SUBCOMMANDERS - 10,000 Man Battle for Lustria - The Dogs of War Plunder the New World
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- čas přidán 18. 02. 2023
- In this 10,000 Man Subcommanders Battle on Total War Warhammer 3 Immortal Empires, The Dogs of War and Skeggi team up to take on a Lizardmen and Wood Elves alliance as they seek to plunder the New World for gold and riches.
SUBCOMMANDERS 3v3 - Dogs of War / Southern Realms vs. Lizardmen
Cataph's Southern Realms and Dogs of War - steamcommunity.com/sharedfile...
Duke's DDN - steamcommunity.com/sharedfile... - Hry
Just a reminder, Duke and Cataph are separate modders with separate mods, design philosophies, and approaches to balance. So just because a unit performs a certain way in Duke's DN, doesn't mean that was necessarily the original intent in Southern Realms. This was using Duke's mod and balancing, but I will also look to get some pure Southern Realms in soon as well. Link to both awesome modders works are in the description, enjoy this super fun and thematic battle!
Can Aranessa utilize the Dogs of War units?
Lovely replay as ever Indy, it shows off the beauty of this game when you can showcase these massive fights.
Definitely making it seem worthwhile to give Southern Realms a proper playthrough.
I'll watch it!
Been binge watchin the Dorfs nd Empire sfo vids, definitely would love your take on the Southern Realms after watchin those Pikemen crushin it.
I believe the proper terminology is "Chungasaurus" Temple Guard
Loved this kind of themed battles. Also the unlucky organ gun crew? The slayers stayed in the fight and went down in melee combat. They truly lived up to their oaths!
The real winner is Indy's GPU
The flying saucer tank is a terrifying weapon of war, but you need to leave it on fire at will for it to work. Otherwise, its ability to blast in multiple directions isn't usable.
*Edit, also, it isn't a steam tank. It's more of a dedicated cannon platform. It is truly rubbish in melee.
Those temple guard are pretty scary.
Like they managed to reach the top of the hill pushing through that many pikes.
Just given this a rewatch and noticed this time that Riccos got 500 value despite being absolutely nuked, a testament to how great a unit they are
All Skeggi Marauders know is sharpen they axes, explore they jungle, worship the dark gods, being shipbuilders, eat dried meat, and lie
I think it's cool to have the Wood Elves join in. Adds variety, and makes up for the fact we don't have an Amazon army yet.
Probably coming soon from the ovn team
I just finished a Southern realms campaign and the turtle tanks performed really well for me. They can shoot multiple projectiles on different directions, simultaneously. If positioned well, devastating!
That's what I was thinking. Seems like your goal is to position in where it's not in melee but has enemies all around it so all guns are firing.
Alot of mods especially combat related ones really flatten gunpowder arcs so you really really need clear of line of sight to use them.
I used a gunpowder mod in warhammer 2 where even against units taller than my dwarfs my guns won't shoot which makes sense really.
Since realistically just because someone's head is poking out above your allies doesn't mean you can shoot it off without the chance of hitting a fellow dwarf in the back.
For this tank it could be that, Just dodgy behaviour tied to the unit because of CA coding, ive had steam tanks misbehave alot in wh3 which could be tied to that or maybe the modders made its shooting arcs too restricted confusing the poor thing
@@loowick4074 Shooting units in general act really sketchy in WH3 as they sometimes won't automatically shoot even when you leave them at "Fire at Will" (not to mention how units will sometimes "forget" an order three seconds after you give it)
Then maybe the submod broke it.
Always a good day when the Dogs of War show up in a battle! Thanks for the vid, Indy!
These battles are way more fun and entertaining than the 1v1s
Yeah, because we know how 1v1s shakeout, same reason SFO is nice.
My pet peeve with pike formations in media is that the man in front is hitting the enemy in front, when he ideally should be hitting the man second or third rank in enemy unit. The second or third man in your unit should be hitting the man directly in front of the enemy unit. Besides that I’m always happy to see true pike and shot, the unsung heroes of late renaissance and late antiquity
Good replay mate, unfortunately for me I over chased the cav and ended up losing my mobility early but to be frank Alan played that well so props to him. Would love to see more of this mod on your channel bud!
Please please do more subcommanders battles. The decision making and teamwork make it so much more interesting than standard land battle fare.
Bro these Temple Guards are awesome LMAO. Really fun Subcommanders Indy!
