View Full Version : Total War: Warhammer War of the Hammers of War
Geijon
12-19-2017, 01:01 PM
Dope. I beat two with the lizards and dark elves then did mortal empire on very hard with the human empire.
Makkah
12-22-2017, 09:02 AM
I've only played about 1/3 campaign with Beastmen. Most of the armies I really dig aren't in yet. TKs, Ogres, Chaos Dwarfs. I figure I'll probably dive in with TKs and probably swing back for Beastmen again.
Orthin
12-26-2017, 07:52 AM
PRobably the wrong thread but cest la vie.
So I got some amazon gift cards to burn and am legitimately intrigued to get the "board" game for warhammer and I was curious I know jack shit about warhammer outside of how cool the stores made shit look. Would anyone recommend a starter box Amazon has that would be worth checking out and maybe some paints and brushes? I'd love to paint these with my wife and I'd love to try the game out but I also want to start off right.
I would prefer fantasy because #reasons but all the shit looks cool.
Any insight and start rep is happily accepted
Gelston
12-26-2017, 10:51 AM
PRobably the wrong thread but cest la vie.
So I got some amazon gift cards to burn and am legitimately intrigued to get the "board" game for warhammer and I was curious I know jack shit about warhammer outside of how cool the stores made shit look. Would anyone recommend a starter box Amazon has that would be worth checking out and maybe some paints and brushes? I'd love to paint these with my wife and I'd love to try the game out but I also want to start off right.
I would prefer fantasy because #reasons but all the shit looks cool.
Any insight and start rep is happily accepted
You mean the tabletop shit? I think everyone went to Wh40k because they all hate AOS. Just go ask some nerds at your local magic the gathering store though, they'll have better info for your area.
Taernath
12-26-2017, 11:22 AM
AoS has supposedly improved a bunch, and is selling decently. But yeah, go check out your local brick and mortar. I don't have any interest in it though.
Orthin
12-26-2017, 11:27 AM
Yeah I am open to either, I mean the space marines are super cool looking and would be fun to paint with the Mrs and the opportunity to try to play would be fun. I'll have to try to find a store locally, thank you
Geijon
01-02-2018, 01:49 AM
The miniatures are cool for sure. It's a shame Warhammer Online failed/had it's copyright pulled. I just won a game on my 311th turn. Chaos armies are no joke in Mortal Empire.
Makkah
01-03-2018, 03:09 PM
Yea, I heard the most recent bugfix still didn't fix the Chaos shit in ME.
Geijon
01-03-2018, 06:24 PM
They spawn in more natural locations. The old northern wastes, the ocean above the vortex and South near Nagash. You are usually dealing with dark elves and dwarves empires as big or larger than yours.
On turn 96 or 130 my empire was large enough to spawn Chaos so I could actually know the settlement spawn number. At that point reloaded and I just upgraded every city while I killed my declared enemies. I took out manfred undead, the skaeling , varg and wood elves THEN I triggered chaos.
It was still hard as he'll, but I was on VH difficulty. A bunch of times I thought it wasn't winnable but I turned back the dark elves at murinburg, which was basically the I quit if I lose this point and I rallied to clear them out of brittonia so I could get the W.
Taernath
01-08-2018, 12:14 PM
https://www.youtube.com/watch?v=O-aXyiLim2k
Androidpk
01-08-2018, 01:14 PM
You mean the tabletop shit? I think everyone went to Wh40k because they all hate AOS. Just go ask some nerds at your local magic the gathering store though, they'll have better info for your area.
I don't know about WH but I know WH40k has actual board games.
Gelston
01-08-2018, 01:26 PM
I don't know about WH but I know WH40k has actual board games.
They probably both do.
Makkah
01-08-2018, 08:46 PM
Love the TK footage. I pre-ordered TWW2 to get Norsca but haven't actually played it since. I will def play 1-23
Gelston
01-08-2018, 08:49 PM
Love the TK footage. I pre-ordered TWW2 to get Norsca but haven't actually played it since. I will def play 1-23
You haven't actually played Norsca or W2? Because Norsca still isn't released for the ME campaign. :(
You can be Throgg in W1 though.
Gelston
01-15-2018, 01:11 PM
https://scontent.fmem1-2.fna.fbcdn.net/v/t31.0-8/26756995_1762895793785613_3949099311789420107_o.jp g?oh=62bc9d5400daa2bd2ba68cf7e536c041&oe=5AB0D037
TK Startpos
Gelston
01-17-2018, 09:37 AM
There is a live Let's Play starting in like 20 minutes, they'll be doing Tomb Kingsery.
Gelston
01-23-2018, 03:21 PM
Loving the Tomb Kings. Playing as Settra.
The warsphinx is OP as fuck. My entire army was wiped out and he won the battle on his own.
Taernath
01-23-2018, 03:31 PM
I'm on Chapter: Insert Title Here.
Gelston
01-23-2018, 03:42 PM
I'm on Chapter: Insert Title Here.
? I don't have any chapters... Just victory conditions. Are you playing ME or Vortex?
Taernath
01-23-2018, 06:26 PM
Loving the Tomb Kings. Playing as Settra.
The warsphinx is OP as fuck. My entire army was wiped out and he won the battle on his own.
Git Gud
https://i.imgur.com/H1FYfQr.jpg
? I don't have any chapters... Just victory conditions. Are you playing ME or Vortex?
ME.
Gelston
01-23-2018, 06:53 PM
Initial challenges are meaningless when you declare war on everyone around you from the start.
Geijon
01-25-2018, 07:33 PM
I dig the lack of upkeep on the tomb kings.
Gelston
01-25-2018, 07:40 PM
I dig the lack of upkeep on the tomb kings.
Yeah it is pretty great. I think VC should go to the same system, honestly. Sometimes it just doesn't make sense to have recruitment and upkeep costs.
Taernath
01-25-2018, 09:00 PM
Yeah it is pretty great. I think VC should go to the same system, honestly. Sometimes it just doesn't make sense to have recruitment and upkeep costs.
From a gameplay perspective removing upkeep would make sense because you're surrounded by hostile nations. The VC guys aren't as mindless as the skeletons of Khemri though, they do have 'regular' townspeople that live and work in their towns so having some sort of trade or upkeep makes slightly more sense.
Gelston
01-25-2018, 09:36 PM
From a gameplay perspective removing upkeep would make sense because you're surrounded by hostile nations. The VC guys aren't as mindless as the skeletons of Khemri though, they do have 'regular' townspeople that live and work in their towns so having some sort of trade or upkeep makes slightly more sense.
Which is addressed by building costs. None of the units are living humans.
Taernath
01-29-2018, 10:29 PM
One thing I thought was cool was that some of the armies (and mercenary armies) introduced with the Tomb Kings had mixed rosters. Arkhan has VC + TK guys, of course, but I saw a Wood Elf + Lizard army that was a pain in the ass to fight. I hope this is in preparation for a Dogs of War faction or mechanic.
Ardwen
01-29-2018, 11:25 PM
Have to say so far these 2 games and their expansions have been well worth the time and money invested in them, tons of fun with them.
Makkah
01-30-2018, 07:40 PM
One thing I thought was cool was that some of the armies (and mercenary armies) introduced with the Tomb Kings had mixed rosters. Arkhan has VC + TK guys, of course, but I saw a Wood Elf + Lizard army that was a pain in the ass to fight. I hope this is in preparation for a Dogs of War faction or mechanic.
Are you talking about rogue armies? Those have been in from TWW2 vanilla.
Geijon
01-30-2018, 10:56 PM
Tomb kings are legit. I probably doubled my understanding of the game by a good amount after beating it with multiple armies and modes. I really love the lack of upkeep. You can roll 9 stacks of like level 9 units around end game.
Taernath
05-18-2018, 12:59 PM
Gawd finally.
https://www.youtube.com/watch?v=l_N7UitOqYs
Gelston
05-18-2018, 01:04 PM
Yeah, I'm ready to play as Throgg so I can bop people on the head as I invade south with my Norscan armies.
Makkah
05-19-2018, 10:52 AM
They're adding crafting to dwarves too. That's awesome.
Gelston
05-19-2018, 11:11 AM
They're adding crafting to dwarves too. That's awesome.
I'd like them to add that to every race, to be honest. About to be a shitload more RoR too.
Makkah
05-19-2018, 03:51 PM
Tru dat.
Gelston
05-30-2018, 01:55 PM
This update arrives alongside The Queen & The Crone Lords pack, bringing a huge array of content additions, revisions, and improvements to Total War: WARHAMMER II and the Mortal Empires campaign as well as many bug fixes and balance changes.
