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Shadowy Grot Kommittee Memba




The Great State of New Jersey

Thats a misconstrued argument. I was pretty clear in saying that Cathay was *exactly* what I expected it to be, which as a result makes them boring.


With the tidbits dropped previously that Cathay would have some sort of a twist to it or be something unexpected, one could have been led to believe that Cathay could have been something unexpected instead.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
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Mighty Vampire Count






UK

new Cathay lore post on Total War Blog

https://www.totalwar.com/blog/total-war-warhammer-3-grand-cathay-lore/

In case you haven’t heard, Grand Cathay is coming to Total War: WARHAMMER III. In the thrilling conclusion of the WARHAMMER trilogy – well, not counting the years of live support we’ll be offering – Grand Cathay joins the four Chaos Gods and the Kislevite peoples as one of our factions that will fight for the future of the world. But who, exactly, are they? Oft mentioned throughout the annals of Warhammer history, they never quite made it to the foreground until now.

Grand Cathay is a massive and incredibly powerful empire situated in the east of the Warhammer World, beyond the Dark Lands, across the Mountains of Mourn and past the Great Maw – the gaping wound in the land caused by Grand Cathay’s astromasters millennia ago. It covers a landmass larger than the Empire, Bretonnia, and many other nations combined. Vast cities pockmark the landscape, with huge populations watched over by the ruling Dragons – the Celestial Dragon Emperor, his consort the Moon Empress, and their children.

To the North lies the Great Bastion, constructed thousands of years past by the Dragon Emperor himself and imbued with much of his magic. A humongous wall that has stood for aeons against the ever-present threat of Chaos. In times gone by and for many millennia, Chaos has been the most serious threat to Grand Cathay. Had the Emperor and Moon Empress wished it, sheer force of numbers and powerful magics and artillery could have dominated much of the land to the west, but they have been content to rule and defend their already formidable nation.

Harmony is the driving force behind Cathayan society. The teachings of the Dragon Emperor are such that everyone must work in concert with themselves and the land for the betterment of all and to find their natural place. This drives everything, from their magic lores of Yin and Yang to how the Dragons govern their people. Far from tyrants or aloof aristocrats, the Dragons act as teachers and wardens for the populace. They see little point in creating an imbalance between mortals and themselves when the ever-present threat of Chaos will happily destroy them all.

Similarly, the Dragons are not treated as gods, nor do they demand worship. They are immensely powerful beings, rulers by magical and physical right rather than mysterious divinity. The iconography of the Dragons is common-place and ever-present throughout society, but because they are very real, very present, and very powerful rulers. They are treated by the people with the reverence such beings deserve and speaking ill of them, especially if you are not native to Grand Cathay, is a quick way to get yourself killed.

The Dragons often move among the people in human form. While still evidently far beyond a commoner, they only transform to their draconic selves when there is need, embracing their heritage to lay waste to a battlefield and fly far above their forces. In war, the Harmony of the Cathayan way of life is ever-present, their forces acting in concert to lay waste to enemies with devastating precision and calm.

In WARHAMMER III, our focus is on two main areas: Northern Cathay with the Storm Dragon Miao Ying and the Great Bastion, and Western Cathay with the Iron Dragon Zhao Ming and the Ivory Road. The land of the Storm Dragon includes the fortress city of Nan-Gau, never conquered or sacked, despite the many wars that have met its borders. Naturally, the Great Bastion dominates much of the landscape, with its massive gates and huge patrols of troops fending off attacks from Chaos. The Eastern Steppes make up the lands beyond, thoroughly infested with Chaos of every stripe.

Miao Ying is arguably the most powerful Dragon alive save her mother and father. Immense power and immense responsibility land on her shoulders, and she can seem cold and aloof in comparison to her siblings. The defense of the realm, the future of Grand Cathay, and much more is quite the burden to bear.

Meanwhile, the Iron Dragon must make do with a less defended, if less chaotic (and Chaotic), area of the world. The Western Provinces contain beasts and men of all sorts coming from further West, as well as the regular incursions of Skaven and Ogres from the Warpstone Desert and Mountains of Mourn. The creation of the Great Maw still hangs heavy on this area, even as an uneasy peace maintains.

