Wood Elves Unit Roster Tier Ranking

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Got a couple surprises in this one! Was not expecting that Bladesinger placement at all.

👍︎︎ 70 👤︎︎ u/pizzabash 📅︎︎ Oct 08 2021 🗫︎ replies

I keep waiting for the Bretonnia tier list. Really curious to see how he ranks the cavalry

👍︎︎ 35 👤︎︎ u/Delaware_is_a_lie 📅︎︎ Oct 08 2021 🗫︎ replies

Glade Guard getting some prop, you love to see it. they're the best tier 0 unit in the game IMHO; HE Archers outrange them but can't fire while moving, meaning you often don't get the full benefit of the extra range if they need to reposition. GG meanwhile can be shuffled around without losing too much shooting. they're so good.

👍︎︎ 31 👤︎︎ u/Lump_Hammer 📅︎︎ Oct 08 2021 🗫︎ replies

His guide's are exceptional. His opinions are pretty objective and are based upon being as effective as you can on LG/VH. I hope that he does different guides once he is done with units tier lists, like hero list, best melee/caster lords, best/mots efficient army for each race etc. He is actually a pretty good teacher.

👍︎︎ 88 👤︎︎ u/Adernain 📅︎︎ Oct 08 2021 🗫︎ replies

His tier lists show why I play on normal difficulty. I know the battles are too easy but it just makes no many units useless when the ai has so many buffs. Its just not fun.

👍︎︎ 22 👤︎︎ u/Zanius 📅︎︎ Oct 08 2021 🗫︎ replies

I knew he would underrate Tree-Kin, like I would have bet the farm on them being trash. He hates them. They have perfect synergy with Dryads though at being an anvil and not dying.

Wardancers are weird, because Bladesingers are technically only 1 tier away but it's a Wood Elf tier so it's 20+ turns away or a confederation. So you run around with Wardancers as a stopgap and then you realize you have 70+ melee attack/defense and it's not turn 40 and this unit is actually better than 90% of the entire infantry roster at tier 2. But again, Bladesingers are right around the corner.

👍︎︎ 14 👤︎︎ u/AdhesiveTapeCarry 📅︎︎ Oct 08 2021 🗫︎ replies

Lol, in my wood elves campaign I played as Talsyn and used mostly the AP glade guard, the eternal guard with shields and the wild riders, all of which were marked as trash in this video. Eeeeeeeh I could use some help in decision making lol

