70 turns or so, you only have 1 or 2 armies and you expand slowly and try not to make too many enemies. Then you get a new army every turn for like 10 turns and go nuts.
Idk if that's efficient but I always had fun playing that way once you get over that initial slowness.
Always felt a little lore appropriate too, like a sleeping dead faction suddenly awakened and roused to extreme anger and power.
Ima do just this, next time I play TK's
Thanks for the idea lol
Definitely not efficient. It's not a terrible idea to do this a little bit, though. You can research, say, two extra armies. 3 is enough to be set for awhile, and lets you expand enough in nehekara to make up for the research rate loss. Then research the rest down to 1 turn while saving canopic jars to get more armies that way.
That is what i do, but you need 3 armies though, 1 for recruiting lords for canopic jars, 1 for sacking a mountain city for the economy cheese and 1 your main army expanding/fighting enemy.
Any less is not efficient, anything more is also not as efficient.
Also a point to remember is that even if you increase your army capacity with jars and money, you still get penalized in research rate so always get your 3 armies from research, that way you open more faction boosts and heros.
However with just 3 armies till turn 70-90 is you can have all research done and then in just 10 turns you can be swimming in armies.
@@jeffvella9765 I will keep this in mind for my next campaign, thanks.
37:16 "Ah delicious, bye bye" had me rolling lmao
Based on the name of this video I actually thought this would be a great idea for a series. Just an intro guide for newcomers for each faction. Maybe you already have videos like that?
Yeah for sure. I think at this poi lnt he's waiting for WH3 to drop since all the factions will likely go through some big changes but after that I would LOVE that.
he has at least two others, with skavens and vampire counts but generally you can just look at his streams to see how he manages each race, it's pretty much the optimal way every time
Finally. Never managed to play them properly. Hopefully this will help
At start of campaign you can only recruit a few archers or chariots or horses but the best choice are archers,on very hard battle your melee units are outmatched by the same tier or lower(nothing new yet some people still use them other than for the purpose of meat shield) but missile and magic don't suffer from these penalties which automatically makes you play on normal difficulty if you spam them,also make sure to get asap casket of soul really good artilery and you can get it without building.
Single unit monsters are obviously the best in any race.
Your power as tk grows over with each turn making them one of the best races in late game but the early game is a nightmare again provided you play very hard/very hard or legendary/very hard.
If you like melee put the battle on normal battle dif and they will do their worth.
@@greenshinigami5566 thank you, very hard/very hard for me. I'll give them a shot next time I'll have a day to myself. Thanks again mate appreciate it
@@adamcsak4043 ye just don't rely on melee and if you do spam them because you don't have capacity for something else just to use them to stall the battle for your missile to do the job(they are not affected by the dificulty as in enemies don't get invisible missile resistance).
For short missile units to do the killing and melee to hold enemies back .
@@greenshinigami5566 Only (slight) exception is tomb guards with Setra but even then the magic is still going to do the king's share of work. Are they better than Constructs? No, but you can get this stack earlier/easier and save the constructs for other armies.
@@TheBoxGhost_tm yes with setra only but thing is you can't confederate tk lords so you always have to play as him if you want to do that which kinda sucks
13:34 "somethings forming over here"
I found this fitting and amusing
Me playing orks, the dawarfs have mornfang cavalry.
“I see the anvil has brought a hammer…”
A nice little tactic for low tier cities or cities in other territories where you don't hold the capital is abandoning the whole settlement instead of letting them attack the settlement. They lose a ton of troops when they recolonize from scratch and you can capture back a free level one city.
Legend i noticed that you didn’t use the Blessed Legion of “demonitized” in the siege initially. The armor sundering is really useful and you only have to fire a volley every 10-15 seconds for the armor to stay down
28:33 Primeval Glory, I thought there would be a comment about that
From dummies everywhere, we thank you.
Huh, so that's where i went wrong. I've been trying solo foot khatep no spells the entire time and had no success.
Watching an ancient geriatric skeleton beat things with a walking stick is fun though.
This is Vortex so might work differently, but on Mortal Empire taking out Morathi early makes the campaign infinitely easier as Quintex gives you early Tomb Guard which aren't great late game on Legendary but they're superior to everything AI can get early.
