Any ideas on when the trailers for Rivers will drop? You always seem well-informed. And I hope Arbaal is the FLC and gets a trailer. Been waiting for that one since the first game....
Wow. All hail the almighty algorithm! This is a selection of at least 20 videos from the official TW channel that the algorithm is recommending: Let's Play Bretonnia Let's Play Throgg Let's Play Dark Elves Let's Play High Elves Call of the Beastmen Campaign Gameplay Lizardman Roster Reveal All these and more are 6-7 years old. There's also a few 2 year-old WH3 videos. Notably, there is NOTHING about Skaven. These aren't the top recommendations, of course, but I'm getting recommendations for 4 of your videos that I've already seen and then this ancient history.
@@sokar_rostau Man, I know what you mean. And its only because these are the factions most played by casuals because they are the most appealing to newcomers. And there is nothing wrong with that because I want more and more players to keep the game popular. But fans of other factions get left behind by the algorythm and have to dig to find our favs. They will put old stuff from the popular factions ahead of new stuff for the others. Its a pain.
Queek needs to feel like Queek. Elite, loyal infantry, no access to Grey Seers, his own "workshop" for standardizing Clan Mors gear and tactics etc. I love my boy but his faction does him no justice.
Queek should get a not!WAAAGH!!! mechanic since Clan Mors is all about drowning the enemy in a literal Vermintide of Clanrats and other Mors warriors. Tretch on the other hand should get a mechanic centered around Stormvermins. It's because Rictus is all about Stormvermins due to the very high numbers of them to the point that they don't bother with stealth.
A generic Skaven DLC that is Thanquol themed as an excuse to rework the Skaven would be so good. What would be real funny is a rule for Boneripper that gives him an attack on death like Tamurkhan so you're fine sacrificing him. Maybe even dynamically changing the name to whatever version this is.
Knowing CA, I would not be surprised if they get to Skaven before they touch factions that really need some love, like Norska, Dark Elves or High Elves.
@@DrTreason Don't worry we'll get more rats. They're too popular to ignore. Don't listen to what people are saying Skaven need more love, more attention, more warpstone, MORE, MORE, MORE!!!!!
Undercities should have their own garrison so that if someone wants to clear it there is underground battle between the city and the undercity forces. Alternatively if someone sieges the settlement with undercity in it the garrison could reinforce the attacking army.
I completly agree. Undercities feel .... kinda bad? They can be useful, but most of the times you want them as far away from your army as possible, because otherwise you may destroy them when you conquer a city. At the same time, you have the option to build an Undercity when you attack the city, but .... when are you actually using that? I only ever used it once when I cheesed with a sack city to gain food .... So, one of the things an undercity needs, IMO, is, that its value is retained when it is conquered. Not sure which things, but maybe depending on the way the Undercity is set up, you get the corresponding building (i.e. Food Generator automatically giving the growth building, etc)
Undercities are so lame in their current state. You kinda have to send your master engineer to the other side of the world to slowly spread them there. And even then they're expensive to maintain and build up at first. Garrison would be a great start, even if it's only 1-5 units depending on the tier of the undercity.
It would be nice to think that with the advent of Skulltaker, and the possibility of his mechanic relating to his cloak of skulls, that Queek might get an iteration of that system. Wishful thinking, but you never know.
What i want for verminlords is that your generic lords will be sacrifice for a exalted Version and the normal Variant is a Tier 5 unit plus where is my rat hydra CA !
I agree, make them like slans, only in an even more limited form. Somewhere so that you could get 1 in 50-75 turns. Although on the other hand, you won't be able to assemble a doomstack from them
Bubonic Court DLC (Clan Pestilens roster from Warhammer: Lustria) and another final End TImes DLC (w/ Thanquol and Stormfiends) LL: Arch-Plaguelord Nurglitch I LH: Kanker Flett (Plague / Nurgle) Lord: Plague Lord (Plague Censer) / Plague Pontifex (Plague w/ Flail riding a Cauldron of a Thousand Poxes) Hero: Stinking Thing (Heavy Armor w/ Great Weapon) Unit: Rotten Rodents (Light Armor w/ Dual Wielding) Unit: Pusbags (Flails, Cloud of Flies, Expendable) Unit: Frothing Giant Rats (Frenzy) Unit: Mad Rat Ogres (Fear, Frenzy) Unit: Rat Spawn (Poison Attacks) RoR: Pestilens Guard (Plague Monks) RoR: Virulent Batteries (Plagueclaw Catapults) RoR: Slimeblades (Rotten Rodents) Starting location: Blisterdeep in the Southlands Unique faction rule: All members of the Pestilent Brotherhood start as your vassals Contagion Conclave faction mechanic for Clan Pestilens and Bubonic Court - spreads the Seven Lethal Poxes (Red Pox, Grim Ague, Yellow Skull Fever, Seeping Pox, Scalamundrax, Black Plague, and Oozing Eye) Skaven Spells of Plague, Skaven Spells of Ruin, and Skaven Spells of Stealth VFX update End Times Skaven DLC LL: Thanquol LH: Skweel Gnawtooth Lord: Exalted Verminlord or Master Mutator Hero: Master Moulder Unit: Black Arc of the Horned One Unit: Stormfiends Unit: Bomb Rats -or- Aberration Unit: Verminlord Unit: Chimaerat RoR: RoR: RoR: Skaven Spells of Warp
5:46 i disagree with this idea. Cults spreading randomly is due to the denizens of that area being corrupted. ( has to be every race cuz game reasons ) Skaven under cities make more sense tk be physically spread, cuz they have to purposefully dig there. Regarding the taking of settlements with under cities i think its a matter of player playstyle that should adapt to that. For example, as skaven i dont need a super big empire on the surface. I simply get 2-3 or 4 provinces together per continent, and set up black under cities around those provinces. What they do is basically increase sack value of cities and other bonuses so that i can power level new lords by sacking those cities over and over. I can also set up some vermintide under cities if i expect a big force coming my way and i dont have armies close for example. With clan pestilens its even better, i set up plague cauldrons around the provinces. Thus spamming endless plagues. The rest of the under cities are stealing 50% of income in Capital cities that make over 1500 gold; If they make 1500 under i set up food under cities; If settlements make under 1000 i set up hybrid under cities ( +3 food and +400 gold ); If they make under 500 gold i make tech under cities ( all purple buildings ). So as you can see, my system makes me build an easily defensive empire while ruling the underground.
Contrary to popular belief, Skaven ARE NOT DONE with just Thanquol, Verminlords and Stormfiends. Skaven have the opposite problem of Lizardmen, they are mechanically perfect, but are missing a wide swath of units. We are still missing generic lords for Clan Pestilence (Plague Pontifex) and Clan Moulder (Master Moulder), not to mention things like Rat Tanks, Rat Rider cav, the Pestilence centrepiece Cauldron of a Thousand Poxes, to not mention a whole host of other Moulder monsters. Skaven should get 2 DLCs in WH3. One with Thanquol and then one with Skreech Verminking. Thanquol facing Kislev and Dwarfs, Skreech facing Nurgle or Cathay.
