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This is the first I heard of the connection between military buildings and stronger rebelions. I have over 2000 hours across warhammer 2 and 3 and I never heard this before now.
Meta is You are not supposed to build military buildings ever except for one in ten provinces and when you need extra heroes hence why you never notice.
I think its your best "Why you SUCK" video yet. Lots of practical, helpful suggestions. Minor point is that you need to end up embracing "Skaven corruption" as you cant fight it and any rebellions provide additional food ;-)
Man CA really did Snikch dirty with the new bloom in game 3. Man is supposed to be an assassin but is running around with a whole RGB gaming set up in his pockets
A general tip with Skaven is to never upgrade minor settlements with food. Getting from tier 1 to tier 3 does not take very long at all, but getting from tier 3 to tier 4 takes exponentially longer, and getting from tier 4 to tier 5 takes even longer than that. If you can, avoid capturing large settlements until you can upgrade them to level 5 immediately. Occasionally you might need to capture the settlement even if you can't upgrade it yet. That's fine. Just keep in mind that it's better to level them straight to 5 whenever possible.
One thing that came to mind when you said about building the walls is that it's quite nice that you built them in 3rd slot so if enemy gets the town, and the town level goes down, those walls are deleted also so you don't need to fight against them, at least that's what I'd think would happen. Nice pointer though, wouldn't have thought of that and it makes me want to play it now, as that's quite nice new tactic for me. Of course there's a lot of other good new stuff here, at least it straightforwards the tactics in concise way. EDIT: WOW, didn't know that rebellion strenght thingy!
@@BlakesTakes420 Campaign report, first 25 turns: early game started pretty well, filled army with nightrunners. Noticed that if i have 3 assassins with Snikch, I can sneak the cathay city capture point with them and defend it enough, if I send my troops through the gate. Didn't manage to get non-aggression with Lokhir, so after taking out Celestial-something faction in the north and Po Mei and Terracotta Graveyard from Mao Ying, Lokhir declared war. Lokhir attacked a settlement with first tier of wall building, had a throwaway grey seer defending it with regiments of renown (rattling guns mvp) and defeated his 2 stacks in that fight, made him completely neutered. Now, turn 25 wiped Lokhir out completely, turning to west now. Feels easy with the walls. Night Runners are good enough early game, Gutter Runners cost double upkeep.
Voicing Visari’s speech from killzone 2 to encapsulate the Skaven players struggle, was ingenious and I see a fellow man of good taste when I see one 😂😂 Good video with great humour with well done pacing, informative and straight to the point, well done sir, well done 👏👍.
@@BlakesTakes420 Glad to see more people loved his performance, the man absolutely killed it and brought so much life into the games story, to one of my all time favourite games from my childhood. #thehelghastdidnothingwrong and they looked cool while doing it.
A note on Chieftains is that they can mount up on Bonebreakers, making them very goof at dealing with enemy chaff while your gutter runners deal with the enemy monsters and priority units, thanks to their charge animation working a lot like a Chariot's. They are also able to give a ward save to your lord, provide training to the entire army, and Snikch's bonus melee attack for embedded heroes, whilst it's not an insane boost, is very good for what Chieftains do.
yeah, but skaven have so many tools to deal with infantry - globadiers, mortars, plague claw catapults, Plague magic. I'd personally just take one of them. I love moulder monsters, the aesthetic of them are excellent, but I find they just don't perform anywhere near as well as some good old fashioned artillery and weapons teams. The chieftain as a hero choice isn't a bad pick, I just think there's way better picks.
First time watching your channel I thought you had millions of subscribers, but was shoked when I found out you only had 8 thousand subs. Your channel has really nice production, better than some other youtubers with millions of subs. Really nice video
You're very kind for saying so. I've only been moonlighting as a content creator since April, so I still have a lot to learn! Appreciate your comment ❤
It is true that in the early game, Assassins can help a lot with their melee prowess and extra replenishment. However, later on they are better used as scouts on the campaign map, killing heroes, and assaulting armies and garrisons. Eventually you can have armies escorted by 2-3 Assassins each, who can do a lot of damage before the battle even begins.
