Not sure if it’d be OP, but the Kadai Destroyer should, IMO, have missile block chance similar to the Steam Tank. It’s a massive moving slab of metal, layered over metal, layered over lava, how would an arrow affect this thing? Regardless, it looks insanely metal, and should be given some loving
@christianlangdon3766Ай бұрын
Yea the kadai is straight up one of the worst units in the whole game.
@nikeaddict55Ай бұрын
Technically it's not really lava, but the Daemon that's trapped and powering it
@absolutelyyousless7605Ай бұрын
@nikeaddict55 I get that, but it takes the form of lava. Despite its demonic nature, would it be any worse against arrows than normal arrows? To add more, there should be an ability to have missile block chance, but only for missiles of either below a certain AP, or of a certain missile damage. A normal arrow would never penetrate this steel, and as such wouldn't even have the damage after the armor absorbs it, while a Jezzail would certainly do some work.
@yatharthvats4902Ай бұрын
IMO steam tank’s directional block should be reduced as well
@emultra759Ай бұрын
The K'daai Destroyer should have huge missile resist. It should be a juggernaut that only cannons and BvL melee can take on effectively.
@moesversicherungsbetАй бұрын
in tabletop the wildwood rangers get buffs when they are fighting fear/terror. I think this is the first step in making the ability better. They should also change the buff it gives in some way to make them good against a specific nieche. In the lore they are the protectors of the wildwood which contains evil spirits. I would have to take a look at the WE roster as a whole to think about a good ability which would suit them.
@borbo23Ай бұрын
Maybe they could get magic damage?
@kylemorin3945Ай бұрын
I like the idea of giving them bonus stats versus things that have fear/terror. CA likes to slap that on everything, so in certain matchups that would make them very viable without being oppressive.
@edwardsalim3111Ай бұрын
Perhaps make them have stealth? So they can sneak up and do objectives while being a decent anti-infantry option
@KhorothisАй бұрын
So they'd be the greatweapon equivalent of the Sisters of Slaughter but instead of getting buffed when losing combat, they'd get it when fighting something with Fear, possibly another buff for a Terror-causing unit. I can see that working well for WEs, since that would give them something to deal with armoured SEs that isn't a squishy ranged unit.
@viclange3826Ай бұрын
Bonus vs. causes fear/terror would be a simple way to make them a great pick vs. certain factions. I think some kind of missile resist would probably be good too, even if it's not lore friendly, because the WE lack shielded units above the basic tier.
@Greyknight1575Ай бұрын
I can't remember if it was all the way back in wh1 or if the change occurred in wh2, but Wildwood Rangers used to have anti large by default. Their niche was having AP anti-large but also animations of a great-weapons unit that meant they also did fine against infantry. This was balanced by them being squishy. Whenever CA made the change to remove their natural BvL everyone tilted their heads because they were never a problem. Never OP despite being able to deal big damage to anything in melee because they were so darn squishy. I can't believe they still haven't been reworked after bladesingers just literally took their spot in the WE roster.
@campber9908Ай бұрын
From memory it was in WH2 was when the change took place just before The Twisted and The Twilight came out. They originally had AP and AL and got further bonuses to those when fighting in forests, but when that Lord Pack came out they took a lot of the AP and all of the AL and tied it into the fighting in forest part. No idea why the decided to nerf a unit like that into complete uselessness when it has never been a problem at any point in the game’s history.
@thelunaticco9320Ай бұрын
A nice spell for wood elves that would help both define them and buff some of their weaker options would be a spell to summon a temporary forest onto the map, It would let them make the most out of their in forest buffs and would be a great way to mess with enemy large units.
@AdrianGarcia-kx8erАй бұрын
This actually sounds like a super cool idea, they could also do one for vampire coast where they turn a large area of the map into marshland so their aquatic units get a boost
@campber9908Ай бұрын
The only reason Tzeentch will sometimes use their spawn is because it is the only unit in Tzeentch’s roster to have armor sundering. All other spawn just do what other chaos/daemon faction’s unit’s do but worse. For Nurgle, I could see a niche of it being given a damage over time ability when engaged in melee.