Technically lizardmen also are missing some units too. Its just that most of the 8th edition units are there. But i just want 1 good dlc for lizardmen and free dlc legendary hero. I dont think dwarfs or kislev are getting dlc anytime soon and nurgle is not getting another. They are done with nurgle dlc, only maybe warriors of choas.
I personally want one rework thing needs to be implemented - they should adapt the Snikitch Council quests mechanic to all major clans. 1. Getting units of other clans way more expencive if your relationship with a clan is not good (but cheaper if relations are good), it will encourage use of "native" units more over general weapon teams doomstack (even as Ikit you will have issues recruiting artillery). 2. It will add more vartiety to interactions and somehow implement the existance of the council of 13 to gameplay. They can even use it for confederation mechanic: if you max out relations with a clan, you can confederate them. As Skaven have confederations now but it is pain in the ass most of the time. They just need to maybe add more missions incluing some that can be done for different type of agents and either add options to make missions more regular (but balance it not to max thenm to fast) or add ways to get more of them via other actions. Or and as both Rictus and Mors are stormvermin focused, they may need to think what units they will have as native (or maybe the relation with them will affect something else besides price).
Thanqual could use the Kemler summoning Krell system. Except add the bretonian vow system for bone ripper upgrades. You got Thanqual. (yay!) Bone Ripper standard is a summon. Certain levels unlock mods to bone ripper: rending claws (AP), extra limbs (melee attack), ferocity (frenzy), take certain places: Nuln - unlocks a warpfire cannon arm. Etc. all accessable from a vows tab in Thanqual. Oh, and Thanquals unique lines: one for him, one for bone ripper: makes him permanant once summoned, extra simultaneous mods allowed etc.
I think for Clan Pestilence you could just have it be a randomly generated plague that’s different each time? That way it’s not too leaning in to the Nurgle mechanics (I’m thinking they should be the only once’s to pick and choose symptoms) but still giving random powerful bonuses. Same could be done with crow-Norsca. Also makes it feel a little less micro-y and more ‘just spread plagues wherever as you go’ feel
I feel like boneripper should only really be implemented as a mount for Thanquol. There could be different mount options for him, named something like Boneripper 1, Boneripper 4 and boneripper 13, starting out similar to Skarsnik with a rat ogre following him around, and eventually with the 4 armed stormfiend variant.
I actually hope that when the colossal squigs have finally released they would detach Skarsnik from Gobbla so that it can become a legendary hero on its own.
Agree wholeheartedly about under cities - you can use the warp engineer to establish one instead of attacking, the same should be for all the others and create a specific type of undercity. Plague priest; some sort of plague spreading city. Assassin, errode control or something. Hard disagree with the stormfiends. Not remotely interested in end times foolery. Thanquol needs to get added though, with boneripper.
I would love to see some sort of tweak to the Under-city system. Honestly right now, during my campaigns, they are pretty much just reliable food-generators. Not sure what they'd do to update them, but I would like to see a bit more utility added
For updates, all clan headquarters should grant some recruitment possibility, obviously not high tier but something. Pump Skrolks building to tier 2, built from the start and it give access to plague monks basic. Throt , make it give access to rat ogres and be built from the start. I also think all headquarters should have an upgraded version that gives access to the clans signature units if they don´t have that already, so Skrolk tier 4 building gives plague monk censer bearers Throt gets the before mentioned change and the tier 5 can recruit every other monster unit form the monster building. Queek is a bit weird as in lore, the clan dosen´t really have any specialty in terms of troops, just some like for poisons and extreme adaptability, also greater loyalty compared to other clans, so a tier 3 upgrade that gives poison to clan rats and stormvermin along with a +1 loyalty for new lords. Tretch tier 3 building that gives both stormvermin versions. Snikch tier 3 that gives both gutter runners. Incomes and the like don´t have to be majorly boosted for the upgrade, just some minor buffs, the upgraded tiers recruitment would be mostly there as the headquarters takes a spot in the settlement and the factions main buffs are for those units, so it fits that their headquarters could recruit their famous units, Under cities would get helped a lot if the special hero you get from the rite that can build them had additional movement and could be teleported to a random place on the map where there is skaven corruption that´s not your doing, so you do the rite and get an event if you want to recruit the hero in your capital, on your LL or from a random clan on the map where he would just spawn anywhere there is skaven corruption that´s not caused by you or is bordering your territory. 8P needs a big rework, its far too small for the lords that care about it, skarsnik can most of the time do with out it, Queek barely even notices missing it and belegar is pretty much fucked until he gets it, not really fair if you ask me when 3 lords are in a race and only 1 has to actually really care about it, also nothing happens when someone gets to 8P and takes it, no event for the rest, no battle about it, nothing, but yeah this is a big topic on its own so a solo video for it would be for the best. Mods should not be the answer to bad game mechanics or the lack of them, they can be show as temporary solutions and as examples how something could be done, but never should anyone say "CA should not care about this, x mod did it so well". Queek lacks a lot and needs a lot of updates, to his faction and his own skill tree. Small mechanic where you kill a LL, take their head, can have 4 active at once, get the 4 he has currently in lore at the start for free, heads give bonuses depending on who was killed, some can have set bonuses, bonuses can be anything as in lore the heads talk to Queek and try to help him. For Queek´s skill tree, its extremely dated and just, bad, but mainly i want them to get rid of "Crimson Guard" skill and make it a banned like Grimgors "Da immortulz" so you can appoint any stormvermin unit as "Crimson Guard". Ska is pretty much just a chieftain hero but buffed, i would have him be just a name chieftain with a couple of unique skills and a unique background, from memory Queek´s starting hero is a chieftain so it would fit even better. Skrolk fully agree. Tretch fully agree, also give him a way to get stormvermin recruitment to 1 turn and give "stay here, ill get help" a bonus to speed too, currently its just kinda shit. Nothing to say about rest of the video.
I usually build undercities in all my skaven games, they're good food generators. The key is having one engineer or the unique engineer you obtain from the ritual, travellikng far away to big cities with high income (in case you want the % income building) and start spreading there. I usually have a strong undercity networks in Ulthuan, Naggaroth and the Empire (depending on my starting lord). Skryre is the best in this regards, being able to blow up big cities is a great way to finish main capitals (with their big armies inside) easily. My first ME with Ikkit I blew up the whole Athel Loren using htat technique (later on this has been nerfed by providing the WE with higher detection)
I 10000% agree that the build-your-Daniel system needs to be used more, and it’d fit perfectly for Boneripper. It’d be criminal if CA wouldn’t use this system for that DLC. I also agree that the skaven need their two remaining clan specific generic lords. I’d only add one more thing, and that’s for Skreech Verminking to be part of the DLC, as a legendary hero.
