Total War: WARHAMMER III

Total War: WARHAMMER III

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Shau Aug 25, 2022 @ 5:17pm
Tomb king patch changes
How do you like them?

I do like the new horse building and the changes made to the tomb guard building. I also love the increased recruitement capacity. But why do ushabti building and scorpion building give only 1 unit now? I'd like to get the t4 buildings back for major settlements.

Right now, It does make turtling harder. The minor dwarfs next too Khalida are giving me some trouble, as it's very hard to counter 80 armor with few settlements.
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Showing 1-15 of 21 comments
CHG Aug 25, 2022 @ 5:28pm 
Playing as Khatep atm, can say they're in a much better place than before. But even though they're now better, they're still a chore. And still a bit squishy. IMO they have a very niche playstyle.

And the Ushabti building now being t3 means you can build them i smaller settlements as well, and get the unit count increase. It makes the transition from regular chaff troops to t2+ troops much smoother.
Magus Magi Aug 25, 2022 @ 5:29pm 
I am very disappointed that there are (1) no changes to tk lore (I think there are several spells which needed buffs/changes) and (2) no mass increase for chariots. I think most of the changes to the units are sort of unimpressive...however:

Leadership increases across the board are nice because it will delay crumbling a bit. Once a TK unit began crumbling before it was often impossible to stabilize them even if you got them to relative safety. Better MP players will value this more.

Glad tomb guard got 5 more armor....wish it was 20 more, but still. LOVE that the RoR got 20. I still think they all need 70 armor. The cost inefficiency of bringing them will not stop until then and the burning head TK memes won't either. I only care about Tomb guard here because lesser skeleton warriors SHOULD get obliterated by wind spells.

Any necro knight buffs are welcome even if it's a +2 here or there. They were badly overcosted.

Stalkers getting more ammo and magic attacks. Sure. Same feel as necro knights. Never gonna knock it.

I find the big buffs to tk light cav fascinating. I'm intrigued about that even if I'm unlikely to really benefit. Better players will use them in MP even if I don't.

-10% fire weakness for lords and heroes is suuuuuuper welcome.

I would still like, (1) more armor for standard tomb guard, (2) buffs to the lore, (3) more mass for chariots, and (4) a necrotect necroserpent mount.
Last edited by Magus Magi; Aug 25, 2022 @ 5:30pm
The Sand Witch Aug 25, 2022 @ 5:37pm 
what cost are you talking about, tk units are free with 0 upkeep.

TK got massively buffed overall, be it passive heal for nehek magic or their general passive, along with armor and leadership buff which means passive will heal much more easily than before.

would be fantastic to see smth different than free units though
Magus Magi Aug 25, 2022 @ 6:02pm 
Originally posted by The Sand Witch:
what cost are you talking about, tk units are free with 0 upkeep.

TK got massively buffed overall, be it passive heal for nehek magic or their general passive, along with armor and leadership buff which means passive will heal much more easily than before.

would be fantastic to see smth different than free units though


I'm referring to MP costs. About half my thoughts come from SP and half from MP. I look at both.
Last edited by Magus Magi; Aug 25, 2022 @ 6:04pm
Originally posted by Magus Magi:
Originally posted by The Sand Witch:
what cost are you talking about, tk units are free with 0 upkeep.

TK got massively buffed overall, be it passive heal for nehek magic or their general passive, along with armor and leadership buff which means passive will heal much more easily than before.

would be fantastic to see smth different than free units though


I'm referring to MP costs. About half my thoughts come from SP and half from MP. I look at both.
thats were you messed up.
Last edited by Simple Kind of Man; Aug 25, 2022 @ 6:09pm
Magus Magi Aug 25, 2022 @ 6:22pm 
Originally posted by Lord_Of_Death:
Originally posted by Magus Magi:


I'm referring to MP costs. About half my thoughts come from SP and half from MP. I look at both.
thats were you messed up.

Hahaha! I know that's somewhat controversial, but I think both are important.

I want to see the occasional TK win in a Turin grand tournament.
The Sand Witch Aug 25, 2022 @ 6:32pm 
TK does fine in both SP and MP. Everything does find in SP but currently some have it real hard in IE, will be tweaked in later patches most likely.

For MP, tomb guards are more than cost effective, they are crazy good. Their arti is good and cheap, too and they have great options for mobility and holding points both. Kinda a wonder out of WH1/2 factions translated into WH3, along with dark elves probably
Dreagon Aug 25, 2022 @ 8:52pm 
The big thing Tomb Kings need is the ability to increase their hero caps above 8 or whatever the limit is.
Magus Magi Aug 25, 2022 @ 10:25pm 
Originally posted by The Sand Witch:
TK does fine in both SP and MP. Everything does find in SP but currently some have it real hard in IE, will be tweaked in later patches most likely.

For MP, tomb guards are more than cost effective, they are crazy good. Their arti is good and cheap, too and they have great options for mobility and holding points both. Kinda a wonder out of WH1/2 factions translated into WH3, along with dark elves probably

I respectfully disagree with your sentiment on Tomb Guard...at least in terms of WHII's MP meta. Their low armor made them highly vulnerable to AOE spells and we've all heard the TK burning head memes.

