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Remember the hammerers!

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  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    Don’t worry they also created a game mode where the faction is at its worst and have so far done no rebalancing if it’s units at all alongside buffing other factions significantly.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,980
    eumaies said:

    Don’t worry they also created a game mode where the faction is at its worst and have so far done no rebalancing if it’s units at all alongside buffing other factions significantly.

    well if you want dwarf buffs just wait till they get the cathay treatment haha. factions that suck in dom will get buffed patch after patch to godlike abusive levels in landbattles... and they still arent good in domination.

    Strange, its almost as if total war is designed for 2+ armies killing each other and not for capturing points and counting numbers in your head.


  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    Loupi_ said:

    eumaies said:

    Don’t worry they also created a game mode where the faction is at its worst and have so far done no rebalancing if it’s units at all alongside buffing other factions significantly.

    well if you want dwarf buffs just wait till they get the cathay treatment haha. factions that suck in dom will get buffed patch after patch to godlike abusive levels in landbattles... and they still arent good in domination.

    Strange, its almost as if total war is designed for 2+ armies killing each other and not for capturing points and counting numbers in your head.
    Nah with so many factions in the game I don’t expect the wh3 treatment ever.

    Nor do I want it; being competitive in land battles vs the power creep would be fine.

    But it is a puzzle how long it will take them to figure out the flaws in their game mode if they ever will. All pretty predictable when they stuck reinforcement spots in. Caps ultimately only work as a template for forcing a good battle not as the focus of the battle themselves.
  • BloodyStream#7178BloodyStream#7178 Registered Users Posts: 249
    Rangers and blasting charges, thanks to vanguard, should make dawii at least a little redeemable on domination no?
  • Sarmatianns#6760Sarmatianns#6760 Registered Users Posts: 4,928
    eumaies said:

    Loupi_ said:

    eumaies said:

    Don’t worry they also created a game mode where the faction is at its worst and have so far done no rebalancing if it’s units at all alongside buffing other factions significantly.

    well if you want dwarf buffs just wait till they get the cathay treatment haha. factions that suck in dom will get buffed patch after patch to godlike abusive levels in landbattles... and they still arent good in domination.

    Strange, its almost as if total war is designed for 2+ armies killing each other and not for capturing points and counting numbers in your head.
    Nah with so many factions in the game I don’t expect the wh3 treatment ever.

    Nor do I want it; being competitive in land battles vs the power creep would be fine.

    But it is a puzzle how long it will take them to figure out the flaws in their game mode if they ever will. All pretty predictable when they stuck reinforcement spots in. Caps ultimately only work as a template for forcing a good battle not as the focus of the battle themselves.
    One of the few things I'm looking forward to is Wood Elves being a niche pick once again. I'm sort of expecting them to fall quite a bit in the rankings.
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681

    Rangers and blasting charges, thanks to vanguard, should make dawii at least a little redeemable on domination no?

    rangers should be terrible since they're a vulnerable ranged units in this game mode.

    miners should be good though.
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,279

    I've just done a test with a Pick any unit as a lord and an addon tables where I removed splash animations and reduced splash targets from 2 to 1.

    - Hammerers vs basic Chaos Warriors
    - Spaghetti line Hammers against the border of deployment and attack
    - Measure start time on first impact
    - Pause as soon as CW break gather the ending stats
    - 5 runs

    Average results:

    Vanilla stats:
    - Kill time 1:29 (89 seconds)
    - Surviving Chaos Warriors 28,4 with 1618,2 HP
    - Surviving Hammerers 85,6 with 6343,8 HP

    Modded stats:
    - Kill time 1:08 (68 seconds)
    - Surviving Chaos Warriors 29,8 with 1871,4 HP
    - Surviving Hammerers 89,8 with 6829 HP

    Basically the splash increases the time it takes to defeat a unit of CWGW by a whooping 30% which makes both of them take higher casualties. In a real game scenario the difference in perfomance should not be as stark as there are many more contributing factors but it is there judging by the

    Poor lads also got hit with a +100g nerf for getting worse at their job.

    Pretty sure many of us would lose our jobs if we did such an umgak mistake and let it deliberately fester.. not to mention the Killaz example.
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,279
    edited July 2022
    eumaies said:

    Rangers and blasting charges, thanks to vanguard, should make dawii at least a little redeemable on domination no?

    rangers should be terrible since they're a vulnerable ranged units in this game mode.
    And here we reap what they sow again, aka the heavy nerf of dwarf vanguard units in TW. Give them back their heavy armor and melee stats like in TT, then we talk. Especially now that Kislev youngling humans claiming they are the masters of the hybrid infantry..

