@@pjadtron9415 They over nerfed them sadly:( They look so damn amazing and from a game perspective, they are really nice and fitting unit into the Ogre roster. Just, not quite worth it atm. (Unless you are Skragg in campaign, that can still feel nice).
Personally I think the dead lord penalty should kick in if they shatter too, slow foot lords can delay it by running slowly toward the edge while in theory their units should be discouraged to see their boss running completely out of it.
Damn, that Night Gobbo boss shoulda died multiple times over, he was just being pushed around by those sabretusks for 2 minutes. And then he even managed to recover his leadership.
14:25 The Goblin Warboss thought that he could pull the game back by getting the Slaughtermaster high as a kite. He forgot about the fact that people get the munchies when they smoke green.
Nice game, but CA should really look into the unit interaction when units chase down routing lords. Seeing that sabretusk pack just following around the Night Gobbo was just painful
At first I read "Lead Belchers" like a job title, the equivalent of Lead Programmer or something. These guys have been belching for years and gotten promoted.
I always love these types of battles and which it's just a generic lord against another generic lord especially if it's green skins, beastmen, or ogres in which I could just say that this is just a spontaneous fight of two armies that I think would be really funny if you just walking in the woods and then you just come up to this.
Nice to see Ogres on the battlefield and how they are finally fair and balanced. I have a big unit of Ogre Ironguts in my 8th edition miniatures army. They are surprisingly fragile with only heavy armour and strikes last with great weapons. But a little Ogre magic like extra toughness or regen can certainly help.
Those lead belchers causing so much damage to so many units that quickly would just be super demoralizing at the start of the fight. Especially as Greenskins.
I've noticed that rampage ranged units will still fire in my current Slaanesh campaign as well. Does anyone know if this was in the game before the rampage rework? I wonder if it was a stealth update
Rampage was changed so that if they are not close enough to a unit when rampaged they will kinda do their own thing. Melee units just sorta walk in circles. I guess ranged units will just default to their fire at will state at anything in range if units aren't close enough for them to choose melee.
@@cinder8926 I think it specifically said if a unit "wasn't in range" it would run in circles, so maybe for missile units that is multiple ranges. I.e. the normal melee range for rampage and then their own missile range
The resources are accumulated through time passing. Those resources you can spend to summon the units that you have determined were in your reserves during the army creation phase. Each unit costs a certain amount. And a dead, fled, or unsummoned unit goes back into the pool of reserves.
i only play this game single player but i have watched a metric fuckton of replays by turin. it seems like players always just stop attacking units that are fleeing but not broken, even though they always come back. why is that? the units always end up biting them in the ass... like every time.
If they break a unit, but not shatter it, it's about if having your unit chase it off the map is worth it. That unit could be better off fighting something that hasn't broken yet. Then you need to be aware of enemy units rallying. Yes, it may come and bite you in the ass, but that's a part of the macro game. Gotta be aware of that and try and use your units efficiently
I remember when rank 9 Cathay peasant spears were the only way to cost effectively deal with gorgers
I don't miss those days, however if you did beat them it was such a good feeling.
@@pjadtron9415 I have to admit, I would use the gorger cheese from time to time, my greatest shame
@@CanadianBacon9719 as did I, you felt unkillable. However I do think they over nerfed them
@@pjadtron9415 They over nerfed them sadly:( They look so damn amazing and from a game perspective, they are really nice and fitting unit into the Ogre roster. Just, not quite worth it atm. (Unless you are Skragg in campaign, that can still feel nice).
Personally I think the dead lord penalty should kick in if they shatter too, slow foot lords can delay it by running slowly toward the edge while in theory their units should be discouraged to see their boss running completely out of it.
agreed. realistically running should even be worse then dead
Damn, that Night Gobbo boss shoulda died multiple times over, he was just being pushed around by those sabretusks for 2 minutes. And then he even managed to recover his leadership.
Its nice seing Hadres target all of those running units to build back up his army abilities.
I'd say "Meat's back on the menu, boys!" but I'm not sure who I'd be quoting.
Would greenskins be considered fungi when you eat them too?
Ogres have menus?
@@Shane2020xxx Yes!.. Every living thing is on it.
