DWARFS vs. CHAOS DWARFS - A Grudge Too Far - Total War Warhammer 3

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we've seen demons we've seen trains but now it's time for Mecca's magma cannons and Bulls on Parade the ancient rivalry between dwarf and Chaos dwarf comes to the floor in modern day as Astro geezy leads to tawi's Oregon's Iron Fist and iron breaker the big question many are asking does this new DLC race somehow invalidate the dwarfs as a faction because of their power and versatility oh it's not going to be answered in a single replay regardless but I will give you guys fair warning the start of this match is very lopsided and then things get crazy trust me when I say you don't know how this ends nor do you want to just sit back and enjoy the show so for the Disciples of hasha father of Darkness the high priest astrogoth iron hand is slowly turning into stone from all his maledictions so he needs a walker and a subscription to Life Alert to help him when he's fallen and he can't get up he's a mixed lorecaster of Hashem and fire Ash storm Firestorm and Hell hammer in this one with mechanical overdrives diabolical Ingenuity driving his Mecca to Greater acts of Slaughter the more he kills I think think most people who have dabbled in multiplayer on this build agree astrogoth is probably the best of the three new Lords in combat he is exceptionally hard to kill and the stat line is quite a bit more impressive than you'd expect from a casterlord even one in a spindly atst prototype you will have support from great open infantry against the dolly of course and the mighty Bale Taurus a powerful flaming monster with breath attacks damage reflection and resistance from its blazing body and a rambunctious role as a backline disrupter and devastating cycle charger I still don't know what I think about melee reflection as a mechanic I've never been able to gauge how impactful it is on Monsters like this one but I do know blazing body was a mortise effect on tabletop and it's maybe a good thing it didn't get one do not attempt to lasso and ride this Mount to impress the country girls it may result in fourth degree burns for artillery there will be two magma cannons which in my limited experience thus far seem like the best unit in the entire roster at least when it comes to fulfilling their role they are deadly extremely accurate from Max distance and leave a vortex extra flame behind once our salvos make impact they're even good versus sems and monsters as well from what I can tell they can equip the Hellbound trait to give them physical resist which can be helpful in artillery duels against dwarf cannons the back line are three chaos for blunder buses which can tear apart most units at close range and a Vanguard contention of hobgoblin Cutthroats whose job it is basically just to die so their batters can live they do have some fun little passives though for doing a bit of backstabbery it was a bit of an unfair map here in the dark lands but HDs still wanted to play it with his dwarfs he's got two cannons on the downslope of the Hill a master engineer with flashbomb and restock so that could be very useful against the blazing body of the Bale Taurus just snare it in place and have it shot to Pieces he's got three quarters two Thunders a unit of hammers for some Shock power and AP on the charge and Northern blinks iron Breakers with their massive Health pool and armor in the rear is the Slayer king of kadrin himself giant Slayers protecting their liege and that is going to be the dwarf build chaos dwarfs are going to be coming down the hill and the fiery passion between these two races will be reignited in Earnest it is not war that comes but astrogoth and angrim an intense burning love that can bloom on any Battlefield kicking things off will be the magma Cannon seem to excel in the anti-infantry department they have massively outperformed the death streakers in my experience and because the iron Breakers and hammers are already in range they will be the first victims of the opening salvos the most surprising element of magma cannons is their accuracy they only have one model to the calibration area on their projectile seems very small to make up for that and that means often pinpoint accurate shots from across the map that then leave a burning pile of residue that sucks in nearby models kind of like a mini pit of Shades so it deals damage over time as well as explosive damage on initial impact and it means that when they land a flush shot it is pain hammers are feeling that big time they'll be forced off two shots already taking them down to half health and you can see some of those models being caught in The Inferno as they attempt to pull away which just leads to even more burning so HDs will wisely decide to move all his Elite infantry out of range but he can't seed his position too much here because this is the flattest part of the map what we'll follow is a systematic bracketing of the dwarf's most important units individually being targeted for the two magma cannons on the ridge above and they are not in the mood for Mercy chaos doors are not fast they don't need to be at least for the moment they are winning this artillery duel pretty handily so they're in no rush to close into CQB bail Taurus flying out to the flank astrogoth iron hand high priest of hasha and also moving out to the flank to set up for some nice Hull hammers down the length of those infantry regiments and those magma cannons you can see in the background are just causing so much damage they don't seem to be missing yeah the dwarf cannons are firing back but at the moment they're just