    Given how devs like to segmentate their work, maybe they are waiting on Chaos Dwarfs to touch on Dwarfs? Otherwise it made no sense to nerf them while buffing everyone and their auntie. I'm tired of getting baffled again lol
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    eumaies said:

    Long ago, Dwarven hammerers were a very solid 1100 point armour piercing brawler of a unit. Class acts all around, even in a meta that could be a little hard on slow elite infantry. They packed a punch.

    Then came the dark times. CA - influenced no doubt by Tzeentch - thought that splash damage was a buff (it is a big nerf), gave hammerers splash attacks, +4 MD, and a 100 point cost increase.

    Now the unit is useless. But it was a really important unit on the roster, one of the few dwarf melee infantry that packs a punch and quick.

    We need you to revert the MD and splash attack changes and lower the cost back to 1100. Let the hammers ring in the hills once more! You can do it CA!

    Well that OR... Bump up hammerer's damage to 160ish a model so they can kill 2 infantry models with every hit.

    Maybe if they can figure out how to make Aspiring Champions good as... psudeo Monstrous Infantry than they could do that with the hammerers.

    I may or may not be writing satire at the moment.
  • RazeAndBurn#6771RazeAndBurn#6771 Registered Users Posts: 476
    OdTengri said:

    eumaies said:

    Long ago, Dwarven hammerers were a very solid 1100 point armour piercing brawler of a unit. Class acts all around, even in a meta that could be a little hard on slow elite infantry. They packed a punch.

    Then came the dark times. CA - influenced no doubt by Tzeentch - thought that splash damage was a buff (it is a big nerf), gave hammerers splash attacks, +4 MD, and a 100 point cost increase.

    Now the unit is useless. But it was a really important unit on the roster, one of the few dwarf melee infantry that packs a punch and quick.

    We need you to revert the MD and splash attack changes and lower the cost back to 1100. Let the hammers ring in the hills once more! You can do it CA!

    Well that OR... Bump up hammerer's damage to 160ish a model so they can kill 2 infantry models with every hit.

    Maybe if they can figure out how to make Aspiring Champions good as... psudeo Monstrous Infantry than they could do that with the hammerers.

    I may or may not be writing satire at the moment.
    55*2 is 110 not 160.

    Anyways, if not reverting there might be a chance to play around with hidden stats like splash power to increase their effectiveness.

    IMO just buffing their damn CB to 30+ like the Savage Bigguns would be a good way forward.
  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,205
    Splash power just gives more powerful knockback... It doesn't effect damage. I don't know why there is a buff for it in the tables... it's pretty weird and hardly useful. Helping enemy units rotate into combat is counter productive.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,980
    Bastilean said:

    Splash power just gives more powerful knockback... It doesn't effect damage. I don't know why there is a buff for it in the tables... it's pretty weird and hardly useful. Helping enemy units rotate into combat is counter productive.

    unless you dial the splash power up so much that the units take fall damage hehe, now thats fun.


  • saweendra#3399saweendra#3399 Registered Users Posts: 21,283
    Loupi_ said:

    Bastilean said:

    Splash power just gives more powerful knockback... It doesn't effect damage. I don't know why there is a buff for it in the tables... it's pretty weird and hardly useful. Helping enemy units rotate into combat is counter productive.

    unless you dial the splash power up so much that the units take fall damage hehe, now thats fun.
    Just saying i think every Minitour , rat orger and mutant rat orger just winced at your comment.

    #givemoreunitsforbrettonia, my bret dlc


  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,279
    edited August 2022

    OdTengri said:

    eumaies said:

    Long ago, Dwarven hammerers were a very solid 1100 point armour piercing brawler of a unit. Class acts all around, even in a meta that could be a little hard on slow elite infantry. They packed a punch.

    Then came the dark times. CA - influenced no doubt by Tzeentch - thought that splash damage was a buff (it is a big nerf), gave hammerers splash attacks, +4 MD, and a 100 point cost increase.

    Now the unit is useless. But it was a really important unit on the roster, one of the few dwarf melee infantry that packs a punch and quick.

    We need you to revert the MD and splash attack changes and lower the cost back to 1100. Let the hammers ring in the hills once more! You can do it CA!