Smart, incredibly based. Replacing their slot in your army with a packmaster gives you a solid, extremely fast monstrous fighter to support your flankers with 4 summons of wolf rats, and keeping a bonus to army replenishment with the right skill investments. Great accessory to your plague priests' expendable frontline, giving it some killing power.
@@oryxtheramI'm taking somany notes here not only from the video, but the comment section as well. Never been the biggest fan of the Skaven, but there's something about Snikch that I really like. Right now I'm struggling with skirmishing properly, but once I get over that hurdle I hope I'll manage to do fine.
Snicktch was my first skaven campaign back in warhammer 2 and in warhammer 3 he was my first IE campaign, because he is really one of my favourite legendary lord. I learn that military buildings buff rebellion I didn't know any of that, thank you. I want to make a Tretch campaign in 4.0 to have a bit of challenge in legendary. Your advices will be really helpful.
whats funny is how bad the AI is with Eshin, even though they do get ambushes off on you when youre out on the open all of the dragon lords can solo an Eshin army when controlled by the player
@@BlakesTakes420 You suck with the Occultist. Admit it, go on, admit it. So, you tried to play the Occultist and you feel disappointed? Do the tentacles sprout from where you didn't want them? Is the burden of being confronted with eldritch knowledge proving too much for your feeble human mind? Are you losing your sanity faster than a new Darkest Dungeon player trying the game on Bloodmoon? Well, don't worry, in this guide, I'll show you exactly how to assert your authority over the powers of eons past. Also, this guide refers only to the single-player, not The Butcher's Circus. I'd take more than the forbidden knowledge of ten Necronomicons to explain why are you so bad at that.
I take lightning strike with snikch because I tend to run into the AI in encamp stance next to their settlement building which also has an army inside fairly often. Sometimes you can ambush people in encamp but I don't rely on it.
Really enjoying these videos! A lot of pieces of advice and info that I missed even with a couple hundred of hours already put into WH3. I especially appreciate the repetition of important information to help drive home the most valuable takeaways as I find sometimes the main point sometimes gets forgotten in the explanations that follow. Keep it up, looking forward to more!
This is one of an increasing number of excellent guides from Blake's Takes. I have thousands of hours in the totalwarhammer series on L/VH difficulty and these guides are the best. I've seen them all. Yes, Elven Plot Armour will eventually come out with a min/maxed guide of 20 turn perfection but as soon as a patch comes out, the guide needs reworking lol. Blake's guides are perfect for players struggling with a new campaign. My only note is that in my personal experience, I've never had the ai discover an undercity at 40% visibility or lower. I've also had occasions where the AI discovers undercities (ones with +40% Vis 😝) and leaves it there. So I recommend leaving out the building that costs money per turn and just have the one which causes you to lose sight over the region. Then you fully upgrade your food and money buildings to get +1 food and 400 gold per turn from each undercity. Spreader cities are the same except the fully upgraded spreader building replaces the money building. Once spread, replace spreader with money building and build a spreader city in the new one. Rinse, repeat.
A pleasant and enjoyable video as always! A great all-around advisor for all the Skaven factions really. I liked watching it even though I don't struggle with the Skaven. First time I've heard about a rebellion quality being related to military buildings though!
one little addition. i always send snikch on the small heist, food raids etc cause its instant and gives him xp without him being out of action at all. got him to lvl 4 in the first turn. one lvl for the food heist, one for the first battle then one for the settlement battle
A word about Chieftains: I've found they're very useful on the campaign map because they can block enemy armies, a skill they share with Warlock Engineers, but Engineers are high in demand in your armies and to build Under-Cities, so they're an effective supplement to force the AI into engagements. Since chieftains can be spawned from the basic barracks you can also build in minor settlements, you have basically an unlimited supply. Clan Barracks are also significantly cheaper than Workshops and provide Untainted corruption, which makes controlling Public Order easier.