For WHIII, I'm cautiously optimistic. I haven't jumped into MP myself yet, but I keep hearing that wind spells were toned down and I've seen a few replays where, as you suggested, tomb guard and the various artillery units have performed well. Screaming skull catapults have featured prominently in several of them.

I'd still like to see Tomb Guard get 70 base armor.
Shau Aug 26, 2022 @ 12:22am 
Originally posted by CHG:
Playing as Khatep atm, can say they're in a much better place than before. But even though they're now better, they're still a chore. And still a bit squishy. IMO they have a very niche playstyle.

And the Ushabti building now being t3 means you can build them i smaller settlements as well, and get the unit count increase. It makes the transition from regular chaff troops to t2+ troops much smoother.

To get a stack of 10 Ushabti, 4 Ushabti Bow 1 Screaming Catapult and 3 Tomb Guards, you will need 12 different buildings in 10 settlements (used to be 7 buildings with at least 5 major settlements). That's alot considering that minor settlements are prone to sniping, may have a port or resource and usually do need walls.

That's only 1 stack. If you want one with 4 scorpions, 4 tomb guards (hellebards), 4 Tomb guards, 4 Skeleton archers and 2 catapults, you'll need again 10 dedicated buildings. with at least 4 major settlements.

Yes, it's easier to get better stacks early on. But to my opinion, it doesn't transition well to mid game.
The Sand Witch Aug 26, 2022 @ 2:22am 
Originally posted by Magus Magi:
Originally posted by The Sand Witch:
TK does fine in both SP and MP. Everything does find in SP but currently some have it real hard in IE, will be tweaked in later patches most likely.

For MP, tomb guards are more than cost effective, they are crazy good. Their arti is good and cheap, too and they have great options for mobility and holding points both. Kinda a wonder out of WH1/2 factions translated into WH3, along with dark elves probably

I respectfully disagree with your sentiment on Tomb Guard...at least in terms of WHII's MP meta. Their low armor made them highly vulnerable to AOE spells and we've all heard the TK burning head memes.

For WHIII, I'm cautiously optimistic. I haven't jumped into MP myself yet, but I keep hearing that wind spells were toned down and I've seen a few replays where, as you suggested, tomb guard and the various artillery units have performed well. Screaming skull catapults have featured prominently in several of them.

I'd still like to see Tomb Guard get 70 base armor.

Hey,

Yeah it's cool, we can agree to disagree, no trouble :steamhappy:

As you stated, magic has been tuned down, thank the dark gods, and TK's passive now triggers eternally (fitting feature, hu) so enemy magic cannot delete them unless you try to insta nuke them, which would cost a crazy high amount of points to do. In that regard, TK actually have one of the cheapest infantry to offer for nuking. If you don't nuke, they'll heal over and over and over.

Considering their faction passive + magic passive heal buff + leadership/armor buff - let's agree it was all needed, they are better than quite a many great number of factions.
Inardesco Aug 26, 2022 @ 2:24am 
Originally posted by Magus Magi:
I am very disappointed that there are (1) no changes to tk lore (I think there are several spells which needed buffs/changes) and (2) no mass increase for chariots. I think most of the changes to the units are sort of unimpressive...however:

Leadership increases across the board are nice because it will delay crumbling a bit. Once a TK unit began crumbling before it was often impossible to stabilize them even if you got them to relative safety. Better MP players will value this more.

Glad tomb guard got 5 more armor....wish it was 20 more, but still. LOVE that the RoR got 20. I still think they all need 70 armor. The cost inefficiency of bringing them will not stop until then and the burning head TK memes won't either. I only care about Tomb guard here because lesser skeleton warriors SHOULD get obliterated by wind spells.

Any necro knight buffs are welcome even if it's a +2 here or there. They were badly overcosted.

Stalkers getting more ammo and magic attacks. Sure. Same feel as necro knights. Never gonna knock it.

I find the big buffs to tk light cav fascinating. I'm intrigued about that even if I'm unlikely to really benefit. Better players will use them in MP even if I don't.

-10% fire weakness for lords and heroes is suuuuuuper welcome.

I would still like, (1) more armor for standard tomb guard, (2) buffs to the lore, (3) more mass for chariots, and (4) a necrotect necroserpent mount.

Infinite ammo due to the resurect dead is not a change?
The Sand Witch Aug 26, 2022 @ 2:25am 
It's a bug let's be serious about that one. It will probably replace the burning head meme in the end
Sn3z Aug 26, 2022 @ 2:33am 
You can increase the caps of constructs via nercotects.
ThatGuyKhi Aug 26, 2022 @ 3:43am 
Side Question.

As someone that hasn't played them much. Where do TK's shine compared to other races?

Are they a "Jack of All" option for the undead factions?
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Date Posted: Aug 25, 2022 @ 5:17pm
Posts: 21