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🔥 Old World Legends – Cathay Wave 3 Preview Script (Part 1: New Units & Battlefield Roles) 👉 Discord: / discord 👉 Subscribe for more Old World Legends content — faction guides, FAQ breakdowns, and battle reports. This draft follows the structure and tone of your previous faction‑update videos: clear sections, strong hooks, and a focus on how these new releases reshape Cathay’s battlefield identity. 🐉 Opening Hook – “Cathay Ascends Again” Cathay returns with Wave 3, and this drop is all about expanding the empire’s combined‑arms identity. Today we’re looking at four major reveals: Peasant Levies Crane Gun Teams Ironhail Gunner Squads Astromancer Wizards Each one fills a gap the army has been missing since launch, and together they push Cathay toward a more flexible, more reactive, and more dangerous force on the tabletop. 🏹 Peasant Levies – “The Masses Rise” Peasant Levies bring cheap, expendable infantry to a faction that has historically relied on elite blocks and expensive specialists. What they add: A true tarpit unit for holding flanks or absorbing charges A way to screen your elite ranged units A disposable body wall for protecting artillery and spellcasters A low‑cost scoring presence for scenario play Why it matters: Cathay finally gets a unit that lets them trade bodies for time. Levies make the army less brittle and give you the freedom to commit elites where they matter most. 🎯 Crane Gun Teams – “Precision at Extreme Range” Crane Gun Teams are the long‑range snipers Cathay players have been waiting for. Battlefield role: High‑accuracy, high‑damage long‑range fire Ideal for deleting enemy characters, artillery crews, and elite infantry Forces opponents to advance or take losses Strategic impact: Crane Guns shift Cathay from a mid‑range faction into a true zone‑control army. They punish slow lists, force movement, and create no‑go corridors across the battlefield. 🔫 Ironhail Gunner Squads – “The Mid‑Range Wall” Ironhail Gunners fill the gap between archers and artillery, giving Cathay a durable, mid‑range shooting unit that can hold ground while outputting consistent fire. Strengths: Reliable armor‑piercing shots Strong defensive profile for a ranged unit Excellent for anchoring a flank or supporting infantry blocks Why they matter: Cathay’s shooting has always been powerful but fragile. Ironhail Gunners finally give the faction a sturdy firebase that doesn’t collapse the moment something touches it. 🔮 Astromancer Wizards – “Heavenly Power Unleashed” The Astromancer is the most exciting reveal in Wave 3, expanding Cathay’s magical identity beyond the Dragon‑Blooded. What they bring: Access to new spell paths tied to celestial magic A cheaper, more flexible caster option Synergies with ranged units and artillery Potential battlefield manipulation effects (depending on final rules) Why this is huge: Cathay’s magic phase has been strong but narrow. The Astromancer opens up new list archetypes, including shooting‑heavy builds, defensive castles, and hybrid magic‑artillery strategies. 🧭 How Wave 3 Changes Cathay’s Playstyle Together, these units push Cathay toward a more layered, reactive, and combined‑arms identity: Levies hold space Ironhails control the mid‑board Crane Guns dominate long lanes Astromancers amplify the whole engine This is the first time Cathay can build lists that feel wide, not just elite and top‑heavy. 💬 Closing Call to Action What do you think Cathay needed most from this wave — cheap bodies, better guns, or new magic? Drop your thoughts in the comments and join the discussion.