@@pjadtron9415 They over nerfed them sadly:( They look so damn amazing and from a game perspective, they are really nice and fitting unit into the Ogre roster. Just, not quite worth it atm. (Unless you are Skragg in campaign, that can still feel nice).
Personally I think the dead lord penalty should kick in if they shatter too, slow foot lords can delay it by running slowly toward the edge while in theory their units should be discouraged to see their boss running completely out of it.
Damn, that Night Gobbo boss shoulda died multiple times over, he was just being pushed around by those sabretusks for 2 minutes. And then he even managed to recover his leadership.
14:25 The Goblin Warboss thought that he could pull the game back by getting the Slaughtermaster high as a kite. He forgot about the fact that people get the munchies when they smoke green.
At first I read "Lead Belchers" like a job title, the equivalent of Lead Programmer or something. These guys have been belching for years and gotten promoted.
Nice game, but CA should really look into the unit interaction when units chase down routing lords. Seeing that sabretusk pack just following around the Night Gobbo was just painful
I always love these types of battles and which it's just a generic lord against another generic lord especially if it's green skins, beastmen, or ogres in which I could just say that this is just a spontaneous fight of two armies that I think would be really funny if you just walking in the woods and then you just come up to this.
*Disclaimer: At many point Turin calls the ogre units by their "alternative name". Due to a copywrite issue ogre bulls are actually ork bulls, leadbelchers will be interchangeably called big'uns, and the list goes on... This was not only intentional as requested by the Turin legal department but also calculated. Well done sir o7
Nice to see Ogres on the battlefield and how they are finally fair and balanced. I have a big unit of Ogre Ironguts in my 8th edition miniatures army. They are surprisingly fragile with only heavy armour and strikes last with great weapons. But a little Ogre magic like extra toughness or regen can certainly help.
Those lead belchers causing so much damage to so many units that quickly would just be super demoralizing at the start of the fight. Especially as Greenskins.
The resources are accumulated through time passing. Those resources you can spend to summon the units that you have determined were in your reserves during the army creation phase. Each unit costs a certain amount. And a dead, fled, or unsummoned unit goes back into the pool of reserves.
I've noticed that rampage ranged units will still fire in my current Slaanesh campaign as well. Does anyone know if this was in the game before the rampage rework? I wonder if it was a stealth update
Rampage was changed so that if they are not close enough to a unit when rampaged they will kinda do their own thing. Melee units just sorta walk in circles. I guess ranged units will just default to their fire at will state at anything in range if units aren't close enough for them to choose melee.
@@cinder8926 I think it specifically said if a unit "wasn't in range" it would run in circles, so maybe for missile units that is multiple ranges. I.e. the normal melee range for rampage and then their own missile range
i only play this game single player but i have watched a metric fuckton of replays by turin. it seems like players always just stop attacking units that are fleeing but not broken, even though they always come back. why is that? the units always end up biting them in the ass... like every time.
If they break a unit, but not shatter it, it's about if having your unit chase it off the map is worth it. That unit could be better off fighting something that hasn't broken yet. Then you need to be aware of enemy units rallying. Yes, it may come and bite you in the ass, but that's a part of the macro game. Gotta be aware of that and try and use your units efficiently