One important thing about the Black Coach you missed: Its abilities are now charged by the number of kills it achieves when previously it was about time spent engaged in melee combat. This is a significant buff as the Coach is obviously a chariot and not at all built to stay in melee for prolonged periods of time, whereas now those abilities can be activated just by cruising and smashing through formations or even hunting down routed units.
The most important thing about the Black coach is that no sane player will ever use it, regardless of its abilities. Necromancers have mapwide regeneration auras from their mounts, making Black coaches utterly useless.
I love the lore of lizardmen standing up to Chaos alone and as equals when nobody else can. Absolutely adore their lore. The guy who thought to mix South American native looks and lizards is a mad genius
You forgot to mention how Ethereal units (or Hexwraiths at the very least, as I had seen from another video) have PURE armor-piercing damage now, allowing them to completely bypass armor.
I for one, can’t wait to see epic slug fests between chaos and lizards like it should be from a lore perspective, those Sarus going to be a brick wall for anything that doesn’t have great weapons, as they should being like 8 foot tall lizards. Also the empire change is pretty huge, they can play flanks on all the slower factions or those that rely on missiles, while using their own missiles to destroy big monsters. They truly are the jack of all trades, about the only thing they can’t do is win a prolonged brawl.
I just wish they had managed to sneak a Geomantic Web update in there too for my lizards! I'm glad they acknowledged it needs work though. I can't wait to take Kroq-Gar on a rampage with Saurus armies now.
@@draugr121 For me, it's more about that it could be much better. The web is average and can honestly be ignored. A lot of other factions got their similar mechanics buffed or reworked. I just want something more engaging and worth it if I do invest in it.
You'd be suprised, admittedly my experience is on Normal but I once held my own (20 units) vs 2-3 skaven armies, they came in waves though, but in the end my greatswords were standing strong, altough nearly dead.
the empire is absolutely not a jack of all trades.. they have mediocre infantry, no flying units that aren't lords/heroes, no super fast units, and no monsters.
@@-Triumph yeah but hunger can only heal existing units, not reanimate fallen ones. plus, you cant heal your heroes etc back to full health at the end of the battle while the enemy is routing. all because of the 5 plpl who play multiplayer.
So glad with that change to Saurus units, been requesting that from the start because it's so lore breaking; saurus are "we stand and fight" personified..
I always thought if they were going to change it, they would keep the rampage mechanic but have rampage trigger like a 20% damage boost or something since they are, you know, rampaging.
I won't use units that rampage. Temple guard, Saurus spear and cold ones spears were it for me ( with a Saurus army) so basically lizard men had to be in control to be in the army. If not your garrison only.
Small question concerning the speed of horses : Bretonnia is supposed to have better horses (because they are from elvish horses) and as a result in game, they were faster than the empire horses. Now that the empire horses are faster, are they the same speed as the Bretonnia one ? Thanks !
Yeah Empire cav is also more heavily armored which would logically make them slower, now it would seem that they are slightly faster for whatever reason. I really hope it's just that they havent gotten to rebalancing every faction in the beta just yet and not just seemingly power creeping with no regard to logic/lore.
@@Guaccc They already did that. Cathay's missile units have better range from bows on peasants than High Elf or Wood Elf archers do. They've long ignored lore things like that, it irks me so much when random Cathayan peasants are better archers than Elves.
@@Retrosicotte aren't peasants at 140 vs he archers at 180? Are you thinking of Lothern Sea Guard which has lower range than base due to being a multifunctional unit?
for ethereal units they received the change to having more health also due to the way healing works now (% based) - this makes them much more durable with undead healing spells and effects
66 speed war wagons makes me want to test them against Skaven infantry, who normally used to be a bad match as the speed difference was too low against a race with so much poison.
Love the changes so far, hope they keep it up. I'm most excited about the changes to the undead, as by the end of WH2 they felt kind of boring to play despite them being on of the cooler factions thematically to me.
For what I understand, they made the units better because in game 3 we don’t have an infinite wind of magic, so VC will be less Lord/hero depending than previous games
Others changes i've spotted : High Elves martial prowess is now 25 porcent instead of 50 porcent. Idol of Gork has now unbreakable and gain +4 MD. Nakai got a better item with ward save and vigour aura for him and his allies. Grimgor got more health now ! Probably to not get hit by wound too early. He got 5536 in our version and 7123 in streamer version. Tombs Kings healing changed from flat to porcent (like all heal in warhammer 3) and can be used 2 times (after the Ushabti use) instead of one time. (Not sure if it's a bug or intended but redondant to every TK video i've seen) The rate of fire for range units are nerfed by 10 porcent. Meaning that they have a bit less DPS overhaul.
So everyone stayed equal, or got stronger? The only exception being Dwarfs, who got nerfed across the board with spell resist, ranged dmg and wounds? Yeah that sounds like typical CA bullshit.
