Great game to my awesome opponent Martinius. His build was super unique and played really well into DoC's weaknesses. Cutting off the air game with so many doomknights was unexpected and I still am scratching my head trying to figure out a build to counter it. GGs. Thanks for the cast
Definitely more screamers, so many large targets for them to feast on, also it kinda came down to luck since your opponent got 3/3 bjunas, very well played though!
Really great build from WoC, unique! No furries, no spam healing or Valkia + 10 marauders, such a cool game to watch seeing all these units working together
0:35 Turin I've had this pet peeve for ever with this channel lmao, please know that mortis engine damage caps out at very low model counts and a 16 man unit will take basically 100% damage from a mortis engine. Mortis engines only start to fall off at REALLY low model counts, like below 10. Given that aspiring champion models take a long ass time to die, the unit will take almost full damage the whole time. Same with ogres and stuff.
I think the idea is, mortis applied to 16 dudes, is always going to be less dmg output than mortis applied to 120 dudes. What do you mean "caps out at very low model counts?" I can't be bothered to figure out half the background mechanics of this game.
@@fiveforbiting Mortis engine effects roll a dice for each model and have a set chance (usually 50%) to damage each of them. BUT the effect caps out at (usually) 4 models. So, past a certain amount of models, you have a really big chance to damage the max 4 models per tick and deal max damage. The chance is 99% for a 16 man unit. So a typical mortis engine will deal 99% of it's damage output to an aspiring champion unit until models start to die in numbers.
@@fiveforbiting Because it doesn't apply to 120 dudes. It has a limit of how many models it can effect at once and only hits a fraction of those 120 dudes. This limit is also not a % of a unit's size, it's an actual static limit. So it's still effective against units with low model counts. Now you could argue effectiveness because lower model count units have higher HP and thus take longer to die but if we're talking about absolute damage being dealt a mortis engine is still effective against small units or big units.
@@williampounds5191 Learn something new every day. I suppose it doesn't hurt their combat potential quite as much since the models will take forever to die from mortis. Those kinds of abilities are the next thing they could rework the ui for since we already got the really good missile damage and hp ui changes.
@@user-sd9dk5ir7v The fact that it doesn't affect their combat capability is why they're considered to be much worse against low model count units. Like yeah I could stick an unclean one into a a group of treekin or aspiring champions, but it doesn't affect their killiness or cap weight. Instead, I could have put him against 2 marauder units and eroded their cap weight by half by the time I kill one model on a monstrous infantry unit.
Nice to see the game casted! It was actually 3x bjuna lol. I do think the fiends are a bit too strong now and many agree with me, but thats a discussion for another time. GG!
Love to see Archaeon do really well. I've always thought he should be a lot stronger, but also way more expensive. I mean, he's the big bad of this time period!
Hi Turin! I've been enjoying a lot of your videos recently and just saw the one announcing the tabletop channel. Sounds super exciting, but I can't find any battle report after ? Was it delayed ? In any case, thanks for all the great content!
I think a big and good change would be if Capture weight would be measured after the cost of the unit has higher the cost you get better Cw. Would do you think Turin?
The fight at 3:00 looked weird to me. It seems like it shouldn't have gone nearly that badly for the Daemons. I don't think the Burning Head did that much (maybe to the Nurglings, but that's it), and the Fiends looked like they got a rear charge on the Doom Knights, but they barely got through the barrier. Am I missing something?
It seems like the fiends got weirdly stuck on one doom knight model and that was enough time for the second unit to just completely stop them by counter charging from the sky so maybe the fiends didn't really get their charge bonus off? Also think they just got whooped because the daemonic instability combined with the rear charge just wrecked those units cause of the -8 Leadership and a CK rear charge.
I'm really irritated. For years your videos showed up at the top of my feed as soon as they were released. Now, NOTHING. Your channel is probably the only one I've watched consistently for years. Idk what you did to piss off the algorithm, but I thought I'd let you know you might be getting hidden by YT.