Base damage does not have "a chance" to be reduced by armour. It will always be reduced by armour, 100% of the time. There is no chance, there is certainty. The random part is not whether regular damage is reduced by armour but rather how much it is reduced. This is a percentage randomly rolled between half armour and full armour, though obviously more than 100% of base damage cannot be blocked. And for those curious, yes, armour can block 100% of base damage. I suspect the cap is applied after the roll, meaning you roll, say, 75-150 and then reduce to 100 instead of rolling 75-100 and "wasting" the last 50 armour, but I do not have solid proof of this. Regardless of how cap is applied, increasing armour above 100 remains somewhat useful. 100 armour means resisting at least 50% base damage, so at least 2x effective health versus non-AP. 130 armour gives min 65% base damage blocked, 3x health vs non-AP. 150 armour is min 75% base damage blocked, or 4x effective health vs non-AP. A model with 3000 health thus effectively gains 3000 health from 100 armour when fighting pure non-AP. Add another 30 armour and gain another 3000 health. Add another 20 armour and gain another 3000 health.
@dreykrand4801 Жыл бұрын
As you already said and i've seen on wiki, it rolls between 50% and 100% of you armor and it goes into % of blocked damage. So when you have 150 armor you still roll 75-150, wich means with each armor point above 100 it just increaces your chances of blocking 100% of base damage. At least that what the wiki says
@enitsu-1426 жыл бұрын
You really PIERCED the armor around my heart, Zerk! :3
@NoName-ke2ug Жыл бұрын
Wow
@linhuichi9376 жыл бұрын
Your videos really help me (veteran) and my brother (noob). Thanks!
@Voeluspa456 жыл бұрын
I am still thankful for every guide. I was so hard to get into the game and only a few weeks ago I learned how exactly charges work. Thanks sir.
@J0krswy1d4 жыл бұрын
An explanation of the mechanic was useful, thank you. The way I've always looked at it (from a Warhammer 1 Campaign pov) is unless you're playing chaos, you're probably going to have to fight them eventually. Chaos is heavily armored. Therefore AP damage is good.
@spudastic6 жыл бұрын
2:37 It just occured to me that Censer bearers are a big "13" joke once again Cheeky CA
@leadpaintchips94616 жыл бұрын
I can't believe I missed that. The rat's obsession with 13 strikes again.
@lavenderwalrus98754 жыл бұрын
I was literally coming to the comments to say the same thing :D 13 and 31 damage for the sneaky plague rats is a nice little reference
@shatter3826 жыл бұрын
something i think that is worth mentioning that you didn't put in the video is that AP units will generally do a lot less damage overall (base +ap), than non-armor piercing units. As an example for the high elves regular archers have 16 base damage with 3 ap, and sisters of avelorn do 6 base damage with 16 ap. they do how ever cost twice as much, 1100 vs 475. If you're shooting at a 0 armor target like harpies, then the regular arches will only do 14% less damage than sisters. making them clearly way more cost effective. So it's often a real waste to put an AP unit against a low armor unit, as they won't deal as much damage as a similar price non-ap unit.
@KaelWW6 жыл бұрын
Actually, Archers have a higher model count (but slightly slower reload time)! They'll do about the same damage as sisters against completely unarmored targets
@00yiggdrasill006 жыл бұрын
To expand on how important AP is. The lowest damage that armour will always block is 50 percent of its value against non AP damage with anything higher decided on a roll. This means units with high armour can hugely reduce the damage they take from any source that isnt AP. This does not mean you should never use these units on low armour enemies because the AP units typically have good attack stats. forums.totalwar.com/discussion/194500/armour-attack-defence-charge-bonus-and-bonus-vs-mechanics This is the source i use. Its warhammer 1 so it may no longer be relevant but i dont imagine its changed too much. What it boils down to it AP and armour are very good general purpose stats to have.
@nraketh5 жыл бұрын
I've been playing for years, and I never learned how this worked. Thank you for this video.
@christopherg23476 жыл бұрын
Something I noticed about Anti Cavalry: Higher Tier version also nearly *always* come with decent AP. I asume it is to counter those High Armor Cavalry units. So in a pinch, they are always a AP option. But there is a flipside to this: That means heavy armored Cavalry can defeat non-AP anti Cavalry units reasonably effectively. Of course throwing armored Infantery or just infantery against them would be ideal, but in a pinch those Dragonprinces or Reiksguard can do some serious damge vs T1 spearmen.