There are few, if any, other units that instil the same sense of dread as 32 colossal Temple Guard marching in unison towards your troops
@@theduketw I really like what you've done with them in the mod. In vanilla elites are too similar to rank and file units. Elites should be lower in number and not better in every situation, but in their niche they should absolutely pack a punch.
@@ElijahBaley123 thanks, I'm very happy with elite units, as a general rule they have far less hp than others across the unit by having the same hp individually (obviously with the scale difference temple guard don't fit that) which leaves them very vulnerable
I really hope they do the Dogs of War and all the proper Regiments of Reknown
This is the pinnacle of gaming, really just the best. Take all you best guys and just smash up into each other. Glorious!
Excellent video! Thanks for sharing!
15:48 check that fancy elf roll!
The wood elves did not seem to be performing particularly well outside of the deepwood scouts and Sisters of Twilight, and the turtle tank made the first iteration War Wagons look fantastic by comparison. Great game nontheless.
looks like some of them got caught up in the right flank by pike-men or something
Great commentary as always and always nice to see the 27 things I didn't notice were happening yo my own units on the rewatch
Wow! The scale, setting, units and commentary were magnificent. Nice one dude, thanks to all involved.
I love the aesthetics of the Southern Realms. Extremely fun to play with some really unique features.
Longer cast time for magic seems like a great change. Implementing that might make elite infantry a lot more viable
Its unusual in the mod to see battles without some elite infantry in MP
Doesn't look anywhere long enough, considering how easily a bunch of units were nuked.
Southern realms is one of my favorite mods, Cataph did such an amazing job updating and reworking it to WH3
I think honestly missiles should account for armor a lot more than they do
Armor in real life in many cases was designed mostly as a response to arrows.
I think this should be reflected in total war more
Absolutely epic, loving the content as always Indy!
> The mounted cavalry
A yes, those famous horses mounted on horses
niche epirus reference is 100% appreciated my guy, nice sly history flex
These kind of battles are my absolute favorite to watch. So cool.
I hope there will be more sub commanders cause it is really nice to watch
This was cool af, thanks man!
It breaks my brain knowing this game exists. I may never get used to the fact that battles like this can happen.
Would love more Duke's Dmaned Nations. The balance is very interesting and lends itself to spectacle imo
Love the subcommander games. Hope to see more!
Excellent battle, would love to see more like this one!
How dare you release such a watchable video on the day of the sabbath, this is a day of rest!!! (Great video)
I have to say: I thought for usre that that the humans would carry the day - they had the perfect high ground and the pikemeen would have really held the line. That being said - kudos to the lizarman cav, which sucked down a lot of attention and did quite well
The lizardmen infantry actually did more than it appeared.
Skinks did alot of micro flanks through the game and mopped up anything that was left unattended.
While the temple guard actually were able to tank alot and shred through trolls pikes and skeggi infantry slowly but surely.
Fantastic cast and great mod showcase!
Hell yes. This is what TWH3 is all about!
Casual lizard chad W
The steroid puns for the Star Chamber Guardians cracked me up
Hell yeah sub commanders!! Love to see this mode coming back
You sir, are a man of the People.
Like hiding the outcome bar, usually spoils late game pretty badly and takes away from the tension.
That outcome was obvious from the first 5 minutes.
The damned nations truly is something. Skeggi is really fascinating.
6:21 I cackled
i like your commentary intermingled with the jokes / memes. fun watch! NOW MAKE MEDIEVAL 3 DAMMIT
at last subcommanders AND dogs of war!
Awesome
why is the music from old total war games so much better
Nice battle. Can almost wait until an equal battle between the greenskins vs skaven or the demons of chaos vs the empire or the ogre kingdoms vs Beasts of Chaos
Pikes look so cool
Founderrikson at last!!!
More, more!!!
🥃
Excuse me, did I just see a Da Vinci hovercraft?
Yes
I never understood how some RoR worked in Cataph's Southern Realms, the ones that have the Leader of Renown trait, like the Cursed Company, i see Richter Kreugar's model in battle and the description says that It gives the unit some buff but its vague, its the model a semi hero? Does It give the unit a passive skill? Does the buff only work when the model is alive? Since different RoR have different Leaders of Renown i think that the description should be more specific
FINALLY
WOW
DN is a really well done mod! though slower battle pace is personally not my jam
do you have a video with your graphics settings? if not, could you show it in the next video please?
Not sure I particularly like the balance in this mod (pikemen seem way too fast for a heavily armored unit), but the battle was awesome to watch. Thanks Indy!
