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Agreed! The return of player names in the end screen would also be great. I wonder if they removed them on purpose? Or if they just haven’t built it into WH3’s multiplayer yet?
Empire also weak to passive fellbats just hanging out in the empire spawn to pray on artillery, and if you summon some shooting unit, they just fly back, nobody gonna keep a defensive unit around just to screen fellbats!
Only tested it a little bit, but empire captain on a pegasus could be a counter. He's gonna be around 1k gold, but just having one to chase should be fine. Doesn't kill them very quickly though, and if they pull out a falling lord or vargheists you better run him back fast.
@@mcmarkmarkson7115 Yea, not really optimal but it is a way to prevent them from camping your spawns. If nothing else, it forces your opponent to spend 1k themself on vargheists, or pull their lord to fight him.
@@kraftlawrence5465 But still a strategic loss as you summon a rather weak hero on an expensive flying mount to just hunt fellbats :-) As I think VC will just ignore a flying captain that has 0 capture weight and does next to no dmg against anything ^^, heck I think two fellbats might kill him! That's the plan to get a response like that, and if you don't respond, even better than that's a lost artillery unit!
I don't understand why we don't see more heroes for some factions considering it's now more important to hold points than to kill stuff. Benediction on Warrior priests provides a constant +8 to morale, and his encourage is another +3, so a priest alone would give you 11 extra morale, add an empire captain in with hold on the line and your entire army now has +16 morale and +5 melee defense. This seems like a no brainer, so why aren't people taking any of these heroes that buff?
Enticity talks exactly about this in the tier list video. How this is basically the only strategy for HE (alarielle/2 nobles) and Bret (fay/2 heroes). Super pumped for IE to drop to try it out
Unless heroes gave a capture weight bonus to surrounding units, it probably wouldn’t be worth it. Look at this battle, it isn’t like the Grave Guard were about to run away or even lose, but there was so much extra infantry on the Skaven side they got victory points faster than the Grave Guard could kill them.
He is an invincible killing machine, only held back by being a foot lord, but now the game mode requires the enemy to come to him. I think for now the only reason he isn't showing up much is that Kemmler and Ghorst have more novelty for players stacking up megabuffs - when that wears off a bit and the excessive power of VC healing is filed down a bit he will show up more.
@@UnreasonableOpinions It is not just megabuffs. Kemmler also have Krell summon that provide similar to Vlad foot melee perfomance. And Kemmler is cheaper and faster. Main problem of Kemmler before was that he is much easier to snipe and losing Lord in land battles for VC are autolose(so you used him only matchups where he cannot be sniped). But in domination it is both harder to Lord snipe, and you can actually re summon Lord especially with Kemmler low cost.
I for one really enjoy the idea that: Everyone and their mother, decided the steps of Malekith's house boat is the ideal location to settle their differences.
I think you guys need to adapt to formation play and I'm really excited to try it. I build my multiplayer armies as having divisions. Regiments forming Brigades, brigades into divisions. An example is a range unit in the middle (Free company or archers), a swordsman in the front, 2 spears on the sides and halberds in the back. In land battles I could take a Legendary lord, 3 divisions, cav and an arty piece. Instead of gunners, why not just archers and swordsman and spear men? Why go fancy at all? Just spam him with Empire men and let your lords do the work. I can't wait to try it out.
I like how you upload your victories and losses in a world where most youtube channels (gaming in general, not just total war) are all about flexing rediculous wins to appease the algorithm. I know not all creators ommit losses for pride, I just like how you dont do it at all and have legit discussions ablut balance, counters etc.
Hey Turin are you planning on doing anymore campaign pvp? I really enjoy watching those, would be interesting if there was a tournament framework for it.
