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Total War Warhammer @ 2016/10/28 22:26:27


Post by: Baron Klatz


Marxist artist wrote:
I activated the white dwarf grombindal and when I go to start a campaign it says his name is allejenandro ! In the description when selecting lord, wonder why that is.

P.s I am not Spanish or anything


Yeah, that's happening so much that it's becoming a TW meme.

I think the explanation was that it's caused by having mods, they make it so he's affected by the southern lands name generator.


Total War Warhammer @ 2016/10/29 05:19:27


Post by: Ashiraya


 Avatar 720 wrote:
Been having a think what TW:W is missing, and Mercenaries came to mind. In things like M2:TW, I make good use of them as rushed defence and for meat-shielding in sieges, and I kinda miss them in TW:W, especially when WHFB had entire mercenary armies. Having a mercenaries tab in recruitment that lets you pick from whatever the Dogs of War roster has in that province would be cool. Much larger upkeep, so O&G, for example, would still be better off getting their own giants than DoW ones, but if an Empire force finds itself needing a linebreaker quickly and can hire a giant, let them. Make it so you pay the first turn of upkeep up front so you can't dodge it by suiciding the unit in battle or immediately disbanding it, too.

We already have the RoR, so Mercs can't be much more of a stretch, maybe with their own Merc RoR that every faction can hire, so you have to decide whether to hire them yourself, or potentially miss out.


I feel like that has a bit too much 'instant army' potential combined with RoR. Pick one or the other.


Total War Warhammer @ 2016/10/29 07:13:04


Post by: Avatar 720


Well if you can afford it, then go for it IMO. It'll be hugely expensive for what amounts to just a basic army, but having the cash to throw that sort of stuff around means you easily have the cash to raise a proper one. Bear in mind that you'll need to recruit from many provinces over many turns to actually fill it out and make it an army.

So no, I don't think I will Just 'pick one'.


Total War Warhammer @ 2016/10/29 16:11:43


Post by: Ashiraya


Each army has what, 8-10 regiments of renown? Add 4-5 mercenary choices (about what RTW1 had) and you can instantly raise a decently sized army, and given that you suggested mercenary giants it certainly does not seem basic in any sense - and RoR certainly are not!

It seems expensive in the early game, but beyond that it'll quickly start getting inconsequential. In my Dwarf vs Vampire campaigns the Dwarf player can easily have 15k+ income per turn.

The fact that armies take time to raise is a big deal and a key balancing factor. Do not be so quick to dismiss it.


Total War Warhammer @ 2016/10/30 22:03:27


Post by: Trondheim


 Ashiraya wrote:
Each army has what, 8-10 regiments of renown? Add 4-5 mercenary choices (about what RTW1 had) and you can instantly raise a decently sized army, and given that you suggested mercenary giants it certainly does not seem basic in any sense - and RoR certainly are not!

It seems expensive in the early game, but beyond that it'll quickly start getting inconsequential. In my Dwarf vs Vampire campaigns the Dwarf player can easily have 15k+ income per turn.

The fact that armies take time to raise is a big deal and a key balancing factor. Do not be so quick to dismiss it.


Armies takes time to raise? I have never really thougth about this. but then again when I am playing the likes of Dwarfs or to an certain degree Empire tend to plan my moves at least ten to fifteen turns in advance.


Total War Warhammer @ 2016/10/30 22:22:36


Post by: Nostromodamus


After getting my WD coupon I decided to look into this game and noticed they have DLC for adding gore.

They want actual money on top of the price of the game for what should be an option in the graphics menu?

feth these guys.


Total War Warhammer @ 2016/10/30 23:53:34


Post by: Compel


As I understand it.

Without Gore = Low Age Rating
With Gore = High Age Rating.

Low Age Rating = More Sales.

If you want to buy dlc, you need to have a credit card, so probably be an adult.
Of course, that's no reason why Gore shouldn't cost 1p, as opposed to £2


Total War Warhammer @ 2016/10/31 00:51:18


Post by: djones520


Just played my first multiplayer games today. 1-2. Very interesting stuff. Anyone else partake?


Total War Warhammer @ 2016/10/31 03:40:54


Post by: Ashiraya


I only play campaigns because the battles alone don't do it for me - the campaign metagame is what really makes the game click.

MP campaigns, specifically. I wish you could be more than two.


Total War Warhammer @ 2016/11/02 02:07:54


Post by: Egyptian Space Zombie


This was the first DLC that I bought but I'm happy with it. I played Orcs and Goblins back in the day so I'm really enjoying this game. It's actually what brought me back to the hobby after 10+ years. I know it's been said already but it's so funny that they destroyed the Old World right before this gem of a game hit the shelves.


Total War Warhammer @ 2016/11/04 18:15:25


Post by: PrehistoricUFO


Ignore this post - it was to give away two Grombrindal codes and they're gone now.


Total War Warhammer @ 2016/11/08 16:39:32


Post by: Tagony


Don't know if you guys noticed or not, but there was a teaser for Wood Elves DLC. Rumor is that it's 2 to 3 weeks out.


Total War Warhammer @ 2016/11/08 20:31:37


Post by: Avatar 720


 Ashiraya wrote:
Each army has what, 8-10 regiments of renown? Add 4-5 mercenary choices (about what RTW1 had) and you can instantly raise a decently sized army, and given that you suggested mercenary giants it certainly does not seem basic in any sense - and RoR certainly are not!

It seems expensive in the early game, but beyond that it'll quickly start getting inconsequential. In my Dwarf vs Vampire campaigns the Dwarf player can easily have 15k+ income per turn.

The fact that armies take time to raise is a big deal and a key balancing factor. Do not be so quick to dismiss it.


"Instantly" Uh-huh. Either you have the funds to do that, in which case you've practically won anyway, or you don't. There's also nothing wrong with mercenary giants; restrict it to one per army. Easy fix. Or were you assuming I wanted an army of them?

Again, when you're getting that much money in, you've practically won already. A single Mercenary army will not be able to do anything close to what a late-game army can. You seem to be greatly overestimating everything about it.

I'm quick to dismiss it because it's not an issue. Good armies take time to raise, mercenaries are not good armies. There's also the key point I said about having them spread over provinces. You will not be able to raise a full mercenary army in one turn. It would be impossible. You'd need to travel through several provinces to do so. There's your army-raising time.


Total War Warhammer @ 2016/11/08 20:56:23


Post by: Ashiraya


 Avatar 720 wrote:
when you're getting that much money in, you've practically won already.


In single player this is absolutely true and why I tend to end my campaigns long before I have conquered the world.

In multiplayer campaigns this is not even close to true. I think my record as a Dwarf player was 60000 income per turn, and I still lost that game against a VC player (who controlled the entire Empire and much of Bretonnia at that point).


Total War Warhammer @ 2016/11/08 23:13:31


Post by: Avatar 720


Would having an of Mercenaries have helped avert that? I seriously doubt it would have had an effect in any way, bearing in mind that they'd be universally worse than faction-recruited troops with even a little bit of technology behind them.

I really don't see at all why they couldn't be implemented; you've given me no reason to think otherwise.


Total War Warhammer @ 2016/11/09 05:11:21


Post by: Eumerin


Creative Studios has announced that next February they will be releasing the Old World edition. This edition of the game will include all free DLC released to date, as well as the Bretonnians (which will be available for free for any existing game owners). The delay in getting the Bretonnians out was explained as the decision on the part of the developer to add additional content for them beyond what was originally planned.

IIRC, there was also mention that there's at least one more FreeLC scheduled for release this year.


Total War Warhammer @ 2016/11/09 10:49:41


Post by: Ashiraya


 Avatar 720 wrote:
Would having an of Mercenaries have helped avert that? I seriously doubt it would have had an effect in any way, bearing in mind that they'd be universally worse than faction-recruited troops with even a little bit of technology behind them.

I really don't see at all why they couldn't be implemented; you've given me no reason to think otherwise.



If you want to make them worse than established troops, sure. But historically, in Total War games they haven't been - if anything they have been used to bypass tech or faction barriers (I remember merc hoplites as Rome in RTW being very strong indeed).

Besides, mercs do not make much sense for many factions (Chaos, beastmen, vampires) and I think Vampires should keep their shtick.


Total War Warhammer @ 2016/11/09 12:15:54


Post by: Trondheim


 Tagony wrote:
Don't know if you guys noticed or not, but there was a teaser for Wood Elves DLC. Rumor is that it's 2 to 3 weeks out.


LInk perhaps?


Total War Warhammer @ 2016/11/09 13:55:42


Post by: SomeRandomEvilGuy


 Ashiraya wrote:

If you want to make them worse than established troops, sure. But historically, in Total War games they haven't been - if anything they have been used to bypass tech or faction barriers (I remember merc hoplites as Rome in RTW being very strong indeed).

That was because the phalanx formation in general was overpowered.


Total War Warhammer @ 2016/11/09 16:45:55


Post by: Tagony


https://www.youtube.com/watch?v=eXhmeDKDfkM

There you go!


Total War Warhammer @ 2016/11/09 18:28:32


Post by: Trondheim


 Tagony wrote:
https://www.youtube.com/watch?v=eXhmeDKDfkM

There you go!


Not was what I was hoping for but thanks anyhow man


Total War Warhammer @ 2016/11/09 19:15:14


Post by: Tagony


Yah wasn't what I thought it would be either but the info checked out lol.


Total War Warhammer @ 2016/11/17 16:17:46


Post by: djones520


Wood Elves confirmed, Dec 8th release. $17 if you pre-order.


Total War Warhammer @ 2016/11/17 18:34:45


Post by: Avatar 720


Yup, the Steam page for the Woodies are up, and it's another overpriced Beastmen-type DLC with another scenario nobody wants.

I didn't pay £13-£14 for the Beastmen, and I'm not doing it for Wood Elves, or any other race, regardless of how much I like them. Sega and CA can get fethed.


Total War Warhammer @ 2016/11/17 18:35:38


Post by: Bobthehero


Its a shame, too, considering how decently priced the other DLC's were.


Total War Warhammer @ 2016/11/17 21:31:34


Post by: djones520


Well, I'm going to pay for it. They're giving us Bretonians for free, so yeah, feth those guys... *rolls eyes*


Total War Warhammer @ 2016/11/17 21:53:42


Post by: Avatar 720


Giving us a faction that already existed in the base game--simply just unplayable in the campaign--for free makes refusing to pay well over the odds for new factions somehow bad?

Yeah, I'm gunna keep my "feth them" stance.

When they drop the faction prices closer to £5-£6, then I'll be fine. £13-£14 Is taking the piss.


