Total War Warhammer

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Re: Total War Warhammer

Unread postby Gray Riders » Sun Jul 23, 2017 1:55 pm

Dong Zhou wrote:Kemmler can now summon Krell has a skill. Rather late in the day to introduce that?

When Norsca DLC comes out he is apparently getting a new skill tree revolving around Krell, too.

Krell was one of the first suggestions for the Old Friend so this isn't a surprise, though a lot of people are really unhappy he disintgerates over time like a regular summon--of course quite a few people are unhappy about any of the summons doing that since there seemed to be a view that they were fine in single player before the nerf and the campaign is being made worse to accomodate multiplayer complaints.

Edit: Norsca livestream finished. I'll give a link when it's uploaded, but some notes:
*Beastmen (and probably other DLC factions) are receiving Regiments of Renown.
*Wulfric the Wanderer has the "Duelist" trait so he might be bad vs groups (but might not--Karl Franz has it and is normal against groups). His stats are really high--better than Archaon.My mistake, relied on other people who were claiming he had better stats than Archaon; Archaon is stronger.
*Skin-wolves are fast, hit hard, large anti-large bonus, but have bad armour. They also regenerate.
*War Mammoths are very powerful, as you'd expect.
*Fimir are mages that are actually powerful in hand to hand, including good armour piercing damage. Their melee attack isn't too high, though.
*Norsca Berserkers have stage-based buffs so as they fight they get more powerful.
*Marauder hunters with throwing axes.

Edit: Link

Edit: Norscan campaign gameplay

Each of the four Chaos Gods give you different rewards for your devotion. At the ultimate levels Nurgle unleashs a plague on the rest of the world, Slaanesh gives you a "specialist Chaos sorcerer", Tzeentch gives you a Lord of Change, and Khorne's is blurred out but "Regiment of Renown" can be made out.
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Re: Total War Warhammer

Unread postby Dong Zhou » Sat Jul 29, 2017 3:47 pm

To be fair, I'll say the adverts and the let's play have made me more interested in Norsca then I was when it was announced. Riding mammoths, monster hunting, troll kings. Not sure about the Gods thing but it is a distinctive touch
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Re: Total War Warhammer

Unread postby Gray Riders » Sat Jul 29, 2017 6:13 pm

With Norsca coming up, I'm thinking of Chaos and wanted to share a bit of Warhammer lore.

The main four--Khorne, Slaanesh, Nurgle, and Tzeentch--are not the only ones. There are a number of lesser Chaos Gods, but possibly the two most important to mention are the Horned Rat and Hashut.

The Horned Rat is the god of the Skaven, and is possibly the most powerful outside the main four, as he is worshipped by all the Skaven, who are a race numerous in number. He actually set up the current Skaven ruling caste himself, ending a centuries long Skaven civil war (the second of such, actually) when he manifested before a great gathering. There, he ordered his children to cease the infighting and reform the governing Council of Thirteen, whom all must obey or risk his wrath. He then set up a black pillar--only those with his favour could touch the pillar and survive, and only those who touched the pillar could join the council. That night, numerous Skaven warlords and chieftains touched the pillar--most were burned to death, but a dozen survived and formed the new Council of Thirteen--the thirteenth spot is the Horned Rat himself.

Next is Hashut. Hashut is the patron of the Chaos Dwarfs (who I'll discuss a bit, they'll probably be added in game 3).

In the distant, distant past, the Dwarfs were spreading across the world. The ones in the east found themselves in territory rife with Chaos, and ended up finding themselves in dire straits and abandoned by their ancestor gods. In desperation they turned to worship of Hashut, who granted them powerful knowledge, but at a steep price--he demanded blood sacrifice. So althoug the Chaos Dwarfs share their uncorrupted kin's love of technology and crafting, they run a massive slaving empire to provide the regular live sacrifice Hashut demands.
Hashut taught them how to harness magic, something Dwarfs are usually incapable of--but this too is costly, as this slowly but surely transforms the Dwarf sorcerer into stone. They also use this magic to bind Daemons to war machines, creating powerful but unstable weapons. The Hellcannon is actually a Chaos Dwarf weapon, and is manned by them in-game.