I never really use block army, so hadn't thought to use them in that capacity. As Skaven I lay in wait in the ambush stance most of the time so, I don't think I'd get too much utility from block army.
@@BlakesTakes420 Yeah but sometimes you just wanna be a bit more proactive and Block Army is excellent for that. That's why i mentioned it. It also prevents the AI from running away all the time, which is very handy.
So good guide just a couple things. Gutter runners have the snare net ability that can make even fast cavalry struggle to catch them. It stacks with poison. Skavenslaves are a waste in any main army. Feel free to have a couple stacks to tie up enemies and tire them out before your big army cleans up, but you dont need to. Chieftains are amazing on broodhorrors to cycle charge with because they regenerate and are tough as nails. (Edit: got my heroes mixed up. Chieftains only get access to the bone breaker. Not as useful, but they can still cycle charge very well. Their animation on the charge carries them through most infantry and they have huge mass. They are projectile magnets however and require tons of micromanaging.) Eishin sorcerers actually do have a really important use for skaven. Their first spell is a single target extremely high damage cheap as dirt armor piercing spell that skaven dont have anywhere else. Excellent for getting that last hit on a fleeing lord. And lastly, make friends with the dark elves early and fight a bit for them. You can just give them land and spread undercities all over their empire. Because dark elves are rich, you can get ridiculous amounts of money just feeding off of their empire.
Perfect timing, I was just thinking I wanted to learn to play as the Skaven. Kairos is still tough, I need a break. I am very glad I found your channel.
I just recently came across this series on my recommended and I really like them! They are engaging and insightful, I particularly like the manual battle pointers as that is my worst skill in this game. Keep up the awesome videos! 😁 I would love to see a Count Noctilus or any of the tomb kings. They are some of my favorite looking factions, but I suck at them lol
You have the best Warhammer 3 channel. I appreciate you not going the route of the majority of the other WH3 RU-vidrs who just whine and complain about CA like entitled babies. I like how you focus on what makes this game so damn interesting and break it down with humor and insightful strategy. Keep doing what you do. Your Khorne video is the best. EDIT: Any plans to do a Greasus video?
@@BlakesTakes420 Ooh, nice, I have tried so many times, getting a "good" start, and then slammed back by tunneling skavens and lack of proper targets to go against, spreading my troops too much with Groesus for example and then the camps are overrun.
Another good one as always, thanks! If you’re continuing this series, would you be willing to do the ogre campaigns? They seem to be difficult in the beginning as you’re surrounded by enemies and meat is limiting if you expand early
Personally ive been waiting on a ratt review and i loved this one. And for the factions i dont play its taught me alot about them. Will be sticking around to watch the rest fingers crossed for a Whyyousuckwith Ikit next time the ratts get the spotlight. Keep up the great content
Absolutely prioritize the poison variant of gutter runners with throwing stars, it shores up their main weakness in cav. Base skaven speed is insanely high as is, and with a few techs/army skills you can get gutter runners up to around 60-70 movespeed, the same speed as heavy cav. From there they have a snare-net passive that automatically slows all units around them. Couple that with the slowing effect of poison and even fast flying units like pegasus knights can barely tickle their backsides as they scurry-flee away. You'll often find yourself running so much faster than enemy cavalry chasing you that you accidentally exit range radius. They effectively turn into skirmisher cav, only with twice the models and better melee stats.
I disagree, they're a nice to have not a *need* to have. Night runners en masse will work effectively, as will the unpoisoned gutter runners. If you have enough of them they should be able to focus fire down most cav units in my experience.
