Tides of Torment DLC NEW UNITS! – Stats & Close-up | Warhammer 3
The Tides of Torment DLC arrives along with new units for Slenesh, Norska, and the High Elves. Let’s take a look at them all and see what they’re all about. Norska first with Legendary Lord Sail the Faithless. Now, on foot and on horseback, he doesn’t have great combat stats. He is very much a squishy wizard, so keep him out of melee unless you get him on his chariot where he can charge around or a war mammoth mount where, of course, he’s going to love a bit of melee. As a wizard, he has a mixed law book of the law of shadows and the lore of heavens. In terms of abilities, I’m going to mouse over them all, but pause the video if you want to read them. I’m not going to talk about all of them. He has nightmore, which is basically just a little wind spell, or Skullcane’s teeth, which is a magic missile. A very strong one at that, but overall, his magic and abilities are all geared towards damage dealing mostly. So, he’s very much just a damage dealing wizard. He does get a couple of nice passives when casting as well. The viperous staff, this will give him some defensive abilities when he casts. That comes from one of his items. and also backstabbing sorcery, which whenever an enemy caster is on the map and they cast a spell, they’ll take direct damage. You don’t even have to do anything. So, Sail the Faithless, a wizard all about bringing the pain. Next, a new generic Lord for Noska, the great shaman sorcerer. There’s one of death, fire, or metal. Similar to sail in that they’re a squishy wizard, keep them out of melee, but they get the same mount. So, potential on that war mammoth. Abilities wise, they have the usual sort of stuff except for offering to the gods. This will be able to be cast on a friendly unit and it will take some of their health but give them a big damage boost in return. So that’s a pretty cool little spell. But otherwise, this lord along with sail are both great additions for Noska because they never had any caster lords before. And then we have a legendary hero, Bjorg Bearruck. This big lad is very much a tank of a character. He’s got quite a lot of health, more melee defense than melee attack. Decent armor, is anti-large as well, armor piercing. So he’s going to be tanky, but he can still do some damage. A lot of his abilities are geared towards tankiness, like the bare fang talisman, that’s a 40% damage resistance for 22 seconds. Regeneration is going to make him tough. He also has guardian, so he can protect other lords and heroes. Thrill of battle, he gets more melee defense the longer he spends in combat, so he’s just going to be an absolute beefcake of a hero to try and get rid of, although he does have a weakness to fire, but still very tanky. Got some damage output as well. Very dangerous. And then we have another hero, the Fimeir Noble. Not far dissimilar from the current Fimeir hero, the Bale Fiend. That one is a caster though. This one is more melee focused. Does have the magical attacks and armor sundering, so maybe he wants to pick more specific targets to go after to make use of those things. His abilities are a mixture of buffing himself up, whether offensively or defensively, but also some buffs for allies as well. He does cause terror, which is always useful, too, but otherwise just a good general use hero. Doesn’t do anything specifically well or anything unique, but just offers a nice reliable melee hero. Now for Noroskin infantry, beginning with marauder bearmen. These are basically chaos marauders, just tougher. They’ve got about 2,000 more health. They’ve got more armor, more melee defense, a little more leadership. The rage ability will make them tougher as they fight as well. So they’re kind of the middle ground between chaos marauders and marauder champions. So if you want a slightly tougher front line that’s still quite reasonably priced, bare men are going to be a good choice for that. Although for a little more money, you could get berserkers, who arguably would just be a better choice anyway. And then we have marauder bare men with great weapons who are straight up just armor piercing. Again, kind of like the chaos marauder great weapons just a bit tougher. Health, melee defense, leadership, etc. So, these maybe have a little more use than the regular marauder baremen because they’re armor piercing. You’ve got the low tier armor piercing unit in Chaos Marauder Great Weapons. You’ve got the high tier one in Marauder Champion Great Weapons. And now you’ve got a mid-tier one with marauder baremen great weapons. So handy for armor piercing when you can’t afford Marauder Champions. And then there’s the worshippers of the crow, a regiment of renown marauder great weapons kind of Nurgle theme marked by Nurgle. And yeah, they’re basically just a Nurgle great weapon marauders to be honest. Obviously though, they’re related to the allegiance campaign mechanic for Norska where you have of the crow, of the snake, of the chimp, whatever. But yeah, within the roster they offer a little bit of melee attack debuff from the swarm of flies, but otherwise not really bringing a great deal. A new unit that is bringing a great deal though is the Kiran horsemen. These ones with dual weapons, they are a light melee cab. They don’t have a lot of armor. They don’t have