Total War Warhammer @ 2016/11/18 03:19:32


Post by: flamingkillamajig


I have to ask how they're going to balance in Wood Elves. In Fantasy once the 8th edition wood elf army book dropped they were top tier. I mean i dunno if beastmen vs wood elves is akin to dark eldar vs tau but there were some fairly tough match-ups (daemons vs WotD high elves which let's be honest was always taken). Generally the range, the ridiculous arrow types and the magical fast cavalry bus with super magical resistance made things super tough. Basically the way to beat them is with a gun-line based around war machines and some other stuff. The amount of ambush, ranged firepower and utter speed was just super frustrating esp. that teleport through woods item they seemed to be allowed. Almost no armor except for treemen. In a sense they were the dark eldar of Fantasy except they did their job insanely well. Oh and their bows had the best range for a move and fire weapon.

It was probably the last thing (in this case army book) made by Mat Ward just for reference.


Total War Warhammer @ 2016/11/18 10:11:10


Post by: ZebioLizard2


I'm not honestly sure why you are comparing the army's balance on the tabletop vs that in the video game, it tends to be drastically different.


Total War Warhammer @ 2016/11/18 10:26:54


Post by: H.B.M.C.


 Avatar 720 wrote:
When they drop the faction prices closer to £5-£6, then I'll be fine. £13-£14 Is taking the piss.


No it's not. It's an actual honest-to-Sigmar expansion to the game introducing an entire new race, with entirely new animations, sounds, graphics, game-play mechanics, research trees, character types and options.

You want to talk about SEGA being a pack'a wild witches? Look at the Hero/Regiments of Renown 'expansions', where you're paying to remove a paywall to access units that are in the game (and can be used against you) yet are unavailable to you. That's the worst type of DLC - stuff that's there but gated off unless $$$ is thrown at it.



Total War Warhammer @ 2016/11/18 11:31:56


Post by: StygianBeach


 djones520 wrote:
Well, I'm going to pay for it. They're giving us Bretonians for free, so yeah, feth those guys... *rolls eyes*


Me too, I have been more than happy with the DLC that has been offered up.


Total War Warhammer @ 2016/11/18 18:51:39


Post by: Avatar 720


 H.B.M.C. wrote:
 Avatar 720 wrote:
When they drop the faction prices closer to £5-£6, then I'll be fine. £13-£14 Is taking the piss.


No it's not.


Yes it is.

EDIT: Hell, the base game--with 4 separate playable races, a grand campaign, and skirmish mode--is £40 RRP. In order to get 4 more races, you will have to pay, at full price, £56. That's £16 more than the base game, which already came with 4 races as well as the actual game itself. Chaos Warriors are £6 just for the faction, a price which many still find high, but I'd be perfectly happy to pay for a faction. They've already proved what they're willing to charge for factions without bundling them with scenarios nobody cares about, but they're not doing that because they can get more money this way.

EDIT 2: I swear the store page changed wording since last I checked, but WE seems to add a campaign map bit instead of the Beastmen's crappy scenario, so they feel more worth about £10--or around the price they might be in a Christmas/Spring sale. Better pricing than BM, still not worth £14.


Total War Warhammer @ 2016/11/18 20:16:50


Post by: nels1031


 Avatar 720 wrote:
 H.B.M.C. wrote:
 Avatar 720 wrote:
When they drop the faction prices closer to £5-£6, then I'll be fine. £13-£14 Is taking the piss.


No it's not.


Yes it is.

EDIT: Hell, the base game--with 4 separate playable races, a grand campaign, and skirmish mode--is £40 RRP. In order to get 4 more races, you will have to pay, at full price, £56. That's £16 more than the base game, which already came with 4 races as well as the actual game itself. Chaos Warriors are £6 just for the faction, a price which many still find high, but I'd be perfectly happy to pay for a faction. They've already proved what they're willing to charge for factions without bundling them with scenarios nobody cares about, but they're not doing that because they can get more money this way.

EDIT 2: I swear the store page changed wording since last I checked, but WE seems to add a campaign map bit instead of the Beastmen's crappy scenario, so they feel more worth about £10--or around the price they might be in a Christmas/Spring sale. Better pricing than BM, still not worth £14.


In regards to your edit 2 : Beastmen added a campaign map as well. Are you confusing that with a "crappy scenario" ? Not sure you are completely informed, or I may be reading it wrong.


Total War Warhammer @ 2016/11/18 20:27:04


Post by: Avatar 720


 nels1031 wrote:
 Avatar 720 wrote:
 H.B.M.C. wrote:
 Avatar 720 wrote:
When they drop the faction prices closer to £5-£6, then I'll be fine. £13-£14 Is taking the piss.


No it's not.


Yes it is.

EDIT: Hell, the base game--with 4 separate playable races, a grand campaign, and skirmish mode--is £40 RRP. In order to get 4 more races, you will have to pay, at full price, £56. That's £16 more than the base game, which already came with 4 races as well as the actual game itself. Chaos Warriors are £6 just for the faction, a price which many still find high, but I'd be perfectly happy to pay for a faction. They've already proved what they're willing to charge for factions without bundling them with scenarios nobody cares about, but they're not doing that because they can get more money this way.

EDIT 2: I swear the store page changed wording since last I checked, but WE seems to add a campaign map bit instead of the Beastmen's crappy scenario, so they feel more worth about £10--or around the price they might be in a Christmas/Spring sale. Better pricing than BM, still not worth £14.


In regards to your edit 2 : Beastmen added a campaign map as well. Are you confusing that with a "crappy scenario" ? Not sure you are completely informed, or I may be reading it wrong.


I was having a discussion with someone and lines apparently got crossed; from what they were saying I thought WE would expand on the Grand Campaign map a little, but no, it does look like it's another Beastmen 'crappy scenario'.

Forget my edit 2.


Total War Warhammer @ 2016/11/18 20:37:04


Post by: Silent Puffin?


 H.B.M.C. wrote:
It's an actual honest-to-Sigmar expansion to the game introducing an entire new race, with entirely new animations, sounds, graphics, game-play mechanics, research trees, character types and options.


It's a poor expansion then. Yes there are new art assets and the like but that's not worth £14. If ti was £5 I may consider it, and I will probably get these when they go on sale.

You can buy fully formed game for £14.


Total War Warhammer @ 2016/11/19 20:05:06


Post by: Aben Zin



It's a poor expansion then. Yes there are new art assets and the like but that's not worth £14. If ti was £5 I may consider it, and I will probably get these when they go on sale.

You can buy fully formed game for £14.

Look at it another way, you get an entire wood elf army for 14 quid! That's less than one box of glade guard!


Total War Warhammer @ 2016/11/19 20:37:45


Post by: Tagony


I will be preordering, but elves are my jam. I even like how they broke up the focus between elves and tree people. I will also be on a break neck speed to get a forest dragon. Just so pumped for this expansion.


Total War Warhammer @ 2016/11/19 21:12:37


Post by: nels1031


 Tagony wrote:
I will be preordering, but elves are my jam. I even like how they broke up the focus between elves and tree people. I will also be on a break neck speed to get a forest dragon. Just so pumped for this expansion.


I don't particularly care for elves, but I'll be getting this as well. I love more options and different play styles.


Total War Warhammer @ 2016/11/21 00:59:05


Post by: Commander Cain


It is taking a colossal amount of willpower to hold off on this game. Every trailer for a new DLC looks fantastic!

The cost for the entire game plus addons however has reached $150 CAD so I am gonna have to wait till the next instalment of the series gets released as it should be bundled up by then.


Total War Warhammer @ 2016/12/09 07:28:12


Post by: H.B.M.C.


The Wood Elves are out!!!


Total War Warhammer @ 2016/12/09 07:47:22


Post by: Pacific


The game is down to £29.99 on Steam (until the 10th), for anyone interested.


Total War Warhammer @ 2016/12/09 07:47:43


Post by: Baron Klatz


@H.B.M.C, And are huge d@#ks to eachother!

Watch out, they'll burn their own Oak of ages down if you're not careful.

Awesome army though.q


Total War Warhammer @ 2016/12/09 08:02:24


Post by: Orlanth


I am sticking to me policy, I bought the game on pre-order, and thus got Warriors of Chaos included, I also paid only £21 by shopping about.
DLC will not be touched until they bundle it. I am not tempted in the meantime, the DLC factions are still available as Opfor in the main campaign, and the Brets will be out free soon enough.

Patience will not only save me a lot of money, it means that by the time I get to buy a bundle of DLC, I will need th content to keep th game fresh. Currently I havent anywhere near exhausted the factions from the start, and I have plenty of other games to play, I am perpetually soiled for choice.


Total War Warhammer @ 2016/12/09 08:39:41


Post by: Gamgee


Ugh your not missing much as they have managed to make a worse army than Beastmen at their launch and even nwo beastmen are merely okay and need a ton of micro and skill to pull off well when other armies are less forgiving.

In singleplayer the beastmen work well, but the elves can't even claim that much. The worst faction by a hundred light years. I wonder how bad the next faction get released will be? I'll wait until they are balanced just like the beastmen.


Total War Warhammer @ 2016/12/09 09:06:17


Post by: Wolfblade


What is so bad about the WE? Slow? Squishy? Low damage?


Total War Warhammer @ 2016/12/09 09:15:12


Post by: flamingkillamajig


 Wolfblade wrote:
What is so bad about the WE? Slow? Squishy? Low damage?


I don't have the DLC yet but if i remember wood elves were like beastmen with ambushes but were low toughness and armor and elite. On the tabletop they were mostly the dark eldar of Fantasy with tree spirits being like the haemonculus covens a bit.

I find this interesting though as Wood Elves was i think the last Ward book and the last army book of Fantasy. When they came out they went from the absolute lowest tier army to probably the highest or very near it (probably between them and dark elves). If i remember vampires, lizardmen, maybe empire, all 3 elf factions (all done by Mat Ward with maybe exception of high elves), nurgle daemons and ogres were pretty good.

As far as released armies go if i had to say beastmen, bretonnia and greenskins were all very low tier armies. Empire could have stupid gunlines with a 2+ armor save army for the most part (it was stupid). Dwarfs seemed ok but not great. As i said already vampires were pretty top tier. I did about as well with them as my skaven and i had years of practice with skaven and only maybe 3 games tops with vampires. It was a great faction with lots of useful units unlike skaven which had a few really good ones, some average ones and a bunch of awful ones.

I'm just pretty bad though that bretonnia, skaven and beastmen were left in 7th or earlier by the time fantasy died. Skaven had an 8 page FAQ. Even if you want to play 8th you can't find the FAQ and we most certainly didn't deserve to be stuck with an 8 page FAQ permanently if we didn't want to play AoS.


Total War Warhammer @ 2016/12/09 09:41:00


Post by: SKR.HH


 Gamgee wrote:
Ugh your not missing much as they have managed to make a worse army than Beastmen at their launch and even nwo beastmen are merely okay and need a ton of micro and skill to pull off well when other armies are less forgiving.