@itchyfish2899Ай бұрын
Its also the only monstrous infantry Tzeentch has, all the other gods have multiple to choose from
@AcidicdevildogАй бұрын
For WOC I like spawn of tzeench for shield and more importantly - magic damage
@markopolo9416Ай бұрын
I have been watching every single one of your videos since Warhammer 3 launch, and i have literally never seen a black coach unit ever. Did not even know they existed lol
@KaelWWАй бұрын
Har Ganeth Executioners hands down need a buff. Unlike every other elite GW infantry, they're extremely squishy (low HP) and have no special protection against either magic or missiles. And on top of that, they trade downwards into almost all of them in melee! It'd be cool if they leaned into the glass canon design, did not give them any defensive buffs, but just gave them a larger BvI so they'd be stronger against other elite infantry in melee.
@emultra759Ай бұрын
They at least have ITP now, along with their Black Guard cousins, but yeah, they could use a HP and WS/BvI buff.
@brasswing2681Ай бұрын
Executioners downtrade because they have splash attacks, same with sword masters. If CA removed their splash like they did for hammers they would be better
@tssb7Ай бұрын
Not sure about an Hp buff that’s basically what you get for being an elf lol. But yea maybe more md and ma? Definitely need something
@SnipaWolfeАй бұрын
Chaos Spawn should have aoe or on-hit debuffs and/or melee damage reflection. It should be terrifying to fight these unbreakable, mindless killing machines. They should be almost like a monstrous tarpit like tree kin, but still super susceptible to ranged and anti large like they are now.
@b.o.b7197Ай бұрын
If you give the coatl collision it goes from derpy to awesome. Its flailing animations end up helping. That and fixing the stealth and anti-rampage ability to work together seem like a solid buff. For lizards chameleon stalkers really need a buff to get back to their wh2 days. Either detonation area of the bombs or some ability that reduced mass and speed. I would also mention the khorne soul grinder. Let me aim with the shotgun or buff just his stats.
@ace4641Ай бұрын
I really enjoyed how Sfo gave the marked chaos spawn their own niches; Slannesh spawn had stalk with dev flanker, khorne was a single entity monster, nurgle had regen and poison, and i think tzeench stayed the same. Personally would enjoy if they had something to that effect, maybe giving nurgle spawn a debuff and giving tzeench something else might be in order though.
@GrivehnАй бұрын
If Im not mistaken, Tzeentch spawn is a 24-model unit in SFO, so about double the original. (One of those surely is, and it aint Khorne since thats the single entity one)
@KralfilableАй бұрын
@@Grivehn Yup
@patrickleonard4187Ай бұрын
You deserved to call Superbowls with that voice and candor, sir. In another life.
@turinRTSАй бұрын
In another life...cheers!
@davidziegler7743Ай бұрын
Dude I couldnt agree more regarding your take on the wildwood rangers. Even though Wood Elves are one of my absolute favourite factions I always fall flat on my face trying to make these guys work especially in campaign
@drew3nАй бұрын
Black coaches feel like they would make cool mounts for necromancer heros or lords. Keep the scaling kill effects, get some utility and mass to stay alive. And in campaign, some units are kinda bad but make amazing mounts, wuzing war compass, lamassu, greenskin wyverns, etc.
@cillblinton8181Ай бұрын
id imagine they shouldnt be able to get kills from magic in that case as that would probably make it OP and screw with the identity of the unit
@RetrosicotteАй бұрын
Nah that wouldnt' make any sense. Black Coaches aren't mounts, because they're already carrying the Vampire inside it.
@williammitchell6254Ай бұрын
I would've added the hawk-riders to this list. They never get tier value back.
