With massive changes to recruitment to the Empire the meta has certainly shifted in some very significant ways.
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Witch Hunter "Dies"
Imperial General: "Ah Shame, NEXT!"
Can you make more Empire guides, army comps and builds for lords and their most optimal armies? Like, idk how to get the most out of karl. Used to be witch hunter wasn't even part of the armies anymore before the last patch; an up to date guide on the new meta would be nice.
I'll admit i don't have a lot of experience with outriders( so take my criticism with a grain of salt), but just like all other missile cav, you give up a lot of dps potential for a bit of mobility(which is uniquely useful vs vampire counts). If you had 6 more handgunners and held the line, you could probably eradicate every mayor threat baring vlad before they even make contact (the grave guards and wargheist and isabella). Once you kill the rest of his army it should be easy to reposition your guns to deal with vlad as well. And the micro needed would be a lot less. This is also much more versatile vs factions with ranged units.
Theres something wrong with Outrider targetting, you can see here they are shooting pretty near but only deal miniscule damage per volley which is dumb considering their bullets are armor piercing.
I have actually been using Amythst Outriders and War Wagons and I can see the difference.
so i believe costin is right with the power of outriders but they should be used differently than what the video showcases:
since they dont fire when moving you cannot skirmish any mobility without using crossfire (which is where you surround a mobile unit with guns on 4 sides and the 3 sides not being chased shoot the unit)
their range is a bit misleading since they CAN shoot at 120 range but will only accurately shoot at around 60. you need to get them into shotgun range to work well.
this one is not to do with outriders but NEVER send a witch hunter to skirmish out of range of other infantry. that forced costin to take very bad engagements
outriders and pistoliers actually have quite a good charge because of their mass and speed. when fighting greenskins, wood elves and skaven feel free to charge them into low tier missile units for a quick rout. also charging into the back of a unit reduces its leadership by a good amount so you can use them to break the ai blob on your flanks. double goes for nuln because you can make them super speedy (which increases charge dmg)
overall, a great early game unit which has potential for tons of dmg.
Could you make a Nuln army compositions video? I'm trying to figure out how to make the most of all the gunpowder units but I'm struggling in keeping them alive and firing 🙁
Outriders are strong. They do great damage while giving a ton of flexibility. You can meet threats and mitigate them or flank around and shoot in the back.
Nuln also makes them faster and gives them strider they also get shots that slow enemy speed.
That just seems like a LOT of micro, and combo dependency for something you can do easier with better units.
You should drop a Gelt campaign so we can see our boy in his new empire lol
I really want to like outriders but on smaller maps its kinda hard to use them long enough to get the worth out of them. Small maps where the enemy spreads acrossed the entire map you can get maybe 3 volleys and then just have to fall them back behind the lines. Granted you can flank them out when the lines clash but takes alot of macro. Maybe ill give them another shot after this patch but i normally would just get pistoliers for early game and replace them grenades later
Vlad " Healing cap? Never heard of him"
Am i the only one who thinks that it`s not well played on the left flank? Basically took a lot of damage on the knights in a bad engagement with the Blood knights while the dogs were on the outriders. Should have been exactly the other way around.