I'm sensing some very disturbing rule34 between those Temple and Glade Guards 😬
I would love to see
Cult of Sigmar (infantry) / Balthazar Ghelt (ranged) / Reikland/Boris (Cavalry) against
Khornites (infantry) / Tzeenchians (ranged) / Slaneeshi (cavalry)
CA also needs to fix the gate bug. Seriously, it's been nearly a decade now.
more of this
What mod is used for skeggi?
Where is the thumbnail art from?
Is the title Subcommanders a nod to the TV show Timecommanders or unintentional? Cool either way
That Dogs of war didn't make the cut in Total War: Warhammer 2 is certainly the biggest loss for the series so far. Even so Arabia or Albion would have been really cool too.
Dogs of war might be a free lc further down the line. In regards to Araby and Albion, I think Araby runs the risk of offending people with their flying carpets and genies and such and Albion would be tough to implement because Belakor is situated in Albion already. I would love an Albion dlc though
I've messed woth that tank and it was absolutely nuts sent it straight into a deathstack of my mates temple guard and it managed something like 6k value before going down so no clue what went wrong with it here
well this was awesome to see but i still cringe everytime i see saurus without shields... no one ever set up saurus on the tabletop field of battle without shields more then once to experiment and then they never ever did it again. That is a pet peve tho, I love the bigger temple guards :D
is skeggi in cataph´s mod? I didn´t notice last time in campaign
no its in Duke's mod
@@milkandcookiesTW I will see into it, thanks!
Pikes seem very strong. Idk their cost in this mod so maybe they are super elite but if they are low tier troops pulling out 1600 gold value there’s a balance concern.
Well, in exchange all of the Southern Realms ranged units were barely able to make an impact. I think Duke just kind of messed up their balancing in his submod.
It feels realy wierd seeing Sauruses not deservingly tearing humans appart in melee.
The pavise crossbowmen had other plans unfortunately for me
Seems like this kind of high budget format inherently favours factions like WE or Lizardmen or Chaos that just happen to have super expensive elite toys which they can splurge on, whereas factions with less elites and a more solid medium or low tier lineup just lose out because they simply cannot get the same amount of value out of a high budget since there's a hard limit of how many units they can field either way.
But it also looks like the DN mod really just broke the Dogs balancing. They are all about pike and shot, and the shot part seems to be completely crippled, especially when you consider how powerful offensive magic and single entity monsters appear to be. Mass infantry factions need to either have crazy fast infantry, higherly effective slows or be extremely deadly from range because they cannot catch monsters or cavalry effectively and just get bullied. Not to mention that it looks like the mod simply just broke the tank entirely.
This was a lot more one-sided than you seemed to think. Elves and LM literally got away with feeding most of their infantry to the meat grinder at the very beginning and still win just with SEMs and magical nukes.
DWAYNE GOR'ROK JOHNSON
It hurts my soul to see lizard and traders in the side of the empire. Gor Rok or Krokgar or Teherhnuin would not have that no lizard man lord would allow betrayal their faith and loyalty is absolute
What are subcommanders??
Each player plays an aspect of the army, so one player is ranged, one infantry, one cavalry/monsters (though everyone has a bit of chaff infantry)
Where are the skeggi units coming from?
The Duke's Damned Nations
@@theduketw Thank you Sir Duke, I'll have to check out your overhaul sometime :)
Sorry- noob question. What is ITP?
Immune to Psychology, so not affected by fear and terror
Thank you!
Lizards fighting Lizards is thematic? I thought they were all hardwired to all be on the same team
Saurus are, the others not so much
@@theduketw Ahh ok, im not to up on all the lore. I guess because theyre more like beasts rather than ppl?
@@theduketw is that because the others are more like beasts?
Some of them, and others are more intelligent and self aware like the skinks
Actually that's reflected in the lizard units skeggi get in the mod - kroxigors for example aren't much different from working for lizards or working for skeggi, while skinks who are forced to work for skeggi take a significant hit
No Mangles Manhide Manflayers ☹️
I'm somewhat pleased with the updates to the game. I've held off on picking up it despite owning the first two games and all their dlc. I may just give in the next time there's a 50% off sale if they keep up the improvements.
Okay, why the hell are the RoR's so bad for the Dogs of Wars and their pikemen so busted? Why the hell wouldn't you just bring an entire army of half pikes with Pavise Crossbows and Handgunners?