Not having played this... but ain't this a good sign? Armies that require skill are available as "extra" challenge and not "pay to win" to get access to some cheese army? (OFC just my 2 pence)


Total War Warhammer @ 2016/12/09 10:07:38


Post by: Baron Klatz


Meh, they seem to perform alright but I think CA does need to work more on them. Their infantry get wiped in auto-resolves for instance.

I think they were just over-hyped and that's why they seem a let down.

@Flamingkillamajig, we might get lucky with Bretonnia. There's some rumors that CA are getting access to the stuff GW canceled when their 8th upgrade was still in the works.

One example of this rumor is that Louen's mount looks much larger and different than his TT version which falls in line with the 8th models.

Here's hoping in anycase.


Total War Warhammer @ 2016/12/09 15:01:24


Post by: Silent Puffin?


There are a couple of complete Brettonian mods available, at one of whom even has its own tech tree.

This update has also broken my game, yay.


Total War Warhammer @ 2016/12/09 16:39:34


Post by: Tagony


I played some early battles this morning before work and I liked the way they played. Their feel is very different from the current meta. I went with Orion so I'm assuming the treemem would be even different from that. Granted I have not messed with their economy and what not, but I liked what I saw. I could just be biased though because I love using elven armies


Total War Warhammer @ 2016/12/09 18:15:58


Post by: nels1031


 Silent Puffin? wrote:
This update has also broken my game, yay.


Yep, same boat. A few of my key mods haven't been updated, mainly "Improved Garrisons" "Garrison Heroes" and "Chaos Please Wait" . Played around abit with the Wood Elves for a few turns, but not touching the game again until those are updated.


Total War Warhammer @ 2016/12/09 18:42:26


Post by: Orlanth


Wood Elves are going to be like playing Ordos or Nod in their respective games. Glass cannon RTS factions tend to be clear winners in the hands of people with the keyboard skills to make use of them, and worthless to those without such reflexes.
Blizzard knew better than to balance their factions this way, even Protoss have a balance of resilence, and other factions have their units that perform assymetrically if given micro control.

Ca are in a tough spot, Wood Elves should be played as they are done, some resilient tree units, and a large number of fast moving, very shooty, but fragile core. To 'fix' them is to unmake them. However WHFB never had a timer for play, fast maneuverable armies can be designed such without problems.

I can see Wood Elves and eventually Dark Elves being the win-button factions for tournament level players, and those two factions will also be very hard for most other players. I might even be ok with that up to a point.

The way this is heading Ogres will follow Dwarfs as 'easy' mode factions, all the elves will be tricky though high elves will appear more resilient than the rest due to the quality of High Elf infantry in attritional combat.


Total War Warhammer @ 2016/12/09 18:53:25


Post by: Gamgee


In singleplayer like always you can abuse the AI and win easily with any faction that is not a real test of their power.

Online most people are reporting being wiped out playing with them and the vast majority of players are winning crushing victories against them. Even top online players are struggling to win with them and once other players start to figure out counters to the very few okay things they have then it's over.

They are a glass cannon army that forgot the cannon part of their army. They have a few decent choices but they are so overpriced particularly in online you just can't make enough of them.

All their archers are terrible for their cost and cause negligible damage for obscene prices.

Siege weapons of any type just MESS them up so completely and forces them into an unwinnable situation. They need to skirmish to win, but if they try and skirmish siege weapons they lose hardcore. So they try and take out the siege weapons and are met with line infantry and lose the benefits of their skirmishing. Much like beastmen who have the hiding ability I and good players scout around looking for weak ambush units to pick off and focus fire on. So hiding and "ambushing" is not an option against skilled players who are expecting it. In real life historically there is a reason why historically archers and skirmishing style armies were simply of little effect to a conventional invading force and other than a few rare examples of victories in history are mostly destroyed.

I regret purchasing them big time, but hope with time CA will fix them up much like they made the beastmen suck less.


Total War Warhammer @ 2016/12/09 23:16:50


Post by: Trondheim


Wow I never imagiend CA releasing something WORSE than the Beastmen, but it seems they find amusment in releasing nonsense like this, I dont mind the fragile nature of the Wood Elfs as they cease to be fragile the moment you start investing in forges and the correct skills for your lords. But what I do mind is just how absolutely horrid the diplomatic standig is with the other Elf factions. One would expect them to be close allies and acctualy having a intrest in securing the woodlands instead of jumping at the chance for some civil war action. That and tiresome eqonomic system the wood elfs suffer from


Total War Warhammer @ 2016/12/10 00:18:17


Post by: Ashiraya


Really? I ran Hard campaign to victory and never had any diplomatic issues with my fellow elves. They are rude to you at first but eventually come over.

Until one of them declared war on an ally of mine and I immediately attacked and vassaled them. But otherwise they were, while not pliant, definitely not troublesome.

I like Wood Elves. They seem to be in a decent spot. Not too good, or too bad.

I love Durthu, but Orion feels unappealing (did they just copy over the voice of the generic vampire lord?)

That Glade Lords can be either male or female is very promising, as it is exactly what I hope will happen with High Elves.

Amber feels nice and is actually a legit reason for wood elves going out into the world instead of turtling in and around Athel Loren.


Total War Warhammer @ 2016/12/10 00:28:50


Post by: War Kitten


I also really like the Wood Elves. I kind of wish that they had some female glade guard/eternal guard like they do in the fluff, but all in all I'm happy with em'


Total War Warhammer @ 2016/12/10 00:36:19


Post by: Trondheim


 Ashiraya wrote:
Really? I ran Hard campaign to victory and never had any diplomatic issues with my fellow elves. They are rude to you at first but eventually come over.

Until one of them declared war on an ally of mine and I immediately attacked and vassaled them. But otherwise they were, while not pliant, definitely not troublesome.

I like Wood Elves. They seem to be in a decent spot. Not too good, or too bad.

I love Durthu, but Orion feels unappealing (did they just copy over the voice of the generic vampire lord?)

That Glade Lords can be either male or female is very promising, as it is exactly what I hope will happen with High Elves.

Amber feels nice and is actually a legit reason for wood elves going out into the world instead of turtling in and around Athel Loren.


Well I dont really enjoy a steady amount of barely veiled promoses of war each time I ask a neighbouring lord for something. when we both figth for the same cause.

Durthu is awesomsauce, get him past lvl 25 and he tears apart whatever comes his way

The Amber I agree with, but it should instead be found in certain spots where you could mine or gather it. And thus having a bit more to work with



Total War Warhammer @ 2016/12/10 00:55:47


Post by: Ashiraya


They are oddly hostile to you in their little talk things, and I am not sure why, but it's just angry speech. They are rather neutral to you diplomatically, at least until you start stacking up positive bonuses by fighting things around you.


Total War Warhammer @ 2016/12/10 00:58:28


Post by: War Kitten


My experience has been that whole "hostile talk" happens with most of the factions at first. As Empire I had Ostland insulting me for the longest time (even though we were ok diplomatically)


Total War Warhammer @ 2016/12/10 02:29:00


Post by: Orlanth


I founds diplomacy pants-on-head slowed at higher difficulty levels. I had Empire provinces about to disappear under a tide of greenskins or get turned into vamp charnal pit, yet they still will not see eye to eye.

Most factions wont even agree to mutual trade. Hey Nuln, dont you actually like money?


Total War Warhammer @ 2016/12/10 02:37:42


Post by: War Kitten


 Orlanth wrote:
I founds diplomacy pants-on-head slowed at higher difficulty levels. I had Empire provinces about to disappear under a tide of greenskins or get turned into vamp charnal pit, yet they still will not see eye to eye.

Most factions wont even agree to mutual trade. Hey Nuln, dont you actually like money?


"Sir the Orks are attacking the gate!"
"I don't care! This idiot from the Reikland is trying to offer us help! I need to tell him to feth off!"


Total War Warhammer @ 2016/12/10 03:03:20


Post by: Bobthehero


Yeah, but the game would be too easy if the provinces all had that diplo buff that every good guy gets when Chaos shows up


Total War Warhammer @ 2016/12/10 04:47:22


Post by: Ashiraya


What impressed me in particular from the climactic final Wood Elf campaign battle (great touch by the way) was

1. How much I love and hate dryads (mine tend to not kill very much, but they are close to fearless and basically never run until they are almost wiped out, so I can't hate them).

2. How much Treemen, and Durthu in particular, kick cosmic amounts of butt. Maxed out combat Durthu (except that dubious weapon damage talent) with a healing potion and his really powerful weapon ability resulted in hundreds upon hundreds of kills for him alone and he ended the battle at well over half HP. My other three Treemen got about a hundred kills each with barely a smudge to their HP bars. Man they rock!

3. The Lore of Life has stellar synergy with the Wood Elves. Great Eagles, Tree Kin, Treemen and all characters love that healing boost. My Branchwraith (who I had given a few combat talents as well) ended the fight with nearly full HP despite wading through the melee, even though he/she/it actually spent more time casting penumbral pendulums and other fun things. What a champ.

4. If anything, the Wood Elf army roster synergises very well with itself overall. They have a solid toolkit with no particular weakness. Great eagles and eagle riders deal superbly with artillery hanging back, Tree Kin are excellent roadblock tank units to stall enemies while your archers unload into them and your cavalry flanks them, they can severely punish and disrupt gunlines with eagle-riding pendulum spellsingers...

5. The fact that Wood Elves get a caster Treeman as a Lord is... strong. Is that not a bit OP? I mean looking at what others get (like chaos lord or chaos sorcerer lord) a Treeman caster just seems way better.


Total War Warhammer @ 2016/12/10 05:00:48


Post by: Gamgee


After extensive testing by one of the finest total war community players and a die hard elf fan he has concluded they mostly suck and need buffs online.

More or less just confirming what I say. However he did discover one cheese build. As much treemen as you can and lore of life spam as a gimmick build, but it's got some easy hard counters if people are expecting it. He says this is the only viable build they got against dwarves so they will always expect it.


Total War Warhammer @ 2016/12/10 10:27:39


Post by: Trondheim


 Ashiraya wrote:
They are oddly hostile to you in their little talk things, and I am not sure why, but it's just angry speech. They are rather neutral to you diplomatically, at least until you start stacking up positive bonuses by fighting things around you.


Nope I saved the ungratefull sods from several hordes of O&G, Dwarfs and Bretonnians and still they are more or less telling me to go hug a Gor! Ungratefullness is my reward it seems


Total War Warhammer @ 2016/12/10 11:36:31


Post by: Orlanth


 War Kitten wrote:
 Orlanth wrote:
I founds diplomacy pants-on-head slowed at higher difficulty levels. I had Empire provinces about to disappear under a tide of greenskins or get turned into vamp charnal pit, yet they still will not see eye to eye.