Despite being without rules so long, Chaos Dwarfs have important ties to some other factions. They provide the Warriors of Chaos with their plate armour in exchange for slaves, and they are believed to have created Black Orcs--many Orcs are enslaved by the Chaos Dwarfs, and they even made up a sizable portion of Chaos Dwarf armies in the old editions. Black Orcs were an attempt to make smarter, stronger Orcs that would be better slaves, but it backfired when the Black Orcs were smart enough to realize how they were being used and led a Greenskin uprising. The uprising ultimately was crushed because the Hobgoblins switched sides, so they're now hated by other Greenskins. In older edition some Black Orc tribes still serve the Chaos Dwarfs to this day, but I'm not sure if this is still in continuity or not.
Interestingly, the Chaos Dwarfs are the ones who taught shipbuilding to the Greenskins, which is how Orc pirates are able to get seaworthy vessels.

Dwarfs are very resistant to Chaos, though, and apparently Chaos Dwarfs outside of their lands (usually on slave raids) sometimes "revert" to regular Dwarfs and seek forgiveness and sanctuary in a Dwarf hold.

It's worth noting that although they're called "Chaos Dwarfs" there's apparently some debate about wheather Hashut is a Chaos God, a non-divine Chaos daemon of some sort, or some other sort of creature entirely that came into the world at the same time.
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Re: Total War Warhammer

Unread postby Dong Zhou » Sun Jul 30, 2017 11:45 am

I think chaos dwarfs are ementioned in the total war one game manual (maybe vampires?). Interesting read Gray, thank you
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Re: Total War Warhammer

Unread postby Gray Riders » Wed Aug 02, 2017 1:32 pm

To celebrate CA's 30th birthday, 30 new Regiments of Renown are coming august 10th. You need a Total War Access account.

Later today this post will update with something I've been working on the past few days.

So, for fun I’ve decided to do quick posts on upcoming races to discuss their units, magic, potential legendary lords and so on. I've done some research on a number of sites to compile this but there may be some errors for which I apologize.

Since they're the obvious upcoming race we'll start with the Skaven.

General notes
The Greenskins are basically Warhammer's comic relief race. Sure, they're violent and dangerous but there's usually a rather comedic bent to it. The Skaven are similar, but while both use a lot of dark comedy, the Skaven are also often deeply unsettling, with horrifying experimentation creating tortured mutant beasts and a species seeking to destroy everything else in the world. Skaven are paranoid and view every other Skaven as a potential enemy--quite rightly. They worship The Horned Rat, a minor chaos god, as mentioned in my previous post.

Skaven are divided into clans. Most important are the four Great Clans, all of which have a specialty: Skryre (magic technology), Eshin (stealth and assassination), Moulder (mutation and other "flesh science") and Pestilens (disease). There are also numerous Warlord clans, all vying for power. The other major group of note is the religious caste of Grey Seers, respected and feared by other Skaven. They often serve as self-serving advisors to the Warlords.

At the top of Skaven society is the Council of Thirteen, known as the Lords of Decay. One seat represents the Horned Rat (who does not attend meetings himself); the other are held by the warlords of the four Great Clans, the head of the Grey Seers, and the warlords of seven of the lesser clans. In the event of a tie the Horned Rat serves as tiebreaker--since his will is interpreted by the Grey Seers they basically win ties. The capital of the Skaven Under-Empire is Skavenblight (viewable on the Warhammer I map near Tilea and Estalia).

The Skaven's magic and technology makes extensive use of Warpstone, a dangerous substance made of Chaos itself, which is why their tech is both powerful but unreliable. Skaven casters can carry some to use for power boosts at the risk of possibly harming themselves.

One problem with adding them to the game is that Skaven weaponry often relies on being very powerful but prone to misfire—and misfires aren’t in Total War: Warhammer. So unless they’re added to game 2 the Skaven weapons will likely be toned down significantly to fit how the game works.

The Skaven are similar to the Greenskins in that they have two types of magic, and both are unique to them; spells of Ruin and spells of Plague. They also have the Dreaded Thirteenth, a very powerful spell that isn't technically Ruin or Plague, and is only available to their Lord-tier casters. It slays enemy units and can transform them into Clanrats under your control.

Spells of Ruin:
Skitterleap--teleports a friendly unit anywhere on the map. Possibly not doable in the engine so it may be removed or turned into a speed possibly.

Warp Lightning--attack spell, it's pretty strong but has a chance of zapping the caster instead.

Howling Warpgale--forces enemy flying units to move on land and penalizes enemy's ranged accuracy. Affects the entire map.