In the submod I can answer, they'd leg it. The elites provide much needed anchors to the mercenary troops. Their rors are good when they don't have a ruination of cities hit them
Okay this missile DMG nerf is disgusting. Do not bring missiles in this mod. None, NONE - and I think this is important - NONE! of the hovered wood elf missile infantry paid for themselves. The best one out of the group was the first Deepwood Scout with costing 700 gold and getting a value of 487 gold. The rest is worse in some cases by far. (Gladeguard 500/126; Hawkriders 1000/51; RoR Waywatchers 1500/483; normal Waywatchers 1200/459). And missiles are the wood elves strong suite. They are supposed to do the killing normally and get MORE value than they cost.
I hope missiles get a HUGE cost reduction in this mod if they are only considered a support piece. Maybe like a hangered Grail Reliquae so costing 500 gold max.
I guess SEMs will rum rampant in this mod so idk get big scary things and especially big scary things that can kill big scary things and a bunch of healing to heal big scary things. Greater demons, Ghorgons, Trees, Dragons, Sphinxes (especially Necrosphinxes), ogre cav RoR and so on
I like the new units he did but hate the balancing.
Its very difficult to tell anything if note on balancing from a single subcommanders battle of all things - it's very evident you've never played the mod since none of that is accurate to it overall, just to the battle (which bear in mind was against cuirass armoured troops with 30% missile resist, backed up by the more valuable tank with even larger missile resist)
SEMs are solid but can die very fast, that they did well here is a testament to Alan's play rather than a general thing
@TheDuke'sTW I tested with both mods on.
Missile Infantry is bad.
I tested Wood Elves vs. Warriors of Chaos.
Deepwood Scouts vs.:
Marauders - Shielded
Marauders - Great Weapons
Chaos Warriors - Shielded
Chaos Warriors - Great Weapons
Chosen - Shielded
Chosen - Great Weapons
I tested max. range until engaged in melee.
Unmoded they had 18/22 ammunition left ~82%.
Moded they had 28/34 ammunition left ~81%.
So having more ammunition doesn't change anything about how long they are able to fire cause moded just uses more ammunition in the same amount of time (time being till engaged by melee infantry).
Unmoded results in %HP left:
M-S ~73%
M-GW ~55%
CW-S ~92%
CW-GW ~82%
Ch-S ~95%
Ch-GW ~87%
Moded results in %HP left:
M-S ~89%
M-GW ~59%
CW-S ~95%
CW-GW ~85%
Ch-S ~98%
Ch-GW ~93%
So despite using up the same percentage of ammunition in the same amount of time (time being till engaged in melee) they performed worse with both mods enabled than their unmoded counterpart.
They were worse round about 5-10% in comparison with one exception Marauders with Shiels. The moded variant has gold shields so the moded deepwood scouts lost ~28% of their DMG against them, a chaff unit.
I would've liked to test it with AP missiles in form of Way Watchers especially because WoC have so much armor and missile block change would be even more visible on an elite AP missile infantry which would get hardcore nerfed by CHAFF Marauders having GOLD shield missile block (aka 70% instead of the usual 30% missile block chance) BUT the AI first of all wasn't able to acknowledge my missile superiority and didn't charge from the beginning, second they didn't even move when I was shooting at them so yeah.
Otherwise I noticed arrows not showing up while moving, tooltips not showing up during fire while moving.
So yeah. Same amount of ammunition. Same amount of time. Just less damage delt. All gold cost changed. Chaff getting more expensive. High tier stuff getting cheaper.
Conclusion: Missile infantry deals less damage. The impact was even visible with non armor piercing against heavily armored infantry. Armor piercing missile infantry would get hit even worse because of how missile block chance works.
I do not like the changes made by the mod "Duke's DDN" and so I will not play with it. And that's fine. The mod wasn't made for me. I don't have to like the mod and that's okay.
There are a lot of people who love this mod and that's great. You did a great job for a part of this community and that's awesome. And I really don't want to take away from that. Moders like you are awesome and so much for this community so everyone is able to play like they want to. And I love that. Most of the time I play with quite a few mods on. I test new wants and look what works and what doesn't work for me and I'm so glad that moders like you exist so I'm able to have even more joy with the game I love ♥
@@ST9876543 I agree that ranged vanilla is stronger, but I wildly disagree that ranged is bad, in fact it's so influential and vital that armies that didn't have ranged in vanilla received ranged in the mod
What a goofy mod 🤨
Why ruin this awesome thematic battle by brings the elves along. Someone must pay for this most grave of sins.
Thats on me, we figured that lizardmen didn't make the best ranged contingent for a subcom for obvious reasons, and our ranged player doesn't have the high elf dlcs who were our first choice of possible allies
@@theduketw very well 10 lashes and no dinner for a week.