Are Nuln Ironsides Any Good in Patch 5.0? - Empire Unit Focus

  Рет қаралды 9,653

Off To Battle

Off To Battle

Ай бұрын

So this is my first video on an all-new unit for Patch 5.0/ Thrones of Decay, and I have to say I'm not nearly as negative on this one as other KZfaqrs have been. I accept it's being overshadowed by the Long Rifles - which are NICE - but for medium to short range dirty work these are great, and more importantly, accurate. They're absolutely not worse than Handgunners. The only caveat is that the lower entity count will hurt in certain situations, and it's not like the total unit HP is any higher, but that's... not a big deal? Well, let me know what you think when you see the details.
For tighter comparisons I'm using Empire Red Team #2 (with Crossbowmen) rather than other races.
#totalwar #warhammer #tww3 #offtobattle
Please Like, Subscribe, comment and consider donating through my Ko-Fi page listed below!
ko-fi.com/offtobattle
The Off to Battle unit focus format uses combat demonstrations from Skirmish vs. AI, background music and voice commentary, including:
- Intro
- Stat breakdown including hidden stats
- Common lord/ tech tree buffs applicable factionwide
- Tips, tricks, advice, maybe a secret or two!
- Bonus footage, playing out the battle once the voiceover is done so you can enjoy the sights and the music
Today's BGM: Cavalry by Aakash Gandhi (KZfaq Audio Library)
Total War Warhammer III, Patch 5.0, Thrones of Decay finally here!

Пікірлер: 111
@poyloos4834
@poyloos4834 27 күн бұрын
Once these guys get campaign buffs (not even things like nuln buffs, its pretty darn easy to get these guys maxed in the tech tree/skill tree) they might as well be using repeaters ngl. It is very feasible to get them to shoot at the reload cap of 4 seconds. And that truly does get insane
@OffToBattle
@OffToBattle 27 күн бұрын
Plus the extra ammo to from red tree and techs to keep them firing that much longer too...
@hanswolfgangmercer
@hanswolfgangmercer 24 күн бұрын
My favorite unit. I have always loved strategies where I force the enemy to attack me and then work from a defensive advantage .
@OffToBattle
@OffToBattle 23 күн бұрын
Great when it works out.
@maeburekaiser
@maeburekaiser 27 күн бұрын
So I haven't tried this out yet but I probably will tonight: I have a theory about the Ironsides as replacements for front line infantry or to mix in with them. Yes, they have a lower entity count and no shields but you would pair them with artillery, a couple of long rifles, gunner cavalry, and possibly a landship. As your front line they get to fire on opposing infantry until they close in, with you charging the Ironsides just before contact or pulling them back behind halberds. Enemy ranged is dealt with through artillery and cavalry, so the ironsides are protected. Have the landship broadside right behind them, acting as their They wouldn't be great as an anvil, but that isn't the tactics this army would use. But that's my hypothesis; ironsides are meant to be a swordsman/handgunner hybrid unit.
@Gibson7Clans
@Gibson7Clans 27 күн бұрын
I agree. Some were saying you could do British musket lines from the Victorian and Colonial era of our history , using the IronSides as your main infantry regiments. Could even do some pike and shot tactics with Them .
@spanner5940
@spanner5940 27 күн бұрын
I've tried them out in a campaign and yes, they work as a front line for both elspeth with her amethyst units and other factions with base ironside. Low models works to their advantage since it takes about 30 seconds of melee combat to start killing models. Double that when you get them armour and rank 9 stats. As a result anything short of a mid tier shielded unit is ineffective vs ironside. Single entities still wipe out models so they become a high priority snipe but ironside are good for that so it's less worrying. Overall they work great as a self sustaining gun unit that you can plant anywhere in a formation and forget about them (very useful for empire with all their micro needed)
@kidmanwalters4236
@kidmanwalters4236 27 күн бұрын
I was hoping for spearmen/handgunner states. Bayonets would be dope
@samueldisturbing761
@samueldisturbing761 27 күн бұрын
I have not recruited any melee infantry since turn 5 or so (playing elspeth)
@user-dx1lx6vf4n
@user-dx1lx6vf4n 27 күн бұрын
The amethyst Ironsides are actually considered by the game logic as a hybrid unit, sticking them on the frontline with your standard statesmen
@pablonunalvares5391
@pablonunalvares5391 27 күн бұрын
If you put Elspeth's upgrades in, there's no feud, they are OP. Exploding bullets means that you're not safe by just blocking them and WILL be overtaken by sheer volume of fire... It's just my staple gunners now... Also, you can use guard mode to allow them to shoot point blank EVEN in melee (sucks against things that can push though)
@OffToBattle
@OffToBattle 27 күн бұрын
Yeah, I've been trying to get the word out about guard mode, it's especially relevant for a unit with decent goblin-smacking ability like this one.