It may sound haggard and brain-dead but I feel like another unit of hellstorm rockets would help out here. Sure the individual value of each battery goes down, but I feel that the hellstorm is at its best when you can drown the enemy chaff with sheer volume of fire. As long as you can protect them, the more batteries you have, the more their potential wave-clear goes up. In turn freeing up units like your Knights OBS to tackle the more high value stuff and just ignore the chaff. Massed mortars may be good here too, theyre definitely cheaper than rockets.
Not sure how they translated into dom but i remember organ guns and hellblasters being devastating against cav so maybe bring the warwagon w hellblaster and screen out any cav that comes near? I also think you need to get some single entity killers since the zombie summoners just walked through into and blocked you into your spawn.
so the vampire meta is to bring grave guard, an armored unit, and counter artillery with bats, right? is it maybe an idea to bring the Black Lions into these fights? They are mobile armor piercing multi shot artillery, helstorm rockets do not have a lot of AP and the vampires are not encouraged to bring their cheaper infantry due to expendable.
what about black lions? mobile hellblaster seems like a good compromise for killing BK's and getting one on the field early next to the hellstorm if you still want it in the build for later.
Would it be possible for you guys to play open mic next time you face each other? While playing you often comment on plays your oponent does, why not let him hear it, if he is your mate? Similar to DUNE where you play while on voice with you oponents... If you and the others are comfortable with it, I would love to hear some banter in your next match against Enticity... I think it would be very entertaining...
The more I watch domination, the more I think capture weight needs to be adjusted on a per-unit level. Capture weight feels hilariously arbitrary, in domination it’s arguably just as important as points cost or stats, but its decided in very broad categories that doesn’t take into account roster strength or other advantages.
Seems like zombie summons could use a longer timer. Removes a lot of the strategic thinking when one player can get an instant surround with almost no time to react. At least when skaven do it, you can break them quickly.
@@lutherabel2618 how about random HP on the summoned zombies? maybe it is max, maybe it is at a quarter health. Then the spell becomes one that is strong but unreliable.
IMO it's fine that the summoned zombies stay as much of a tar pit as they currently are. That being the case, the summon time should be longer. It would continue to be a potent tool that you need to be wary of, but also a more fair one that you can react to.
You think it's possible to do a video on warwagon mortars? In wh2 mortars tend to be accurate the closer they are to the target to the point that they don't miss any shot. I believe warwagon mortars do the same, on paper they can clear chaff very easily since they can get closer to the target faster and not miss any of their shots
i feel the luminarc can do some work on this map to snipe the necromancers if they come forward and looses a lot of time the ror even has a snare that could be usefull with magic idk how good firemagic is in this version but "spamming" flamestorms that last for forever or good old burning head for zombies and gouls
Obviously the alpha empire build is witch hunter spam. Accuse the heretics War wagons with mortars seem like a good option. Maybe hunters as well. How good is Gelt in Domination? I also feel like a flying hero or lord for the empire would be helpful against the vampire counts, even if it's a wizard. Warrior Priests I think are underused unless they've been changed significantly from WH2. They provide great leadership and AoE damage. Empire captains I think would be quite good. I wonder if a life mage with demigryphs/steam tank would be good. Steam tank can stay on a point for a long time and get healed. Demigryphs can run around where needed and get enough heals to not really lose health. And does fire magic not work as well against the undead now? I would think it still could. Its a shame elector count units can't be used in MP
People who say that 40k wouldnt work in a Total war setting... Thats just bs. If a faction never throws out large number forces, then lessen the amount of troops that faction can use in a battle. Would be amazing to have battles with custodes flying around, huge swarms of enemies and some insane tanks or mechs. Add in destructable environments and you have a fantastic game.
Counts could be reasonably nerfed by: 1, making summons in PvP a global pool as opposed to character-based (across the board, not just Counts) 2, making Skeletons Expendable
hmmm... would running a vampire on helsteed be a good counter to the empire's reliance on a caster as a way to beat graveguard? Also, wouldn't the sunmaker be a viable alternative to a caster when you're targetting a slow unit like graveguard?