Death Frenzy--a friendly unit gain 2 attacks per turn, but takes damage at the end of each of your turns. Ends once the affected unit loses a round of combat.

Scorch--drops fire damage on a portion of the map. Similar to Flame Storm in damage, but it doesn't move.

Crack's Call--draws a line from the caster, instantly killing units that fail an initiatve test, can also destroy buildings.

Spells of Plague:
Pestilent Breath--a "breath" type weapon that has low power but ignores armor.

Bless with Filth--gives a friendly unit poisoned hand-to-hand attacks.

Wither--permanently reduce an enemy unit's toughness. Probably an armour debuff in the game.

Vermintide--fires a fortex away from the caster. Does lots of hits but with low strength.

Cloud of Corruption--attacks everyone near the caster. Friendly units are resistant, especially Pestilens troops.

Plague--targets an enemy unit, all of whom must take a toughness test or suffer a wound that ignores armor. it sticks around for a random amount of time, and can also spread to other nearby units.

The Dreaded Thirteenth
Very hard to cast, but if it succeeds it instnatly kills enemy infantry; if this wipes out the enemy unit they are replaced with clanrats under the caster's control. Devastating against small, elite infantry units like Ogres.

Skaven Slaves are incredibly weak, incredibly inexpensive, and possibly have the lowest leadership in Warhammer. By tabletop they fight about as well as goblins (they're faster), but rout really easily. To compare, Night Goblins have a Leadership of 5 and Skavenslaves of 2. They also have the special rule that Skaven are allowed to fire into hand to hand combat they're involved in (not normally allowed--you can't risk shooting your own troops). They can take slings for really terrible ranged troops.

Clan Rats are the bread and butter of Skaven armies. They’re Nigh Goblin cowardly instead of absurdly so, and have comparable combat stats to State Troops (but again they’re faster). They can go with either hand weapons or spears and can take shields and light armor—they’re not terrible fighters, really, but they’ll rout quickly if you’re not careful.

Stormvermin are the elite fighters of the Skaven. They have the same weapon skill as most common-race elite units (Same as Empire Knights, Big ‘Uns, and so on) and have heavy armor and halberds. They can fight as a sword and shield unit in their last army book but this is no longer legal in 8th edition (Skaven never got an 8th edition book, and a rule changed prevented units from using hand weapons if they have a spear, halberd, or other special weapon), so the game may or may not include sword and shield Stormvermin.
They still have Night Goblin level leadership so an attached hero is useful, but they’re tough—they’ll beat State Troops, Orc Boyz, maybe Dwarf Warriors (speed vs toughness there).

Night Runners are stealthy units. They dual wield weapons and have shurikens, the Vanguard ability, and can take slings to serve as an okay missile unit. They can be equipped with Warp Grinders, a tunneling weapon team that allows them to pop up anywhere on the map, but I wouldn’t expect those to make it into the game.

Gutter Runners are sort of upgraded Night Runners—there are some differences but Gutter Runners are a dual wielding, shuriken throwing stealth unit with better weapon skill and accuracy .They can take poison—potentially a pretty good unit, they’ll probably have good damage and Stalk. They can also take Warp-grinders.

Poison Wind Mortars use globes of poisonous gas. Unlike most weapons it doesn’t care for armour or even the target’s inherit toughness—it always causes a wound on a six sided die roll of 4+ for whatever is directly under where the attack lands and 5+ for those on the outskirt.

Ratling Guns are, well, gatling guns. You can keep firing and potentially put out a huge number of shots, but there’s a catch; each shot puts out a six sided die of bullets, and if you roll the same number twice in a turn (you can fire up to six times) the weapon misfires, which can be very bad for you.

Doom-Flayers are rolling metal balls covered in blades and spikes. It's counted as being very heavily armored against frontal attack (same as full plate armour and shield) They inflict a randomized number of "impact hits" (an attack type that always hits), and like all Skaven weapons can accidentally explode or shut down from a power failure.

Warpfire Thrower is a flamethrower--it is much more powerful than the Dwarf drake gun and, of course, shockingly unstable.

Rat Swarms are swarms of ferocious but normal sized rats. Swarms haven't been in the game yet so I doubt these guys will make it.

Giant Rats are exactly what they sound like! They're accompanied by Packmasters who keep them under control and help fight alongside them. They have pretty average combat stats.