@Galloglaigh.
@Galloglaigh. 25 күн бұрын
isn't that fire at will characteristic rather than guard mode?
@pablonunalvares5391
@pablonunalvares5391 25 күн бұрын
@@Galloglaigh. Nope, fire at fill normally stops at melee and everyone gets into the fight. When you place them in guard mode, only the first lines go melee, the rest stand still and fire away
@heartpaid6767
@heartpaid6767 21 күн бұрын
I love it tho! CA please dont nerf it, maybe make it harder to achieve
@b21704
@b21704 27 күн бұрын
I love ironsides the way they are. They are great and obliterates enemys on mere seconds.
@OffToBattle
@OffToBattle 27 күн бұрын
I hope to make great use of them in campaign. I have an early Franz campaign with the Beast Slayer quest coming up... I'll swap my starting Handgunners out for a couple of these I think...
@b21704
@b21704 27 күн бұрын
@@OffToBattle People say they should have repeters but I disagree. They would be way to OP. I like them the way they are. They have the same HP as handguners, but less modules. This way every unit have more HP and now it is worth to cast heal on them.
@OffToBattle
@OffToBattle 27 күн бұрын
@@b21704 If you combined what the new Outriders have - video just out - and gave them Ironsides with the accuracy passive, yeah, I think it'd obliterate everything. They have to balance somehow, but I see why they saw a problem brewing.
@AiisakaTaiiga
@AiisakaTaiiga 27 күн бұрын
I found that they benefit way more from engineers stat buffs than regular handgunners, making them 100% superior late game
@OffToBattle
@OffToBattle 27 күн бұрын
Which ones, if you can recall? I'm still getting my hands dirty with the new content, haven't seen everything yet.
@emanuelalfred1565
@emanuelalfred1565 27 күн бұрын
This has been my finding as well. I’ve played two campaigns with Karl Franz this week and they’ve outperformed handgunners. Granted, I have unlocked most of the techs that apply to them I also have an engineer or two in the armies. Empire captains give both of them melee buffs, too. In my army that is primarily gunpowder, some key Ironsides stats look like: armour: 75 Melee attack:41 Melee defense 33 Ammo: 39 Range: 160 (without black powder discipline triggered ) Missile strength 54. Handgunners Armour: 35 Melee attack: 21 Melee defense: 20 Ammo: 29 Range: 160 (lacks black powder discipline) Missile strength : 28. In Karl’s army, I got Ironsides to: Armour: 75 Leadership: 82 Melee attack: 48 Melee defense: 34 Ammo: 39 Range: 160 (without BPD triggered) Missile strength: 72. Ironsides do a great job of fire while they’re still in melee, too. I use them as a frontline in my gunpowder army. Now, from what I’ve read, handgunners can be absolutely busted with Elspeth due to her faction mechanics.
@AiisakaTaiiga
@AiisakaTaiiga 27 күн бұрын
​@@OffToBattle mainly the missile strength&ammo buffs being % based and ironsides having natural higher values, it takes them way further than their regular counterpart.
@OffToBattle
@OffToBattle 27 күн бұрын
@@AiisakaTaiiga Unless you hit caps like with reload time. But by no means do I see either Ironsides or Handgunners as bad.
@OffToBattle
@OffToBattle 27 күн бұрын
@@emanuelalfred1565 Thanks for the math dump! And handgunners are still great.
@re1v3r
@re1v3r 7 күн бұрын
This was a really good video. You did a great job
@OffToBattle
@OffToBattle 5 күн бұрын
Thanks, I always cross my fingers hoping the end result works out.
