10 Things You Never Knew! - Total War Warhammer 2 Battles!

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Great video as usual from Zerkovich.

But.. He is inaccurate about chevrons affecting ranged units. There is a hidden accuracy stat that does get increased by unit rank. How much this affects unit effectiveness will vary widely per unit, but one of the most notable examples is the mortar. There is an incredible difference in accuracy between a fresh mortar and a highly ranked one. This can be easily tested in a custom battle by comparing the alt-fire radii at max range.

Twwstats has a great comparison tool that shows the hidden accuracy stat

https://twwstats.com/unitscards?units=f%3D0%26k%3Dwh_main_emp_art_mortar%26r%3D0%26v%3D341786206353968576&units=f%3D0%26k%3Dwh_main_emp_art_mortar%26r%3D9%26v%3D341786206353968576

Peasant archers shooting into skaven chaff? Accuracy doesn't matter. Handgunners trying to gun down a small enemy lord? Probably matters quite a bit more.

I might actually test the handgunner case, to see if it makes a noticable difference.

Edit: Hangunner test results are in!

I had two handgunners, one no levels, other three gold chevrons. Against me was a naked Grombrindal who charged at me. I set my test gunner on fire at will and allowed two full volleys. Did several runs with each.

Lvl0 Handgunner averaged 624 damage

Lvl9 Handgunner averaged 1200 damage

That’s nearly double the damage, and that cannot be explained by fire rate because I only allowed two volleys. Veterans does not affect ranged damage, only fire rate and accuracy, so the difference between those two numbers are solely due to accuracy.

Whether it’s worth the money to upgrade is up for debate, but the effectiveness of accuracy for certain gunpowder units is certainly not.

πŸ‘οΈŽ︎ 36 πŸ‘€οΈŽ︎ u/Hamare πŸ“…οΈŽ︎ Sep 20 2019 πŸ—«︎ replies

6 ads in the video?

Could you possibly monetize it a little more?

πŸ‘οΈŽ︎ 28 πŸ‘€οΈŽ︎ u/ProbablyNotZorro πŸ“…οΈŽ︎ Sep 20 2019 πŸ—«︎ replies

23 minutes to go over what you learn from going through controls and basic UI tooltips