Warplock Jezzali's are long range, high-powered sniper rifles. They misfire significantly less than most Skaven weaponry (need to roll a 1 twice in a row). They are very powerful (hits with the force of a Great Weapon Black Orc) and tear right through armor with laughable ease, and since it's a sniper rifle it doesn't suffer penalties for shooting at long range. They come with a pavise as well!

Poisoned Wind Globadiers are shorted-ranged versions of the same weapon as the mortar.

Plague Monks are an alternative to Stormvermin for elite infantry. Instead of armor they have improved toughness, and instead of halberds they wield two hand weapons. They don't have the Stormvermin's combat skill and lack the high speed of most Skaven so they're probably better for killing weak enemies instead of engaging their elite troops.

Rat Ogres are monstrous creatures, and possibly the most famous of Moulder's creations. Massive creatures with size and strength comparable to a troll but with a Skaven's agility, they have little will of their own and must be controlled by a Packmaster to be effective.

Plague Censer Bearers are Plague Monks with plague and disease filled incense burners that hurt everyone--even friendly troops--next to them.

Doomwheel is the iconic Skaven unit, and it is incredibly powerful, but almost entirely unreliable. I read that Game Workshop wanted to drop it when they were trying to make the game more serious but were forced to relent because of how beloved it is by Skaven players. A massive rolling death machine with random speed (it's powered by rats running on wheels so it's motion isn't very consistent), it fires bolts of lightning at the nearest unit (friend or foe--the engineer controlling it can try to prevent it from firing but won't always succeed) and can go spectacularly wrong in so many ways--it can accidentally squish its own troops, it can move really slowly and blast its own side with lightning...

Hell Pit Abomination is a horrendous chimaera beast. It sometimes comes back to life after dying and has so many special rules and would be so tough to animate I expect it won't be in the game. It includes randomized movement and attacks in random ways when it gets into close combat (giants worked the same way in the tabletop game, actually).

Warp Lightning Cannon fires bolts of lightning. The damage and power varies very heavily.
For once I believe it's no more likely to screw up than a normal siege weapon.

Plagueclaw Catapult is a catapult firing noxious gas. It's less deadly than the hand carried ones but has better range, and units affected can panic and flee. Once again, I believe it's no more likely to screw up than a normal siege weapon.

Stormfiends are Rat Ogres that have been teched up with different possible weapons. They were introduced for the End Times event so we may not get them.

Generic Lords and Heroes

Chieftains are standard combat heroes.

Warlock Engineers are caster heroes, using spells of Ruin.
Aside from their magic they can also use some high-tech items, some of dubious reliability, others entirely safe.

Plague Priests are caster using spells of Plague.
They can ride a Plague Furnace, which harms nearby troops--even friendly ones, though Pestilens troops are more resistant to the effect.

Assassins are stealthy heroes, theoretically specialized in taking out enemy heroes or lords, though I read they're not too effective at it. They'll probably be really useful/annoying on the campaign map, as Skaven assassins are some of the best in the world according to the story.

Warlords are standard combat lords. Mostly notable is that their Leadership is only as good as a State Troop because of how dismal Skaven leadership is. They have some fun mount options--overgrown Rat Ogres, mutant rats, and a litter or palanquin guarded by elite Stormvermin.

Grey Seers are caster lords, capable of using both spell types, as well as a special one called "the Dreaded Thirteenth" that turns enemy troops into Clanrat units under you control! They can ride a special mount called the Screaming Bell with various effects.
They can ride a Screaming Bell as a mount, which provides randomized magic effects.

Verminlords are daemons of great power--they cast spells like a Grey Seer (both spell types and The Dreaded Thirteenth) but also possess amazing hand to hand combat abilities--they've got strength and toughness on par with things like Giants. If they're available they'll probably be sharply limited, possibly receiving only one as a reward like the Lord of Change Norsca can receive.

Potential Legendary Lords

Firstly is Grey Seer Thanquol. Thanquol is actually a very powerful Grey Seer, but he has an amazing gift for schemes that end in him escaping but every other Skaven around him dead--to the extent a Slann mage-priest who had him at his mercy concluded Thanquol was a great enemy to the Skaven and not only allowed him to live, but helped him return speedily home.
I believe the Council of Thirteen has figured this out, so they send Thanquol on missions where those working under him are people they want gone, so they always get something out of the task.
He has a Rat Ogre bodyguard named Boneripper--or rather, a series of Rat Ogres named Boneripper, since Boneripper's survival rate is just as bad as every other Skaven working with Thanquol. He has a magic amulet that can heal him, a staff letting him cast an additional spell, and a special rule relating to his ability to survive mishaps that destroy everyone else--he has a large Ward Save, but each injury stopped by it hits a nearby friendly instead. He's also resistant to damage from warpstone use due to being addicted to it and taking so much he's built up resistance.
He's immensely popular--probably the most popular Skaven character--and very likely to be one of the starting Skaven Legendary Lords.