@M0DIDDLYАй бұрын
Wildwood rangers having bonus vs large in the woods is really cool until you remember that WH3 removed most of the woods maps, and even the ones that do only have a little bit (including the reworked maps). If some of the WE maps were way more forested they might be usable as they are, but currently they've got issues as you can't really use their ability ever K'dai Destroyers blazing body ability is such a slow wind up that it'll be dead before it gets even close to maxing out, and despite the fact that it's so big and covered in armor, it actually has 1700 less health than the toad dragon does. Red Crested Skinks, yeah, they forgot to add the "cannon" part to the glass cannon unit. If they're going to be this squishy, they should devastate armored infantry on rear charges then, but they don't have the MA to hit most defensive tanky infantry (even lower tiered ones) making them pretty redundant. Feral Carnosaur I'm not sure exactly, as whenever I've used it to kill enemy large targets, that 35 BvL tends to make it just melt them, and it's 75 speed means it's really hard to outrun. I've found it's better as almost an assassin piece rather than just a big monster to throw into combat. The issue I think with it, is that LM have so many other options it's just generally overshadowed, as you can use other dino's to kill large targets. Coatl I agree with completely, it's animations tend to just not line up against enemies. Black Coach has good passives if you can power it up it's quite useful, but having to babysit a unit for the entire match is a lot of work for something that only becomes "quite useful" isn't enough. Chaos Spawn being unbreakable is quite useful, but yeah they're a bit expensive for a "holding" piece, and most races with them have better options for comparable enough prices.
@emultra759Ай бұрын
The Black Coach is a basically a co-op only unit, assigned to the assisting commander, much like the Exalted Flamer.
@phoenixblaze5491Ай бұрын
Rot flies have to be on one of these
@thepiousskullАй бұрын
And Rot Knights, Skullcrushers & Bloodcrushers
@bluemilkalienmonster522Ай бұрын
Maybe in one of the other two upcoming videos, but not here.
@BleccoАй бұрын
Rot flies are terrible even in campaign
@simpleman3898Ай бұрын
What do you do for rot flies? Missle resistance maybe
@thepiousskullАй бұрын
@@simpleman3898 More MD, maybe a bit more HP.
@TheFGSАй бұрын
As TWW is based on Warhammer 8th ed, - the "K`daii Destroyer" used to be one of the most difficult monsters to wound. T6 , 6W and a 4+ ward (2+vs fire), and you HAD to reroll "successfull to wound rolls", unless you had magical attacks. In TWW it needs to be one of the hardest monsters to wound! . Regarding the "Pump Wagons", in 8th ed they were "Very fragile" and couldnt take much damage before they would die. However- if "lucky" they could pack a punch with their impact-hits , and with "two of their upgrades", they could either cause impact hits with "no armour saves (good vs knights) or they could have a "very long charge range" (Fast movement). So these are the two units I felt like I needed to Comment on. - And please... people.. dont start comparing TWW with "Warhammer the old world". - Its "not" based on that ruleset! Anyways thx for another great video. Kind regards :)
@Lightzy1Ай бұрын
I really appreciate the fact that wildwood rangers have a unique ability to differentiate them. It's a shit ability, but it will be a lot more interesting if they do the same with stuff like spawn. Differentiate them by giving them unique abilities.
@spookydan39Ай бұрын
Hey Turin I like the idea for these videos to shift up the meta as its pretty stagnant at the moment imo. No particular comments about your picks, I generally agree. I'd like to say, regarding this format, it would be nice to see the unit card of the unit we're looking at and maybe also their gold cost. You could also use this if you wanted to give some idea of how you would change them - but that's up to you. EDIT: This was assuming you are still making / editing these videos of course. If they're done then they're done.
@DrRipper19Ай бұрын
Destroyer: more weapon strength and physical resist Red crested: cost reduction, more bonus vs infantry Coatl: fixed attack animations, wider radius for its stealth aura, give it a snake head Pump wagons: cost reduction, acceleration, charge bonus Black coach: damage over time to any unit in melee with it Spawn: increased model count WW Rangers: Something like Worthy Foe from the dragon slayers, providing a huge buff near terror-causing units
@davidbanterford3216Ай бұрын
Literally refound this video cos I remembered Slannesh's Harvesters. WH1 terror and now a total meme.
@Ryan-kw2dpАй бұрын
Chariots need to have their tabletop Swiftstride rule implemented in Warhammer 3 Swiftstride "When charging, units entirely made of models with the Swiftstride special rule roll 3D6, discard the lowest result, and add the result to their Move value. When fleeing and pursuing, units entirely made of models with the Swiftstride special rule roll 3D6 and discard the lowest result" How I would implement this is threefold. First, chariots engage their charge animation/charge speed at a much further distance out. Second, when chariots are in melee with an enemy for a certain amount of time (say >5 seconds) their mass is doubled allowing them to disengage easier. Third, when within the presence of an enemy that is routing, the chariots receive another bonus to charge speed.
