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Made in au
Regular Dakkanaut




Aus

People, please trim your quotes before posting.....

What I think people expect is some weird smushing of hundreds of troops on screen at once dynamically rolling between cover, pushing peoples heads down, having individual sprites from a block of 30 throw a grenade around a corner whilst the rest of the squad line up ready to move and suppressive fire as they advance 2 at a time between cover. That is not and never will be total war. It's madness to expect that and no RTS on the planet will do that at that scale.


Yes, that is the kind of changes/advancement in gameplay and presentation I would expect from a large well regarded studio who are moving onto a subject different to previous ones. Again, look at Steel Division 2 footage. Do I expect units to literally be individually enacting Band of Brothers moment to moment? No of course not, but at least making the pretence of "these are firearm units utilising terrain and cover and bounding up" as opposed to "we march in formation across an empty plain firing our weapons like it's 1866" If Company of Heroes could do it 20 years ago with small units (and I'm perfectly fine with that mish mash of real world authenticity and "march your SMG unit until they stand 5m from the rifleman unit and they will blaze away at each other like zombies" gameiness) there's no reason it can't be done on a larger scale now.

I don't know why you'd point to the miniatures and artwork and say "see that's what we want and what we'll get!" the whole purpose of an adaptation is being able to break away from how it is (imperfectly) depicted elsewhere. I'll be the first to say that the scale of the tabletop looks silly and implausible, but that translates over and works fine in an RTS like DoW where your preconceptions (based on decades of games back to Dune) is that it's fine for units to engage at unrealistic distances, numbers and tactics. Total War however has always tried to wear some plausibility with its depiction of large battles, at least in comparison to something like Age of Empires.

This message was edited 5 times. Last update was at 2025/12/16 00:50:20


 
   
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WA, USA

Really can't wait to see some of these maps in detail. The TW:W ones are fantastic.

This message was edited 1 time. Last update was at 2025/12/16 05:48:54



 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 RustyNumber wrote:
People, please trim your quotes before posting.....

What I think people expect is some weird smushing of hundreds of troops on screen at once dynamically rolling between cover, pushing peoples heads down, having individual sprites from a block of 30 throw a grenade around a corner whilst the rest of the squad line up ready to move and suppressive fire as they advance 2 at a time between cover. That is not and never will be total war. It's madness to expect that and no RTS on the planet will do that at that scale.


Yes, that is the kind of changes/advancement in gameplay and presentation I would expect from a large well regarded studio who are moving onto a subject different to previous ones. Again, look at Steel Division 2 footage. Do I expect units to literally be individually enacting Band of Brothers moment to moment? No of course not, but at least making the pretence of "these are firearm units utilising terrain and cover and bounding up" as opposed to "we march in formation across an empty plain firing our weapons like it's 1866" If Company of Heroes could do it 20 years ago with small units (and I'm perfectly fine with that mish mash of real world authenticity and "march your SMG unit until they stand 5m from the rifleman unit and they will blaze away at each other like zombies" gameiness) there's no reason it can't be done on a larger scale now.

I don't know why you'd point to the miniatures and artwork and say "see that's what we want and what we'll get!" the whole purpose of an adaptation is being able to break away from how it is (imperfectly) depicted elsewhere. I'll be the first to say that the scale of the tabletop looks silly and implausible, but that translates over and works fine in an RTS like DoW where your preconceptions (based on decades of games back to Dune) is that it's fine for units to engage at unrealistic distances, numbers and tactics. Total War however has always tried to wear some plausibility with its depiction of large battles, at least in comparison to something like Age of Empires.


Because I was told every depiction of the setting showed them using "modern fighting techniques" which clearly isn't the case.

Total war has used loose formation skirmish units for decades at this point which is 80% of what you're all talking about, to add to that from the tiny tiny tiny limited footage of the game seen, they make a token use of cover, such as the guardsmen behind the aegis.
Spoiler:



Which boils back down to what exactly are people moaning about.

Oddly it's fine for units to march in formation across open areas firing their weapons in dawn of war and nobody bats an eyelid, but in the mass battle game? Nooo can't have that.


Automatically Appended Next Post:
 Mentlegen324 wrote:

These examples make me wonder if you're actually even entirely understanding of what this whole thing is even about, as what you've done there is look at a superficial cosmetic element as if that alone is all that this involves, with nothing more to it. What you've shown is mostly just units with members of a squad in cohesion with each other while out in the open, but they are not operating as a block formation of strict regimented infantry who maneuver and fire and behave in sync with each other as if they're one single big unit. One soldier standing behind another or if a squad vaguely resembles a loose square shape doesn't magically shift their behavior and fighting style back to the 1700s and make them operate as rank & file line infantry all of a sudden.

