Total War: WARHAMMER

Total War: WARHAMMER

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meowbeast Sep 11, 2017 @ 7:28am
War Beasts
Does anyone know if "war beasts" like bats and hounds count as large units? I don't know if I am wasting the bonus damage versus large against them or not.
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Showing 1-8 of 8 comments
harleyquinrazer Sep 11, 2017 @ 7:49am 
Large = Anything riding a horse or as big as one.

Bats and hounds don't count. On a slightly unrelated note, neither do spiders nor spider rider units.
Wyvern Sep 11, 2017 @ 7:52am 
Originally posted by harleyquinrazer:
Large = Anything riding a horse or as big as one.

Bats and hounds don't count. On a slightly unrelated note, neither do spiders nor spider rider units.
Just gonna throw in that combined with their high melee defense, its being small that makes bats an ideal choice for shutting down anti-large units when diving enemy backlines with vargheists/terrorgheists in SP.
Last edited by Wyvern; Sep 11, 2017 @ 7:52am
meowbeast Sep 11, 2017 @ 8:02am 
Thanks! I'll try that with the bats. I wasn't sure because some of the hounds are fairly large.
Last edited by meowbeast; Sep 11, 2017 @ 8:03am
Gray Riders Sep 11, 2017 @ 4:32pm 
I'm glad the second game is adding this to the UI. Most units are pretty clear but things like Spider Riders not being large is less than obvious.
Wyvern Sep 11, 2017 @ 6:30pm 
Originally posted by Gray Riders:
I'm glad the second game is adding this to the UI. Most units are pretty clear but things like Spider Riders not being large is less than obvious.
Honestly, there's a lot in TW WH that is "hidden" and it's incredibly frustrating to deal with, including exact spell damage, melee attack speed, unit mass etc
Gray Riders Sep 11, 2017 @ 6:33pm 
Originally posted by Wyvern:
Honestly, there's a lot in TW WH that is "hidden" and it's incredibly frustrating to deal with, including exact spell damage, melee attack speed, unit mass etc
100% agreed. Giving Empire Spearmen a shield makes them attack faster, Varghul's low (for a big monster) damage is offset by fast attacks, a bunch of halberd units attack slowly (including the weird thing where Chosen do but regular Chaos Warriors don't). None of this information is in the game itself.

I wish they could have used the tags for things like that--"attacks quicklly" or such--instead of things like "armoured and shielded", which takes longer to read than to look at the actual stat.
ProphetTalos Apr 8, 2020 @ 8:48pm 
Originally posted by Gray Riders:
Originally posted by Wyvern:
I wish they could have used the tags for things like that--"attacks quicklly" or such--instead of things like "armoured and shielded", which takes longer to read than to look at the actual stat.

It is told to you but in little way of subtext when you mouse over text in menus. mouse over the green text and it will tell you how the attacks work.

Anti armour is regularly slow, when combined with anti infantry it attacks at the same speed as sword and shield infantry or axe infantry. Duel wield attack super fast so against swordmasters of heoth..... bang

That being said, when something is anti armour and anti large, it attacks VERY slow but hits so hard usually high chance to hit/ high AP Damage.

Regular armour piercing, like marauder halberds attack slow, medium chance to hit, HUGE damage. Good against phoenix guard as tie up units while your chaos warriors hit them hard from the flank.
:steamhappy:
Also good against low tier melee infantry like dwarves.
Last edited by ProphetTalos; Apr 8, 2020 @ 8:51pm
Wyvern Apr 8, 2020 @ 10:52pm 
Originally posted by ProphetTalos:
Originally posted by Gray Riders:

It is told to you but in little way of subtext when you mouse over text in menus. mouse over the green text and it will tell you how the attacks work.

Anti armour is regularly slow, when combined with anti infantry it attacks at the same speed as sword and shield infantry or axe infantry. Duel wield attack super fast so against swordmasters of heoth..... bang

That being said, when something is anti armour and anti large, it attacks VERY slow but hits so hard usually high chance to hit/ high AP Damage.

Regular armour piercing, like marauder halberds attack slow, medium chance to hit, HUGE damage. Good against phoenix guard as tie up units while your chaos warriors hit them hard from the flank.
:steamhappy:
Also good against low tier melee infantry like dwarves.
The problem is that if you look at the numerical stats of units the flavor text/description is just outright wrong. For example Temple guard, despite being AP+AL, attacks stupidly quickly, this ends up being reflected in the fact that they perform far better than one would expect based on raw visible stats. At the same time, animations length isn't counted in this, which means that you'll often see obscenely long attack intervals compensating for very short attack animations(probably the most clear example of this is empire spearmen sans shields, who attack far slower than the shielded variant, but if tested perform comparably in combat). All in all, the system is just very messy and ill-defined at times.
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