a lot of melee defense and pretty low leadership. So to look at their stats, you might think they kind of suck, but they do have the secret weapon of devastating flanker and frenzy. Vanguard deployment useful there as well, but devastating flanker with their 40 charge bonus that’ll become an 80 charge bonus. And so yeah, they can really dish out the punishment bonus versus infantry as well. So hammer and anvil the be Jesus out of your enemies and they will do good work for you. but try to use them charging head-on into other cavalries, they are going to get dumped on. There’s also a great weapon version as well, which is pretty much the same thing, just bringing that armor piercing. So, again, hammer and anvil. Obviously, the heavier armored targets will be better for this lot, but yeah, like I say, try to avoid them taking any kind of charge and they should do pretty damn well for you. Nice to see Norska finally have a melee cav and something a little bit different. Rather than just giving them a heavy cal, they’ve given them this speedy, terrifying cal. Only if you use them right, though. And then another regiment of renown, Riders of the Mighty Serpent. Again, another allegiance themed unit. So, it’s Marauder Horsemen, but their missile strength is pretty damn strong at 39. That’s about double what the normal ones have. They’ve also got a physical resistance and an ability, battle song, which will buff the leadership of nearby friendly units. It’s quite a short range on it, though, so I’m not sure how useful it is, but they can put out some good damage with their missile attack. And then another one of these themed units, this time of the great eagle, so Zinci themed. This is a Chaos Marauder chariot. It’s got warp fire, so it’ll give that weakness to fire. And of course, they have fire damage to make use of that. So, should be able to do some nice damage, especially if it’s against any units weak to fire already, and they add this on top. Plus, the magical attacks mean it’ll be good against demons and such. But otherwise, it’s mostly just a marauder chariot. And then, even with this game being 10 years old, CA have found a way to make a unique new unit, and that is the Dreadmore. Look at it. Look at how great it is. What? You can’t see it. That’s cuz it’s underground, dummy. So, this thing is literally burrowed underground and you move it around that way so it can’t be damaged while it’s down there. And once you’ve positioned it where you want it, you can hit its activatable ability to make it burst out the ground and flop around like a dick in the wind. What? This is actually kind of its main strength, though. If you position it under an enemy unit and then burst it out the ground underneath them, it’s going to do a good bit of damage just from that. And then, of course, it can fight in melee. It also has a ranged attack, so it can spit some crap at enemies. and 200 range on that is pretty nice. So, it’s kind of a little bit of an artillery piece for Noska, something they didn’t have before. It also has stalk, so the enemies aren’t going to know it’s there. It’s immune to flanking, so it won’t lose any melee defense when attacked in the side or back. And if that wasn’t enough, it causes terror as well. However, it has an ability that means it will route and run away forever if it routes once. So, you’ve got 70 leadership. If you lose all of that and it routes, it ain’t coming back. So, you got to be a bit careful with it. But otherwise, a very cool new monster for Norska. And onto another new monster, the Quadrahead Chimera. This is a flying melee monster. It’s got a breath attack as well. Is also immune to flanking too, like the Dreadmore. Got pretty chunky armor-piercing damage, generally good combat stats, and magical attacks as well as fire attacks. And fire attacks is actually something missing from the Norskin roster. They don’t really have a lot of that. So, that is something quite useful for them. But otherwise, with the manticor and the frostworm, other flying monsters already in the roster, this isn’t bringing anything massively new, but could probably be useful for getting after a bunch of different targets. And then there’s also a regiment renowned version of this, the blood shriek chimera. Pretty much the same deal, just a few improved combat stats. And it has the ability to heal itself only when it’s out of combat and on the ground, though. This comes from an activatable ability that will last 48 seconds and give it stalk. So, it can basically hide and heal and then get back into combat. No limit on its uses as well, just a two-minute cool down. So, pretty nice and a little bit of a different approach for a monster being able to heal itself, not just regeneration. And then we have the cursed etin, a giant-like monster. And honestly, it’s very similar to the Norskin giant that already exists, especially in its combat stats. It does have a couple of useful passive abilities, though. One, when it’s above 50% health, it’ll have plus 15% speed, so it’ll actually be pretty quick for a giant. It’ll get extra charge bonus, glorious charge, so it’ll get double charge bonus for its first 50% of health, and unyielding assault, so its melee attack will never go down, at least for its first 50% of health. When it does drop below 50% health, it will