@@Lukashoffmann94 In campaign Dwarfs are not bad ! Their economy is boosted and without Grimgor as powerhouse the campaign with Thorgrim will be even easier. Late game they have a good army overhaul. In land battle they are kind of mediocre, like in warhammer 2 it depend of the match up but yes in Domination they look very mediocre if not bad. I think Dwarfs need a DLC, they only got 1. Time to give them more tools !
@@jorne6863 Campaign wasn't really in question, but in Domination even a good DLC won't save them. They don't even have any basic unit with magic dmg and are stuck with overpriced Lords/Heroes, who got nerfed even further with the wounds mechanic. Just look at the Anvil of Doom. The main selling point was the additional defense and now that 25% physical/40% magic resist is basically worthless.
Hey Zerk has anyone asked CA if the speed change for Empire Cav (and Cathay Cav) is intentional? Bret, Kislev, and the High Elves didn't see any changes despite those units originally being balanced around a greater speed originally. It feels like the move to 78 speed is a bug.
"need a little more staying power for the tougher stuff like bloodletters here" -gives charge bonus -gives melee attack -gives physical resist bloodletters do magical damage, like all demons. ... staying power against demons? 7:14 invocation of nehek used to be single target, unless you mean they changed the OVERCASTED version?
Maybe he means it's caring more about entities in the way how it works now. Where earlier it cared about all entities. If that's the case.... It's a hard nerv.
Finally! The Lizardmen needed this change. It never made sense that a highly disciplined, hive minded race would go out of control. They might be the first race I play in IE. The Old Ones approve!
Not true.. Nehek was AoE for the whole WH1 and also for some time in WH2, dont remember exactly which update changed it in WH2 but it was not like that before 100% However he is incorrect in saying it changed with WH3
That's weird thing to say as they were always quite good, if not one the best mid tier infantries in the game. Good HP, armor, leadership l, weapon strength and melee defense. The only stat they really had lacking was melee attack but everything else was absurdly good.
@@rubz1390 It's more just a cheeky joke about Rampage. I dislike having to be on top of and micromanaging the temper of a bulk of my force as opposed to just the feral mons, tbh
Does this mean that the Dark Elf Cold One Riders no longer rampage? If so I will be so happy, they are my favourite unit from the Dark Elf Roster looks wise, but were just so annoying to use.
8:42 Adding to what you said about Black Coach changes, I believe the unit abilities will trigger based on number of kills as opposed to amount of time spent in combat, meaning you'll have to micro the Coach more; pulling it from one unit group to the next as chariots should be played.
I hope that doesn't happen. Saurus are better cold riders because of their telepathy. The Druchi "manage" them through drugs and torture. The rampage on dark elf roster will be logical
Agreed. Function wise I can appreciate it just cause I don't care for the Rampage system at all, but from a thematic perspective Rampage on Druchii Cold Ones seems much more appropriate.
@@MunkyDrag0n It wasn't mentioned explicitly in the blog post I don't think, but it for sure was noticed and pointed out by the CZcamsrs given early access to the build.
@@pollotewalker At some point, gameplay and fun have to take precedence over lore. I love it when things are lore accurate, but I love to have fun when I’m playing a game even more. Not being able to control your own units doesn’t make for fun gameplay. A good example of fun and gameplay taking precedence over lore is the Skaven’s weapons: In the lore, they have a good chance of blowing up and killing the Skaven operator. Obviously, playing as Skaven and having your ratling gun units randomly blow up wouldn’t make for very fun gameplay, so they don’t have that in Total War Warhammer.
Buffing the War Wagon speed was long-needed. Now I wish they'd just give them better melee defense, something like 26-28, so they can be mobile bulwarks like the real Hussite War wagons instead of just worse Outriders.
I am pretty sure I have heard that corpse carts, mortis engines and the like received some changes as well, while the Varghulf lost regen and gained the hunger. I also heard that crypthghouls now have stalk. Is any of that true? Also etherials have now exclusively armor piercing damage.
I'd say Mannfred's new spell selection is a not insignificant nerf as far as his debuffs are concerned. I fully understand his Vampire Lore selection, Raise Dead and Invocation of Nehek are obligatory and would relegate Mannfred to be a pretty bad choice if removed from his spells (and Wind of Death, even though it's basically used only in campaign is just too iconic of a spell to lose), but getting Doom and Darkness instead of Soulblight and losing access to Curse of Years is a pretty big hit.
I am more worried that he will not have the passive resurrection ability, which is indispensable for getting your army back in top shape after battle. An as for multiplayer - nobody gives a single flying fart about multiplayer, WH is a sandbox game, not a multiplayer ffs. And nobody ever used Death magic debuffs as Vampires. Waste enemy ammo with a flying lord or hero, blob your skellies up, WoD the enemy infantry to the death, and recover losses through Nehek+passive resurrection. Rinse, repeat, laugh maniacally by making thousands of kills with a single cast - who wastes their mana on debuffs, anyways? Well, of course you can run mixed armies, all 4 of them with 3 provinces under your control - or run 280 skelly spam crapstacks and drown the world in blood.