Things Skaven need: >Additional mechanics for lords that don't have unique mechanics all while Throt, Sniktch and Ikit get enhancements to their existing unique mechanics >Renaming and remodelling the Packmasters into Master Moulders while the Packmasters get turned into anti-large support units with a gamut of monster and beast-enhancing skills >Add in the Master Mutators and a lord version of Plague Priests >Add in the rest of the Moulder army and some additional stuff Skaven have in lore only >Rework their most powerful techs to be dangerous both to the enemy as well as themselves >Add Thanquol and give him a fun mechanic >Add in the Verminlords and Exalted Verminlords (in case of the former, add in two more variants to represent Skryre and Moulder on top of the three other ones) Jobs done.
Maybe have that implemented as Thanquol's unique mechanic? Like he accepts missions from the council and he gets an option at the end to either complete the mission as the council wanted for X reward or you are given the option to backstab and get reward Y, but get get a diplomacy penalty with all skaven.
It's difficult to give meaningful differences to Mors and Rictus because their areas overlap so much. Rictus has more Stormvermin, Mors has extremely loyal warriors across the board, but Rictus also has THE best warriors outside the Council Guard in the Deathvermin. Best option might be to give Queek a headhunting mechanic and additional leadership upgrades, and allow Rictus to recruit Stormvermin for cheap upkeep and give them the Deathvermin as RoR. Stormfiends will sell like hot cake. No doubt about it. But personally, I do not want them to come with all options. That just creates a one size fits all unit. Go the Vermintide route and give them warpflamers and ratling guns and call it a day. I'd rather have Rat Riders than the Chimaerat too, to be honest; plus, Pox Rat can also be a new mount for Plague Priests. On Thanquol, hear me out: why not stick him somewhere along the Northern Wastes? In the books, he does travel with a Skryre submarine when he comes across Gotrek and Felix once. We have no Skaven LL up around Naggarond anymore since Tretch left.
This covered everything I want from a final dlc/rework for Skaven. Stormfiends, verminlords (absolutely no ascension), giant rats, generic lords for the other two big clans, plague rework applied for pestilens, Thanquol and boneripper. I love the build a bear idea for boneripper, fine with the proximity restriction, just don't want to see him attached to Thanquol's model like Skarsnik and Gobbla. Would never expect Thanquol to join boneripper in the thick of it. Would've just been fine with a Krell-like approach to it, just work in the range restriction somehow. Anything else would be gravy.
I'd like the skaven clans to all have a mechanic where they have to have an extra layer of diplomacy with the other clans and maybe a council of the 13 almost as undivided. So each clan can specialise or generalise. I know people want to sandbox but I want mechanics to represent the skaven civil wars and the Vermin lords might fit well into this. I also think Skaven under cities should be viable without settlements and the invade the land buildings to be more meaningful
Instead of "Ascension", what if it's themed as a Grey Seer at a certain level is chosen to be sacrificed to the GHR in exchange for allowing you to recruit a Verminlord, with a small chance of the Seer turning traitor and you have to fight him beforehand. Also, I think a few free stacks of skavenslaves could be added to an army pre-battle based on Skaven Corruption. Alsoalso, +1 to Plague Pontifex and Master Mutator/Moulder generic Lords.
I would love to have a headtaker mechanic for Queek. Four slots for the heads you collect from legendary lords that give you bonuses based around that lord you defeated. And the bonuses would be permanent until you swap out that head for another and you start receiving that head's bonuses instead.
If anyone is tired of waiting check out Rhox's workshop on the total war warhammer 3 workshop. he has made unique mechanics for queek (you collect legendary lord's heads on your trophy rack and they give you buffs and talk to you) Skrolk (has access to nurgle plagues) and Tretch (you train stormvermins and sell them to other clans for bonuses)
I think skaven need a few of their units brought down a tier or two to help thier matchup against dwarfs and lizardmen. T2 rat ogres T1 wolf rats Maybe T2 poison globes or doom flayers Or change supply lines so they can actually swarm thier enemies with more armies, because menace below just aint enough.
If i could get 1 Skaven DLC, it's Thanquol. If i can get 2, it's Thanquol and clan Verms (you wanted another themed army set for skaven? have skaven giant bugtamers) If we had proper naval combat, clan Skurvy.
Or Undercities should give you a bonus when you conquer a city with one, eliminate some food cost for setting it up at a higher level for example. Subvert then conquer.
Does anyone feel like the contracts for Sniktch could use another look? To me it does seem a little of balance since there is No use to ever go for Clan Pestilence. All they give you is some food and cheaper plague monks which you don't need since your death runners are that much better. Same thing can be said about Clan Moulder arguably. You only really need Skryre for the weapon teams and Clan Mors for the frontline. Also giving some unique buffs to the specific Clan Units might make it worth more of an investment.
Love Queek, give him some uniqueness and make Pestilence a mini nurgle faction... imo just make Boneripper a mount from level 1 and he has his own skill/tech tree or something.
I don't want to see the random plagues of Nurgle used for Clan Pestilens, I would prefer something more akin to how plagues operated for Nurgle before, just done better and done with effects that'd be more beneficial for Skaven. For instance you have two types of plagues you can trigger, the great plague of death (which is basically skaven plague as it is now), and then minor plagues you can trigger more readily with other plague priests, spread via armies, and they spread skaven corruption by default, then other bonus effects could be a range of things. From food generation for yourself vs income or public order penalties for others. To buffs for your units, debuffs for enemies, and then increased growth for yourself, but reduced growth and attrition for your enemies. Granted these are just my thoughts, overall they should have a plague mechanic, I just don't want them to have the same mechanic Nurgle has because with Nurgle plagues are not necessarily done with malicious intent, Nurgle enjoys messing with all kinds of different plagues. It's more experimental and free spirited compared to the Skaven, which I feel would be still experimental, but more malicious. As for Thanquol if we get him, then we should definitely get stormfiends alongside him. I also think certain things should be included in a potential dlc, yes, verminlords are a must for me, but I'd like to see a few other additions of warmachines, monsters, etc. Skaven do have a number of missing things, though overall I do think the roster they have is better than most other races. I'd give Queek something similar to what we're likely going to see for Skulltaker, as they have a similar thing going on. And I think Tretch definitely needs some more small additions to make him basically the mostly normal Skaven faction, but still has some things that make him a little different.
Personally wish the skaven had more "self-destructive" mechanics. Overcharge mechanics for weapons teams that have a chance of dealing big damage. Zero leadership penalty for teams shooting other skaven and having them route or die as a result of that fire. That kind of thing.
