Total War: WARHAMMER III

Total War: WARHAMMER III

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Is flagellants and free company militia worth using with volkmar?
Title, also yes I am thinking of playing the funny bald man... He has a fun title.
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Showing 1-15 of 33 comments
Dagy47 Jan 9 @ 12:51pm 
they are, for how long is debatable, but atleast early on they can be effective
If you play Elsbeth, and confederate Volkmar the militia is really powerfull with their low cost in his stack. Just the combo of his skilltree and bonusses together with the upgrade the academy gives to their range offers a lot of punch on short range.
Cadwell Jan 9 @ 1:36pm 
Flagellants are viable even later on, Volkmar just boosts them even more!

Consider this : they are an unbreakable unit, in a roster than normally has a mediocre infantry.

Flagellants will go down fighting, and do a bunch of damage while they are at it!

Now, i am not saying you should build entire armies with them, but they can get stuck in, get the enemy's attention while your ranged and artillery do the work.

I'd also suggest to use Arch-Lectors and the hero variant to boost their defenses.
Code Jan 9 @ 2:35pm 
Originally posted by Cadwell:
Flagellants are viable even later on, Volkmar just boosts them even more!

Consider this : they are an unbreakable unit, in a roster than normally has a mediocre infantry.

Flagellants will go down fighting, and do a bunch of damage while they are at it!

Now, i am not saying you should build entire armies with them, but they can get stuck in, get the enemy's attention while your ranged and artillery do the work.

I'd also suggest to use Arch-Lectors and the hero variant to boost their defenses.
Thanks!
l_pha Jan 9 @ 5:45pm 
Both are garbage. Flagellants require their own building taking up a precious building slot which can really hinder you early game.

Militia can be semi useful early game for flanking and flagellants can be good against VC's early game because of the fear and twrror but I would rather take spearmen and handgunners.
Lotor13 Jan 10 @ 1:15am 
free company militia is great early game unit

flagellants are worth in late game to hold line - if You improve them with lord's red skill or techs
dolby Jan 10 @ 1:16am 
Most unit are good, use them ignore the naysayers
Fryskar Jan 10 @ 2:17am 
Originally posted by Cadwell:
Flagellants are viable even later on, Volkmar just boosts them even more!

Consider this : they are an unbreakable unit, in a roster than normally has a mediocre infantry.

Flagellants will go down fighting, and do a bunch of damage while they are at it!

Now, i am not saying you should build entire armies with them, but they can get stuck in, get the enemy's attention while your ranged and artillery do the work.

I'd also suggest to use Arch-Lectors and the hero variant to boost their defenses.
Greatswords>flaggelants.
Yes, they got unbreakable, but just die quickly.

Carroburger greatswords combine both and also bring a nice buff ontop.
GS can easily go toe to toe with chaos warriors (any variant) and win. Chosen depends on which and who gets buffed more.
Like playing a Ungrim campaign, only this time you can bring healing magic to your buffed up slayers
Fryskar Jan 10 @ 3:04am 
Originally posted by Fragoos:
Like playing a Ungrim campaign, only this time you can bring healing magic to your buffed up slayers
I'd consider regular flagellants not even budget slayers while Volkmar pushes to to budget slayers. Any of the 4 variants just outmatches what flagellants are capable of even as 2 varaiants are very strong anti large fighters rather than anti infantry.

Volkmars baseline is +8bvi (all armies) and +8MD (his army), book 8 gives +8MA/MD (any army) for flaggelants and some others.

Imo dropping healing spells on flaggelants is wasted as they lack the tankyness to make much use form it.
dolby Jan 10 @ 4:56am 
Originally posted by Fryskar:
Originally posted by Fragoos:
Like playing a Ungrim campaign, only this time you can bring healing magic to your buffed up slayers
I'd consider regular flagellants not even budget slayers while Volkmar pushes to to budget slayers. Any of the 4 variants just outmatches what flagellants are capable of even as 2 varaiants are very strong anti large fighters rather than anti infantry.

