Total War: WARHAMMER III

Total War: WARHAMMER III

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Stegadon
Hi!!

I have two Feral Stegadon as melee chargers, I am thinking about chang them for two Stegadon, but I have a question:

Are they good as melee so I can change Stegadon for them? They have same stats, but also posion range atacks.

Thank you so much!
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Showing 1-14 of 14 comments
Darklordnj Jan 30 @ 11:00am 
If they have the same stats, then yes.
Originally posted by Etxxu:
Hi!!

I have two Feral Stegadon as melee chargers, I am thinking about chang them for two Stegadon, but I have a question:

Are they good as melee so I can change Stegadon for them? They have same stats, but also posion range atacks.

Thank you so much!
Yes, they're as good, if not better in melee. But the Stegadon with the ballista is better served as a ranged unit generally.
dolby Jan 30 @ 11:31am 
yep same thing after it uses it's ammo.. just extra range attacks as artillery

Ancient Stegadon is melee version upgrade cos those shoot even when they are in melee and while they move around.
0rionO7 Jan 30 @ 11:34am 
poison attacks are great for lowering the attack damage of other large single entity enemies. It makes your stegadons more survivable by nerfing those attacking it.
Etxxu Jan 30 @ 11:47am 
Originally posted by dolby:
yep same thing after it uses it's ammo.. just extra range attacks as artillery

Ancient Stegadon is melee version upgrade cos those shoot even when they are in melee and while they move around.
Then I guess I am going to wait a little to get Ancient Stegadon

Originally posted by 0rionO7:
poison attacks are great for lowering the attack damage of other large single entity enemies. It makes your stegadons more survivable by nerfing those attacking it.
Yeah!! That's why I want to use them. Lizardmen are sooo strong. Muy second easiest campaign, only behind Archaon
dolby Jan 30 @ 12:03pm 
Originally posted by Etxxu:
Originally posted by dolby:
yep same thing after it uses it's ammo.. just extra range attacks as artillery

Ancient Stegadon is melee version upgrade cos those shoot even when they are in melee and while they move around.
Then I guess I am going to wait a little to get Ancient Stegadon
well Stegadon still shots they just have to stop... and the main weapon range is cool i think it can shot at walls so handy in sieges...

The idea is that you use it to shoot at large targets cos it has a bonus to those. While you can still charge into melee and it will do fine definitely better than Feral version in any possible way.
I think the tiny skinks even shoot in melee on Stegadon version but not sure how much damage they do. in any case they both do ok in melee tying down units with it's size.

Ancient Stegadon is just more of a pure anti infantry front line unit where you just bounce around from infantry to infantry unit like pinball machine with a bit more hp and armor.
Last edited by dolby; Jan 30 @ 12:10pm
Etxxu Jan 30 @ 1:18pm 
Originally posted by dolby:
Originally posted by Etxxu:
Then I guess I am going to wait a little to get Ancient Stegadon
well Stegadon still shots they just have to stop... and the main weapon range is cool i think it can shot at walls so handy in sieges...

The idea is that you use it to shoot at large targets cos it has a bonus to those. While you can still charge into melee and it will do fine definitely better than Feral version in any possible way.
I think the tiny skinks even shoot in melee on Stegadon version but not sure how much damage they do. in any case they both do ok in melee tying down units with it's size.

Ancient Stegadon is just more of a pure anti infantry front line unit where you just bounce around from infantry to infantry unit like pinball machine with a bit more hp and armor.
Ancient Stegadon can't charge and shoot, isn't It? They stay stand shootjing
dolby Jan 30 @ 1:38pm 
Originally posted by Etxxu:
Originally posted by dolby:
well Stegadon still shots they just have to stop... and the main weapon range is cool i think it can shot at walls so handy in sieges...

The idea is that you use it to shoot at large targets cos it has a bonus to those. While you can still charge into melee and it will do fine definitely better than Feral version in any possible way.
I think the tiny skinks even shoot in melee on Stegadon version but not sure how much damage they do. in any case they both do ok in melee tying down units with it's size.