Zhao Ming is a natural born warrior, though less innately skilled than his sister to the North. He is a talented alchemist and shows great preference for the art among his armies – much to the chagrin of those that find the insidious magics worrying for the Empire. His life-long station so close to the Great Maw and all that warpstone mean many fear his mind is permanently damaged from the exposure, and any eccentricities or erratic behaviour he displays is very worrying to his siblings.

Of course, stability and prosperity have not reigned forever and are unlikely to continue without a fight. The history of Grand Cathay is longer than even Chaos, originating more than 5,000 years previous, when the Celestial Dragon Emperor ruled the land before the coming of the Old Ones. He learned how to take the form of a human to gather the tribes, and when Chaos began to sweep the world he defended his burgeoning empire, eventually constructing the Great Bastion to keep the hordes at bay.

It has been attacked on innumerable occasions, damaged, and even sometimes breached, but still the Great Bastion stands as powerful a vanguard against Chaos as ever, constantly maintained and garrisoned by massive armies. Only Tzeentch, known to Grand Cathay as Chi’an Chi, has managed to significantly infiltrate the Empire, His cults being a common cause of disruption and rebellion within.

Trade is the main reason the Western factions know of Grand Cathay’s existence and its primary interaction with them. For outsiders, it is a realm of infinite riches and pleasures unknown, seemingly immune from the endless terrors that prowl the outside world. While this is far from the truth, the absolute economic power of the Ivory Road cannot be disputed, and those that make their living along it are evidence of that. For Grand Cathay, there is plenty to gain from an outside world with technology, trinkets, and beasts that are all foreign to them.

The most tumultuous time in Grand Cathay’s history came when a combination of invasions of Chaos from the North and the Monkey King from the South, alongside a four-century disappearance of the Dragon Emperor and the Moon Empress, nearly led the Empire to ruin. Then, more than any other time, the natural competition between the Emperor’s children reached its peak, and Grand Cathay was essentially divided into warring states. This allowed the Monkey King to take power and claim dominion over the Empire, an act heinous enough to galvanize the warring siblings into once again putting aside their differences to fight for their father’s throne. At the key moment, the Emperor and Empress returned and helped to defeat the Monkey King, who fled South. Little is known of him or his fate.

Perhaps yet darker days may be on the horizon. Events the world over are conspiring to require the attention of even these isolationists. Chaos amasses beyond the Great Bastion like never before. Rebellion and squabbles between local factions are reaching new heights within the Empire. Whatever machinations the Celestial Dragon Emperor has been planning continue to come to fruition – but to what end, only he knows. What are you going to do about it?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
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Mad Gyrocopter Pilot





Northumberland

That's really cool Mr Morden, thanks for sharing! One thing I've really enjoyed about the Total War games is that they are clearly Warhammer fans and keen to have fun and explore the lore and setting. I guess having brought out that Three Kingdoms game recently, they've probably put some good ideas forward in the design phase about how the Cathay faction should look and work within the game. Sounds like they've got a cool storyline going with the different legendary lords.

I was originally thinking of doing my first playthrough as Kislev, but I'd be hard pressed not to start as Cathay now.

I'm really looking forward to trying it out.

This message was edited 1 time. Last update was at 2021/09/21 21:37:06


One and a half feet in the hobby


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Versteckt in den Schatten deines Geistes.

It's good that the Monkey King is still part of the background.

I want the second expansion to be 'The Monkey & The Magic'.

Be entirely Cathay-focused, expanding on the Monkey King's forces and a big Tzeenchian cult (think combo Cathay/Tzeench hybrid army) as the adversary.

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Mighty Vampire Count






UK

New video teaser up



I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
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Phanobi






Canada,Prince Edward Island

I am really liking the sound of Cathay. I enjoyed playing as the dwarfs for their very defensive style and I feel like Cathay will be going the same route. Definitely the faction I will be playing most once this game releases!