@arandomuser6665
@arandomuser6665 25 күн бұрын
The lower unit count/smaller formation size can be beneficial sometimes. With Ironsides, you can fit more firepower in a smaller formation area, allowing for better corner camping and whatnot.
@OffToBattle
@OffToBattle 25 күн бұрын
People have mentioned sieges too. I can understand how it's an advantage controlling the streets.
@michaelreece3937
@michaelreece3937 20 күн бұрын
Also with the smaller unit size and more health healing magic is more effective.
@dinoblacklane1640
@dinoblacklane1640 26 күн бұрын
So some math time The total amount of damage the unit as a whole can out put over the course of 10 seconds 60 ironsides * 31 damage = 1,860 Unit missile damage 90 handgunners * 17 = 1,530 Unit missile damage Cost per point of missile damage Ironsides 1,860 / 950 = 1.95 unit missile strength per gold Handgunners 1,530/600 = 2.55 unit missile strength per gold At first glance ironsides are better value per unit slot, while handgunners are better value per gold But, these numbers do not include things like the ironsides buff for standing still, the penetration, or calibration. And these numbers are using base stats with no buffs
@OffToBattle
@OffToBattle 26 күн бұрын
There is no penetration with Ironsides according to Total War Warhammer Stats, and I haven't seen any sign of that, but I fully agree that Handgunners remain relevant because if you're equipping five armies in campaign, not just one for quest battles, Handgunners are absolutely worth it. I'm trying Ironsides for quest battles where 20 slots is the max you can ever get and they're doing all right.
@drolroel
@drolroel 27 күн бұрын
Is there any trace in the unit stats that would indicate that they originally were a repeater handgun infantry unit? The quick reload speed seems to contradict it, but I've seen many arguments and even mods that say they originally used to have repeater handguns. In game they felt a bit underwhelming, I used them alongside a handgunner army but they didn't do much better in the gunline. This was against a greenskin horde so admittedly accuracy wasn't much of an issue. They also broke fairly quickly in melee combat with goblins.
@OffToBattle
@OffToBattle 27 күн бұрын
I've seen the new Outrider stats, so I'll just say NO. The stats in fact make this an awful, awful like the old Outriders, except with slightly increased caliber. It's something that got settled between GW and CA way above our heads. I just focus on how effective they are on the battlefield. The new Outriders, I was asked to look at them because their accuracy is a lot... different... now. Well, that's fine. I'm just saying that in game terms, the Ironsides are like a ground version of the old Outriders, but with the ammo reserves to keep firing for (checks comment above) 3 minutes and 30 seconds without any ammo boosts. That's a net gain for the Empire as a faction I think. Also, your Greenskin example is a pretty much picture perfect example of where a smaller entity, higher accuracy unit's weaknesses are exposed, so the Ironsides are not completely without weaknesses. (Not really if it's equal #'s of units necessarily but cost-wise you could have more Handgunner units AND more entities IN those units, and that's better anti-horde.)
@Gibson7Clans
@Gibson7Clans 27 күн бұрын
Nice. Thanks for covering this unit video. Could you do a bonus video. Have the Ironsides do a shoot out against strelsi. Then a second battle where each unit simple charges in to melee against each other, With out firing a shot. This way we can see their effectiveness as a hybrid unit. I would like to see these 2 units vs chaos dwarf Fire glaves as well. Both at ranged gun fight. And melee only . Since these 3 units are a kind of hybrid unit. Would also be interesting seeing the different pistol and sword units do this ranged only and melee only test too. 😊Like the ones kisliv, ogres, empire, dwarves, and pirates have. So pistol sword vs pistol sword.
@OffToBattle
@OffToBattle 27 күн бұрын
It may take me a while to get to doing things like that, but I'm always considering new ideas and I thank you for the suggestion. I haven't done a lot of Kislev yet at all, but now that the Kislev situation has settled down enough I'll get there. Empire is just my shiny bauble at the moment, and I haven't even touched Dwarfs or new Nurgle yet.
@Gibson7Clans
@Gibson7Clans 27 күн бұрын
@@OffToBattle ha ha. True. Looking forward to more videos from you.