Literally started my first campaign with them today , never been better timed
Have fun, they're a great race.
Just finished an Arkhan campaign on the Vortex and I almost had a stroke lol
I played Arkhan on the vortex campaign last week, first time playing Tomb Kings and first time playing legendary difficulty.
I won the campaign eventually but I wish I'd seen this video before then :')
I played one Tomb Kings campaign. Arkhan the Black, Mortal Empires on Legendary. I think for the first 40 turns I had to manually fight every battle, corner camping with a skeleton blob against all the Bretonian cavalry and Dwarves. Most boring shit ever.
Then won the campaign around turn 80 and immediately quit. May need to try another one now.
Arkhan has a really bad start, you fight from the start against enemies with superior Units, which makes expanding really bad, try Settra, you start fighting Greenskins and other Tomb Kings, and by the time you face the Bretonnians in the West you have enough Armies to just drown them in Skeletons or Constructs. Or you go East and beat up the Skaven.
Settra on Vortex is a fun campaign.
@@Joeyjoejoe1708 Yeah, you have no long-term pressure, your back is to the map once you take out Numas and the Savage Orcs, so you have a great deal of strategic security, and having all the Southlands available makes Nehekhara and Araby feel a lot more richer and interesting, with the only drawback being not having access to Lybaras, Nagashizzar, and Lahmia. Fucking Savage Orcs are a nightmare to fight, though. Chariots don't do THAT much damage to them and have a really hard time pulling through models as big as theirs, boar boys can chase your chariots down and absolutely delete them, and your skeletons are barely a speed bump to their infantry. Without the Warsphinx and Settra's magic/explosions, I think it would be nearly impossible to beat them without horrific losses, even with good archer support.
Settra is the best for Tomb Kings, but its still a super slow campaign until you get past turn 100 and get your good units. Canopic Jar cheese with your lords is essential.
Legend's biggest mistake was disbanding heroes without searching the ruin
34:10 Producing wine would make it less profitable because of that or it wouldn't be exported at all?
Basically the two would cancel each other out so there wouldn't be a profit, unless he found someone else who didn't have wine and trade with them
@@johnmcmanus2447 Thanks, gotta start paying attention to that.
wait a sec... lately while casting a Vortex spell, Legend seems to kinda try to direct it in a specific direction. We see that sort of dragging motion. Isn't vortex spells trajectory random? Does it start randomizing after a little, so you can actually dictate the first direction in which it will move before starting its random walk? Was it always like so? I never noticed that dragging motion in much older videos
I just learned this too, but yeah you can aim the initial direction by doing that. It'll eventually start to spin off randomly, but that first little bit of control is really nice for preventing it from hitting your units. It makes vortexes much more useful and idk how I never knew about it
Yes legend in a stream quite recently found it out, it controls the movement initially of the vortex spell.
This is a fantastic video, easy way to kill an hour, thanks legend.
Huh no wonder ambushed armies kept on eating my artillery
Seeing the cheesemaster at work is really a beautiful thing.
Thanks! I really didn't understand how to play them that well
At 3:19, why can’t you upgrade any of the settlements in the province, all 3 are at tier 2 and yet only 1 is available for upgrade?
you can select the direction vortex spells go now? at around 49:30
Yeah, he talked about it in the video before this I think? If you drag them like wind spells they will travel that way - for a short while at least...
@@RimshotKiller dont think i watched that video. This is pretty powerful
TIL I wasted space for Treacherous trait so that applies to every single hero?? Or just Tomb Kings?
All
@@Tywv91 shit somebody needs to post in on Reddit or CA support forum. This is really hilarious oversight in this case, I got to test it out later on, I am busy with VCounts campaign they don't have traits like this.
@LegendofTotalWar has probably commented on this in the past, but I have not seen. Why Ultra size vs Large? If anyone could tell me.
"it´s good that we got a ambush because the AI is very bad at ambuhes and passive" CA somehow managed to make their players be happy about the shitty AI by buffing and cheating the living hell out of them.
thats like saying "i play this shooter where every enemy can oneshot me and takes loads of shots to kill, but they often run in circles or just shot at the sky so it´s easy to kill them!".