👍︎︎ 1 👤︎︎ u/Aram_theHead 📅︎︎ Oct 09 2021 🗫︎ replies
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here and today we've got another tier list using tier maker this time covering the wood elves now this one will be probably a little bit more difficult for me to cover than other races because there's a lot of other factors that we've got to take into consideration for this particular uh list because the widows are actually kind of a complicated race they play very differently from other races and they have a lot of strengths they're arguably one of the the strongest races on the battlefield but they're also one of the weakest races in terms of their campaign abilities and things that they can do on the campaign because they can only really make money from a select few settlements they still suffer from 15 supply line penalties which absolutely hurts them more than a lot of other races and they can barely defend a lot of their settlements like their outposts even those outposts aren't worth a lot yeah they have a hard time holding on to them so there's a lot of things to take into consideration in addition to that a lot of their units require two buildings to recruit which makes them inconvenient so in this tier list here this is less about how strong the unit is and more about how convenient it is and how much it affects you on the campaign map because that's the most important thing why are you fighting battles in total warhammer 21 campaign you're fighting it to advance on the campaign map if a particular unit is slowing you down on the campaign map then something is wrong there and that needs to be taken into consideration even if that unit has like super strong stats you've got to take into consideration all the other factors so i just want to make that clear so as usual we're going to be rating this base on legendary difficulty campaign very hard battle um no mods no multiplayer based on ultra unit scale if you're not playing on those settings you'll probably have a varying result with these units now in terms of organizing it because there's so many different categories here and like a handful of units in each category what i'm going to do is to separate into just two categories wood elf units and then forest spirits keep it real simple this time okay so let's start with the uh the what else so starting with their most basic unit let's start with arches this time so we're talking about glade guard and there's three different variants we've got the glade guard the hag bain tip and the starfire shaft let me just confirm that is that correct yep starfire sharps okay so looking at that um the regular glade guard can be recruited from a basic building which means it's super convenient you don't even need a military building to get it so you can get them straight away you'll eventually be able to globally recruit them in one turn quicker than any other unit so replacing them is is really quick uh they're also readily available in outposts so this is a very easy to recruit unit in terms of how they perform they're amazing because they've got exceptionally good range the only unit only like tier zero unit in the game that out ranges them are high off archers and you should absolutely not be fighting high elves in the early game generally speaking the high elves are going to be the most friendly race in the game to you so you really shouldn't be fighting high elves unless you're going for a world conquest um so in terms of range they basically outrange everyone and they're at a good price point they've got a good amount of damage and they can fire while moving only while moving forward i suppose uh allowing them to be quite good at actually running enemy units down once the battle is over because that's one thing about regular sort of archer spams once the battle's over you just if you don't build cavalry which i usually don't um you just have to let you know a third of whatever how much is left of their army just run away now these guys here they don't have to do that they can keep pursuing them and run them down without the need of cavalry and we'll get on to that later um about the cavalry problem with uh with wood elves because of the uh the um the versatility of their archers oftentimes makes their cavalry completely useless all right so glade guard really good unit where i'm gonna put that i'm gonna put the glade guard at not doom stack gonna put out eight here really one of the best archer units in the game good cost good performance just really really convenient that's exactly what you want out of you know just not that many downsides it just it gets outclassed in the late campaign but in the early game it's the perfect unit for you okay and then we've got these ones here so this actually requires a military building now at tier one with the wood elves you've got three construction slots now it's really important to keep in mind campaign effects with what else i'm going to drive this home really heavily in this one because it's so important more important than a lot of the other races you need to build the economic buildings as the wood elves you have to build them because you need that growth in order to get other things going because it takes forever to get all the kindreds needed to finish everything like we're not even finishing this particular campaign here although it's something like 1060. um you don't need growth to get this pushed up but what you need is money this is very expensive buildings so in terms of priority you'd want to get these all of these buildings done right away especially the tier one stuff because this provides tons of extra cash if you're building a tier one military building and only two of these you're missing out on a lot of money until you get to tier two right and this building often takes quite a while to build because getting the first kindred point just takes like like barely any time but getting to two and three and then to five because each kindred point takes longer than the previous one so getting to this one here takes forever right so you need to get all these ones early to start building up your economic base because once you get into late campaign their finances become a little bit more tricky anyway so a little bit inconvenient to recruit uh that