The Resurgent update brings full implementation of the Norsca Race Pack to Mortal Empires. This includes all content from the original Norsca Race Pack for Total War: WARHAMMER, alongside new Monster Hunt quests and technologies to more fully integrate the race into the Mortal Empires campaign setting. Ownership of the Norsca Race Pack is required to play as Norsca in Mortal Empires.
This update also brings the 30th anniversary Regiments of Renown from Total War: WARHAMMER, bolstering the forces of the Beastmen, Norsca, Bretonnia, Warriors of Chaos, and Wood Elves with 30 unique elite unit variants in the Mortal Empires campaign.
Finally, a host of extras have been added to switch up WARHAMMER II and Mortal Empires. These include:
All Elven races now gain the Shrine of Khaine campaign mechanic:
The Sword of Khaine, a powerful blade of legend, is buried beneath the Shrine of Khaine. The first Elven race to build the Shrine to the Widowmaker building at the Shrine of Khaine will gain the blade, which may be equipped to any general.
The Sword of Khaine hugely magnifies a general’s combat prowess – but there is a cost in the campaign game for wielding the blade…
Any faction who defeats the wielder may claim the Sword of Khaine. Thus, only Elven races may unearth it, but all races may subsequently claim and wield the sword.
High Elves have gained two new technologies: From the Shadowlands and Strength of Avelorn
Ungrim Ironfist now begins the Mortal Empires campaign at Karak Kadrin and gains the ability Red Ruin
Dwarves now gain the Giant Slayers unit
Dwarf Forging: Dwarven factions may now craft unique magic items, weapons and more using a new resource called Oathgold
Thorgrim Grudgebearer gains the new ability Oath of Vengeance
10 new Landmark buildings have been added for a variety of races
A new achievement for completing Mortal Empires as an Old World race has been added
The Skaven Laboratory Mode now gets a hardware benchmarking feature
Sartosa has been added to the Mortal Empires campaign
Nagarythe has been moved to Naggaroth
Norsca Additions
New Monster Hunt: Gargantulzan
New Monster Hunt: Hellbeast of Seep-Gore
New Monster Hunt: Beast of Raema
New Monster Hunt: Mother of the Flame
New Norsca Tech: Scavengers of the New World
New Norsca Tech: Devastation of the Dark Elves
New Norsca Tech: Butchering of the High Elves
New Norsca Tech: Pillaging of the Lizardmen
New Norsca Tech: Annihilation of the Skaven
New Norsca Tech: Plundering of the Tomb Kings
New Norsca Tech: Secrets of Dark Sorcery
New Norsca Tech: Secrets of the Court
New Norsca Tech: Secrets of the Ancients
New Norsca Tech: Secrets of the Under-Empire
New Norsca Tech: Secrets of the Past Dynasties
New Confederation Dilemma
Dwarf Additions
Moved Ungrim’s starting position to Karak Kadrin
Added Giant Slayers Unit
Added Dwarf Forging feature using a new resource called Oathgold
New ability for Thorgrim: Oath of Vengeance
New ability for Ungrim: Red Ruin
New skill for Belegar: Gather the Old Clans
New skill for Belegar: Rally the Holds
New skill for Belegar: Oaths of Reclamation
New skill for Runelords and Runesmiths: Master of the Forge
General Additions
New High Elf Tech: From the Shadowlands
New High Elf Tech: Strength of Avelorn
30th Anniversary Regiments of Renown have been added to the relevant races in Mortal Empires
Added 10 landmark buildings for a variety of races
New achievement for completing Mortal Empires as an old world race
Added a benchmark to The Laboratory
Bug Fixes and Improvements
Headline Improvements
Overall lighting balance-pass across all battle map environments.
Improved SSAO to reduce over-occlusion.
Improved shadows for better frame-to-frame stability.
AI will no longer dodge every artillery projectile.
Artillery arefar less likely to be ‘sniped’ during the autoresolver calculation despite having a superior army.
Kills should be more evenly distributed within the autoresolver calculation between similar units.
Ranged units will no longer march into melee range when they have no clear line of sight.
Legendary Lords will now be recruitable when you confederate with that faction when the Lord is in a wounded state.
Savage Orc building chain can now be constructed by Wurrzag in minor settlements.
Food system has been rebalanced to make it more manageable which includes the following changes:
Added some food to Exotic Animal building chain
Modified food gain from Skaven Devious Planning edict and removed income reduction
Increased food gain from Skaven Ascendancy rite
Added food to top levels of Skaven Energy building chain
Technical and Performance Improvements
Overall lighting balance-pass across all battle map environments.
Improved SSAO to reduce over-occlusion.
Improved shadows for better frame-to-frame stability.
Adjusted some of the animation tables loaded into battles to improve memory usage in battles.
Benchmarking feature has now been added to Laboratory.
Gameplay Improvements
Campaign
Fixed several rare end turn crashes.
Fixed several rare desyncs.
Lowered the Imperium level required to trigger the Chaos Invasion mid and late game events.
Re-added a turn timeout to the mid and lategame events if they aren’t triggered by Imperium level.
Savage Orc building chain can now be constructed by Wurrzag in minor settlements.
Legendary Lords will now be recruitable when you confederate with that faction when the Lord is in a wounded state.
Recruitment Time reduced by 1 turn for Black Orcs, Witch Elves and White Lions of Chrace.
Both Wood Elf Coop partners now receive the effects of the Oak of Ages.
Lowered the Amber cost for the final tier of the Oak of Ages to 80.
Grudges that require assassination of the target have been removed.
Tretch Craventail will no longer die when confederating.
Magma Master achievement will now unlock correctly.
Black Arks no longer suffer from Deep Waters attrition.
Durthu now has “The Skewering Branch” and “Skin of the Woods” skills.
Kroq-gar’s Obliterate the Undead now affects Tomb Kings.
Rebalanced Bretonnian economy skills (Yield of the Sea, Tenth-Share, Bailiff) that encouraged cheesy gameplay, including but not limited to people only ever using Alberic as Marienburg harbourmaster.
Mutinous Gits can no longer summon Waaagh’s from their garrison forces.
Von Carstein faction will now have to destroy The Empire in their long campaign victory conditions, consistent with the short campaign victory conditions.
Several regions have had their climate type changed to more closely match the visuals on the campaign map. Malekith will hate some of these.
Skaven Assassin will no longer spawn with the ability Concealment Bombs.
The third stage of The Slayer Crown quest should now advance correctly.
Hard cap on Sorceresses has been removed.
Deaths-Head Monoliths can now be captured correctly by all races in the Vortex map.
Buidings can now be built in Kauark.
Reworked parts of the Empire AI to improve performance.
Added Empire AI victory conditions.
Changed internal diplomacy of AI Bretonnian factions.
Increased diplomatic aversion between Vampires and other factions.
Increased budget for armies and construction across the board for AI factions.
Various skill selection fixes for AI factions.
Added unique army templates for AI faction leaders.
Sorcery building chain can now be constructed in Altdorf when playing as Dark Elves.
When attacking an army garrisoned in a settlement, Lightning Strike will no longer prevent the garrison from joining the battle.
Altered some terrain textures in Nehekhara to be desert instead of Badlands
Food system has been rebalanced to make it more manageable which includes the following changes:
Added some food to Exotic Animal building chain
Modified food gain from Skaven Devious Planning edict and removed income reduction
Increased food gain from Skaven Ascendancy rite
Added food to top levels of Skaven Energy building chain
Battle
Waaagh! has been changed to a map wide buff with unique visuals.
AI will no longer dodge every artillery projectile.
Hellcannon’s homing fixed.
Summon spells that get interrupted during the casting animation will no longer consume a use.
Ranged units will no longer march into melee range when they have no clear line of sight.
Fixed instances where Skaven AI would attempt to use The Menace Below on flying units.
Fixed an issue where spellcasters who had reached their own hit point regeneration cap couldn’t heal other targets.
Fixed an issue when Tomb Scorpions could disengage from combat in guard mode.
“Da Gobbos” and “Betta Night Sneakin” will no longer apply the charge bonus to the entire army.
“Da Gobbos” and “Betta Night Sneakin” will no longer apply their charge bonuses as static amounts, corrected to percentage increases.
The hill cracks on the map “Tomb of the Shifting Sands” will no longer disappear when the camera is close.
Balthasar Gelt will now be able to hide when on a mount in the woods.
Phoenix Guard and White Lions of Chrace are now more detailed when zoomed out.
Troops can no longer be moved through some of the rocks in the map Troll Country.
Usability Improvements
General
Difficulty sliders have been replaced with drop down boxes on the race selection screen.
