2:37 If I recall rightly, while Chaos Dwarfs have no qualms whatsoever about accidentally (or 'accidentally') killing their slaves and menials, screwing up and killing your fellow Chaos Dwarfs is a big no-no. Friendly fire on some fellow Dawi will get you instantly sent off to join the Infernal Guard.
Absolutely. Not only do they have their own twisted version of the legalistic adherence to norms but they are vastly less numerous than their western kin. Every chaos dwarf life is precious because there are so few to go around. This is a huge reason why they skew so hard into war machines, and use slave legions as cannon fodder in fights. This probably also plays a big role in why infernal guard, effectively the chorfs version of slayers, are allowed heavy armor and can earn back their honor. As a dwarf recompence is required for misdeeds but wasting a life to some slayer oath rather than allowing a proud warrior to earn redemption is not viable.
@TaskForce-ql3bx yes. They are one of the few factions that were listed with an increasing population. The others from memory being humans, skaven, and orks.
I feel that feast of the maggot lord ability, though in campaign. Kholek was dunking on Tamurkhan, then procced it and the maggot lord feasted and killed him. Was the mlg play of my early campaign.
Tamurkhan looking crazy good here after dumpstering the Bale Taurus after two impressive showings and then in death securing the game and the value lead.
The range on that feast of the maggot lord is waaay more than I expected. A bit weird that it’s so far when it’s meant to be the worm chestbursting at you in melee.
Me too. Dwarfs in WH usually have a sort of stonemasonry theme, and it even applies to their armour too, being very large and strong. But Chawi have got a more industrial theme, which traditionally appears more aggressive and malevolent than mere stonemasonry. Not only thematic, but makes sense lorewise too.
I think tamurkhan's death ability should have like 20 range. Seems like it should be something that hurts you if you're fighting him, not just be on the same map as him
To be fair, while I agree from a lore and logic standpoint I do think it’s much more balanced the way it is now. He is a large and slow character, so most lords and heroes would easily be able to just run away at the last second to immediately get out of range. It has to be long range to be effective in multiplayer at all.
The Blazing beards RoR is a good alternative to infernal ironsworn for clearing out chaff, they have the same range attack with shorter reload and cost 450 less
I've never seen Turin under-defend Artillery before. He had them spread out, and the piece next to the forest was ninja'ed early. He had to summon a Baletor to support them... I've seen other players either 1) place a screen of cavalry next to the artillery, or 2) set their Artillery together to focus-fire against a side objective point to obliterate parked enemy units.
I'm guessing it was a combo of lacking early resources to defend that many, and the fact you don't block Exalted Heroes of Nurgle with CD, you punish them after they've made contact.
Feast of the Maggot Lord needs it range reduced to like... 25 meters, maybe 50, but 100??? your telling me that maggot is crawling around that fast that he can dart to my lord a football field away?
With Tammy's ability I feel like when against Nurgle it might be better to default to a lord with higher HP as Tammy will probably hit them one way or another with his ability. But with Nurgles new anti large units you might not want a large lord so I think this makes a tougher choice when fighting them as Tammy, in death, could easily swing a game like he did here.
looove artillary. wish it was like -50% on price so all factions would use them; make them super weak to move and getting attacked so taking too many is still fault. or /and nerf their dmg a bit by increasing their spread off hit ^^ just want to see 2+ arti from all races shooting all fight :P
Generally, Plaguebearers are good when you're fighting a unit with a ton of AP, and moreso if they have lighter armour. Warriors are good when you're fighting non-AP.
I think they need to change DOM value to be the remaining value of the units in the fields that's more accurate because the current one kinda "lies" a lot about the state of the game
Some of the new damage in the patch just isn't okay. The laser beam and two passives that reward you for dying. So in essence your misplays gets you value.
Doubt the Tamurkhan play really affected the outcome, he was on a 900 point lead at that point. I think the ability trigger range could be nerfed a bit so there was more room for counterplay. But nurgle could use some buffs on their rot fly units, the damage output on them is so pathetic compared to vargheists and ripperdactyls.
8:49 thats just stupid, it deletes 80% off a SE in literally 6 seconds from range o.O nullify all nerfs made to death magic to prevent such boring click->death spells ;P
11:08 also an example that the point system is just bad... like game stops before you even half done and he wins even though his entire army is going to be gone in like 1minute and half a chorf army is going to dance on their corpses, but in defeat :P
I really really REALLY feel like from both a flavor and a balance perspective feast of the maggot lord should have it's range reduced from 100m. It's supposed to be the maggot coming out of the body and burrowing into the other lord. I think it'd be better if the range was in dueling terms like 35m
That death ability for Tarmukan is SUCH BULLSHIT. You were like three kilometers away and he still got you? I understand if you are figthing him in melee, but come on!
