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I think the idea was to have a fairly mobile AP unit that can also contest point. VCoast does not have a lot of options in that regard. It just so happens that Slaanesh is a pretty bad matchup for Syreens.
Do you think that is more due to the faster glass cannon units being bad or the amount of micro required to make them work being so high that the vast majority of players (myself included) can’t pull it off effectively?
They nerfed the hell out of the hellstrider that were meant to be the flanker thanks to turin. And heart seeker and generaly demon units suck ass they die so easily
No chaos faction is "supposed" to be glass cannon flankers if it includes mortals. There is no such thing as a glass cannon warrior/chosen of chaos. It's a shame the playstyle isn't as viable. But it's just a playstyle flavor, they're only "supposed" to be whatever units they have available to them and that includes tanky elite infantry.
Mourngul Haunters are awesome in campaign too. A unit that people write off for coast is the normal Depth Guard. Those twin axe swinging lesser vampires in armor. Oddly, I don't use them to fight infantry. I use them to goon foot heroes. The DPS they pour on if you let them catch a foot hero or even a food lord is just obscene.
Personally, I think part of the issue with VCoast is that for a low leadership and fairly slow faction, they have no cheap infantry. Their Zombie mobs might be somewhere between the Count's Zombies and Skeletons in terms of combat performance, but their primary role is still just being fodder, and often crumble very early, opening up holes. This in turn makes it harder to use your gun powder units effectively(which also are kind of expensive when you consider their performance). Similarly, the Depth Guard are still overpriced for their role and performance. It is not that their stats are bad(although speed 40+ would be nice). There are just too few of them when compared to similar units, which makes them very vulnerable. If CA dont want to increase their numbers(which I understand. They are supposed to be vampires afterall), then at least reduce the cost to around 1000.
You actually didn't do a mistake regarding the bats Turin! The Salt Lord Scuttlers have this annoying bug/strange behaviour where they will immediately go into melee once their ammo runs out. You always gonna babysit them in campaign to avoid losing a great RoR for 10 turns.
Your biggest mistake this game (appart from actually including ethereal units since the nerfs) was the scuttlers. they are AMAZING against armour. Like delete chosen. Yet every time u used them it was against marauders or horsemen (and obviously suiciding them doesnt help lol) Keep up the great content!
One thought I've had on putting Slaanesh chaos warriors more in line with all the other factions is taking away their poison, or only keeping it on chosen. Would also make Nurgle warriors more unique.
I think Slannesh's Balance problem is more their Demons arn't strong enough and their mortal infantry might be too stong on the offence. As Slannesh wants to Hammer and Anvil but with the state of the Demons the Mortal Warriors are taking centre stage. TLDR: Buff Slanneshi demons.
Mourngul Haunters were never underrated in my heart! Ever since I saw their performance in Warhammer 2 battles I was always impressed by them. Great game to both of you!! 🙂
Undead capture weight felt really off again in this game, you can have 4 times the army value of your opponent on a point and still lose out on capture weight. I've also seen it happen quite a lot in Vampire Counts replays. They are by no means my favorite faction, but stuff like that just feels unbalanced. A really good game by both players anyway, the strength of the Floppy Arms blew my mind!
I think the DG would do well, botht the halberd and dual axe variant. The dual axe version is made for cutting up marauders and the polearm one can destroy the cavarly and I think they are cost effective against CW Hellscourges. Sure they can get punished by shadow magic, but thats true for every infantry unit.
maybe stacking a unit of mournguls on top of some basic zombie mobs is a way to deal with the hellscourges. Mournguls have the bonus VS infantry to get past that melee defense with the AP to crack their armor. Animated hulks have a pretty pathetic melee attack stat that bring to almost minimum hit chance.
I've thought Haunters have been super underrated for a while. This especially true in a meta where people are spamming durably foot characters and finding +vs infantry is so useful. I do think against the current Slaanesh meta of spamming chaos warriors it might be worth bringing out queen bess after a few minutes.
Also I wonder if just bringing some big monsters is worth it considering slaanesh isn't bringing monster kills of their own. Double Levi Crabs for instance. Nothing in his army could have killed them.
So let me get this straight, currently: Khorne, the infantry faction, has poor overpriced infantry and relies on minotaurs and hounds instead. Tzeentch, the magic and misile based faction with an emphasis on dynamism has to rely solely on melee with 50% of their roster being unusable. Slaanesh, the speedbased, flanking faction rewarding decisionmaking barely makes use of its cavalry and chariots and has to play like a bootleg Nurgle army. If this doesn't prove these factions have major design problems, I don't know what will.
The meta is shifting all the time. Not long ago underpriced slanesh cav was the way to go. The flavor is fine. The description you gave newertheless is quite funny.
The Haunters were rad this game, big props to them. Still, its discouraging to see the outcome of the battle considering Slaneesh didnt even bring the lore passive :/
Flyers might be pretty good pick, Slanesh didn’t seems to counter them properly Maybe one or two Long rifle flyers in the back of the units, boucing from point 1 to point 2 and if he summon horseman to deal whit it you can send the dogos to deal whit them Mongouls hunters very good tech ! I don’t know about the hulk tho, yeah there are pretty fast, cheap armor percing monsters but their stats are soo bad, they hardly hit anything in a prolong engagement, i think i prefer the crabos they hold better
Why not bring mournghouls? They jave all the benefits of the haunters. I would think they would be a great answer to chaps warriors. Mix them in with zombies, cut the bombers.
I usually bring 1-2 heroes that can fight in most of my games depending on my lord. Good to throw on objectives to infantry grind, protect my lord, or go hunt theirs.
If they can catch a good target, probably. But Slaanesh units tend to be quite fast. Bloated Corpses can be intercepted by lone characters or focused down by Marauder Horsemen(which they do tend to bring).
@@fendelphithought they would be good late game addition when there were many clumps of armies and Turin had no magic left. But like you said they might be too slow to get into right position.
they have tons of mobility and also 0 large targets. I do actually like a single motar partially because its good against the warrior blobs, but more because its a distraction. Its cheap and opponents often waste summons trying to kill it meaning less pressure on the point and often suicide more expensive units taking it down.
with coast? yeah, what do you use against them? you have only slow hulks as roadblock or slow halberds, dogs use instantly against them... you either shoot them with massive gun line (so you probably dont go canons) or they swarm your canons
I feel like CA really failed with Slaanesh. They were broken OP on release and now they’re known for slow armored grind. Big miss from their lore identity.