The 4X gaming community in a nutshell
Maybe a stupid question here
Why does the first lizard army didn't get destroyed entirely ? Isn't it what ambush does ?
No, an ambush is basically a regular battle on crappy terms for the ambushed.
If you don't think you can win one, the smartest thing to do is run to the edge and hope your guys rout before taking too many casualties.
Only if the ambushed army was on forced march.
Ok ! Thanks for the answers !
Force march increases the chance an army can be ambushed which is why a lot of the time an ambush ends in the army being wiped out
Are you sure the hero buffing "lord's army" has no effect. I always understood it as it buffs whichever lord's army they are inserted to?
Why Exiles are hated by the dark elves?
Me and my friend had a co-op tomb kings campaign going. I was Khatep he was Settra. We started playing before the patch and kept playing after the patch. We noticed the same stupid thing with the AI. In an ambush until the very end the AI would just sit there defensively and the only way to get them to budge was to send over stalkers, knights, chariots, or whatever fast unit we had and a unit or two would give chase for a while and we had to try and get that unit before it got back into formation. Was really annoying. And before the patch ambushes were far more fun. I'm already exploiting AI in siege battles. Now we're doing it in ambushes. Also that campaign we played was a disaster. Turn 1 plain of spiders got destroyed by beastmen while khatep moved to red desert. Was on a back footing for the rest of the game. Did a pretty good job at killing dank elves but then got smashed by chaos during the doom tide later in the game. I did not have enough capacity for large units to fight efficiently. Had to rely on heroes. Meanwhile my friend who is a newer player was tresspassing on dwarf lands, tresspassing on Kroq-Gar, Karaz-a-karak declared a surprise war on him even though they were on a non aggression pact and trade deal. Brettonia followed them in Kroq-gar joined in and just after I deal with the doom tide barely holding onto Naggarond Reikland declared war on me as soon as I expanded into Rakkarth's land in Norsca and we were basically finished. Overrall lesson... Do not take ground without adequate unit capacity. I learned my lesson.
Tombkings economy is based on building buildings for free and then demolishing them for money, you needs to get those followers(construction cost reduction) by sacking a city in mountains. Once you have your financial situation in order then throwing money at diplomacy is a good option. And yes do not expand too much before consolidating your territory. Also ask your new friend not to do anything diplomatically without asking you first, since that is part of the team work and your friend learns faster that way.
More land does not mean more strength, tomb king strength comes from constructs and high lvl heros, getting 3 army battle-group with those and you can take on any army.
A high lvl lord with a bunch of skellies is not enough late game, he needs magic, he needs heros, he needs constructs and 2 more lords(with their mount) with skellies as trash mob right behind him.
47:31 high pitched mocking compilation
So any hero with (lords army) in the skill doesn’t work or just traits? Because that’s some bullshit either way.
The trait doesn't work. The hero will still work but not the trait
The only thing I use ogres for is emergencies to auto resolve a battle or two then disband.
I did use them for my dwarf campaign though.
Does that lords army bug only apply to tomb kings or is it every trait on every hero for every faction that the “lords army” buffs don’t apply?
It’s the same bug for every hero of every faction. If it says “lords army”, then it has no effect for heroes.
In my current beastman campaign, if I ambush an enemy they charge at me the moment someone gets spotted. Since I use mostly ungors and a shamen, could it be the reason why cause I have no infantry?
could you do a Tier unit rank of the Tomb Kings some time in the future?
Wow I did not know that the lord's army stuff doesn't work with heroes, I probably should have checked but I am usually too lazy to check stuff like this. By the same logic I assume that any heroes with followers with let's say Replenishment rate do not apply to the attached army?
Ambush AI is passive? That would explain why Ungrim's slayer army stood back and let me shoot them with ratling guns...
How the heck does he do that drag thing? When he selects the blob and then drags them all forward?
edit at around 42:45
You may no longer need this, but select the units and then hold Alt and drag your left click around to position them.
Wanted to do a TK run for ages. Get 30 turns in and just don't "get it" hopefully this will help me 😂😂🤣
Is that bug about Heroes with Lord's Army abilities affecting every faction? That seems pretty significant for them to not fix - how long has that been around?