Most factions wont even agree to mutual trade. Hey Nuln, dont you actually like money?


"Sir the Orks are attacking the gate!"
"I don't care! This idiot from the Reikland is trying to offer us help! I need to tell him to feth off!"


My thoughts exactly.

 Bobthehero wrote:
Yeah, but the game would be too easy if the provinces all had that diplo buff that every good guy gets when Chaos shows up


It was easily fixable. There should have been seperate trackers for short and lpng term diplomacy.

Threats effect short term diplomacy, meaning the faction will offer short term deals.

1. Orcs at the gates, but they dont like KF as Emperor = yes they agree to an 'alliance of convenience' but never a confederation and the alliance expires at end of crisis.

2. they like gold but they dont like you = trade agreement signed, but much is lost in inefficiency and it rises relations only marginally, because in their eyese they are taking economic advantage of those gullible Reiklanders. Trade deals should be in three categories, weak strong and fair. Strong trade deals are economic exploitation by your faction, they gain less gold over time due to corruption and incur a diplomatic penalty for a while, weak trade deals are the ones you can easily get but offer you very little and are hard to renegotiate, they offer a low bonus to relations. Fair terms are hard to achieve.




Automatically Appended Next Post:
 Ashiraya wrote:
What impressed me in particular from the climactic final Wood Elf campaign battle (great touch by the way) was
3. The Lore of Life has stellar synergy with the Wood Elves. Great Eagles, Tree Kin, Treemen and all characters love that healing boost. My Branchwraith (who I had given a few combat talents as well) ended the fight with nearly full HP despite wading through the melee, even though he/she/it actually spent more time casting penumbral pendulums and other fun things. What a champ.


Jade wizards and Life damsels are going to be must takes, what helps the Wood Elves stay on the table will make a massed Empire greatsword brigade extra awesome. Grey wizards also hold promise.
I do think lores should be unevenly available for Empire i.e most wizards graduating from Altdorf U should be bright or celestial, with a fair few light and gold, the other four colleges should be pretty rare.


Total War Warhammer @ 2016/12/10 12:58:36


Post by: flamingkillamajig


 War Kitten wrote:
 Orlanth wrote:
I founds diplomacy pants-on-head slowed at higher difficulty levels. I had Empire provinces about to disappear under a tide of greenskins or get turned into vamp charnal pit, yet they still will not see eye to eye.

Most factions wont even agree to mutual trade. Hey Nuln, dont you actually like money?


"Sir the Orks are attacking the gate!"
"I don't care! This idiot from the Reikland is trying to offer us help! I need to tell him to feth off!"


Or when an enemy attacks you and goes through somebody else's territory and attacking the army by going through neutral territory makes the owner angry. Oh but keep in mind the neutral army get no penalty for moving openly in your borders. Hypocritical ***hats. Or when you have to get an open border treaty going so somebody will let you through to deal with chaos or to help an ally.

As far as Hard difficulty i just find giving a person money tends to work wonders. Even as vampires i have like an empire province and dwarf army fighting alongside me. Haven't played that game in a while though. Did the new DLC ruin saved games?


Total War Warhammer @ 2016/12/10 14:07:41


Post by: Ashiraya


DLC do not make saved games unplayable.

Jade wizards and Life damsels are going to be must takes, what helps the Wood Elves stay on the table will make a massed Empire greatsword brigade extra awesome


Why so? Unlike Vampire spells this does not resurrect fallen troops, it just heals living ones. I have often seen my Tree Kin units drop to half health without losing a model. Treemen and Great Eagles, obviously, will always fully benefit. Infantry, on the other hand, tend to lose models much faster.


Total War Warhammer @ 2016/12/10 22:26:45


Post by: Silent Puffin?


 Ashiraya wrote:
DLC do not make saved games unplayable.


They absolutely ruin mods though and mods are what makes the game playable at this stage.


Total War Warhammer @ 2016/12/10 23:56:02


Post by: djones520


 Silent Puffin? wrote:
 Ashiraya wrote:
DLC do not make saved games unplayable.


They absolutely ruin mods though and mods are what makes the game playable at this stage.


That is certainly a matter of opinion.

Plus a lot of the more popular mods have already been updated. I swear... some people just can't be pleased. So we had to wait 3-4 days for a lot of mods to get patched. Oh noes...


Total War Warhammer @ 2016/12/11 00:08:37


Post by: Silent Puffin?


 djones520 wrote:
So we had to wait 3-4 days for a lot of mods to get patched.


Given that a lot of mods aren't updated anymore it will be a long wait.


Total War Warhammer @ 2016/12/11 03:19:35


Post by: Ashiraya


I use a lot of outdated mods. It has caused no issues so far.

I agree that the game is a lot better with mods (who got the genius idea to not give Archaon black armour??) but I can stand playing it modless with friends who dislike it, and synching mods with different friends who themselves use different mods is a nightmare.


Total War Warhammer @ 2016/12/12 03:00:25


Post by: H.B.M.C.


I've never used a single mod on the game.

Is there a reason I should?


Total War Warhammer @ 2016/12/12 07:20:46


Post by: Silent Puffin?


 H.B.M.C. wrote:

Is there a reason I should?


They add significantly to the game. From new and unlocked factions to new units to graphical improvements to significant game play overhauls. As Steam Workshop is so easy to use there is no reason why you shouldn't use mods (aside from DLC breaking them, and your game, of course).

There are 2,283 mods on Steam Workshop at the moment, at least 1 will be of interest to you.

Total War games have always benefited greatly from mods.


Total War Warhammer @ 2016/12/12 07:50:17


Post by: flamingkillamajig


Speaking of steam mods there's a few really good ones for xcom 2. One steam mod allows you to make bradford shut up. Another gives you alien squad members with alien specific traits as they level. Some change the soundtrack. Various ones change voices from anything to imperial guard voices to adam jensen from deus ex: human revolution. One is even trying to do a co-op mode.

I haven't used any but i have downloaded some that i haven't activated yet. I think the game is good without mods but i'm very curious what it's like with them. Can't say i've been too excited for any Total War: Warhammer mods from what i've seen so far.


Total War Warhammer @ 2016/12/16 14:47:06


Post by: Tagony


https://www.youtube.com/watch?v=0tmLuTIzaZ0
Hotfixed the wood elves already, lots of buffs .


Total War Warhammer @ 2016/12/16 19:12:50


Post by: Orlanth


 H.B.M.C. wrote:
I've never used a single mod on the game.

Is there a reason I should?


I use one mod, character resizer. Characters are oversized so they stand out. I didnt want an 8ft Karl Franz so I added this mod. He still stands out.


Total War Warhammer @ 2016/12/17 06:07:32


Post by: nels1031


 H.B.M.C. wrote:
I've never used a single mod on the game.

Is there a reason I should?


The mods I use generally make the game more challenging. "Improved Garrisons for (Race) " doubles the amount of units that defend settlements. Deep into the end game, It's almost a full stack army and usually walls/towers in every settlement. And if an actual army is also there, it becomes a huge bloody battle. "Chaos Please Wait" gives me more time to build an empire before the Chaos Invasions start, which are amped up in size/difficulty with more mods themselves to compensate for the fact that I'll probably be ready for it and with tougher towns. "130+ Skills" adds new skills that are pretty well balanced out with negatives if you go deep into certain skills.

After those, it's generally cosmetic mods that I use.


Total War Warhammer @ 2016/12/17 11:15:14


Post by: Ashiraya


 nels1031 wrote:
The mods I use generally make the game more challenging. "Improved Garrisons for (Race) " doubles the amount of units that defend settlements. Deep into the end game, It's almost a full stack army and usually walls/towers in every settlement. And if an actual army is also there, it becomes a huge bloody battle.


Sounds like an absolute nightmare for Warriors of Chaos.

My one issue is not easily fixed, and it is the excessive focus on Legendary Lords. Like, when I play Argwylon, Durthu is really really cool and I love him to bits but throughout much of the game you only really have enough income to support one real army, which obviously is Durthu's because he is flat out better. I really love the fact that there are female Glade Lords (their inclusion took me somewhat off guard) but there is so little space to use them in comparison. When under attack, the AI typically withdraws to defend its settlements with large forces, which in itself requires a large force to crack; this, the Lords giving army-based buffs, and the upkeep penalty makes recruiting a large number of small armies less than viable.


Total War Warhammer @ 2016/12/17 16:11:42


Post by: Tagony


Early in the game take a bunch of port town then get the research to give them plus 400% gold. Have all the money you need.


Total War Warhammer @ 2016/12/17 17:18:10


Post by: nels1031


 Ashiraya wrote:
 nels1031 wrote:
The mods I use generally make the game more challenging. "Improved Garrisons for (Race) " doubles the amount of units that defend settlements. Deep into the end game, It's almost a full stack army and usually walls/towers in every settlement. And if an actual army is also there, it becomes a huge bloody battle.


Sounds like an absolute nightmare for Warriors of Chaos.


It is, and I love it. You want to destroy the world, you gotta be prepared to sacrifice everything!


Total War Warhammer @ 2016/12/18 19:15:52


Post by: Trondheim


 nels1031 wrote:
 Ashiraya wrote:
 nels1031 wrote:
The mods I use generally make the game more challenging. "Improved Garrisons for (Race) " doubles the amount of units that defend settlements. Deep into the end game, It's almost a full stack army and usually walls/towers in every settlement. And if an actual army is also there, it becomes a huge bloody battle.


Sounds like an absolute nightmare for Warriors of Chaos.


It is, and I love it. You want to destroy the world, you gotta be prepared to sacrifice everything!


This and the fact that its highly amusing mowing down the unwashed hordes from the north, with a hail of arrows from my waystalkers


Total War Warhammer @ 2016/12/19 21:44:04


Post by: Disciple of Fate


The Wood Elves currently feel a little too strong, especially with the hotfix. The sack-settle attack gives a ton of money to fund armies with and blade dancers chop up most enemies before they get any chance to fight back. With no attrition it is also hilarious to go reverse Chaos wave on Norsca. AI Wood Elves certainly do very well in my games.

Edit: WE are OP as AI fighting other AI. But in my Empire campaign on VH the auto-resolve between one basic stack with some ROR against one full elite stack or even two is a complete one-sided massacre, losing like a 100 soldiers to wipe out both AI WE armies. Basic Empire rebel stacks do more than that.


Total War Warhammer @ 2016/12/21 01:52:24


Post by: Orlanth


 Ashiraya wrote:
 nels1031 wrote:
The mods I use generally make the game more challenging. "Improved Garrisons for (Race) " doubles the amount of units that defend settlements. Deep into the end game, It's almost a full stack army and usually walls/towers in every settlement. And if an actual army is also there, it becomes a huge bloody battle.


Sounds like an absolute nightmare for Warriors of Chaos.