Fixed incorrect references to “factionwide” on Lord Selection screen.
Necrosphinx is now affected by scale in The Laboratory.
Fixed a rare desync with Laboratory replays.
The “Unit Movement” text shown during loading screens will now fit correctly in its box.
Campaign
Unit exchange panel will now show final unit count in each army after the exchange.
A military access icon will now show in place of diplomatic status on the city information bar, if appropriate.
An icon has been added next to settlement names to show where landmark pyramids can be built which count towards the long campaign victory conditions in Mortal Empires when playing as Tomb Kings.
Nobles now correctly give 20% extra resources.
Over-gyrating Shaman event will no longer trigger on turn 6 every time for The Bloody Handz.
Fixed an instance where the advisor would play a message when playing as Bretonnia and couldn’t be dismissed.
Fixed multiple instances of buildings being displayed as the wrong tier.
The correct tier will now display on event messages when construction is complete for Chaos.
Fixed some UI overlap with the notification panel.
Fixed a rare instance where a storm would not be visible on the campaign map.
Fixed a rare issue where a lord would show too far zoomed out in the character portrait.
Teclis will now hold his staff correctly on the campaign map when moving.
Tomb Prince’s will no longer move out of the portrait window when issued an order.
Eyes of the Jungle rogue army will no longer greet the player with a missing string.
‘Pin’ feature can now be used on Regiments of Renown that are on cooldown.
Increased volume on some advice lines that were playing too quietly.
Fixed an issue where the spell browser would not display correctly in some circumstances for Wood Elf and Vampire Counts casters.
The Curse will no longer be listed in Arkhan’s abilities when replaced with Befalling Curse.
Guardian ability is now correctly listed as Ward Save (Area).
The Restless Dead ability is now correctly listed as Regeneration.
The Liche Staff ability is now correctly listed as Hex (Area).
Hieratic Jar is now correctly listed as Regeneration.
Some common items that were displaying the rare item icon now correctly show the common item icon.
Certain actions still do not have Karl Franz’ consent NOR WILL THEY EVER
Book of Grudges text will now fit correctly on higher resolutions.
Removed a duplicate of “Improved Tower Projectiles” from the description of Tier II Fortress Gate.
Wakhaf of the First Dynasty no longer incorrectly gives a recruitment bonus of +2 to Death Hags.
Fixed a broken tooltip on the Opposing Ritual Failed event message.
Fixed a typo in the Indomitable Will skill.
Fixed a typo in the description for the “Totem of Prophecy” Lizardmen banner.
Sakhmet’s Incantation of the Skullstorm skill will now display correctly in Spanish in the skill tree.
Battle
Character and unit abilities can no longer be used during deployment.
Reduced tree density in Dark Elf forest maps to ease with visibility.
Fixed a rare instance when cavalry mounted units would not hit with one of their attacks against certain enemies.
Tretch Craventail should now bleed when attacked.
AI will now properly reveal themselves during ambush quest battles.
Wildwood Rangers in the Eyes of the Jungle rogue army will correctly play their animations.
War Hydras in the Dwellers of Zardok rogue army will now correctly play their animations.
Silver Helms will no longer attempt to block with a shield (that they don’t have) when under missile fire.
Fixed an issue where Settra’s weapon would detach from his hand when riding a chariot after casting a spell.
Settra’s casting VFX will no longer be offset from his hand.
Sepulchral Stalkers will now play the correct animation when chasing units down that are withdrawing from melee.
Fixed an issue where Lich Priest staffs would detach and swap hands during a jump attack.
Skeletal Horsemen, Mounted Yeoman and Grail Guardians will no longer instantly switch the weapon between hands when idle.
Wurrzag and Orc Shaman will now transition correctly between idling and walking animations.
Eagle and Hawks will now close their beaks during idle and movement animations.
Fixed an issue where some Skaven would sometimes open their mouths unnaturally wide.
Necrotect’s swords will no longer disappear when they are attacking on a chariot.
Ranald resurgent: new content leaks now seem to happen by default.
Necropolis Knight halberds will no longer disappear during a jump attack.
Necropolis Knights will now hold their shields correctly when idle.
Pistoliers and Outriders will now sheathe their melee weapons when switching between ranged and melee attack.
Melee swing sounds should no longer play when Dreadspears are idling.
Added collision to some houses in the Sword of Torgald map.
Incorrectly placed swamp bubbles have been removed from the Hellpit map.
Fixed an issue where Krell’s portrait would not show up correctly after being upgraded.
Helman’s Blight! icon now displays correctly.
Warhammer II factions now show the purple inner colouring on their unit category icon above the unit banner for Regiments of Renown.
Bloodlust tooltip clarified to state that the ability can be used on the lord as well as allies.
Auto-Resolver Improvements
Artillery are far less likely to be ‘sniped’ during the autoresolver calculation despite having a superior army.
Kills should be more evenly distributed within the autoresolver calculation between similar units.
Reduced advantage of superior factions in the auto-resolver.
Fixed a rare instance where melee lords could be assigned to ranged during the autoresolver calculation.
Fixed an issue where you couldn’t autoresolve against Books of Nagash rogues armies at sea if you were unable to withdraw.
Audio Improvements
Updated HDR Audio settings so Magic and Projectiles will stand out in the mix
Implemented a new spell targeting sound
Implemented a new magic arrow sound for Elf archers
Updated the sound triggers on various animations to be more accurate
Updated the audio mix for battles across sound effects and music across different camera levels
Improved the memory usage of audio files in battles
Lowered the probability of taunt vocalisations on some Dark Elf units
Adjusted the volumes of the ambient sounds for Wood Elf siege towers
Fixed Tomb King chariots using the wrong ground type on water
Fixed reload sounds not playing for some pistol weapons
Two headed dragons are now using the correct vocalisations
Changed the armour sound used by Elf Mages to better match the in-game model
Updated the spell browser audio for the Burning Head spell to match the updated video
Updated the spell browser audio for Usirian’s Incantations of Vengeance spell to match the in-game spell
Reduced the frequency of rock debris sounds on the campaign map for various bluffs in the desert regions
Updated some campaign UI sounds to add missing flavour elements for Tomb Kings
Increased the volume of some advice lines that were too quiet
Fixes for music transitions in some battle tracks
Unit Balancing
General
Halved impact of summoned units on balance bar
Adjusted RoR stats to match new rank 9 unit stats more correctly
Increased mass for most infantry lords and heroes (patch notes will only highlight the biggest changes)
Pass on heavy cavalry mount entity mass
Tomb Kings
Doubled the healing amount of Realm of Souls.
Arkhan – Tomb Blade of Arkhan now summons a large unit of Skeleton Warriors instead of healing. Liber Mortis now gives +8 leadership, duration reduced from 20 to 15.
Settra – Khemrian Warsphinx: -15 armour, -292 health, -8 charge bonus
Settra – Chariot of the Gods: -5 melee attack, -3 melee defence, +35 ap melee damage, +5 bonus vs. infantry, +15 base melee damage.
Tomb King – Khemrian Warsphinx mount: -15 armour, -292 health, -8 charge bonus
Khalida (Necroserpent): +350 mass
Khemrian Warsphinx: -15 armour, -480 health, -8 charge bonus.
Necrosphinx: -10 armour, -408 health, -8 charge bonus, -7 melee defence, +3 melee attack
Sphinx of Usepkh: -10 armour, -472 health, -8 charge bonus, -7 melee defence, +1 melee attack
Hierotitan: -10 armour, -7 melee defence.
Skeleton Chariots: -150 mp cost
Skeleton Archer Chariots: -150 mp cost
Blessed Legion of Phakth: -7 melee attack, -3 melee defence.
King Nekhesh’s Scorpion Legion: -1 charge bonus, -6 melee attack, -1 melee defence.
Sepulchral Stalkers RoR: -1 melee attack, +6 melee defence.
Tomb Scorpion: -10 armour, -320 health.
Ushabti: -10 armour
Ushabti (Great Bows): -10 armour
Chosen of the Gods: -10 armour, -5 melee attack, +2 melee defence.
Necropolis Knights (all): +350 mass
Screaming Skull Catapult: Slightly increased accuracy
Vampire Counts
Hexwraiths: +2 health per entity
Cairnwraiths: +2 health per entity
Dire Wolves: +7 health per entity, +4 charge bonus
Direpack: +7 health per entity, +4 charge bonus, -2 melee defence
Terrorgheist: -100 health, -2 charge bonus
Vampire Lord: +4 melee attack, +30 ap melee damage, +20 base melee damage
Vampire Lord – Barded Nightmare: +4 melee attack, +30 ap melee damage, +20 base melee damage
Vampire Lord – Hellsteed: +4 melee attack, +30 ap melee damage, +20 base melee damage
Mannfred von Carstein: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage
Mannfred von Carstein – Barded Nightmare: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage
Mannfred von Carstein – Hellsteed: +4 melee attack, -50 cost, +30 ap melee damage, +20 base melee damage
Helman Ghorst: Liber Noctus now deals on average 30% less damage to self.