@@SonofKiernan So show some stats then, prove a considerable amount play MP primarily. Cause i'd bet its a very VERY small amount compared to the hours put into single player.
@@hihi2667 I definitely never said more people play MP than SP silly guy lol, would help grow that community if the game is, ya know, balanced don't you think? As if SPs care about a 50g price increase or other such balance changes that help MP
@@hihi2667 Mp will keep the game alive far longer than single player. Look at 90% of rts games that are over a couple of years old and the only people who usually stay around besides modders.
Maybe. But they had way better units overall than the vampire counts. Tomb guard a pretty strong and vampire guard is only viable when supported by debuffs and/or dance macabre in my opinion by now. Maybe they got some leadership to 🤔
@@leonfriedemann9151 I’m mainly talking about skeletons to Nehekhara warriors. Although I think Tomb Guard should be buffed in some way since with Grave Guard getting magical attacks they’ve kind of been left in the dust.
@@GlamdringandOrcrist that's true, I don't want to talk down buffs, but tomb guard has like double the melee Def in my memory. And tomb kings have bone giants, caskets, and Katapults as pretty good magical stuff I think and tomb guard are just brutal tanks, and so have a different purpose in their roaster. Just my thinking 🤪
Can you make a video of the graphical changes between Mortal Empires and Immortal Empires? I know it’s not huge, if any, but it be cool to see our favorite units in the updated engine.
other noteable campaign changes are that all warhammer 3 garrisons are significantly larger than those of the previous games, we are talking about a 2x size increase, so I hope they improve apon that or equalize them in immortal empires
The worst thing about rampage in these games is that it’s out of your control. In the tabletop Rampage was punishment for getting your units out of position (too far from units that could prevent it). The implementation in the game was awful
Dragons were also supposed to get some more armor, if I am not mistaken. And Black Coach's abilities were changed from charging by staying in combat to amount of kills, right?
Saurus change is *huge*, I've always liked the fantasy of their cavalry but it's just been sooo bad with that frenzy, this is great. Seems they're trying hard to make cav more potent across the board, good stuff.
Started my first Immortal empires campaign in TW3, picked the counts because they looked nice, I've been loving them so far and they are so strong to be hyper aggressive with even on Hard
Saurus warriors used to be some of the best midtier infantry in the game, now they’re even better. Gonna be hard to beat LZ on frontline value, nice for them
The change to Saurus Warriors might make for interesting decisions on whether or not you focus your range on them. Wouldn't really want them getting that buff before they hit your line.
@@lucacharpagne2067 Previously, they'd lose their passive when they reached 50% of their health. Now they do it at 20%, which arguably means that it's going to be active pretty much all the time as most units won't even fight at that low health anymore.
Fan-freaking-tastic news! _Rampage!_ was the bane of *all* Lizardmen players. I expected some slight adjustment to the Rampage! characteristic but not to this extent. Well done. As always, you have managed to out-do yourself once again. Stay classy my friend.
Did Cathay's Ancestral Warriors summon benefit from the Ethereal changes? I hope CA can make Ethereal units evaporate like Daemons do in the future, hate seeing those blue glowy corpses litter the battlefield.
Really really weird that Black Knights have magical attacks. Feels like an odd change. Especially in a visual aspect. Black knights are essentially idenctical to Grave Guards, but Grave Guards have no Magical attacks. Like, ok.
Grave Guard received magical attacks too, unless CA has reverted it already (unlikely). Like ethereal units damage getting changed to all AP, Zerkovich missed a few points, even on the units he covered.
@@Buffalo9975 huh, I see. I don't know if I missed it or if he missed it. I know that all ethereal units in VC had mainly all AP, but maybe now it's better? I hope they add a visual aspect to the units with magic attacks. Having magic attacks without anything magical about it feels lacking.
Vampires have LOADS of Area of effect regenerations, wich all got buffed due to the new regeneration system based on Hitpoint percentage. I rarely overcast nehek anyways, i just use it where its needed in single target (because it heals mor on that target, no overcast damage, and more control on what units you actually heal. I don't think that will screw vamps.
Why not buff the high elf cavalry movespeed too now. Give me my ithilmar barding. It would help differentiate silver helms and dragon princes from other similar heavy cav
Wonder how much the primal instincts and dragon change affects their druchii counterparts? Also what do abilities that stopped rampage from primal instincts do now?
Horned ones should be much more viable, and OH BOY if this applies to DElf Dread knights. Rampage was always their major flaw, without it they are one of the toughest in the game.
I don't think anyone has covered all the changes but supposedly high tier cav got better stats across the board too. Can't wait to see horned ones in action
Since it was specifically about the Saurus, I feel like the cold one knights shouldn’t get it. It would make sense that the lizard men would have better control over their Dino pals
I’m not sure I agree with the ethereal changes. It made sense that physical attacks did very little damage to them and magical attacks melted them. They are spirits. And if you’re concerned they won’t fare well against demons… well, don’t bring them against demons. Just like any other unit that doesn’t have great value against certain factions.
