> Play as Wurrzag > His entire army has magical attacks with a single skill point > Said skill point also strips enemies of magical resistance in the region he's in
Brain bursta and eadbutt are also very good for running away from infantry with a caster or missile units. If you cast it right before they're about to catch you, it will slow them down just enough. They're also good for making some space for a character or even cavalry to escape a blob.
Love these videos. I'm not a new WH3 player by any means, but my usual use of magic just comes down to "put vortex on blob", so it's nice to see the uses of the other spells in context.
People mocked me on the forums when I said *Amber Spear* was amazing against infantry, but you can do astonishing damage for it's cost by lining up units, like you did with Gaze.
Multiplayer community has known that for years. Amber Spear and, to a lesser extent, Fireball and Soul Quench were used competitevely to kill elite infantry and cavalry by shooting them from the flank. My poor Ironbreakers learnt it the hard way...
Should be noted that if you're looking for a spell just to buff a unit with magic attacks, Aspect of the Dread Knight from the Lore of Death (on Azhag or a Hag) is probably the better option. You can either regular cast it and get the magic damage as well as a bit of fear and terror and leadership for cheaper, or you can overcast it and get those effects for almost the same magic cost as Fists of Gork in an AoE. Kind of depends on the situation. If you've got a cheap frontline with Goblins, a good AoE Dreadknight will probably be more valuable, especially against undead and daemons that fear even on their cheapest units (can also be combined with Doom & Darkness to attempt terror-routing an enemy frontline), whereas if you're looking to juice up an elite unit so that it can go beat up a troublesome enemy elite, then Fists of Gork is your pick.
There really is a bit of a contest between Lore of the Big Waagh and Lore of Death for the greenskins. Both are books of killy spells with what is likely your only source of magical attacks, and some light utility, so it's important to know the difference. Big Waagh synergizes better with the greenskins' general strategy of getting a bunch of boys together and krumping some gits. Their blasting spells excel at clearing out lightly armored trash units like the ones fielded by Norsca, Skaven, Greenskins or Nurgle, 'Ere we go is probably one of the best spells for squeezing a lot of extra value out of your own lightly armored trash, and if all you're looking for out of your magical attack spells is putting more hurt on phsysical resist monsters, Fists of Gork is the spell for you. Lore of Death is kind of the opposite: Outside of the unreliable purple sun, death spells tend to only impact one unit at a time, but they don't care at all about armor. It tends to perform better against factions that have strong elite units in their standard gameplan. If you're concerned about terror-causing physical resist monsters like those fielded by the wood elves, Aspect of the Dread Knight can get you magical attacks with +8 leadership and immunity to fear and terror on top, which when overcast can keep an entire wing of your army from terror routing for a good 30 seconds.... and with the general low leadership of grenskins units, having an answer to terror can absolutely save your battles.
@@joshuanowlin443 Don't get me wrong, I'm not a buff hater like a lot of the total war warhammer community, but the extra damage does come at a cost and has caveats. Doing damage with spells denies the enemy value as much as it brings it to you: a Fate of Bjuuna on a heavily armored cavalry or ghost cavalry will do far more than an 'ere we go if you don't have the appropriate units to match them, and without costing you any models. It's a matter of picking the right option for the right situation, there is no one-size fits all best option.