Next is Queek Headtaker. Like Thanquol he has been around a very long time, but he's not as popular, though he did star in his own novel, Headtaker, released in 2013.
While Thanquol plays up the comedic Skaven elements, Queek is rather more serious disturbing and competent. Queek is the picked right claw of Lord Gnawdwell (who also sends assassins after him to ensure Queek can't depose him--which is possibly why Queek is paranoid even by Skaven standards), leader of the strongest of the warlord Clans, Mors (notable for unusual loyalty for Skaven, possibly why they are close to matching the Four Great Clans in power).
He vies with Belegar Ironhammer and Skarsnik for control of Karak Eight Peaks and hates Dwarfs and Greenskins as a result--the feeling is mutual as Dwarfs despise him and goblins fear him. Unlike most Skaven he's recklessly brave, leading from the front and must challenge enemies to single combat (and he receives bonuses in these), but although he prefers frontal assaults he isn't stupid and has proved this before through occasional cunning and avoiding ambushes and assassination attempts against him. In battle he carries a trophy rack of the heads of the best of his opponents, which he speaks to and asks advice from.

He possesses two notable magic items; Dwarf-gouger, a weapon that completely ignores armor and is especially powerful against Dwarfs that provides impressive protection and can harm those who attack him. The armor was a gift from Lord Gnawdwell.
Queek can upgrade a unit of Stormvermins, similarly to how Grimgor can upgrade Black Orcs.

Ikit Claw is the chief Warlock Engineer of clan Skryre, centuries old, and utterly dedicated to learning everything he can about both the magical and technological aspects. He's studied both elf and human magic, explored Lustria and Naggaroth, stolen mystical knowledge from far-off Cathay, and even spent years working in the forges of the Chaos Dwarfs, all in the pursuit of the knowledge needed to create the ultimate weapons of mixed magic and technology. Indeed, after all this he realized the forges of his clan were woefully undeveloped and spent much time fixing this, creating massive armories in Skavenblight.
Countless Slavesrats have died testing his new weapons, but he cares little--it's a small enough price to pay! Ikit has served as the most important servant of Lord Morskittar, ruler of Clan Skryre, aiding him at the beginning of the great Skaven Civil War in seizing control of the capital of Skavenblight. He is the creator of the Doomwheel and worse--he desires to create the "Doom-Sphere", an atomic bomb. Thankfully he has never been able to successfully detonate one.

Ikit's most notable features is his Iron Frame--which is basically a suit of powered armor, and is partially to restore strength to his badly-damaged body. It grants him superhuman strength, great protection, and can project warpfire. He's not really a combat character, though--his armor makes him physically stronger than Warlords or even Queek, but he doesn't attack with nearly the skill or speed. He also wields the magic halberd Storm Daemon, which raises his strength further, ignores armor, and can project lightning, but has a chance of misfiring.

Lord Skrolk is sort of a counterpart of Ikit Claw--a powerful Plague Priest with a magic item making him better in hand to hand combat, though he fights much better than Ikit. Skrolk is a Plaguelord, the leaders of House Pestilens (though he is not the leader), and his flesh clings loosely to his bones. His presence is surrounded in a miasmic aura that only dedicated plague devotees can withstand for long, leaving dead animal and plant life wherever he goes. For understandable reasons, he causes Terror and weakens nearby models (except those from Clan Pestilens).
When Skrolk first saw the Arch-plaguelord, leader of Pestilens, he clawed his own eyes out so that no other image would ever cloud the perfection, but the Horned Rat provides him with supernatural sight to compensate.
He possesses the Rod of Corruption, a magic weapon that forces those struck to make a Toughness roll or die, and the Liber Bubonicus, a "holy" Skaven tome that can call disease down on enemies (it occasionally fails but doesn't backfire).

