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Damn Deepwood scouts with 51 Damage but only 115 range must be the ammo more damage for less range but since it's a bow unit that's just fine it can fire over your lines
Keep in mind that units that say "buffed by" were taken from the lord's army and not the building browser, so they benefit from lord buffs (15% damage from Orion etc) building bonuses (1% damage per building times 20 or something) and technologies. Their base stats are much lower.
During the campaign vid at 1:04 you can see the faction effects, one of them is brutal business, that could easily be the reason why so many of the weapons strengths seem so buffed. Also if I remember correctly the brutal business effect grants 20 strength to all units.
Just me? Or is there not a ton of reasons to take the Wardancers with spears over the Glade Guard with Orion? Granted we haven't seen what their dances have to offer at the moment, but the only things the Wardancers have on the Glade Guard is slightly faster speed and a better charge bonus. And no armour piercing? Wardancers are why I'm psyched for Wood Elves, but I'm afraid that the spear variant as it stands now doesn't have a place in my end-game doom stacks.
Wardancers are going to have several activated abilities. We'll have to see what those are before we judge them against other units on stats alone.
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Just me? Or is there not a ton of reasons to take the Wardancers with spears over the Glade Guard with Orion? Granted we haven't seen what their dances have to offer at the moment, but the only things the Wardancers have on the Glade Guard is slightly faster speed and a better charge bonus. And no armour piercing? Wardancers are why I'm psyched for Wood Elves, but I'm afraid that the spear variant as it stands now doesn't have a place in my end-game doom stacks.
Wardancers have better Melee Attack and much greater Weapon Strength. We should not include +20 Brutal Business bonus.
As far as I know glade guard is a bow unit and wardancers are a melee unit. Wardancers being compared to eternal guard is a better comparison
Eternal Guard is a larger unit and has a higher melee defence and a 55% missile block chance
Wardancers is a smaller unit but have higher attack it also looks like they will be able to produce buffs for themselves or maybe even units around them.
So from what I can tell Eternal guard will be your wall unit while Wardancers will be a melee/support unit
Just me? Or is there not a ton of reasons to take the Wardancers with spears over the Glade Guard with Orion? Granted we haven't seen what their dances have to offer at the moment, but the only things the Wardancers have on the Glade Guard is slightly faster speed and a better charge bonus. And no armour piercing? Wardancers are why I'm psyched for Wood Elves, but I'm afraid that the spear variant as it stands now doesn't have a place in my end-game doom stacks.
Each to their own, but it always surprises me how obsessed most people seem to be with 'what's the best units" for their army.
I always like to pick my army how i feel it would be in 'real life'. If i'm fielding greenskins, i'll still never have more than one unit of big 'uns (and one unit of savage big 'uns), always fielding plenty of goblins and boyz. As the empire, i'll have predominantly spearmen and the like. Never more than one unit of greatswords or demigryphs for example. Vampires will have a maximum of one terrorgheist, one vargulf, one blood dragons. Nothing i hate more than big stacks only full of top tier stuff. That Altdorf garrison; a tonne of greatswords and no men-at-arms - that bugs the hell out of me. Bretonnians with multiple grail knight units - ughhh. Also, i always have some of prettymuch everything available as well, just for the sake of variety. So it's a given i'll always have a unit of wardancers, because it wouldn't be a wood elf army without them. I couldn't care less whether they're cost effective or not. I'd like to see a cap on the luxury units.
I will agree, Games Workshop/CA should try to make sure all units are serving some function within an army where possible. I'd say they already do a good job of that, though.
Ps Unless people are playing competitively of course. But then, that's why i never play multiplayer.
Pps Super elite units like Grail Knights, Blood Dragons and the like would be much better off being slightly improved in stats and cost and capped at one, perhaps two units imo. Those Grail knights - for people supposedly almost inhuman, they sure are rubbish.
Units buffed by Orion have +20 Armor. So Eternal Guards without shields and Wildwood rangers have 40 base. Deepwood scouts have 15 base. The real speed of all these units is only 35.