In my opinion CA should have just upped their HP pool (looking at you Cairn Wraiths), so they won't quickly melt to crumbling, not really enjoying their physical resist.
In campaign, you don't always get to tailor your army to exactly what you're fighting. It looks like they've still got low health for their cost, and still resist the majority of physical damage- the flavor is still there, it's just a little less punishing when you get an unfavorable matchup.
@@-Triumph I used them at first, but they made me default in close games because of their rampage, I definitely preferred chariot units like the scourgerunner they are cheaper, faster have anti-large projectiles and can shoot in movement at 360 degrees, such an incredible unit.
One important thing about the Black Coach you missed: Its abilities are now charged by the number of kills it achieves when previously it was about time spent engaged in melee combat.
This is a significant buff as the Coach is obviously a chariot and not at all built to stay in melee for prolonged periods of time, whereas now those abilities can be activated just by cruising and smashing through formations or even hunting down routed units.
this!
Wow, that's pretty cool
The most important thing about the Black coach is that no sane player will ever use it, regardless of its abilities. Necromancers have mapwide regeneration auras from their mounts, making Black coaches utterly useless.
@@bogdanleshenko7149 do necromancers also mow down skirmish infantry?
I love the lore of lizardmen standing up to Chaos alone and as equals when nobody else can. Absolutely adore their lore. The guy who thought to mix South American native looks and lizards is a mad genius
You forgot to mention how Ethereal units (or Hexwraiths at the very least, as I had seen from another video) have PURE armor-piercing damage now, allowing them to completely bypass armor.
The +10 melee attack is huge for Saurus, since hitting with that giant weapon streangth was always one of their weaknesses.
Seems like CA may have listened to Legend’s criticism of Empire’s cavalry criticism that they need to have 75+ speed to be effective
Let's be real though.. its not like he'd use them if they were buffed. He will never do anything other than t1 archer spam
@@frikky99 not true. He does like Hellstorm rockets as well xD
@@Mithguar So he never will use anything that is not a ranged spam.
Well, yes but still you're playing Empire wrong if you're using cav.
legend might be good but his gameplay is boring af for me
I for one, can’t wait to see epic slug fests between chaos and lizards like it should be from a lore perspective, those Sarus going to be a brick wall for anything that doesn’t have great weapons, as they should being like 8 foot tall lizards.
Also the empire change is pretty huge, they can play flanks on all the slower factions or those that rely on missiles, while using their own missiles to destroy big monsters. They truly are the jack of all trades, about the only thing they can’t do is win a prolonged brawl.
I just wish they had managed to sneak a Geomantic Web update in there too for my lizards! I'm glad they acknowledged it needs work though.
I can't wait to take Kroq-Gar on a rampage with Saurus armies now.
@@spartnmarcen5110 Can someone explain to me what is wrong with the geomantic web? I played some lizardmen campaigns and i kinda enjoyed everything.
@@draugr121 For me, it's more about that it could be much better. The web is average and can honestly be ignored. A lot of other factions got their similar mechanics buffed or reworked. I just want something more engaging and worth it if I do invest in it.
You'd be suprised, admittedly my experience is on Normal but I once held my own (20 units) vs 2-3 skaven armies, they came in waves though, but in the end my greatswords were standing strong, altough nearly dead.
the empire is absolutely not a jack of all trades.. they have mediocre infantry, no flying units that aren't lords/heroes, no super fast units, and no monsters.
Invocation of Nehek hasn't changed its target, it was previously single target on normal cast and up to 4 on overcast.
I assume they meant that it no longer goes AoE on overcast?
@@Manticoran66 Well that would really suck, it used to heal all units in range a few years ago.
@@hausser0815 plenty of vampire units got the hunger now. It makes sense they nerfe their healing.
@@-Triumph yeah but hunger can only heal existing units, not reanimate fallen ones. plus, you cant heal your heroes etc back to full health at the end of the battle while the enemy is routing. all because of the 5 plpl who play multiplayer.
Grimhammer will hopefully resolve this.
So glad with that change to Saurus units, been requesting that from the start because it's so lore breaking; saurus are "we stand and fight" personified..
Big hype on that saurus change! I always prefered skinks in my army because of that annoying rampage mechanic
I always thought if they were going to change it, they would keep the rampage mechanic but have rampage trigger like a 20% damage boost or something since they are, you know, rampaging.
GIANT HYPE!
I won't use units that rampage. Temple guard, Saurus spear and cold ones spears were it for me ( with a Saurus army) so basically lizard men had to be in control to be in the army. If not your garrison only.
Single entity was exception
LM will be busted as fuck
The dragon changes especially make me happy. I am super excited for Immortal Empires, the closer we get and the more we hear.
Small question concerning the speed of horses :
Bretonnia is supposed to have better horses (because they are from elvish horses) and as a result in game, they were faster than the empire horses. Now that the empire horses are faster, are they the same speed as the Bretonnia one ?
Thanks !