builder building at tier one right now another thing is that the great guard star fire shafts also require the azrae forge so you need to be a tier two to get them and you need a second building in order to get it so in terms of these units here even though they're technically better because they are vastly less convenient i'm going to put this one at c tier and this one here at actual trash even though they are actually better units because it comes down to convenience look this one here the only advantage it has over this one is simply magic damage now magic damage does not bypass armor the only thing it bypasses is physical resistance now the thing is in the early stages of the campaign you are actually more likely to encounter units with magic resistance than physical resistance there's actually more units in the game that have magic resistance than physical resistance right so if you're building this unit in the early game and you're fighting dwarfs you're actually making your army weaker by recruiting this one over getting regular ones so you're actually better going with physical damage now there's ways to actually improve this but that happens later on in the campaign because there's a hero trait that you can get with branch race which mitigates magic magic resistance for the enemy now thing to keep in mind if you're going to do that you get branch raised to tier 3 and by the time you get to tier 3 there's other units that you can get so all of this is just happening at the wrong time now there's the starfire shafts the main benefit of that one is that you trade off some overall damage you lose a bit of bit of base damage and gain armor piercing but again same problem in the early stages of the campaign are you going up against tons of armored units no you're not really and even even the glade guards still have a decent amount of armor piercing right so if you are going up against armor these guys here they have more than enough ammunition to do their worth two or even three times over so it's okay if you don't aim for covering all of your bases if the enemy have one or two armored units the trick is to simply not target those armored units target everything else kill the army and what's the 20 of them that are left will just get the army losses and then just let them go and then kill them in the next battle when you've got your full army and they've only got 20 of their forces left so yeah you just don't really need it it's really inconvenient which is why i i put it as trash there it just comes in at the wrong time this one here covers all your bases for the early game okay so next up for the what else we're going to cover the uh the base the mid game archer the the deepwood scouts so we've got the regular deepwood scouts and then the swift shiver shards so these ones here also suffer for a similar problem this is a tier two now tier two you've got yourself five construction slots instead of three so by that point you've built all of these three and then you've got two other construction slots so by that point it's totally fine to have a deep wood camp and also the av as ray ford another reason why i usually don't build the x-ray forge though is because of the kindred cost because i one of my kindreds going into economics not necessarily into a forge which has fairly redundant units so i usually don't prioritize that but anyway talking about the merits of these units right the deepwood scout um has slightly higher range than guard at 180 they can fire from all directions so they can fi they can run backwards and keep shooting um they have no the same level of models so yeah they're just basically a straight up upgrade of the glade guard uh same amount of ammo i think it's the same amount of missile strength i think the big downside to them is that they are higher upkeep so their actual damage potential of on on a glade guide is actually exactly the same their ammunition multiplied by missile strength is exactly the same but you're paying more for it now here's the thing if you're doing that that means that every shot of your ammunition is worth more in terms of what the game thinks than a glade guard unit and that can send up in a trap having overly expensive archery units with low amounts of ammo can actually end up in a trap if you're shooting low tier units uh because the game will expect more of you you can actually end up causing the army lost penalty on yourself by using too much ammunition so that's something to keep in mind um i feel like with deepwood scouts if they're going to be better they kind of having 10 extra range and being able to fire while moving and moving backwards definitely helps them against cavalry units for sure without a doubt but having like two extra ammunition or two extra missile strength would have helped them a lot more um in and overall potential damage if these two here were shooting at a completely stationary unit which of course very rarely happens they would dish out the exact same amount of damage so in terms of where i'm going to put them though i'm going to put the uh the d put scatter 8 here because having that extra range and that extra mobility and also stalk i forgot to mention that is very good now the swift shiver shard they're not bad i'm gonna put them at c tier but the reason why i'm putting at c tier is because they trade off quite a significant amount of range you lose 45 range yeah and you gain magic damage which again you don't need at this stage of the campaign and you get extra missile strength because they shoot two projectiles instead of one so they actually dish out more damage than this one here but again you're you're requiring to get the azrae forge so that's at this stage here it's kind of okay but this one here is way more convenient and gets it gets the job done you just it's sort of just redundant at that point at that tier because you've still got better archery units on top of that so now let's talk about the weigh watcher now with the wood elves you don't require growth to get the uh the settlement level up you just require money we've already established that you build the economic buildings first so that you've got the money to just always be building these up to get straight to tier 5 as soon as possible you want