Krell: +20 bonus vs. large, +5 hit reaction ignore chance, +5 knock interrupt chance, +450 mass. Removed wind up time from Lord of Undeath.
Wight King (all): +14 bonus vs. infantry
Chillgheists: +2 health per entity, -2 melee defence
Verek’s Reavers: -3 melee defence
Strigoi Ghoul King – Terrorgheist: -32 health
Vlad von Carstein: +4 melee attack, +30 ap melee damage, +20 base melee damage, added Arcane Conduit in mp
Feasters in the Dusk: -2 melee defence
Konigstein Stalkers: -3 melee defence, -50 cost
Sternsmen: -3 melee defence
Tithe: -1 melee defence
Devils of Swartzhafen: -2 melee defence, +10 ap melee damage, -10 base melee damage
Vargheists: +10 ap melee damage, -10 base melee damage
Mortis Engine: Reliquary Corruption aura now deactivates out of melee.
Claw of Nagash: -1 melee defence. Reliquary Corruption aura now deactivates out of melee.
Red Duke – Foot: +10 charge bonus, +20 ap melee damage, +30 base melee damage
Red Duke – Barded Nightmare: +10 charge bonus, +20 ap melee damage, +30 base melee damage
Red Duke – Hellsteed: +10 charge bonus, +20 ap melee damage, +30 base melee damage
Vampire (all): +50 cost, +30 ap melee damage, +20 melee base damage
Varghulf: -50 cost
Skeleton Spearmen: -25 cost
Blood Knights: +2 ap melee damage, +330 mass
Dark Elves
Death Hag (on foot): -15 missile resistance, +20 physical resistance
Death Hag – Blood Cauldron: Bloodshield of Khaine changed from +11% physical resistance to +6% physical resistance.
Dreadlord (Sword & Shield) – Black Dragon: +4 melee attack
Dreadlord (Sword & Crossbow) – Black Dragon: +4 melee attack
Malekith – Cold One Chariot: + 3 melee attack, -8 melee defence, -2 bonus vs. infantry, +70 ap melee damage, +30 base melee damage.
Sorceress – Cold One: Removed Primal Instinct ability
Khainite Assassin: +20 ap melee damage
Cold One Dread Knights: -50 cost
Shades (Dual Weapons): -50 cost
Shades (Greatswords): -50 cost
Hydra: Fiery Breath now targets unit centre by default.
Lizardmen
Kroq-gar (foot): +600 mass
Horned Ones: +1 melee attack, +100 mass
Kroq-gar – Grymloq: -412 health, -8 charge bonus
Saurus Old Blood – Carnosaur: -396 health, -8 charge bonus
Saurus Scar Veteran – Carnosaur: -376 health, -8 charge bonus
Feral Carnosaur: -374 health, -8 charge bonus
Skink Priest – Terradon: increased rider projectile hit box
Skink Chief: -5 ap missile damage, -5 missile base damage.
Skink Chief – Terradon: increased rider projectile hit box
Kroxigors: +3 ap melee damage, +1 base melee damage
Saurus Warriors (all): +30 mass
Saurus Spearmen: +2 melee defence, +30 mass
Saurus Spearmen (Shields): +2 melee defence, +30 mass
Temple Guard: +20 mass
High Elves
Princess (all): +30 ap missile damage, +20 base missile damage.
Prince – Sun Dragon: -100 cost
Sun Dragon: -100 cost
Tyrion: +1 run speed, +2 charge speed
Mage – Ithilmar Chariot: -1 collision attack max targets
Skaven
Plague Priest – Plague Furnace: -10 armour, Billowing Death aura now deactivates out of melee.
Death Globe Bombardiers: +1 explosion base damage, +3 explosion ap damage.
Warpfire Throwers: +2 explosion base damage, +1 explosion ap damage.
Plagueclaw Catapult: slightly increased accuracy
Gutter Runner Slingers (both): +2 missile base damage
Night Runner Slingers: +1 missile base damage
Warriors of Chaos
Archaon – Foot: +750 mass
Archaon – Dorghar: +12 run speed, +300 mass
Chaos Lord (all): +5 leadership
Chaos Sorcerer Lord – Manticore: +164 health, +25 ap melee damage, +40 base melee damage
Chaos Sorcerer – Manticore: +45 ap melee damage, +65 base melee damage
Exalted Hero – Foot: +260 health, +4 leadership
Exalted Hero – Chaos Steed: +10 armour, +384 health, +4 leadership
Exalted Hero – Barded Chaos Steed: +384 health, +4 leadership
Exalted Hero – Manticore: +164 health, +4 leadership, +15 ap melee damage, +15 base melee damage
Chaos Feral Manticore: +10 ap melee damage, +5 base melee damage
Kholek: -432 health, -8 charge bonus
Sarthorael the Ever-Watcher: reduced collision height, increased projectile hit box, added Arcane Conduit in mp
Dragon Ogre Shaggoth: -430 health, -8 charge bonus
Dragon Ogres: +5 armour, +34 health per entity
Marauder Horsemen (javelins): +25 cost
Hellcannon: now uses a fixed trajectory corrected by homing. Improves Hellcannon projectile homing.
Greenskins
Waaagh! is now a map-wide ability that gives +26 melee attack, +18% charge bonus and +24% speed for 30 seconds, which recharges in melee.
Wurrzag: Added Waaagh! Ability in mp. Wurrzag’s Warpaint changed from +11% physical resistance to +6% physical resistance.
Goblin Great Shaman: Added Waaagh! Ability in mp
Grimgor: +500 mass, +3 melee defence
Skarsnik: +1300 mass (Gobbla has been eating a lot of stunties as of late)
Orc Boar Boyz: +2 melee attack
Savage Orc Boar Boy Big Uns: +2 melee attack, +100 mass
Savage Orc Boar Boyz: +2 melee attack, +100 mass,
Hammer of Gork: -4 melee attack, -2 melee defence
Broken Tusks Mob: -3 melee attack, +3 melee defence, +2 leadership
Deff Creepers: -5 melee attack, -1 melee attack
Durkit’s Squigs: -2 melee defence
Mogrubb’s Mangy Marauders: -5 melee attack, -1 melee defence, +1 leadership
Moon-Howlers: -3 melee attack, +1 melee defence, -50 cost
Teef Robbers: +3 melee defence
Da Eight Peaks Loonies: -4 melee attack, +1 melee defence
Da Rusty Arrerz: -4 melee attack
Da Warlordz Boyz: -2 melee defence, +4 leadership
Krimson Killerz: +2 leadership
Venom Queen: -4 melee attack, +1 melee defence
Goblin Rock Lobber: slightly increased accuracy
Wood Elves
Forest Stalker forest melee defence modifier changed from +20% to +15%
Ancient Treeman: -432 health
Durthu: -432 health
Orion: +15 bonus vs. large, +134 ap missile damage, +30 base missile damage.
Wild Riders: -100 mass
Sisters of the Thorn: max 2 uses on Shield of Thorns, max 1 use on Curse of Anraheir
Beastmen
Khazrak – Foot: +650 mass. Dark Mail now always affects wizards in a 40m radius rather than relying on them to be casting inside the range. Debuff changed to -18 armour and -9 melee defence.
Khazrak – Razorgor Chariot: added vanguard deployment, +2 melee attack, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval.
Beastlord – Razorgor Chariot: +2 melee attack, replaced Call of Violence with Apocalyptic Vision, +40 ap melee damage, -1 collision attack max targets, +10 base melee damage, +0.2 melee attack interval.
Bray-Shaman Chariot: -1 collision attack max targets, +0.2 melee attack interval.
Minotaurs (all): +2 charge bonus
Feral Manticore: +10 ap melee damage, +5 base melee damage
Centigors: -50 mass
Cygor: slightly reduced accuracy
Empire
Balthasar Gelt – Barded Warhorse: added Hide in forest
Balthasar Gelt – Warhorse: added Hide in forest
Empire Wizards (all): Changed Channelling Staff item to new Scroll of Blast item.
Boris Todbringer (all): +5 leadership
Boris Todbringer – Barded Warhorse: +5 armour
Karl Franz: +3 melee defence
Witch Hunter: added immune to psychology, added magical attacks, reduced missile penetration. Accusation now has 3 max uses.