Units fighting in formation would be them choosing a specific shape, forming that shape together, and staying in that positioning as they move and fight, but that isn't what 40k is about. The way combat in 40k is primarily depicted is where they're operating together as a squad near each other, but they aren't all locked into a specific rigid formation carrying out specific timed behaviour patterns all doing the very same thing at once. It isn't rank & file formation warfare. Look at those Eldar Guardians in that last piece of art for example, that's how things are most commonly shown - acting on their own initiative, choosing their own targets, firing on their decision, having more fluid movement than being stuck together in a pattern, using cover when available etc like you'd expect modern-day soldiers to operate too. That's how the vast majority of books, stories, novels, animations etc have depicted things being done, not with a formation warfare style. The few times I can recall something that actually did outright involve a formation, is Krieg troopers marching in some of the Vraks art, and regiments like Praetorian or Mordian Guard forming firing lines because they're specifically based on more historical-styled regiments.

I don't think anyone is really suggesting that the way the game does things is something like every single unit member can behave on their own and would all wait cover with them moving up one at a time like it's the Men of War series where you get that level of granularity, for me it's just wanting a bit more suitable depiction of 40k than it being shoved into the rank & file block warfare format. It's a relatively small change but what I was hoping for something a bit closer to what epic 40k, Apocalypse 40k or Legionnes Imperialis does for their units - a unit being a combination of several squads together.


I agree that a few unit operating together is a good idea but even then, at this scale theyre going to move in a rough formation of units. As noted they'll likely look like skirmishing units and conform to terrain where they can

But this is an rts, once they're in the place you put the unit, the unit will fire at the target unit all at once from whatever position you put them in.

Too much is being complained and worried about when theres a total of 5 seconds of gameplay from up high on a bridge. There will have to be an element of them moving in some form of formation and firing simultaneously and so on, because that's simply a sensible implementation of mechanics at that scale.

This message was edited 1 time. Last update was at 2025/12/16 07:18:35


 
   
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Dudeface wrote:
There is no formal explanation for how 40k troops fight? ....

Push them all to the middle of the table in a clump and roll lots of dice?

Currently most played: Silent Death, Mars Code Aurora, Battletech, Warcrow and Infinity. 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 Gimgamgoo wrote:
Dudeface wrote:
There is no formal explanation for how 40k troops fight? ....

Push them all to the middle of the table in a clump and roll lots of dice?


Damn straight!
   
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Italy

 Gimgamgoo wrote:
Dudeface wrote:
There is no formal explanation for how 40k troops fight? ....

Push them all to the middle of the table in a clump and roll lots of dice?


The true fact is that WH40K in most cases depicts in the wrong way the strategy and tactics on the battlefield. The table is too small, is very very small, and is too full of troops. Troops don't have space to manouevre, to fire from the distance. I hope Total War doesn't copy from the tabletop game.

   
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An early cutscene from the game has been released

Spoiler:


Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
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30 years pre-alpha… some kind of record?

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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 1984Phantom wrote:
 Gimgamgoo wrote:
Dudeface wrote:
There is no formal explanation for how 40k troops fight? ....

Push them all to the middle of the table in a clump and roll lots of dice?


The true fact is that WH40K in most cases depicts in the wrong way the strategy and tactics on the battlefield. The table is too small, is very very small, and is too full of troops. Troops don't have space to manouevre, to fire from the distance. I hope Total War doesn't copy from the tabletop game.


Heaven forbid total war 40k learns it's setting from actual warhammer 40k rather than the NATO play book right?
   
Made in gb
Preparing the Invasion of Terra






It might just be me that thinks this, but I don't feel this is going to work as a Total War game.

Sure, it'll have the label, but TW is pretty well defined by its large block units (exceptions, of course, existing with the likes of artillery and monsters for TWWH and TW: Troy) and unless we're suddenly pivoting to Space Marines coming in blocks of 30 or Tyranids marching in square, then I don't see how its going to keep the vibe of TW and not just end up as "Slightly Differrent Dawn of War".
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 Gert wrote:
It might just be me that thinks this, but I don't feel this is going to work as a Total War game.

Sure, it'll have the label, but TW is pretty well defined by its large block units (exceptions, of course, existing with the likes of artillery and monsters for TWWH and TW: Troy) and unless we're suddenly pivoting to Space Marines coming in blocks of 30 or Tyranids marching in square, then I don't see how its going to keep the vibe of TW and not just end up as "Slightly Differrent Dawn of War".