then gain a different buff, which will give it a damage boost, reduce its melee defense a little bit, but will give it a constant heal. So basically, overall, a juiced up Norskin giant that’s actually kind of speedy and can heal itself a bit. Pretty nasty. And then there’s the cursed etin runeer. basically the same thing. Has magical attacks now though and doesn’t have armor-piercing damage. It has those same two abilities, but comes with three bound spells, Doom and Darkness, Flock of Doom, and Infeiling Foe. So, still a big damage dealing monster, but with a bit more utility from those spells. Very nice. And that about wraps up the Norskin roster. Let’s move on now to onto the high elves. Starting with the new legendary lord, Sea Lord Acin. On foot, combat stats are pretty decent. a bit more defensive than offensive. Doesn’t have armor-piercing damage. Does have the bonus versus infantry though, so decent at fighting in crowds, but who cares about that because obviously you want him on a sky cutter mount as soon as possible where he basically becomes a flying chariot. Still doesn’t have armor-piercing damage though, so you may want him on his star dragon mount eventually instead. Although the sky cutter may be better for charging around and dropping one of his many support abilities like iron-handed captain. This can instantly rally a routed unit. That’s very cool. He’s got this buff to missile units, so he can put out some damage in certain situations, in certain ways, and he has some nice support abilities, but otherwise maybe not bringing anything hugely new to the high elf lord roster. And then a new generic lord for the high elves, the sea helm. Again, quite defensive. Got more melee defense than melee attack. Got the silver shield, charge reflection. Somehow no armor piercing even with that massive pointy trident he’s got there. But still being an anti-large foot lord has its uses. So if you need that, here he is. but he can also get a great eagle or Lothan sky cutter mount which will give him nice mobility although he will lose that anti-large bonus and still doesn’t have armor piercing so he’ll need to look for the lighter targets primarily for his abilities he’s got a mixture of offensive and defensive ones some for him some for allies he does have a nice one in Tamacador’s gauntlets this will basically make him better at fighting large things whenever they are nearby so overall seems like a decent choice if you’re looking for a generic lord that is focused more on anti-large although if that’s what you’re after you may want a carryan hero a melee specialist with armor piercing and bonus versus large. So, kind of very similar to the seelm lord just without the shield. In terms of mounts, he can get a horse, a chariot, or his own unique phoenix mount, which still keeps him anti-large and armor piercing. In terms of abilities, he’s got a bunch of damage boosts for himself. He does have a heal that he can cast on a friendly smalls size unit, and he has the mark of Aurion, which when he drops below 25% health will give him a direct damage effect on any nearby enemies for the rest of his life. So that can be pretty strong. If he gets beaten up, he’s still going to be pretty dangerous. Overall, just really a better version of the existing noble hero for the high elves. And lastly, in the high elf character department, the mist mage. He’s very much a squishy wizard. And much like Belelazar guilt, if you throw a cheese sandwich hard enough at his face at the right angle, you’ll probably knock him out. So keep him away from the melee and the buffet, I guess. But you can put him on a great eagle or Lothan sky cut him out. So he’ll be a bit safer on one of those. He brings the new law of mists magic and his most notable ability here, null stone. This will basically silence everyone on the map and take away magical attacks for everyone, even his own army. But here’s all the spells in the law of mists. You can pause this if you want to read them. I will have a video going through these spells in a couple of days, though. So, otherwise, just a caster hero bringing that new law of magic. And I think he’s the only hero that can go on a Lothan sky cutter. Onto the infantry, beginning with ships company, a new cheap unit for the high elves. It’s a tier one unit. It’s basically the equivalent of like bleak swords or empire swordsmen. So basically the high elves first proper chaffy unit cuz spearmen are a little more expensive, but you’re going to use them in a similar way. They have that silver shield like the spearman do. So this just gives you an option to be a little bit better against infantry, but I feel like a lot of people might still prefer the more tanky holding power of the spearman plus bonus versus large. But a decent option to fill up your army with cheaper units if you want to. And then there’s a regiment of renowned version of these boys as well, company of the Calandereion. These again are a low tier unit, but they have armor-piercing damage. And that’s pretty nice for the high elves because they don’t really have any cheap armor-piercing units, whether infantry, missiles, cavalry. The cheapest you’re going to get is white lions or war lions, and they’re not cheap and take a while to acquire. So, a nice addition for the high elf roster. And then