πŸ‘οΈŽ︎ 9 πŸ‘€οΈŽ︎ u/carwosh πŸ“…οΈŽ︎ Sep 20 2019 πŸ—«︎ replies
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there are many things out on the battlefields of total war that are easily missed overlooked or simply just not explained by the game leaving people playing hundreds of hours without some of the most basic information which upon discovery leads to an inevitable facepalm and a how the hell did I miss that kind of moment so in this video I'm gonna try and give you some of those moments with ten things you may have missed in war hammer battles if you're an experienced player you may have heard of most of these or maybe even all of them but if you're new you'll probably find some cheeky surprises some are obvious some not so much so let's get on with it so you've got yourself at the finest wizard that money can buy now as we know if you select a wizard you'll get all the spells down in the right hand corner and I'm sure you're aware if you want to select one you simply click on it and then target whoever or wherever you want simple or nothing but did you know if you hold alt and press the number keys you can select these spells without actually having to touch the buttons you can see here are moving through the spells and I'm not using my mouse so I can press alt 1 2 3 whatever and it'll go clockwise around the spells selecting whichever one I want so if I want to select brain booster I can press alt 2 and it will do that and just select the normal version of the spell if I press alt 2 twice I'll get the overcast version of the spell and if I press it again it'll cancel the spell that is way quicker than trying to mash the buttons on the actual screen which can very often be a bit buggy so definitely a useful habit to get into when I certainly need to do myself so let's say I want to cast foot of cork here all I'm going to do is press alt and four bang put it where I want it bang nice and quick use of a spell without having to whizz my mouse around the screen or mess around with the buggy buttons so get to know your magical shortcuts because they're just another way to improve your micro so before every battle you take the units of your army and you deploy them in the formation that you like of course we could just select all of our units and just pull and drag and see what happens but 10 times out of 10 that will result in an absolutely useless formation but one thing you can do to make deployment a little bit smoother is mess around with your unit cards at the bottom of the screen you see you can rearrange them into different orders and you can actually get them to pull dragged into these orders so let's say I wanted the keppra guard in the middle my halbert's out on the edge and then the two units of tomb guard in between them so that's the order of my line that's how I want them now if I shift click from point to point and select all those units or control-click all of those units individually and select them all that way then I can drag them into the formation that I put them in on the unit cards so you can see now how boats on the edge tomb guard kept row in the middle tomb guard Halbert on the edge so that's exactly how I deployed them in the unit cart so it's just a way to save a bit of time when arranging your units but take note this only works when you either ctrl-click the units to select them or shift-click to select them if you drag a box over them it will not work and they'll just go back to the random formation they were in before like so you can see now the tomb guard are on the left then there's the halberd and then the keppra are back on the right in no real useful formation at all so if you want that to work you have to shift click or control-click to make it work there you go now they're back in the formation we want them in yeah you get the idea it's a good way to arrange your frontline that little bit quicker you may not want to have them exactly like this but it can save that little bit of time and make life just that a little bit easier your Lord the most powerful figure on the battlefield until they get decapitated by grim gore and their lifeless head is trampled by squeaks this of course is terribly demoralizing for the rest of that army and they'll take a pretty big leadership hit so if we take a look at the rest of these high up units the spearmen here as you can see they're now taking a minus 16 Lord recently died penalty minus 16 pretty much every unit in the army will be feeling this penalty as well but what you may miss about this is that the Lord died recently - 16 penalty only lasts for about a minute just under maybe so there's one minute after that Lord dies where you've got a better chance of routing things than you do after that minute so this will be the time to start hitting your rear charges dropping your leadership reducing debugs dropping magic dropping everything you can to try and route off units because they're going to be more likely to route within this minute after that minutes up it'll turn into just a lord dead penalty like you can see here on these phoenix card which is only minus 10 so they'll get that little bit of extra lead applause for about one minute so as I mentioned try to drop as much damage use your fear and terror use any magic debuffs to get those units routed because this will be the prime time to do it once the Lord has died so you've just created the greatest army known to man and you've got a nice fat chunk of change left over to upgrade some of your units so you go ahead and slap a chevron on here or there assuming that every single Chevron is good value for money wherever you place it but unfortunately all Chevron's are not created equal if we take a look at a melee infantry unit like Empire swordsman and we give them some Chevron's will notice that they get more leadership melee attack and melee defense all things that are useful for the role of that unit how bad is same thing leadership melee attack melee defense useful for what their job is on the battlefield great swords same thing so safe to say melee infantry is a good choice to add Chevron's on to because it gives them valuable stats on to crossbowmen let's upgrade them with three chevrons and you'll see they only gain one point of useful stats they gained melee attack and melee defense both stats which are pretty much useless to crossbowmen they're going to get their ass kicked whichever way you slice it leadership as well might help them a little bit surviving a bit longer but all