@matthewpink1234 жыл бұрын
Thanks for these videos, I'm new to total war and these help clear so much up!
@Ratt6116 жыл бұрын
I played this game so much and there’s still so much to learn.
@andrewmayo94006 жыл бұрын
How does armour work is the better question
@bigrockwall87006 жыл бұрын
game rolls a d(whatever the armor value is) and subtracts that from the base damage dealt. so 100 armor rolls a d100, 80 armor rolls a d80, ect, and subtracts result from the incoming base damage. infantry/large bonus have same base to AP value as the units normal stats. aka, 20 base 10 AP as normal unit stats (so a 2:1 ratio of damage split between base and AP) with a 10 bonus vs infantry gets to add 6 base damage and 3 AP damage to every swing vs infantry
@KaelWW6 жыл бұрын
It's not a subtraction, but a percent-based reduction on the non-AP damage. It's also not a roll on the total armor value, but on 50% of it, where half of the base armor always applies its reduction. So with 100 armor, every armor save is a d51+49 roll, which mitigates the non-AP damage of the incoming attacks by 50-100% depending on the roll. For higher armor values, all rolls past 100 simply mitigate 100% of the non-AP damage. 200 is the max armor value: it always completely* mitigates all non-AP damage. *every attack deals a minimum of one non-AP damage. So even a Skaven pebble with 1 AP will always deal at least 2 damage to its target, even if it's a buffed up Steamtank with 200 armor.
@doktarr6 жыл бұрын
@@KaelWW Good summary. This is the correct answer, and TBH Zerk kind of dropped the ball here. It seems like he is not aware of this and implied that you can get lucky and completely bypass armor with base damage, when that's not the case. The corollary of this is that armor is really, really useful up to 100, but each point of armor after 100 is a little less useful than the last point. Every point of armor up to 100 drops base damage by .75% on average. So it's predictable: 40 armor: blocks 30% of base damage (on average) 60 armor: blocks 45% 80 armor: blocks 60% 100 armor: blocks 75% But after 100, each point is a little worse than the last: 120 armor: blocks 86.7% of base damage on average (not 90% as the trend would suggest) 140 armor: blocks 93.6% 160 armor: blocks 97.5% 180 armor: blocks 99.4% 200 armor: blocks 100% So, if you've got, say, a 140 armor ancient treeman lord, maybe put your skill points somewhere other than the armor buff, because additional points of armor are only blocking a tiny additional percentage.
@RoulicisThe6 жыл бұрын
Thanks a lot guys: I've been searching how armor works in this game everywhere but couldn't find an answer. Now it's much clearer how to use armor ^^
@frysebox15 жыл бұрын
Zerk is a noob and should probably go back to minecraft
@banriswirl64144 жыл бұрын
As I understand, the minimum mitigation from armor is half the armour value. So a unit with 60 armour will mitigate between 30-60% of the base damage.
@robgraham56974 жыл бұрын
Thank you for this. As a new player I need all the help I can get.
@BaileyBecca6 жыл бұрын
Well this makes armor more useful then I though. I thought you subtracted the armor stat from the bace weapon damage stat. So I always figured 30 armor was good enough cause other then monsters and lords do more then 30 bace damage
@Koeras166 жыл бұрын
Yep, higher armor increases the probability of not getting any damage (or 1 was min I think)
@zinamac86116 жыл бұрын
Can you do one on how reload skill works (+5 reload skill)
@m33tballa6 жыл бұрын
Reload skill kinda speaks for itself doesnt it? Theyre just going to shoot more often. But by how much +5 of a difference makes then ya thats a little unclear and u cant really test it in custom battle. U should make a save game in campaign before and after applying the buff and use that unit in battle in both cases and see if theres any huge difference.
@chemicalbacon52106 жыл бұрын
@@m33tballa 1) Try not to be an asshole. It is a genuinely good question and there's no reason to shit all over them for it. 2) The Vampire Coast update made it apply to the unit sheet. Putting points into reload skill now directly impacts the unit's damage by recalculating it's damage per second.
@bensosnowski11282 жыл бұрын
I know I’m a bit late, but you can hover your mouse over the missile damage and see their reload time. Just look at the reload time before and after to see the difference
@Maesterful6 жыл бұрын
Thanks so much for the insights, could you do a separate video on all the armour piercing units including DLC? Tomb Kings Vampire Coast etc
@MaSOneTwo6 жыл бұрын
you might wanna look at the army composition screen in game for that. It's really easy mate
@enjoythestruggle6 жыл бұрын
I hope you've finally killed the myth that armour piercing gets blocked by not having armour, or that armour piercing pierces physical resistance!
