Total War: WARHAMMER III

Total War: WARHAMMER III

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Base Bloodthirsters seem weak.
Bloodthirsters at least lorewise are supposed to be the strongest units in a khorne roster next to daemon princes, or at least comparable to them in strength, the bloodthirster units we get in game do not translate to this. The exalted bloodthirster lord, and skarbrand are both incredibly powerful, but the monster unit has a very small HP pool and can be easily killed if you aren't paying close attention to it's positioning... I find they're a pretty terrible doomstack too, minotaurs are always the better option if you're playing as khorne, Shaggoths are always a better option if you're playing WoC.. I'm just wondering... why??? Why make the bloodthirster really squishy? Is it supposed to reflect their instability and inability to remain in real space for extended lengths of time? Like what was the design philosophy behind making one of the most feared units in tabletop and one of the strongest units in the lore so weak??
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Showing 1-15 of 25 comments
Garatgh Deloi Feb 12, 2024 @ 4:45am 
If i where to venture a guess i think its simply the cost of having them be flying units. Since they have that level of mobility they need to be a bit squishier to balance it.

That said, i am not arguing that they can't be buffed a tad, just that their mobility needs to be taken into consideration.
Last edited by Garatgh Deloi; Feb 12, 2024 @ 5:15am
Celery Feb 12, 2024 @ 4:45am 
Khorne unit roster in general needs a pass over in my opinion.

Their campaign mechanics are fine, overpowered even, but they are over compensating for them being meh in battles.

The faction gives up spellcasters, ranged units to be a "smash into them" theme.. but they aren't even the best at that.
Enelith Feb 12, 2024 @ 5:14am 
I would say all major daemons aren't up to their TRPG descriptions for sure.
If they are going to buff them to make them a major threat (with for example the restriction of 1 per army ~ with a bit of tweaks), I wouldn't mind...
IonizedMercury Feb 12, 2024 @ 5:18am 
Daemons as a whole are pretty darn' bad thanks to CA's decision to have them die the moment their leadership breaks with zero chance of recovery. That and the fact that magic damage is so abundant that their phyiscal resistance doesn't come into play much.

I think it's time to have physical resistance only be cancelled by magic spells, not magic damage as a whole.
Zeek Feb 12, 2024 @ 5:18am 
Originally posted by Celery:
Khorne unit roster in general needs a pass over in my opinion.

Their campaign mechanics are fine, overpowered even, but they are over compensating for them being meh in battles.

Really? I feel like it's the exact opposite; khorne campaign mechanics need revamped while the battles are fine.
Dagy47 Feb 12, 2024 @ 5:49am 
now a opinion of a khornepilled player- both the roster and the campaign mechanics are good, if played corectly
Celery Feb 12, 2024 @ 6:07am 
Originally posted by Zeek:
Originally posted by Celery:
Khorne unit roster in general needs a pass over in my opinion.

Their campaign mechanics are fine, overpowered even, but they are over compensating for them being meh in battles.

Really? I feel like it's the exact opposite; khorne campaign mechanics need revamped while the battles are fine.

Khorne wins by bringing a bigger/better army line to the field, which the starting army and campaign mechanics allow (along with Skarbrand).

Ultimately their battles come down to a stat check against the enemy army because their only tool to play around with is summoning in Bloodletters and spamming Horn of Khorne (+stat check whoopee).

This wouldn't be so bad but when you are on even footing, or on the backfoot, you now don't have much room to make plays because you no spellcasters or ranged units.

There's nothing wrong with having an army that's thematically built around smashing into the enemy this way.. the problem is that Khorne isn't the best at it. Both Tzeentch and Nurgle have stronger infantry whilst at the same time have spellcasters, ranged units, etc.. all the usual goodies to play around with.
Gnarl Feb 12, 2024 @ 6:22am 
I've done well with them in sieges. They've won sieges for me cause the ai will prioritize them and track them with many units as I use it to hit and run around the settlement while my main army breaks other defense points. I haven't played them in a while though.