    Well that OR... Bump up hammerer's damage to 160ish a model so they can kill 2 infantry models with every hit.

    Maybe if they can figure out how to make Aspiring Champions good as... psudeo Monstrous Infantry than they could do that with the hammerers.

    I may or may not be writing satire at the moment.
    IMO just buffing their damn CB to 30+ like the Savage Bigguns would be a good way forward.
    How is it still not 30+ though? With racial, they hit with 7 str in TT on charge. Apart from Blorcs, which infantry hit that hard anyway? Yes here, skinny wutelgi ladies with small swords have more impact on charge lol. Not to mention that it's also relatively harder to land a charge with that speed.

    Dwarfs having low charge across the board instead of the other way around is just another tell of their umgak design.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    OdTengri said:

    eumaies said:

    Long ago, Dwarven hammerers were a very solid 1100 point armour piercing brawler of a unit. Class acts all around, even in a meta that could be a little hard on slow elite infantry. They packed a punch.

    Then came the dark times. CA - influenced no doubt by Tzeentch - thought that splash damage was a buff (it is a big nerf), gave hammerers splash attacks, +4 MD, and a 100 point cost increase.

    Now the unit is useless. But it was a really important unit on the roster, one of the few dwarf melee infantry that packs a punch and quick.

    We need you to revert the MD and splash attack changes and lower the cost back to 1100. Let the hammers ring in the hills once more! You can do it CA!

    Well that OR... Bump up hammerer's damage to 160ish a model so they can kill 2 infantry models with every hit.

    Maybe if they can figure out how to make Aspiring Champions good as... psudeo Monstrous Infantry than they could do that with the hammerers.

    I may or may not be writing satire at the moment.
    55*2 is 110 not 160.
    Orc Boys are 81 HP per model. So why don't you spend less time correcting others and more time doing research.
  • RazeAndBurn#6771RazeAndBurn#6771 Registered Users Posts: 476
    OdTengri said:

    OdTengri said:

    eumaies said:

    Long ago, Dwarven hammerers were a very solid 1100 point armour piercing brawler of a unit. Class acts all around, even in a meta that could be a little hard on slow elite infantry. They packed a punch.

    Then came the dark times. CA - influenced no doubt by Tzeentch - thought that splash damage was a buff (it is a big nerf), gave hammerers splash attacks, +4 MD, and a 100 point cost increase.

    Now the unit is useless. But it was a really important unit on the roster, one of the few dwarf melee infantry that packs a punch and quick.

    We need you to revert the MD and splash attack changes and lower the cost back to 1100. Let the hammers ring in the hills once more! You can do it CA!

    Well that OR... Bump up hammerer's damage to 160ish a model so they can kill 2 infantry models with every hit.

    Maybe if they can figure out how to make Aspiring Champions good as... psudeo Monstrous Infantry than they could do that with the hammerers.

    I may or may not be writing satire at the moment.
    55*2 is 110 not 160.
    Orc Boys are 81 HP per model. So why don't you spend less time correcting others and more time doing research.
    What do teh Orc Boys have to do with it?
  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,205
    They are both unrelated to his post.
  • Spellbound1875#4610Spellbound1875#4610 Registered Users Posts: 2,549
    OdTengri said:

    OdTengri said:

    eumaies said:

    Long ago, Dwarven hammerers were a very solid 1100 point armour piercing brawler of a unit. Class acts all around, even in a meta that could be a little hard on slow elite infantry. They packed a punch.

    Then came the dark times. CA - influenced no doubt by Tzeentch - thought that splash damage was a buff (it is a big nerf), gave hammerers splash attacks, +4 MD, and a 100 point cost increase.

    Now the unit is useless. But it was a really important unit on the roster, one of the few dwarf melee infantry that packs a punch and quick.

    We need you to revert the MD and splash attack changes and lower the cost back to 1100. Let the hammers ring in the hills once more! You can do it CA!

    Well that OR... Bump up hammerer's damage to 160ish a model so they can kill 2 infantry models with every hit.

    Maybe if they can figure out how to make Aspiring Champions good as... psudeo Monstrous Infantry than they could do that with the hammerers.