There's missing the use to give content randomly during the months to have units and variants missing for the Factions. One thing I really want are the Khorne warriors undivided as for Slaanesh the murders shared in 2 types. I really want the version that you see and feel more attached to the chaos warriors than khorne mono god.
Problem with undercity is u cannot own them in own towns but still are awsome way to deal with some problems many ppl sleep on... Anyway great look for actual race content we may get / would be happy to get.
I would not object to Verminlords being very limited heroes. Based on a very, very lucky undercity building. Does anybody even use the undercity army thing?
Skaven feel weird They have a huge roster of useless units - like all the slingers and whatnot And then a ton of insanely OP long range units and artillery
I'd like a complete rework to the Skaven economy. Under-cities should be crucial components to city-building, not a gimmick that you can ignore while expanding your empire the default way. Instead of being incompatible with your own settlements, undercities should be extensions of them, granting resources/growth/units. Undercities in foreign settlements should have a more dynamic vermintide system instead of a countdown-building, one that allows local recruitment(like raise dead but with rats), and a variable support army that you can deploy during sieges.
Queek needs some loyalty perks. I hate your big fat plague rat Skrolk but the fact he ain't got access to plagues yet is downright revolting. Tretch needs to retreat twice because I think it's funny as hell (pit) Ikit is fine, fun, and probably the best-best (yes-yes) Throt is also genuinely good and fun. (I don't think about Snitkch) But I really really want Rat swarms, just like I want Scarab Swarms for TK. It would be really cool to overrun people with literal vermintides.
the whole attacking while ambushing is stupid and should be removed from the game, the fact that skaven ambush my encamped army is completely outlandish
I disagree personally, yes it’s strong but it can be countered by manouvering intelligently and with ambush defence. Also skaven suck in auto resolve Also it fits skaven perfectly, striking hard and fast and then melting away
cult system need to be improved. When I play deamon I actually want my cults to be a huge part of my invasion, allowing me to bring my forces from the chaos waste to the midle of the lands of mortals with different way of building my cults the same way under cities are very complete and diverse. Slaanesh summoned armys are super weak I aint going to capture anything with them
F the rat people.. I hope they don't give them any attention before they add some stuff for the vampires the ogres khorne woodelf on and on they should be almost last in terms of who NEEDS more content. That being said the rats are pretty cool I just like the robot rat with nukes
Sorry but I really do t get the fuss with ubdercities. It is amazing, mechanic, rewarding big commitments in money and food for those expansion buildings. Big inverstments and afterwards big rewards. You cant ake whole continental with an army wnile another one is take by your ubdercities.
If skaven did combine all their might they might be able to take over the world and rival even the demons and warriors of chaos, but considering almost all of them are distrustful of other skaven factions, + the assassinations attempts. them being in the council is like a bomb waiting to blow up at any moment lol.
queek needs a personal unit with very high morale.. Clan Pestilens Needs an Overhaul.. Thye are inferior Norgle at this point Thanquol DLC could introduce SKAVEN VERMINLORDS to the roaster Trech.. I have no idea how this hero operates.. he is an outdated hero with not much going on. Clan Eshin also would need some tweaks as the fraction is again very outdated I feel like.. more rats yes yes..
*_I have a hard time playing factions other than Clan Moulder or Clan Skyre_* ...Their Workshops are just to much fun, and make the other factions feel bland. Clan Eshin is cool, but their clan game mechanic feels tedious. I would like to see a better confederation mechanic with the Skaven overall.
I don't think the game is balanced at all. Dwarves are way stronger than any other faction group. Skaven is a group hard to find allys or confederate. Skaven campaing is though on the beginning and takes long time for you to consolidate your empire. You must confederate with the other factions before they get exctincted (turn 50), otherwise it's too dificult to bring them back, and you must survive on the process. Playing as dwarf is the easy and boring mode, and playing as skaven is the nightmare fun mode. I find hard that Thanquol would be as fun as Ikit Klaw or Trench Craventail, but adding him would be awesome. Skaven are fun, but far from perfect. There are small things that could help, like the agents could have followers that helps on the block army and assault units skills. I wish Clan Eshin had loyalty issues (maybe except for assassins), better than have that overpowered skill to kill the enemy faction leader. And way more things. And also, the loyalty issues makes the game crash after Thrones of Decay. As a Skaven player I don't agree with you. You must not play as Skaven.
I don't think the skaven feel "perfect" at all. I think they have felt lackluster and boring since warhammer 2. I honestly haven't a clue what you mean by this video.
SKAVEN TIME! Yes-yes!
Any ideas on when the trailers for Rivers will drop? You always seem well-informed.
And I hope Arbaal is the FLC and gets a trailer. Been waiting for that one since the first game....
Wow. All hail the almighty algorithm!
This is a selection of at least 20 videos from the official TW channel that the algorithm is recommending:
Let's Play Bretonnia
Let's Play Throgg
Let's Play Dark Elves
Let's Play High Elves
Call of the Beastmen Campaign Gameplay
Lizardman Roster Reveal
All these and more are 6-7 years old. There's also a few 2 year-old WH3 videos. Notably, there is NOTHING about Skaven.
These aren't the top recommendations, of course, but I'm getting recommendations for 4 of your videos that I've already seen and then this ancient history.
@@sokar_rostau Man, I know what you mean. And its only because these are the factions most played by casuals because they are the most appealing to newcomers. And there is nothing wrong with that because I want more and more players to keep the game popular. But fans of other factions get left behind by the algorythm and have to dig to find our favs. They will put old stuff from the popular factions ahead of new stuff for the others. Its a pain.
You forgot Skreech Verminking.
Yes-Yes!
My only complaint is that the Deep-Tunnel under city building doesn’t give them army concealment in the local area.
Queek needs to feel like Queek. Elite, loyal infantry, no access to Grey Seers, his own "workshop" for standardizing Clan Mors gear and tactics etc. I love my boy but his faction does him no justice.
Queek don’t need require no special thing things. Just sticks and rocks, and Red Guard can share rocks yes yes.
(But I do agree)
Queek should get a not!WAAAGH!!! mechanic since Clan Mors is all about drowning the enemy in a literal Vermintide of Clanrats and other Mors warriors.
Tretch on the other hand should get a mechanic centered around Stormvermins. It's because Rictus is all about Stormvermins due to the very high numbers of them to the point that they don't bother with stealth.
if you don't mind using mods, SFO does a good job IMO of making Queek and Mors feel more like them
@@CommanderBohn Rictus has a high volume of Stormvermin, Mors has high quality, high morale foot soldiers overall. We don't even have a Red Guard 😢
@@shadowofhawk55 And. AND! I need my boy Ska!
A generic Skaven DLC that is Thanquol themed as an excuse to rework the Skaven would be so good.
What would be real funny is a rule for Boneripper that gives him an attack on death like Tamurkhan so you're fine sacrificing him. Maybe even dynamically changing the name to whatever version this is.