we have another infantry regiment of renown, the blades of Hoeth. They are, of course, a juiced up version of the Ho Masters of Sordith. And largely, that’s all there is to them. They’re just a better version of those. very strong though. Do have great combat stats. Do have guardian as well. So they could act as a bodyguard unit if they could stay near a lord. Although most of those go on pretty mobile mounts. So maybe heroes. It would be a better hero bodyguard unit. But yeah, a strong addition for the high alter giving them an infantry that can deal with some of the toughest infantries in the game. And then we have what many have been waiting for, the Lothan sky cutters. So these are flying chariots, but also ranged chariots. So you could use them strictly as a skirmish unit just doing missile damage and wearing things down. They’ve got magical attacks on their strong missile attack, too. But they can function just as a chariot as well, charging around, flying down, and smashing stuff and then flying off again. They don’t have a lot of melee defense, so they won’t want to stay in prolonged combat. But to aid their charging around, they do have an ability called momentum, which will give them a pretty big speed boost and charge boost and mass boost, so they’ll hit hard when they do that charging. And this version has bows, so it can fire 360. But then there’s also this version, which is an eagleclaw boltthrower version. So you’ve got that bolt thrower on there instead of bows, which means they are now on one directional like an artillery, but they still have pretty good range at 250. Not as much as the ground bolt thrower, but still good damage. Still got the option of an anti-large missile or an anti-infantry type of missile. And being shorter range, it actually kind of makes it more accurate, so it’s better than the regular bolt thrower. These with their mobility are going to be pretty nasty and very dangerous in the high elf roster. I’m not sure how I feel about elves getting such a good unit. Can we please give these to orcs instead? Thank you. And then we have the Oceanids. A first for the high elf roster as it is a monstrous infantry, something they’ve never had before. And they’re a little different as monstrous infantry go because they’re actually a kind of more defensive unit. They don’t have armor, but they’ve got a physical resistance. Don’t have a lot of melee attack, but they do have a lot of melee defense. They do have a bonus versus infantry though. So that is going to be important for them with low melee attack. They really need to fight infantry and nothing else. But should be a pretty good unit to help hold the line unless magical attacks are on the field. Then they’re in trouble. They do have perfect bigger immune to contact effects, a resistance to fire, all the stuff you’d expect from a unit that’s made of water. But overall, a pretty interesting unit to the game and the high elf roster. And if you just rather have one big pile of water, you could get the sea elemental instead, which is very much the same setup. No armor, big melee defense, physical resistance, melee attack is decent though, and does have that bonus versus infantry still armor piercing. This thing’s actually pretty good in all areas. You can take on monsters, you can take on cavalry, you can take on infantry. It’s pretty well-rounded. It also comes with a bound spell, the writhing mist from the new Lore of Mists. And honestly, I can’t really explain that spell very well in a short space of time. It’s like three spells in one, but I’ll have a guide going over those spells soon anyway. But for now, just know it’s a good spell with some good utility, albeit a bit weird. Also, when this thing gets below 25% health, it will spawn a unit of oceanits to help it out. So, you get a free monstrous infantry if it gets in trouble, too. Again, another great unique addition for the high alpha roster. And there’s another one coming with the mower worm. This big boy, you probably can’t tell from looking at it here, but it’s about the size of a dreadsorion. So, it’s absolutely huge. Got a lot of health, got a lot of good combat stats, of course, big weapon strength, which is also bonus versus large, so it’s kind of an anti-large monster. Armor piercing. Also has regeneration. So, it’s going to be a tough bastard to kill. And you might think, hey, I’ll just bring a lot of missiles. Well, it has an ability for that. Abyssal Cloak will give it a 360 missile protection and a little bit of extra block chance. Plus, it already has a 25% missile resistance anyway. So, yeah, going to be a tough nightmare to get rid of. A very different new addition for the high elf roster. Again, they’ve had dragons, of course, and single entities before, but never a big tanky chunker like this. And then there’s select one eye, a regiment of renowned version. Same thing, better stats. This one just comes with infeing cold and area hex that will reduce nearby enemy charge bonus, charge speed, and melee attack a little bit. So, it’s not that useful and not really that different from the regular one. But that’s enough of talking about stupid elves. Let’s move on to the sexy stuff with to the Slenesh roster. Then, starting with of course, Dala, the denied one. Snake lady with many arms and many swords. She’s got