@MichaelJohnson-hw2td6 жыл бұрын
Another great video. Thanks! I would love to see another video(s) where you cover the lores of magic in more detail.
@Zerkovich6 жыл бұрын
I think somebody already did those yo! I'm not much of a magic guy.
@rickysmyth2 жыл бұрын
You need to make it very clear to not use swordsmen and spears against Chaos in armoured suits during the invasion sometime. I made that mistake in my first playthrough. Metal doesn't pierce metal. Very easy mistake to make for newbies
@VaRUSak214 жыл бұрын
Nice video, as always. But I still wondering about magic attacks mechanics. Can you please make some short video about that?
@datuputi7776 жыл бұрын
What matters most is weapon reach, speed(could vaguely find out by hovering over weapon stat in game), aoe size,aoe max number hits(etc abt aoe), some other effects that sheerly differentiates a simple aoe to op aoe like cauldron aoe and finally what kind of unit is using it and against what. Then you ask about armor and the minuscule stats.
@Strash_6 жыл бұрын
sooo what about bonus vs large/infantry...Is that bonus damage? And is that bonus damage regular damage or armor piercing and garantied?
@sipofsunscorchedsarsaparil60526 жыл бұрын
This has been a pretty hot topic back in Warhammer 1, as I said in other comments I don't know if it has been changed in WH 2. One misconception was that this bonus damage is AP damage, someone did a bunch of testing, you can probably find it on the forums or on Reddit, and concluded that it isn't. If I remember right (so I hope I won't say bullshit) the bonus damage will be in the same ratio of AP and weapon damage as your AP to WP ratio. In either case, I know it also means some stat boosts if you are fighting a type of unit this bonus can apply to. This definitely includes extra melee attack.
@Guaccc6 жыл бұрын
It's bonus to weapon damage and melee attack, the bonus to weapon damage is distributed between regular and armor piercing, depending of how much the unit has of each one. So a unit with 20 regular and 10 ap with a bonus vs large of 9 would get +6 to regular and +3 to ap.
@Strash_6 жыл бұрын
@@sipofsunscorchedsarsaparil6052 Riiiiiiiight...I actually think that Zerkovich may have covered it....Or at least i think i have heard it somewhere before....Anyway thanks a lot for taking the time to explain this :)
@Thongger6 жыл бұрын
It increases melee attack and damage, with increase in damage via a ratio of the ap to non Ap
@pierre-mariecaulliez62856 жыл бұрын
@@Strash_ He explained charge bonus, and I assume bonus VS has the same mechanic... Which is great ! I always disregarded bonus vs as it didn't really bring THAT much more damage... But bonus damage AND attack ? Now THAT's a deal worth seeking !
@erikbeyke75775 жыл бұрын
You should make one of those test videos of what faction you should play as depending on what you want.
@Cheeseit994 жыл бұрын
why isn't there a bonus to unarmored or flesh piercing damage stat in game? Like hammerers shouldn't be as good against flesh as it is against armour, while greatswords are good against both. Am I alone in thinking this?
@GOLDENCHEESE344 жыл бұрын
I think it’s determined by attack speed, ap damage is usually slow and would be wasted on a Hugh health low armor unit. Some damage dealer non ap units have fast attacks or other buffs to make them better vs non armored
@user-kg8id7 ай бұрын
Please help me to understand - why some unit cards indicate "armored" and others do not, although the armor value is 70, 80 for example, the following units: Black Arc Corsairs, Foot Squires, Scourgerunner Chariots. Thank you for your help!
@BikeratBerlin6 жыл бұрын
but how compare the Base and APDamage with Melee Atack and Melee Defense ?
@Khronogi6 жыл бұрын
I believe attack and defense are how likely you are to hit and how likely you are to not be hit.
@AgentFlint6 жыл бұрын
From what I can remember every unit has a 35% chance to hit and for every point a units melee attack is over the targets melee defence the attacking unit gains 1% chance to hit to a maximum of 90%and vice versa so for every point of melee defence a unit has over an attacking units melee attack the attacking unit loses 1% chance to hit to a minimum of 10%
@Monochromatic_Spider6 жыл бұрын
Every time a model makes an attack, it also makes an attack roll. That roll is 35 + attacker's MA - defender's MD, capped between 8% and 90%. There is no opposing "defense roll". If attacker hits then he hits and we move to damage calculation. Thus you cannot say anything about how likely a unit is to hit or be hit solely from said unit's own MA and MD. You always have to also consider what it is attacking or being attacked by.
