That game was brutal, just a lot of leadership bombs on low leadership units. So many times the rats gave up just before finishing a charge, but I appreciate the Vermintide playstyle. Maybe a large coordinated charge against a flank could've pushed through the ranged offensive rather than a few units at a time.
That's one nice thing about a faction that has fallen out of favor. Sure they're probably a little undertuned compared to the more meta races, but you can really surprise an opponent if you bring them out in a decent match up. Plus getting practice on the 'bad' factions is always good for when they inevitably get buffed and return to the main stage.
@@babylonastronaut Makes me wonder what would happen if they were reverted back to how they were on their launch before any nerfs. There are a lot of really powerful factions and units in the game now so really stand out examples. Would fully unnerfed VC really feel all that strong any more.
@cinder8926 deck droppers might become OP again, but would that really be too oppressive? Idk, but off the top of my head that's a unit that was nerfed beyond being useful.
I think upgrading VCoast's zombies from 23 speed to 28 would be fair, they have no skeletons like VCounts and fluffwise their zombies are in a lot better shape, mostly mentally, than VCounts zombies. I think that change on its own would help a lot. Skaven need cheaper Lords and Heroes, mostly because none of them can perform on the level of a serious counterpart. Just compare Snikch to Markus (both are character-snipers), Queek to Sigvald (both are duelist foot Lords), or Skrolk to any spellcaster Lord, really, and you'll see why Ikit is the go-to choice because at least he has a solid lore of magic and plenty of WoM and he can help deal with infantry in melee. I'd even go as far as suggesting that Skaven get an additional Hero slot. These two changes combined could also help with the leadership issue, with cheaper and 1 more potential Encourage effects on the map.
I think Vampire Coast would be a solid faction if their units could move fast enough to actually get on points and dodge spells. Watching their infantry get obliterated by fire spells while the player can't do anything to save them is always so brutal.
A favourite faction of mine, and many other players. Yeah, it could be decent, but needs, as you say, some more speed with its general troops, and also a few more types of unit that last in close combat that are not so expensive. If you play against dwarves, they simply outlast you, it is a huge race against time for Coast, which usually fails unfortunately. Bring back the ethereal knights, maybe have some ethereal knight mounts, or ethereal sea serpent mounts, or a cracken mount that slows advances over a wide radius. Luthor Haarkon's mount is a bit too expensive considering the current army capabilities :P
I mean true Vermantide swarm love the strat but could be better done against factions like Chaos. Run in have rats stabbing from every which way scare the enemy into fleeing. Destroy the enemy through leadership. Super good idea of just making chaff eat the ammo of Vampire Coast. Just needed that backline firepower. Jezails and Warpstone Cannons would have been soooo money here. Still good match great plays by Direfin very good game.
In the last patch Vampire Coast had a record 0 wins and 10 losses against tzeentch on total tavern. In this new patch VC has jumped up to a 50% win rate vs tzeentch but idk if that is exactly something worth betting on staying the same lol
Armor doesn't increase damage reduction linearly after 100 armor. Since every "armor roll" above 100% is essentially 100% damage reduction, every armor point beyond 100 is worth less and less (because you get higher chances of reducing non-AP damage by 100%). At 150 armor, you've got a 66.7% chance of reducing damage by 100%, and a 33.3% chance of reducing damage by 75-99.99% (which averages to 87.5%). This means the real % of reduction is (0.667*100) + (0.33*87.5)=95.82%. And *then* you've got to consider that Cylostra on a crab still has 10% physical resistance. The end result is that she reduces non-AP damage by *96.2%* on average, and non-magical AP damage by 10%. So yeah, she's not feeling those shuriken.
Yeah, lots of furies absolutely detroy vampire guns fairly quickly. Interestingly, the gallows giant roasts furies very nicely... so maybe there is a strat there somehow, perhaps against less shooty enemy factions.
VC defending their back shooters with next to no investment is masterful. Surprised Ikit wasn't sent back there to disrupt. Although I don't think the Skaven would ever have won this match.
would be so perfect if there was a large boon off skaven once you lost like 70% off your skaven troops; number wise; making them just keep comming. honestly in this format and in campaign one could balance expendable with the trait that once they flee at lower than 50% they flee fully but come back full regiment after x time, dependent on their dmg; like free regenning unit when off the map; could allow them to come in with tunnels xD super skaven like; to balance it out could give their weapon teams and strong units, the true skaven trait off exploding violently often and backstapping your fellow skavens, or leaving them before they should XD
The skaven army comp really did not seem to be efficient for this map when you have such great lanes of fire. They have good range options but didn't really use them
Noticed a game bug - unless anyone can explain 8.40 a gunner mob just walks through a unit of Eshin triads without taking any damage and seemingly without hindrance ... Excuse me please sirs just passing through... noticed recently that units are less autonomous and wont engage units next to them without a specific orders, shame as its more realistic and fun if the units somewhat have a brain but CA aint about that, micro fest is the aim of the game.
Damn shame that you are punished if you play Skaven like Skaven and are forced to play them like ratty little Dwarfs instead. The game really needs a general nerf on shooting, magic and psychology. Land battles are near unwatchable thanks to how anti-climactic they tend to be with frontlines dissolving after seconds.
I mean... weapons teams and artillery are just as core to the skaven identity as anything. Hardly "ratty little dwarfs." Not really sure what you're getting at. Or if you really understand the faction identity.