"Don't shoot the units with shields on their back from the front, they'll block the arrows. Shoot them from the back where the shield is so they can't block it." ..this game.
@@trollzynisaacjohan1793 Yeah I know but some shields should be better than others... Im not gonna believe that a shield BEHIND YOU can block arrows in front, thats just lazy
i mean a problem was also the experience difference. our protagonist had definitely less micro skills, but that comes with time. he even almost won anyways, so probs to him
This is a series I've been hoping for, this will be greatly appreciated. Props to the player, and to Zerk, for volunteering this replay and allowing us to learn from this. Moar pls
I've been watching your old videos for months, but this is my first comment. Really love your work. Entertaining and informative! Thanks for all the hard work mate.
It’s a very good idea. It’s the occasion to see the mistakes that we can all do in the action (about the micro for exemple) and not just the build mistakes. i think this is also a good addon to your factions guides. I hope that there will be more! And by the way, i’ve lerned a loooot of thinks thanks to your videos! Thanks for your work! Keep it up! (Sorry for my english it’s not my mother tongue)
Love this idea! I try to pick apart my own replays like this, but it's a thousand times better to get it from an outside perspective. I like that the advice becomes very concrete without being overly specific - this battle has a very specific example (the skinks flanking around instead of running back to the army to protect against phoenix) to demonstrate a couple of fairly general solutions (recognising that your plan isn't going to be optimal and repurposing those parts of your army, and using what ranged you have available to protect the main army from flyers). You can recognise and apply these lessons much easier than some general, lab-grown instructions.
Hi there, I was thinking about this a bit, and I actually disagree with your claim that a life slaan is a good choice for this build. While lore of life is a reasonable call, it's not great in infantry or ranged centric builds, and only pairs best with single entities (and the only one worth expensive heals on in the suggested build in the feral carnosaur, which alone doesn't seem worth focusing your Lord choice on). I'd probably prefer either the lore of light or or high magic. Light would give you a net (which synergises nicely with the bastilidon and the bound banishment) and can buff up your infantry's stats to make mincemeat of the high elf front line, allowing you to attack valuable assets. High magic is super good against fliers with Tempest (which was the explicit concern of the submission), can give decent healing, can buff up your infantry too, and soul quench is decent vs bolt throwers. Mazda is also a good option (though the ruination bug is annoying) as he has healing + net for a compromise. But I'd really recommend high magic in this matchup as high elves can be so flier reliant, and it is a versatile lore.
@@emanuelevitale5325 To my understanding all "shots" from Ruination head in the same direction and follow almost the exact same path as each other now.
Great video, love your voice. BTW the lothern seaguard might have been turning between shots to guard themselves while pulling out the next arrow and drawing. It would be kinda like crossbowmen historically used tower shields I think. They don't have that animation tho so...
Yeah, in Medieval 2, the Pavise Crossbowmen had shields on their back, and they would turn around as they were reloading. Then again, Archers don't really have to reload. :P
Thanks for this. New to the game. Playing a Mazdamundi campaign at the moment. I love Chameleon Skinks. Usually flanking as tis person did. I find they are a good counter for Hellcannon. Which I loathe with a virulent hatred. I'll remember to put them where they can deal with flying units from now on.
wind of death is a campaing spell, in the campaing it is the best spell, no questions asked. for multiplayer it just a way to drain all your magic to kill 1 -2 units
@@Lemmingcave in MP it can wipe out a infrantry line but most players know how to avoid taht shit these days thanks to zerk explaining and legend using it so much
It's the best spell in single player, but in MP it's kinda hard to use because players are aware of it and won't give you too easy unit lines to cast it on, and also you don't have the same amount of winds of magic to support its massive cost
Just a quick reiteration of what many others have already said. Great series idea, great first video and commentary analysis and YES do please make more of these!
Good the desicions is born from good judgement and good judgement is born from bad judgement. Meaning that this series is a great idea since the best learning comes from mistakes. Hell my best turnarounds and learning curves comes from someone pointing out where I f***ed up.
Exactly, this is good to show and aid the learning curve. Relatable for new players seeing the same mistakes they do. Where watching a high level player isn’t always helpful because you can’t play like them yet
i think this is a great idea especially as warhammer 3 creeps up there will be more new players that need to learn the proper tactics for campaign and most importantly multiplayer battles.
Just a few things to add... 1. There's only one magical goose around here and it's me. 2. I would HIGHLY recommend trying to flank and use the Solar Engines against the enemy frontline, assuming there isn't something more important to shoot at. The Blinded debuff is massive, something around -20 to melee attack AND melee defense. Highly underrated, and extremely useful (not to mention the damage). It can also be used against the Phoenixes just for the debuff to help the missiles and infantry burst them down faster. I'd agree that two might be a bit overkill though. 3. His biggest mistake is taking advice from Zerk :p Oh, also Mazdamundi is the bane of High Elves. Two massive bound spells, some healing, nets for the pesky fliers, etc...
Blinded debuff is great indeed, but the problem with the phoenix was their speed. When you hit them its great. When.... just not use them when they are in the middle of a unit, friendly fire is a thing...
I ran some tests to see what units for the Lizardmen were best at dealing with ranged units, and the Solar Engines came out on top, close with the Ripperdactyls. Blinded also hurts accuracy, and I ran a Sisters of Avalorn unit against various options, including a Scar Vet on a Carnosaur. The Scar Vet lost, but the Solar Engine won. :D I also love Mazdamundi as LL. Everything you said, and you can put him on Zlaak. Since Slann already count as rare single entities, this lets you get two for the price of one, when counting against the cap.