Or being a "summon" like krell.
It's a mount that you can dismount and send him on his own, but if thanquol doesnt die you still have him
Knowing CA, I would not be surprised if they get to Skaven before they touch factions that really need some love, like Norska, Dark Elves or High Elves.
if Slanesh dlc doesnt include High Elves and Dark Elves it will show (again) how incompetent CA is
I know its not fair.. but I really want more rats..
@@DrTreason Don't worry we'll get more rats. They're too popular to ignore. Don't listen to what people are saying Skaven need more love, more attention, more warpstone, MORE, MORE, MORE!!!!!
@@wendigo7176 maybe it's slannesh, neferata and HE.
HE and DE already got a dlc together.
@@dirisheyy4829 As much as I would like to see Neferata, it does not sound right to me for her to come with Slanesh and HE
Tretch should have the ability to retreat twice since he's supposed to be a coward. He could both be an interesting and meme character.
that seems funny ngl
It would be a pain to deal against, the skaven are already annoying
@@dirisheyy4829 yeah thats the point
Undercities should have their own garrison so that if someone wants to clear it there is underground battle between the city and the undercity forces. Alternatively if someone sieges the settlement with undercity in it the garrison could reinforce the attacking army.
I completly agree. Undercities feel .... kinda bad? They can be useful, but most of the times you want them as far away from your army as possible, because otherwise you may destroy them when you conquer a city. At the same time, you have the option to build an Undercity when you attack the city, but .... when are you actually using that? I only ever used it once when I cheesed with a sack city to gain food ....
So, one of the things an undercity needs, IMO, is, that its value is retained when it is conquered. Not sure which things, but maybe depending on the way the Undercity is set up, you get the corresponding building (i.e. Food Generator automatically giving the growth building, etc)
Undercities are so lame in their current state. You kinda have to send your master engineer to the other side of the world to slowly spread them there. And even then they're expensive to maintain and build up at first.
Garrison would be a great start, even if it's only 1-5 units depending on the tier of the undercity.
This series should be put in a playlist
It would be nice to think that with the advent of Skulltaker, and the possibility of his mechanic relating to his cloak of skulls, that Queek might get an iteration of that system. Wishful thinking, but you never know.
What i want for verminlords is that your generic lords will be sacrifice for a exalted Version and the normal Variant is a Tier 5 unit plus where is my rat hydra CA !
Love this idea for verminlord implementation
We need verminelords either as a new lord type, monstrous big guy or even a hero. They're so cool and have so many metal as hell options
I agree, make them like slans, only in an even more limited form. Somewhere so that you could get 1 in 50-75 turns. Although on the other hand, you won't be able to assemble a doomstack from them
Bubonic Court DLC (Clan Pestilens roster from Warhammer: Lustria) and another final End TImes DLC (w/ Thanquol and Stormfiends)
LL: Arch-Plaguelord Nurglitch I
LH: Kanker Flett (Plague / Nurgle)
Lord: Plague Lord (Plague Censer) / Plague Pontifex (Plague w/ Flail riding a Cauldron of a Thousand Poxes)
Hero: Stinking Thing (Heavy Armor w/ Great Weapon)
Unit: Rotten Rodents (Light Armor w/ Dual Wielding)
Unit: Pusbags (Flails, Cloud of Flies, Expendable)
Unit: Frothing Giant Rats (Frenzy)
Unit: Mad Rat Ogres (Fear, Frenzy)
Unit: Rat Spawn (Poison Attacks)
RoR: Pestilens Guard (Plague Monks)
RoR: Virulent Batteries (Plagueclaw Catapults)
RoR: Slimeblades (Rotten Rodents)
Starting location: Blisterdeep in the Southlands
Unique faction rule: All members of the Pestilent Brotherhood start as your vassals
Contagion Conclave faction mechanic for Clan Pestilens and Bubonic Court - spreads the Seven Lethal Poxes (Red Pox, Grim Ague, Yellow Skull Fever, Seeping Pox, Scalamundrax, Black Plague, and Oozing Eye)
Skaven Spells of Plague, Skaven Spells of Ruin, and Skaven Spells of Stealth VFX update
End Times Skaven DLC
LL: Thanquol
LH: Skweel Gnawtooth
Lord: Exalted Verminlord or Master Mutator
Hero: Master Moulder
Unit: Black Arc of the Horned One
Unit: Stormfiends
Unit: Bomb Rats -or- Aberration
Unit: Verminlord
Unit: Chimaerat
RoR:
RoR:
RoR:
Skaven Spells of Warp
5:46 i disagree with this idea. Cults spreading randomly is due to the denizens of that area being corrupted. ( has to be every race cuz game reasons )
Skaven under cities make more sense tk be physically spread, cuz they have to purposefully dig there.
Regarding the taking of settlements with under cities i think its a matter of player playstyle that should adapt to that.
For example, as skaven i dont need a super big empire on the surface. I simply get 2-3 or 4 provinces together per continent, and set up black under cities around those provinces.
What they do is basically increase sack value of cities and other bonuses so that i can power level new lords by sacking those cities over and over.
I can also set up some vermintide under cities if i expect a big force coming my way and i dont have armies close for example.
With clan pestilens its even better, i set up plague cauldrons around the provinces. Thus spamming endless plagues.
The rest of the under cities are stealing 50% of income in Capital cities that make over 1500 gold;
If they make 1500 under i set up food under cities;
If settlements make under 1000 i set up hybrid under cities ( +3 food and +400 gold );
If they make under 500 gold i make tech under cities ( all purple buildings ).
So as you can see, my system makes me build an easily defensive empire while ruling the underground.
Contrary to popular belief, Skaven ARE NOT DONE with just Thanquol, Verminlords and Stormfiends. Skaven have the opposite problem of Lizardmen, they are mechanically perfect, but are missing a wide swath of units. We are still missing generic lords for Clan Pestilence (Plague Pontifex) and Clan Moulder (Master Moulder), not to mention things like Rat Tanks, Rat Rider cav, the Pestilence centrepiece Cauldron of a Thousand Poxes, to not mention a whole host of other Moulder monsters. Skaven should get 2 DLCs in WH3. One with Thanquol and then one with Skreech Verminking. Thanquol facing Kislev and Dwarfs, Skreech facing Nurgle or Cathay.
damm to be honest i dont even know half of the units you just mention but yeah moulder does need some love i think
Technically lizardmen also are missing some units too. Its just that most of the 8th edition units are there. But i just want 1 good dlc for lizardmen and free dlc legendary hero. I dont think dwarfs or kislev are getting dlc anytime soon and nurgle is not getting another. They are done with nurgle dlc, only maybe warriors of choas.
What about the Skaven character Lurk, who appeared with Thanquol and at one point claimed the Horned One as his Father?