Yeah Empire cav is also more heavily armored which would logically make them slower, now it would seem that they are slightly faster for whatever reason. I really hope it's just that they havent gotten to rebalancing every faction in the beta just yet and not just seemingly power creeping with no regard to logic/lore.
@@Guaccc They already did that. Cathay's missile units have better range from bows on peasants than High Elf or Wood Elf archers do. They've long ignored lore things like that, it irks me so much when random Cathayan peasants are better archers than Elves.
@@Retrosicotte what? the peasent archer range is only 140
@@Retrosicotte aren't peasants at 140 vs he archers at 180? Are you thinking of Lothern Sea Guard which has lower range than base due to being a multifunctional unit?
@@Guaccc i mean someone has to be the worst faction. Why not the french?
for ethereal units they received the change to having more health also due to the way healing works now (% based) - this makes them much more durable with undead healing spells and effects
66 speed war wagons makes me want to test them against Skaven infantry, who normally used to be a bad match as the speed difference was too low against a race with so much poison.
Love the changes so far, hope they keep it up. I'm most excited about the changes to the undead, as by the end of WH2 they felt kind of boring to play despite them being on of the cooler factions thematically to me.
For what I understand, they made the units better because in game 3 we don’t have an infinite wind of magic, so VC will be less Lord/hero depending than previous games
Empire's cavalry getting faster than Bretonnia's... As a wise man once said : "What a pitiful age this is"
Bretonnian horses are weighed down by how much hot air their riders have
@@HonkDinkRatTurd Wouldn't a bunch of hot air make the load lighter?
@@PhilosophicallyAmerican kek
Damn I hope Bretonnia get a better update
They're as fast as High Elven Cav - that were faster in lore and TT for a few reasons. Kinda sucks tbh.
Others changes i've spotted :
High Elves martial prowess is now 25 porcent instead of 50 porcent.
Idol of Gork has now unbreakable and gain +4 MD.
Nakai got a better item with ward save and vigour aura for him and his allies.
Grimgor got more health now ! Probably to not get hit by wound too early. He got 5536 in our version and 7123 in streamer version.
Tombs Kings healing changed from flat to porcent (like all heal in warhammer 3) and can be used 2 times (after the Ushabti use) instead of one time. (Not sure if it's a bug or intended but redondant to every TK video i've seen)
The rate of fire for range units are nerfed by 10 porcent. Meaning that they have a bit less DPS overhaul.
So everyone stayed equal, or got stronger?
The only exception being Dwarfs, who got nerfed across the board with spell resist, ranged dmg and wounds?
Yeah that sounds like typical CA bullshit.
@@Lukashoffmann94 In campaign Dwarfs are not bad ! Their economy is boosted and without Grimgor as powerhouse the campaign with Thorgrim will be even easier. Late game they have a good army overhaul.
In land battle they are kind of mediocre, like in warhammer 2 it depend of the match up but yes in Domination they look very mediocre if not bad.
I think Dwarfs need a DLC, they only got 1. Time to give them more tools !
@@jorne6863 Campaign wasn't really in question, but in Domination even a good DLC won't save them.
They don't even have any basic unit with magic dmg and are stuck with overpriced Lords/Heroes, who got nerfed even further with the wounds mechanic.
Just look at the Anvil of Doom. The main selling point was the additional defense and now that 25% physical/40% magic resist is basically worthless.
Why do you keep typing porcent?
Wow. From 50 porcent to 25 porcent? What a chonge. I can't bolieve it.
That breath attack at 6:06 tells me the High Elf player probably mains Skaven :D
Hey Zerk has anyone asked CA if the speed change for Empire Cav (and Cathay Cav) is intentional? Bret, Kislev, and the High Elves didn't see any changes despite those units originally being balanced around a greater speed originally. It feels like the move to 78 speed is a bug.
Would be really cool to have like a mini camera on one corner of the battle screen where it shows a close up of one of your units in live
"need a little more staying power for the tougher stuff like bloodletters here"
-gives charge bonus
-gives melee attack
-gives physical resist
bloodletters do magical damage, like all demons.
... staying power against demons?
7:14 invocation of nehek used to be single target, unless you mean they changed the OVERCASTED version?
dead bloodletters do less damage, so some but not much.
Maybe he means it's caring more about entities in the way how it works now. Where earlier it cared about all entities. If that's the case.... It's a hard nerv.
Finally! The Lizardmen needed this change. It never made sense that a highly disciplined, hive minded race would go out of control. They might be the first race I play in IE. The Old Ones approve!
Yes!
and with nakais new position I think hell be first to play in IE
It's a mechanic from the tabletop and they're not a hive mind race.
Nehek never had OaE healing baseline.
AoE healing was always an Overcast only thing.
Are you saying the Overcast no longer heals in an AoE?
I'm assuming this would be a massive debuff if they do this. Although most mods I play will hopefully just keep it as normal
I can see why they would do that when considering all the buffs VC got and how strong they've been in domination.
Must say the big nurgle healing spell felt way stronger, than nehek to me by now. If overcasted.