Empire Captain – Barded Warhorse: +5 armour
Empire General – Barded Warhorse: +5 armour
Warrior Priests (all): +35 armour, +100 cost.
Empire Knights: +50 mass
Reiksguard: +50 mass
Knights of the Blazing Sun: +50 mass
Crossbowmen: +1 ap missile damage, -1 base missile damage
Handgunners: +1 ap missile damage, +1 base missile damage.
Great Cannon: slightly increased accuracy
Steam Tank: +1537 health, -5 melee attack, +15 bonus vs infantry
Luminark of Hysh: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec reload time, -400 cost. Aura of Protection now gives +12% ward save in 40m radius and deactivates when available magic power is below 15. Locus of Hysh now passively reduces enemy magic power recharge rate by -20% for each wizard in play.
Templehof Luminark: +2 ammo, -95 ap missile damage, -55 base missile damage, -30 explosion base damage, -70 explosion ap damage, improved long range accuracy, -1 sec base reload time, +4 melee attack, +3 melee defence, -300 cost. (ability changes as above)
Hammer of the Witches: -4 melee attack, -2 melee defence, -100 cost, slightly increased accuracy.
Sunmaker: -4 melee attack, -2 melee defence, -150 cost, slightly reduced accuracy, projectile now 70% ap damage, explosion damage is now 70% armour piercing, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius.
Helstorm Rocket Battery: -150 cost, projectile now 70% ap damage, -20 explosion base damage, +25 explosion ap damage, +1 detonation radius.
Helblaster Volley Gun: -100 cost, +6 ap missile damage, +4 base missile damage.
Royal Altdorf Gryphites: -4 melee attack, +3 melee defence
Zintler’s Reiksguard: -2 charge bonus, -3 melee attack, +3 melee defence, +2 leadership
Sigmar’s Sons: -2 melee defence, -50 cost
Silver Bullets: -2 melee defence, +1 base missile damage
Stirland’s Revenge: -4 melee attack, -25 cost
Pistoliers: +10 range, increased accuracy
Dwarfs
Thorgrim: Added new Oath of Vengeance ability, allowing Thorgrim to reduce the melee defence of an enemy unit.
Ungrim: Added new Red Ruin ability, allowing Ungrim to trade melee defence for significantly more weapon strength.
Grombrindal: +2 melee defence
Tweaked Dwarf generic character item choices for multiplayer battles
Runelord – Anvil of Power: +150 cost, added Locus of Power ability to be automatic
Master Engineer: Improved accuracy, increased range by +35, increased projectile mass and velocity,
Grumbling Guard: added charge defence vs large, -2 charge bonus, +2 melee attack, -1 melee defence, -40 mass
Longbeards (all): -40 mass
Gob Lobber: -2 melee attack, +4 melee defence, slightly increased accuracy
Grudge Thrower: slightly increased accuracy
Dragonback Slayers: -2 charge bonus, -5 melee attack, +12 melee defence
Ekrund Miners: -2 melee defence
Ironbreakers: -20 mass
Norgrimlings Ironbreakers: -4 melee attack, +4 melee defence, -1 leadership, -20 mass
Skoldr Guard: -3 melee defence
Peak Gate Guard: -4 charge bonus, -2 melee defence, -50 cost.
Ulthar’s Raiders: -3 melee attack, +3 melee defence, +6 leadership
Warriors of Dragonfire Pass: -3 melee attack, +3 melee defence
Skyhammer: -1 melee defence, increased clattergun accuracy
Gyrobomber: increased clattergun accuracy
Bugman’s Rangers: -20 mass
Bretonnia
All non-flying knights: +50 mount mass
Alberic: Spirit of the Tempest is now an uncommon ability, costing 162
Prophetess (all): Changed Sceptre of Stability item to new Scroll of Assault of Stone item.
Pegasus Knights & Royal Pegasus Knights: reduced unit spacing distance, allowing more men to connect with their charge
Questing Knights: +5 charge bonus, -100 cost.
Battle Pilgrims: +1 health per entity
Foot Squires: +1 health per entity
Grail Relique: -866 health, -100 cost.
Knights of the Realm: -50 cost.
Paladin – Barded Warhorse: +5 armour
Green Knight: +600 mass
Blessed Field Trebuchet: +16 explosion ap damage, -10 explosion base damage, +1 explosion radius, slightly improved accuracy.
Field Trebuchet: slightly improved accuracy
Abilities Improvements
Lore of Beasts:
Curse of Anraheir: Increased duration from 33 to 39.
Amber Spear: -55 ap missile damage, +150 base missile damage.
Amber Spear Upgraded: -110 ap missile damage, +300 base missile damage.
Lore of Big Waaagh!:
Gaze of Mork (& Upgraded): +40 ap missile damage, -40 base missile damage.
Lore of High Magic:
Fiery Convocation: removed random direction change angle.
Hand of Glory: increased duration from 22 to 29.
Soul Quench: +200 ap missile damage, -200 base missile damage.
Soul Quench Upgraded: +348 ap missile damage, -348 base missile damage.
Lore of Fire:
Fireball: +200 ap missile damage, -200 base missile damage.
Lore of Vampires:
Vanhel’s Danse Macabre (& Upgraded): Duration increased from 25 to 29.
Curse of Years: Duration increased from 28 to 32.
Gaze of Nagash (& Upgraded): -23 ap projectile damage, +33 base projectile damage.
Lore of Light:
Birona’s Timewarp (& Upgraded): Duration increased from 41 to 50.
Shem’s Burning Gaze: -16 projectile ap damage, +22 projectile damage.
Shem’s Burning Gaze Upgraded: -32 projectile ap damage, +44 projectile damage
Light of Battle: -1 power cost
Lore of Lil’ Waaagh!:
Vindictive Glare: +40 ap missile damage, -40 missile base damage.
Night Shroud: -1 power cost
Night Shroud Upgraded: -2 power cost
Lore of Death:
Fate of Bjuna: Changed entity hit chance from 0.25 to 0.18. Now needs 50 entities to max out on damage. +2 power cost.
Lore of Ruin:
Skitterleap: -1 power cost
Skitterleap Upgraded: -2 power cost
The Dreaded Thirteenth Spell: -1 power cost
Other abilities
Guardian: changed from +22% physical resistance to +18% physical resistance
Forbidden Rod: Reduced average damage to self by 30%.
Blood Statuette of Spite: reduced damage chance from 0.2 to 0.18.
Neferra’s Scroll of Mighty Incantations: Added Max 5 targets.
Blood Lust: can now target self
Modding
Modders can now use both specific campaign folders and the general campaign folder to load mod scripts together without crashing.
Modders can now use UI scripting within multiplayer with (careful!) use of the new UITriggerScriptEvent script event.
Known Issues
Hellebron’s the Cursed Blade ability currently continues to apply damage even when its effects should be blocked by phase recharge.
Lord Orbstar
06-03-2018, 12:42 PM
Holy hell that is an update
Taernath
06-21-2018, 12:39 PM
Dilfs got a Kharibdyss
Geijon
06-27-2018, 11:29 PM
Turn 368. Domination victory on very hard with Crone Hellebron. Victory came on killing Malekith cause there can only be one.
Taernath
10-04-2018, 11:42 AM
https://www.youtube.com/watch?v=UHh1TxryWlw
Looks like it's a very different take on VC with Luthor Harkon's Lustria faction. Gimme dose crab giants.
The swollen hulks and decaying vessels of the Vampire Coast draw near.
Curse of the Vampire Coast is a new Campaign Pack for Total War: WARHAMMER II and will be released on 8th November, with four new Legendary Lords, the Lore of the Deep, eight new Regiments of Renown and more.
Steam page here: https://store.steampowered.com/app/835670/
FAQ here: https://www.totalwar.com/blog/total-war-warhammer-ii-curse-of-the-vampire-coast-faq
In case you don't click:
Does this mean you’re introducing naval battles?
No, we don’t currently have any plans to build a system that adds full naval battles to the game. This would be a vast undertaking and certainly beyond the scope of a DLC pack.
We do however have two new battle types which will be added to TW: WARHAMMER II as part of the free update, which bring you an active alternative to auto-resolving naval encounters: Island battles and Black Ark battles.
When two armies meet in battle at sea, you can choose to autoresolve as usual, or fight the battle. If you choose the latter, all belligerents will disembark from their ships and fight on a nearby island. This means that your armies will be able to fight with their full land-based battle capabilities, and under your full control. To support this, we’ve created a series of island maps with their own geographical idiosyncrasies, broadening the gamut of battle types in the game and, of course, providing a platform to let armies at sea fight with all the bonuses you’ve designed into them.
