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Warhammer: Total War

1363739414249

Comments

  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    Was there any difficulty confederating with Mannfred? I've never played the VC's. I was thinking of upping my difficulty to VH/VH but I'm not very keen on the AI getting insane combat bonuses.

    No difficulty.
    Just did the diplomatic approach, went for each treaty as they came up (except for military alliance of course).
    was very early that the confederation option popped up - <20 turns

    Give it a go. They're good craic.


  • Registered Users, Registered Users 2 Posts: 43,610 ✭✭✭✭ancapailldorcha


    Remouad wrote: »
    No difficulty.
    Just did the diplomatic approach, went for each treaty as they came up (except for military alliance of course).
    was very early that the confederation option popped up - <20 turns

    Give it a go. They're good craic.

    Ahhh... There are guides on the internet. Thought it was quite onerous.

    The Vampires seem to be very powerful. I was thinking of waiting until I was brave enough to up the difficulty.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    You might have to wait until he loses a battle, but he'll do that a fair bit. The AI is quite dumb about wandering around corrupt/untainted land getting pilloried by attrition until they get mulched by a passing army.

    Mannfred's army got killed and he went from power rank 20 to 100+ and then I confederated him no problem.


  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    Ahhh... There are guides on the internet. Thought it was quite onerous.

    The Vampires seem to be very powerful. I was thinking of waiting until I was brave enough to up the difficulty.

    Might have helped that he went to war with Zhufbar and I ranked up quickly by taking over templehof and the other vampire regions around him.
    Vlad is a beast in melee which is good because he doesn't get a mount.


  • Registered Users, Registered Users 2 Posts: 43,610 ✭✭✭✭ancapailldorcha


    There's a patch for this out today. Only FLC is a lore of death wizard for the empire. Apparently, the DLC had some bugs.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



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  • Registered Users, Registered Users 2 Posts: 10,769 ✭✭✭✭degrassinoel


    Edit: wrong thread whoops :D


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    New DLC/FLC announced for September 11 and it's a doozie.



    https://www.totalwar.com/blog/total-war-warhammer-ii-the-hunter-the-beast-faq/
    The Hunter & The Beast is the latest Lords Pack for Total War: WARHAMMER II. Introducing two rival Legendary Lords from the world of Warhammer Fantasy Battles, each with their own objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles.

    The Hunter & The Beast includes:

    Two richly themed new Legendary Lords: Markus Wulfhart leads the Huntsmarshal’s Expedition (Empire), and Nakai the Wanderer opposes him as the leader of the Spirit of the Jungle (Lizardmen)
    Two new Lord types: Hunter Generals and Ancient Kroxigors
    Four new unique Hero units for Empire (see Wulfhart’s Hunters)
    New unique faction mechanics, quest chains, legendary items, skill trees and campaign narrative (Vortex Campaign only)
    New units for the Empire: Archers, Huntsmen and War Wagons
    New units for the Lizardmen: Dread Saurians, Sacred Kroxigors and Razordon Hunting packs
    New Regiments of Renown for both the Empire and the Lizardmen
    For full details on all you’ll get in The Hunter & The Beast, head over to Steam to read more (and get 10% off if you pre-order).

    FAQ
    WHEN WILL THE HUNTER & THE BEAST BE RELEASED?
    The Hunter & The Beast will be released on the 11th of September 2019.

    IS THERE A PRE-PURCHASE DISCOUNT?
    You’ll get a 10% discount if you pre-purchase The Hunter & The Beast via Steam before its release.

    WILL THE NEW LEGENDARY LORDS BE FIGHTING FOR CONTROL OF THE VORTEX?
    Both Markus Wulfhart and Nakai will be playable in the Eye of the Vortex campaign, but our new Legendary Lords have their own destinies to fulfil and do not fight for control of the Vortex itself.