This is the crux of the issue. For me, both is a win.
   
Made in gb
Preparing the Invasion of Terra






It's a tricky path CA is going down going this hard into Warhammer, especially given how fluctuating the quality has been on historical titles.

At least with being based on WHFB the whole blocks of units made sense, cos yknow, that was Fantasy.
Even pushing to Napoleon and Empire isn't a crazy thing because of how static warfare was during those time periods.
As soon as you push past that era into anything remotely similar to modern warfare, TW doesn't work.

Maybe I'll be proven wrong, I do enjoy it when things that look bad turn out to be good but I just don't see the point in Dawn of War 4 and TW40k being the same thing but one has a bigger campaign map.

Also vary wary of it being designed with consoles in mind. Not saying there haven't been good strategy games on consoles (End War with its fun mic interaction comes to mind) but it's like seeing Halo on PlayStation, it just feels wrong.

This message was edited 1 time. Last update was at 2025/12/16 23:27:33


 
   
Made in au
Longtime Dakkanaut





It sounds like at least conceptually they are really going to try and reflect the unique fighting style of each faction, to the point they single out the eldar as being the most divergent faction from anything they've ever done in TW:

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


Eldar don't recruit from worlds they take (obviously), and they can't replace their troops once dead, because they're a dying race. Their battles aren't of conquest but specialist insertions into wars to prevent certain outcomes.

Marines play more like TW factions, but are limited like the eldar are.


If the gameplay works anything like they've described, I think it will be the first time these factions are actually reflected accurately in battle.

DoW was just tabletop on computers, which isn't accurate.

TW with the whole recruitment and industrial complex aspect may actually reflect each faction's style more accurately than anything else.

   
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Decrepit Dakkanaut




UK

I'm imagining Eldar will be similar to Woodelves in Old World. That is a limited region where they can recruit from and then territories they grab having very limited build options and no recruitment directly from them and such.

The only difference is that as they use huge Craftworld space ships they might have the capacity to move those around between systems. Probably at some huge resource or limited resource cost.


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Made in gb
Leader of the Sept







40kTW will be fundamentally different to DOW4 because it has the whole strategic layer over the top. The tactical fighty bit is not the real core of the game. While I enjoyed the tactical bit in Shogun and Medieval, I often just auto-generated the result so I could keep my focus on strategic moves and development. Or I did t really feel like manually defending the same bridge for the 37th time with overwhelmingly superior forces against a raid by a rather overenthusiastic AI.

This message was edited 1 time. Last update was at 2025/12/17 00:29:11


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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Made in au
Longtime Dakkanaut





 Overread wrote:
I'm imagining Eldar will be similar to Woodelves in Old World. That is a limited region where they can recruit from and then territories they grab having very limited build options and no recruitment directly from them and such.

The only difference is that as they use huge Craftworld space ships they might have the capacity to move those around between systems. Probably at some huge resource or limited resource cost.



Having never played TW:W I can't comment. But the descriptions they give in the video I linked about how the eldar will work sound really cool from a factional representation.

They only recruit from their off map craftworld, where they build shrines to get elite units. They can't replace their casualties once lost, they only fight in asymmetrical conditions and their campaign isn't one of conquest, so how they determine victory is independent of whether they control planets or not.

And given taking planets is a big part of the game, it will be interesting to see how it goes.

   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

https://www.youtube.com/watch?v=njanDkiImPw&pp=ygUTdG90YWwgd2FyaGFtbWVyIDQwa9IHCQk8CgGHKiGM7w%3D%3D

Haven't had time to watch it all yet, I'll post my thoughts about it once I do.

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Made in au
Regular Dakkanaut




Aus

Dudeface wrote:
Oddly it's fine for units to march in formation across open areas firing their weapons in dawn of war and nobody bats an eyelid, but in the mass battle game? Nooo can't have that.


Total War however has always tried to wear some plausibility with its depiction of large battles, at least in comparison to something like Age of Empires.

You're right, I don't bat an eyelid at Company of Heroes because they've always gone for a blend of muh-realism and classic RTS. Though I do admit that when I first played the game it did take some adjustment to accept the weird blend of the two. CA could absolutely just spit out "lol it's Empire Total War but with Space Marines volley firing by rank and sometimes they can garrison specific bits of terrain" if that's their take on it, but I'll be disappointed if it is.

Gert wrote:It might just be me that thinks this, but I don't feel this is going to work as a Total War game.