Damn, I watched ALL your L4D videos when I was deployed overseas. Had them downloaded and for 9 months when I had nothing to do I’d often rewatch them. Probably watched each one a dozen times. For the last 2 years I thought you disappeared from the internet. I had no idea you had several channels. So glad to see you’re still making content… AND it’s on warhammer. LETS GO!!! ❤
You're completely off on the Brain Bursta vs 'Eadbutt comparison. 6:21 BB is 7 (overcast 10) WoM vs 'Eadbutt 5 (overcast 9). Just raw numbers wise you're getting better damage per winds for 'Eadbutt (32 Base for 5 WoM) than you are for BB (23 Base for 7 WoM). Both have almost the same end goal radius of 14 and 15 respectively so you're hitting about the same model count but paying more with BB to do so. Winds budgeting matters a lot if you're doing big WAAAGGH spell spam to proc Bonewood Staff and/or lore passive (I will concede BB's got a 30 second cooldown vs 'Eadbutts 45 which is nice when you're using it + Gaze of Mork to get 100% Bonewood uptime). Furthermore in campaign you can spend 2-3 skill points to get 'Eadbutt down to a measly 3 WoM vs BB which can only be dropped to 6. "But BB has AP!" yeah overcast gamble for 11 AP damage isn't all that amazing. Doing the math overcasting against common light infantry armor value of 30 your damage value comes out worse than 'Eadbutt (BB 29 average damage, 'Eadbutt 34 average damage). Against a heavy infantry 100 armour target it does perform better (BB approx 17 average damage, 'Eadbutt 11 average damage) but really if you're targeting an armored infantry unit why aren't you using Foot of Gork? For casting angle with 'Eadbutt you can either blast units from the front or rear like showcased (handy for messing up charge defense/reflection) or cast it from the corner of an engaged melee unit pointed away at about approx 45 degrees, lining up the edge of the cone so it doesn't hit your units. Other benefit of the cone means if your caster is swamped by infantry you can use it to punch out in a chosen direction and escape. TLDR: Use Brain Bursta if you wanna spam spells out fast for knockback/procs, use 'Eadbutt if you want WoM efficient anti-light infantry , use Foot of Gork if you want anti-armor.
Foot of Gork is better on heavily armored enemies, and if you pit fight around your heroes you can target it more effectively. The foot has to be centered on the blob for max effect
As far as I remember, Foot of Gork has always been good against cavalry as well. With the sheer damage it does it'll usually chunk enemy cav really quickly, whereas brain bursta doesn't really do anything to cav.
Just wanted to say Zerk that this isn't very lore accurate. Waaagh should be spelled with 3 "A"s (or 6 or 9), 1 A is innacurate and may cause confusion
You really should use Ere we go as you charge before the lines meet, that way you get the most out of the units extra damage from charge bonus, the first 5 seconds of any fight are the most important.
They *do* have magical attack buffs in two of the three lore books they have access to, but which one you pick really just depends on what faction you're fighting.
that's how it worcked in tww2 when it was magic resistance, but in tww3 it became spell ressistance working only on damage made directly by a spell. I think I remenber they made that change to buff units with magic attack because in tww2 magic resistance was on more units and lords.
Magic attacks in WH3 have no downside now, since like others said "spell resistance" doesn't affect them any more. Really makes lords like Wurrzag and Cylostra that give their whole army magic attacks much more powerful, especially against demons or other physical resist dependent units.
Here we go is legitimately amazing, it can turn the tide of battle easily if used correctly or just often. Gaze of mork is really good if you can side swipe a formation with it, i would not use it on a SEM, its kinda weak at that.. Foot of gork is straight garbage now, its been severely nerfed from what it was in wh2, and it still has a long windup and is one of the most expensive spells in the game(which is very relevant for a faction that does not have channeling stance).
Stacking your buffs also work great, i usually save my 'ere we go, and mumbo jumbo dance to when the waagh button is ready to go. even the shitty goblins wreck house then
@@gplr1882 That's exactly the correct way to play greenskins. I usually also keep my hero and lord buffs up my sleeve until waagh is fully charged. Then I use all of them at once. Either on the part of the army that needs help, the cavalry that's about to rear charge or if things are already going pretty well I just try to spread them out evenly. I do think it is important though to buff someone other than the units who are already winning decisively.
It sucks how the big aoe spells were nerfed so hard in campaign mode, it was so much fun to see a clump gather and just delete it with a pit of shades or foot of gork. they still work well, but having a mage just doest feel as important in WH3😞
I mean, Cairn Wraiths are absolutely in a bad spot, I won't deny that, but Ork Boyz certainly aren't the heavily armored targets that Cairn Wraiths are ideal against.
Well, Cairn Wraiths aren't primarily meant to fight unsupported to begin with, they're meant to be used more like monstrous infantry, mixed in with cheap fodder. They're also anti-armour specialists and you're paying a premium for the fact that they deal 100% armour piercing damage. Orc Boyz are simply not what you wanna send them after. They have little armour, pretty high health per model and are on the higher end of WS for a unit in their price range, which will make them perform better than something that has less WS but better AP against an ethereal unit like Wraiths.
The advantage Foot of Gork has over Brainburster is that you get to literally watch your god materialise and stamp on your enemy.