they gained that was useful was one point of missile damage in three upgrades and it cost about seventy-five funds to do those three upgrades for that one point of damage so you'd be better off putting the money into another unit which will get stat upgrades that are actually useful for it we check out hand Gunners it's going to be the same deal they get only one point extra of missile damage which is you know useful but still not worth the 75 funds with those stats that don't really apply to them that much of course Chevron's cost more on more expensive units as well so you have to look at how much money you're spending on the Chevron and whether it's worth it if we upgrade these hand Gunners to a fully upgraded three gold Chevron's which cost over 200 gold they've gained four missile damage that's it for two hundred gold for missile damage all the other stats the melee defense melee attack not really going to do anything for you the leadership is nice those bow 60 leadership is a bit better but still a lot of money to spend but not much on cavalry we get the same deal it's mainly infantry they get useful stats leadership merely attack melee defense and artillery is kind of a same deal to the missile units they gain the useless stats in melee attack and melee defense but they do gain some nice missile damage potentially and of course leadership as well might help a little bit but interestingly some units get way more if we take the hel blaster for example that good old help last a volley gun gets a fairly big increase to its damage when you put Chevron's on it upgraded fully it gets about two or three hundred extra damage which is pretty significant so always check out what your Chevron's are doing to your unit sometimes they may not be that useful and don't think that all miss our units are as bad as hand Gunners and crossbowmen in the upgrades some do actually get decent upgrades for the money but it's up to you to check them out and be aware of what's worthwhile [Music] somewhere in the deep dark reaches of your control options lives a key with little explanation to it in the battle tab you scroll down and find about-face which is not a button that will give you information about your selected units face it's bound to the J key which is nice and awkward for you to try and push in the heat of battle which is probably why it doesn't really get much use what does this button do well I'll show you first off you need to line up a tasty charge into the enemy perhaps some vulnerable melee infantry that are ill-equipped to deal with charges you can then Ram your units home to get the damage of that charge bonus for a few seconds and then it's the moment of truth we're going to gently caress the J key to see what the hell it does and what does it do it makes you turn around that's basically it you just turn around and in Cavalry's case you generally run away now it's a bit of an unpredictable button as you can see all these units are crossing each other which is just creating some traffic which is slowing them all down and it's just really not working so you're probably better off just pulling the units as you normally would it's very often quicker and trying to find the J key unless you rebind it it might be more useful but for the most part like I say it's a little bit unpredictable and not necessarily useful at all I charged in here I press J they're gonna run back a short distance but it's not really enough for them to outrun the units that are chasing them and they're going to be facing the wrong way so it's not really the safest button to use it's a little bit unreliable which can be pretty bad and put them in a sticky situation and sometimes they just don't run very far at all when you hit J they'll only run back maybe 20 or 30 feet which still leaves you in danger if the unit chases you it should probably would it may be more use for single flying entities because they can get away quickly and take to the sky to stay out the way but as I said probably need a refined because trying to find J isn't easy and you will have to look at the keyboard unless you're some kind of muscle memory Superman one place it can be a little bit more useful is on a single unit if you want to turn it around they will just look the other way so say something's coming up behind these how buddy is I'll hit J and they'll pretty much turn around on the spot so that's a nice quick way to do that but it's nothing you can't do by just dragging a box over them like you normally would if you do it on multiple units they'll switch places which makes things a little bit awkward and oh okay so as you can see they're just running over there now like I said it's a very unpredictable key for some reason they're now running over there after I press J so sure there you go about-face is a button that turns things around but don't use it because it's ridiculous is what I'm trying to say but hey it can turn artillery round a little bit more efficiently than if you try to do it by moving them but to be honest I wouldn't even trust that either because god knows what it'll do it and probably move the artillery to the other side of the map so there you go there's about-face not much use but nice to know what it does at least so one that I get asked about a lot is how do you draw a unit path because as you know when you click on the map you run in a straight line to wherever you clicked but if you hold shift you'll see the mouse change with a little zigzag underneath it and you can then hold the right mouse button to draw the path that you want the unit to take it could be literally anything you want this can be very useful for helping you flank or just avoid certain units so it's one of the most essential ones to know so hold shift right click drag and you can take them anywhere alternatively you can do the same thing by holding shift and then just clicking a point to point on where you want the unit to go again it'll have the same purpose as drawing the line and I think drawing the lines a little more versatile and you can do exactly the same thing with it anyway but either way you've got two choices both very useful for flanking and moving around units or just avoiding things that you don't want to fight and I will give you a quick example of this because this is something I get a lot of comments on asking how you do this so I'll just show it here let's say I want to run around the back of this empire army I can just draw a nice path for my skin wolves and they'll