Not true.. Nehek was AoE for the whole WH1 and also for some time in WH2, dont remember exactly which update changed it in WH2 but it was not like that before 100%
However he is incorrect in saying it changed with WH3
@@leonfriedemann9151 Nehek revives dead entities so its 1000 times better
For the ethereals you forgot to mention, that they now deal all their weapon strentgh in ONLY ap damage
their damage was 90% ap anyway so its not that big of a deal
@@darkomihajlovski3135 But still he missed it.
As ever, we appreciate you going through all of this and keeping our Warhammer spirit going as we wait for the Immortal Empire comes out
Finally, no need for mods to make Saurus good.
Saurus about to be a threat
Always gotta have Radious mod
That's weird thing to say as they were always quite good, if not one the best mid tier infantries in the game. Good HP, armor, leadership l, weapon strength and melee defense. The only stat they really had lacking was melee attack but everything else was absurdly good.
@@rubz1390 rampage
@@rubz1390 It's more just a cheeky joke about Rampage. I dislike having to be on top of and micromanaging the temper of a bulk of my force as opposed to just the feral mons, tbh
Does this mean that the Dark Elf Cold One Riders no longer rampage? If so I will be so happy, they are my favourite unit from the Dark Elf Roster looks wise, but were just so annoying to use.
From what I read elsewhere, yes they don’t rampage anymore.
I really hope so. They are basically useless in campaign.
8:42 Adding to what you said about Black Coach changes, I believe the unit abilities will trigger based on number of kills as opposed to amount of time spent in combat, meaning you'll have to micro the Coach more; pulling it from one unit group to the next as chariots should be played.
IE balance is going to be a absolute nightmare for a year with so many changes.
1:13 I hope that also applies to Dark Elf cold one units.
I hope that doesn't happen. Saurus are better cold riders because of their telepathy. The Druchi "manage" them through drugs and torture. The rampage on dark elf roster will be logical
Agreed. Function wise I can appreciate it just cause I don't care for the Rampage system at all, but from a thematic perspective Rampage on Druchii Cold Ones seems much more appropriate.
The notes only mention saurus specifically. Cold ones are not saurus.
@@MunkyDrag0n It wasn't mentioned explicitly in the blog post I don't think, but it for sure was noticed and pointed out by the CZcamsrs given early access to the build.
@@pollotewalker At some point, gameplay and fun have to take precedence over lore. I love it when things are lore accurate, but I love to have fun when I’m playing a game even more. Not being able to control your own units doesn’t make for fun gameplay. A good example of fun and gameplay taking precedence over lore is the Skaven’s weapons: In the lore, they have a good chance of blowing up and killing the Skaven operator. Obviously, playing as Skaven and having your ratling gun units randomly blow up wouldn’t make for very fun gameplay, so they don’t have that in Total War Warhammer.
That invocation of nehek change is gonna be brutal…
Counts r op on the version they are shiwing now. Hunger in all elitish units. That makes upbfor the nehek nerf.
Buffing the War Wagon speed was long-needed. Now I wish they'd just give them better melee defense, something like 26-28, so they can be mobile bulwarks like the real Hussite War wagons instead of just worse Outriders.
Crypt horrors have been improved visualy too. They added new details and new piercing bones, they are looking awesome.
66 -> 78 is a HUGE buff for empire cav. It's an increase by ~18%.
I am pretty sure I have heard that corpse carts, mortis engines and the like received some changes as well, while the Varghulf lost regen and gained the hunger. I also heard that crypthghouls now have stalk.
Is any of that true?
Also etherials have now exclusively armor piercing damage.
Yes, its true.
I'd say Mannfred's new spell selection is a not insignificant nerf as far as his debuffs are concerned.
I fully understand his Vampire Lore selection, Raise Dead and Invocation of Nehek are obligatory and would relegate Mannfred to be a pretty bad choice if removed from his spells (and Wind of Death, even though it's basically used only in campaign is just too iconic of a spell to lose), but getting Doom and Darkness instead of Soulblight and losing access to Curse of Years is a pretty big hit.
I am more worried that he will not have the passive resurrection ability, which is indispensable for getting your army back in top shape after battle. An as for multiplayer - nobody gives a single flying fart about multiplayer, WH is a sandbox game, not a multiplayer ffs.
And nobody ever used Death magic debuffs as Vampires. Waste enemy ammo with a flying lord or hero, blob your skellies up, WoD the enemy infantry to the death, and recover losses through Nehek+passive resurrection. Rinse, repeat, laugh maniacally by making thousands of kills with a single cast - who wastes their mana on debuffs, anyways?
Well, of course you can run mixed armies, all 4 of them with 3 provinces under your control - or run 280 skelly spam crapstacks and drown the world in blood.
@@bogdanleshenko7149 many people play MP once they get sick of cheesing AI
@@SonofKiernan So show some stats then, prove a considerable amount play MP primarily. Cause i'd bet its a very VERY small amount compared to the hours put into single player.
@@hihi2667 I definitely never said more people play MP than SP silly guy lol, would help grow that community if the game is, ya know, balanced don't you think?