The major differences look to be their use of magic (including that sweet looking defensive spell!), and more squishy units on the frontline. I am sure the DLC in the far future will also add some crazy new units that will be great fun to mess around with.

I do wish we had gotten a bit more gameplay footage or even better, a look at the campaign map by now. Chaos Daemons in general don't really interest me so if we just get faction reveals until the end of the year it could get pretty stale. Fingers crossed we get something this month!

   
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The opening shot is really amazing. The hard border between the green city (complete with floating rocks with vegetation) and the stark wasteland outside it is pretty amazing.

Interesting that Horrors have arcing fire (like bows/crossbows) rather than direct line fire like gunpowder units. That makes them a lot more useful behind some warrior or forsaken meatshields.

The narrator was perhaps overdoing the accent. Sounded.. inauthentic and jarring to a degree.


@commander cain- irrc they're supposed to talk about sieges at some point soon. Yeah, according to the July blog post (posted in September? the url has 'september news,' but the date next to the writers name is july), they're going to talk about sieges:

With the Grand reveal will come information on siege battles, as the incredible power of the Old World’s largest empire must stand resolute against the tides of Chaos, their Great Bastion holding firm. We will show you not only unique elements for Cathay, but also the general system changes that support every siege battle going forward.

https://www.totalwar.com/blog/total-war-warhammer-3-september-news/

This message was edited 3 times. Last update was at 2021/10/03 14:11:34


Efficiency is the highest virtue. 
   
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Mad Gyrocopter Pilot





Northumberland

Yeah I was thinking I'd start as Kislev but now I really want to play as Cathay. The draw of a new faction and the fact it is totally unexplored land that has only been vaguely discussed in the lore will be fascinating.


 H.B.M.C. wrote:
It's good that the Monkey King is still part of the background.

I want the second expansion to be 'The Monkey & The Magic'.

Be entirely Cathay-focused, expanding on the Monkey King's forces and a big Tzeenchian cult (think combo Cathay/Tzeench hybrid army) as the adversary.


Well I notice in the trailers that Cathay are up against Tzeentch, perhaps that will be one of the AI in the campaign to start.

One and a half feet in the hobby


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# Olthannon's Oscillating Orchard of Opportunity #

 
   
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Decrepit Dakkanaut




UK

MASSIVE Siege update
https://www.totalwar.com/blog/total-war-warhammer-3-siege-rework/




Not only are the maps BIGGER and with more internals to the city area, but they've also fleshed them out with choke points and a small base building element of building defensive positions like barricades and such to further constrain troops moving into a city. Which likely means that, unlike earlier TW games, you can't just rush the wall; take the gates and then run cavalry around to easily flank behind defenders all the time.

It also sounds like they are trying to make it possible to not only hold the city itself but also make you use more of the wall length as a defender by increasing the control range of the towers. This all might well make it far more attractive to an attacker to hit multiple wall segments and gates at once rather than focusing on a single edge and smashing through in just one spot.



Indeed as I watch it I do wonder if there's a second video for attackers getting bonuses as well or if the job of attacker has become harder; accepting that this might mean that sieges become much more of a multi-army necessity when taking big settlement.s


ALSO Minor settlement battles are in!!!

This message was edited 2 times. Last update was at 2021/10/11 23:06:09


A Blog in Miniature

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Woof. That's big. We'll see exactly how effective that is in practice (rather than a heavily edited overview video), but the multiple levels alone is pretty big.

Random observations:
Horrors climbing walls on plain old wooden ladders lacks a little something

Expect the 'Mortal Empires' campaign for TW3 to take a good long while. Regardless of any other changes, they have to now rework _all_ the siege maps for this new functionality. And test it.

Efficiency is the highest virtue. 
   
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Mighty Vampire Count






UK

They also said that the attackers can attack the wall itself

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Knight of the Inner Circle




Montreal, QC Canada

Im glad they are doing a re-work and trying to make sieges better. Right now they are a total joke. Attacking or defending the walls are useless.