I assume that bug applies to all hero’s in all factions (not just the treacherous trait)?
Hey Legend, they say in France they eat horse meat. It's the perfect oportunity for you to try a horse sandwich
I love this "Dummy" series.
Hiya, I have a question about the intervention army. What are the requirements to send one in Multiplayer? Because for some reason I can't send one to my friend I don't know why. I'm at war with him, and I have suffiecent money and all his three ritual sites are alive.
Never take non green settlements for development until late game...
Will you be making a whole series on this?
I will have to watch this on a day when I can pay attention.
Even if you're not on board with the idea of not exploiting dumb ambush AI, you HAVE to understand the spirit of it right? Exploiting AI isn't exactly the pinnacle of fun.
"Tomb Kings for mummies"
was that trait bug ever patched? Treacherous
went from watching medieval total war 2 videos to this and I have no clue what any of this lol Warhammer seems confusing as hell
The biggest problem I have with Tomb King campaigns is getting bored after 25 turns.
Im a dummie and I want to play tomb kings!
How do you keep them in formation when moving them up?
If you have multiple units selected you can drag the formation with the mouse while holding CTRL and turn the formation using CTRL + ALT.
With holding down ALT you xan drag formations. ALT and CTRL lets you rotate.
Nehekara warriors are bad overall, but for some reason they dish out a lot of damage in autoresolve, cause AI values them for some reason.
Just in time to start my Tomb kings campaign
Hello there,
I am a Dummie and I did learn a lot from this video.
so disciplined trait on heroes doesnt work?
they don't have disciplined for their heroes.
Chaos SFO for dummies please
Love this kind of content.
5:00 CA pls!! Somebody needs to tell them this!
as a dummy that likes warhammer 2, this is a great video
I cant believe I heard an Australian say hella
"Bad AI" ... honestly thats pretty much the name of the game ... i mean i have just gotten the game this summer ... and the way the ai handles sieges and ambushes really annoys me because you can basically wipe out anything in a siege with enough ammo and spells ...without any kinda of tactical finesse or any kind of skill
Don't you mean Tomb Kings for bone-heads?
Commenting for the algorithm
We love jars
Don't you mean for mummies?
Tomb Kings benefits from a sexy “T” indeed 😅
Keep the casket rite on cooldown, heroes are good. TK are fkn easy
Tomb kings for mummies
\qwq\ I comment not after watching this video but for my excitement you cover one of four of my favourite races.
Forces of good always win in this game, so side with the Dwarves, lizards, humans or high elves.
Idea for a 1 man doomstack.
Balthazar Gelt, Golden Order start (EDIT: I have been informed that it must be a Reikland start for this to work), Elector Count of Ostermark (15% phys resist).
Items: Armour of Destiny (5% phys resist, 10% Ward Save), Sword of Khaine (Boring I know but otherwise it doesn't work D: ), Replace Amulet of Sea Gold with Talisman of Preservation (17%
Ward Save), and the other two can just be his quest items (cloak of molten metal = 5% Physical resistance, +5 Melee defence, 10% Fire resistance, 15% Missile resistance...And Staff of Volans is just FUCKTONS of Winds)
Leveling him up (Obviously just give him Quicksilver as a mount, go down the whole magic tree, one point in route marcher, and enough points to get the extra 25+ Winds of Magic Lord specific tree + Stand Your Ground red tree).
Followers: Hedge Wizard, Apprentice Wizard, and Lichbone Penant (for that sweet sweet 30% Magic Resist). The other three are optional but I'd usually go for campaign movement as I'm not aware of any other empire followers that would make him a better fighter.
NECESSARY TRAITS:
Isabella (Regeneration)
Bloody (Health)
Throt (Health)
Wurrzag (10 % Phys Resist)
Azhag (30% Magic Resist)
EVERY SINGLE WINDS OF MAGIC TRAIT (Teclis, Ikit, Alarielle Cylostra, Khatep, and anyone else I'm missing).
EDIT: I forgot about Campaigner. Perfect Vigor is too good to pass up.