@m33tballa6 жыл бұрын
I always thought ap only negated armor rather than doing actual damage as well
@floriantopfer6365 жыл бұрын
Also thougt that. So, beside the financial benefits, why choose low Amor Piercing units in campaign at all?
@Niscimble6 жыл бұрын
Could you also do a video on how bonus vs. large/infantry works?
@Chummy86 жыл бұрын
Now that SFO is being updated this weekend, I'm about to jump back into Total Warhammer 2 and I couldn't be happier. Playing the Beastmen, in ME, again.
@Khronogi6 жыл бұрын
If you have not played the vampire coast factions, in highly recommend them. Theres a sea map that is a raised hill in the middle surrounded by a ring of shallow water. Most of the vampire coast are aquatic. The cool thing is, there is a hill where you spawn. So what I like to do is line up all my ranged units on this hill and for the ultimate firing line. By the time the enemy gets to the water they are already down to half health. Then it's a slaughter fest. Entire armies just evaporate under a thousand gun salute.
@August-cd3mj6 жыл бұрын
Just found you when looking up aid on campaigns, great work 🤠
@triggermaniac566 жыл бұрын
new content! been waiting for this
@KabatZwanyKabatem6 жыл бұрын
Another GREAT video.
@darkzeak15035 жыл бұрын
What about bonus to infantry/large? How are those factored in against armour? Also magic and elemental damages.
@zero54965 жыл бұрын
cheap armor piercing means some T3 monster infantry (relatively cheap)and some nice old handguns and dark elf missile units
@johnheaphey43075 жыл бұрын
I have a question does armor piercing missiles go through (Ignore) shields when attacked from the front
@VaRUSak214 жыл бұрын
No, shields always protect from front missiles, no matter they armor piercing or not (excluding artillery of course)
@alyssinwilliams45706 жыл бұрын
Dear Zerkovich> Do you have an explanation on how to tell what a missile units accuracy is?
@chrispeter076 жыл бұрын
Would have been helpful to take a matchup and show the math to better understand it. Also, are things like bonus vs large applied as a more piercing, non-armor piercing, or applied proportional to that units normal base vs armor piercing damage ratio?
@MaSOneTwo6 жыл бұрын
Ît'S applied proportionally. So if your unit has Base DMG of 10 and AP 5 with bonus vs large of 9, 6 of it will be regular and 3 will be ap.
@Rekovnii6 жыл бұрын
Doesn't armour have a minimum reduction of half it's value? Pretty sure base damage will never do it's full amount.
@sipofsunscorchedsarsaparil60526 жыл бұрын
So, I doN't know if they changed it in Warhammer 2, but in Warhammer 1 this is how armor worked: when weapon damage (so non-AP) comes in the game rolls between 0 and the maximum armor your unit has, and that number will be substracted from the incoming weapon damage. Reason why units like Savage orcs or big 'uns are so damn effective against armored units.
@Rekovnii6 жыл бұрын
@@sipofsunscorchedsarsaparil6052 I think it's a roll anywhere between 50% and 100% of your armor and the number that comes out of that is a % reduction of the incoming damage. So if you have 80 armour you will always get atleast 40% damage reduction.
@sipofsunscorchedsarsaparil60526 жыл бұрын
@@Rekovnii Could very well be. I'm pretty sure that's not how it worked in the first game, but if what you are saying is true, and we can trust Wikipedia, every unit has a different armor save amount.
@Thongger6 жыл бұрын
It's a percentage roll . A unit with 80 armor has a chance to roll anywhere for a 40-80% damage reduction against non ap damage
@adriltythorin67026 жыл бұрын
It will do full damage against a zero armour unit. Otherwise, you're correct.
@bertreynolds81466 жыл бұрын
How about magic on weapons versus armor and monsters versus armor? Are monsters or large units always the same when they have ap? Why would it have 500 ap when nobody has that much armor? Is poison any good against armor? Why use poison if it affects even your own troops if they're in close combat?
@Tommy98344 жыл бұрын
What good is a weapon that van pierce diamonds, if your opponent isn't wearing anyy diamonds?