Sure, it'll have the label, but TW is pretty well defined by its large block units (exceptions, of course, existing with the likes of artillery and monsters for TWWH and TW: Troy) and unless we're suddenly pivoting to Space Marines coming in blocks of 30 or Tyranids marching in square, then I don't see how its going to keep the vibe of TW and not just end up as "Slightly Differrent Dawn of War".


Is Total War Total War because "it always has massed set piece battles with blocks of troops" or is it Total War because "CA attempts to make a roughly plausible and historical depiction of pre-smokeless powder warfare/tactics/vibes, which so far has happened to be in the form of historical melee armies that were mostly set piece battles with blocks of troops" because I vote the latter. No reason they can't pivot to the realtime battles being something like *once again gestures to games like Steel Division* if it suits the setting.

Edit - 15 minute mark of that official video they discuss it a little.

This message was edited 1 time. Last update was at 2025/12/17 09:44:08


 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 RustyNumber wrote:
Dudeface wrote:
Oddly it's fine for units to march in formation across open areas firing their weapons in dawn of war and nobody bats an eyelid, but in the mass battle game? Nooo can't have that.


Total War however has always tried to wear some plausibility with its depiction of large battles, at least in comparison to something like Age of Empires.

You're right, I don't bat an eyelid at Company of Heroes because they've always gone for a blend of muh-realism and classic RTS. Though I do admit that when I first played the game it did take some adjustment to accept the weird blend of the two. CA could absolutely just spit out "lol it's Empire Total War but with Space Marines volley firing by rank and sometimes they can garrison specific bits of terrain" if that's their take on it, but I'll be disappointed if it is.

Gert wrote:It might just be me that thinks this, but I don't feel this is going to work as a Total War game.

Sure, it'll have the label, but TW is pretty well defined by its large block units (exceptions, of course, existing with the likes of artillery and monsters for TWWH and TW: Troy) and unless we're suddenly pivoting to Space Marines coming in blocks of 30 or Tyranids marching in square, then I don't see how its going to keep the vibe of TW and not just end up as "Slightly Differrent Dawn of War".


Is Total War Total War because "it always has massed set piece battles with blocks of troops" or is it Total War because "CA attempts to make a roughly plausible and historical depiction of pre-smokeless powder warfare/tactics/vibes, which so far has happened to be in the form of historical melee armies that were mostly set piece battles with blocks of troops" because I vote the latter. No reason they can't pivot to the realtime battles being something like *once again gestures to games like Steel Division* if it suits the setting.

Edit - 15 minute mark of that official video they discuss it a little.


They are very coy in the video. Theres a comment which was roughly "there were some comments regards "it's still fantasy at it's core, there is cover, there are more guns, but there's still big formations and lines mashing into each other". So I kinda feel like they're masking the disjointed approach via smaller than expected units.

I think 10 marines moving and behaving like a skirmishing total war formation, but small, sort of works. So if they simply give you lots of 10 man loose bricks, rather than a 40 man block, that emulates a bit of that appearance of "the squads are all independent and doing squad tactics" whilst simply making it a traditional total war game mechanically.

So I won't be surprised if they functionally work around their methods via presentation.
   
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 Flinty wrote:
40kTW will be fundamentally different to DOW4 because it has the whole strategic layer over the top. The tactical fighty bit is not the real core of the game. While I enjoyed the tactical bit in Shogun and Medieval, I often just auto-generated the result so I could keep my focus on strategic moves and development. Or I did t really feel like manually defending the same bridge for the 37th time with overwhelmingly superior forces against a raid by a rather overenthusiastic AI.

And while that is a valid way to engage with the game, Shogun 2 absolutely had the necessary depth for players to micro-manage battles if they were so inclined. I remember watching a campaign on TY where the player basically went "pause" every 10 seconds to issue new orders and reform their troops. It has at least as much depth as, say, DoW1+2, likely more. The difference being that you can't pause the latter two, so quick decision making and precise micro are part of the challenge.
   
Made in gb
Leader of the Sept







Good points. I just have a feeling that the two games will be pitched primarily at the different levels though. Dark Crusade and Soulstorm had pretty Freeform campaigns with some light narrative elements, but the strategic layer was extremely simplified. I am expecting DOW 4 to be much more narratively driven while in TW players will drive their own narratives and progression.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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Decrepit Dakkanaut




UK

Yeah the over-view map in Soulstorm/Dark Crusade was super casual. There weren't really many choices you made on that map.

Heck the AI wouldn't even attack/move every turn. Meanwhile the player had basically no reason to not start a fight every turn they had.

You also very quickly hit a point where the player has conquered enough that they've auto-won at the strategic level in terms of out-competing the other factions for resources because the other factions aren't designed to kill each other. They just swap territories now and then but the player is supposed to take them out.