killing hobgoblins and a few chaos dwarf infantry not really a big deal meanwhile the dwarfs are just getting poked on their range units being obliterated from the hilltop which to be fair May partially be due to the train Advantage being able to shoot down from a higher angle maybe helping them somewhat might require additional testing there but as I said the opening stages of this battle were very lopsided and at this point I was already thinking this might be a very easy win spoiler alert it was not but it doesn't look like it right now Thunders are breaking off they haven't shot a single bullet yet and they're already dead hammers are down to half HP corlers are now being targeted but the magma cannons have not focused on the anti-artillery role quite yet that's why the great Bale Taurus is moving out to the flank it might dive into the rear only a couple Slayers to protect their back line and corlers are rounding to Cod those magma cannons are just disgustingly brutal one shot did that basically routed them off I mean not even basically that was literally one shot that took them down to one third of their remaining Health now the did the wrong thing which was move forward into the Vortex which you don't want to do because that will cause a lot of extra damage nice hell Hammer coming in from the flank to deal with the dwarf Warriors in the front rank says that you blunder by the blood nor beziuses move into range and the Bale Taurus charges in from the flank straight onto the artillery cruise and those cannons do not have a lot of support or help right now hell Hammer is a really cool looking spell by the way kind of like a penumbral pendulum hasn't blown me out of the water in terms of its damage output but if you get an overcast into a bunch of armored infantry blobbed up it will definitely cause some Carnage but if you want to talk about real carnage look no further than the Blazing cow exploiting the whole left by the Slayers as they over Pursuit against some retreating hobgobos and now has free reign to Rampage on the cannon cruise and though with most monsters they usually take a while to Route them off whereas a calve or much infantry charge into artillery Crews would deal with them in seconds so see how long that takes big time blasting charge for murderlings iron Breakers and that is the first sign the dwarfs might try to get back into this game they've had a rough go of it so far but that Blossom charge got those blender by down the blunderbussies I need to stop oh my God that shot those volleys first the magma Cannon then the Blunderbuss and they are absolutely taking the sort of wings to pound town and the Dawes are will rally around their family with a pocket full of shells and reload animations with a Sure Shot sure to make the bodies drop iron Breakers dropping in the dozens and a point playing volley from them not what you want to experience if you are any kind of infantry or Monster or Cav or anything in the game they cause many pains but the Hammers are doing a great job against the chaos dwarf great weapon units I don't think the iron Breakers are gonna be around for too much longer they're actually potentially being protected a little bit by the slope of that Hill blessing charges up over the crest of it delaying some damage back but they're running out of impetus and they're probably gonna just route at this point those hammers are going to be a big problem for the chaos dwarf infantry and yeah continuous flashing charges up the hill two units of Chaos Blunderbuss had been brought down to half health or lower just from northernlinks and their tossed grenades but do remember too that the lore of fire has been visually reworked and flamestorm has been reworked as a spell it has a lot less veering off potential now which means it does a much better job of staying on Target and you'll ideally get more use out of the spell definitely cause some Carnage there amongst the dwarf core alerts Bale Taurus is fighting some Slayers while engram Iron Fist pushes on towards the Blunderbuss and they have to retreat back up the hill they've already lost all their infantry for the most part hobgoblins didn't stick around for very long another nasty shot from the magma Cannon up top making sure those thunderers do not return but the bail Taurus and astrogoth are perfectly fine and what they're gonna do is kind of find a running Retreat back up the hill as dwarfs give Chase they've got some time to unleash their breath attacks and astrogotha of course has 60 speeds so plenty of Mobility to cycle charge I will point out though this was my first multiplayer battle with astrogoth and I thought he was a large unit so I did not want to duel ungram with him he's actually infantry kind of doesn't make that much sense because he's on a Mecca and he's seven or eight feet tall definitely more monstrous infantry size and of course those classify as large targets but astrogoth is infantry size he's a footlord so he has no issues fighting ungram in melee I'm not going to treat it that way I was very reticent to get anywhere near ungram Iron Fist and basically only cycle charge him here but just because the ax of Dargo won't get its additional bonus versus large doesn't mean that ungram can't still beat him in a duel probably can't just because he has much less HP I think astronaut has close to 8 000. ungrim would be more around 5K but I would be curious how that would shake out in the long run big charge coming in from the bail Taurus into the Hammers they're terrified they're gonna break off but the dwarfs have a lot more bodies on the field now despite the balance bar being pretty