3 magma canons is way too much man, 2 (or 1) is all you will ever need to get good value. This many means you won't have the starting resources to protect them, as we could see here. You needed a blunderbuss from the start instead of one of the magmas though you did realize that by the end of the video
Also with 3 magma canons you kind of run out of targets to shoot with them, 2 are enough to make short work of any infantry provided you keep them online
@@turinRTS there elite units cost to much, monsters included. Mostly chaff half of the time, all there cool lords never get picked because oh guess what the generic lords are better. Kai destroyer, utterly useless.....
2:37 If I recall rightly, while Chaos Dwarfs have no qualms whatsoever about accidentally (or 'accidentally') killing their slaves and menials, screwing up and killing your fellow Chaos Dwarfs is a big no-no. Friendly fire on some fellow Dawi will get you instantly sent off to join the Infernal Guard.
Absolutely. Not only do they have their own twisted version of the legalistic adherence to norms but they are vastly less numerous than their western kin. Every chaos dwarf life is precious because there are so few to go around. This is a huge reason why they skew so hard into war machines, and use slave legions as cannon fodder in fights.
This probably also plays a big role in why infernal guard, effectively the chorfs version of slayers, are allowed heavy armor and can earn back their honor. As a dwarf recompence is required for misdeeds but wasting a life to some slayer oath rather than allowing a proud warrior to earn redemption is not viable.
What if its by accident?
@@sassyviking6003can chaos Dawi even reproduce?
@TaskForce-ql3bx yes. They are one of the few factions that were listed with an increasing population.
The others from memory being humans, skaven, and orks.
@@TaskForce-ql3bx good question, never seen any lore about it.
They usually do a good job naming RoRs but "The Granite Guard" is top tier
Tamurkhan: I may have been defeated, but you are going down with me!
Tammy has an absolutely disgusting death animation that you missed out on.
damn the range on feast of the maggot lord is kinda crazy!!!
Yea they should probably cut the range in half
maggots are natural sprinters
@@deathsender4152 Nah i think they should double the range.
They need to make that half the range that reach was ludicrous.
@@deathsender4152and while they are at it nerf goth Elsa’s beam
It didn’t quite work out this game but I’ve been loving the magma cannon revival lately, fun to see them more!
I feel that feast of the maggot lord ability, though in campaign. Kholek was dunking on Tamurkhan, then procced it and the maggot lord feasted and killed him. Was the mlg play of my early campaign.
Grandfather smiles down upon us.
It does make me happy to see turin taking games with the fireglaives. They are my favorite unit from the chorf dlc.
The thumbnail is genuine 24 karat gold!
Tamurkhan looking crazy good here after dumpstering the Bale Taurus after two impressive showings and then in death securing the game and the value lead.
I wonder if the change to tracking projectiles also effected other artillery? I've seen folks saying empire cannons are performing a lot better too.
I love the thumbnail so much xD
Love the feast dynamics. Lots of play and counterplay.
The magma cannons probably feel better because of the targeting buff. Even as a single unit.
The range on that feast of the maggot lord is waaay more than I expected. A bit weird that it’s so far when it’s meant to be the worm chestbursting at you in melee.
I won't lie. Chadwi are one of my favorite factions aestetically. The industrial warfare mixed with the Babylonian mysticism is just so cool.
Me too. Dwarfs in WH usually have a sort of stonemasonry theme, and it even applies to their armour too, being very large and strong. But Chawi have got a more industrial theme, which traditionally appears more aggressive and malevolent than mere stonemasonry. Not only thematic, but makes sense lorewise too.
I think tamurkhan's death ability should have like 20 range. Seems like it should be something that hurts you if you're fighting him, not just be on the same map as him
To be fair, while I agree from a lore and logic standpoint I do think it’s much more balanced the way it is now. He is a large and slow character, so most lords and heroes would easily be able to just run away at the last second to immediately get out of range. It has to be long range to be effective in multiplayer at all.
@@patricksheehan43 Yep. It's meant to deter engaging him at all with a lord, thus forcing a fundamental change in deployment.
@@patricksheehan43 + most of them have mounts that can either fly or horses to get away from him even faster
If it was that short nobody would ever get hit.
the baletor makes dragons cry in shame xD
The Blazing beards RoR is a good alternative to infernal ironsworn for clearing out chaff, they have the same range attack with shorter reload and cost 450 less
At 4:22 what is it that you were referring to? Cormagaunt?