@AayrenАй бұрын
As Lizardmen/Dwarfs main I will add: - Chameleon Stalkers - they had OP ranged attack in WH2, that was completely nerfed in WH3. Somewhere in between of that power would make this unit viable. As it is now, they not worth the price. - Ark of Sotek Bastilodon - Rarely seen, they could do some interesting stuff with its ability. Then again, with so many dinos, there will be always one at the end of the line. - Troglodons - Its ranged attack stopped being significant. To easy to dodge, to slow. - Rangers (Great Weapon) - only ROR is used if anything. To low range, so easy to disturb and annihilate. I always loved idea to make them like stalkers chameleons/hobgoblins with one powerful throw and charge into enemy with a bit increased melee. But outside of this idea, they suck and need to be changed. - Grudge Throwers - probably one of the worst catapults in game. Far cry to plague catapults or TK ones.
@truekiropfan8329Ай бұрын
Weirdly, on the topic of Grudgethrowers, I feel like Thorek’s remixing of them to be antilarge and Bolt Throwers to be anti-infantry makes both units feel much more effective, almost as if the accurate, low splash Grudgethrowers should never have been anti-infantry in the first place and the low DPS, inaccurate, many-projectile Bolt Throwers should never have been antilarge.
@carstein5696Ай бұрын
I think what the black coach needs, primarily, is to be more in line with warshrines. It doesn't need to be an area buffer or anything but just. Let it track kills in its vicinity.
@riccardocorradini6713Ай бұрын
I'd add Gor Herd (shield) to the list. Dual wield got buffer and they are finally good after years,but shield one lose to basically every 430+ infantry (yeah, even orc Boys, without waaagh even) and they are supposed to be the cornerstone of you infantry line
@xyro3633Ай бұрын
These massive units should really have splash attacks to match. You watch the K'dai Destroyer fire a salvo of exploding firebombs into a huge blob of infantry, and like three men will die lol
@shiggydiggy6847Ай бұрын
K'daai destroyer needs collision attacks. And possibly some animations turned off where it stands around for ages like the fireball spew. Thing is that chorfs already have Daemon's Tongue that is cheaper and is good against all multimodel units, so even with buffs this thing is unlikely to see play. Red crested skinks have the general great weapon units issue where you are paying premium over a sword & board unit at similar tier, but you lose a lot of MD, without getting MA to hit armoured units at similar tier. Even with frenzy active these things have 36 MA which isn't enough to get past a dwarf warrior's 40MD which should be their prime target. Maybe buffing their charge bonus to 30 and MA by few points could make a difference, but this is a persistent issue for the unit type. Coatl just have animation jank. I think cathay legendary lords on their dragon forms actually share these issues, they are hard to hit but struggle to hit things themselves. Carnosaurs could probably just use 100 more WS. Not sure, but I think it's just one of the single entities whose damage stats weren't adjusted properly when the default mode went from large to ultra with switch to game 3. Pump wagons got overtuned and then nerfed to ground with those limp missile attacks given as a consolation prize. Maybe they'll be fixed in the upcoming DLC, but GS already have squiq hoppers, boar chariots and wolf chariots that are kind of all trying to fill the same role and failing at it. I frankly don't trust CA to get this unit type right. Black Coach needs it's mass buffed from 1700 to maybe around 2800-3000 and probably the kill thresholds lowered to 25-30 kills instead of 40 per rank for the passives. Spawn honestly seem pretty fine to me, they are good picks into skaven and chaos dwarves in land battles. Though I do agree that marked spawn feel overcosted except the TZ ones. Maybe a 75 cost reduction on marked ones, but honestly they don't feel too bad. Wildwood rangers need to get their tabletop passive of getting buffs when an enemy that causes fear is nearby. Something like +14 BvL on that condition feels enough to give them a niche.
@emultra759Ай бұрын
Maybe give it a mortis effect (overdone, I know) that scales with HP lost? So it spews more and more heat from its core. This would make it risky to go for a snipe if one fails to take it out completely.
@spellbound1875Ай бұрын
Collision attacks actually help with the janky fireball animation quite a bit since what counts as contact is much more generous. Collision attacks don't fix everything but they fix a lot of things. Like the Coatl and the Dragon siblings (except Yuan).