@@BlakesTakes420 Of course the regular variant will do you fine, but in my opinion the poison runners are the difference between a good army and a doomstack. Regular gutter runners will fold rather quickly to a very cav-heavy army. Even a conventional weapons team skaven army is notoriously vulnerable to flying/cavalry spam armies. The poison attacks shoring up your most glaring weakness is easily worth working towards alone, but with skaven reasonably able to colonize settlements at tier 5 in the mid game, and the natural usefulness of plague priests as your preferred wizards of choice anyway, it's always worth building a plague building to tier 5 as soon as you can regardless of gutter runners. Poison runners also alleviate a lot of the pressure you normally feel even with a small amount of enemy cav. With the normal variant you have to dedicate most, or all, of your gutter runners to focusing down the cav at the start of the engagement. Poison allows your gutter runners to 1v1 almost any cav or flying unit, freeing up the rest of your runners to inflict a larger amount of shock-damage at the onset of the fight against lords or monsters that would normally have to wait until after the cav has been dealt with. All said, you'll make excellent use of the regular gutter runners while you have them, but it's absolutely worth replacing them with the poison variant when you unlock them.
I know it might be foolish to do 2 of these on skaven back-to-back, but I would LOVE a 'Why you SUCK with Ikit Claw' video! Ikit is easliy my favorite conceptual lord and campaign, but I just SUCK with him so bad, I can't seem to get weapons team armies to work, which is Ikit's whole schtick
I also highly recommend rushing to the "Monstrous Abominations" technology so you can start getting Hell Pit Attendant followers for 10% research rate each.
Snikch has always been my favorite Skaven character even before Total War. I know the reason I suck with him. That being because I always try to make thematic armies whenever I play the game. These tips just make me suck even less.
It's sad because I tried a few more thematic armies, but tbh, eshin triads and death runners are just nowhere near as useful as gutter runners, whenever I took them I always just wanted more GRs (or weapons teams)
Great video. One thing: you can get the “man thing slave” ancillary, which boosts your capacity for plague priests by 1. In my previous campaign (which crashes on load now after doing the eshin action which deletes an entire faction- be careful with this) I had 10 plague priest capacity on turn 100 with only 1 or 2 of my pox cauldrons being max level. My suggestion is to get one of them in an early settlement and then just use the man thing slaves. The extra build slot can be used on a hidden lair
Edit: the ancillary is not called man thing slave. It’s another one. I haven’t gotten any yet I’m my eshin campaign but I know there is an ancillary that grants you +1 plague priest and eshin sorcerer capacity. Also: eshin sorcerers can be kinda op if you give them good armor and some defensive talisman, and just get them in the middle of blobs and BLACK WHIRWIND. My eshin sorcerer got 700 kills last fight against cathay
I did the Visari speech from KZ1 in drama class one year. The only marks I lost were for it being "too short" but I didn't care. I still remember it perfectly all these years.
Yah more explaining of why I suck with so many factions, could you do one on one of the bretonnian factions please I am in desperate need of help I just can't get these horsey Frenchmen to survive
Well thank you so much for your viewership sir, and your lovely comment, it's much appreciated. Hopefully have another in the series out for December- after I've done a few sponsorship vids. keeping the lights on and all that.
Just wanted to say I appreciate very much that you speak in a calm and relaxed voice. I can put these videos on to fall asleep to which is a very good thing, dont change.
In regards to the early game campaign tips - I would say I don't think it's worth always prioritising the food gain from combat seeing as it's so miniscule - in fact I think it's seldom ever worth it unless it'd give you the right amount of food you need to get the right tier of occupy on that turn. In general I think the best early game way to secure more food is raiding whenever you can - that's a whole bunch extra food, and it means you can focus on wealth rewards to start growing the starting province more consistently. On top of this if you go for growth buildings in each of the four, you can save tonnes of food just capping the 2 smaller settlements at t1 - then maybe going t3 (or t4 if you're able to hit the food cap needed somehow) on the capital.
I don't subscribe easy, but i've watched 2 videos of you and they're very well put together mate. I hope you'll continue making these vids and wish you the best of luck in your RU-vid Journey.
Someone commented on me saying "meelee" on my last video so I was hoping they'd see this one. Melay is the correct pronunciation but I just can't get the ee out 😂