Defending its not worth keeps guys on the wall, its better to fall back to streets and choke points. And for attacking, just sit back and unload missles/magic and wait for the army losses to kick in.

Commodus Leitdorf Paints all of the Things!!
The Breaking of the Averholme: An AoS Adventure
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Longtime Dakkanaut




The only current issue with sieges IMO is that autoresolve doesn't work correctly for them unless your army is vastly more powerful. It looks like you're still going to be forced to manually fight sieges AND they're going to be harder to win as an attacker OR you'll still be able to cheese it with artillery/flyers/magic and nothing really changes.

The only way we can ever solve anything is to look in the mirror and find no enemy 
   
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Decrepit Dakkanaut




UK

trexmeyer wrote:
The only current issue with sieges IMO is that autoresolve doesn't work correctly for them unless your army is vastly more powerful. It looks like you're still going to be forced to manually fight sieges AND they're going to be harder to win as an attacker OR you'll still be able to cheese it with artillery/flyers/magic and nothing really changes.


That's basically what auto-resolve is there for.
They've put a lot of work into it for TW Warhammer because it was the only way, originally, to do sea battles, but even with all the work its just too hard to really have a "fair" auto resolve result and that's before you throw in wildcards like skaven - armies where many units are totally rubbish but work because of how you use them in the game. Same as something like Chariots - in auto resolve they might die in close combat, but in manual gaming you can slice through loads of ranged units and rank up a huge number of kills with them if correctly used.


And that's the real issue - auto resolve isn't fast playing the game with two tactically sound AI fighting it out; its just running numbers from the two armies against each other with some weighting on them. It's really only ever designed to help you get past auto win/lose situations so that you don't have to play every fight when one side has 2 units and the other has 20 and the result is a forgone conclusion. Otherwise the way the game works is it intendeds you to play the siege battles out in live.

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I'm surprised no one has already posted this link.

Tzeentch gameplay mechanics -

https://www.totalwar.com/blog/total-war-warhammer-3-tzeentch-campaign-mechanics/?fbclid=IwAR22mtXPP2sck_9P54Lyk4FsAZjO9NpmNd9RVzlEwEATGlhb_BqmAPZz4Zo


   
Made in us
Terrifying Doombull




Tzeentch campaign mechanics!

https://www.totalwar.com/blog/total-war-warhammer-3-tzeentch-campaign-mechanics/

-Changing of the Ways (special actions using grimoires):
Transfer Settlement
Transfer control and ownership of one settlement to a new faction. This can be your faction or another.

Open Gates
Open the gates of a major settlement with walls, for any battles in that settlement in the next few turns.

Force Rebellion
Causes a rebellion in a region, spawning an army for the owner to contend with.

Track Army
You are given the line of sight of a target army.

Reveal Faction Intentions
Shows the plans of all armies a target faction controls.

Reveal Shroud
Gives complete vision of a target faction’s territory.

Halt Faction
All characters – so armies and heroes – have their movement halted and disabledfor the faction’s following turn.

Give War Co-ordination Target
Gives a faction a war co-ordination target even if they are not your ally.

Break Alliance
Break the military or defensive alliance between two factions.

Force War
Force a war between two factions.


That's quite a list. Some are locked by the tech tree, but some are simply amazing. Some are brute force, but I really like the 'Halt Faction' option. Killing the possibility of reinforcing a city you're marching on is great when the AI is playing defense.

On the other hand, this sounds really unfun in multiplayer campaigns.

- Winds of Magic manipulation. Depends, on how they changed the winds mechanic, which they don't explain at this juncture.

- Chaos Corruption is now god specific and gives various benefits.

- Found cults in foreign cities (like pirate havens or skaven undercities)

-Teleport stance, complete with ambush. (locked by tech tree)

Grimoires are a resource for various techs and abilities.

- All Tzeentch units have a barrier (special shield with hit points) which can be buffed by a Unholy Manifestation with enough chaos corruption.

Future blogs in the coming weeks: magic system and lores in the coming weeks and then corruption changes 'at a more appropriate time'

This message was edited 1 time. Last update was at 2021/10/15 22:22:52


Efficiency is the highest virtue. 
   
