Come to think of it it's kinda interesting how little interaction lizardmen and beastment have in the lore of warhammer given they are the mortal embodiments of order and chaos respectively.
would like to see a setup where there was enough time that unsummoning units to let them regain full hp was needed; so cycling units summoning and unsummoning was in use more ^^ would also give a tiny boost to skaven/horde types which units naturally runs away early ^^
Pl0000x more dawi, more empire, more 2v2 with dawi and empire, better yet, faction tournaments with dawi and empire kicking ass, more glorious dawi and empire artillery too!
@@liamcullen3035 Yeah, that was honestly a pleasant surprise and exception. Nobody seems to use lizardmen legendary lords except the great Mazda these days. Always just some kind of slann. At least from what I've seen.
How do Tzaangors fit into the Beastmen and Tzeentch rosters? Do they have their own niche or are they just a better tier 1 unit compared to normal Gors and Marauders?
@@tomatoesofdoomtbf they're still significantly better than regular gors with good armour. Previously they were just obscenely good for their price point.
@@callumcochrane7759 they're basically gor shields with ~15% more damage resist (including missles) and barrier now. They're definitely usable still but a bit overpriced for what they are. A tier 1 unit trash mob that folds instantly basically
Sieges are straight up awful to play in campaign and nothing makes them any more enjoyable in multiplayer. Chokepoint maps, respawning infinite ammo towers and walls that aren't worth defending for the settlement owner. Personally I've used mods to remove sieges in both Total Warhammer 2 and 3, otherwise campaigns feel like a chore.
It is OK to play the occasional one in campaign. With walls a well-played garrison can hold off an attacking AI army. But they can become tiresome.@@Beenit869