Total War: WARHAMMER III

Total War: WARHAMMER III

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Revan619 Jun 26, 2024 @ 1:13am
Considering the Dawi Nerfs, where are Chorf nerfs?
AI still fielding 5+ dreadquake mortars per army from turn 50. When are these guys getting the thunderbarge treatment?
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Showing 1-15 of 17 comments
Azimuth Jun 26, 2024 @ 1:19am 
Honestly never saw a chorf stack with more than one dreadquake. I thought the AI is hard capped on the number of them. Same with K'dai Destroyers.
Garatgh Deloi Jun 26, 2024 @ 1:22am 
Originally posted by Revan619:
AI still fielding 5+ dreadquake mortars per army from turn 50. When are these guys getting the thunderbarge treatment?

Chorfs can be dealt with.

On the other hand, The enemy fielding Thunderbarges was close to a instant lose with several armies (specifically those without ranged units and weak flyers). Haven't tested fighting them after the nerf, but they obviously needed one.
Last edited by Garatgh Deloi; Jun 26, 2024 @ 1:29am
Fryskar Jun 26, 2024 @ 1:26am 
My AI CD usually field >50% labourers, even lategame.
5 dreadquakes would probably be as bad as barges, but i haven't encountered such numbers ever.

Their army abilities are annoying at best too.
Solvem Probler Jun 26, 2024 @ 2:04am 
I've never seen Chorfs with good stacks. Ever. All they do is pump out slaves.
Revan619 Jun 26, 2024 @ 2:19am 
I should add that im only playing on legendary and often Zarr Naggrund's garrison is practically an end game army and yes the AI is sitting in there with a full stack having 5 dreadquakes lol.

Honestly thunderbarges were pretty easy to deal with just using harpies. Trying to charge dreadquakes at the back of the map with the usual chorf end stacks is much harder than any Dawi army
Treyen Jun 26, 2024 @ 2:22am 
Originally posted by Garatgh Deloi:
Originally posted by Revan619:
AI still fielding 5+ dreadquake mortars per army from turn 50. When are these guys getting the thunderbarge treatment?

Chorfs can be dealt with.

On the other hand, The enemy fielding Thunderbarges was close to a instant lose with several armies (specifically those without ranged units and weak flyers). Haven't tested fighting them after the nerf, but they obviously needed one.
kill the ground army and the thunderbarges route. people are just bad at the game
Mei Jun 26, 2024 @ 2:26am 
Originally posted by Treyen:
kill the ground army and the thunderbarges route. people are just bad at the game
Sure. Meanwhile the Thunderbarges have killed half my army alone.
Yannir Jun 26, 2024 @ 3:11am 
Originally posted by Revan619:
I should add that im only playing on legendary and often Zarr Naggrund's garrison is practically an end game army and yes the AI is sitting in there with a full stack having 5 dreadquakes lol.
In my experience the Zharr-Nagrund faction is not one that just sits in the city. If you are at war with them and park an army at the edge of their movement range in normal stance, they'll usually come out and attack it with 2 armies.

If you want to take advantage of this, make sure one of them has to force march to get within range. This happens most easily from the southern approach near the minor settlement. Then you just retreat out of their attack range.

The army that was sitting in the minor settlement likely goes back there but the other army that force marched into range has little movement left so it's probably vulnerable to attack now. You can use a second army to retreat to if you need to get further inside their movement range to bait them out but make sure this army is not within reinforcement range initially. They're unlikely to take a 2v2 fight so that might scare them off but if they feel like they can take you on and they do attack, it's still a 2v2.

Use armies that can take them on 1v1.
Revan619 Jun 26, 2024 @ 2:18pm 
Originally posted by Mei:
Originally posted by Treyen:
kill the ground army and the thunderbarges route. people are just bad at the game
Sure. Meanwhile the Thunderbarges have killed half my army alone.

Thunderbarges die to two archer units now o.o
Fryskar Jun 26, 2024 @ 2:24pm 
Originally posted by Revan619:
Originally posted by Mei:
Sure. Meanwhile the Thunderbarges have killed half my army alone.

Thunderbarges die to two archer units now o.o
"Archers" is quiet broad in terms of power, SoA are "Archers" too.

All in all, they should fare quiet like dread saurians if focus fired and w.o. using afterbooster. Beeing a huge target is quiet a downside.
Sergalius Jun 26, 2024 @ 4:50pm 
It would be first time,when i would use a mod to bring Thunderbarge back.
F8ck turin and whole this COMPETIVE( haha) community.
Corner players. Competive tw died in shogun 2.
Revan619 Jun 27, 2024 @ 1:39am 
Originally posted by Fryskar:
Originally posted by Revan619:

Thunderbarges die to two archer units now o.o
"Archers" is quiet broad in terms of power, SoA are "Archers" too.

All in all, they should fare quiet like dread saurians if focus fired and w.o. using afterbooster. Beeing a huge target is quiet a downside.

Nothing quite like that, just some Arrer Boyz when I was fighting Grimgor lol
Fryskar Jun 27, 2024 @ 12:08pm 
Originally posted by Revan619:
Originally posted by Fryskar:
"Archers" is quiet broad in terms of power, SoA are "Archers" too.

All in all, they should fare quiet like dread saurians if focus fired and w.o. using afterbooster. Beeing a huge target is quiet a downside.

Nothing quite like that, just some Arrer Boyz when I was fighting Grimgor lol
I suppose if you let them shoot, they might kill the barge before running out of ammo.

Arrer boyz don't get massive buffs from campaign stuff and in skirmish a barge ends in a tie vs 4 boys if you just fly in w.o. evasive manouvers or booster. If you do more than, well, nothing it gets a bit more onesided.
Revan619 Jun 27, 2024 @ 1:04pm 
Originally posted by Fryskar:
Originally posted by Revan619:

Nothing quite like that, just some Arrer Boyz when I was fighting Grimgor lol
I suppose if you let them shoot, they might kill the barge before running out of ammo.

Arrer boyz don't get massive buffs from campaign stuff and in skirmish a barge ends in a tie vs 4 boys if you just fly in w.o. evasive manouvers or booster. If you do more than, well, nothing it gets a bit more onesided.

Try it yourself on legendary. Around turn 50 I was pushing grimgor with my slayers and two air ships. Had them floating around moving behind his back lines whilst my doomseekers took his front line and the giant slayers went around the flanks. Two orcy boys with sticks almost took out both blimps post nerf lol.

At this point two more slayer pirates seems better
Fryskar Jun 27, 2024 @ 1:23pm 
Originally posted by Revan619:
Originally posted by Fryskar:
I suppose if you let them shoot, they might kill the barge before running out of ammo.

Arrer boyz don't get massive buffs from campaign stuff and in skirmish a barge ends in a tie vs 4 boys if you just fly in w.o. evasive manouvers or booster. If you do more than, well, nothing it gets a bit more onesided.

Try it yourself on legendary. Around turn 50 I was pushing grimgor with my slayers and two air ships. Had them floating around moving behind his back lines whilst my doomseekers took his front line and the giant slayers went around the flanks. Two orcy boys with sticks almost took out both blimps post nerf lol.

At this point two more slayer pirates seems better
Legendary is a campaign difficulty and doesn't affect stats, battle difficulty is capped at VH. If you put the slider to the max, they gain +20 reload skill which certainly helps but not by such an extent.

I'd rather assume other stuff also shot your barge, like a gobbo/orc shaman with spells (iirc both magic missiles have quiet some BvL), some doomdivers hitting it or that it was already damaged.
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Date Posted: Jun 26, 2024 @ 1:13am
Posts: 17