And easy mode for everyone else. This mod will slow down initial advances but will auto-consolidate your gains and allow a more feasible one stack army which is all you can really afford if you want to grow an economy and military at the same time.


Total War Warhammer @ 2016/12/21 20:44:42


Post by: nels1031


 Orlanth wrote:
 Ashiraya wrote:
 nels1031 wrote:
The mods I use generally make the game more challenging. "Improved Garrisons for (Race) " doubles the amount of units that defend settlements. Deep into the end game, It's almost a full stack army and usually walls/towers in every settlement. And if an actual army is also there, it becomes a huge bloody battle.


Sounds like an absolute nightmare for Warriors of Chaos.


And easy mode for everyone else. This mod will slow down initial advances but will auto-consolidate your gains and allow a more feasible one stack army which is all you can really afford if you want to grow an economy and military at the same time.


Not in my experience. Initial advances are generally fine. Its when the cities have time to go into mid to max tiers or build their respective defensive buildings(ie late game/Initial Chaos Invasion) that advances tend to slow, as you may need at least 2 stacks(depending on the faction) to tackle them with a favorable auto resolve.

I also generally have little to no problem building up armies while growing an economy with this mod either, not sure what you mean with that.

EDIT: I admit "easy mode" is subjective, depending on player skill, game difficulty and faction choice, but this mod most definitely makes it a harder fight to conquer top tier cities and even towns, particularly with the "tier 4 minor settlements" mod and if they have defensive structures. Definitely a bigger challenge than unmodded cities/towns in campaigns.



Total War Warhammer @ 2016/12/23 07:32:43


Post by: Silent Puffin?


Its currently on sale for £30 on Steam, it is cheaper on key reseller websites like Kinguin though.


Total War Warhammer @ 2016/12/26 06:30:59


Post by: Sasori


 Disciple of Fate wrote:
The Wood Elves currently feel a little too strong, especially with the hotfix. The sack-settle attack gives a ton of money to fund armies with and blade dancers chop up most enemies before they get any chance to fight back. With no attrition it is also hilarious to go reverse Chaos wave on Norsca. AI Wood Elves certainly do very well in my games.

Edit: WE are OP as AI fighting other AI. But in my Empire campaign on VH the auto-resolve between one basic stack with some ROR against one full elite stack or even two is a complete one-sided massacre, losing like a 100 soldiers to wipe out both AI WE armies. Basic Empire rebel stacks do more than that.


I think WE are pretty balanced at this point. I've been playing a fair amount of skirmishes, and they are really good at playing the mavuner and range game, but once their lines start to break it goes downhill very fast for them.

They are in much better shape than they were before, for sure.


Total War Warhammer @ 2017/01/03 15:33:45


Post by: Tiger9gamer


Does anyone know how to make a trailing army eff off? I'm playing beastmen and I accidentally got Durthu following me across the old world and they just wont go away. I'm halfway through the empire and they are still coming after me!


Total War Warhammer @ 2017/01/03 16:28:05


Post by: Ashiraya


Make a hidden encampment in the nearest forest.

He might still detect you, but chances are he'll just walk away.


Total War Warhammer @ 2017/01/03 16:38:13


Post by: Tiger9gamer


 Ashiraya wrote:
Make a hidden encampment in the nearest forest.

He might still detect you, but chances are he'll just walk away.


I am kinda afraid too, because his army is just archer spam and would probably instant kill my army if I try. They made it that much more difficult for beastmen lovers didn't they?


Total War Warhammer @ 2017/01/03 18:40:52


Post by: Ashiraya


Not really? Attack him first; if he doesn't have The Snapping Branch yet (and NPCs usually don't) you have a good chance at succeeding, and if it is indeed archer spam he won't stand a chance.

Durthu himself is a badass - I have seen him smash Cygors clean off their feet - but he can't win alone.

The key against wood elves is just to put shields on your stuff. Shielded minotaurs are extremely effective (less so standard ones - I have wiped four squads of them by sending in Durthu as a tarpit and then shooting the gnards out of them).


Total War Warhammer @ 2017/01/03 20:10:45


Post by: Tiger9gamer


 Ashiraya wrote:
Not really? Attack him first; if he doesn't have The Snapping Branch yet (and NPCs usually don't) you have a good chance at succeeding, and if it is indeed archer spam he won't stand a chance.

Durthu himself is a badass - I have seen him smash Cygors clean off their feet - but he can't win alone.

The key against wood elves is just to put shields on your stuff. Shielded minotaurs are extremely effective (less so standard ones - I have wiped four squads of them by sending in Durthu as a tarpit and then shooting the gnards out of them).


oh yea shields give extra armor against arrows, I forgot. How would shielded Gors do?


Total War Warhammer @ 2017/01/03 21:46:10


Post by: lord marcus


Isn't there friendly fire though?


Total War Warhammer @ 2017/01/03 23:03:01


Post by: Ashiraya


 lord marcus wrote:
Isn't there friendly fire though?


There is, but in the example I gave Durthu largely ignores the arrows due to being a single model and having a good HP pool with high armor, especially when upgraded - and you will want the combat upgrades, because Wood Elf characters have unusually powerful characteristics bonuses in their talent tree, which serves to make Durthu utterly destroy everything he comes across.

 Tiger9gamer wrote:
oh yea shields give extra armor against arrows, I forgot. How would shielded Gors do?


Shielded gors are okay. They do not have good armor but the -50% damage taken from arrows still makes them the option of choice against massed archers.

Keep shielded units in front to absorb fire, and units with twohanded or dual weapons behind; the enemy either shoots your shielded units and suffer the DPS loss, or they shoot the squishy units they protect and lose both DPS uptime (as they will have less time to shoot before the shielded units hit them) and accuracy.

Against larger forest spirits (treekin/treemen) great weapon Minotaurs are your answer. High armour-piercing non-magical damage with anti-large is perfect. Be sure to get Cygors when up against Wood Elves, as they are immensely valuable as long as you keep them out of melee.

Surprisingly, Ungor Skirmishers are not too shabby against Wood Elf archers. Their accuracy is worse, as is their leadership, but Skirmishers are very cheap and the Wood Elves' lack of armour makes them very vulnerable to enemy archers.


Total War Warhammer @ 2017/01/04 15:10:35


Post by: Tiger9gamer


Thanks for the advice! Unfortunatly I landed in a spot last night where there was no way I could survive before I recruited the good units, so everyone died =( and I just got to shielded minotaurs too. It's odd because I never had this much trouble in the Eye for an Eye class

Now I'm trying vamp counts again with vlad... so much easier.


Total War Warhammer @ 2017/01/19 19:43:40


Post by: lord marcus


So the white dwarf is officially available. I started a new campaign to mark his release. Anyone else finding the student of grungni perk to be the best?


Total War Warhammer @ 2017/01/19 19:56:27


Post by: Tagony


Yup, with that he is easy mode. Especially early in the game.


Total War Warhammer @ 2017/01/19 22:15:51


Post by: Wolfblade


Can't seem to find that, whats it do?


Total War Warhammer @ 2017/01/20 20:48:54


Post by: lord marcus


Bonus to trade, construction cost, and gold production.


Total War Warhammer @ 2017/02/06 23:41:29


Post by: Eumerin


The Bretonians finally alive (for free) on the 28th.


Total War Warhammer @ 2017/02/07 01:16:38


Post by: War Kitten


I suspect if they tried to charge us for them the fans would riot since the Brets have been around (as an AI faction) since launch


Total War Warhammer @ 2017/02/07 11:47:01


Post by: Eumerin


 War Kitten wrote:
I suspect if they tried to charge us for them the fans would riot since the Brets have been around (as an AI faction) since launch


More importantly, they said way back when the game launched that the Bretonians would be free.


Total War Warhammer @ 2017/02/12 18:30:35


Post by: lord marcus


Eumerin wrote:
 War Kitten wrote:
I suspect if they tried to charge us for them the fans would riot since the Brets have been around (as an AI faction) since launch


More importantly, they said way back when the game launched that the Bretonians would be free.


Yup.

Can't wait to ride down the first of the lady with 2 armies. 1 a doomstack, the other entirely made up of mounted yeoman archers and majority knights errant.


Total War Warhammer @ 2017/02/12 20:54:26


Post by: H.B.M.C.


Eumerin wrote:
More importantly, they said way back when the game launched that the Bretonians would be free.
Because the knew what the response would be if they tried to charge for something that was already in the game. Never attribute to generosity what can just as easily be attributed to prudent PR work.




Total War Warhammer @ 2017/02/12 21:09:13


Post by: scarfaceone


I've just played Total War Warhammer, and there's a bizarre thing that when I click on Campaign, after the cutscene, it returns to the Main Menu, and the Savegamehotfix patch is no longer available, how do I fix it?


Total War Warhammer @ 2017/02/13 18:59:25


Post by: nels1031


Usually when I have a problem with a Total War game, its an out of date mod. Try disabling "out of date" mods, or test them individually to find the culprit.



Total War Warhammer @ 2017/02/14 15:10:46


Post by: lord marcus


Isabella von carstien has been announced as free LC if and only if total war wins "make war not love" this year.


Total War Warhammer @ 2017/02/21 05:00:45


Post by: Bobthehero


Anyone caught the livestream regarding the Brets? I am watching a few vids on youtube and it looks pretty nice, the only thing I am not super fond of are the foot squires.

Edit: https://www.youtube.com/watch?v=9roTmGwjs9o Green Knight confirmed, too, which is cool


Total War Warhammer @ 2017/02/21 06:13:07


Post by: Eumerin


 lord marcus wrote:
Isabella von carstien has been announced as free LC if and only if total war wins "make war not love" this year.


It did. She'll arrive at the end of the month with the Bretonians.


Total War Warhammer @ 2017/02/21 07:32:40


Post by: flamingkillamajig


 Bobthehero wrote:
Anyone caught the livestream regarding the Brets? I am watching a few vids on youtube and it looks pretty nice, the only thing I am not super fond of are the foot squires.

Edit: https://www.youtube.com/watch?v=9roTmGwjs9o Green Knight confirmed, too, which is cool


I can't remember if they had the peasant knights or another unit in the roster. Poor bretonnia didn't get a whole lot in the first place before the game blew up.


Total War Warhammer @ 2017/02/21 13:13:46


Post by: Bobthehero


They fid not, I think what irks me is that they are essentially the same model as questing knights


Total War Warhammer @ 2017/02/21 17:47:14


Post by: lord marcus


 Bobthehero wrote:
They fid not, I think what irks me is that they are essentially the same model as questing knights


CA specifically said units which are going to be in the game but who were not in the latest edition of the army book were made in tandem with the tabletop design studio. Apparenly from notes the studio had regarding new units to be added (before the world blew up)


Total War Warhammer @ 2017/02/21 17:56:22


Post by: Bobthehero


I know about that, I don't like the model they're using for squires is all, I'd like it more if it wasn't a Questing knight on foot.