@kidmanwalters4236
@kidmanwalters4236 27 күн бұрын
I was hoping ironsides would be our strelsi ! But no, they don't have enough models, and still suck in melee. If we got 80 unit size it might help
@OffToBattle
@OffToBattle 27 күн бұрын
@@kidmanwalters4236 So Strelsi-adjacent :)
@kevak1236
@kevak1236 26 күн бұрын
Saw a video comparison between these and Sisters of Avelorn. Even after taking a volley to get in range they smoked the sisters in 5/5 matchups, anything from 25 - 40% unit health remaining.
@loganwallace101
@loganwallace101 26 күн бұрын
Nice to see a new unit that isn't incredibly overpowered, still I would like to see some higher tier gunners who have bayonets as well so you could have a cool evolution and eventually make napoleon era armies or at least something like the landsknechts with actual pikes as well as guns
@OffToBattle
@OffToBattle 26 күн бұрын
I think they don't want to go that far and blur the brands (or GW doesn't) but we've already come very far.
@JakubLeliel
@JakubLeliel 27 күн бұрын
Great analysis!
@OffToBattle
@OffToBattle 27 күн бұрын
Thanks for watching and commenting! KZfaq Senpai notices!
@Canuovea
@Canuovea 26 күн бұрын
I tested a few situations with Ironsides. They are actually really good in straight shoot outs with other ranged units IF they have line of sight. I've had them even beat Celestial Dragon Crossbows (especially if they wait for the first volley to be fired before giving the attack order). Their accuracy also means they're better at hitting enemies already engaged with your troops too, if they're positioned well. These fellows really do reward good positioning, but punish bad positioning simply by being more direct fire than lots of other ranged troops. Black Powder Discipline is fantastic too, not just for the accuracy but I think it also buffs reload, and they start shooting pretty darn quick. The only other ranged units they consistently lost to (if they didn't kite) were the Dwarf shotgun units, both grudgerakers and blunderbusses. They beat Fireglaives, they beat Sisters of Avalorn (not a huge surprise there, mind you), and the beat non-kiting Waywatchers. But even so, that's not meant to be what they're for anyway. Worried about non-skirmishing archer units? Bring a few mortars, I guess. I think something I'd prefer, though, is to buff their range by 5 and bump em up to Tier 4, while adding an Ironsides variant unit with the repeater guns and even smaller numbers as a kind of short range "between formations" skirmish unit. That'd give Handgunners more space to breathe in the roster, since they're what, only a single tier below these guys? Buying Handgunners is a waste of time unless you're worried about cash. But either way... Now that gunlines are in full swing for Empire? A hill! A hill! My Steam Tank for a hill! It's very Empire 2/Fall of the Samurai feeling. Actually paying attention to elevation in battles feels so good now, especially with Elspeth. Seeing the enemy get Last Samurai'd is so good.
@OffToBattle
@OffToBattle 25 күн бұрын
Thanks for the testing results and I'm soooo glad you're enjoying gunpowder. I've been pimping gunpowder factions for a while now and I feel rewarded.
@Canuovea
@Canuovea 25 күн бұрын
@@OffToBattle I've wanted to do proper gunpowder battles, but Empire, the faction that seemed to be the best suited, had been missing proper options for it. Long Rifles make a huge difference on their own.
@OffToBattle
@OffToBattle 25 күн бұрын
@@Canuovea Well yeah, left a real hole in your force that could only be filled imperfectly by artillery.
@kirillrivkin4842
@kirillrivkin4842 23 күн бұрын
What is the role for Handgunners now? Less damage, worse stats- melee and ranged? Its an inferior unit all around. Maybe, if you are running short on funds and need a more affordable AP ranged options? But they are also easier to disrupt and destroy, so you have to add the cost of screening/protecting units into the equation.
@OffToBattle
@OffToBattle 23 күн бұрын
If money is no object, but army slots are, then you outgrow them, but cost is a thing. Sometimes just having more entities is good too, can be harder to kill in "some" circumstances, but yeah, the Ironsides and Long Rifles are clearly "better" I think.