> Play as Wurrzag
> Reduce winds cost for Foot of Gork to nil
> Win entire battles with just him spamming it
11:00 Yes targeting a big AOE spell on a unit that has 35% spell resist delivers middling results compared to when you hit other targets with it.
> Play as Wurrzag
> His entire army has magical attacks with a single skill point
> Said skill point also strips enemies of magical resistance in the region he's in
Brain bursta and eadbutt are also very good for running away from infantry with a caster or missile units. If you cast it right before they're about to catch you, it will slow them down just enough. They're also good for making some space for a character or even cavalry to escape a blob.
Love these videos. I'm not a new WH3 player by any means, but my usual use of magic just comes down to "put vortex on blob", so it's nice to see the uses of the other spells in context.
People mocked me on the forums when I said *Amber Spear* was amazing against infantry, but you can do astonishing damage for it's cost by lining up units, like you did with Gaze.
*"WELL WHO'S LAUGHING NOW"*
So-called Amber Spear fans when I drop a Burning Head on their house (they get incinerated):
A lot of the missile spells are like that.
Multiplayer community has known that for years. Amber Spear and, to a lesser extent, Fireball and Soul Quench were used competitevely to kill elite infantry and cavalry by shooting them from the flank. My poor Ironbreakers learnt it the hard way...
As a Durthu main I feel you, such a good spell.
Awesome format! PLease do every lore of magic like this
Should be noted that if you're looking for a spell just to buff a unit with magic attacks, Aspect of the Dread Knight from the Lore of Death (on Azhag or a Hag) is probably the better option.
You can either regular cast it and get the magic damage as well as a bit of fear and terror and leadership for cheaper, or you can overcast it and get those effects for almost the same magic cost as Fists of Gork in an AoE.
Kind of depends on the situation. If you've got a cheap frontline with Goblins, a good AoE Dreadknight will probably be more valuable, especially against undead and daemons that fear even on their cheapest units (can also be combined with Doom & Darkness to attempt terror-routing an enemy frontline), whereas if you're looking to juice up an elite unit so that it can go beat up a troublesome enemy elite, then Fists of Gork is your pick.
Thank you ! I have used this lore of magic sooo many times but never paid attention to those details mentioned by Mr. Zerkovich
There really is a bit of a contest between Lore of the Big Waagh and Lore of Death for the greenskins. Both are books of killy spells with what is likely your only source of magical attacks, and some light utility, so it's important to know the difference.
Big Waagh synergizes better with the greenskins' general strategy of getting a bunch of boys together and krumping some gits. Their blasting spells excel at clearing out lightly armored trash units like the ones fielded by Norsca, Skaven, Greenskins or Nurgle, 'Ere we go is probably one of the best spells for squeezing a lot of extra value out of your own lightly armored trash, and if all you're looking for out of your magical attack spells is putting more hurt on phsysical resist monsters, Fists of Gork is the spell for you.
Lore of Death is kind of the opposite: Outside of the unreliable purple sun, death spells tend to only impact one unit at a time, but they don't care at all about armor. It tends to perform better against factions that have strong elite units in their standard gameplan. If you're concerned about terror-causing physical resist monsters like those fielded by the wood elves, Aspect of the Dread Knight can get you magical attacks with +8 leadership and immunity to fear and terror on top, which when overcast can keep an entire wing of your army from terror routing for a good 30 seconds.... and with the general low leadership of grenskins units, having an answer to terror can absolutely save your battles.
Use here we go, it's 40 ma boots to all in an area, it's an absurdly strong buff and far more cost effective than damage spells in most situations
@@joshuanowlin443 Don't get me wrong, I'm not a buff hater like a lot of the total war warhammer community, but the extra damage does come at a cost and has caveats. Doing damage with spells denies the enemy value as much as it brings it to you: a Fate of Bjuuna on a heavily armored cavalry or ghost cavalry will do far more than an 'ere we go if you don't have the appropriate units to match them, and without costing you any models. It's a matter of picking the right option for the right situation, there is no one-size fits all best option.
Today I learned this lore has spells other than Foot of Gork.
I absolutely love these spell breakdowns. CA does just a shabby job of explaining them
HOLY SHIT ! Im just... the gaze of mork alone was.... thanks for upping my magic game :)
you magic guides are a great help
I love these magic guides! I've always wanted them.
