Total War: WARHAMMER

Total War: WARHAMMER

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Mistress Jan 25, 2017 @ 2:18am
Glade Guard or Deepwood Scouts
I can't really see the benifit of the Deepwood Scouts. 360 fire arc is nice and their double shot sure puts a lot of arrows into the air, but at the cost of shorter range less damage per hit and no effects (poison or ap).
Iv also never been a big fan of vanguard but I think k that's more my play style than an issue with the unit.

I feel like I'm missing a trick with them though.are they a replacement for glade Guard or just a poormans waywatcher?
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Showing 1-14 of 14 comments
TBLackey Jan 25, 2017 @ 3:03am 
A mixture works better. The hagbane glades debuffs the enemy from longer range, as they start to close the swiftshiver scouts ramp up the damage
Sagranda Jan 25, 2017 @ 3:08am 
If you don't make use of the Vanguard Deployment and Stalk traits, then Glade Guards are imho better.
Unless you take the Deepwood Scouts with Swiftshiver shards. They may have a shorter range, but deal more damage than Glade Guards and ignore physical resistances.
Just mix them with the Hagbane Tip Glade Guards and Starfire Shafts for AP

Deepwood Scouts vs Waywatchers comes more down to if you need ap or if you don't.
Last edited by Sagranda; Jan 25, 2017 @ 3:25am
StarofTanuki Jan 25, 2017 @ 5:28pm 
glade guard

archer have vanguard deploy mean nothing .
Sagranda Jan 25, 2017 @ 11:02pm 
Originally posted by >po|nt`|ockout<52Hz>.,~*:

archer have vanguard deploy mean nothing .

Completely wrong.
It only means nothing if you don't make use of it.
Glorfindel Jan 26, 2017 @ 2:29am 
These guys have less models in their unit. Thus they have a lower DPS that their somewhat higher weapon damage does not compensate in any way. It's sad and CA will probably fix it if they discover one day that the number of models in a unit is important.
Let's pray together my friends :D
Sagranda Jan 26, 2017 @ 4:56am 
Originally posted by -ODM- Emptythought:
These guys have less models in their unit. Thus they have a lower DPS that their somewhat higher weapon damage does not compensate in any way. It's sad and CA will probably fix it if they discover one day that the number of models in a unit is important.

Newsflash: DPS isn't everything and traits can make up for the difference.
Glorfindel Jan 26, 2017 @ 6:39am 
Newsflash : Their "traits" are useless. I've never been bothered by a single deepwood unit in my battles. Just send cav + net of amyntok or any flying unit. goodbye.

And traits are useless if they can't deal damage at all. 360 firing arc ? Invisibility ? good. But Why ? xD
Please think first and write then.
Sagranda Jan 26, 2017 @ 7:08am 
Just because you can't utilize them and see the options they offer doesn't mean that they are useless.
Cav + net? Well, have some Wild Riders and/or other vanguards nearby
Flying Units? It's not as if one would use a single Deepwood Scout unit without others or other vanguard units nearby.

The only thing Deepwood Scouts need is a slight increase in ammunition and maybe range, that's about it.
If you would give them the same unit size as Glade Guards, they would be too good.
Glorfindel Jan 26, 2017 @ 8:33am 
You don't play ladder or competitive battles often don't you ? Wild riders and vanguard units will never be able to protect them. It's even worse with a net
Same for flying units.....

Deepwood scouts lack DPS so they are good at nothing. They offer absolutely no options. You always need to babysitt archers and protect them and if they can't kill a thing while protected (which is already almost impossible against a good player even without summoning spells) they are useless. Only 45 arrows and usually 10% of them hit a model. It's bad. Goblin archers have more DPS and the same range.... While costing less than half the price of a deepwood unit and being easier to defend since the orcs have arachnarok summonings + good cav + best infantry line.
Last edited by Glorfindel; Jan 26, 2017 @ 8:37am
Snakebearer Jan 26, 2017 @ 10:00am 
Normal Scouts are subpar to anything else you can bring. The swiftshiver version can have a very niche use against unarmored targets to quickly burst them down. But it's very unreliable in online play. Consider bringing them if you Know you'll fight something like savage orcs though.
Glade Guards are simply too good to pass up on comparatively.
The only use I see with normal scouts is as garrison units in the campaign.

Unfortunetely, CA should have noticed that Vanguard is highly overestimated since Rome 2. It feels kinda nice, but the gamle is hardly worth it. The safest and best return out of the deal is for some early scouting. The vanguard function is availible in the table top game, but there a match is over in 5-6 turns. A single turn's worth of surprise shots will actually be able to win or lose a whole battle. Not so much in TW unfortunately.

There is a trick to make the scouts a bit more useful, but the Waywatchers still does it better. Because of the 360 arc, you can make sure that your archers show their back to their targets instead. It's going to make sure you get no repositioning animations when trying to retreat. It can help you get off an additional shot or two even if he enemy is able to catch up eventually.
Last Rites Jan 28, 2017 @ 9:07am 
Anyone that thinks swiftshiver scouts have low dps either havent used them, or have no brain. Put a few units of them in vanguard with a waystalker and they will destroy several units before your army gets across the map.
SleepyNarwhalz Jan 28, 2017 @ 9:51am 
The best uses for them I've found for them are

1. Using their very high DPS to wreck large unitd that have engaged your melee line, where the low range doesn't matter much. This is especially useful if the enemy player sees no archers and thinks his large guys are safe.

2. Starting them out in a position where they can be moved easily behind the enemy, and when they're engaged using their very high DPS to rain arrows into their backs.

3. Killing enemy archers, especially goblins or orc arrer boys.
Last Rites Jan 29, 2017 @ 3:16pm 
I like having a vanguard group of scouts with a waystalker in a position to begin firing on one flank immediately. This will likely kill or rout that unit, and make the enemy divert a few units toward them. Have a few Wild Riders hidden close by to eradicate the units chasing your scouts. You can easily collapse one flank really quickly, and by the time your main line engages your Wild Riders and scouts are behind the enemy line.
libērtaŞ Mar 13, 2020 @ 6:11pm 
I'll necro this idc, cause I didn't see another use mentioned here:

Step 1: Place your lord or some flying unit you can move around or your army, w.e on one side of the map during a siege

Step 2: watch the enemy army spawn with their entire army on the side of the settlement facing you

Step 3: move your stalking deepwood scouts towards the OTHER side of the settlement and set up ladders, and open the gate(AI behaves oblivious to the change in ownership since it can't see the units)

Step 4: the army you had hidden in a forest or w.e near the scouts rushes in while the enemy army frantically tries to reach you but it's too late, you set up chokepoints, scouts on the walls, etc etc and no enemy towers managed to hit you

Step 5: the lord, or flying lord or flying unit that was dodging tower fire(if they were in range) flips the enemy garrison the middle finger and runs/flies over to his army to join them.

Profit: Successfully trolled the enemy, successfully avoided tower dmg to most of your army, successfully set up archers inside the enemy settlement and opened the gates for your army(plus some ladders already in place)
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