I’ve missed Hadres, but I’ve missed his skaven even more
One day, one day the Horned Rat will have his day 😔
14:25 The Goblin Warboss thought that he could pull the game back by getting the Slaughtermaster high as a kite. He forgot about the fact that people get the munchies when they smoke green.
Nice game, but CA should really look into the unit interaction when units chase down routing lords. Seeing that sabretusk pack just following around the Night Gobbo was just painful
This has been an issue since game one, so we can be sure this will never get fixed.
It’s a engine problem that they can fix unless one day we get a remake
At first I read "Lead Belchers" like a job title, the equivalent of Lead Programmer or something. These guys have been belching for years and gotten promoted.
It was ogre before it even began
Belch for the belch throne
iron guts are insanely good for t3 units. And they do look amazing. Never expected for Ogre Kingdoms to be one of my favorite races in game 3.
Loving this torrent of content! Keeps me fed while desperately waiting for new Thrones of Decay news
Belchin is a favorite of mine
U r a favorite of mine
@@cillblinton8181Awww
I always love these types of battles and which it's just a generic lord against another generic lord especially if it's green skins, beastmen, or ogres in which I could just say that this is just a spontaneous fight of two armies that I think would be really funny if you just walking in the woods and then you just come up to this.
Nice to see Ogres on the battlefield and how they are finally fair and balanced. I have a big unit of Ogre Ironguts in my 8th edition miniatures army. They are surprisingly fragile with only heavy armour and strikes last with great weapons. But a little Ogre magic like extra toughness or regen can certainly help.
belchin boys are back in town
Boar boy biguns are so crazy good. Nearly carried entire game for outerregion after that devastating early game
Looks like the ogres are feasting on some good green skin meat tonight
Oh man! I need to get back to work, but ogres…
Ogres, my lord.
You have a nice voice, like a warm glass of milk with a labcoat and glasses on it
Out here belchin’ in these streets
Hi Turin!! Love your videos, hope you and your awesome wife are doing well! ❤👍👍
Smoking hot wife*
Those lead belchers causing so much damage to so many units that quickly would just be super demoralizing at the start of the fight. Especially as Greenskins.
As much as i love a good Ogre scrap, im just so hyped about the DLC
I've noticed that rampage ranged units will still fire in my current Slaanesh campaign as well. Does anyone know if this was in the game before the rampage rework? I wonder if it was a stealth update
Rampage was changed so that if they are not close enough to a unit when rampaged they will kinda do their own thing. Melee units just sorta walk in circles. I guess ranged units will just default to their fire at will state at anything in range if units aren't close enough for them to choose melee.
@@cinder8926 I think it specifically said if a unit "wasn't in range" it would run in circles, so maybe for missile units that is multiple ranges. I.e. the normal melee range for rampage and then their own missile range
What about a calvary focused oger build?
For the next fantasy title CA should work on the ability to kill fleeing foes.
can you explain pls how the all resources and creating units work?
The resources are accumulated through time passing.
Those resources you can spend to summon the units that you have determined were in your reserves during the army creation phase. Each unit costs a certain amount. And a dead, fled, or unsummoned unit goes back into the pool of reserves.
@@jugujugu1 yes but can you relate it to the signs above? and explain what each sign mean and what moderate each resource for what?
I hope Ogres get at least one more DLC to round them out and get a tad rework and they'll be good.
Dlc races have never gotten more stuff.
So many unga bunga infantry tide factions in domination mode, kinda miss the monster mash a little
Oh cool, I had Leadbelchers played in my Warcraft 3 mod in the finals of the cup :D
when will you possibly consider playing manor lords? I'm sure the dev has contacted you about his game?
Isnt this like the eighth greenskins game recently
What about the GRIMGOR
i only play this game single player but i have watched a metric fuckton of replays by turin. it seems like players always just stop attacking units that are fleeing but not broken, even though they always come back. why is that? the units always end up biting them in the ass... like every time.
If they break a unit, but not shatter it, it's about if having your unit chase it off the map is worth it. That unit could be better off fighting something that hasn't broken yet.
Then you need to be aware of enemy units rallying. Yes, it may come and bite you in the ass, but that's a part of the macro game. Gotta be aware of that and try and use your units efficiently
Aren't sabre-toothed tigers technically more canine than feline? So who let the dogs out is accurate.
Or is that misinformation from my childhood
Orc player lost because he took too few boar bigguns hehe
gs lose most high level fights, but they are top three!