Deepwood scouts have Vanguard, Stalk and fire on the move (and 360 arc probably), thier real missile damage should be around 44 but only 115 range ?? FTW that's less than a goddamn gobbo with short bow...
All units already recruited have some magic resist from a tech and not from their base stats.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
so dyrads are just like ethereal units except they are only vunerable to fire.?? how many units are there that have fire damage..?? permanent like knights of the blazing sun
Actually eternal guard probably are slower because of the higher armor stats, though TBH 35 is still very low for an elf unit with just a leather vest lol
War dancers are actually that fast since I think that was directly from the building tree
It all looks pretty good except I'm still mad about the glade riders
, and perhaps the deep wood scouts with 115 range are going to have to have something else up their sleeve because there's very little reason to take an expensive skirmish unit unless they're absolutely insanely powerful or serve a special purpose -- without AP they're not going to do that tho
The inferior races of this world will be crushed one by one, as our armies move from shore to shore, and hill to hill, and city to city-- and each of their cries will be as music to our ears, for we are the Druchii.
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0 · Disagree AgreeMaybe fire vulnerability is included in "Forest Spirit" trait?
There is also an icon under the stats sheet, I haven't recognized it at first.
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0 · Disagree AgreeYou probably don't want to bring a lot of monsters against these guys.
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1 · Disagree AgreeIf you have any questions about tactics or mechanics in Total War Warhammer multiplayer, feel free to PM me.
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0 · Disagree AgreeWardancers being compared to eternal guard is a better comparison
Eternal Guard is a larger unit and has a higher melee defence and a 55% missile block chance
Wardancers is a smaller unit but have higher attack it also looks like they will be able to produce buffs for themselves or maybe even units around them.
So from what I can tell Eternal guard will be your wall unit while Wardancers will be a melee/support unit
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0 · Disagree AgreeI don't mind them being squishy, but their skill with weapons is a defining trait of them and all elves.
The +24 damage vs large is crazy though.
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0 · Disagree AgreeI always like to pick my army how i feel it would be in 'real life'. If i'm fielding greenskins, i'll still never have more than one unit of big 'uns (and one unit of savage big 'uns), always fielding plenty of goblins and boyz. As the empire, i'll have predominantly spearmen and the like. Never more than one unit of greatswords or demigryphs for example. Vampires will have a maximum of one terrorgheist, one vargulf, one blood dragons. Nothing i hate more than big stacks only full of top tier stuff. That Altdorf garrison; a tonne of greatswords and no men-at-arms - that bugs the hell out of me. Bretonnians with multiple grail knight units - ughhh. Also, i always have some of prettymuch everything available as well, just for the sake of variety. So it's a given i'll always have a unit of wardancers, because it wouldn't be a wood elf army without them. I couldn't care less whether they're cost effective or not. I'd like to see a cap on the luxury units.
I will agree, Games Workshop/CA should try to make sure all units are serving some function within an army where possible. I'd say they already do a good job of that, though.
Ps Unless people are playing competitively of course. But then, that's why i never play multiplayer.
Pps Super elite units like Grail Knights, Blood Dragons and the like would be much better off being slightly improved in stats and cost and capped at one, perhaps two units imo. Those Grail knights - for people supposedly almost inhuman, they sure are rubbish.
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0 · Disagree AgreeDeepwood scouts have Vanguard, Stalk and fire on the move (and 360 arc probably), thier real missile damage should be around 44 but only 115 range ?? FTW that's less than a goddamn gobbo with short bow...
All units already recruited have some magic resist from a tech and not from their base stats.
— Malekith, Witch King of Naggaroth
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0 · Disagree AgreeWar dancers are actually that fast since I think that was directly from the building tree
It all looks pretty good except I'm still mad about the glade riders
, and perhaps the deep wood scouts with 115 range are going to have to have something else up their sleeve because there's very little reason to take an expensive skirmish unit unless they're absolutely insanely powerful or serve a special purpose -- without AP they're not going to do that tho
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