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Decrepit Dakkanaut




UK

I wonder how many of those new Tzeentch units might appear in AoS or Old World.

It looked like they had Chaos Champions on disks and some new cavalry

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Trying to decide if the Fatescribes are in there at 0:27. Above the cheering horror's head, there seems to be a large disc with two bodies riding it. It doesn't really look like the model, but hey, could also be something new. Hmm. There are more at 0:23. One is clearly a burning chariot with exalted flamer, but the others seem to have multiple horrors.

Units of chaos chosen/champions on discs are frightening.

The cav, not so much. Doomfire Warlocks didn't impress me much with DE, and micromanaged caster units with spell charges are a bit too much micro for me.

Flamers have some jumping ability it seems (jump and nuke?).

Not sure about a battleline of forsaken, blue horrors and chaos spawn. Fitting, but fragile.


----
Ooh. I misread the Cults bit. All four chaos powers get cults.
Tzeentch gets grimoires, more grimoires, income (both of these require high winds of magic, not sure how that works- do they stop if the winds drop below a certain level?) or sacrifice the cult to make the Winds crazy good in the region.

Nurgle will likely get another plague mechanic, maybe replenishment like Norsca?, Slaanesh... raiding and sacking bonuses, maybe slaves like dark elves? The AoS Slaanesh releases certainly make me think that. Maybe leadership or psychology buffs/debuffs..

-----
The map seems interesting. Apparently Kairos is planted outside Cathay for an invasion, but DLC lords will be elsewhere. From the big Kislev vs Khorne focus, I presume Skarbrand is similarly close to Kislev. Leaving Nurgle and Slaanesh puttering about in the middle, either to fight each other or act as spoilers for the more aggressively placed chaos gods (lore check says Slaanesh to the west to mess with Khorne and Nurgle more to the east to mess with Tzeentch).

This message was edited 2 times. Last update was at 2021/10/16 00:52:58


Efficiency is the highest virtue. 
   
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Executing Exarch




Voss wrote:

-----
The map seems interesting. Apparently Kairos is planted outside Cathay for an invasion, but DLC lords will be elsewhere. From the big Kislev vs Khorne focus, I presume Skarbrand is similarly close to Kislev. Leaving Nurgle and Slaanesh puttering about in the middle, either to fight each other or act as spoilers for the more aggressively placed chaos gods (lore check says Slaanesh to the west to mess with Khorne and Nurgle more to the east to mess with Tzeentch).


And the as yet unannounced, but almost certainly guaranteed pre-order bonus DLC Ogre Kingdoms somewhere in the middle.
   
Made in us
Terrifying Doombull




Eumerin wrote:
Voss wrote:

-----
The map seems interesting. Apparently Kairos is planted outside Cathay for an invasion, but DLC lords will be elsewhere. From the big Kislev vs Khorne focus, I presume Skarbrand is similarly close to Kislev. Leaving Nurgle and Slaanesh puttering about in the middle, either to fight each other or act as spoilers for the more aggressively placed chaos gods (lore check says Slaanesh to the west to mess with Khorne and Nurgle more to the east to mess with Tzeentch).


And the as yet unannounced, but almost certainly guaranteed pre-order bonus DLC Ogre Kingdoms somewhere in the middle.


Sure. But as far as campaign objectives for the chaos gods, I don't think they're going to be significant beyond 'sometimes they take stuff you want' and maybe a couple specific locations
And maybe not even that, depending on how the campaign map is oriented/laid out and particularly how twisty and muddled the Mountains of Mourn get in terms of mountain passes and slowing movement. The Worlds Edge mountains were rather nightmarish and slow for anyone without special movement modes.

I'm still puzzled as to how they're going to make all that geography interesting, especially after taking the time to drag the TW2 map all the way over to Pigbarter and Flayed Rock. Granted they can just cut the southern reaches out for the TW3 'main campaign,' but they're going to have to deal with that vast expanse eventually. It would suck if half the new factions have to march for the first 50+ turns just to get to play in the Old World.