heavily in favor of the Disciples of Harsha Ash storm coming down again in view a weakness to Flame very common tactic with the chaos dwarfs and as I've said before I think Astron is probably the best spell in the lore of hashat so beautiful Point playing Folly from the chaos for Blunderbuss astrogoth dealing 20 extra damage oh my Lord you cannot mess around with the shotguns they are terrifying if you get slowed if they get a point playing volley in you're gonna be deleted and that's frankly what you want to see from shotgun units we haven't always seen that with some of the other ones that have been introduced in this trilogy but the blunderbusses definitely bring that to the fore and really fun to get a point play volley in and just completely dumpster a unit astrogoth gonna chase after the engineer bail Taurus using its flaming Wings to Harry and harass the back line and frankly might have maybe should have stayed there to deal with the dwarf cannons and the corlers and just route them but he sees that a lot of his Blunderbuss are kind of being under assault right now the dwarfs are pushing forward with all their infantry straight up the hill Into the Fire Arc of these remaining cannons and shotgun units but there are a lot of bodies and the Blunderbuss might have difficulty killing all of them another big blasting charge volley from norgrouplings they've kind of stuck around they've been very Resolute very stubborn in the way that you'd like to see from your dwarfs and even though they only have 12 models remaining they are still causing problems for the chaos dwarf range troops and now the Hammers are charging up the hill directly into the most healthy remaining shotgun unit and they're gonna hold their ground here they have Blades of fixed to the back of their stocks they can use those in CQB and they can also if they're in guard mode fire at Point Blank Range and that's devastating really good magma Cannon shot to help out even though there's probably a little bit of Friendly Fire there you can see chaos starting till but the hammer in charge will be blunted and negated and ultimately eviscerated that's some fall the samurai stuff right now charging in for glorious melee combat and the shotguns just say nope welcome to the 21st century deleted from the game well there's actually 21 models remaining I'm not sure how that's even possible but they're gonna route once they get into combat anyway ungram is now dropping very low more shotguns getting fantastic volleys in on these high HP important single entities and giant Slayers for the full round off on the blazing body of that Bale Taurus and this is a dangerous situation it had infantry support not moments ago but those infantry have routed now and the giant Slayers have turned their undivided attention towards the massive single entity monster astrogoth is charging in to reinforce but the bill Taurus who had about 5500 Health remaining now has 3 000 and that only took a couple of seconds and it almost routed and not only that it tried to pull away and the Stagger animations from the giant Slayers kept preventing it from escaping so it took a bunch of extra damage and that is a painful loss for the chaos here the unit is still around it is still alive but it does not have a lot of Health remaining and the Cannons are firing into it the remnants of the corlers and the thunderers are firing into it too and the engineer just dropped a flash bomb on it minus 60 speed it's now going to be very difficult for it to dodge any of its ranged fire as it goes after the cannons not a whole lot of LD left on that thing you can see it wavering in the background meanwhile ungram Iron Fist is just doing exactly what you'd expect from the Slayer King him and a handful of angry Mohawk stunties slicing their way through anything they can get their hands on Bale Taurus just rounded to the Cannons and crawler fire that slow from flashbomb really messed it up and suddenly we've got a battle here boys it it felt like we were just calling the dwarf's name this entire time saying oh they're gonna explode left right and Center and they were but they have crawled their way back into it and a big fire tornado onto the corlers to Route them off as astrogoth goes for a duel against that engineer wasn't able to chase him off the last time maybe not going to make that same mistake again we will see but there are multiple units here that astrogoth may have to divide his attention towards when you look at the Warlords especially that cannon firing in as he unleashes the flamethrower on his wrist so freaking cool well you can't just let himself get shot by the cannon so he can't spend forever trying to kill that Master engineer if he's being shot to Pieces by other units so he may need to let that engineer come back now the cool thing about mag mechanics too they can defend themselves in melee they have steam release kind of like the iron demon War engine and they actually have 200 weapon strength which is very different than most other artillery in the trilogy of course so they're actually going to kill a lot of Slayers as they Chunk in giant Slayers down to eight models only 244 HP remaining but finally both magma cannons have been silenced and the ax of Dargo will bite deep one more time it will explode in a janky animation and we are going to be left with just astragoth iron hand representing the Disciples of hashits and this is one of my we've talked about some oh that's such a cool okay what is that like a roundhouse kick that's incredible I really don't like how chasing after riding units is just so impossible for so many lords and monsters