@alexterror8Ай бұрын
I made a discovery for myself recently. Black coach should be used not as a chariot but just as a miles unit mixed with zombies. In this case, the wagon quickly gains the right amount of kills and begins to destroy all living things. This strategy is very effective when playing as Gorst.
@salmonslayer14Ай бұрын
This brings me back to HeirofCarthage's CA Please videos
@emultra759Ай бұрын
How about giving all Chaos Spawn terror? They're grotesque enough that it would make sense even for a monstrous infantry unit. And then the Wyrd Spawn (which already has terror) could get some other distinguishing feature.
@AnRakshaАй бұрын
Rot flies, hell pit abominations, brood horrors, chariots, bestigors, BM spawn, prob still mournguls, beast of nurgle, KH & SL soul grinders, I could go on
@NetherPongoАй бұрын
Based on my single player experience, I think the mass of black coaches should be rechecked as well. They are pretty fragile, so maybe armor too.
@emultra759Ай бұрын
Agreed. They should get more mass so they can plow through light infantry, and the riders should be "pulsing" cleave attacks to the sides with their scythes when charging.
@KingOfMadCowsАй бұрын
Maybe they could give Tree Kin and Treeman an aura that activates the Guardians of the Wildwood buff on nearby Wildwood Rangers.
@_Slog_Ай бұрын
Giving Stalk and Vanguard Deployment to Wildwood Rangers could be interesting for some sneaky sneaky point capturing from something with alright staying power. And maybe a small buff to their melee stats, or just more health to make them more durable frontline fighters,
@Shimatzu95Ай бұрын
I feel like red crests could be made close to unbreakable. They are supposed to be the fanatic type unit so having like 70+ leadship should be fine. Also: chameleon skinks should not share unit limits with chameleon stalkers.
@AcidicdevildogАй бұрын
"Carnasaurs feel like they're from antiquity from the days of old"- so they nailed it then? It is a dinosaur after all 😂
@fendelphiАй бұрын
Wildwood Rangers are a jack-of-all-master-of-none type unit. They have a lot of health(same as Bladesingers, but cost 300 gold less) and some armour. Their offensive and defensive stats are good, with great AP and a decent charge bonus. They require less micro in terms of "active ability/stances" than some of the other Wood Elf units. They are excellent when fighting in the woods, which you can do much more in single player. If they should get a buff, I would give them Vanguard. As for Chaos Spawns, you have to remember that they are not a daemonic unit(no instability), and that they are unbreakable, so the opponent has to kill them fully. They have very high weapon strength as well. They might be slightly overcosted though.
@Grz349Ай бұрын
What about the engine of the gods? I feel like that needs a look at its beam damage and the support buffs, slightly higher wards save and perhaps a buff to spell power or a winds of magic cost decrease for spellcasters.
@hosky553Ай бұрын
I watch your videos more than play yhe game at this point. I appreciate your content brother
@LuzikArbuzik77Ай бұрын
Wasn't spawn super busted not that long ago in warhammer 3 meta when they were cheaper? I remember first domination tournaments and everybody rocking Warriors of Chaos Festus with Chaos Spawn blobs that everybody hated.
@DrachenfurieАй бұрын
Feels like all Skaven Monsters. Rat Ogres are simply low tier. You want better stats like Minotaur, Fiends or Bull Centaurs. Mutant Rat Ogre should have 16 units instead of 1 SEM. They are outclassed by Brood Horrors. Hellpit Abom needs some buffs, the newer SEM are much stronger.
@grunabona4474Ай бұрын
From a viewer perspective, I want to see rattling gunners, the shredder of lustria, and skullcannons more often in the meta builds. Not saying they are necessarily weak though but not meta units.
@alexandrejose8362Ай бұрын
I wish Wildwood Rangers received something like their tabletop incarnation, where they get attack and wounding bonus when fighting something that causes terror or fear.
@timbeech2056Ай бұрын
Giving the black coach a bound summon dire wolves and a bound flock of doom seems fitting. It's still a shitty chariot with low damage though. Chariots game-wide need a review.