to unlock the better units so that you can have tier 5 units going up against the enemy's tier 3 stuff and that includes getting to tier 4 and getting to the weigh watchers perch now this one here the weight watcher is arguably one of the best archer units in the game because it has the highest base range except for the sentinels of a staral they stalk and they fire while moving and their armor-piercing so this is just all around an amazing unit apart from in melee they're super super squishy um you got to keep them out of melee but luckily there's things you can do to boost their range even further same thing with all the other ones as well as both with the talent of colonel straight for lords not with heroes that they nerfed that uh you used to be able to get the range of weight watchers up to 310 now you're probably looking at like 230 it hitting their maximum but yeah really high missile strength you can by this point here increase their ammunition a fair bit these ones here can really dish out a ton of damage one of the biggest problems though with them is that they actually kind of fire too quickly and sometimes they can overkill models but the weigh watcher is the first unit in the world in the wood off roster that i'm going to put under the doom stack status here excellent unit that you can spam and will absolutely slaughter the enemy in most cases in my opinion it used to be a little bit better but they still uh hit the doom stack status all right that's all of the wood elf archery units now let's move on to sort of like their melee infantry okay so talking about the most basic one we've got the eternal guard so similar problems arise with these guys here at tier one you've got the eternal guard and the eternal guard with shields requires the azrae forge now we've kind of already established that at tier one you should be building these right so you shouldn't even think about building this building this one here until you've hit tier two right now the the eternal guard they dish out more damage i suppose than other melee infantry from other races right but they are also a little bit squishy so 7 200 for a melee infantry unit in terms of health is actually quite low a lot of other races have like 10 000 health especially like vampire accounts right but what you're trading uh your health for and i guess your entity numbers like 100 entity numbers for a tier one infantry unit is really low that's like dwarf level but dwarfs have you know a lot of defense capabilities what you've got is damage potential here armor piercing and anti-large and with the uh eternal guard here uh the internal glider shield what you're trading for for this inconvenience is just a shield that's all it provides here you get the silver shield and a bit of extra melee defense which is good which is good for sure but it's not you don't need it and considering the resources needed to get them they're really inconvenient even the uh the regular glade guard here will outperform this one here like you don't necessarily need this one to hold the line forward even having one of these units here in front of your other arches to hold the line at least it'll get some shots off first right so it's actually done some damage these guys here they're they dish out more damage than other units but you still have to deal with the enemy a uh melee cheats so i'm gonna put this one at c tier and this one at trash just because it's re it's probably one of the most inconvenient early game units to recruit and i would highly avoid getting it if it didn't require the bar the esray forge i actually put it at b tier because it's that's pretty good but that extra forge i just don't build that until at least tier three it's just not worth it so that's where i'll put them uh next we've got the medium tier uh wood off units we've got the war dancers so we've got the anti-infantry variant and then the anti-large variant now looking over both of these at least these two here don't require the azrae forge so they're actually quite convenient and at tier 2 it's totally fine to build this building because the glade captain is a really good hero to get so i would quite often have this at tier 2. uh they've also got 20 physical resistance which kind of makes up for their lack of shields it's kind of um but they are once again a very squishy unit they're actually squishier than eternal guard but what you're trading for holding capabilities i mean they've got better melee defense um some of them at least uh what you're trading for is uh extra damage dealers but the thing is the would-of-arch units are still better damage dealers because the ai uh melee defense cheats because they get 20 extra melee defense right that doesn't do anything against arrows this is why archery is quite meta in very hard battles because archery just bypasses all their melee cheats whereas no matter what melee infantry unit you get in this game you have to deal with the fact that every single ai unit is going to have that extra melee defense so you're always fighting an uphill battle this is why melee is usually not the meta usually some some races it's they mitigate a little bit so good melee infantry unit as far as that goes but i'm gonna put them both at sea tier just because you've got better options at tier two and there's not that much of a difference between getting to tier two and tier three and getting to tier three has a very notable unit that i want to talk about now next up we've got the tier three units which are the blade singers and the wildwood rangers i'm going to talk about the wild rangers first so this one here um it's main problem as i think the price 225 cost right um for a melee infantry unit that it it does hit quite hard if you're putting it in for us it also gets bonus versus large so it is quite versatile it's okay but at tier three you've got better options as always um and they they do get hit quite hard because they don't have much armor usually other races tier three infantry kind of have a lot more armor than these guys i mean these guys here do have armor piercings so that's good i'm gonna put them at beats here because they do hit hard but i do think they sometimes underperform especially when considering the final unit in the melee infantry roster