@Aircastegamer
@Aircastegamer 26 күн бұрын
This update made the Empire faction as whole! ❤ even better! And i dare say OP especially in range and artillery department! Lets not forget the new legendary lord of nuln she herself with that dragon is kinda OP AND the new grimdark units call "knights of the black rose "🌹 made the human Empire faction pretty OP and better! Oh and not mention the engineer lord which on max level he RIDES ON A STEAM TANK! Ps. Please 🙏 make a video on my new favorite 😍 cavalry units "knights of the black rose" 🌹 after playing around with these guys i quickly realize that these tanky cavalry melee units are more versatile than people think
@OffToBattle
@OffToBattle 26 күн бұрын
I already had the footage, LOVE the models. I just had to make a War Wagon 5.0 video because people asked me what had changed. Interestingly... not a whole lot! Interesting because that means a big contrast with the new Outriders.
@humantwist-offcap9514
@humantwist-offcap9514 27 күн бұрын
I’m at turn 70, my armies have no melee infantry. I build armies kind of like a skaven doom stack.I have some characters or cav to screen out for fast units, and I’ll draw flanking dogs or the like across the middle to get shot with them
@OffToBattle
@OffToBattle 27 күн бұрын
Nice, nice. So that's one more data point that we can go full Napoleonic now. Cool.
@darthnihilus6211
@darthnihilus6211 27 күн бұрын
I didn't know, they get penetrating shots!
@OffToBattle
@OffToBattle 27 күн бұрын
Yeah, it's 'small' pen but that's better than none.
@SilverforceX
@SilverforceX 4 күн бұрын
Do their bullets really penetrate? I dont see it happening. How does that work?
@OffToBattle
@OffToBattle 4 күн бұрын
If I'm to believe the stat cards, there is 'small' penetration so if entities are REALLY packed together, one bullet can inflict damage to the first target and still inflict more beyond it, but I can't point to particular frames and say "yeah I see it" like with the Hochland Long Rifles, where it's really obvious (and the pen is in a different league). With the cost of Ironsides and Long Rifles being rebalanced I think we can just be happy with any penetration as a rare bonus and appreciate them for the usual benefit: more accurate fire despite fewer gunners (compared to Handgunners).
@Slyslug
@Slyslug 27 күн бұрын
I saw a battle recently from a multiplayer battle and the Ironside really struggle to shoot a stationary kolek sun eater at pretty close range.
@OffToBattle
@OffToBattle 27 күн бұрын
Well, I didn't have time to watch all the multiplayer battles with the early access content, so I'm not sure why (with these stats) they should have THAT much struggle doing it. Since I don't know I won't guess. It's not exactly unknown to have bugs after a new release either. I'll keep an eye on it.
@starak97
@starak97 27 күн бұрын
@@OffToBattle I heard that its because Kolek has a very buggy model
@Slyslug
@Slyslug 27 күн бұрын
@@OffToBattle no i agree it was really wierd, its like they were focussing the wrong spot on kolek, sort of like how katarins sled has a wierd hitbox for ranged enemies
@OffToBattle
@OffToBattle 27 күн бұрын
@@Slyslug Ahhh, very interesting. All I had to go by was how they plinked that Arch Lector in my video just fine. Lot less wasted shots than what I'm used to seeing.
@guitarhausdoesntknowwhatac3285
@guitarhausdoesntknowwhatac3285 27 күн бұрын
Overall, I'd say the only real downsides to these guys over regular handgunners is that with the increased rate of fire I's possible they run out of ammo faster... though the trade off with that is that they're going to slaughter damn near anything they run up against since penetration is no joke and likely to make them even more lethal to infantry blobs (looking at you Skaven). Their immobility isn't much of an issue either in my books, since you shouldn't be moving ranged units too often if you can help it.
@OffToBattle
@OffToBattle 27 күн бұрын
Pretty much. The report of multiplayer accuracy issues make me scratch my head, but if they're working as the stats intended, they should be fine. Outriders got changed a lot, though. I was asked to look at them and now that I've seen them, mm, it's a different flavor of ranged now.
@guitarhausdoesntknowwhatac3285
@guitarhausdoesntknowwhatac3285 27 күн бұрын
@@OffToBattle My Guess is that We might be looking at a different set of stats for multiplayer; having a giant collection of dudes who can slaughter pretty much anything that gets in range and isn't either ethereal or missile resistant out the wazoo is not going to feel good for anyone going up against them.
@darthplagueis13
@darthplagueis13 27 күн бұрын
I think the real downside is their price. You get three Handgunners for the price of two Ironsides and still have another 100 points left over for chevrons.