The same is true of Black Arks. When attacking – or defending – a Black Ark at sea, a land battle will be fought on the vast rocky slopes and ledges of the Black Ark itself, surrounding by towering Dark Elf architecture.
These battle types may sound familiar to the modding community. Last week, we were somewhat surprised (and more than a little impressed) to see a new mod, made by Maruka and Marthenil, had been released which also adds a variant of these battle types to the game.
We got in touch with them last week to let them know that we’ve been working on a similar feature in-house for an official update. We in no way want to take anything away from all the hard work they have poured in over the past year and want to take this opportunity to give them a shout out. You can find more details of the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1524091553
We will continue to work closely with modders and do our best to ensure that we avoid overlapping with them as much as we feasibly can.
Geijon
10-04-2018, 02:04 PM
Awesome trailer. I like it's kind of comedic take or Pirates of the Caribbean-esque. 3 should be awesome, but I've been impressed by all of their content in both games.
Geijon
12-03-2018, 12:32 AM
How is Curse of the Vampire Coast?
Taernath
04-04-2019, 11:18 AM
Bunch of slack-jawed skavenslaves around here. This stuff will turn you into a goddamn sexual Carnosaurus, just like me.
https://www.youtube.com/watch?v=Yi2eHPKjW9k
Lots of new units, and you can go find Lord Kroak.
Gelston
04-04-2019, 12:24 PM
There is a lot in the free updates too. Bretonnia is getting reworked, Skaven are getting Undercities that operate similar to the Vampire Coast lairs, in that you don't need to conquer cities to put them in there.
Gelston
04-19-2019, 08:02 AM
New xpac. Ikit Claw is fucking awesome. I feel like I'm playing a Wh40k game when I have an army full of Jezzails, Ratling Gunners, and Warp Cannons.
Taernath
04-19-2019, 09:33 AM
Ikit's starting position is pretty hard. Estalia, Bretonnia, and that other minor Empire nation push on you from all sides, and it takes a while before you get decent troops. By turn 20ish everyone around me except for the pirates had declared war. Once you get the Under Empire rolling it's fun though.
Gelston
04-19-2019, 09:35 AM
Ikit's starting position is pretty hard. Estalia, Bretonnia, and that other minor Empire nation push on you from all sides, and it takes a while before you get decent troops. By turn 20ish everyone around me except for the pirates had declared war. Once you get the Under Empire rolling it's fun though.
You have a pretty great start position in Vortex too.
Taernath
08-29-2019, 10:59 AM
https://www.youtube.com/watch?v=FnKhFaijBBI
Taernath
11-27-2019, 04:40 PM
https://www.youtube.com/watch?v=0sPbjHEnSDE
Clan Eshin and Malus Darkblade
Taernath
05-09-2020, 12:11 PM
https://www.youtube.com/watch?v=dQM-h3M4BZc
Looks like the big Greenskin update people have been agitating over.
Orthin
05-22-2020, 10:32 AM
Just purchased total war 2 and downloading it now
Gelston
12-02-2020, 04:43 PM
New DLC launches tomorrow. They completely redo the Wood Elves and add a new Skaven playable faction. Looks pretty cool, already preordered it.
CA has said there is one more DLC left for WH2, then WH3 is coming.
Taernath
12-02-2020, 04:48 PM
Them zoats tho
Wizardstrikes3
12-02-2020, 05:01 PM
Warhammer 3 beta should start in Jan/February pending Covid does not push the date back
https://totalwarwarhammer.gamepedia.com/Total_War:_Warhammer_III
Makkah
01-29-2021, 10:09 PM
TW:W3 Teaser released today. Hype train coming... beep beeeeeeep.
https://www.youtube.com/watch?v=7UbDOcQK3tg
Taernath
01-29-2021, 10:30 PM
TW:W3 Teaser released today. Hype train coming... beep beeeeeeep.
https://www.youtube.com/watch?v=7UbDOcQK3tg
Speculation is go!
https://i.redd.it/x73q8e9dmae61.png
Ashlander
01-30-2021, 02:08 PM
Speculation is go!
https://i.redd.it/x73q8e9dmae61.png
Age of Sigmar incoming
Taernath
02-01-2021, 12:31 PM
https://www.youtube.com/watch?v=eIqv6Yrd7TE
Gelston
02-01-2021, 12:35 PM
Supposed to be one last Wh2 DLC before Wh3 comes out.
Taernath
02-01-2021, 12:42 PM
Supposed to be one last Wh2 DLC before Wh3 comes out.
I'm not 100% if these trailers are for WH3 or new DLC, but I'm learning towards the former.
So far they seem to roughly correspond to the chaos gods, i.e. the Baldric is for martial stuff/Khorne, and the Piper is for sneaky trickster stuff/Tzeentch, but I would expect that to be in WH3, not WH2 DLC.
Gelston
02-01-2021, 12:43 PM
I'm not 100% if these trailers are for WH3 or new DLC, but I'm learning towards the former.
So far they seem to roughly correspond to the chaos gods, i.e. the Baldric is for martial stuff/Khorne, and the Piper is for sneaky trickster stuff/Slaanesh, but I would expect that to be in WH3, not WH2 DLC.
No, they are for Wh3. I've seen it confirmed.
Taernath
02-02-2021, 10:17 AM
https://www.youtube.com/watch?v=k0d9h9E0dSI
Pretty obvious Kislev reference
Gelston
02-02-2021, 12:30 PM
https://scontent-dfw5-2.xx.fbcdn.net/v/t1.0-9/145170384_867336084067546_3677825865477020635_n.jp g?_nc_cat=107&ccb=2&_nc_sid=825194&_nc_ohc=GvAPf9z8DVwAX-zRY8S&_nc_ht=scontent-dfw5-2.xx&oh=cfdb2b2910d0b4d41b55135cc4d10480&oe=603EE3DA
They posted this nd then removed it quick.
Daemons of Chaos is a long rumored WH3 faction and it has been suspected that Kislev would get its official expansion in that as well.
Makkah
02-02-2021, 06:19 PM
Dunno if I like where it's going. Each monogod Chaos gets a faction, that's 4. Kislev is 5. This means they'll more than likely make Chaos Dwarves and Ogres DLC. Ick.
Taernath
02-03-2021, 11:26 AM
https://www.youtube.com/watch?v=HAr7yUlM0Po
Yeah, looks like Kislev & 4 demon factions, with hint for Cathay at the end.
Ogres and Chaos Dwarfs are more interesting, but but they didn't do much in End Times. If CA does them as well as they've done some of the lord/race reworks I'm fine with waiting. Tomb Kings were DLC too.
Makkah
02-03-2021, 11:37 PM
This isn't End Times related, though. Confirmed in the FAQ.
Chaos Dwarfs and Ogres are 2 of my favorite 4 armies, so this pretty much fucking sucks. Oh well...
Gelston
02-04-2021, 10:29 AM
This isn't End Times related, though. Confirmed in the FAQ.
Chaos Dwarfs and Ogres are 2 of my favorite 4 armies, so this pretty much fucking sucks. Oh well...
They’ll get added. There is a preorder bonus faction too. Chaos Dwarves will probably be first since they already basically have models for them. Hell cannon is run by them.
Makkah
02-04-2021, 11:56 AM
Possibly. They also have greenskin slaves which seems an easy switch. But what's the marketing in it? They also have some really weird side-units/monstrous units that I could see CA pulling the "too many charlemagnes" shit. We'll see.
I guess they are kinda like Norsca which were also a pre-order bonus. Hasn't been an army list (other than Forgeworld) since like 3rd edition and have a lackluster marketing.
Ogres are borked until like mid-2022 tho. :(
Gelston
02-04-2021, 02:10 PM
Possibly. They also have greenskin slaves which seems an easy switch. But what's the marketing in it? They also have some really weird side-units/monstrous units that I could see CA pulling the "too many charlemagnes" shit. We'll see.
I guess they are kinda like Norsca which were also a pre-order bonus. Hasn't been an army list (other than Forgeworld) since like 3rd edition and have a lackluster marketing.
Ogres are borked until like mid-2022 tho. :(
I don't even know how they'll do Ogres. Just an army of large/monstrous units. I've heard they have snotlings though?
Taernath
02-04-2021, 02:21 PM
I don't even know how they'll do Ogres. Just an army of large/monstrous units. I've heard they have snotlings though?
They have gnoblars, which are like smaller, worse goblins. I don't think they have snotlings.
Makkah
02-04-2021, 02:30 PM
Yea, it'll just be all gnoblars and monsters... lol. Can't wait. The charges will be REAL.