for the wood elves we've got the blade singer now this one here the the blade singer it's quite expensive at 300 honestly i feel like the blade singer is actually a tier 4 unit but they just they just didn't want to put a tier 4 barracks in there for whatever reason it does also require the azrae armory they've got the 20 physical resistance they've got the magic damage they've got anti infantry and armor piercing and this ability here which you can toggle which it makes them better against unarmored uh units you just lose a little bit of armor-piercing damage and gain more base damage quite significantly so that's quite quite useful as long as you've got iconic against armored units now the thing is about blade singers is that if you just look at their base stats on their own you'll think that oh yeah it's just a melee infantry unit but the thing is with blade singers is that there's a lot you can do to boost them now the things that you can do to boost the blade singers you can always you can do to boost the war dancers as well right but the thing is because the blade singers are significantly better they they get more of that bonuses i suppose so the thing is with blade singers is that you can get their physical resistance up to something ridiculous i can't remember what the exact number was but you can make them almost impervious to physical damage in terms of magic attack this is where if you really want the magic attack this is the unit to get because its level here coincides with the branch race at the branch wraith there's a trait that you can get with them that can mitigate enemy magic resistance in areas so if you're dealing with dwarfs this is the time to do so with this unit here not with not with the deepwood scout not with uh the glade guard hag bain tip with this one here because they'll anti-infantry armor piercing and magic damage and physical resistance uh and you've got the the trait that gets rid of their magic resistance so you're doing maximum damage to them they're doing minimum damage to you this is like the anti-dwarf unit in the sort of mid game uh actually kind of early game for um the for the wood elves really really strong infantry unit that is viable all the way through the campaign as long as you keep boosting them so i'm actually going to put the blade singer at doomstack but as a footnote here you have to keep in mind they are only considered a doom stack if you do everything that you need to boost them okay if you don't put in the lord skills if you don't get the required heroes it's important to get a life wizard as well if you don't do all of that stuff this unit here is not going to perform anywhere near as well as it could you need to stack on those other things otherwise this unit would probably end up being beat here due to its price so you've got to give it all of those boosts it's really really important but if you do that it's a doom stack all right that's all of their melee infantry let's move on to cavalry now so we'll start with melee cavalry all right let's see so we've got i think they're called glade riders let me just check that yeah glade riders with spears uh they don't have anti-large they're just like a basic basic cavalry unit um they kind of hit a bit harder than most other like super light cavalry sort of like if you think about human cavalry from bretonnia this one here would probably beat it just because they're they hit harder um i think one of the big problems with the wood elves with the cavalry units is that it's just really inconvenient to recruit it because they've got so many buildings and they've only got ten slots right and at tier two like i said you've got five construction slots three of those slots have to be put into this if you're not doing that you're not playing optimally and this stuff is all about playing optimally right otherwise if you're playing a normal difficulty who cares you get it fine whatever it doesn't matter you're not going up against anywhere near as difficult as an opponent you can make inefficient decisions it's fine and the thing is at tier 2 in terms of military buildings you've got the archer building and you've got the um the one for the great cap and this is really important the great captains are really important archers are really important where is the build slot needed for this well then you gotta get to tier three and at tier three well then i kind of want to get this one uh these buildings going or maybe i want to get the warhawk cages or maybe i want to build the guard platform every time i go up a tier i usually find that there's other buildings that i just think are more important and that some of the lowest priority buildings are for one thing this one here that's garbage that building i never build it totally useless and this one here is a low priority and this one here is actually one of the lowest priorities just because the cavalry are made kind of outdated because their role is because they're quite squishy their role is to run broken units down but the wood elf archers are already able to do that because they can fire while moving they're quick they just don't really need cavalry support because the race just it doesn't just doesn't complement their race so that's part of the problem with them and the thing is if you're going to hire a cavalry you've got a hybrid choice horse archers so really their cavalry all end up in the trash yeah what about towson towson's rubbish okay absolute rubbish okay look if you if you want to play as towson then maybe they can go up to bt or maybe but anyway let's talk about these two here the the wild riders right so regular wild riders here um no advantages to any particular type of unit they do have frenzy they do a physical resistance that's great very expensive for a cavalry unit for a unit that is outdated uh by archery units um this one here with shield so you once again require the esri armory so requiring three kindreds to get that in total um this one here is definitely i should probably make a distinction with the wild riders with shields so they're definitely the least convenient out of the two so i'm gonna put it like this i'll leave these ones at tier at c tier because like if you really love cavalry these are that look they they will probably