As if SPs care about a 50g price increase or other such balance changes that help MP
@@hihi2667 Mp will keep the game alive far longer than single player. Look at 90% of rts games that are over a couple of years old and the only people who usually stay around besides modders.
blood knights got the hunger thats a big change and 2ap 5non ap weapon strength and 15 leadership thats a insane change.
Okay, does Bretonnia get heavy cav that moves at 90 speed? Because the 78 speed they had is what made them stand out from the Empire.
Honestly, Tomb Kings should get that leadership increase to their infantry too
Maybe. But they had way better units overall than the vampire counts. Tomb guard a pretty strong and vampire guard is only viable when supported by debuffs and/or dance macabre in my opinion by now. Maybe they got some leadership to 🤔
@@leonfriedemann9151 I’m mainly talking about skeletons to Nehekhara warriors. Although I think Tomb Guard should be buffed in some way since with Grave Guard getting magical attacks they’ve kind of been left in the dust.
@@GlamdringandOrcrist that's true, I don't want to talk down buffs, but tomb guard has like double the melee Def in my memory. And tomb kings have bone giants, caskets, and Katapults as pretty good magical stuff I think and tomb guard are just brutal tanks, and so have a different purpose in their roaster. Just my thinking 🤪
Can you make a video of the graphical changes between Mortal Empires and Immortal Empires? I know it’s not huge, if any, but it be cool to see our favorite units in the updated engine.
I played total war for over 20 years. It’s nice to have someone do the research for us . Appreciated
The empire and lizardmen buffs are huge. I can finally use their cav now.
Do the Tomb kings and vampire coast also get a morale buff to their units?
other noteable campaign changes are that all warhammer 3 garrisons are significantly larger than those of the previous games, we are talking about a 2x size increase, so I hope they improve apon that or equalize them in immortal empires
Wait wait wait invocation of Nehek is single target only now?!
Rampage is a bad mechanic. Losing control of your units never feels good.
I like it when you can control what's rampaged. When your lord has anti rampage it feels like a great mechanic to keep track of
Saurus really needed that change. I can't wait to actually use them in IE.
Especially when they're cav or chariots.
The worst thing about rampage in these games is that it’s out of your control. In the tabletop Rampage was punishment for getting your units out of position (too far from units that could prevent it). The implementation in the game was awful
I hope CA eventually realizes this and gives witch elves their poison attacks.
Speaking of ethereal units, their attack damage also got changed to 100% ap instead of magical.
That lizardmen change was beyond needed.
And completely lore breaking that they would just fuck off and do what ever they wanted lol
Excellent job! Hope they don't stop here and finish improving what needs to be improved including the dwarfs
Dragons were also supposed to get some more armor, if I am not mistaken. And Black Coach's abilities were changed from charging by staying in combat to amount of kills, right?
Saurus change is *huge*, I've always liked the fantasy of their cavalry but it's just been sooo bad with that frenzy, this is great. Seems they're trying hard to make cav more potent across the board, good stuff.
In the lore I thought that was the whole point of the lizard men, to fight chaos and the spawns of chaos
That is a juicy lizardmen buff and I love it
Started my first Immortal empires campaign in TW3, picked the counts because they looked nice, I've been loving them so far and they are so strong to be hyper aggressive with even on Hard
Rampage primal instinct change also helps dark elf cold one riders!
The best thing about Immortal Empires releasing is a bunch of new Zerk vids! That's the real hype!
Good about the dragons, but that means they can be shot down more easily... though if they have more health, that'll help
4:40
You forgot All Ethereal units now do full Arp damage.👻💀💀
Saurus warriors used to be some of the best midtier infantry in the game, now they’re even better. Gonna be hard to beat LZ on frontline value, nice for them
Whelp back to seriously considering having my first campaign be lizzies or empire again
Man that Nehek change better fucking be a vs only nerf.
The change to Saurus Warriors might make for interesting decisions on whether or not you focus your range on them. Wouldn't really want them getting that buff before they hit your line.
4:00 Was that pun intended?
Dragon buffs are going to make Imrik happy.
Hmm, its like the dlc team take lead and at last bring some fun
Finally Empire cavalry get some love!
Did you notice if cold one riders for Dark Elf lost rampage?
I really appreciate that they also brought the buff on the highelf passiv.
The old one was basically useless if you were slightly damaged already.
What's the new buff ?
@@lucacharpagne2067 Previously, they'd lose their passive when they reached 50% of their health. Now they do it at 20%, which arguably means that it's going to be active pretty much all the time as most units won't even fight at that low health anymore.
Fan-freaking-tastic news!
_Rampage!_ was the bane of *all* Lizardmen players.
I expected some slight adjustment to the Rampage! characteristic but not to this extent. Well done.
As always, you have managed to out-do yourself once again.
Stay classy my friend.
Did Cathay's Ancestral Warriors summon benefit from the Ethereal changes?
I hope CA can make Ethereal units evaporate like Daemons do in the future, hate seeing those blue glowy corpses litter the battlefield.