go around there and nice and easy or maybe my mammoths over on this side perhaps I want to stay out the way of those missiles so I'll come out wide before coming in to attack and if you click an enemy unit at the end of your path there will attack that unit at the end as well but this can be a little bit risky because you don't know where that units going to be by the time you get to them so maybe not the best idea to click the attack orders at the end usually but it's there if you want to try it it's definitely one of the more useful controls so learn to get yourself into the habit of making the most of it powerful air units that are still alive in the late game that are just so cool charging what's left of your units can be a very frustrating thing to deal with especially online if you want to create a no-fly zone for these powerful units you have to kill everything else on the map literally you need to route everything off the map and then those flying units won't be able to stay in the air you can see here it says fly units alone cannot hold the ground land an attack or surrender the territory so the rest of my army is dead all I have left is my large flying unit it's now constantly losing a little bit of leadership every few seconds or so so it will inevitably route if it just stays in the air and doesn't do anything so it's gonna force that person with the dragon whether it's you or someone else to attack you can't just sit in the air the leadership is going to tick down as you can see it's going down going down that a little bit more every few seconds and that's gonna stop anyone from just hiding in the air so if you're having trouble with these units try to get rid of the rest of the army because a common situation is for an enemy to be cycle charging you with their dragon or whatever you'll take out what appears to be their last unit on the battlefield and you'll be expecting them to come down and land but they're not you can't figure it out why the hell are they not being forced to land and attack me he's just going to keep on cycle charge in your vulnerable units and get away before you can do any damage that's because somewhere on the map hidden away there is another enemy unit very often hidden away in the trees or in the furthest corner of the map there's a unit that's still alive even if it's been beaten to crap and is wavering if it's still on the battlefield it's still going to keep that flying unit in the air so if you want to have a hope of bringing dragon out of the sky you've got to try and find these units and kill them so they don't just sit there keeping their lord or dragon or whatever in the sky search the battlefield and be aware of when people may be hiding units and prey you've got something quick enough to go and take out that unit before the dragon destroys you artillery your ranged weapon of choice up for taking out anything living or Undead from a distance as you probably know if you want to aim your artillery yourself you can press insert to do that but how much use is that really is it worthwhile trying to do this will you miss less often than the AI will well I decided to do a test to find out what we've got here is two hel cannons both AI controlled and they're gonna play a game of whack a dwarf and see how many Dwarfs they can kill before they reach them so we'll see how the AI can do got a couple of hits there it's a strong start for them our select targets occasionally but for the most part it's just the AI shooting or whatever they want and then I'm gonna do this by myself with a single hail cannon and see which can do more damage to AI controlled cannons or one human controlled cannon so far they've done a little bit of damage nice hit there they've done maybe nearly a health bar one health bar entirely getting some good hits there that's nearly one that's pretty much one whole health bar in a bit let's change their targets as I'll be changing targets when I do it you might get a little bit more chance to do more damage if you hit different targets doing some good damage and nearly reach them there we go so let's have a look see how much damage to health cannons did this unit lost about maybe a third of its health this one's nearly half so that's nearly one full health bar add this little bit on that's probably one full health bar there's another most of a health bar a little bit off this one so that's probably too full health bars taken off of these Dwarfs and now it's my turn with a single hel cannon aimed by yours truly we'll see if I can do more damage than the AI did and the health cannon is one of the unique artilleries that you can actually aim the projectile just a little bit not completely but you can pull up down left and it will move roughly in those directions allowing you to try and aim it somewhat a little bit too forward there missed that one let's try again it's quite easy to fly this once you get the hang of it you just got to kind of keep the top of the projectile in line with the front of the unit and you can usually land a tasty hit like so and it's only the held cannon and maybe that doomed over catapult I'm not sure if there are any others where you can aim the projectile but those two I know you can aim it just like this which gives you the best chance of hitting with it and adding another nice hit racking up some damage slowly but surely and you can aim most artilleries it's just a lot of them aren't projectiles that you can control in the air it's only these few that can actually do that but everything else can still be fired manually but some of them are a little bit strange to try and fire so it's best I've trying to let the AI do some of them but see if the hell cannon is at least more useful with a human controller as they get closer it gets harder and harder to try and aim it down early enough getting some good damage though you've got two health bars to beat that's what the AI made took off two health bars with two hell cannons so far I think I'm doing better than that I think we'll add them up at the end nice hit kebab or they're getting close now like leaning with my mouse as I do this trying to get it to go down nice see if we can get this unscathed unit over on the left that's coming out quick oh I pulled it too short got too eager got them a tiny bit let's try one more probably only got time for one more make it count make it count man I'll take it I'll take it little bit on the edge and we've been reached so let's have a look and see how much