If he's using the Temple Guard as a bodyguard, he should have combined the Saurus Spears to cover the two bastiladons. Force the elves to come into them in order to hit the dinos. They're being used as backline artillery, so he should have guarded them directly instead of running the Temple Guard back and forth. Make'em run into your anti-large. Time spent running around trying to find an opening is time spent not doing damage.
And now that the poison has been buffed the cameleons are great to shot in the back of the infantary just to deal the debuff, will be way better than 3 units shooting an almost dead and shielded...
I think the oof here started before the battle, the build was kinda wack. He had nothing to stop dragons and the likes from charging around, very little mobility and ways to stop enemy archer fire, no reliable way to protect his Slann from enemy SEM and no SEM to heal with the life Slann. Well not a good SEM to heal anyway.
I think a Carnosaur would have really helped. And I would have had the Solar Engines fire on the Lothern Sea Guard, instead of the Chameleons. Then the Chameleons could have helped with the Phoenixes and Teclis, including slowing them down.
i imagine it's difficult playing against phoenix as lizardmen since you have very little missiles. you gotta surround them somehow, probably with cavalry. which this player did not have.
Is it really a good idea to have that lone flying hero when fighting dragon/phoenix happy High Elves? HE have a lot of units with fire resistance too so I'm not sure about those solar bastiladons.
Great video and good recommendations. The Arcane Phoenix seems like such overkill for the High Elves. They already had 2 different types of Phoenix and so they were given a very obvious improvement over both? The things are way too tanky.
I'm surprised this game still haven't added the ability for flying units to land on demand like a toggle ability. My biggest complaint in this game ever since I played tw warhammer 1
They should honestly change that for mutiplayer purposes. Treat factions more like reskins instead of literally having separate rosters. Yes I know it technically wouldn't make sense to have Kroq'gar leading Itza or something but I think people can live with that if it allows them to have some different colours for once
I play mostly campaign Lizardmen, and I really like the Stegadon for its longer range and better combat stats. But I'm trying to learn up on multiplayer (been watching Zerkovich, Turin, and MilkandCookiesTW). I tested different units against a Sisters of Avalorn to see which was best at dealing with ranged threats. Chameleons were fine until noticed, and then got shredded. Most fast units, like cav and even a Scar Vet on a Carnosaur, didn't win one on one. Horned Ones did ok. Ripperdactyl shredded the sisters, getting on them fast, and doing damage. The one that surprised me the most, which probably shouldn't have, was the Solar Engine. I guess the blinded effect really makes a difference for ranged units, because they did really well in that test. So in this battle, I would have used the Solar Engines against the Lothern Sea Guard and the Skirmish Cav, which would have had better effect, especially since the archers were kind of sitting ducks, and that would also keep the Solar Engines from wasting their ammo on the Phoenixes, who were evasive and resistant to the big, slow, energy blasts. And as you pointed out, this would enable a switch to put the chameleons on the Phoenixes and Teclis, which would lessen their damage output, as well as their speed and evasion. As a side point, you mentioned the Carnosaur, and I want to second that (not that my opinion holds so much weight). It's anti large, which deals with the Phoenixes and Teclis on his mount. It's fast, so it can catch up to them, especially if they are slowed by poison. And it is a Single Entity Monster, which can really make use of the Life Slann's healing. Hell, put a scar vet on it for kicks. :D
Wow really like this series, i'll have to send you some of my replays and you can tell me what i'm doing wrong... then again you might just be repeating some of your video's. "Noob mistakes." Keep this series up.
5:50 he cant get away because those arcane phoenix actually have a speed of 120 and i dont dont think there is another unit in the game that is faster or as fast as this (even all the other fast flyers have "only" 110) and he can only poison one of them
@@droppodgamer8076 Well he watch videos on the game. They thought it looked like Clash I guess. He just got the game now though. (edit) _He enjoys it and takes it back_
I love this series idea, just please don't fall into the trap of numbering all the videos. Just give them unique titles, like Legend does for his "Saving your disaster Battle" series
if he used those chameleon skinks on nerfing the phoenixes or the silverin guard things would turn out way different, they are even good at chasing down the archer cav for their ridiculous speed plus the poison for fuck sake, what a waste, and picking bastiladon over stegadon is a big noob mistake
I would call them very different. Legend shows you how he would do it and that is vs ai. So often cheese tactics etc that are only for SP. where this is trying to teach people how to play a battle better with how they played it in MP. Both are aimed at helping but for different modes and in a different way. Both are good :)
@@SirCanuckelhead a good point, I wasn't saying it wasn't a good video, just that it immediately reminded me of Legends videos....obviously without the cheese lol
Cycle charge with shock cav to help defeat their frontline. neutralize the artillery with magic, flanking cav, or flyers. Bring a frontline with armor piercing or you will get destroyed. Bring aggressive magic that is strong against armor. I would recomend heavens. Prepare for a powerful lord who can last a while, and watch out for the slayer king, he will destroy your large lords. Also, their main anti large has no armor or sheild, use missiles on them.
Tex, bring chameleon skinks and other missile troops and focus slayers, this will let your big monsters do whatever the want and fuck up ironbreakers or longbeards. Saurus have a low dps but they will hold for a good while against a dawi frontline. Dont use feral cold ones, they absolutely suck horned ones are great battle cav to use, and an armor peircing monster will do work on even the strongest dwarf frontline. In short, use horned ones, missiles on their slayers, use saurus to hold the front and use carnosaurs and other monsters to disrupt their missile lines. Watch out for irondrakes, they have amazing dps. Edit: yeah kroxigors would be great, but they need a little help. I would suggest something like harmonic convergence to help them shred infantry.
Anyone wondering what i meais i usually keep 10 infantry for taking on theirs that amount makes sure they dont usually outnumber my infantry i use 2 or 3 so horse usually one that can stay and fight for a little bit but not long and the rest archers or missles