Throt the Unclean is one of the "Master Mutators" of Clan Moulder, responsible for creating the monstrous war beasts the clan trades in. He is horribly mutated from working so long with Warpstone, with bones jutting from his back and a third arm. Perhaps worse is his amazing hunger--a weakness all Skaven have but worse for Throt, who becomes hungry as soon as he stops chewing, and so carries a bag of snacks with him at all times. It's said he eats several times his own weight every day.

Throt possesses a weapon that grants him the killing blow ability and inflicts extra damage to large creatures such as trolls, as well as a magic whip than lowers the resolve of struck enemies. He can also inspire nearby Giant Rats and Rat Ogres.
However, because of his uncontrollable hunger he sometimes eats your own troops...

Deathmaster Snikch rounds out the Great Clan special characters as Clan Eshin's character. An assassin of incredible skill, Snikch always leaves his victim's head next to his personal symbol (written in blood). His location at any given time is kept secret so that Clan Eshin's enemies will always be afraid.
Snikch possesses the Cloak of Shadows that makes enemies have a difficult time targeting him to attack with spells, missiles, or even to engage him in the first place, and a Whirl of Wheeping Blades that give him armor piercing and the ability to inflict multiple wounds per hit. Clearly, he's built to assassinate heroes and lords, though I've read he's not quite good enough to actually bear combat focused characters.

Skreech Verminking is the Skaven's "I want to spend ALL my Lord points allowance on one character" pick. He's a Verminlord and was created when the original twelve members of the Council of Thirteen were formed together into a single entity by the Horned Rat. In the distant past, the first Council managed to assassinate the powerful necromancer Nagash. However, rather than taking this opportunity to seize control of the surface they fell into infighting. Enraged, the Horned Rat snatched up the council and tossed them into a dark hole in his realm. He eventually relented (partially because their successors did even worse), but by that time the council had meshed together into one being, similar to a rat-king. The Horned Rat formed them into a more pleasing form and granted the new creature some of his power--Skreech Verminking was born.
Skreech has two magic weapons--a Doomglaive that inflicts multiple wounds per hit and a magical dagger giving him the "always strikes first" special rule. Furthermore he's also extra proficent at casting The Dreaded Thirteenth. His abilities are otherwise those of a standard Verminlord.

My guesses on Legendary Lords:
Thanquol will probably be the faction leader of the main Skaven faction (the one called "Skaven" instead of a secondary name)--he's incredibly popular, probably the most popular Skaven by far, and fits in with CA often doing the fighter/mage split for Legendary Lords.
For this reason I suspect Queek Headtaker will be the second. Another advantage is neither Thanquol or Queek belongs to any of the Four Great Clans, allowing both full access to the entire Skaven roster (the Four Great Clans sell their equipment and monsters to other clans regularly, and the warlord clans rent out their Stormvermin as well).
One theory I've seen is that we'll get a Lizardman/Skaven DLC similar to Grim and the Grave or King and the Warlord that will include Lord Skrolk for the Skaven and for the Lizardmen Tehenhauin, a Skink Priest who fought against the Skaven when they invaded Lustria. I think this is pretty likely if they do the same sort of enemies-themed DLC.
So my guess is Skaven will have Thanquol and Queek from launch and Lord Skrolk as DLC. We may see one of the other's as FLC at some point.
Deathmaster Snikch leading armies would be weird, since he's an assassin. If they ever add Legendary Heroes he'd be a good fit.
Ikit and Throt are cool but I suspect they'll be left out.
I doubt we'll see Skreech just because he is so much more powerful than any of the other Skaven Legendary Lords.

I hope people found it interesting and gave some thoughts on what we might see in Warhammer 2 from the Skaven! I expect the next race we'll be getting is the Tomb Kings. They have a few very interesting units and rules.
Last edited by Gray Riders on Fri Aug 04, 2017 8:22 pm, edited 3 times in total.
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Re: Total War Warhammer

Unread postby Dong Zhou » Thu Aug 03, 2017 6:47 am

The Skaven sound like lovely people who are tragically misunderstood (and Doom-wheel sounds hilarious). I wonder if they don't do misfire, if some other form of penalty comes into play but I really want to play as them, that was a very intresting read so thank you.
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Re: Total War Warhammer

Unread postby Gray Riders » Thu Aug 03, 2017 6:25 pm

Wulfrik monster hunt for the Norsca DLC:

I was not a huge fan of the quests--the battles themselves are fine but for most I found the opportunity cost to get the battle to appear too high for the reward. The one shown here didn't seem too bad but we're still getting those "add unit to army" ones that I hate since the current system of gluing units to generals makes swapping troops annoying and even expensive.
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Re: Total War Warhammer

Unread postby Dong Zhou » Fri Aug 04, 2017 3:47 pm

I tend to enjoy the quests, only way they really get a chance to sell the character's persona outside of the bio and the early scenes though I agree the effort in probably doesn't match reward. Poor presentation on that video
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Re: Total War Warhammer

Unread postby LiuBeiwasGreat » Fri Aug 04, 2017 4:19 pm

I like the idea of hunting the monsters down and then being able to recruit them, but I think in practice I will find them annoying :lol:
Razing towns to appease the various Gods sounds interesting, makes razing more interesting. I still am not sure what happens when Chaos arrives, if you have to fight them then they will be appearing right at your unguarded flank probably causing a sizable chunk of your territories to fall right away, if you are allied with them it would be simpler but it would make the end game ridiculously easy as you can just let them steam roll all your enemies and you can just pick up the pieces afterwards. Not sure what their plan is for that.

Oh, and Gray Riders, thanks for the awesome lore summaries, really enjoy reading them :D
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Re: Total War Warhammer

Unread postby Gray Riders » Fri Aug 04, 2017 8:21 pm

LiuBeiwasGreat wrote:Razing towns to appease the various Gods sounds interesting, makes razing more interesting. I still am not sure what happens when Chaos arrives, if you have to fight them then they will be appearing right at your unguarded flank probably causing a sizable chunk of your territories to fall right away, if you are allied with them it would be simpler but it would make the end game ridiculously easy as you can just let them steam roll all your enemies and you can just pick up the pieces afterwards. Not sure what their plan is for that.

Norsca's endgame seems to based off of aligning with one Chaos faction then defeating the champions of the others (who I'm guess will be spawned in via script), so my guess is that Archaon won't actually be a huge factor in Norsca campaigns--he'll show up and kill a bunch of people but it's not really your problem.

Oh, and Gray Riders, thanks for the awesome lore summaries, really enjoy reading them :D

You're welcome. It's a convenient excuse to read more about Warhammer and learn about characters and units I was less familiar with. :lol:

Edit: So something worth noting I couldn't go into in my last post since I'm not sure what the board's character limit is. The reason CA are being coy about the Skaven is because most human nations claim they do not exist. I'm not sure if it's considered hersy or just a sign of madness, or being a conspiracy theorist.
Note that the Skaven actually have had large-scale invasions of both The Empire and Bretonnia in the past, but human governments cover the Skaven up to avoid inciting panic. The Skaven themselves don't want humanity to knoe about them and regularly use magic intended to hide themselves.

At least some high ranking officials know about them, of course, and the intentional cover-up is known as the Conspiracy of Silence. A good example of how deep it is; the Skaven invasion of The Empire was thwarted by Mannfred Ratslayer, who people now think just really hated normal rats. He created a "sewer watch" to help protect from Skaven infiltration, and it's turned from an important duty to a job for criminals and lowlifes (so sewer watch members probably know about the Skaven but are exactly the sorts of people nobody trusts).
Even better; the Skaven invaded Nuln in living memory. Apparnetly the State Troops who defended against the attack say they fought off a Beastmen horde (and dead Skaven are sometimes found and dismissed as rat-like Beastmen).
The Skaven apparently don't realize that the Imperial Government knows about them but is playing dumb, so in theory the Empire has the upper hand in that regard.

Tilea is an exception to this rule; it's far too close to Skavenblight to enjoy that luxury. There the sewer watch is a respected and well-paid position often given to experienced mercenaries.

One thing I'd like to mention; Warhammer had a spinoff game, Warmaster, that used smaller miniatures for larger scale battles. I bring it up because it had a few armies that weren't in Warhammer. Notably, Araby had an army--this is notable because Araby has a decent chance of being in Warhammer 2's map area, so there's speculation they may use Warmaster to turn it into a playable faction like Norsca or Bretonnia.

EDIT: Apparently someone mentioned that the embargo on press information/videos lifts on August 18th, but the video where this was supposedly leaked has been deleted, so take it with a grain of salt.
If true, though, we'll probably get Skaven confirmation in the next few weeks, probably shortly after Norsca's release.
Gray Riders
Scholar of Shen Zhou
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