@ИванБулдыгеров-ш9г5 жыл бұрын
So,talking campaign - wise,it's preferable to have a full - Armour piercing frontline (greataxe chosen over common chosen) rather than a mix of both?
@G1ingy5 жыл бұрын
So what about spell damage? What kind of damage are stuff like Fate of Bjuna, Burning Head, etc.?
@Anvilarm074 жыл бұрын
Very helpful. Thanks.
@AurioDK6 жыл бұрын
Is "bonus dmg vs infantry" also countered with armor?
@tombouric6 жыл бұрын
From what I’ve heard vs infantry/large damage has the same base/AP ratio as their unmodified damage.
@chemicalbacon52106 жыл бұрын
No, it's a seperate stack. Example: A unit is anti infantry and armour piercing (think empire greatswords). Let's say it has a weapon strength in total of 40. 10 of that may just be normal weapon damage 25 may be the armour piercing 5 may be the anti infantry So every time they hit a non infantry unit they are doing 35 dmg. 10 base and 25 AP. However when they hit an infantry unit that's an extra 5 damage from the bonus vs. infantry. A unit's stats isn't always it's actual value. Bonuses won't apply to certain units and it's why you'll see halberds/spears lose to sword and board infantry because they are doing less damage than displayed. The stat sheet is the "best case" scenario of a unit at it's current stage of battle.
@chemicalbacon52105 жыл бұрын
@@aierce wow. You managed to miss the entire point of my comment. Bravo. Attack speed is a tiny part of the chemistry of an engagement. I'm not anymore wrong than you are. Poster asked about AP and I answered it and didn't feel attack speed needed to be included.
@K3mrM6 жыл бұрын
What is "ward" ? Can you explain on that what the different between ward, physical and magic resistance??
@petrorlov25996 жыл бұрын
I believe that "ward" is resistance to any incoming dmg(both physical and magical), for example 10% ward will mean that any dmg received by a unit will be reduced by 10%. Physical res. reduces physical dmg by a set percentage, magic res. reduces magical dmg. by a set percentage. I could be wrong about this stuff though
@sipofsunscorchedsarsaparil60526 жыл бұрын
Ward save will remove it's percentage from any incoming damage, while the others (fire, missile, physical, magic) only work on their respective types of damage. Magic damage is indicated by a little blue spark next to a unit's melee attack or ammunition counter on the unit cards, while fire is shown by a little fire. If neither of them are there the damage is physical (if melee) and missile (if ranged). I do not known how these work with each other however (so if one unit has magic missiles, and the other has both or just one resistance).
@Khronogi6 жыл бұрын
Ward is the greatest thing you can have on a unit to prevent damage. 100% ward would be immunity to all damage, it would not die.
@warriorfire81036 жыл бұрын
Max total stacked cap is 95%. Ward effects everything. Physical effects all but it's bypassed by attacks with magical trait. Missile ward, all missiles. Magic protects against attacks with magical attribute. You can stack them and get pretty powerful. Magic resistance is good to have with physical since they cover each other. My favorite unit is the blessed carnosaur. It has 50% magic resistance and I stick a 25%magic resist flag on him. Make him my magic unit and lord killer. So great!
@sipofsunscorchedsarsaparil60526 жыл бұрын
One more thing, ward saves are resistance effects get lowered by fatigue.
@Susurrillo6 жыл бұрын
Great stuff!
@fauxgoose33846 жыл бұрын
Nice video, but I have one question: *How* *much* *AP* *do* *Guinea* *pigs* *have?*
@Zerkovich6 жыл бұрын
Have you seen their claws? Obviously 200+
@nicholasbowen47116 жыл бұрын
Teach me moar sempai
@Lothi666 жыл бұрын
What about magic damage? is it reduce by armor? and what about fire damage?
@kukkivindu6 жыл бұрын
Hi man. Been following your Warhammer videos. So I decided to go with the skaven in the campaign. All was well until I meet the lizardmen. And the bastard krogs gar. He had a lot of seurus warriors with shield and Spears. I used stormwermin with helebare and , sword and shield. Clan rains, with sword and shield. Warpfires throwers. ( Witch is very effective ) and some rat ogres. And some globaders. Artillery. But he kicked my ass so badly. I took him in the end. After 5 attempts..but the army was no more. What would you recommend against those lizardmen with a heavy infantry army. Love your content. Very helpful. Sorry bad English. From Norway.