let you down but they won't let you down as much as this one here i suppose even though that one has the best stats it just comes down to the convenience of recruiting and you need to take the number of build slots into consideration now the most important thing to consider with the the uh cavalry and one being so mean i guess to their cavalry is because again you have better options we've got uh the really cool they've got the glade riders right the glade riders with um with the the horse archers so with the horse horse archer unit you've got a faster cavalry at 94 speed comes in earlier at tier two if you know if you have actually going to build this building you've got 150 range which is really high for a horse archery unit um decent amount of ammo decent amount of missile strength less so than regular arches but what you can do with this unit here is hide your rest of your troops have them skirmish nobody's going to be able to catch them dish out some damage and if you absolutely need to send it into melee it can take out the lightest of troops so if you need a cavalry unit i would actually think that this one here could end up doing more damage like these guys here could actually end up doing more damage to higher tier opponents than wild riders just because you can avoid going into melee and shoot them like if you're going up against let's just say a grail knight right this unit is not going to handle a grail knight it's going to die real quick um but this unit here a grail knight can't catch it and you might use up all of your ammunition killing it but you won't take any damage right and i think it's got enough ammunition to actually take out a grail knight and like i said it just won't catch you as long as you're micro ringing enough and it's a big enough map so in terms of where i'm going to place these this one here i'm going to put it at b tier it would go into eight here if if it wasn't such an inconvenient building to recruit from uh but this one here i'm actually gonna put it under trash simply because what does it require oh it requires that building no thanks so i'm just not going to recruit that one early and all you're getting is poison damage which actually is very useful for a horse archery unit because it slows them down but also magic damage which again we've already established we don't really need that at that point there because you want to you want to um combine magic damage with branch race and you just got better options by that time so it's good unit but just inconvenient because of how how it's been set up all right next one i think we'll go sisters of the thorn next another cavalry unit so this one's here at tier four this is this is actually a good unit it's been on the pricey point you're losing a few entities with it no longer at six year at 48 but it's got some range it's got a lot of damage associated with it as well and it's also got some spells you've got the shield of thorns and the curse of andre here now if you put them in with ariel you can also boost them by a crazy amount as well and they've got 40 physical resistance so there's a lot of things that you can do with sisters of the thorn and at tier 4 without requiring another building you've got eight construction slots this unit here is actually pretty good so i'm gonna put it at a tier because there's a lot that you can do with it i usually don't do it in my campaigns but that doesn't mean you can't do it um you can do a lot with it it is a good unit spamming it or otherwise it's a good support unit does a lot of damage it it can be quite squishy watch out for magic damage watch out for missile units um but it has a lot of utility so yeah it's a good unit okay then we've got the great stag nights here at tier v so i don't believe that this one should be a tier 5 unit i think it should go down to tier 4. uh it doesn't take the widows that long to get to tier 5 but man 375 cost for a cavalry unit you got 32 entities so you're losing more entities again you've got 20 physical resistance and you've got frenzy which is good you got speed 90 which is good but the thing that i can't get over is tier 5 okay tier 5 it doesn't belong at tier 5 it should be at tier 4 or tier 3 because you want this unit earlier by the time you get to tier 5 cavalry get less and less useful because the armies that you fight get bigger and bigger and as the armies you fight get bigger and bigger the amount of room to move around gets smaller and smaller comparatively and so as you're fighting bigger and bigger armies you need armies that can fight in smaller tighter spaces and the widows totally have units that can do that so it's a the thing that's the thing about the great stag knights right it's a great unit for early in the campaign but you can't get them in the early campaign that should start off with one with the sisters of twilight so where am i going to put it i'm going to put it under seat here because it is a strong cavalry unit it definitely is but it's so inconvenient at tier five because you've already got all of your bases covered by that point and this guy here just isn't really needed so if it would just come down a bit in tears it'd be a lot more convenient that's actually one of the biggest problem with a lot of these racist cavalry you simply get them far too late they're not good enough for the tier that they come in at and then there's just one more wood elf unit over here now this one here is a bit of a weird one right so we've got hawk riders now depending on which faction you play as determines on what how good this actual unit is in my units you should never recruit for every race i put the hawk riders down at like the absolute bottom that total trash right but they got an update now that they can fire from 360 degree range definitely makes them better now when you're playing as the sisters of twilight we need to make this distinction sisters of twilight it's a doomstack unit so good because of the volleys of konos but if you're playing as any of the other three and we need to take that into consideration as like removing sort of faction traits uh i would say that this one is actually a c tier unit so make that distinction heralds of ariel they're here everybody else they're down here because the volley