Gelston
05-13-2021, 09:23 AM
Warhammer 3 Gameplay reveal at noon Eastern on twitch.
Gelston
05-13-2021, 10:17 AM
New trailer released yesterday.
https://www.youtube.com/watch?v=8JWqlDxEQps
Taernath
05-13-2021, 02:32 PM
https://www.youtube.com/watch?v=--89PwHsKJM
GIVE ME NURGLE
Gelston
05-13-2021, 02:50 PM
Curious to see what the Free DLC race for preorders is. I’m think Ogre Kingdoms to balance out the chaos v order a little more.
Taernath
06-03-2021, 08:51 PM
Final WH2 DLC
https://www.youtube.com/watch?v=mbQT7AMcELM
Taernath
06-03-2021, 08:54 PM
Khorne trailer
https://www.youtube.com/watch?v=Ur05W5lxzAM
Gelston
06-04-2021, 04:49 PM
I just want to crush through Kislev and the Empire with Khorne Daemons and fuck up Bretonnia.
Makkah
07-01-2021, 11:50 PM
https://www.youtube.com/watch?v=diGc-skhhcM
Full trailer. Also, little article details new beastman and lizardman mechanics. FLC was teased, apparently we're getting another fucking dwarf Legendary Lord, a generic beastman lord, and "reinforcements" are going to be some lame ass ogre mercs. Pissed we won't be getting Ghorros and more centigor units; oh well. Maybe the FLC Beastmen rework will be badass.
Taernath
07-02-2021, 12:34 AM
Dem ghorgons doe
Makkah
07-02-2021, 12:44 AM
Yea, the ghorgon was sick af. Jabberslythe never been my fave, so it's whatever.
Makkah
07-02-2021, 09:32 AM
More Ogre merc info revealed. They look cooler than I expected. I love the Ogre Kingdoms as a faction, but I didn't want some half-cooked merc system as a little taste of OK in WH3. It's sounds okay though.
https://www.totalwar.com/blog/total-war-warhammer-2-ogre-mercenaries-roster-reveal/
Taernath
07-02-2021, 09:38 AM
Available for free as part of Total War Access (you’re signed up, of course?)
Ugh.
Gelston
07-02-2021, 10:22 AM
Ugh.
Why is that such a hassle?
Gelston
09-14-2021, 10:34 AM
TW3 moved to Q1 2022, new trailer released for Cathay vs Silver Surfer.
https://www.youtube.com/watch?v=033FWxL22A0
Makkah
09-16-2021, 10:26 PM
Yea, looks pretty cool. Tzeentch is probably the coolest Chaos faction, so that's neat. I won't be buying until the Chaos Dwarves or Ogre Kingdoms make it in tho
Taernath
10-03-2021, 11:40 AM
https://i.imgur.com/WDxYyhk.png
Makkah
11-04-2021, 11:36 AM
https://www.youtube.com/watch?v=5Bbp98oMsjA
I love Ogre Kingdoms, but that video was stupid. Sounded like fucking pirates.
Taernath
11-04-2021, 12:30 PM
Deploy the battle-trike!
https://warhammer3.totalwar.com/static/5baba9c17d02bd47a789ddfd703d3209/fe407/ogre-1.jpg
Makkah
11-04-2021, 03:41 PM
Lol wtf is that thing... in the lore, Greasus has a small army of gnoblars carrying his fat ass around...
Taernath
11-05-2021, 10:11 AM
WH3 campaign map (not mortal empires)
https://i.imgur.com/RBJpAwz.jpg
Also WH3 is coming to Xbox Game Pass for PC
Gelston
11-05-2021, 10:13 AM
WH3 campaign map (not mortal empires)
https://i.imgur.com/RBJpAwz.jpg
Also WH3 is coming to Xbox Game Pass for PC
All 3 will be on it so you'll beable to play the big map for free too. No DLCs included free though.
Gelston
02-15-2022, 09:22 AM
Preload is live, 120gb.
Gelston
02-17-2022, 02:39 PM
Loving TW3, did the prologue and then my first campaign as the custom Daemons of Chaos LL, which I named after myself.
Runs smoother than 2 did, but then again, I have no mods currently and I can't compare it to the ME map. Still, great game and the maps are fucking amazing.
Taernath
02-17-2022, 05:57 PM
Real bad pathfinding bugs. It's fun, but be prepared for them until they're patched.
Gelston
02-17-2022, 06:23 PM
Real bad pathfinding bugs. It's fun, but be prepared for them until they're patched.
Haven't really noticed them. I just finished the story for the DoC, and I had a doomstack pretty fucking quick, just staying Chaos Undivided. I autocalcedd a lot of shit, so that may be why. Finally battle is a fucking mess though.
Taernath
02-18-2022, 07:36 PM
Doing my first Kislev campaign, I go through the Tzeentch portal to get the soul. N'kari goes through another portal right after me, he's in the NW somewhere, I'm in the SE. Motherfucker beelined and was able to claim it in ~3 turns, kicking me out and preventing me from even trying again until the next set of portals open. I reloaded my saves to try different teleporter combinations, but the shortest I'd be able to get the soul would have taken me at least 5 turns. That is some straight bullshit. I hope it gets patched so that you can at least retry for the soul, since now I have to wait another 20 turns twiddling my thumbs because I already united Kislev.
Makkah
02-18-2022, 11:02 PM
Not gonna be playing until Chaos Dwarfs :/
Gelston
02-19-2022, 01:42 AM
Doing my first Kislev campaign, I go through the Tzeentch portal to get the soul. N'kari goes through another portal right after me, he's in the NW somewhere, I'm in the SE. Motherfucker beelined and was able to claim it in ~3 turns, kicking me out and preventing me from even trying again until the next set of portals open. I reloaded my saves to try different teleporter combinations, but the shortest I'd be able to get the soul would have taken me at least 5 turns. That is some straight bullshit. I hope it gets patched so that you can at least retry for the soul, since now I have to wait another 20 turns twiddling my thumbs because I already united Kislev.
That blows. Have you unlocked Boris then?
Taernath
02-19-2022, 03:29 AM
Not gonna be playing until Chaos Dwarfs :/
No jury would convict you.
That blows. Have you unlocked Boris then?
Yeah. I will probably do a Nurgle or Ogre playthrough first though.
Gelston
02-19-2022, 11:47 AM
No jury would convict you.
Yeah. I will probably do a Nurgle or Ogre playthrough first though.
I just started a Cathay, fun.
Gelston
02-22-2022, 02:03 PM
Just finished a Kislev story campaign and at the end you also get Be'lakor as a playable LL. ..... I mean, it made sense for Daemon of Chaos, but not Kislev. Ah well.
Taernath
02-22-2022, 09:23 PM
Finished Kislev and Ogres. Ogres feel off. Reading about their camps and bonuses to raiding you'd think they'd be a mobile faction, it's really the opposite. Camps are where you build higher-tier buildings/units, produce & maintain meat, and are destroyed if you try to move them. The strategy is to build them so their zone of control overlaps as many of your settlements as possible, effectively giving you MORE settlements than other factions. They also have extremely poor defenses and are easy targets for marauding armies. I don't really know what they were going for.
Gelston
02-22-2022, 09:25 PM
Finished Kislev and Ogres. Ogres feel off. Reading about their camps and bonuses to raiding you'd think they'd be a mobile faction, it's really the opposite. Camps are where you build higher-tier buildings/units, produce & maintain meat, and are destroyed if you try to move them. The strategy is to build them so their zone of control overlaps as many of your settlements as possible, effectively giving you MORE settlements than other factions. They also have extremely poor defenses and are easy targets for marauding armies. I don't really know what they were going for.
So, for camps, you decide the garrison. Recruit directly into the camps and you can have next to nothing upkeep full stacks sitting in them.
Taernath
02-22-2022, 09:31 PM
So, for camps, you decide the garrison. Recruit directly into the camps and you can have next to nothing upkeep full stacks sitting in them.
Well, shit.
Ogres have a crazy good economy.
Gelston
02-23-2022, 11:08 AM
https://indiefaq.com/guides/total-war-warhammer-iii-how-to-disable-chaos-rifts.html?fbclid=IwAR18cCJiobTomPf8tizakMXOzM_-yw0TS9sMc65QzmUlbP0qeBYLBHhe7kg
Guide to disabling rifts, so you can just sandbox the whole thing.
Gelston
02-23-2022, 03:44 PM
So, playing Khorne, got Skarbrand's weapon strength buffed to over 2k. I just run him straight at the enemy lord and they die in a few hits.