@kukkivindu6 жыл бұрын
@@adamkasztankiewicz8835 thank you , I try that.
@thoryon77676 жыл бұрын
Basically the hard counter to elite chaos infantry, dwarfs in general and tank lords
@wallhackergotdammit6 жыл бұрын
Until you face a line of handgunners.
@notmareelnam75456 жыл бұрын
And lizards.
@taddad26415 жыл бұрын
oooooh that is how it works O.o. io thought armor piercing units were just good against armored units, like a defense thing. but its about causing consitent form of damage plus the normal damage.
@MisterFausto6 жыл бұрын
Great video!
@bagmuk62 жыл бұрын
Informative thanks ;)
@fayd-yt45266 жыл бұрын
forgot eternal guard. important to mention tbh. they actually beat dwarf warriors 1v1 i believe
@komkom34256 жыл бұрын
So in this context, against heavily armored dwarves or chaos, would it be Grail Knights or Questing knights? (is charge bonus Armor piercing)?
@jacket80096 жыл бұрын
Questing Knights for infantry. Grail Knights for cavalry/monsters. Questing Knights do 36 armour piercing, while Grail Knights do 15. Edit: This doesn't mean you can't ever use Grail Knights against heavily armoured infantry, though. They're a shock cavalry, so you can hammer and anvil with them.
@Aramthehead6 жыл бұрын
Charge bonus is split between AP and base with the same % of the unit damage stat. For example: you have a unit with 20 base and 10 ap. This means that 66% of damage is base and the remaining 33% is AP. Charge bonus will be split in the same fashion. Say for example that the same unit also has 60 charge bonus. Charge bonus is gonna be 40 base and 20 AP. That's why you sometimes hear people say in videos things like "that is an unarmored unit so it's gonna suffer the full might of the x knights charge", that's because units with high charge bonus such as Grail knights and blood knights usually have relatively low ap values. They are gonna do enormous damage on low armour infantry but not so much on high armoured ones. Hope this helps
@debrickashaw93876 жыл бұрын
At what value does armour make a unit become armoured?
@Monochromatic_Spider6 жыл бұрын
That bit is just flavour text. It does not really matter whether a unit card has "armoured" in it, only the actual armour value in the stat section really matters.
@bundleofhumble31196 жыл бұрын
Thank you!
@gamingdealer95146 жыл бұрын
Can you explain magical dmg? Does it work like armor piercing dmg?
@Zerkovich6 жыл бұрын
I believe magical damage just means the unit can apply their weapon damage and bypass Physical Resistances. Like Cairn Wraiths with their 75% PhyRes. Well it won't count for shit against a unit with magical damage.
@vlkafenryka6 жыл бұрын
Can you please do Weapon Strength? Really great video btw :)
@darthplagueis134 жыл бұрын
Nice to see a good video about it. A lot of people don't know how it works and some even assume that armour piercing damage is only applied to armoured enemies and thus believe that elite armour piercing units are worse against units with little to no armour.
@serenedoge99206 жыл бұрын
Or, you pull a Noctilus, and have a doom stack of Necrofex Collossi. Cuz why not, right?
@wellsusmc20026 жыл бұрын
Can you do one for magical damage too?! Cause I genuinely never knew this!
@dimitripetrenko73376 жыл бұрын
Magical damage means that it ignores physical resistance. Dawi have a resistance to it , so of a successful attack's damage, 25% of it will be negated.
@wellsusmc20026 жыл бұрын
@@dimitripetrenko7337 thanks man!
@slaanesh53795 жыл бұрын
good video man
@antoniokovac51706 жыл бұрын
2.20 except they shouldnt....armor always protects..even against supposedly AP weapons.and that is why battles dont last that long in warhammer and that is why heavy infantry is not so good.. AP should only have higher chances of passing trough armor,not be something completely unblockable. PRAISE THE ANCESTOR GODS
@Koeras166 жыл бұрын
The roll still has to pass. There is melee defense...
@thoryon77676 жыл бұрын
Its done for balance, armor wpuld be too op if it didnt have a direct counter, specially for factions like the empire that has low piercing damage
@MyViolador5 жыл бұрын
Dunno how chaos warriors arent AP, those fuckers can crush your skull with a single punch
@mrjohnson19286 жыл бұрын
executioner(tier5) vs swordmaster(tier3) darkelves needs some buffs!