of konos getting two or three of those shots makes such a huge difference with this unit because that is an army deleter um but yeah without it they don't have that much damage dealing they they don't they don't have much ammo um they've only got 24 entities and they're terrible in melee so i'd i'd probably them at c2 yeah they can do some stuff but i think at tier three you've actually got better choices if you're playing as anyone other than than um heroes of the world another thing to consider with heroes of ariel is that they can get them at tier 2 making them even more convenient so a really good unit for them not so great for everyone else all right now we move on to the forest spirit section okay first up we've got dryads now dryads being a melee infantry unit you would uh assume that i would be pretty negative towards them but like i wouldn't recruit them at tier one because once again we're we're prioritizing this but i do like building this building and i'm okay to build it at tier two or even at tier three and the thing is if you're going to hire dry ads you're probably playing as draika right or um do through and dryads are actually really good as long as you're not going up against dwarfs dryads because they've got a lot of physical resistance and they're quite good at dishing out damage um the early game units that you go up against if you're going up against betonia or whatever um actually kind of can't really deal with them very well so i'm actually going to put dry ads at bt for an early game unit they're quite cheap they're quite effective i actually like them a lot more than glade guard um because they've got utility so yeah i'm going to put them there and also most of the wood off units gained a lot of bonuses from fighting in the forest so that's just a given we should make that point okay then we're going to talk about the tree kin all right tree kin so this is a tier three unit i usually build this building so at this tier so it's totally fine it's it's not inconvenient my problem with treekin is their speed they're slower than dryads they've got physical resistance most of the um forest birds do have physical resistance and magic damage which at this point here you're definitely going to want that branch race to mitigate magic damage especially going up against um so i'm gonna get magic resist especially if you're going up against um dwarfs um but my problem with them is their low entity number they need to be fighting among other infantry units and i just find that this is a a defensive unit's got very high melee defense it holds the line that's what it does it doesn't dish out damage and from tree spirits i kind of needed to dish out damage you've got better options so in terms of tree kin imma put them under trash i don't like them i just don't think that they do a very good job you can boost them by a ton you absolutely can but i would consider that a waste of effort because anybody that can boost treekin can boost tree men and that is the unit that we'll talk about soon um and i guess that's the big thing they're just they're just inferior to their larger cousins all right next up let's talk about the great hawks so or they're actually eagles no great eagles sorry uh great eagles i used to hate great eagles right but if you take swooping into consideration um that is where you uh take take your uh flying unit and you attack a unit as you're landing you give a move order just as they're about to land and they'll actually land their attack order on like a melee infantry unit and not get hit and then keep flying great eagles are very good as well at wasting enemy ammunition so if your play is cheesy like a me then great eagles are actually pretty good i'm actually going to put them at bt the only reason i wouldn't put them any higher is because i usually don't build that building at tier two i usually wait until tier three before i start building it sometimes it depends um [Music] or sometimes yeah i don't know i might even wait until tier five before i even start building it so it's just kind of inconvenient to recruit it just because of um another bloody recruitment building all right next up we got zoets i don't know if it's supposed to be zoets or zots i'm not sure so i'm going call them zots i actually don't know um so zoats this is a bit of a weird one because they're very expensive they're tier four they are very strong and they've got some magic um the thing about zotes is that for a tier four unit they're almost tier five and at almost tier five you're getting close to three men and these are good units and they do have dampening so this one here can actually provide negative magic resistance right so if you're if you're attacking something that like for if you team up with a branch race that's gone going up against wolves you get one of these guys strip them over their magic resistance and then use this then they're at negative uh magic resistance and you're doing additional damage with magic attack that's where it would be really handy so i feel like zots are good but i'm usually got my eye on the next tier above it so i i think they're good i'm going to put them at b tier i'm going to put them a beat here because they are good but they're nowhere near as good as it's or as efficient as what's coming i think spamming them they definitely have problems i think monstrous units like this that have multiple entities can be quite of a problem because they just don't have the combat potential when you blob them up as these guys here and when you spread them out they really perform quite badly and mixing them up in against other infantry units you can do that but that tends to be fairly ineffective because you've got to look at a whole bunch of different recruit buildings so it just depends on how you want to go about it but i'm going to say it's a pretty average sort of unit i'm gonna put it at bt all right next up we got the forest dragon forest dragons are excellent i usually don't prioritize them just because i usually go for tree men uh but this is definitely a doom stack unit very very strong unit and because the wood elves have life magic you can keep healing them so looking at this unit um it's got physical resistance which is really good you got a lot of magic