And something else baddass, one of my armies led by a Herald of Khorne had the Herald of Khorne replaced by an exalted bloodthirster. They really have some cool scripted events in here.
Taernath
02-24-2022, 11:31 PM
Nurgle is really, really boring, which is thematic I guess. He definitely needs some new LLs, heroes, and units. I spent like 30 turns trying to build a Great Unclean One before I realized the little growth chart showing which stage a building was at was off. I played a few turns of Skarbrand which was refreshingly straightforward.
I'm probably going to wait for Mortal Empires before playing the rest of the factions.
And something else baddass, one of my armies led by a Herald of Khorne had the Herald of Khorne replaced by an exalted bloodthirster. They really have some cool scripted events in here.
What triggers it? Just xp? /edit nm one of my heralds just got it
Gelston
02-25-2022, 10:23 AM
Nurgle is really, really boring, which is thematic I guess. He definitely needs some new LLs, heroes, and units. I spent like 30 turns trying to build a Great Unclean One before I realized the little growth chart showing which stage a building was at was off. I played a few turns of Skarbrand which was refreshingly straightforward.
I'm probably going to wait for Mortal Empires before playing the rest of the factions.
What triggers it? Just xp? /edit nm one of my heralds just got it
I've read it happens at level 15/16. It was one of my garrison lords just getting slothful traits and shit so you don't have to lose battles or anything with him.
My favorite thing was busting through Turtle Gate and having Cathay troops yelling "FOR THE EMPEROR!"
Yeah, they are totally prepping a Wh40k. Some of the maps, like the city ruins and stuff, very much look like it could belong in 40ks, and the daemon units are very much transferrable without much change.
Taernath
02-26-2022, 12:22 PM
References to Chaos Dwarfs found in game sound files:
https://www.youtube.com/shorts/JbXjinxYbXA
We obviously knew they were coming, but this suggests one of the factions will be the Legion of Azgorh led by Drazhoath the Ashen.
https://warhammerfantasy.fandom.com/wiki/Legion_of_Azgorh
https://warhammerfantasy.fandom.com/wiki/Drazhoath_the_Ashen
Taernath
03-18-2022, 02:05 PM
1.1 update next month, most relevant bits:
Here we go! Update 1.1 is the first of our large updates to the game. Currently slated for early next month, the build will introduce a swatch of changes across a variety of areas: design improvements, gameplay fixes, and fundamental changes prioritized and based on the feedback we’ve seen since launch. Here are some of those changes:
REALM OF CHAOS
The Realm of Chaos has been one of the most prevalent discussion points amongst the community, and we’re using this update to implement several bug fixes and gameplay tweaks that change how it fits into the mechanics of the game. This includes several key changes:
The strength of the negative Realm traits has been reduced by roughly ~50%.
Daemon Legendary Lords will no longer be burdened by the negative traits of their respective patron god.
Traits gained in the Realm of Chaos will now be removed when a Legendary Lord completes the survival battle within that realm.
When a player intercepts an AI Lord at the Forge of Souls, their souls will now be lost—forcing them to restart their collection. This should make it easier to disrupt the Souls race.
The “Protection” building chain can now be used to prevent rifts from spawning in the province in which they're built.
The rewards for gaining Souls have been improved by providing additional bonuses for a limited period of time.
These changes are intended to make the Souls race less urgent and give you the chance to approach the battlefield in different ways. We will, of course, continue to adjust the mechanics in the future, but look forward to seeing how these changes impact your experience as you jump in after 1.1.
The Ogre Kingdoms, in general, are overperforming heavily in both ranked matchmaking and tournaments. We are making some significant adjustments to the units based on community feedback and our metrics.
Grand Cathay is currently (by far) the biggest underperformer in ranked matchmaking and in Domination tournaments. We think that Cathay is best when their army is large—such as in land battles—which is why we are increasing the size of all starting armies in Domination. We’ll be monitoring these changes to see how the meta progresses in the months ahead.
While the Assembly Kit is still in the works as we prioritize our fixes to the core game, we are excited to share that we’ll be aiming to release the mod manager and enable Workshop support alongside Update 1.1. We plan to continue expanding the toolset and options at your disposal in the months and years to come, but we hope this will kick-start the modding efforts of the community as we continue to work on official updates to the game.
Gelston
03-18-2022, 03:10 PM
All I want is mods and IE.
Makkah
04-29-2022, 07:43 AM
https://www.totalwar.com/blog/twwh3-roadmap-2022/
No Chaos Dwarfs mentioned in 2022. It'd likely be in the 3.0 update if that's to make it in 2022. Shame; that's the one thing I was looking forward to in 3. Glad I waited to purchase.
Taernath
07-14-2022, 09:03 PM
Immortal Empires on August 23
https://www.pcgamer.com/total-war-warhammer-3-immortal-empires-release-date
Gelston
07-14-2022, 09:09 PM
Yeah can't wait. My first campaign will probably be....
the empire... :(
Taernath
07-17-2022, 10:49 AM
Total War: Warhammer 3 video accidentally leaks 4 DLC factions
https://www.pcgamer.com/total-war-warhammer-3-video-accidentally-leaks-4-dlc-factions/
... The dime dropped when he got to "Domination Campaign Victory" conditions, which includes a long list of factions that must be destroyed. There's something like 60 of them in total by my quick count, which is reasonable because Immortal Empires will merge the factions and maps from all three games in the Total War: Warhammer trilogy into a single, massive campaign. But four of the factions in the list have never appeared in any of those games:
The Ecstatic Legions
The Fecundites
Legion of the Gorequeen
Puppets of Misrule
...
Of course, Warhammer fans being Warhammer fans, there's already plenty of speculation about who will be heading each of these factions: Niheli21(opens in new tab) pegs it as Azazel, the Prince of Damnation(opens in new tab) for the Ecstatic Legions, Festus the Leechlord(opens in new tab) for the Fecundites, the Gorequeen Valkia the Bloody(opens in new tab), and Vilitch the Curseling(opens in new tab) for the Puppets of Misrule. It's all very Warhammer. ...
Gelston
07-17-2022, 01:00 PM
Those weren’t accidental.
Taernath
07-19-2022, 12:23 PM
INTRODUCING THE COC (https://www.totalwar.com/blog/tww3-introducing-the-coc/)
WHAT’S IN THE PACK?
CAMPAIGN
4 new Legendary Lords
New campaign mechanics
Playable in both the Immortal Empires and Realm of Chaos campaigns (but do not interact with the Ursun storyline)
BATTLE
8 new ‘Marked’ Lord and Hero characters
36 new ‘Marked’ versions of mortal Chaos units
New Chaos Warshrine with four ‘Marked’ variants
4 Regiments of Renown units (one for each Chaos God)
https://www.youtube.com/watch?v=W5ea7Y6ACOo
Taernath
07-26-2022, 12:01 PM
Festus the Leechlord
https://www.youtube.com/watch?v=gh49KKpbZxQ
Gelston
07-26-2022, 12:02 PM
Festus vs Grom the Paunch today on Guy's Grocery Games!
Taernath
08-02-2022, 07:32 PM
Vilitch the Curseling
https://www.youtube.com/watch?v=Y0emnNGcfCM
Taernath
08-09-2022, 01:18 PM
Valkia
https://www.youtube.com/watch?v=X0bvDMa3_NE
Gelston
08-11-2022, 09:27 AM
https://www.youtube.com/watch?v=zveFDWkaTYM
The only thing that matters about WH3.
Gelston
08-23-2022, 09:18 AM
Immortal Empires releasing in about 40 minutes. Get hyped.
Taernath
08-26-2022, 03:58 PM
Did an Empire and a Helman Ghorst playthrough. Ghorst is wild because his zombies are super OP with 12k hp, uncapped healing, 40 armor, melee buffs, vanguard deployment and virtually no upkeep. And most of those buffs are on every army in his faction. Play him before he gets patched.
There's also a high elf? metal mage with 60k bugged HP.
Gelston
08-26-2022, 04:48 PM
The AI is a LOT more aggressive now. As Karl Franz, I actually have to do shit to keep the Empire from just being wtfpwned by everyone. Orcs, Vampires, Chaos, everywhere
Taernath
08-26-2022, 05:11 PM
Yeah in my Empire playthrough I was running around putting out fires the entire time. The electors died off really quickly to a churning mass of Norsca, greenskins, vampires, Festus, and militant wood elves shitting all over everything. Dwarfs all died off and Bretonnia was doing Bretonnia things I guess.
Makkah
03-15-2023, 08:10 AM
https://www.youtube.com/watch?v=OiHvsinEn58
Chaos Dwarfs coming next month. They look metal af. Might actually buy TWW3 now.
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