What happens if you went heavy into the knights of burning to reduce healing? Would that make vampires less tanky since healing would be less effective?
Good game! Looking at what some other folk are saying, what changes, if any, do you feel should be made to capture weights in the current version of IE?
Why not get a bunch of mortars. Excellent at clearing bunched up infantry. Sure need some support from fellbats. Overall, vamps want to get into melee as soon as possible, it is why you shouldn't rush for objectives straight away. Sacrifice some points early on, and let them eat your powder first.
@@turinRTS So would be the helstorm, but it wasn't touched. U can always bring the mortar wagons as well, neither counter is good against their armour.
@@gytisnau the rocket battery wasn't summoned in the beginning, and it still wasn't enough. An artillery focus build would fall to dogs and bats because it would be more of.a threat than the one unit.
@@Remixersoloman By not rushing the objective, u would have plenty of tools to deal with the cheap harassment units, they are quick to kill. Your mortars are generating value, if they want to send some bats at them, counter charge, more value. You can sit back, for a while, vamps cant. Vamps only have the melee option, don't rush and give it to them. At least against a infantry spam, mortar wagons would be excellent. Dogs and bats cant do much against their armour. And once they run out of ammo, u are left with crap chariots with good mass. Empire has the tools for everything, obviously its about guessing right what to bring.
What is most concerning is that that build relied upon an OP Pit of Shades to try and help a bad match up, and it did, used almost perfectly everytime but still couldnt make the difference. This match up once the spell is nerfed is going to get even worse. Twin Forbidden rod and Duplicate spell load out is just too powerful, it really needs to be prevented in both land battle and Domination.
Sad thing Vampire Counts and Lizardmen are the only hope for the old world to compete at an high level I wonder what an zombie airforce would look like
I always thought that raise dead should actually be...raising dead. Like the spell doesnt work if you target nothing but target a bunch of corpses and it spawns zombies on them. More corpses = more units or models per unit or something along those lines. Also skaven summons should be at pre placed tunnels that the opponent cannot see at the start of the match. Not just wherever you please in that moment. The only faction summons that makes sense to just come out of thin air is demon summons via portals. The rest shouldn't just be click here get unit, there should be some faction specific variety to it
Really seems like the mode is suffering with how they've designed capture weight. Doesn't really seem like any sort of elite build will work unless you play absolutely perfectly with how well just spamming low tier infantry does for capture weight.
@@mcsqueeb187 until he had to start spitting out mass zombies and crypt ghouls after the grave guard were dealt with. Even in the beginning it was the two GG and stersnman alongside 3 zombies and 2 skeletons. Still a more chaff than elites from the very start.
As you can see from you Pit of Shades cast on the bloodknights, its way always better to cast pit of shades, near on even on your engaged troops, you will always trade up and its much harder to dodge. trying to time pit on non-engaged troops is a waste of winds IMO; yet i see it all the time from top ranked players.
tbh woudnt greatswords be super good here high armour makes em very survivable and in warhammer 2 they traded well in to grave guard "Maybe different in 3 idk" + for magic damage you could bring the shadow magic spell that imbues magic dmg okhams mindrazor or whatever for hexwraiths
@@petearagon5639 Just add a minium range away from enemy units to the summon. That can give you time as you see the necromancer moving behind your lines to summon a zombie and it will still be far away so you can react to it Meaning there is still strategy involved
I always thought that raise dead should actually be...raising dead. Like the spell doesnt work if you target nothing but target a bunch of corpses and it spawns zombies on them. More corpses = more units or models per unit or something along those lines. Also skaven summons should be at pre placed tunnels that the opponent cannot see at the start of the match. Not just wherever you please in that moment. The only faction summons that makes sense to just come out of thin air is demon summons via portals. The rest shouldn't just be click here get unit, there should be some faction specific variety to it
Goddamit people, first Pendulum is "broken" and gets nerfed then Pit of shades is supposedly "OP". Can't we have spells actually killing units in this game, without people whining the spell is Overpowered? The thing costs like 20 WoM when overcast i'd be mad if it didn't 1 shot elite infantry.
