Total War: WARHAMMER III

Total War: WARHAMMER III

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Judge Cudge Sep 18, 2022 @ 3:16pm
No Skarsnik Goblin buffs?
So I really wanted to play a goblin flavored campaign and spam archers. I picked Skarsnik thinking this would be the obvious choice.

Problem is, unless I'm missing something, he has absolutely no unique faction buffs to goblins, let alone goblin archers.

This while Grom the paunch has access to Orcs immediately, and has several intrinsic goblin buffs, in addition to his food system which gives a litany of extra stuff on top of that.

Is Skarsnik just badly designed and totally superceded in half of the areas he's supposed to specialize in? Or am I misled? He seems to only have like two ambush buffs and some stinky mushroom spells and that's it. With all the goblin flavored buffs being the same as any other goblin lord.

Edit*
I am obviously aware of his unit cost reduction, further his lord's army buffs to certain goblin types are all standard night goblin lord ones, none are unique to him as a legendary lord.
Last edited by Judge Cudge; Sep 22, 2022 @ 1:34am
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Showing 31-45 of 108 comments
Sn3z Sep 21, 2022 @ 3:13pm 
The Gs rework was played very safe when it comes to units added and Skarsnik got neglected as well, I was really hoping, CA might add more goblins type units for GS, which would in turn make Skarsnik and Grom more interesting to play other than spam unit X and win. Unfortunately skarsnik is only about nasty skulker spam(well the last I played, night goblins can't compete), theres simply nothing else going on with Skarsnik.
Last edited by Sn3z; Sep 21, 2022 @ 3:14pm
Vulture Sep 21, 2022 @ 3:25pm 
Originally posted by Sn3z:
The Gs rework was played very safe when it comes to units added and Skarsnik got neglected as well, I was really hoping, CA might add more goblins type units for GS, which would in turn make Skarsnik and Grom more interesting to play other than spam unit X and win. Unfortunately skarsnik is only about nasty skulker spam(well the last I played, night goblins can't compete), theres simply nothing else going on with Skarsnik.
I dunno if neglected is the right term there, outside of some squig variants, Netters and like... I dunno, underworld goblin stuff? There's not much to add relevant to Skarsnik.

The idea that Skarsnik 'needs' some sort of unit specific buffs is misguided. It's simply a matter of design and to his character that hew focuses more on the macro rather than personal strength.
Also, I mentioned it before but Fanatics. Game 2 Fanatics beat Chosen, good unit.
Sn3z Sep 21, 2022 @ 3:26pm 
CA should of looked into making gobbla like hero unit, like vlad isabella, or a spawn in battle like krell.

I would have said a unique way of recruiting orcs but we do have outposts now..

Make Skarsnik have two defining skill lines where only one is electable and that would dictate how you play on campaign map, so hybrid horde vs traditional expansion.

More goblin units and rework the fanatics, maybe separate spinning looms unit, abit like skavens flayers which have spin attack animations...
Last edited by Sn3z; Sep 21, 2022 @ 3:27pm
Sn3z Sep 21, 2022 @ 3:36pm 
Originally posted by Stitches:
Originally posted by Sn3z:
The Gs rework was played very safe when it comes to units added and Skarsnik got neglected as well, I was really hoping, CA might add more goblins type units for GS, which would in turn make Skarsnik and Grom more interesting to play other than spam unit X and win. Unfortunately skarsnik is only about nasty skulker spam(well the last I played, night goblins can't compete), theres simply nothing else going on with Skarsnik.
I dunno if neglected is the right term there, outside of some squig variants, Netters and like... I dunno, underworld goblin stuff? There's not much to add relevant to Skarsnik.

The idea that Skarsnik 'needs' some sort of unit specific buffs is misguided. It's simply a matter of design and to his character that hew focuses more on the macro rather than personal strength.
Also, I mentioned it before but Fanatics. Game 2 Fanatics beat Chosen, good unit.

Skulker were beating all bretonnias advanced cavalry/air units with bomb drops but taking charges last I used them... there is just so much value on these to pass up.
Last edited by Sn3z; Sep 21, 2022 @ 3:36pm
Sevrojin Sep 21, 2022 @ 3:37pm 
Originally posted by Sn3z:
Originally posted by Stitches:
I dunno if neglected is the right term there, outside of some squig variants, Netters and like... I dunno, underworld goblin stuff? There's not much to add relevant to Skarsnik.

The idea that Skarsnik 'needs' some sort of unit specific buffs is misguided. It's simply a matter of design and to his character that hew focuses more on the macro rather than personal strength.
Also, I mentioned it before but Fanatics. Game 2 Fanatics beat Chosen, good unit.

Skulker were beating all bretonnias advanced cavalry/air units with bomb drops but taking charges last I used them... there is just so much value on these to pass up.


have you tried WH3 spinning loons? frekin mini winds of death
Imposter Sep 21, 2022 @ 3:44pm 
The biggest problem I have with night goblins fanatics are the ranged attack, where the spinning loon, spins in place or doesnt spawn. It has been a problem since WH1.
Sevrojin Sep 21, 2022 @ 3:46pm 
Originally posted by Blasted:
The biggest problem I have with night goblins fanatics are the ranged attack, where the spinning loon, spins in place or doesnt spawn. It has been a problem since WH1.


at this point i think its a feature of them to sometimes missfire badly

they are called spinning loons
Sn3z Sep 21, 2022 @ 3:47pm 
Originally posted by Sevrojin:
Originally posted by Sn3z:

Skulker were beating all bretonnias advanced cavalry/air units with bomb drops but taking charges last I used them... there is just so much value on these to pass up.


have you tried WH3 spinning loons? frekin mini winds of death

Yes they are both good, nasty skulkers is much easier on the micro , you can mass bomb and forget, but the point here is skarsnik is bland, whatever way when it comes to battle's.