Total War Warhammer @ 2017/02/24 21:08:49


Post by: Clanan


Is it kosher to give away extra game keys on Dakka? If so, I have a free key for Warhammer: TW. First PM from non-spammer gets it.


Total War Warhammer @ 2017/02/25 00:15:28


Post by: Commander Cain


I finally caved and bought the game. It's currently $12 on Humble Bundle! Now I just have to wait three days for the thing to download...


Total War Warhammer @ 2017/02/25 00:18:08


Post by: Bobthehero


Just in time for the new Brets, so its kind of a mixed blessing


Total War Warhammer @ 2017/02/25 18:55:37


Post by: lord marcus


 Bobthehero wrote:
Just in time for the new Brets, so its kind of a mixed blessing


Of the lady?




Total War Warhammer @ 2017/02/25 20:26:37


Post by: Eumerin


IIRC, there was mention that a new edition of the game would be released alongside the Bretonians. However, the Brets and Isabella (Isabella will be based out of Western Sylvania; Vlad will be relocated there as well) are now listed on Steam (you can't download them yet, though), and there's no mention of the new edition of the game.

So we'll see what happens.


Barring any last minute surprises (Skaven, or possibly Tomb Kings with an extension of the map to the south; the northern end of the map in the Tomb Kings book is just a bit south of the southern edge of the current campaign map), Bretonnia rounds out the list of races for this release. Creative Assembly has mentioned that there are still some DLC/FLC on the way, so we're probably looking at a few new faction leaders with new starting locations. However, more important in my opinion is looking forward to the next game.

Best guess is that the games will be split like this -

Game #2 heads west. High Elves, Dark Elves, Lizardmen, and Skaven of Lustria. Plus possibly the Daemons of Chaos threatening from the North.

That means game #3 will sweep east and south. Ogres, more Skaven and Greenskins (because there are a lot of them out that way), Tomb Kings (because there's no where else for them to go), possibly the Chaos Dwarfs as well if CA decides to include them. Daemons if they don't appear in the second game. Definite grab bag appearance to it. But it's what's left over. A campaign map that combines this game with the first game would definitely make the Dwarf campaign more difficult...


While CA has not released any details about the next TWW game, they have confirmed that work on it is in full swing (they're also working on another historical game that they haven't announced yet). So hopefully we'll hear something soon.


Total War Warhammer @ 2017/02/25 20:47:27


Post by: LordofHats


We're overdue for Empire II: Total War.


Total War Warhammer @ 2017/02/25 21:15:06


Post by: Eumerin


 LordofHats wrote:
We're overdue for Empire II: Total War.


Maybe, although iirc Empire was the first Total War game that people didn't like at launch.


Total War Warhammer @ 2017/02/25 21:20:05


Post by: LordofHats


Yeah. I definitely didn't like it at launch either, but it seems to have grown on the community of the years myself included. I'm honestly just guessing though. If they're making a new historical themed total war game, Empire would seem the most obvious unless they're launching something entirely new.

I'd love a Total War game set in the Three Kingdom's period of China, or maybe the post Seljuq invasion of the Abbasid Caliphate. Medeival III would be sweet too for that matter. I'll bet Feudal India would be a cool setting as well.


Total War Warhammer @ 2017/02/25 22:36:46


Post by: djones520


 LordofHats wrote:
Yeah. I definitely didn't like it at launch either, but it seems to have grown on the community of the years myself included. I'm honestly just guessing though. If they're making a new historical themed total war game, Empire would seem the most obvious unless they're launching something entirely new.

I'd love a Total War game set in the Three Kingdom's period of China, or maybe the post Seljuq invasion of the Abbasid Caliphate. Medeival III would be sweet too for that matter. I'll bet Feudal India would be a cool setting as well.


Lot of talk that they'll be looking at China.


Total War Warhammer @ 2017/02/25 22:58:40


Post by: LordofHats


I'd seriously love a 3 kingdoms game XD Just cause Koei shovels them out every couple of years doesn't mean CA shouldn't!


Total War Warhammer @ 2017/02/26 02:58:40


Post by: Eumerin


Koei's pretty much the only major developer that does anything with that period.

Of course, Koei and CA are the only two major developers that do much with the Japanese Sengoku Jidai, as well.


Total War Warhammer @ 2017/02/26 10:15:21


Post by: Silent Puffin?


I'd prefer a medieval Indian or African setting.


Total War Warhammer @ 2017/02/26 15:14:12


Post by: lord marcus


Eumerin wrote:
 LordofHats wrote:
We're overdue for Empire II: Total War.


Maybe, although iirc Empire was the first Total War game that people didn't like at launch.


It was released too early. If they make it what it needs to be in today's graphics engine we'll be set.


Total War Warhammer @ 2017/02/28 17:17:53


Post by: Eumerin


The Bretonnians are out, and so is Isabella. I haven't had a chance to do anything with them yet, though. There was a 2GB update yesterday. And before you can use them on Steam today, you need to go to both expansions in the Steam store and select Download. This doesn't actually download anything extra, but instead apparently lets the game know that you're authorized to use them.

The front menus of the games have changed slightly. The Campaign selection layout is slightly different (the big campaign is now much more heavily emphasized now over the Beastmen and Wood Elf DLC campaigns). And when you go to the nation select screen, the DLC items that you haven't purchased yet are now hidden behind a button at the end of the list of nations. So you don't have to look at the various options that you haven't yet paid for. Isabella and Vlad are now grouped together under their own nation (since they start in Western Sylvania) instead of with the other undead lords.


Total War Warhammer @ 2017/02/28 18:56:25


Post by: Tagony


Yah I had to screw with that this morning too. Took me about 10 min to actually play the Bret campaign, but then I had to go to work. I really don't know who to attack first as Bretonia because they are all castles next to me and not settlements. Prob sail out and attack something.


Total War Warhammer @ 2017/02/28 19:00:09


Post by: StygianBeach


I have played about 100 turns of Brets and I love them. I have just finished uniting Bretonnia and I did not have to fight any of my countrymen, which was nice.



Total War Warhammer @ 2017/02/28 19:24:24


Post by: Bobthehero


 Tagony wrote:
Yah I had to screw with that this morning too. Took me about 10 min to actually play the Bret campaign, but then I had to go to work. I really don't know who to attack first as Bretonia because they are all castles next to me and not settlements. Prob sail out and attack something.


Grind the Orcs that will spawn every other turns, gives some good early levels for your lord

Make sure you have spare lords with vows kicking around, I had my king assassinated and the replacement lord I put in the army had no vows, it bumped my upkeep to unmanageable levels, if you do not do this, the AI can basically defeat a full stack of yours by simply assassinating your lord, which is quite frustrating.


Total War Warhammer @ 2017/02/28 20:14:09


Post by: lord marcus


 Bobthehero wrote:
 Tagony wrote:
Yah I had to screw with that this morning too. Took me about 10 min to actually play the Bret campaign, but then I had to go to work. I really don't know who to attack first as Bretonia because they are all castles next to me and not settlements. Prob sail out and attack something.


Grind the Orcs that will spawn every other turns, gives some good early levels for your lord

Make sure you have spare lords with vows kicking around, I had my king assassinated and the replacement lord I put in the army had no vows, it bumped my upkeep to unmanageable levels, if you do not do this, the AI can basically defeat a full stack of yours by simply assassinating your lord, which is quite frustrating.


Where do they spawn? Gront zingt? Because marienburg camps that.


Total War Warhammer @ 2017/02/28 20:44:56


Post by: Bobthehero


I think, I played with Bordeleaux and they were too far for me to kill with Mousillon as my neighboor


Total War Warhammer @ 2017/03/01 00:25:28


Post by: StygianBeach


10 turns later and I think I have lost control.


Total War Warhammer @ 2017/03/01 00:43:54


Post by: djones520


Tried my first battle out with them. This is going to be interesting. I'm very unuse to running a cav heavy army, but the way the Peasant system is set up, you have to.

I like it so far. Will definitely continue to play it out.


Total War Warhammer @ 2017/03/01 00:56:43


Post by: Compel


I used to play the occasional Cavalry army in Rome 2, it's kinda like playing 'hide and seek' on the map, pause a lot, split your units up, charge them in the rear.

I dunno how that'd work with a heavy cavalry focused army like Bretonnians though.


Total War Warhammer @ 2017/03/01 08:16:15


Post by: Eumerin


The start is pretty screwed up. There's a pretty nasty event right at the start (note - if you control your entire province, then you can set a province-wide order to cut the loss in half). You *can* end it prematurely by wiping out an orc settlement. But I did the Bretonnia start, and the only nearby group of orcs is next to Marianburg, which you star out at war with. I hit the orcs early on... and got killed by Marianburg immediately afterwards. I hit Marianburg early on... and had constant revolts due to the massive Control loss from the event. Finally, I gave up and sat the event out.

The fact that you can unite Bretonnia without having to fight any of your fellow lords is a nice addition. It would have been nice to have something similar for the Empire. I wouldn't be surprised if the High Elves and Lizardmen have something similar as well.

The game tracks what your lords are doing. If you leave your lord sitting in a castle for a long period of time, then he'll get labeled a procrastinator, and receive a trait that reduces his campaign map speed and makes him more vulnerable to enemy agents. Unfortunately, that means that leaving a lord as a permanent garrison is a bad idea.


Total War Warhammer @ 2017/03/01 10:27:44


Post by: Silent Puffin?


Brettonian Knight armies work generally fine. Heavy cavalry are fairly survivable although they are very dependent on fighting in good terrain and some enemies are hard for them to break though (lots of Empire Halberdiers..).

As cavalry are so expensive it does mean that you tend to have less armies than you would normally. I am probably at around turn 60-70 now and I only have 2 field armies. Louen's army filled with Grail knights and other heavy cavalry and a supporting army of peasants who make up the numbers with sieges or in bad terrain. By this stage of the game I would generally have at least 3 full field armies.

The 'nasty event' is actually really useful. The 'rebellions' are all small stacks or Orc and Goblin units who are basically there to level up your lord and provide you will lots of chivalry points and some gold. It does mean that you can't be aggressive for the first 20 turns or so but it really helps boost you early game, especially as you effectively can't loot settlements.



Total War Warhammer @ 2017/03/01 19:03:11


Post by: Trondheim


I have discovered that I would make a poor ruler of Bretonnia, i find the whole civalry system annoying and I certainly dont like the waiting game that Bretonnia is early on, having to just sit around and wipe out Orcs and Beastmen time and time again is somewhat tiedous when Id rather go figth the Empire or something.