Efficiency is the highest virtue. 
   
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The blog post covering Kislev's campaign mechanics is up.

https://www.totalwar.com/blog/total-war-warhammer-3-kislev-campaign-mechanics/?fbclid=IwAR1jUS4tRVevbeHUIFbXLfgIbRKT5lIm7EFDTkK8IQlBoys1NvSGDw66nRA

Devotion, training lords before they enter your pool, and more. Take a look! I'll note right off that there are three Kislevite cities, but only two lord's mentioned in the blog post. I'm guessing the third city will eventually get a DLC lord.

Other minor items - Ogres are mentioned in a laundry-list of Kislev's neighbors. They're to the east, which is expected. But the mention suggests they might start quite close. Also, the Skaven Hell-Pit will be on the map.
   
Made in us
Terrifying Doombull




Not really sold on Queen Kat (and Kislev in general) being all about bowing down before the Ice God.

The god invocation system seems ripped right out of Troy.

Efficiency is the highest virtue. 
   
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Versteckt in den Schatten deines Geistes.

I think the smaller TW games are exactly where they test out mechanics for the larger ones.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
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 H.B.M.C. wrote:
I think the smaller TW games are exactly where they test out mechanics for the larger ones.


Oh, they absolutely are. I just didn't expect to see it for Kislev, in a weird mishmash of... Orthodox Christian Paganism.

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Cathay vs Tzeentch Great Bastion Battle

https://www.youtube.com/watch?v=2muTpEXIg9E&t=7s

Heavily edited and narrated as usual. Which is unfortunate, since its hard to tell how the siege would really play out if they weren't going for a scripted display. Like if all those tzeentch fliers swoop around to attack ranged units and disrupt the Cathayan 'reserve units' mustering in the back.


Highlight for me is the Soul Grinder quietly sneaking it. Almost didn't recognize it since it isn't grossly out of scale like the model is.

Kairos' animations are... surprisingly chill? He's got an almost cocky saunter at times (particularly the end of the video)

Efficiency is the highest virtue. 
   
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Decrepit Dakkanaut




UK

I think the issue with the soulgrinder model is that its very static in pose and rather rigid. It doesn't really show itself moving so much as standing. Its one of a few "stiff" demonic models like the Demon Prince that don't really, in my view, "work" as good as many others.


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Versteckt in den Schatten deines Geistes.

Didn't seem static to me at all. Looked like it was moving quite fluidly, except for the slow-mo bits.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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UK

I meant the model - the plastic one - not the animated crawling beast that looks far better in the TW Warhammer game

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Next up is Khorne. The campaign mechanics for the servers of the Skull Throne can be found here -

https://www.totalwar.com/blog/total-war-warhammer-3-khorne-campaign-mechanics/?fbclid=IwAR1X4mqwFEG6dxOU2I3wbhbphrc08ICSiVv2LGPdquIwEvRZ6Yl4FwGh52E
   
Made in us
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Some interesting mechanics there. Free armies with no upkeep (that can immediately move) seems absolutely nuts.

The passive colonization is... dubious at best. At least with current mechanics. The AI is way too keen to settle, even sometimes when it means they'll get immediately rolled over by a hostile army.

The unholy manifestations are... weird. I get eternal war (good for farming). Call of battle is godly with +50% movement. I don't really care about the higher tier ones? More skulls is... fine, but I suspect by the time its unlocked you're at full-rampage-mode anyway.

Cult buildings are...fine. The teleport from the arena is useful. Hideout with passive skull generation is fine. The other two are going to depend on cost.

Auto-war with everyone (barring other chaos factions) at contact is... fine. It makes sense, but I think its the wrong way to go, simply because of the impact on playstyle:
it doesn't actually encourage all-in total war. It encourages very cautious, careful play where you don't reveal yourself to anyone if you can help it. You stick to your current opponent and don't stick even a claw into anyone else's territory until the current foe is wrapped up.

Efficiency is the highest virtue. 
   
 
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