@guitarhausdoesntknowwhatac3285
@guitarhausdoesntknowwhatac3285 27 күн бұрын
@@darthplagueis13 I was speaking to their accuracy issues in multiplayer as opposed to other factors; more of a campaign player then a PVPer.
@OffToBattle
@OffToBattle 27 күн бұрын
@@darthplagueis13 It may come down to what you're planning to shoot with them. Handgunners are still solid if you can give them line of sight and keep them out of melee, same as usual.
@Gibson7Clans
@Gibson7Clans 27 күн бұрын
Finally. We can hunt down elven Dragons. 😈 Their rulership over the battle field will end.
@OffToBattle
@OffToBattle 27 күн бұрын
Perhaps! All will be worked out in the field. The proof of the sniping is in the dragons motionless on the ground, right?
@Gibson7Clans
@Gibson7Clans 27 күн бұрын
@@OffToBattle ha ha. Yes indeed commander. 😁
@Ancient_Hoplite
@Ancient_Hoplite 27 күн бұрын
Hochlanders are amazing, just put them in the treeline!!! They will snipe at long range hidden ap damage. Beautiful. They are like the empire's Vietcong on steroids.
@OffToBattle
@OffToBattle 27 күн бұрын
Yeah I only just noticed the Snipe when using one in campaign for the first time... was the Beast Slayer battle, couldn't use the forest sniping, but that'll be very interesting to use in the future.
@waywatcher7788
@waywatcher7788 27 күн бұрын
The Nuln Ironsides have more ammo than the Handgunners, not less.
@OffToBattle
@OffToBattle 27 күн бұрын
Reload time base 7 not including Blackpowder Discipline. They'll run through that ammo twice as fast so they'll run out first. That's what I was trying to get at but I guess I flubbed it slightly. Thanks.
@waywatcher7788
@waywatcher7788 27 күн бұрын
@@OffToBattle If anything, I think that's another positive for the Ironsides. As you mentioned, with the nerf to all ranged units' fire rates in WH3, Handgunners almost never maximize their value since they don't use their ammo. Ironsides have a much better chance of doing just that. By the way, I very much enjoy your analysis videos. Keep up the great work!
@Pyromaniac77777
@Pyromaniac77777 27 күн бұрын
Technically the Handgunners have 1800 bullets while Ironsides have 1980. Handgunners spend 22 volleys in 4min 40s. Ironsides spend 30 volleys does in 3min 30s.
@OffToBattle
@OffToBattle 27 күн бұрын
@@waywatcher7788 Thanks, I feel good being able to bring perspective from the TWW1 old timers 😆We've been waiting for something like this for far too long.
@OffToBattle
@OffToBattle 27 күн бұрын
@@Pyromaniac77777 In this video I was supposed to use quotation marks, i.e. carrying "less ammo", not make it sound so literal but I guess I got lazy for that part! I'll have to use a new term next time like Total Firing Time. I'll refer to what you said if I need to going forward.
@Starsteam1
@Starsteam1 25 күн бұрын
Their supposed to be repeater rifles, why has it changed?
@OffToBattle
@OffToBattle 23 күн бұрын
We in the community don't know for sure. If I ever hear a solid answer I'll mention it... it's possible Games Workshop pulled rank again.
@MRSYYKKGY
@MRSYYKKGY 26 күн бұрын
In Siege Battle where have Narrow Path have little space Ironside Really do Better
@OffToBattle
@OffToBattle 25 күн бұрын
I can see that coming up. I hope the pathing really has improved in sieges.. can't confirm with my limited playtime since Thrones came out (and having to abandon one campaign due to the hotfix)
@sethketa
@sethketa 27 күн бұрын
One thing I'd like to see is if the main advantages of Ironsides are actually meaningful. On paper? They're fine. In practice, though? Like. Their reload. Their is a cap on how fast you can reload. And the Empire has access to a lot of reload reduction skills and techs from lords and heroes. Put an Ironside and a Handgunner in an army with a Master Engineer and an Engineer Hero. With the appropriate research, the appropriate red line skills, and the special skills from Master Engineers and Engineers, will Ironsides be more expensive, less effective handgunners? Will their increased accuracy have enough of an impact to warrant their decreased entities? Or will that just make them a poor investment outside of multiplayer?