At least in the video it seemed like syreens evaporated in combat.
@@FUNBadTime You're right, they do. Did Syreens always do that? Hope it's applied to all ethereals now.
Saurus really making themselves known as the most efficient frontline troops for campaign now.
I'm guessing these changes happaned when they saw demon infantry stomping too hard
hmm that black knight buff though. damn those were actually actually already good before the buff
Dang Reiksguard will actually be a pretty solid unit now
Hot damn! So my saurus can hold the line longer! Neat!
One change I think is there - but you need to look at the skill trees and not the unit stats - is that FREE SKELLIES IS GONE for the Vampire Counts.
Fuck yes, lizardmen are gonna become insanely op now
What I really want to see change is the lack of Hotseat mode in this game.
All ethereal units do 100% armor piercing damage now as well.
Thanks for all your work, dude. Love the content.
Really really weird that Black Knights have magical attacks. Feels like an odd change. Especially in a visual aspect. Black knights are essentially idenctical to Grave Guards, but Grave Guards have no Magical attacks. Like, ok.
Grave Guard get magical attacks as well.
Grave Guard received magical attacks too, unless CA has reverted it already (unlikely). Like ethereal units damage getting changed to all AP, Zerkovich missed a few points, even on the units he covered.
@@Buffalo9975 huh, I see. I don't know if I missed it or if he missed it.
I know that all ethereal units in VC had mainly all AP, but maybe now it's better?
I hope they add a visual aspect to the units with magic attacks. Having magic attacks without anything magical about it feels lacking.
Guys, they took out INVOCATION area effect! Vampires are not better now, they are completelly screwed XD
Vampires have LOADS of Area of effect regenerations, wich all got buffed due to the new regeneration system based on Hitpoint percentage.
I rarely overcast nehek anyways, i just use it where its needed in single target (because it heals mor on that target, no overcast damage, and more control on what units you actually heal.
I don't think that will screw vamps.
Ethereal units having frostbite by default seems more like the lore.
Why not buff the high elf cavalry movespeed too now. Give me my ithilmar barding. It would help differentiate silver helms and dragon princes from other similar heavy cav
Ethereal units in my opinion got severely nerfed. They take almost 50% more damage from physical attacks for a 20% health buff, it's just not even.
Wonder how much the primal instincts and dragon change affects their druchii counterparts? Also what do abilities that stopped rampage from primal instincts do now?
i really hope you will do some "the best unit of " video cause it was really cool in Wh2 and now it probably have chnage a lot
Very nice update video thank you!
did i hear that correctly, overcast invocation of nehek no longer AOE heals????
they really need to add a saddle to the black knights.
I don’t know how I only now realize this but, a sun dragon is the same exact thing as a star dragon lol
Horned ones should be much more viable, and OH BOY if this applies to DElf Dread knights. Rampage was always their major flaw, without it they are one of the toughest in the game.
I don't think anyone has covered all the changes but supposedly high tier cav got better stats across the board too. Can't wait to see horned ones in action
Since it was specifically about the Saurus, I feel like the cold one knights shouldn’t get it. It would make sense that the lizard men would have better control over their Dino pals
I assume with all the upgrades, Frost Wyrm for instance, that costs are going to increase?.
lets hope not, frostwyrm was very bad before, now you can actualy kinda use it
all dragon's got 100 cost decrease
Did they give Nurgle chaos warhounds now? 👀
As a skaven I am pretty scared all those changes make my favourite tactic worse. And I dont know how to stop those paintrains
I'm so happy about the empire knights update, I always loved how they looked but never used them because I found them useless.
Empire knights were always good.
does the ethereal unit frostbite effect also apply to the ethereal master engineers ranged attacks?
Just need a mod that adds some chonk to the more-massive dragons.
I’m not sure I agree with the ethereal changes. It made sense that physical attacks did very little damage to them and magical attacks melted them. They are spirits. And if you’re concerned they won’t fare well against demons… well, don’t bring them against demons. Just like any other unit that doesn’t have great value against certain factions.
In my opinion CA should have just upped their HP pool (looking at you Cairn Wraiths), so they won't quickly melt to crumbling, not really enjoying their physical resist.
In campaign, you don't always get to tailor your army to exactly what you're fighting. It looks like they've still got low health for their cost, and still resist the majority of physical damage- the flavor is still there, it's just a little less punishing when you get an unfavorable matchup.
I hope Dark elves Cold knights have lost their rampage, such a cool looking units but i never used them because of that way to much unreliable.
That wouldn't make sense. Unless a beatsmaster is near by a Cold Knight should rampage from time to time
Never used? Those guys were the core of many DE builds. They were doing great vs demys costing way less.
@@-Triumph I used them at first, but they made me default in close games because of their rampage, I definitely preferred chariot units like the scourgerunner they are cheaper, faster have anti-large projectiles and can shoot in movement at 360 degrees, such an incredible unit.
I was worried that empire cav was gona be slower than ogres