    I may or may not be writing satire at the moment.
    55*2 is 110 not 160.
    Orc Boys are 81 HP per model. So why don't you spend less time correcting others and more time doing research.
    While I see what you are suggesting as a buff here it is worth noting that killing even a single infantry unit per hit is unusual for infantry. Chosen GW are on 82 with CB so when armor is in the mix they aren't killing an Orc Boy in a single attack ever. 160 would be massive overkill since the theory behind adding splash damage was that it would result in reduced wasted damage and therefore be a buff. This seems to have been based solely on the Krimson Killarz being strong while having splash attacks, with the designers assuming that this indicated the effect was a buff. In realty it seems that Black Orcs just really benefit from having halfway decent MA/MD so the chevron buffs outweighed the splash damage nerf.

    Given that the Krimson Killarz no longer have splash attacks in the IE patch (they now have a BvI to match their dual axes) it seems likely that CA has realized the error of adding splash attacks to infantry and have reverted such changes. Nothing to do but wait till the patch notes though.
  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,205
    edited August 2022

    Given that the Krimson Killarz no longer have splash attacks in the IE patch (they now have a BvI to match their dual axes) it seems likely that CA has realized the error of adding splash attacks to infantry and have reverted such changes. Nothing to do but wait till the patch notes though.

    Specifically, Krimson Killers had Double Splash for double double the blood bath back when animations ruled the day. CA decided that wasn't how they wanted to balance the game since it was confusing (which it was). After correcting this interaction Krimson Killers were noted to have poor attack rate (not convinced this is mitigated by animations) and were actually worse than rank 9 Black Orcs also partly due to rank 9 exhaustion mitigation does not benefit RoR.

    Glad to hear CA took note of them and buffed them back into some prominence. They were kings of infantry 1v1s back in their time.

    Back on topic: Maybe we can get the hammers back to no splash, plus keep the additional MD, plus original cost. I think with all this buffing going around Hammerers are ripe and ready for the buff mallet.


  • Rheingold#6691Rheingold#6691 Registered Users Posts: 1,752
    Hammerers do need to be buffed but I'm afraid it ain't gonna help dawi either in campaign or mp. They are going to be awful in both. They have a host of units that need changes including a gyro and arti buff AND they need new units desperately like the roller. Otherwise they are toast in just about everything. Most of their units belong in WH1 before powercreep. And add the no mobility and mass issue.... This goes beyond mp. They are going to struggle in campaign. Obviously not the ai necessarily, CA can tweak that to their liking. But playing them is going to be even more of an exercise in frustration than it currently is.
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    Rheingold said:

    AND they need new units desperately like the roller. Otherwise they are toast in just about everything.

  • BloodyStream#7178BloodyStream#7178 Registered Users Posts: 249
    Honestly you can make longbeard gw hit very hard with thorek's MA rune buffs, people may have forgotten this
  • RazeAndBurn#6771RazeAndBurn#6771 Registered Users Posts: 476

    Honestly you can make longbeard gw hit very hard with thorek's MA rune buffs, people may have forgotten this

    Yeah they decisively beat White Lions. Pretty sure the SOTM guys ditched the Hammerers altogether for a LBGW spam in HE matchup.
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681

    Honestly you can make longbeard gw hit very hard with thorek's MA rune buffs, people may have forgotten this

    Yeah they decisively beat White Lions. Pretty sure the SOTM guys ditched the Hammerers altogether for a LBGW spam in HE matchup.
    They don’t beat white lions, and they definitely don’t beat white lions since the buff to martial prowess.
  • The_real_FAUST#6885The_real_FAUST#6885 Registered Users Posts: 2,144
    White lions are the best mid tier GW unit they beat LBGW and offer far more utility
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    The example of rune buffs is actually exactly why you need viable hammerers in the roster.

    Boosting melee attack isn’t nearly as effective on a longbeard gw. They are a good unit in isolation but it’s the hammerers weapon damage that is a whole other class of unit.
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,279

    White lions are the best mid tier GW unit they beat LBGW and offer far more utility

    But that is to be expected since high elves are an infantry faction and dwarfs have many other tools at their disposal :trollface:
  • RazeAndBurn#6771RazeAndBurn#6771 Registered Users Posts: 476
    Time to open the Bugman's!

    HAMMERERS

    Hit Points: 9200 → 10000
    Removed: Splash Attacks
    Weapon Imbuement: Magical Attacks
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    And there was much rejoicing. Thanks ca! Making hearth and home better was cherry on top.
  • saweendra#3399saweendra#3399 Registered Users Posts: 21,283
    saweendra said:

    and give them magic damage i know this **** with coast match but its already **** beyond repair

    called it

    #givemoreunitsforbrettonia, my bret dlc


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