great combat stats all across the board apart from the armor department, but she’s got a physical resistance and a fair bit of melee defense. But for damage output, she’s got that bonus versus infantry, armor piercing, magical attacks as well. So, she’s just going to want to try and murder infantry primarily. but she does stack up pretty well against characters, too. She’s also very quick at 75 speed and has devastating flanker, so she’s going to want to make use of that charging around. For her ability, she has three that are mutually exclusive. You can only have one of them active at a time. One boosts her damage, but reduces her defenses. The others boost her defenses, but put down her damage, so you can use those in different ways and in different situations. She also has this, the elixir of damination, reduces enemy melee attack by 100%. So, that’s going to help her stay alive. So overall, a nasty damage dealing lord, but you can make her a little more tanky if the situation calls for it. So quite versatile. And then another new legendary lord for Slenesh, the mask of Slenesh. Now technically she’s not in the DLC. She’s free LC, but we’ll put her in here anyway. Honestly, quite similar to Dala in terms of stats and performance. Still very fast. Still got the bonus versus infantry magical attacks, armor piercing. Does count as a small entity though, whereas Dala counts as large. So that’s a bit of a difference. And again, similar to Dala, three mutually exclusive abilities. But where Dalas were all about her, the mask’s abilities are more about supporting allies or debuffing enemies depending on whoever’s near her at the time. So you want to move between those three different things depending on the situation, depending on what effect you might like to bring. So she’s more of a support lord rather than Dala who’s the straight damage dealer killer. And the same with her staff of masks item. It will heal nearby allies or direct damage nearby enemies. Now for a new generic lord, the chaos sorcerer lord of senesh. These are actually pretty tanky wizards, not squishy ones. So save your cheese sandwiches. They can do all right in the melee. And of course, they’ll bring the magic. You got the lore of senesh or lore of shadows options. And for mounts, you can get a horse, a war shrine, or the new demonic steed, which is basically titty snake, which will make him very quick at 100 speed. In terms of abilities, he has the black tongue. This can silence an enemy unit. So whether lord, hero, maybe units as well, if they have abilities or spells they can use, he can stop that. Otherwise, has a few usual wizardy support abilities. So a nice slightly tougher lord option for Slenesh. Next, a legendary hero, Steakar of the swords veneer. This creepy is slightly tanky with 80 armor, silver shield, big melee defense, big weapon strength as well, although not armor piercing, superic musk on his melee attack. Can get a steed of sesh mount or again booby snake. In terms of abilities, he’s got quite the mixture. He’s got some damage boosts. He’s got an explosion spell. He’s got demonic whispers where he can increase the leadership of a demonic unit. With the chaos armor, he can get a defensive ability as well. And the sign of depravity. This will increase or decrease friendly or enemy speed based on nearby wavering units up to 75%. So pretty substantial. And some other buffs and debuffs there as well. So an interesting hero with just a lot going on. He’s got some defensive stuff. He’s got some offensive stuff. He’s got some support stuff. Bit of an allrounder. And then you’ve got the exalted hero of Slenesh. A melee hero. Pretty good stats all across the board. Silver shield. Got a charge defense and charge reflection. No armor piercing damage though. So not far dissimilar to steer car just now. Just a good reliable generic melee hero. Something Slenesh was lacking before. You only had the cultist, the Alloris, and maybe the Chaos Sorcerer. So you didn’t really have anyone dedicated to being kind of tougher in melee. They can get a Chaos Steed, a demonic steed, or a chariot mount as well. In terms of abilities, a couple of damage boosts and a few debuffs to enemies. So, a little bit of a support hero in there, but largely going to be focusing on the melee and looking for those unarmored crowds preferably. And then another melee hero, the drooie anointed. This a little bit more on the damage dealer side. Doesn’t have the biggest weapon strength, but armor piercing and a bonus versus infantry, big melee attack. Can get a cold one or demonic steed mount. And the extra selling point of this, alongside being a melee hero, you do get three bound spells you can use. One of them, soul stealer, always a pretty good spell, but perhaps more the choice if you want an armor-piercing hero. And onto the infantry, starting with a beastmen unit, completing the four monog units. Alongside pestagor, cornors, and zangors, we now have slangors. These are mostly an anti-infantry melee infantry. Got that bonus versus infantry. And then the usual beastmen stuff. Vanguard, deployment, strider, etc. And they have an ability called pleasure through pain. When they take damage, they will get an increasing buff that increases their melee attack, charge bonus, and speed. Speed being the most interesting