Damn, I watched ALL your L4D videos when I was deployed overseas. Had them downloaded and for 9 months when I had nothing to do I’d often rewatch them. Probably watched each one a dozen times. For the last 2 years I thought you disappeared from the internet. I had no idea you had several channels. So glad to see you’re still making content… AND it’s on warhammer. LETS GO!!! ❤
What a good post. I always liked the big whag spells, but now its even better.
You're completely off on the Brain Bursta vs 'Eadbutt comparison.
6:21 BB is 7 (overcast 10) WoM vs 'Eadbutt 5 (overcast 9). Just raw numbers wise you're getting better damage per winds for 'Eadbutt (32 Base for 5 WoM) than you are for BB (23 Base for 7 WoM). Both have almost the same end goal radius of 14 and 15 respectively so you're hitting about the same model count but paying more with BB to do so. Winds budgeting matters a lot if you're doing big WAAAGGH spell spam to proc Bonewood Staff and/or lore passive (I will concede BB's got a 30 second cooldown vs 'Eadbutts 45 which is nice when you're using it + Gaze of Mork to get 100% Bonewood uptime). Furthermore in campaign you can spend 2-3 skill points to get 'Eadbutt down to a measly 3 WoM vs BB which can only be dropped to 6.
"But BB has AP!" yeah overcast gamble for 11 AP damage isn't all that amazing. Doing the math overcasting against common light infantry armor value of 30 your damage value comes out worse than 'Eadbutt (BB 29 average damage, 'Eadbutt 34 average damage). Against a heavy infantry 100 armour target it does perform better (BB approx 17 average damage, 'Eadbutt 11 average damage) but really if you're targeting an armored infantry unit why aren't you using Foot of Gork?
For casting angle with 'Eadbutt you can either blast units from the front or rear like showcased (handy for messing up charge defense/reflection) or cast it from the corner of an engaged melee unit pointed away at about approx 45 degrees, lining up the edge of the cone so it doesn't hit your units. Other benefit of the cone means if your caster is swamped by infantry you can use it to punch out in a chosen direction and escape.
TLDR: Use Brain Bursta if you wanna spam spells out fast for knockback/procs, use 'Eadbutt if you want WoM efficient anti-light infantry , use Foot of Gork if you want anti-armor.
Foot of Gork is better on heavily armored enemies, and if you pit fight around your heroes you can target it more effectively. The foot has to be centered on the blob for max effect
As far as I remember, Foot of Gork has always been good against cavalry as well. With the sheer damage it does it'll usually chunk enemy cav really quickly, whereas brain bursta doesn't really do anything to cav.
You should upload more of these lore magic videos
You forgot the primary advantage of Foot of Gork. It looks really really freaking cool
Thanks for the video Big Z!
I don't play greenskins but really enjoyed this format video!
Just wanted to say Zerk that this isn't very lore accurate. Waaagh should be spelled with 3 "A"s (or 6 or 9), 1 A is innacurate and may cause confusion
🤓🤓🤓
You really should use Ere we go as you charge before the lines meet, that way you get the most out of the units extra damage from charge bonus, the first 5 seconds of any fight are the most important.
Wow, I never realized that Greenskins had a so little magical attacks. Will need to take advantage of that in the future.
They *do* have magical attack buffs in two of the three lore books they have access to, but which one you pick really just depends on what faction you're fighting.
Your'e gonna attack them with ghosts?
Doesn't the magic resist of demons mean they resist the magic imbuement of fist of gork? The attack and melee defense is still nice
No, the mechanics were changed on the release of TWW3. Magic resist now only works on spells
@dogofwar1015 OH Dang!!! Thanks for clarification!!!!
that's how it worcked in tww2 when it was magic resistance, but in tww3 it became spell ressistance working only on damage made directly by a spell.
I think I remenber they made that change to buff units with magic attack because in tww2 magic resistance was on more units and lords.
Magic attacks in WH3 have no downside now, since like others said "spell resistance" doesn't affect them any more. Really makes lords like Wurrzag and Cylostra that give their whole army magic attacks much more powerful, especially against demons or other physical resist dependent units.
