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Warpfire throwers are better for leadership bombing cuz of burnt and do magic damage.
It is worse at chasing down fleeing units though, and is a bigger target for missile fire.
I would say that they are about equal overall.
Warpfire Throwers(WFT) is a very powerful anti-infantry unit, but with a lot of limitations, like arc of fire, range, low AP, low surviability and other things. It is so severe that it has a reduced cost in MP(from 700 in campaign, to 550 in MP, more than 20% cost reduction).
It is not that it is bad at what it does. It is just overspecialized with some big drawbacks and there are just so many other things in the Skaven roster than can do a similar thing(kill low armored chaff) that are either cheaper, easier to use, more survivability or something else.
At the same time, Ratling Gunners is a more flexible unit and easier to utilize(and have an increased cost in MP due to this).
Ghost heroes are not that big of a deal for Skaven, since they get their own lords and heroes, and even units, that deal magic damage(if you want it). And Skaven spells of Ruin has a spell that completely melts them(Flensing Ruin).
They are faster, have much smaller hitboxes, attack animations that makes them drive around (= change position) often and that all makes them much, much, much less susceptible to ranged fire. They also can bind more enemies that way and that makes them an ideal tarpit for ranged-heavy armies who can also take a lot of FF without blocking off your own LoS.
Doomwheels = the endgame stuff in doomstacks/lategame armies.
Doomflayers = excellent midgame supporters for midgame ranged armies.
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Ratlings have higher range, suppression, better single target damage and are all around better. But warpfire throwers are not useless.
Warpfire throwers deal a burst of splash damage which is a great leadership shock, absolutely deletes chaff and also reduces their movement via knockback. They also can target units on walls a bit better due to splash
2 warpfire throwers within 2 or 4 ratlings are a perfect complement. Ratlings slow down and warpfire finish off everything that comes to close. Especially useful due to the way auto targeting works, ratlings may not switch fast enough when overwhelmed by many units, but due to lower range warpfire throwers will target those enemy units first.
they do have other terror options "Most notably the hellpit" but its not exacly...fast lets just say
doomwheels have the speed to get where they need to be and rear charging a unit at 50% leadership will route and/or terrorize it pretty much instantly in addition to dealing solid damage against even the most elite units
terror in general is very very strong but for skaven especially it helps put the pressure of your fragile low leadership frontline and "equalize" the infantry fight
i honestly think flayers and wheels are pretty much equals in terms of strength they both have different pros and cons and in certain scenarios i would not want 1 or the other
the only way i could see myself changing my mind is if they made flayers cause terror "that wont happen but still" but as long as the doomwheel remains the mobile terror source that it is i will always view them as equal simply cause you cant put a price on mobile anti-infantry AP terror