damage we did I'm feeling I'm feeling lucky so we've got about half health on that one half on that one so that's one health bar with those two half of that one half of that one so that's two health bars and a little bit off of this one so a little bit more than two cannons but still one cannon beat two cannons so it's worth knowing that in some cases you may be able to do more damage with your artillery if you aim it your damn self and like I mentioned other artillery can be manually fired but it works slightly differently as you do have three pieces of artillery in this warp lightning cannon for example and if I fire one you'll see only one projectile is fired I'm only controlling one cannon of the three so you're not controlling them all you're just taking one and using it yourself this can allow you to be more accurate with it as you can see it's pretty easy to hit this giant you stumble in all over the place if you want the other two cannons to fire though don't panic you just put them on fire at will or aim them at something like you normally do and they'll function the same as always leaving you to man you're single cannon and accurately destroy your foes with shots to the face but it does seem that you get a quicker reload time than normal though with your particular man cannon see I fired it there and the reload time on this is about 20 seconds and those two other cannons are deering to that but I for some reason get a faster reload time of maybe half that and I get to fire more often so that may potentially make it more worthwhile Manning the cannon yourself but whether that adds up for more damage with less reload time someone would have to test it but realistically in the heat of battle you're not going to get much chance to do this because you have a load of other stuff to do instead of just sitting on your cannon all day but hey still good to know and this section wouldn't be complete without a doom diver trick shot go goblin glorious just glorious more artillery based information now as we know artillery will fire out whatever the hell it wants to until you give it a target if it's on fire at will you can of course select the targets to choose who you want it to shoot at easy enough I'm sure you've all done this 12 million times but did you know if you hold the Alt key you can free aim it wherever the hell you want acting there's a little bombardment zone too anything that walks into the area this can certainly have its uses at specific situations perhaps not when things are moving but if there's a clumped up group of troops you can try to free aim to a certain point in that clump to give you the best chance of not only hitting them but also avoiding friendly fire on your own side so alt will allow you to do this you can free a more ever the hell you want rather than having to select on a unit which may lead you to a bit more friendly fire damage than you'd like and the same thing can be done with magic spells some of which will snap to a unit for example earth blood if you want to heal it'll snap to any nearby unit that you put it on to but sometimes if you're trying to heal a group of troops it may snap onto a unit when you don't want it to allowing you to not heal as effectively so if you hold alt you can then freely move it without it snapping to any units again just a little bit more useful and gives you a bit more freedom on where you put it and I feel the need to put this in the last bit because I've had a few comments about people not knowing that you could do this after hours of play when you try to cast a wind or breath spell you don't have to cast it in the direction that your caster is facing if you hold down the left mouse button you can turn it to face whichever direction you wish you then simply release the button to set the spell off and I'll be honest this is actually something I didn't know for a while when playing Warhammer one because the game guess what doesn't tell you [Music] ranged units powerful at shooting things from range but sometimes you may need to quickly get them into melee that can be a fiddle with the melee button but if you hold the Alt key you can change your crosshair to a sword they will attack in melee normally when you're selecting a target for a ranged unit it'll be a crosshair but if you press alt it will change to a sword meaning that they will run up an attack rather than keep shooting this is very handy for dual role units like free company militia who can do well in melee or at range also range chariots can be useful for this because they run around and shoot things most of the time so if you click on the target you'll just shoot them and if you want to get into melee you might have to press F to go into melee mode or you can just press alt and attack and you'll go into kind of a one-off melee mode they'll be able to charge do their charge and thing as the chariot get their charge bonus charge through come up the other side and keep going and then return to being a skirmish chariot or with a simple press of the Alt key same thing with skirmish cab they may want to stay on the waves last things from range and just keep moving and skirmishing all the time but occasionally there may be a moment where they want to come in for a quick melee attack maybe trying to slow a unit down or hitting a rear charge to get some leadership penalties or maybe just another unit is going to get hold of it and you might as well try and charge them back quickly so lots of use for this I use it all the time personally it's very very useful very handy a quick way to do things just another form of improving that micro certainly quicker than having to press f to go into melee mode and back out of it and in and out of it it's just a little bit too much so alt is a quicker way to do that so there we go 10 things you may or may not have known about total war war hammer battles whether you're a total newb or an ultra veteran I hope you've learned at least one thing from this video if not feel free to abuse me in the comments I hope you've enjoyed this thanks for watching I'll see you in the future
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Channel: Zerkovich
Views: 437,863
Rating: 4.9091225 out of 5
Keywords: top 10, top 5, best, things you didnt know, things you missed, secrets, tips, tricks, guide, controls, shortcuts, keybinds
Id: Z36cKqwR5Wg
Channel Id: undefined
Length: 23min 11sec (1391 seconds)
Published: Fri Sep 20 2019
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