@lordbaconbane6145Ай бұрын
Also, I think the Toad Dragon needs a healthy mention. It should be more expensive but be like a Dread Saurian level of strong.
@olafthemoose9413Ай бұрын
I would love red crested skinks to become more expensive (at the 650 price point maybe) but get stat buffs. Also kinda funny how all these units are also more or less bad in campaign too. Which is good ig cause as a 50/50 campaign and MP player I also would love some of these units to become better in campaign.
@eumaiesАй бұрын
Good start to the list, but I disagree on Chaos spawn. They have a niche as unbreakables and people are just out of practice using them since they used to cost too much. The same spawn at 50g cheaper at WH 3 launch were seen as OP on all the chaos rosters.
@fidelcashflow4940Ай бұрын
Engine of the gods still needs to do more damage imo, Rot fly/ plague drones too since they are supposed to be a cornerstone unit, but you really only ever see the RoR for lord sniping, the Toad Dragon needs more utility and should absolutely annihilate infranty Dread Saurian style, and it just doesnt. Jade and Jet lions as well the Moon Bird for cathay could use some touches as well, the Celestial lion I think has a niche but could maybe do with minor cost reductions
@AnarkopsykotikАй бұрын
I actually made a mod to make the destroyer viable. It gives it a mortis engine effect that activate at 75%HP, and get stronger the more the kdaai take damage, starting at 0 and ending at 16dmg per second to 10 entities (so 160 dmg/s for most most units really) when it has taken 10.000 dmg. Synergize well with the reforge ability too, and makes it actually able to do some damage without needing to rework its animation.
@TalosLordOfNightАй бұрын
God the black coach. I almost forgot that thing even existed
@Calm_Idea_EdАй бұрын
Chariots should have a unique ability that allows them to chain 3 charges into the 3 different units. Sorted.
@jozefkeresturi2139Ай бұрын
9:02 I think they are designed for campaign where WElves have a decent number of forest maps.
@SpookSkellingtonАй бұрын
I can't even tell if Necropolis knights are good or not because you never see them. Which probably means they're not good.
@jansteinhaus5821Ай бұрын
Buffs to the damage and speed of KoS would be nice. It has been consistently bad since the beginning of WH3, has received a total cost-drop of 400 gold, gained bound spells, received both an armour and leadership buff and is still bad.
@lordbaconbane6145Ай бұрын
Thanks as always for the lovely content!
@julianleverton7045Ай бұрын
Holding crossed fingers for Grudge Throwers ,Tomb Scorpions and Jet/Jade Lions. Throwers and Scorpions were two of my favourite units back when I first got into Warhammer Fantasy and it sucks to never see them. And the Lions are just too beautiful for how bad they are. I'd also like it if some units with better ROR versions got buffed so that it isn't an auto take of the ROR, which IMO should be more specialized variations for certain situations, not just a straight upgrade.
@DraconasАй бұрын
Elite infantry in general need high magic resistance to stop them from being useless
@KhorothisАй бұрын
I think if CA had a patch where they fixed all the unit animation jank in the game it would be on par with a major balance update.
@136itiАй бұрын
Spawn have horrible animations too. They charge in and then stand there attacking which gets the killed very fast. Minotaurs move around a lot which disrupts their target making them last longer.
@NeonNoodleNexusАй бұрын
I was playing campaign a few weeks back and even there I can't understand why I would recruit Chaos Spawns, they stuck out like a sore thumb on the recruitment page. I just couldn't justify getting some over something like Forsaken or Trolls.
@stratgame117Ай бұрын
Norscan BERSERKERS. Absolutely badass unit that gets zero use. Should be ~40 speed.
@shetlandapache949Ай бұрын
I honestly feel very differently about a lot of this. I really wish all single entities were brought down to the same level as the ones you show here rather than the other way around. They already dont bleed models, almost always have fear and terror and rerely have hitboxes that feel reasonable, all while having huge health pools. I really feel like they need less offensive impact or all need to be more fragile. Same with lords and heroes, but i know im in the minority in this. Still just way less dynamic and interesting to have sems that cant be held down and also have ridiculous defensive stats. Especially since they do full damage until they die. I feel like the wood elf dragon is about the limit of how tanky an sem should be as they can be devastating but have clear weaknesses. Things like the tomb kitty have been op since tk release imo. Anything that is mobile, can run through a unit and causes fear and terror, while being able to push cav aside really diminishes the tactics of this game.