Unfortunately GS is a jack of all trades faction, CA has largely decided to make them a gimmick faction, except grimgor and maybe azhag.
Vulture Sep 21, 2022 @ 3:47pm 
Originally posted by Sn3z:
CA should of looked into making gobbla like hero unit, like vlad isabella, or a spawn in battle like krell.

I would have said a unique way of recruiting orcs but we do have outposts now..

Mkae Skarsnik have two defining skill lines where only one is selecetable and that would ditate how you play on campaign map, so hybrid horde vs traditional expansion.

More goblin units and rework the fanatics, maybe separate spinning looms unit, abit like skavens flayers which have spin attack animations...
I dunno about Gobbla as a Hero, Gobbla is just a squig, a big one, but still just a squig. No reason why a Gobbo Hero (another part of Skarsniks strengths) isn't the way to go (both gameplay and lorewise).
If anything Skarsnik could probably use more agent focused stuff.

There's some variety stuff that could be added, sure, like Night Gobbo Spears, Forest Goblins Infantry (and variants), various Big Bosses and the same with Orcs but it's all largely redundant as they would only cover roles that other units already do (I'm still down, but I can't see any reason for them to do it).

Fanatics shouldn't be an independent unit. Period. They are blasted out of their minds and can barely walk let alone actually navigate a battlefield or even fight, can't see anyway to have them outside of what they are now.

Originally posted by Sn3z:
Skulker were beating all bretonnias advanced cavalry/air units with bomb drops but taking charges last I used them... there is just so much value on these to pass up.
Skulkers are certainly the cheese choice most of the time, especially against Cav. Just stressing the Night Gobbos as they're as close as Skarsnik gets to a 'thematic' doomstack unit.

Originally posted by Sevrojin:
have you tried WH3 spinning loons? frekin mini winds of death
Yeah, even better when they can be aimed.
Last edited by Vulture; Sep 21, 2022 @ 3:49pm
Imposter Sep 21, 2022 @ 3:56pm 
Originally posted by Sevrojin:
Originally posted by Blasted:
The biggest problem I have with night goblins fanatics are the ranged attack, where the spinning loon, spins in place or doesnt spawn. It has been a problem since WH1.


at this point i think its a feature of them to sometimes missfire badly

they are called spinning loons
It does it in specific spots, especially near capture points, which complete bull. I understand if they veer off a different vector, but that is beyond annoying(not even appearing or just in place, still doing nothing)
Last edited by Imposter; Sep 21, 2022 @ 3:59pm
Vulture Sep 21, 2022 @ 3:59pm 
Originally posted by Blasted:
It does it in specific spots, especially near capture points, which complete bull. I understand if they veer off a different vector, but that is beyond annoying.
Terrain in towns is jank in general, I've certainly noticed it more in game III but they 'usually' do what I tell them to. I dunno if me noticing that is specifically because of game III or just the maps and frequency of settlement battles.
Sn3z Sep 21, 2022 @ 4:04pm 
Originally posted by Stitches:

There's some variety stuff that could be added, sure, like Night Gobbo Spears, Forest Goblins Infantry (and variants), various Big Bosses and the same with Orcs but it's all largely redundant as they would only cover roles that other units already do (I'm still down, but I can't see any reason for them to do it).
.

When they nerf the skulkers and spinning loons or seperate the unit, they be able to build in more units which scale better as opposed to skarsnik needing to use these basic units which can beat advanced units two whole tiers above and even hard counters outright, that really breaks the balance with the buildings and recruitment.

Skarsnik needs a counter balacne between orcs and golbins in some way despite the fact he a night goblin lord, capturing eight peaks to recruit orcs is just to convoluted, he needs orc recruitment out of the gate in some capacity with drawbacks, like more ukpeep costs, limited access to orc roster, maybe merc's.. Events... something.
Imposter Sep 21, 2022 @ 4:04pm 
Originally posted by Stitches:
Originally posted by Blasted:
It does it in specific spots, especially near capture points, which complete bull. I understand if they veer off a different vector, but that is beyond annoying.
Terrain in towns is jank in general, I've certainly noticed it more in game III but they 'usually' do what I tell them to. I dunno if me noticing that is specifically because of game III or just the maps and frequency of settlement battles.
Yeah, for the most part they do good. But those goblins only got 3 shots and melt to almost anything... So it makes me a bit angry, when something doesnt feel like it's working the way it's intended, with infantry like Night Goblins that tear apart like paper.
Last edited by Imposter; Sep 21, 2022 @ 4:05pm
Sn3z Sep 21, 2022 @ 4:06pm 
Skulkers or go home, trouble is the campaign gets so boring after your 20 or so battle's...
Imposter Sep 21, 2022 @ 4:07pm 
Originally posted by Sn3z:
Skulkers or go home, trouble is the campaign gets so boring after your 20 or so battle's...
Pretty much....
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Date Posted: Sep 18, 2022 @ 3:16pm
Posts: 108