Because Elite infantry already is mediorcore, spells like pit of shades in its IE form just delete them without any counterplay. Like whats the point of bringing any elite infantry is a few clicks just deletes them without any counterplay.
@@toxicfireball2690 What's the point of bringing damaging magic if we nerf almost every spell to the point at which hardly any of them even kill infantry entities? Cause at this rate that might happen at some point. There's always going to be a "most cost efficient, OP spell" That's stronger than the others. If it always gets nerfed, we'll just get to the point at which all of them are as shit and unsatisfying to use as freaking hawks of miska. And nobody wants that.
@@lucynamarzec8000 Damage magic is to soften up infantry and units, not outright delete them. If it just deletes them, then what the hell is the point of elite infantry if one single point and click spell just deletes them? Either make the spell fast cast but low killing power(can be high hp damage so there's some counterplay) or make it very long cast but very high damage(like fiery convocation) requiring synergies. Pit of shades and old pendulum could not be dodged and would delete 1k+ gold instantly.
@@toxicfireball2690 I guess I have to agree with you there Pit of Shades is too strong for how fast it comes out, giving no potential for counterplay. I guess increasing the delay between the spell being cast and the pit starting to deal damage by around 2 or 3 seconds could do the trick. Cause right now the only potential counterplay which is "get out of the damaging circle" doesn't work since the circle appears too quickly. I just think that this is the direction they should be going in instead of "this is op so let's just make it deal no dmg, problem solved" Cause if it still remains devastating but can actually be dodged by a skilled player then it becomes less of an easy delete unit button and more of a tactical high risk high reward tool that can be easily countered, just like wind of death was in WH2. Which in my opinion would be healthy for the PvP scene of the game as it should be skill and reaction based.
randomly moving vortex spells need to do more damage, pit of shades is way too fast and consistent for its damage. It either needs to be slower and dodgeable, or do less damage. Thats the sacrifice for a static and consistent spell
He has early access to immortal empires patch that will drop along side another patch on August 23rd. Bring playable races to 24 if you own all the dlc.
I called it that VC would be OP with all their buffs when milkandcookies did his video and he replied to my comment pretending nothing changed or all was fine and balanced. Guess this shows I was right. There is almost no amount of minor buffing of the other WH1 and WH2 factions that could make up for the massive buffs the VC's got. No idea how anybody ever thought they were balanced...
Do you streamers have to play domination maps? Because it feels like it, and I doubt a lot of people enjoy watching them over normal battles? I personally dont find them as entertaining to watch.
It's also for testing to see how the old factions work on DM before live. Turin personally enjoys DM and wants to try the new builds to figure out. Instead of doing the same land battle builds.
@@SultanFilm I just noticed that 90% of battles from streamers that have access to this beta play domination maps, and it feels a bit forced like they agreed primarily play these maps idk. I just don't enjoy them much, but maybe they can get better in the future, abd it's all part of the beta to test them out more.
Right now showcasing domination battles may well be the directive from CA to the content creators, push the new content, push the new game, this is just good free marketing on the company's part. Content creators who are cooperative know that they will get treated well in future, I doubt there's an explicit transactional relationship, but it also seems likely to me that there's an understanding between content creators and CA.
How can guys like you who have thousands of hours of competitive warhammer experience not realize counts also have pit of shades literary all they need to do is play it like wh2 instead of so desperately trying to abuse the healing.
my god hearing how maps are bugged this many months after launch really shows that CA should have said this game was in EARLY ACCESS not a fully released game SMH disgusted by the greed
It's going to be so bad. A new dlc while trying to do immortal empires, blood, final pack modding tool, ontop of patches and changes. Be lucky if we can even play on release.
I apologize for complaining about you playing this map to much it’s a good map just over played but if the other maps have bugs I completely understand