@TehGnomehАй бұрын
Give all Dawi infantry Unbreakable, Stalk, and Strider. That's fair.
@CasualFriedEggEnjoyerАй бұрын
Mother of god, they’re already so strong
@emultra759Ай бұрын
Don't forget ITP and Horrible Regeneration (regen + model rezzing)
@zsdmrtzmrdeАй бұрын
Are you trying to get out of the book or something?
@adeptusjoker7176Ай бұрын
Yeah! Love these videos, Turin!
@ReaperOfSaltyTearsАй бұрын
Same deal as the Red Crested Skinks - Death Runners. Even with an ideal target it they feel as flimsy as a wet paper bag.
@EzrealLuxАй бұрын
i like those kind of videos. keep em coming !
@liamcullen3035Ай бұрын
I agree with all of these - *especially* the Wildwood Rangers. For spawn, I’d definitely just make them cheaper. It suits their position in the lore as failed aspirants; they should be throw-away beatstick meatshields.
@yourebarmyАй бұрын
So many options to focus... pump wagons, GS one of the most paid attention to factions. You get what desire
@sebastiantirado3675Ай бұрын
For the Wildwood rangers, I think it would be cool if they had a long lasting buff that lasts when they leave a forest area. So, you use vanguard deployment to start them in the woods, then have them leave it and keep the buff for the next few minutes Something like enhanced weapon damage values and physical resistance, or a speed/charge buff
@emultra759Ай бұрын
Maybe make them a bit like a defensive version of Witch Elves, with a damage mitigation buff instead of Witch Brew? This would make them a less destructive but safer unit than Bladesingers. If they get Melkoth'd/Burning Head'd or cavalry charged, you could pop the buff and weather some of the storm.
@sammor9Ай бұрын
I think bloated corpses should not do friendly fire, also great unclean one should get a mortis engine.
@Enterprise4LifeАй бұрын
I agree with the red crested skinks cuz they... sadly lose to clanrats or atleast barely win against em. Coatls tho are more for large flying entities than infantry, the carnosuar i dont even use tbh. Chaos spawns honestly never used and only time ive ever used em is in kholek campaign just as a filler for dragon orgre stack
@madwookie9844Ай бұрын
The Coatl I think needs a complete overhaul. In terms of model appearance it looks like a Tzeentch demon, that could be as simple as a color palette change or changing the model itself to be more snake like, it just looks very off to me to be among the lizardmen with the way it looks. For animations I think it needs actual ground animations, make it actually slither and strike a serpent instead of the weird ground hover it does. Im sure they could come up with some really cool animations for it, they could probably even borrow some Necropolis Knights and Sepulchral Stalker unit animations for it. All in all, the Coatl needs some big changes.
@karatekan2182Ай бұрын
For Wildwood Rangers, I would give them stalk.
@nemlas85Ай бұрын
what to change: charge animations without doing damage should be fixed. this would make all cavalry and chariots fully relevant, they may even need nerfs on the side to keep them in balance.
@richardreviewstvАй бұрын
When the legion of asgorn dropped the kaddi was broken for about a year it was an auto pick everyone took a hero that cost 1/3 the points at most and tied it up as a counter. It was busted sad panda looks like it went right to the busted pile missing the 12 months of being good
@twanhoekman4726Ай бұрын
Man spawn used to be great back in the day. I'd run forsaken+spawn against empire and skaven to quickly shatter the frontline and then run down the backline back in warhammer 2
@gplr1882Ай бұрын
IDK how orc boar boys worked in tabletop, but i find it strange how they have lower charge bonus than most cav units. Boars have basically evolved to run shit down, i would've guessed they should have a nasty charge bonus aswell.
@rubz1390Ай бұрын
Lol Coatl hasn't even been fixed since it was introduced in Wh2
@ATeyken24 күн бұрын
I would add more uniqueness, like rangers could be invisible with an alpha strike or maybe a big damagebuff for one minute after being in forest. Chaos spawn could replenish their models by harming allied chaff infantry. Pump wagons could be really crappy but then give allied units morale buff when they break, as the other greenskins laugh at the stupid little snotlings. If everything is just a numbers game, balancing a lot of units becomes very difficult. Make comparing units difficult by giving weird abilities to each, making everything more conditional.