@OffToBattle
@OffToBattle 27 күн бұрын
I'll try and respond to exactly these concerns going forward as I get to see more of the DLC units in action. Today has a lot of time open for me and that's on my to-do list. I'm aware of the reload cap, it used to be an issue for Outriders but that script got flipped. Thing is, even if you hit the cap, each volley going out is like 60 entities of Handgunners. "Pretty low" reload is still quite good.
@mazdrpan4099
@mazdrpan4099 27 күн бұрын
With upgrades Handgunners come out on top because of engine limitations. Ironsides already start very close to 5 sec reload limit so any +reload speed tech and bonus from exp is wasted on them. So earlier on Ironsides are indeed better than Handgunners but this doesnt translate into lategame where +30 models with upgrades just makes Handgunners better.
@OffToBattle
@OffToBattle 27 күн бұрын
I emphasized accuracy because I am aware of the reload time limitations. I do not think that Ironsides are worse even in late game, but the extra entities and the extra accuracy from just getting to higher rank WILL make Handgunners their usual level of awesome. It comes down to a matter of degree. The Ironsides will be able to get ridiculously accurate (on paper) and if that pans out in-game then they'll be fine. But against massed Greenskin units? Mass wins out. This makes the choice between them meaningful, and I'm all for that.
@williammitchell6254
@williammitchell6254 27 күн бұрын
Better in shooting dps, still worse in every other metric in the game.
@OffToBattle
@OffToBattle 27 күн бұрын
@@williammitchell6254 Well, shooting dps is worth stuff here. Though it is not everything.
@darthplagueis13
@darthplagueis13 27 күн бұрын
Frankly, I think they're just way overpriced right now. I think their price point is a relic from the original concept when they had repeating handguns. They just have no business costing over 50% more than Handgunners, especially not when you consider that Longrifles are cheaper than them. I'd either bring them down to 800 points or add a small increase to their missile damage.
@OffToBattle
@OffToBattle 27 күн бұрын
If armor didn't exist in TWW3 I'd be 100% with you. As it is? I'm just not sure yet, I haven't played with them enough to make an intelligent conclusion on that. I know other KZfaqrs have absolutely made the case you just did, but they had early access and I did not. So I'll wait and see on this and maybe I can do a follow-up video on the DLC units as I see more of them... and see them in the context of Elspeth Claw's Workshop.
@PigPissBeUponThem
@PigPissBeUponThem 8 күн бұрын
Elspeth’s upgrades puts the entire empire to shame.
@OffToBattle
@OffToBattle 7 күн бұрын
I'm sure. It's good to have fresh blood either way, and Gelt and his spells are pretty up there.
Are Outriders Any Good in Patch 5.0? - Empire Unit Focus
5:59
Off To Battle
Рет қаралды 4,9 М.
Are Hochland Long Rifles Any Good in Patch 5.0? - Empire Unit Focus
3:59
La final estuvo difícil
00:34
Juan De Dios Pantoja
Рет қаралды 28 МЛН
Do you have a friend like this? 🤣#shorts
00:12
dednahype
Рет қаралды 45 МЛН
WHY DOES SHE HAVE A REWARD? #youtubecreatorawards
00:41
Levsob
Рет қаралды 34 МЛН
Karl Franz but with Mongol Cav Tactics only!
20:44
Zerkovich
Рет қаралды 262 М.
Gelt's Cataclysmic Wizards
31:28
LegendofTotalWar
Рет қаралды 129 М.
Shogun 2 Total War Ashigaru voice lines translated into English
5:50
tonythesopranos
Рет қаралды 7 М.
Warhammer Fantasy Lore - The City of Nuln, an Overview
13:19
GrimDark Narrator
Рет қаралды 3,9 М.
Empire of Man | Warhammer Fantasy
22:22
The Templin Institute
Рет қаралды 367 М.
Empire Unit Roster Tier Ranking
34:19
LegendofTotalWar
Рет қаралды 467 М.
Elspeth Von Draken & The City-State of Nuln - Warhammer LORE
24:05
super fast train run part 7 #shorts #viral #trending
0:58
Xixvogaming
Рет қаралды 11 МЛН