Total War Warhammer @ 2017/03/01 20:38:50


Post by: Eumerin


 Silent Puffin? wrote:

The 'nasty event' is actually really useful. The 'rebellions' are all small stacks or Orc and Goblin units who are basically there to level up your lord and provide you will lots of chivalry points and some gold. It does mean that you can't be aggressive for the first 20 turns or so but it really helps boost you early game, especially as you effectively can't loot settlements.



Yes, and no.

The one in my capitol province was indeed a group of goblins. The one that popped up in Marianberg was human. You could argue that the end result was the same. But it's still worth noting, imo.


Total War Warhammer @ 2017/03/01 20:54:15


Post by: Silent Puffin?


That just means that you took Marienburg too early


Total War Warhammer @ 2017/03/01 22:40:46


Post by: djones520


 Silent Puffin? wrote:
That just means that you took Marienburg too early


Bingo.

Stay put for 20 turns. Farm the orcs. Gain levels, magic items, etc...


Total War Warhammer @ 2017/03/01 23:15:18


Post by: LordofHats


The Bretonnians just don't mesh well with how I play total war games XD I Like to take a sucker punch to the economy early on and build 3-4 full stacks of cheap expendable troops to bun rush down a large defensible territory but you can't really do that with the peasant system. Too many armies too early and you're sucking for money. With their larger recruitment cap and the peasant thing the goal seems to be to build armies when you need them and disband your peasants when you don't (a 8-10 stack of cavalry can run down rebels and small beast men armies).

Just not my style.

Back to building the the great Eastern Wall for me (with purging some ork scum). Still haven't tried the Wood Elves out either, but the Wood Elves and me don't seem like we'd get along from a style standpoint either XD


Total War Warhammer @ 2017/03/02 00:50:03


Post by: djones520


Well, in all fairness, the army system is perfectly designed for Bretonnia.

I can definitely understand it not being what you like though.


Total War Warhammer @ 2017/03/02 01:08:28


Post by: LordofHats


Yeah I don't think it's bad. I like the variety they've given armies in the game. The mechanic just makes the Bretonnian's anti-me in terms of style so it's outside my normal game strategy XD EDIT: Though you don't necessarily need armies with the Brets to conquer things with how easy it is to confederate with the other kingdoms. In 20 turns you'll be able to join yourself with 2-3 other groups.

The Crooked Moons on the other hand are disgustingly me (though I don't really like goblin's as an aesthetic). I played a normal difficulty game with them and had conquered 3 Dwarven Kingdoms and retaken 8 peaks within 30 turns.


Total War Warhammer @ 2017/03/02 06:23:22


Post by: Commander Cain


I am finally 70 or so turns into my first campaign and loving pretty much everything about the game. I chose the dwarfs as they seemed to suit my style of sturdy infantry and plenty of ranged units (I do love shooting off a volley of bullets into the side of an orc army). I need some Gyrocopters fast though because I have spent far too long chasing a lone unit of archers around the battlefield with my stunty-legged warriors.

The last TW game I played was Rome 2 which go painfully boring pretty early on in the game because the AI was not threatening enough in the campaign, TW:W certainly keeps you on your toes as my empire is currently under attack from both Chaos and a couple of Orc waaghs that popped out of nowhere...

In fact the only thing I don't like about the game is that there are very few city fights which I excelled at in Rome 2, being able to hold a village with a couple of units of pikemen and some peltasts. It's very hard to mount a decent defense when your garrison is plucked out of the city and stuck on the bottom of a massive hill.

I may try Bretonnia next but I have a feeling it won't fit my play style. I like to hit hard and fast early in the campaign and am not very fond of cav heavy armies as there is so much micro managing needed.



Of all the DLCs, are any a must have? I like the idea of running a horde army so Chaos or Beastmen could be quite fun..


Total War Warhammer @ 2017/03/02 06:25:20


Post by: Wolfblade


I'm not sure I've ever defended in a siege battle. Do AI do that anymore? They either just raid my territory or siege until I attack/run out of turns. Also, none of the DLC are must haves imo, they're all pretty decent though.


Total War Warhammer @ 2017/03/02 06:39:53


Post by: Commander Cain


I had some orcs foolishly scale the walls of karak eight peaks not long ago. Their 1000 strong army disintegrated once they were in range of my guns

The vamps attacked a city of mine as well. Unfortunately I didn't realize that my walls were in pieces until they were sat on the control point so I had to mob Vlad von Carstein with everything I had in order to take him out and the army with him. Very nerve racking!


Total War Warhammer @ 2017/03/02 06:50:36


Post by: Eumerin


If you're only 70 turns in, then my guess is that Chaos hasn't really started rampaging yet.

Have you gotten the message about Archeon showing up? That usually happens a bit later. When that happens, it means that the north of the map (particularly the northeast of the map) is about to get hit by three full-size stacks of Chaos Warriors, plus some full-size stacks of Chaos Beastmen (the Chaos Brayherd), as well as multiple full-size stacks of Skaelings and Varg.

It's going on right now in my current Bretonnian game. And because the Empire factions were too fragmented, and the Chaos and Norsemen stacks have pretty much ignored the Vampire regions (the Chaos Warriors basically made a beeline from the Northeast corner straight to Altdorf - which I owned, btw, after finding it in ruins about turn thirty or so - meaning that they passed well north of the vampires), I suspect I might be looking at a loss this time.


Speaking of which, there's one thing that I find extremely annoying and stupid about dealing with Chaos in this game.

One of the various Chaos factions attacks a settlement, and razes it. This causes the creation of a Chaos shrine/idol/whatever it is that generates points of Chaos corruption. They problem is that because the settlement is still considered to be razed, the only way to remove the "structure" (which is what the game classifies it as) is to go in and settle the place. This means that either -

1.) You lose a good-sized chunk of your army strength (since settling a razed site requires men from the stack that's doing so) when you're probably still extremely close to the front line, or
2.) You can't, because the settlement in question is for a different race, meaning that your adjacent territory gets hit with Osmosis corruption until the one of the NPC nations of the relevant race gets around to settling it.


And if you chose Option 1, then when your army moves on, one of the kajillion stacks of Norsemen (that get replaced at full strength pretty much two turns after you wiped out the last one) is going to slip around your lines and raze the place again, turning it once again into a source of Chaos corruption.

They need a way to allow you to clear that corruption source out without requiring you to actually settle the location.


Total War Warhammer @ 2017/03/02 08:58:17


Post by: LordofHats


 Wolfblade wrote:
I'm not sure I've ever defended in a siege battle. Do AI do that anymore?


Generally the AI will just siege until it flips but it does sometimes attempt to scale the ramparts. If you sally you fight a field battle.

Their 1000 strong army disintegrated once they were in range of my guns


I love Dwarf garrisons XD You can stop anything short of of the Chaos Warrior three stack with them. Especially vamps actually XD The answer is that undead don't like mass crossbow fire, and the armored undead don't like mass gunfire! So the answer is a 20 stack of Quarrelers and Thunders, cause you'll still win XD


Total War Warhammer @ 2017/03/03 18:22:49


Post by: Eumerin


Did some poking around on the official forums. Found out a few interesting items.

1.) The entire world map is in the game right now. The developers merely limited which parts of it you can access.
2.) A release schedule was either made available or hacked (possibly by the same people that figured out the entire world map is in the game). Every release to date - both DLC and FLC - is on that calendar. Both the Bretonnians and a Free Lord (later confirmed by CA to be Isabella - it appears that if Total War hadn't won MWNL4, then she would have still been released, albeit a little later) are the third and second to last item on the calendar. The last item on the calendar is something called "The Old Friend". There's a lot of speculation about what the Old Friend might be. CA has apparently stated that there will be no more paid DLC releases for the first Warhammer game. That suggests that it will be a FLC of some sort.
3.) Total War: Warhammer made a larger profit than any of the prior Total War releases to date, apparently by a very sizable margin.
.


Total War Warhammer @ 2017/03/03 18:25:38


Post by: Bobthehero


There's this, too



If I remember well, the Old Friend is going to be the last New Hero. And I am afraid that the more and more things progress the lower the chances CA releases Carroburg Greatswords as a RoR, oh well :(


Total War Warhammer @ 2017/03/03 18:57:33


Post by: lord marcus


I'm particularly attatched to the fan theory the old friend is drachenfels, due to the event that hints at a being like him showing up, and offering you cash in return for corrupting your land


Total War Warhammer @ 2017/03/03 19:00:33


Post by: Compel


By that logic it could be Count Nautilus.

How about Gotrek And Felix? A 2 person hero unit.


Total War Warhammer @ 2017/03/03 22:38:45


Post by: StygianBeach


Eumerin wrote:

They need a way to allow you to clear that corruption source out without requiring you to actually settle the location.


I thought a deployed Hero took care of that?


Total War Warhammer @ 2017/03/03 23:10:43


Post by: Eumerin


 StygianBeach wrote:
Eumerin wrote:

They need a way to allow you to clear that corruption source out without requiring you to actually settle the location.


I thought a deployed Hero took care of that?


I've never been able to deploy a hero directly to the ruins (I've tried, though I won't rule out that I somehow screwed up). And while some heroes counteract corruption, they only do so by passively by boosting the count of non-corruption sources in the province. The moment you move the hero somewhere else, you lose the benefit. I want something that permanently removes the corruption source located in the ruins without requiring you to resettle it.

I'm particularly attatched to the fan theory the old friend is drachenfels, due to the event that hints at a being like him showing up, and offering you cash in return for corrupting your land


The fan theory that seems to be popular at the moment on the official forums is that it's Boris Todbringer, and he'll finally give the Empire an alternate starting position (since the Empire is currently the only settled nation that doesn't have at least one alternate). Others, though, have noted that Todbringer doesn't get along with Karl Franz (as noted in Karl Franz's quests), and so doesn't seem like a likely choice.

There's this, too


That's an older version of the release schedule. The final version extended further to the right. Bretonnians were the third from the right, followed by an unidentified new lord (i.e. Isabella), and finally the "Old Friend".


Total War Warhammer @ 2017/03/03 23:49:04


Post by: ZebioLizard2


1.) The entire world map is in the game right now. The developers merely limited which parts of it you can access.
It's also likely that they aren't fleshed out at all really.

Others, though, have noted that Todbringer doesn't get along with Karl Franz (as noted in Karl Franz's quests), and so doesn't seem like a likely choice.


Which is funny because Boris Todbringer in the fluff eventually becomes one of the most loyal of the Elector Counts to Franz's rule even as he started as a political rival.


Total War Warhammer @ 2017/03/03 23:52:55


Post by: Compel


I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


Total War Warhammer @ 2017/03/04 00:16:48


Post by: ZebioLizard2


 Compel wrote:
I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


He does have a unique model and a unique ability, but he doesn't have anything to major.