Volkmars baseline is +8bvi (all armies) and +8MD (his army), book 8 gives +8MA/MD (any army) for flaggelants and some others.

Imo dropping healing spells on flaggelants is wasted as they lack the tankyness to make much use form it.
your talking nonsense and just thinking that your way is the best way... not everyone wants to have armies made of 1 or 2 units lol Both have place in the army and get the job done... if used right... clue is in speed of a unit and charge bonus and the leadership perks they enjoy.

IF you bounce them around and not use them as frontline they do great.
Last edited by dolby; Jan 10 @ 5:36am
Skiptro Jan 10 @ 6:11am 
Originally posted by dolby:
Originally posted by Fryskar:
I'd consider regular flagellants not even budget slayers while Volkmar pushes to to budget slayers. Any of the 4 variants just outmatches what flagellants are capable of even as 2 varaiants are very strong anti large fighters rather than anti infantry.

Volkmars baseline is +8bvi (all armies) and +8MD (his army), book 8 gives +8MA/MD (any army) for flaggelants and some others.

Imo dropping healing spells on flaggelants is wasted as they lack the tankyness to make much use form it.
your talking nonsense and just thinking that your way is the best way... not everyone wants to have armies made of 1 or 2 units lol Both have place in the army and get the job done... if used right... clue is in speed of a unit and charge bonus and the leadership perks they enjoy.

IF you bounce them around and not use them as frontline they do great.
with 36 speed they are not very good shock troops, but if you can make it work then hats off
dolby Jan 10 @ 7:02am 
Originally posted by Skiptro:
Originally posted by dolby:
your talking nonsense and just thinking that your way is the best way... not everyone wants to have armies made of 1 or 2 units lol Both have place in the army and get the job done... if used right... clue is in speed of a unit and charge bonus and the leadership perks they enjoy.

IF you bounce them around and not use them as frontline they do great.
with 36 speed they are not very good shock troops, but if you can make it work then hats off
They can go 50 speed you add magic(shadow with debuff armor and speed sets you up nicely) and same with charge.. you combine them with cav and you're set.

A few units is all you need and even if they get stuck on the way on something they will hold and do their job. But if people want to run around with Gs only well i wont stop you..

Last edited by dolby; Jan 10 @ 7:09am
Kyutaru Jan 10 @ 7:03am 
Just use them to hold the enemy still while you shred them with handgunners, grenade launchers, and cannons. The flagellants won't care about friendly fire. The enemy will die along with them. You could use a more expensive and sturdier unit, but if that unit is going to get slaughtered anyway and is just a throwaway to hold the enemy still, then you're overspending for warm bodies.

Flagellants are the Cultists of Empire. No one wins games with Cultists. They're expendable.
Fryskar Jan 10 @ 8:01am 
Originally posted by dolby:
Originally posted by Skiptro:
with 36 speed they are not very good shock troops, but if you can make it work then hats off
They can go 50 speed you add magic(shadow with debuff armor and speed sets you up nicely) and same with charge.. you combine them with cav and you're set.

A few units is all you need and even if they get stuck on the way on something they will hold and do their job. But if people want to run around with Gs only well i wont stop you..
Unless you got some special edition wizard, shadow is +10% speed not +30%, pushing them barly to 40 (45 Charge speed). Means if you try to cycle charge, they'll likely get caught by other inf and eat rearhits taking their already low durability further down.
The withering is also only -30 armor, means the low AP still hurts your flagellants.
Their chargebonus is fairly high with 26 for inf, so you'd rather use them along traditional inf that can take a punch.

Imo FCM make better pseudo shock inf if you want something exotic, their guns soften any foe up before they engage but lack as much ap as any other emp inf than GS and halberds.
Last edited by Fryskar; Jan 10 @ 8:01am
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Date Posted: Jan 9 @ 12:31pm
Posts: 33