@optimuspine4288Ай бұрын
I agree with all of these picks so far. I think that for a better comparison it would be quite helpful to put ut the stat card of the unit you're currently talking about, so that we can better compare the different armor / MA / MD / WS values across the board.
@pjadtron9415Ай бұрын
Beast of Nurgle has to be on this list, thing is a joke 😂
@zsdmrtzmrdeАй бұрын
Do zoats need some love? I feel like i never see them and they are my favourite unit in terms of looks
@turinRTSАй бұрын
They are ok!
@decay79Ай бұрын
The way the black coach works... It don't... Oh and Wulfrik the "Hero hunter".. Good joke..
@joshuagardner3789Ай бұрын
CA chaos dwarfs need not only a touch up for the destroyer but give them as well the siege giants they need it!
@sebastiantirado3675Ай бұрын
I think Spawn should just get that one Red crested skink ROR ability to become immune to death temporarily
@-TriumphАй бұрын
Wild wood rangers could just have armor 1 armored unit for the WE infantry would be nice imo
@quentincroft6172Ай бұрын
I think that the overpowered units are far, far more important. Games can benefit from having obviously underpowered options: it gives less tactically astute players [like me] the chance to experience some tactical insight. Campaign needs underpowered options so that there is something to work towards (i.e. the better options) and as a convenient tool to balance AI difficulty. Those underpowered options can be campaign exclusive, but why not open them up for multiplayer just in case someone finds a use for them? And err on the side of caution if setting a multiplayer cost that's different from the too-high campaign cost. There simply aren't hundreds of unique battlefield roles for the hundreds of different units out there. Some units will be mostly redundant, and units that do the same thing in different factions might not be the same price; one faction might have to pay more for that battlefield role, making that unit 'overcosted' compared to a rival. The K'Dai Destroyer is disappointing in campaign too. It costs a lot to unlock and support, and for that price you're always better off with more other units, especially as Chaos Dwarfs don't have supply lines penalties so there's no pressure to maximise unit quality and keep your forces small.
@evanjones1105Ай бұрын
Warrior priests of SIGMAR!!!
@SpaceDino232Ай бұрын
I’m looking forward to that promised LM rework.
@EjayDjay98Ай бұрын
for wildwood rangers they should gain stalk and their ability guardian of the wildwood should give them a bonus vs units with terror
@stargatesg-120Ай бұрын
I love this game. Have been playing by myself forever. Anyone have a discord where I could do multiplayer campaigns?
@trogdor221Ай бұрын
Might be a hot take but i always felt wild wood rangers and dryads should swap. lower the rangers stats and make them like a slightly more killy but less tanky eternal guard, and up armor and up stat the dryads and turn them into like a heavy infantry.
@HidacalАй бұрын
Pump wagons are fine, the GS roster is just so massive that it has tons of redundancy. The real issue on them is the big monsters that are extremely low value and almost never see play beyond memes. The rogue idol and especially the arachnoid are some of the coolest units, but bringing them is almost trolling. And monsters in general have a big issue of skirmish cav being so popular, powerful and very hard to counter as effectively as tons of other units can be countered.
@marcel-q1mАй бұрын
I just wanna say i love your content and been here pretty much since early warhammer 1. But i have to bring this one up: Can you do something about the popping your mic occasionally does when you get louder or sharply exhale? It ranges from a slight bother to actually so loud it startles me sometimes. I hope this does not come over as rude or anything since i really do appreciate you and your channel.
@buggyenvironment8 күн бұрын
How impactful does it feel that all units in this video were updated?
@kirillrivkin4842Ай бұрын
Please mention Carrion- its the only flying unit for the faction, and its absolutely dreadful. Thanks for the great video.
@turinRTSАй бұрын
They are on part 3!
@kirillrivkin4842Ай бұрын
@turinRTS very much looking forward to part 2 and 3
@ArseguardianАй бұрын
@@turinRTS part 2.
@keropnw3425Ай бұрын
Kholek, dragon ogre shaggoths and dragon ogres all deserve big buffs.