that's right missile resistance so going up against something that has a crossbows but not magic damage you're looking at 45 resistance there which is really good for dragons because they're gonna get shot a lot and there's a lot that you can do to boost it even further as well so that's good but they do tend to have fairly low hit points for like a tier five unit and they're good they're good they're gonna be wrong they're good but they're also at the same tier of tree men um but hey i put it under doom stack i just think that the tree men here is the numero uno doom stack now if i was to order these doom stacks i'd probably put them in this order here okay so this one best second best third best fourth best now tree men this is not only one of the best units in the or the best unit in the wood of roster but one of the best units in the game period not because of its base stats you can look at a tree and be like what the it's slow um you know it's expensive-ish i mean it's cheaper than a dragon so you could leave it that um it's just super slow how can he's always prioritizing speed over everything else why why why is this slow giant armored giant essentially uh one of the best units in the game it all comes down to how things play up on the campaign map what you can do with tree men and how much you can boost them you can boost them more than any other unit in the game period because there's so much you can do to boost their physical resistance because if you have a look at lord's skills right if i just find a lord here okay let's get a just a random lord look at the skill tree if we go to ancient bark you got 10 extra physical resistance there there's other legendary lords as well that provide even more physical resistance and then at the forest raw you've got additional missile resistance which is their biggest weakness so when you're adding on an additional 25 resistances right and there's technologies as well and you can get rid of all the fire resistance at fire weakness sorry right you're looking at a unit that has ridiculous amounts of resistances up to 60 70 percent i've seen now another thing is that you generally speaking you put them in the trees and they fight even better and you can heal them that's a big thing about giants right like other factions giants uh any faction that has giants can't heal them uh but tree men can be healed they've got heaps of hit points heaps of resistances they're actually incredibly good in in melee you can uh team them up with other other um heroes really really well so you've got the magic mitigation one branch wraith and then you put in a murder of spites one as well or you get your lord as a treeman um trim and lord uh with murder of spite so you've got a mortise engine because they last forever um then you couple in a life wizard and also a glade captain you put the glade captain over their heads and it increases their stats even further with with this with dance of lower okay boost it even further up to plus ten and um you're just buffing buff buff buff buff buff buff they just get buffed like crazy and then it's like it's it's all about how they perform on the battle and on the campaign because they're so good as a doom stack you don't even need a full stack of them right um you can actually run your armies of a deficit as in like have no money and still mitigate your replenishment problems because you can actually heal as you're fighting because these guys just fight so well with with life magic these ones here have so much synergy with life magic and with all of the other things that you can do in this faction that's what makes them so strong their base stats on their own don't seem that impressive but when you buff them this is what happened with the uh the blade singers as you continue to just like build this team right you can build the most killer team possible with treeman they are so goddamn strong if you do all that stuff of course if you don't do that stuff you'll be like oh what's that you're talking about these are crap uh but no if you do all the stuff they told you to do get the branch wraith get life wizard get the glade captain d and get all the technologies needed to to boost them these guys get stupidly bloody strong and there's just about no race in the game that can take on a treeman doomstack even with four full stacks if you've got enough wins match that's another thing as well because the uh the wood elves if you again choose this recruit their uh knowledgeable lords enough of them you've got tons of winds of magic so you can just keep boosting them as well with uh with shields of thorns and just boost boost boost boost players it's just absolutely crazy what you can do with with uh with these three men and that's why they're the strongest unit in their race so overall a pretty strong race uh they've only got a few units under trash everybody's gonna have some trash you can't put every single unit as eight here otherwise it devalues the point of having an a tier um few units in c tier here but quite a lot under doom stack a and b tier so overall a pretty strong race in terms of their army roster their biggest problem just being i think uh supply lines and the fact that they just don't make any money from their outposts and they've got a fragmented empire that's a big problem for them but anyway that's the end of this one here guys hope you enjoyed it let me know in the comments below what you think because this is probably going to be one of the more contested ones uh because some of my opinions about these guys here you know people do disagree with it and that's totally fine just let me know what you think um some of these units i definitely use more than others so this one here being the these ones here being the ones i've used the most actually i don't use blade singers that much but i know that they can be good uh that's why i probably gravitate towards them but anyway let me know your thoughts in the comments below appreciate you guys and i'll see you next time bye
Info
Channel: LegendofTotalWar
Views: 296,188
Rating: undefined out of 5
Keywords: total war, warhammer 2
Id: cOdsID-Rr50
Channel Id: undefined
Length: 40min 26sec (2426 seconds)
Published: Fri Oct 08 2021
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