Ancient Stegadon is just more of a pure anti infantry front line unit where you just bounce around from infantry to infantry unit like pinball machine with a bit more hp and armor.
Ancient Stegadon can't charge and shoot, isn't It? They stay stand shootjing
no they can, they have shoot while moving effect

Stegadon is the one that stops and shoots the main balista but you can still force charge them in.
Stegadons with Ballista are the best variant for the bulk of your army. They are one of only two units in the roster that can destroy towers and walls. Hopefully that changes when they get reworked, as half the Ogre roster can punch down walls and it makes no sense that Dinosaurs can't also do it. The Ballista is decent at killing large monsters and siege equipment, but has awful DPS against infantry, so you want to switch over to melee when fighting them. You can get some Ancients for melee poison, but the Engine of the Gods variant with it's strong AOE bound spell is what you really want.

Stacking Disciplined or Pompous heroes in the army will increase the effectiveness of your Stegadons quite substantially.
dolby Jan 30 @ 3:14pm 
Originally posted by StrangestEcho:
as half the Ogre roster can punch down walls
not anymore only cav /lord/heros and huge monsters can do it now.
Last edited by dolby; Jan 30 @ 3:16pm
Aleera Jan 30 @ 4:46pm 
Originally posted by Etxxu:
Hi!!

I have two Feral Stegadon as melee chargers, I am thinking about chang them for two Stegadon, but I have a question:

Are they good as melee so I can change Stegadon for them? They have same stats, but also posion range atacks.

Thank you so much!

Stegadon fulfils a different role at first, but is an even more capable melee unit compared to the feral one, simply because it does not rampage.

It also has more mass, meaning it can lock down stronger unit's and will do more damage on a charge.

Feral is good for a quick army, but for a unit you want to keep, getting the non feral variants is always an upgrade.
Originally posted by dolby:
Originally posted by StrangestEcho:
as half the Ogre roster can punch down walls
not anymore only cav /lord/heros and huge monsters can do it now.

I can't be bothered to do the actual math, but regardless it's a massive number of units compared to other races, and every Ogre army will have at least one unit with the Wallbreaker trait, while not a single Lizardmen unit has it.
Etxxu Jan 30 @ 11:25pm 
Originally posted by StrangestEcho:
Stegadons with Ballista are the best variant for the bulk of your army. They are one of only two units in the roster that can destroy towers and walls. Hopefully that changes when they get reworked, as half the Ogre roster can punch down walls and it makes no sense that Dinosaurs can't also do it. The Ballista is decent at killing large monsters and siege equipment, but has awful DPS against infantry, so you want to switch over to melee when fighting them. You can get some Ancients for melee poison, but the Engine of the Gods variant with it's strong AOE bound spell is what you really want.

Stacking Disciplined or Pompous heroes in the army will increase the effectiveness of your Stegadons quite substantially.
Engine of the gods? DLC?

Originally posted by Aleera:
Originally posted by Etxxu:
Hi!!

I have two Feral Stegadon as melee chargers, I am thinking about chang them for two Stegadon, but I have a question:

Are they good as melee so I can change Stegadon for them? They have same stats, but also posion range atacks.

Thank you so much!

Stegadon fulfils a different role at first, but is an even more capable melee unit compared to the feral one, simply because it does not rampage.

It also has more mass, meaning it can lock down stronger unit's and will do more damage on a charge.

Feral is good for a quick army, but for a unit you want to keep, getting the non feral variants is always an upgrade.
Yeah, I am using now Ancient ones, fornthe poison haha
dolby Jan 31 @ 12:08am 
Originally posted by StrangestEcho:
Originally posted by dolby:
not anymore only cav /lord/heros and huge monsters can do it now.

I can't be bothered to do the actual math, but regardless it's a massive number of units compared to other races, and every Ogre army will have at least one unit with the Wallbreaker trait, while not a single Lizardmen unit has it.
well that's their faction thing they even get a spell that breaks walls with one click.. i guess the reason is cos almost none of their units can climb walls. But if this helps i do agree that more units should have Wallbreaker. cos now it's limited to ogres/giants and a select few monster unit anyway that's not the topic so i wont go into it more.
Last edited by dolby; Jan 31 @ 12:19am
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Date Posted: Jan 30 @ 10:51am
Posts: 14