I recommend a challenge campaign where you can only use buffing spells and no damaging spells. Maybe use a faction that might rely/heavily use magic
Defently gone give it a try 👍🏻😃
Gork 'n Mork are coming!
Bring Wurzzag with Brainbursta, Headbutt and/or Gaze. Stagger casts to continuously trigger his aoe melee buffs.
More lore videos please!
Me immediately seeing the Gaze of Mork on infantry.
ITS TIME TO WAGHHHHH
Goid vid, please do the same for all the lores the fastest
Foot of gork works well again zombies and such, they're more likely to blob up against characters and one use can clear 2-3 units easy
"Ere we go Ladz. Git yor choppas!!
We love you Zerkovich :) What about making vids just for fun, maybe funny or stupid things that happen in Wh3.
First. saw this in my dreams. You are all late including Zerk
Time to start dancin n da WAAAAAAAAGG WIF DA BOYZ
Zerk's pacing reminds me of the commentators in a horse race.
Here we go is legitimately amazing, it can turn the tide of battle easily if used correctly or just often. Gaze of mork is really good if you can side swipe a formation with it, i would not use it on a SEM, its kinda weak at that.. Foot of gork is straight garbage now, its been severely nerfed from what it was in wh2, and it still has a long windup and is one of the most expensive spells in the game(which is very relevant for a faction that does not have channeling stance).
I still think it is sad that OoD didn’t include the troll magic lore greenskins recieved in Old World.
Stacking your buffs also work great, i usually save my 'ere we go, and mumbo jumbo dance to when the waagh button is ready to go. even the shitty goblins wreck house then
@@gplr1882 That's exactly the correct way to play greenskins. I usually also keep my hero and lord buffs up my sleeve until waagh is fully charged. Then I use all of them at once. Either on the part of the army that needs help, the cavalry that's about to rear charge or if things are already going pretty well I just try to spread them out evenly. I do think it is important though to buff someone other than the units who are already winning decisively.
do tombkings magic next
Please do a spider only run. They are so shit but i love em and it could be a fun challenge run
I wish foot of gork was still good against 1 unit because now I never need to bring it...
Ohhhh, how to use WAAAGH!!! Spells... gotcha
Step 1: Foot of Gork!
Step 2: Foot of Gork!!!
Step 3: Foot of Gork!!!!!
Step...
Yeah ok didn't notice the magic attack lacking on Green Skins
Imagine telling greenskins players what to do and what not to do!
DARING!
I bet Zerk is enjoying the scheisse out of Gorbad
Always crazy seeing units get up from spells when they shouldn't...
Giant metal foot. Oh that was nothing! Really? 😂
Foot of gork was ruined visually and mechanically.
Waaagh!
Click spell target enemy
For those who just want to get krumpin
I'd rather use brainbursta 4 times vs 1 foot of gork for aoe dmg.
FoG is considerably better on Wurzag as his yellow line capstone gives it a DEEP discount
Loving making Gork riverdance on skaven
lore of death when ??????
It sucks how the big aoe spells were nerfed so hard in campaign mode, it was so much fun to see a clump gather and just delete it with a pit of shades or foot of gork. they still work well, but having a mage just doest feel as important in WH3😞
The Greenskins are very inclusive they have Gays of Mork
It speaks volumes about how much Cairn Wraiths suck these days when they barely beat a unit of unbuffed Orc Boyz.
I mean, Cairn Wraiths are absolutely in a bad spot, I won't deny that, but Ork Boyz certainly aren't the heavily armored targets that Cairn Wraiths are ideal against.
Well, Cairn Wraiths aren't primarily meant to fight unsupported to begin with, they're meant to be used more like monstrous infantry, mixed in with cheap fodder. They're also anti-armour specialists and you're paying a premium for the fact that they deal 100% armour piercing damage.
Orc Boyz are simply not what you wanna send them after. They have little armour, pretty high health per model and are on the higher end of WS for a unit in their price range, which will make them perform better than something that has less WS but better AP against an ethereal unit like Wraiths.
The new Big Waagh graphics suck.
Agreed. I liked the old one
I was the first viewer though
ok
first
bye
first to reply is gao
@@WhyXelsingPlays Lol what a loser commenting "first" then replying to their own comment not once but twice to make themselves feel special. XD
not first
reported & disliked