and characters and like 90 HP he's got 60 melee attack he's attacking in the rear and he just can't strike that killing blow it takes forever to kill anything routing in this game but finally he's gonna say screw it I don't care I'm gonna drop a flame storm on the cannon and ensure that they stop shooting today is actually a big reason why he's a little bit lower than he would otherwise be I think he'd be close to half HP right now if that Cannon hadn't been firing into him unmitigated for the last two minutes or so really like the visuals on the new flame storm and definitely seems to be performing a little bit better too not veering off into the sunset staying on Target and kind of messing up those Crews Engineers now down to 84 HP I think it took six damage from a corollar bolt the cannon didn't route so ashgroth now has to close in to melee and finish it off for good he cannot go after the engineer which means that NG May return but the balance of power still in favor of the chaos dwarfs which just show you just how powerful astrogoth is and he is he's got 3 000 Health remaining and a ridiculous stat line 67 ma 50 MD and 500 weapons strength a lot of that being built up from those mechanical overdrive Buffs and the artillery crew finally say I don't want to be here anymore they're gonna run so you may have noticed when astrogoth was moving towards the cannon Cruise there too he was moving on the outside of their fire Arc and constantly forcing them to reposition which meant they weren't firing so good movement from him to dodge those shots and retain as much HP as he can for these final duels he now has a choice does he go after ungram these players or after the quarters and looking back on it I might have wanted to go after Slayers but again I'm treating this I'm treating astrogoth like he is a large Lord so either way you want to look at it I don't think avoiding the Slayers and charging the corlers is a bad idea he still has a bigger hitbox than a regular footlord he's still taller he can still get shot pretty easily over the top of things so going after crawlers to try to rot them does make a lot of sense but we can't cycle charge them into Oblivion here we need to take a fight which means he's going in against ungram breathing flame into his red Mohawk and as those coiler bolts shoot in at point-blank range astrogoth is still going to work and still killing corlers behind the Slayer King it's the unleashes the flamethrowers on his wrists so four Slayers remaining handful of corlers who could run off at any time ungram Iron Fist taking the duel here and I was surprised I was like why is astronaut doing so well in this duel if he was a monster Lord he would have already routed off that is when I realized that he is actually infantry sized and he's killing everything right now he's doing a great job but he's wavering and he's fighting an unbreakable Lord and one last swing from the ax of Dargo will put him down and the dwarfs will snatch Victory from the jaws of defeat it looked so miserable for them for those first five or six minutes but they stabilized they attacked with all the Infantry they had remaining they went up that hill they utilized their Northern Lights iron Breakers the remnants of them to Perfection got some great blasting charge volleys into the blunder buses did make it harder for them to stay alive in those mid and late game battles where they could have really turned the tides not what cannons were MVP this game there's no question in my mind 1500 value each easy one of them got up to 1800 just they were the reason the dwarfs were on the back foot for most of that battle the chaos North infantry didn't perform that well but they were against Hammers and iron Breakers so not particularly surprise Rising I think the big turning point in that battle was the blender with the Bale Taurus which it wasn't a bad play right like there was infantry there supporting them against the giant Slayers that is when you want to engage the Slayers and kill them off because I wasn't going to have enough range troops to to shoot them to death but as soon as my Blunderbuss started routing and the bail Taurus no longer had any infantry support it needed to run and I noticed it a little bit too late and it was just seconds and it was just absolutely shredded I did get astrogoth in there afterwards and looking back on it of course wouldn't have been treating astrogoth like a large Lord and I would have treated him like an emphasized one he could have engaged the Giants players first tanked all the damage from them and then the bail Taurus comes in from behind to kill them off and that probably would have worked pretty well but any single entity fighting giant Slayers by itself is always going to be scary and they needed to be dealt with but either way super entertaining battle really enjoyed it and I hope you guys did too
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Channel: milkandcookiesTW
Views: 120,073
Rating: undefined out of 5
Keywords: dwarfs vs chaos dwarfs, chaos dwarfs dlc, total war warhammer 3 chaos dwarfs, warhammer 3 chaos dwarfs, total war warhammer 3, chaos dwarfs, chaos dwarfs total war warhammer 3, chaos dwarfs campaign, chaos dwarfs trailer, chaos dwarfs news, forge of the chaos dwarfs dlc, chaos dwarfs legendary lords, chaos dwarfs mechanics, chaos dwarfs unit roster, chaos dwarfs gameplay, warhammer 3 gameplay, chaos dwarf trains, bale taurus, astragoth ironhand, dwarfs warhammer, dlc, news
Id: huuhUTJBz6g
Channel Id: undefined
Length: 20min 24sec (1224 seconds)
Published: Sat Apr 01 2023
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