However he does have a more unique self in Custom/Multiplayer that has him as part of Middenheim and he can take a Runefang, but in the campaign he's mostly generic.


Total War Warhammer @ 2017/03/04 00:44:43


Post by: StygianBeach


Eumerin wrote:

I've never been able to deploy a hero directly to the ruins (I've tried, though I won't rule out that I somehow screwed up). And while some heroes counteract corruption, they only do so by passively by boosting the count of non-corruption sources in the province. The moment you move the hero somewhere else, you lose the benefit. I want something that permanently removes the corruption source located in the ruins without requiring you to resettle it.



I just checked this out and you are right.

I have several ruins around me (I want my computer ally to settle them) with Chaos shrines in them but no chaos corruption, it would be nice if those Shrine would fall over or something.


Total War Warhammer @ 2017/03/04 01:15:54


Post by: Eumerin


 ZebioLizard2 wrote:
 Compel wrote:
I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


He does have a unique model and a unique ability, but he doesn't have anything to major.

However he does have a more unique self in Custom/Multiplayer that has him as part of Middenheim and he can take a Runefang, but in the campaign he's mostly generic.


He's apparently in the Beastmen campaign. I don't own it, but the intro text suggests that beating Todbringer is the goal of the campaign.


Total War Warhammer @ 2017/03/04 02:04:30


Post by: Trondheim


Eumerin wrote:
 ZebioLizard2 wrote:
 Compel wrote:
I've gotta say, I kinda figured that Todbringer was already in the game as part of the Volkmar DLC. I know when I confederated with Middenheim he became one of my generals, then I disbanded him and his army and found out I could never re-recruit Todbringer again.


He does have a unique model and a unique ability, but he doesn't have anything to major.

However he does have a more unique self in Custom/Multiplayer that has him as part of Middenheim and he can take a Runefang, but in the campaign he's mostly generic.


He's apparently in the Beastmen campaign. I don't own it, but the intro text suggests that beating Todbringer is the goal of the campaign.


More eating his delicious cadavre, but yes that is the end goal of the Beastman mini campaign

Just beat the Bretonnian grand campagin and holy hell! The endless waves of boredom almost made my mind keel over, granted murdering Orcs particulary hard with the end game cavalry and high lvl heros alongside the king


Total War Warhammer @ 2017/03/04 08:04:27


Post by: H.B.M.C.


I really thought that they'd at least finish the first one before moving to the second game. The Beastmen still have gaps in their line, and many of the races lack RoR.


Total War Warhammer @ 2017/03/04 08:20:09


Post by: LordofHats


I suspect they've realized (much like Bethesda) that they can rely on modders to fill out the game once they've put the mechanics in place.

For example the Lorehammer Mod includes almost everything that is missing from the base game and the factions. Integrates missing lords, fleshes some faction lineups (particularly beastmen), and reassigns some of the legendary lords and unlocks some of the other factions (like placing Ulgrim Ironfist, if I'm remembering his name right, as Karak Kadrin's legendary lord).

Maybe it's a bit cheap of them to leave a game unfinished knowing modders will fill in the blanks, but that seems to be what they're doing. Really I feel like the only glaring omission in the game is the Skraven. I'm not really up to par on my fantasy lore, but aren't they active in the Old World? Pretty sure the Tomb Kings are quite literally just south of where the game's southern border is too, and it would have been nice to have another undead faction. They've stated the next game in the franchise won't take place in the Old World, which leaves me wondering. Correct me please, but from my understanding the rest of the areas of the Warhammer world don't really have enough factions to flesh out another game on their own. I sure hope they don't go Age of Sigmar.


Total War Warhammer @ 2017/03/04 09:03:03


Post by: Eumerin


 LordofHats wrote:
Maybe it's a bit cheap of them to leave a game unfinished knowing modders will fill in the blanks, but that seems to be what they're doing. Really I feel like the only glaring omission in the game is the Skraven. I'm not really up to par on my fantasy lore, but aren't they active in the Old World? Pretty sure the Tomb Kings are quite literally just south of where the game's southern border is too, and it would have been nice to have another undead faction. They've stated the next game in the franchise won't take place in the Old World, which leaves me wondering. Correct me please, but from my understanding the rest of the areas of the Warhammer world don't really have enough factions to flesh out another game on their own


This was discussed a couple of pages back. Each game is supposed to have an initial focus on four factions, and The New World can sort of squeeze in four - High Elves, Dark Elves, Lizardmen, and Skaven. I've seen arguments stating that the Skaven don't really have much of a presence in Lustria anymore, though.

Oh - one item I forgot to mention on the last page. The third game is apparently supposed to be Chaos-centric.

The Tomb Kings are pretty much off by themselves. There are some smaller groups of orcs (who are just about everywhere - including in the New World), Arab stand-ins, and even some lizardmen. But none of the major factions are directly adjacent to them. On the other hand, the Tomb Kings tend to have very, very, very long memories. If an expedition happens to make off with a particular king's favorite scepter, then he's going to remember that. And sooner or later, he's going to try to get it back. The 8th edition Tomb Kings army book (i.e. the final one) mentions a particular Necrotect who spent 170 years preparing an army to get revenge for an Imperial steam tank's destruction of the necrotect's favorite wall. So they need to be added to the game to round out the factions (and because, imo, they're one of the neatest factions in the game). But their interactions with others might end up feeling a bit forced. The same also arguably applies to the Ogres, who don't really have any great strategic goals. And possibly the Chaos Dwarves, if they get added.

As for the Skaven, yes they're present in the Old World. The great Skaven citadel of Skavenblight is, iirc, located just off the eastern edge of the map. I don't know exactly how CA intends to handle them (given their penchant for tunneling underneath the cities of both dwarves and humans). But their absence in the first game doesn't rule out their appearance in one of the later games.


So best guesses at this point?

Paid DLC is done. That doesn't rule out that another race might still be added before the second game is released. But if so, there's a good chance it'll be free.
The second game will have four factions as the starting factions, mirroring the four starting factions in the first game (Empire, VC, Dwarves, and Orcs - remember that WoC is a DLC that was free for pre-orders). I would be *extremely* surprised if the High Elves, Dark Elves, and Lizardmen are not three of those factions. The elven conflict was one of the cornerstones of the WHFB setting, and is therefore an obvious focus point for the second game. And if you're going to add Naggarond, you might as well go ahead and add Lustria, too.
The third game is supposed to focus on Chaos. Possibly, this means that the Daemons of Chaos list won't appear until the third game is released. And the initial four factions could very well be aligned with each of the four Chaos Gods (as opposed to the Chaos Undivided treatment we've had so far). There's a good chance that this means that the non-Chaos factions will all be released before the third game comes out. But this is just speculation on my part.
Adding in and populating the world map to the east of the Dwarves is going to make life a lot more difficult for the map-border hugging stumpies.


Total War Warhammer @ 2017/03/04 09:28:16


Post by: H.B.M.C.


The lack of Skaven doesn't bother me because by the end the game will have all the races in it, so the order they come in isn't all that important.

Leaving things incomplete is a bigger problem. They charged quite a bit for that Beastmen DLC, and it's not finished.


Total War Warhammer @ 2017/03/04 11:05:39


Post by: flamingkillamajig


Eumerin wrote:


As for the Skaven, yes they're present in the Old World. The great Skaven citadel of Skavenblight is, iirc, located just off the eastern edge of the map. I don't know exactly how CA intends to handle them (given their penchant for tunneling underneath the cities of both dwarves and humans). But their absence in the first game doesn't rule out their appearance in one of the later games.




Skavenblight is in Tilea somewhere (Clan skryre took it over). Clan moulder is in troll country i think but i could be wrong (it has been a while). Pestilens is in Lustria. Eshin were in Nippon (japan) but then they came back or something (people thought they were lost as a clan). Pestilens and most skaven clans don't get along well or there's a big split between them. Then again skaven trust nobody anyway. Possibly one of the most treacherous races in the game but they do trade and ally only to backstab later. Basically the polar opposite of bretonnia (cowardly and selfish). There's also a couple big holds. One big hold is in karak eight peaks or to the skaven 'the city of pillars' which they own the bottom portions of but seemingly most of it. If i recall it's owned by dwarfs, goblins and skaven now making for a really uncomfortable neighborhood. Another big skaven warlord clan is i think at the only safe underground passage between the grey mountains or possibly the worlds edge mountains (unsure). I was a big skaven player for many years so i know most of the spots. They also have spineport somewhere off tilea i think which is where their largest navy comes from.

As my favorite faction the lack of skaven does bother me but i think vampires were the next army i would've started. Vampires are a lot of fun in the total war game but it still could be better. Also no coven throne yet to my knowledge which sucks hard balls. Empire were a decent surprise. I was underwhelmed by greenskins surprisingly. Spiders suck in total war just as much as people disliked them on the tabletop (wolves were considered superior in TT and seemingly here too). Generally if i recall most people went either all goblins or all orcs but not both though goblins generally used trolls or manglers or similar to back themselves up.

I was actually amazed at the fun i had with beastmen. Further proof that if GW could have made beastmen as they should be they'd have been great fun. Strange as it sounds they may be too good and chaos warriors oddly seem to suck.

---------

If skaven do get any boosts it'd be using the underway and maybe ability to trade while in a bad relationship with other skaven anyway. They should be in a bad relationship state with most of the other races except maybe chaos. I imagine the only likely allies, stomping out smaller skaven clans and such will be other skaven. I can only imagine though if relationships suck for most factions the diplomacy for skaven should be hilarious and quite bad. Trade one turn and backstab them another. Always gotta watch out for treacherous skaven upstarts.


Total War Warhammer @ 2017/03/05 13:58:18


Post by: Silent Puffin?


 LordofHats wrote:

For example the Lorehammer Mod includes almost everything that is missing from the base game and the factions. Integrates missing lords, fleshes some faction lineups (particularly beastmen), and reassigns some of the legendary lords and unlocks some of the other factions (like placing Ulgrim Ironfist, if I'm remembering his name right, as Karak Kadrin's legendary lord).


The problem with these mods though is that most scripted events don't fire and there are no 'quests'.



Total War Warhammer @ 2017/03/05 23:31:45


Post by: lord marcus


 Silent Puffin? wrote:
 LordofHats wrote:

For example the Lorehammer Mod includes almost everything that is missing from the base game and the factions. Integrates missing lords, fleshes some faction lineups (particularly beastmen), and reassigns some of the legendary lords and unlocks some of the other factions (like placing Ulgrim Ironfist, if I'm remembering his name right, as Karak Kadrin's legendary lord).


The problem with these mods though is that most scripted events don't fire and there are no 'quests'.



I agree that official additions would add polish, but you can set rules/goals and RP your games to make certain things work.


Total War Warhammer @ 2017/03/06 01:46:45


Post by: djones520