With the launch of WH3 CA decided to limit magic resistance to spells so that the chaos factions aren't hard countered by dwarfs and certain units.
Fast forward to today and we are looking at a CD roster with fire resist on all important units, basically recreating that same problem, just on a smaller scale.
Right now it really looks like Khorne and HE are going to be countered pretty hard by the CD with quite a few of their important ap units being hit by that 25%(?) dmg reduction.
HE basically loose all of their big monsters + Sisters of Avelorn, while Khorne can't bring any of its own RoRs + most of the high tier units.
Anyone got a clue of why CA decided to opt into that balancing nightmare?
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2 · Disagree 2AgreeMagic damage was going to impact all of the demons, which was almost the entirety of a player’s roster for the Monogods prior to the CoC DLC.
It’s not like fire damage isn’t good against the Chaos Dwarfs either. A well placed Burning Head will burn through their mass of chaff and allow your infantry to access their more valuable assets much faster.
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3 · Disagree 3AgreeSisters might have to pick their targets carefully but only the AI (from game 2) that used to spam Sisters only stacks are likely to have a problem. Most ranged in the HE roster should be totally unaffected.
And for Khorne, some enemy units will be a bit tankier - aim to scatter the chaff quickly and then flank charge them.
I am not sure why this is going to be much worse than encountering an enemy army with a specific make up, whether that is mass monsters (those LM ritual spawns), a heavy gun line etc.
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