A skaven lied? How? I thought they were known for their honesty.
I personally want one rework thing needs to be implemented - they should adapt the Snikitch Council quests mechanic to all major clans.
1. Getting units of other clans way more expencive if your relationship with a clan is not good (but cheaper if relations are good), it will encourage use of "native" units more over general weapon teams doomstack (even as Ikit you will have issues recruiting artillery).
2. It will add more vartiety to interactions and somehow implement the existance of the council of 13 to gameplay. They can even use it for confederation mechanic: if you max out relations with a clan, you can confederate them. As Skaven have confederations now but it is pain in the ass most of the time.
They just need to maybe add more missions incluing some that can be done for different type of agents and either add options to make missions more regular (but balance it not to max thenm to fast) or add ways to get more of them via other actions. Or and as both Rictus and Mors are stormvermin focused, they may need to think what units they will have as native (or maybe the relation with them will affect something else besides price).
Thanqual could use the Kemler summoning Krell system. Except add the bretonian vow system for bone ripper upgrades.
You got Thanqual. (yay!) Bone Ripper standard is a summon. Certain levels unlock mods to bone ripper: rending claws (AP), extra limbs (melee attack), ferocity (frenzy), take certain places: Nuln - unlocks a warpfire cannon arm. Etc. all accessable from a vows tab in Thanqual.
Oh, and Thanquals unique lines: one for him, one for bone ripper: makes him permanant once summoned, extra simultaneous mods allowed etc.
I think for Clan Pestilence you could just have it be a randomly generated plague that’s different each time? That way it’s not too leaning in to the Nurgle mechanics (I’m thinking they should be the only once’s to pick and choose symptoms) but still giving random powerful bonuses. Same could be done with crow-Norsca. Also makes it feel a little less micro-y and more ‘just spread plagues wherever as you go’ feel
Legendary Lord: Thanquol (with Boneripper mount)
Legendary Hero: Named Verminlord
Lord: Verminlord (variants)
Hero: ???
Unit: Stormfiends (variants)
Unit: Chimerarat
Unit: Verminlord (Monster)
Unit: Rat Swarm
Unit: Rat Tank
RoR: Vermintide (Rat Swarm)
RoR: Horned Rat's Wrath (Stormfiends)
RoR: Cheese Hornedsqueek (Verminlord)
FLC:
Lord: Master Moulder
Lord: Plauge Pontifex
I feel like boneripper should only really be implemented as a mount for Thanquol. There could be different mount options for him, named something like Boneripper 1, Boneripper 4 and boneripper 13, starting out similar to Skarsnik with a rat ogre following him around, and eventually with the 4 armed stormfiend variant.
I actually hope that when the colossal squigs have finally released they would detach Skarsnik from Gobbla so that it can become a legendary hero on its own.
Agree wholeheartedly about under cities - you can use the warp engineer to establish one instead of attacking, the same should be for all the others and create a specific type of undercity. Plague priest; some sort of plague spreading city. Assassin, errode control or something.
Hard disagree with the stormfiends. Not remotely interested in end times foolery. Thanquol needs to get added though, with boneripper.
I would love to see some sort of tweak to the Under-city system. Honestly right now, during my campaigns, they are pretty much just reliable food-generators. Not sure what they'd do to update them, but I would like to see a bit more utility added
For updates, all clan headquarters should grant some recruitment possibility, obviously not high tier but something.
Pump Skrolks building to tier 2, built from the start and it give access to plague monks basic.
Throt , make it give access to rat ogres and be built from the start.
I also think all headquarters should have an upgraded version that gives access to the clans signature units if they don´t have that already, so
Skrolk tier 4 building gives plague monk censer bearers
Throt gets the before mentioned change and the tier 5 can recruit every other monster unit form the monster building.
Queek is a bit weird as in lore, the clan dosen´t really have any specialty in terms of troops, just some like for poisons and extreme adaptability, also greater loyalty compared to other clans, so a tier 3 upgrade that gives poison to clan rats and stormvermin along with a +1 loyalty for new lords.
Tretch tier 3 building that gives both stormvermin versions.
Snikch tier 3 that gives both gutter runners.
Incomes and the like don´t have to be majorly boosted for the upgrade, just some minor buffs, the upgraded tiers recruitment would be mostly there as the headquarters takes a spot in the settlement and the factions main buffs are for those units, so it fits that their headquarters could recruit their famous units,
Under cities would get helped a lot if the special hero you get from the rite that can build them had additional movement and could be teleported to a random place on the map where there is skaven corruption that´s not your doing, so you do the rite and get an event if you want to recruit the hero in your capital, on your LL or from a random clan on the map where he would just spawn anywhere there is skaven corruption that´s not caused by you or is bordering your territory.
8P needs a big rework, its far too small for the lords that care about it, skarsnik can most of the time do with out it, Queek barely even notices missing it and belegar is pretty much fucked until he gets it, not really fair if you ask me when 3 lords are in a race and only 1 has to actually really care about it, also nothing happens when someone gets to 8P and takes it, no event for the rest, no battle about it, nothing, but yeah this is a big topic on its own so a solo video for it would be for the best.
Mods should not be the answer to bad game mechanics or the lack of them, they can be show as temporary solutions and as examples how something could be done, but never should anyone say "CA should not care about this, x mod did it so well".
Queek lacks a lot and needs a lot of updates, to his faction and his own skill tree.
Small mechanic where you kill a LL, take their head, can have 4 active at once, get the 4 he has currently in lore at the start for free, heads give bonuses depending on who was killed, some can have set bonuses, bonuses can be anything as in lore the heads talk to Queek and try to help him.
For Queek´s skill tree, its extremely dated and just, bad, but mainly i want them to get rid of "Crimson Guard" skill and make it a banned like Grimgors "Da immortulz" so you can appoint any stormvermin unit as "Crimson Guard".
Ska is pretty much just a chieftain hero but buffed, i would have him be just a name chieftain with a couple of unique skills and a unique background, from memory Queek´s starting hero is a chieftain so it would fit even better.
Skrolk fully agree.
Tretch fully agree, also give him a way to get stormvermin recruitment to 1 turn and give "stay here, ill get help" a bonus to speed too, currently its just kinda shit.
Nothing to say about rest of the video.
I usually build undercities in all my skaven games, they're good food generators. The key is having one engineer or the unique engineer you obtain from the ritual, travellikng far away to big cities with high income (in case you want the % income building) and start spreading there. I usually have a strong undercity networks in Ulthuan, Naggaroth and the Empire (depending on my starting lord). Skryre is the best in this regards, being able to blow up big cities is a great way to finish main capitals (with their big armies inside) easily. My first ME with Ikkit I blew up the whole Athel Loren using htat technique (later on this has been nerfed by providing the WE with higher detection)
I 10000% agree that the build-your-Daniel system needs to be used more, and it’d fit perfectly for Boneripper. It’d be criminal if CA wouldn’t use this system for that DLC.