one cuz it goes up to 30%. So, they’ll be running around at cavalry speed essentially, but they’re already pretty fast at 50 speed. So, fitting in with the Slenesh roster nicely, I suppose, although maybe not bringing anything terribly new cuz Slenesh already has a bunch of strong infantry. And they got another one as well in the devotees of Slenesh. Again, an anti-infantry unit. This one’s sort of on the tougher side. They don’t have much armor, but they’ve got more melee defense than melee attack and a 20% physical resistance. They also have the ability murderous Euphoria, which is a three-stage attack. They basically gain more damage the longer they fight. So, a nice maybe slightly tougher infantry option for Slenesh, although again, a lot of good options in the Slenesh infantry roster already. A pretty huge one for Slenesh next though, the devotees of Slenesh with crossbows. The first ranged unit for Slenesh outside of the skirmish cav and an armor-piercing one at that. So going to be very dangerous, a very big addition, going to help with their anti-large needs a lot. A bit shorter in the range at only 130 as crossbows tend to do, but still very dangerous, very useful for the faction, and not totally useless in melee. So just all round a great new addition for Slenesh. And then the one you’ve been waiting for, you little pervert. It’s the pleasure seekers, aka titty snakes. These are a monstrous cavalry with pretty tasty stats all across the chest board all across the board. Very fast at 100 speed. Lacking in the armor a bit though, but physical resistance. They’re a demon after all. Got vanguard deployment. Got devastating flanker and with a 60 charge bonus. That’s going to become a 120 charge bonus and that is terrifying. So, a very hard-hitting cavalry that’s going to be especially dangerous on the rear charge. Whether they’re charging into infantry, cavalry, monsters, they’re going to be very powerful. Oh, and also they have an ability that will heal them when there’s routing units nearby. So, they can be pretty tough as well. Slenesh though of course already has a whole bunch of fast cavalry so not adding anything greatly new to the roster just maybe a bit tougher and stronger. And then a regiment of renowned seeker chariot the heralds of excess. This is basically the same thing. Improved stats but has perfect vigor so it will never get tired never get any stat penalties and always operate at full max damage output. Nasty. And then possibly one of the coolest looking units in the DLC, the Champions of Slenesh. Their stats actually quite similar to the pleasure seekers. I’ve just noticed they got magical attacks, armor piercing, bonus versus infantry though, so they want to focus the infantry. Bigger weapon strength though, so they should be dishing out more damage overall. Devastating flanker as well. So again, get them on the hammer and anvil. They’re going to be absolutely disgusting. So yeah, more speedy nasty damage dealing for Slenesh. What a surprise. And then there’s a Reggie version, the pleasure guard. the same thing. Basically, improved stats of course, but these ones are unbreakable and they have unyielding assault, so their melee attack will never go down. So, just unstoppable, juiced up champions of Slenesh. And finally, the Prayton, a flying monster, a pretty big deal for Slenesh because they only have furies as their only flying unit otherwise. So, this is a bit of a weird monster that largely revolves around its ability allconsuming hatred, which will lower its melee defense to about six or something, but give it a 28 damage reflection. So, every time it gets hit, it’s going to give back 28 damage to whoever attacked it in a pile of infantry or cavalry. That’s going to be pretty powerful. Maybe monstrous infantry, too. But with a bonus versus large, it may be looking to be more of a cal or monstrous infantry killer than anything else. but also has devastating flanker, frenzy, endless malice, which will give it a damage boost whenever there’s routing units nearby. So, yeah, seems like quite a purpose-driven monster. Doesn’t have the best armor or melee attack, so don’t leave it in combat too long unless you’ve got that ability active. An interesting addition for the Slenesh roster indeed. And it doesn’t end there, cuz there’s a regiment of renown version as well, the scourge of Arden. basically the same thing. Got those same abilities, but now it has the ability to not only hide in the forest, but also strider so it won’t get slowed down by forest. And while that might not sound that exciting, it’s actually quite unique for a flying monster to be able to hide in the forest cuz none of them generally can. So you can launch some stealthy attacks with this thing, creep it through a forest, and then set it flying and get after whatever you want to. So pretty cool as a stealthy flying option because there aren’t really many of those. And there we go. All the units in the Tides of Torment DLC. Here’s a bunch of other stuff for Tit of Torment if you’re interested. Otherwise, I thank you for watching. I hope you’ve enjoyed this. Consider supporting the channel through Patreon or YouTube memberships if you wish.
A close up look at the new Tides of Torment units in Total War: Warhammer 3!
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