I've never seen Turin under-defend Artillery before. He had them spread out, and the piece next to the forest was ninja'ed early. He had to summon a Baletor to support them... I've seen other players either 1) place a screen of cavalry next to the artillery, or 2) set their Artillery together to focus-fire against a side objective point to obliterate parked enemy units.
I'm guessing it was a combo of lacking early resources to defend that many, and the fact you don't block Exalted Heroes of Nurgle with CD, you punish them after they've made contact.
Man at the value lead at the start really made me think nurgle had little chance but boi did Tammy take it
Feast of the Maggot Lord needs it range reduced to like... 25 meters, maybe 50, but 100??? your telling me that maggot is crawling around that fast that he can dart to my lord a football field away?
I honestly think wrath of the maggot lord should have a smaller radius. You're lord was nowhere near him when that procced.
Tamurkhan on his Toad Dragon should still be anti-large. Because, if you want your Lord to kill infantry, just get Ku'gath instead.
man for years i oved the thumbnai thius is another fantastic one
I'd still love to see some new units for my dawi zharr in the future. The roster still needs a touch of love.
I am happy to see foot Tamurkan be a thing. I think he is hard to take off a point.
Ah my daily WH videos :)
Can we see some of the destroyer play for the Chawi? Honestly have yet to buy the faction but they seem so cool.
That ability basically did one shot the lord....lol
Love me some magma cannons
With Tammy's ability I feel like when against Nurgle it might be better to default to a lord with higher HP as Tammy will probably hit them one way or another with his ability. But with Nurgles new anti large units you might not want a large lord so I think this makes a tougher choice when fighting them as Tammy, in death, could easily swing a game like he did here.
looove artillary. wish it was like -50% on price so all factions would use them; make them super weak to move and getting attacked so taking too many is still fault. or /and nerf their dmg a bit by increasing their spread off hit ^^
just want to see 2+ arti from all races shooting all fight :P
When should a nurgle player use chaos warriors or plaguebearers?
Generally, Plaguebearers are good when you're fighting a unit with a ton of AP, and moreso if they have lighter armour. Warriors are good when you're fighting non-AP.
I think they need to change DOM value to be the remaining value of the units in the fields that's more accurate because the current one kinda "lies" a lot about the state of the game
That thumbnail tho 🤌🤌
Some of the new damage in the patch just isn't okay. The laser beam and two passives that reward you for dying. So in essence your misplays gets you value.
Turin, do you plan to post any FFA's or 2v2's?
Tammy makes me think of some trailer park Karen, it's a pretty solid nickname really.
FEEEAAAAST, MAGGOTLORD, FEEEAAAAAST!
please dont call him tammy Turin...
Doubt the Tamurkhan play really affected the outcome, he was on a 900 point lead at that point. I think the ability trigger range could be nerfed a bit so there was more room for counterplay. But nurgle could use some buffs on their rot fly units, the damage output on them is so pathetic compared to vargheists and ripperdactyls.
8:49 thats just stupid, it deletes 80% off a SE in literally 6 seconds from range o.O
nullify all nerfs made to death magic to prevent such boring click->death spells ;P
11:08 also an example that the point system is just bad... like game stops before you even half done and he wins even though his entire army is going to be gone in like 1minute and half a chorf army is going to dance on their corpses, but in defeat :P
Definitely need to nerf the range on that ability
damn!!
I really really REALLY feel like from both a flavor and a balance perspective feast of the maggot lord should have it's range reduced from 100m. It's supposed to be the maggot coming out of the body and burrowing into the other lord. I think it'd be better if the range was in dueling terms like 35m
That death ability for Tarmukan is SUCH BULLSHIT. You were like three kilometers away and he still got you? I understand if you are figthing him in melee, but come on!
Tureeeenooo!!
First like!
3 magma canons is way too much man, 2 (or 1) is all you will ever need to get good value. This many means you won't have the starting resources to protect them, as we could see here. You needed a blunderbuss from the start instead of one of the magmas though you did realize that by the end of the video
Also with 3 magma canons you kind of run out of targets to shoot with them, 2 are enough to make short work of any infantry provided you keep them online
Hey you know tyranids could work in warhammer fantasy and would actually be perfect for a true monster faction.
Edit 2: some tyranids*
Score 300-1500. Thats all you need to know about nurgle. Not even close.
feast of magotlord needs nerf ASAP. Atleast to its range
Feast of the Maggot Lord needs nerf for sure. Range AND damage way too high
Chaos Dwarfs seem underwhelming
They are a solid mid tier fac
@@turinRTS there elite units cost to much, monsters included. Mostly chaff half of the time, all there cool lords never get picked because oh guess what the generic lords are better. Kai destroyer, utterly useless.....
Domination sucks