So far that's 11 traits, now for the ideal but less necessary ones:
Kroq Gar and Nakai for a total 20+ MD
Malekith for Frenzy
Ungrim for Melee attack and +5 Missile and Magic resist (little overboard on the resists but it's good to pad against enemies that can weaken it)
Imrik to fully pad your fire resist and give you some extra bonus vs large
Grimgore for extra armour and armour piercing
Hellebron for extra melee attack and armour piercing
Throgg for extra weapon strength and bonus vs large
Kholek for even MORE bonus vs large
And finally Tretch for extra speed since Balthy is STILL a wizard despite his new OP stats (honestly this might be put under necessary)
If you cant get Nakai get Snikch instead for stalk (also might be more important than Ungrim or Hellebron now that I think about it). If you can't get Kroq Gar might as well go ahead and get another melee trait (Queek, Malus, etc....even Ghorst's poison attack might be nice for mopping up lords and monsters).
Overall we have a Gelt with 10+17+30+5 = 63% ward save
10+5+15 = 30% physical resist (FULL PHYSICAL when combined with ward save!)
30+30+5? = 60(65)% magic resist (fully padded against enemies that can weaken it when combined with ward save!)
10+25-20= 15% fire resist (So flame weakness + physical fire damage will only do a few extra percentage points of damage to you in most cases).
Armour will be around 120-130 standard, and with glittering robe (which is free and has a ridiculously short CD thanks to Gelt's cloak and skill tree!) you will reach 180-190 easy (suck it low AP missiles).
Missile resist will be largely redundant due to the other resistances...
He's still a wizard so he won't want to get into melee too often, but thanks to Gelt's RIDICULOUSLY low costs and high spammability for his skills he'll be able to nuke most of the army by himself and mop up any remaining lords or monsters (after softening them up with the last of his magic).
I'd try to make this myself but I'm not that skilled of a player, so was hoping someone with better skills and dedication than myself might take up the challenge.
Nice Idea but as a ! Man Doomstack you cant put him on Quicksilver or how to you you propose to make him Unbreakable?
@@kakaomilch5905 You can try finding and defeating Gotrek, but that's luck dependent
@@kakaomilch5905 Sword of khaine
@@kakaomilch5905 sword of khaine
If you start as Golden Order you can't make him elector count of Ostermark, your faction leader is bound to the Elector Count seat of your capital
This video is so hopeful for me I raged really hard when the stupid lizardmen brought an army full of giant beasts like dreadsaurs and destroyed like 4 of my decent armies with the giant necro units, actually quit the game for a month because of it. Here I am trying to use all these tactics but it just means nothing because the monsters charge and everything in front of them dies no matter whether you have full necrosphinx army or not
A perfect video for dummies like me.
Hell yea tomb kings
Why do you prefer having blood effects on? I feel like TWWH does not have good blood effects, ie. Every character when struck acts like a blood bag, and unit profiles are completely obscured by blood. Just my 2 cents.
Blood is fun with the right mods.
There's one that reduces the absurd size so splatters are small, then there's another that increases the frequency of them and leaves them on the battlefield longer.
This combo makes it less silly and makes it so units only get drenched when they've really been in the thick of things for a long time.
But in general I prefer even vanilla over nothing. It's just satisfying to see people get gibbed and leave bloodstains and such.
LEGEND!!!!
Legend...........
A lot of people say TK are not the best DLC bc they are weak and they dont have fun, those people just have no idea HOW to play as TK, i think TK are strong if you know how to play as them...
I would say TK are the best DLC because they are weak which makes them fun. They are like the foil of high elves who have a bunch of top tier units you can get one recruitment building of and then spam them indefinitely... and they also of course have a great economy, so they can actually afford it, too. The TK are much more of a challenge and place a number of hard-set obstacles in your way that you have to deal with.
Tomb Kings have a slow and difficult early game. Kinda like with Vampire Counts you have to drown the enemy in bones, lots of bones. Later with the Constructs Tomb Kings get very powerful.
this is like vietnam strategy lol
Need a Lizardmen for Dummies :D
May Ptra watches over you
Great Power penalty or Another reason for AI to kill itself and declare stupid wars.
.... WTF? the new ambush AI is fucking emberassing.... what is that shit?!? they just do nothing forever??
kroq gar últimos defensores
who is kroq gar tho