What's taking them down? Cavalry? Pointy stick guys? Other monsters? I bet they are equal or less than most monsters in one on one since they fly.
jonoliveira12 Feb 12, 2024 @ 6:28am 
Bloodthirsters are bonkers strong, and one a very few select group of large monster units, that do not get targetted down to shreds so fast, you better never use them.

Khorne has the strongest roster in the whole game, if you know how to use it.
Celery Feb 12, 2024 @ 6:41am 
Originally posted by jonoliveira12:
Khorne has the strongest roster in the whole game, if you know how to use it.

This is false, even with the "get good" argument tacked on.
jonoliveira12 Feb 12, 2024 @ 6:45am 
Originally posted by Celery:
Originally posted by jonoliveira12:
Khorne has the strongest roster in the whole game, if you know how to use it.

This is false, even with the "get good" argument tacked on.
It is not false at all.
Khorne is a charge army, his Cavalry and Infantry all get amazing at it, and you can just break the opponent's army into bitesize chunks, from all the retreating and repositioning the initial charges get you.
Celery Feb 12, 2024 @ 6:47am 
Originally posted by jonoliveira12:
Originally posted by Celery:

This is false, even with the "get good" argument tacked on.
It is not false at all.
Khorne is a charge army, his Cavalry and Infantry all get amazing at it, and you can just break the opponent's army into bitesize chunks, from all the retreating and repositioning the initial charges get you.

?? There are factions with better cavalry and factions with better infantry.
Seraphiel Feb 12, 2024 @ 6:53am 
Originally posted by Celery:
Originally posted by jonoliveira12:
Khorne has the strongest roster in the whole game, if you know how to use it.

This is false, even with the "get good" argument tacked on.

I wont say "get good" but I can't understand your position.

In battles, Khorne factions are so strong that they're basically a "Click and Win" faction even on Very Hard or Legendary.

Bloodthirsters are pretty rubbish though.
Last edited by Seraphiel; Feb 12, 2024 @ 6:54am
Celery Feb 12, 2024 @ 7:05am 
Originally posted by Seraphiel:
Originally posted by Celery:

This is false, even with the "get good" argument tacked on.

I wont say "get good" but I can't understand your position.

In battles, Khorne factions are so strong that they're basically a "Click and Win" faction even on Very Hard or Legendary.

Bloodthirsters are pretty rubbish though.

My position is that Khorne are not the best at their one dimensional strategy of butting heads with the enemy. Given that they give up magic, artillery, strong ranged options, etc they should be.
Zeek Feb 12, 2024 @ 7:12am 
Originally posted by Celery:

Khorne wins by bringing a bigger/better army line to the field, which the starting army and campaign mechanics allow (along with Skarbrand).

Ultimately their battles come down to a stat check against the enemy army because their only tool to play around with is summoning in Bloodletters and spamming Horn of Khorne (+stat check whoopee).

This wouldn't be so bad but when you are on even footing, or on the backfoot, you now don't have much room to make plays because you no spellcasters or ranged units.

There's nothing wrong with having an army that's thematically built around smashing into the enemy this way.. the problem is that Khorne isn't the best at it. Both Tzeentch and Nurgle have stronger infantry whilst at the same time have spellcasters, ranged units, etc.. all the usual goodies to play around with.

Khorne's roster is mostly elite, it's basically their entire gimmick.

They don't need ranged or magic as the army abilities more or less supplement it and are incredibly powerful. Dropping blood letters on top of pesky artillery or ranged units will delete them from the battle, and you can do this like 3 times and even more with the cultist. The horn gives like 25 melee attack or something, in an area, which turns your already deadly dudes into more of a blender. There's also the giant sword of khorne thing that deletes anything it touches.

I don't agree with Tzeentch or Nurgle being better at the "HULK SMASH" melee charging that khorne does. They might be tankier but in terms of raw damage output khorne wins the melee grind.
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Date Posted: Feb 12, 2024 @ 4:23am
Posts: 25