I also agree that the skaven need their two remaining clan specific generic lords.
I’d only add one more thing, and that’s for Skreech Verminking to be part of the DLC, as a legendary hero.
Things Skaven need:
>Additional mechanics for lords that don't have unique mechanics all while Throt, Sniktch and Ikit get enhancements to their existing unique mechanics
>Renaming and remodelling the Packmasters into Master Moulders while the Packmasters get turned into anti-large support units with a gamut of monster and beast-enhancing skills
>Add in the Master Mutators and a lord version of Plague Priests
>Add in the rest of the Moulder army and some additional stuff Skaven have in lore only
>Rework their most powerful techs to be dangerous both to the enemy as well as themselves
>Add Thanquol and give him a fun mechanic
>Add in the Verminlords and Exalted Verminlords (in case of the former, add in two more variants to represent Skryre and Moulder on top of the three other ones)
Jobs done.
Lord Strolk is in a nightmare... Itza, and Cult of Sotek. That only if the Vampire coast or and Dark Elves doesn't ally with you.
we still need the council!
Maybe have that implemented as Thanquol's unique mechanic? Like he accepts missions from the council and he gets an option at the end to either complete the mission as the council wanted for X reward or you are given the option to backstab and get reward Y, but get get a diplomacy penalty with all skaven.
i fought more like recycling the chorfs tower system
I love seeing “skaven are nearly perfect” in any context because they are
It's difficult to give meaningful differences to Mors and Rictus because their areas overlap so much. Rictus has more Stormvermin, Mors has extremely loyal warriors across the board, but Rictus also has THE best warriors outside the Council Guard in the Deathvermin. Best option might be to give Queek a headhunting mechanic and additional leadership upgrades, and allow Rictus to recruit Stormvermin for cheap upkeep and give them the Deathvermin as RoR.
Stormfiends will sell like hot cake. No doubt about it. But personally, I do not want them to come with all options. That just creates a one size fits all unit. Go the Vermintide route and give them warpflamers and ratling guns and call it a day. I'd rather have Rat Riders than the Chimaerat too, to be honest; plus, Pox Rat can also be a new mount for Plague Priests.
On Thanquol, hear me out: why not stick him somewhere along the Northern Wastes? In the books, he does travel with a Skryre submarine when he comes across Gotrek and Felix once. We have no Skaven LL up around Naggarond anymore since Tretch left.
This covered everything I want from a final dlc/rework for Skaven. Stormfiends, verminlords (absolutely no ascension), giant rats, generic lords for the other two big clans, plague rework applied for pestilens, Thanquol and boneripper. I love the build a bear idea for boneripper, fine with the proximity restriction, just don't want to see him attached to Thanquol's model like Skarsnik and Gobbla. Would never expect Thanquol to join boneripper in the thick of it. Would've just been fine with a Krell-like approach to it, just work in the range restriction somehow. Anything else would be gravy.
I'd like the skaven clans to all have a mechanic where they have to have an extra layer of diplomacy with the other clans and maybe a council of the 13 almost as undivided. So each clan can specialise or generalise. I know people want to sandbox but I want mechanics to represent the skaven civil wars and the Vermin lords might fit well into this.
I also think Skaven under cities should be viable without settlements and the invade the land buildings to be more meaningful
Factionwide caps and army caps ( rare, special and common units) is something should be an option for vanilla game without need to mod it in.
Instead of "Ascension", what if it's themed as a Grey Seer at a certain level is chosen to be sacrificed to the GHR in exchange for allowing you to recruit a Verminlord, with a small chance of the Seer turning traitor and you have to fight him beforehand.
Also, I think a few free stacks of skavenslaves could be added to an army pre-battle based on Skaven Corruption.
Alsoalso, +1 to Plague Pontifex and Master Mutator/Moulder generic Lords.
I would love to have a headtaker mechanic for Queek. Four slots for the heads you collect from legendary lords that give you bonuses based around that lord you defeated. And the bonuses would be permanent until you swap out that head for another and you start receiving that head's bonuses instead.
If anyone is tired of waiting check out Rhox's workshop on the total war warhammer 3 workshop. he has made unique mechanics for queek (you collect legendary lord's heads on your trophy rack and they give you buffs and talk to you) Skrolk (has access to nurgle plagues) and Tretch (you train stormvermins and sell them to other clans for bonuses)
Undercity Vermintide should spawn units inside cities.
I would like to see Ska Bloodtail as a legendary hero for Queek
really like the idea of bonripper having old boy Dan arm swaps.
I think skaven need a few of their units brought down a tier or two to help thier matchup against dwarfs and lizardmen.
T2 rat ogres
T1 wolf rats
Maybe T2 poison globes or doom flayers
Or change supply lines so they can actually swarm thier enemies with more armies, because menace below just aint enough.
We need Thanquol and Verminlords! YES-YES!
I kind of want them to have Thanquol, Verminlords and Stormfiends.
If i could get 1 Skaven DLC, it's Thanquol.
If i can get 2, it's Thanquol and clan Verms (you wanted another themed army set for skaven? have skaven giant bugtamers)
If we had proper naval combat, clan Skurvy.
Or Undercities should give you a bonus when you conquer a city with one, eliminate some food cost for setting it up at a higher level for example. Subvert then conquer.
Another character that you forgot is klawmunkast. The warlock that controls the rat tank.
Does anyone feel like the contracts for Sniktch could use another look? To me it does seem a little of balance since there is No use to ever go for Clan Pestilence. All they give you is some food and cheaper plague monks which you don't need since your death runners are that much better. Same thing can be said about Clan Moulder arguably. You only really need Skryre for the weapon teams and Clan Mors for the frontline. Also giving some unique buffs to the specific Clan Units might make it worth more of an investment.
I hope we get a dlc for skavens in the future
Love Queek, give him some uniqueness and make Pestilence a mini nurgle faction... imo just make Boneripper a mount from level 1 and he has his own skill/tech tree or something.
I was wondering if the verminking would be made as a legendary lord. I guess he doesn't fit into that rule?
I don't want to see the random plagues of Nurgle used for Clan Pestilens, I would prefer something more akin to how plagues operated for Nurgle before, just done better and done with effects that'd be more beneficial for Skaven. For instance you have two types of plagues you can trigger, the great plague of death (which is basically skaven plague as it is now), and then minor plagues you can trigger more readily with other plague priests, spread via armies, and they spread skaven corruption by default, then other bonus effects could be a range of things. From food generation for yourself vs income or public order penalties for others. To buffs for your units, debuffs for enemies, and then increased growth for yourself, but reduced growth and attrition for your enemies. Granted these are just my thoughts, overall they should have a plague mechanic, I just don't want them to have the same mechanic Nurgle has because with Nurgle plagues are not necessarily done with malicious intent, Nurgle enjoys messing with all kinds of different plagues. It's more experimental and free spirited compared to the Skaven, which I feel would be still experimental, but more malicious.