@MaSOneTwo6 жыл бұрын
mate, Swordmasters are nor tier 3, they are tier 5. Only reason they are recruitable eralier than Executioners is the fact that HE don't have low cost AP units. totalwarwarhammer.gamepedia.com/Swordmasters_of_Hoeth totalwarwarhammer.gamepedia.com/Har_Ganeth_Executioners check their stats mate, you'll see the reason Swordmasters beat Executioners is higher attack (8) and defense (2) Swordmasters hit Executioners 45% of the time while Executioners only hit 35%
@dexjonesyouareaman32016 жыл бұрын
King Zerkovich.
@eldarguardian64856 жыл бұрын
Ze fewcha is grim and dark
@Pops19705 жыл бұрын
Ok, what is "ward save"?
@Pops19705 жыл бұрын
This is something that could use a video. What are all the stats (inclucing the hidden ones) and what do they mean/do?
@NewandForgiven4 жыл бұрын
Ward saves reduce all incoming damage by the % listed.
@momo-i1t3d4 жыл бұрын
Isnt the Dice Roll thingy in the background pretty unbalanced ? Imagine someone is incredebile lucky and his non AP units always do their full damage on 100armour units because of luck... doesnt sound very fair to me, but its very unlikely for that to happen i assume. But still i dont like it when there is an RNG factor in the Game. Great Video and explanation.
@fountainchristain4 жыл бұрын
It's by % actually I think not a dice roll
@momo-i1t3d4 жыл бұрын
@@fountainchristain well % chance and dice roll is pretty much the same i´d say.
@fountainchristain4 жыл бұрын
@@momo-i1t3d no it blocks a % of the damage overall is what I meant.
@platoonmexx92786 жыл бұрын
25 + 9 = / > then 13 + 31 now thats some interesting math
@Zerkovich6 жыл бұрын
Because both can potentially land 34 damage on one hit dummy.
@mike-fr2vf6 жыл бұрын
I pitted an army of swordmaster and white lions against an army of longbeards and dwarf warriors, i somehow lost. AP should have won
@Koeras166 жыл бұрын
Your High elve army was much smaller i guess ? Dwarf warriors are quite sturdy, dont rout easy. White lions and swordmaster tend to be quite glass canon. And what longbeards did you take ? with Greatweapons i guess ?
@Sherudons5 жыл бұрын
13 base damage and 31 ap. 13 13, little nod to skaven.
@zealotxwolf97146 жыл бұрын
Do you still stream on Twitch regularly?
@OuterregionTW6 жыл бұрын
he does on thursdays
@zealotxwolf97146 жыл бұрын
Ohhh, thank you pal
@dac3146 жыл бұрын
The final shots of Greatswords trying to fisticuffs with trolls is so cringe.
@dac3146 жыл бұрын
Great vid, thanks for the lessons as always!
@jimmydesouza43752 жыл бұрын
I hate the way Armor piercing works. It should just reduce the enemy's armor by X so that having armor still means something.
@Stormtrooper9906 жыл бұрын
In ze futar!
@thekingsown106 жыл бұрын
So building non armour piercing units is pointless then?
@floriantopfer6365 жыл бұрын
Got the same question. Besides some financial benefit... why should i use non AP units? I thought AP will destroy the amor. And when the amor is gone the AP attack unit will from this point on only cause damage by its non AP attack stat. I thought this is the payoff for AP units. Cause their non AP damage is quite low overall.
@TheAzorg6 жыл бұрын
I always thought armor reduces dmg by percentage value, not "a chance of blocking", thanks for clearing it
@BDNeon4 жыл бұрын
I'm surprised you didn't mention how big a role magic can play, there are lots of magic buffs and debuffs related to armor and armor piercing damage. Especially Lore of Metal.
@IAmTheStig325 жыл бұрын
7:11 0_0
@RealSeekerOfTheTruth5 жыл бұрын
Zerk I love you #nohobo
@Earadon6 жыл бұрын
*plays radious and fucks about with cheap AP units*
@Michael-hd8hx6 жыл бұрын
The 3 people who don't know how armor piercing works
@Sam501UK6 жыл бұрын
Could you explain it simply please :/
@Zerkovich6 жыл бұрын
Armour Piercing is da best.
@Koeras166 жыл бұрын
@@Zerkovich Nice summary. Yet its not. Quite often I prefer units with high weapon strengths over AP units who have their own role for specific scenarios. AP creates a certain strategic depth. In simple terms, AP bypasses "Armor". What matters with high AP units is melee attack and the enemy melee defense.