Total War is entirely different; the AI is fully mobile and will wipe out other AI without pause. If the player doesn't advance their own agenda then they can be defeated at the strategic level.

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Dudeface wrote:


I think 10 marines moving and behaving like a skirmishing total war formation, but small, sort of works. So if they simply give you lots of 10 man loose bricks, rather than a 40 man block, that emulates a bit of that appearance of "the squads are all independent and doing squad tactics" whilst simply making it a traditional total war game mechanically.


I'd argue that it also emulates the tabletop 40K experience fairly accurately, which is surely the point? I think a greater interactivity between terrain/cover will be essential (and probably something they're conscious of given they've built a new engine with part of the focus on more granular destruction of buildings etc.) Empire/Napoleon had it in a rudimentary form so there's some precedent for them to build on.

It will be interesting to see what emphasis they put on named characters. They're essential and dictate campaign playstyle in TW:WH (and it largely works) but they seem to be pushing the idea of personalising your armies in 40K so it would be weird to then have to pick between, say, Calgar, Ragnar and Lysander as your faction leader for Astartes.
   
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Northumberland

What made the 3 TW Warhammer games good was the larger armies fighting that you'd never really have an opportunity to field on the tabletop. I don't really have a concern if the basic unit size for marine squad is 20. Primaris numbers for instance are all over the place anyway. I'm hoping for more Apocalypse level games for a TT comparison. I'd like to see some massive Imperial Guard formations battling it out with Orky hordes.

I don't think there will be an issue with how this game works, be interesting to see how it progresses. Some of the comments in this thread read like people who have not played TW before. Of course we haven't got much to go on and I suspect this will be a bit smaller size armies than the usual. But if you're wanting a squad level tactical RTS, a Total War game isn't really for you?

This message was edited 3 times. Last update was at 2025/12/18 12:21:20


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Biloxi, MS USA

 Olthannon wrote:
What made the 3 TW Warhammer games good was the larger armies fighting that you'd never really have an opportunity to field on the tabletop.


Speak for yourself.

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 Olthannon wrote:
What made the 3 TW Warhammer games good was the larger armies fighting that you'd never really have an opportunity to field on the tabletop. I don't really have a concern if the basic unit size for marine squad is 20. Primaris numbers for instance are all over the place anyway. I'm hoping for more Apocalypse level games for a TT comparison. I'd like to see some massive Imperial Guard formations battling it out with Orky hordes.

I don't think there will be an issue with how this game works, be interesting to see how it progresses. Some of the comments in this thread read like people who have not played TW before. Of course we haven't got much to go on and I suspect this will be a bit smaller size armies than the usual. But if you're wanting a squad level tactical RTS, a Total War game isn't really for you?


I mean this is the measure for it, I just have the suspicion that you'll get mass marines (they say hundred to two hundred in the round table) but they'll just be in squads that are hypothetically independent, but in real terms will use like a 40 man brick.
   
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JimmyWolf87 wrote:
Dudeface wrote:


I think 10 marines moving and behaving like a skirmishing total war formation, but small, sort of works. So if they simply give you lots of 10 man loose bricks, rather than a 40 man block, that emulates a bit of that appearance of "the squads are all independent and doing squad tactics" whilst simply making it a traditional total war game mechanically.


I'd argue that it also emulates the tabletop 40K experience fairly accurately, which is surely the point? I think a greater interactivity between terrain/cover will be essential (and probably something they're conscious of given they've built a new engine with part of the focus on more granular destruction of buildings etc.) Empire/Napoleon had it in a rudimentary form so there's some precedent for them to build on.

It will be interesting to see what emphasis they put on named characters. They're essential and dictate campaign playstyle in TW:WH (and it largely works) but they seem to be pushing the idea of personalising your armies in 40K so it would be weird to then have to pick between, say, Calgar, Ragnar and Lysander as your faction leader for Astartes.



Because the TT actually does a poor job of reflecting the detail of 40k warfare. If you want a TT simulator you can use.... tabletop simulator.


Marines almost never fight the way most TT games go, nor do the eldar. TT is terrible at asymmetric warfare, which is the bread and butter of the elite factions in the game. Pretty much only orks, nids, guard and maybe tau fight battles the way the TT reflects.

TT is burdened by the need to sell miniatures and until GW makes a 2000pt eldar army 30 models and charges $50 per model to get the same return on investment, you won't see the actual hit and run, precision strike style of warfare they use in miniature form.

This message was edited 1 time. Last update was at 2025/12/18 21:51:07


   
 
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