As for Thanquol if we get him, then we should definitely get stormfiends alongside him. I also think certain things should be included in a potential dlc, yes, verminlords are a must for me, but I'd like to see a few other additions of warmachines, monsters, etc. Skaven do have a number of missing things, though overall I do think the roster they have is better than most other races. I'd give Queek something similar to what we're likely going to see for Skulltaker, as they have a similar thing going on. And I think Tretch definitely needs some more small additions to make him basically the mostly normal Skaven faction, but still has some things that make him a little different.
Personally wish the skaven had more "self-destructive" mechanics. Overcharge mechanics for weapons teams that have a chance of dealing big damage. Zero leadership penalty for teams shooting other skaven and having them route or die as a result of that fire. That kind of thing.
There's missing the use to give content randomly during the months to have units and variants missing for the Factions. One thing I really want are the Khorne warriors undivided as for Slaanesh the murders shared in 2 types. I really want the version that you see and feel more attached to the chaos warriors than khorne mono god.
Problem with undercity is u cannot own them in own towns but still are awsome way to deal with some problems many ppl sleep on... Anyway great look for actual race content we may get / would be happy to get.
Skaven need-need Grey Seer Thanquol, yes-yes!
A Campion of Chaos Dlc for Skaven? To flesh out the council of thirteen?...
This might be a dumb question but why not just make Boneripper a mount for Thanquol?
I would not object to Verminlords being very limited heroes. Based on a very, very lucky undercity building. Does anybody even use the undercity army thing?
Undercities would be more interesting if they didn't get destroyed (by enemy occupation) and could be used in your own territory.
You forgot Skreech Verminking.
Skaven feel weird
They have a huge roster of useless units - like all the slingers and whatnot
And then a ton of insanely OP long range units and artillery
I'd like a complete rework to the Skaven economy. Under-cities should be crucial components to city-building, not a gimmick that you can ignore while expanding your empire the default way. Instead of being incompatible with your own settlements, undercities should be extensions of them, granting resources/growth/units. Undercities in foreign settlements should have a more dynamic vermintide system instead of a countdown-building, one that allows local recruitment(like raise dead but with rats), and a variable support army that you can deploy during sieges.
skaven slaves need to be a thing .. like a waargh or something just random amounts of troops you can throw at the enemy
Vermin Lord's is way way older than 7th Edition
Queek needs some loyalty perks.
I hate your big fat plague rat Skrolk but the fact he ain't got access to plagues yet is downright revolting.
Tretch needs to retreat twice because I think it's funny as hell (pit)
Ikit is fine, fun, and probably the best-best (yes-yes)
Throt is also genuinely good and fun.
(I don't think about Snitkch)
But I really really want Rat swarms, just like I want Scarab Swarms for TK.
It would be really cool to overrun people with literal vermintides.
Storm fiends vermin lords giant rats chimerat Thanquol Skreech Verinn king. Thanquol alone demands the best dlc the game has ever had
Let me undercity allies!
Skaven don't need upgrade for a long time
the whole attacking while ambushing is stupid and should be removed from the game, the fact that skaven ambush my encamped army is completely outlandish
I disagree personally, yes it’s strong but it can be countered by manouvering intelligently and with ambush defence. Also skaven suck in auto resolve
Also it fits skaven perfectly, striking hard and fast and then melting away
Would you work for CA or Games Workshop if they offered it? Cause at this point you are giving them all their dlc ideas.
Then we just need Max and Snorri
cult system need to be improved. When I play deamon I actually want my cults to be a huge part of my invasion, allowing me to bring my forces from the chaos waste to the midle of the lands of mortals with different way of building my cults the same way under cities are very complete and diverse. Slaanesh summoned armys are super weak I aint going to capture anything with them
F the rat people.. I hope they don't give them any attention before they add some stuff for the vampires the ogres khorne woodelf on and on they should be almost last in terms of who NEEDS more content. That being said the rats are pretty cool I just like the robot rat with nukes
Sorry but I really do t get the fuss with ubdercities.
It is amazing, mechanic, rewarding big commitments in money and food for those expansion buildings. Big inverstments and afterwards big rewards. You cant ake whole continental with an army wnile another one is take by your ubdercities.
You saying skrolk need plague getting annoying for us, yes a bit.
Understandable you saying it so much, damn yes because he needs it!!! 🙂
If skaven did combine all their might they might be able to take over the world and rival even the demons and warriors of chaos, but considering almost all of them are distrustful of other skaven factions, + the assassinations attempts. them being in the council is like a bomb waiting to blow up at any moment lol.
Ever read the end times? Exactly what happens
queek needs a personal unit with very high morale..
Clan Pestilens Needs an Overhaul.. Thye are inferior Norgle at this point
Thanquol DLC could introduce SKAVEN VERMINLORDS to the roaster
Trech.. I have no idea how this hero operates.. he is an outdated hero with not much going on.
Clan Eshin also would need some tweaks as the fraction is again very outdated I feel like..
more rats yes yes..
WHERE IS VERMIN LORD ???!!!!!!!!!!!!!!
*_I have a hard time playing factions other than Clan Moulder or Clan Skyre_* ...Their Workshops are just to much fun, and make the other factions feel bland. Clan Eshin is cool, but their clan game mechanic feels tedious. I would like to see a better confederation mechanic with the Skaven overall.
3 video 😂 pls ogres iron tribe scrap mecanhic ? More ? What about ben a chaos dwarf sub faction but with ogres
Not near ! Skaven are perfect ! believe me , yes yes
looks at the fact that we still dont have thanquol as ca has promised us....
i disagree with this title
I never played Skaven
I don't think the game is balanced at all. Dwarves are way stronger than any other faction group. Skaven is a group hard to find allys or confederate. Skaven campaing is though on the beginning and takes long time for you to consolidate your empire. You must confederate with the other factions before they get exctincted (turn 50), otherwise it's too dificult to bring them back, and you must survive on the process. Playing as dwarf is the easy and boring mode, and playing as skaven is the nightmare fun mode. I find hard that Thanquol would be as fun as Ikit Klaw or Trench Craventail, but adding him would be awesome. Skaven are fun, but far from perfect. There are small things that could help, like the agents could have followers that helps on the block army and assault units skills. I wish Clan Eshin had loyalty issues (maybe except for assassins), better than have that overpowered skill to kill the enemy faction leader. And way more things. And also, the loyalty issues makes the game crash after Thrones of Decay. As a Skaven player I don't agree with you. You must not play as Skaven.
I don't think the skaven feel "perfect" at all. I think they have felt lackluster and boring since warhammer 2. I honestly haven't a clue what you mean by this video.