    WILL THE NEW LEGENDARY LORDS BE AVAILABLE IN THE BOTH THE EYE OF THE VORTEX AND MORTAL EMPIRES CAMPAIGN?
    Yes, The Hunter & The Beast will be available to play in both the Eye of the Vortex and Mortal Empires Campaign.

    WHAT NEW UNITS WILL BE IN THE HUNTER & THE BEAST?
    The Hunter and the Beast will feature the following new units for the Empire: Archers, Huntsmen and War Wagons and Dread Saurians, Sacred Kroxigors and Razordon Hunting packs for the Lizardmen.

    For the full details on these and to see them in action, keep an eye on our YouTube and Twitch announcements.

    WHAT NEW MECHANICS WILL MARKUS WULFHART BRING TO THE HUNTER & THE BEAST?
    Markus Wulfhart will bring with him the following brand-new mechanics:

    WULFHART’S HUNTERS

    Scattered throughout Lustria are four of the finest Hunters that ever lived. Wulfhart may attempt to track them down and acquire their services to aid in the expedition’s success, and subsequently developing each Hunter’s unique attributes and learning the tales of their past deeds.

    Jorek Grimm is a brilliant Master Engineer. Shunned for his eccentric ideas, he has struck out alone to seek his fortune in Lustria…
    Rodrik L’Anguille was once a renowned Paladin. Disgraced and exiled however, he is haunted by a past he cannot escape…
    Hertwig Van Hal, a skilled physician and Witch Hunter, has travelled far from home on his quest for ultimate vengeance…
    Kalara of Wydrioth, the eminent Waystalker, has traded the forests of Avelorn for the jungles of Lustria in pursuit of redemption…
    EMPEROR’S MANDATE

    Wulfhart’s campaign progress is measured by how effectively he fulfils the Emperor’s Mandate. Expansion, successful military operations, and other campaign activities increase his Acclaim, which is tracked on the Emperor’s Mandate bar.

    This will dictate the quality of units available to Wulfhart via the Imperial Supplies system, which dispatches higher quality units that can be recruited. As the Mandate bar fills, he will also unlock bonuses to further improve these units, plus higher tiered recruitment buildings not initially available to Wulfhart’s faction. This also increases diplomatic tension and resentment from the Lizardmen.

    In the Eye of the Vortex campaign, filling the Emperor’s Mandate bar will cause Nakai the Wanderer to issue a final challenge to Markus Wulfhart! With Mortal Empires being a sandbox experience, we like to leave how you complete the campaign up to you.

    HOSTILITY

    Wulfhart’s plundering will inevitably stir up hostility and prompt retaliation from the natives. Prolonged aggressive activities, such as military actions and raiding, can raise Hostility through five levels. Conversely, a more passive approach to the campaign will cause Hostility to fall.

    Each level has a negative effect on Wulfhart’s campaign, but Hostility is also a measure of his aggression against the local inhabitants. As he ascends through the Hostility levels, reinforcements are dispatched more frequently via the Imperial Supplies system. The strength of these reinforcements is still dictated by the Emperor’s Mandate bar.

    When peak Hostility is reached, a variety of penalties will be imposed on Markus along with the dispatch of a special Lizardmen taskforce with the sole aim of defeating the expedition. He will instantly receive an Imperial Supplies drop and will need to survive for a number of turns before the Hostility bar resets.

    WHAT NEW MECHANICS WILL NAKAI THE WANDERER BRING TO THE HUNTER & THE BEAST?
    Nakai the Wanderer will bring with him the following brand-new mechanics:

    WARMBLOOD INVADERS

    In the Eye of the Vortex campaign, Nakai must fight to keep Lustria in the rightful hands of the Lizardmen. Several Empire colonies have been established, and each is encroaching on the jungle. They must be dealt with!

    Four extremely dangerous Hunters co-ordinate the efforts of the warmbloods. Hunt them down to draw out their leader, then defeat them all in a final, epic confrontation (Vortex campaign only)!

    NEW HORDE MECHANICS

    Nakai’s faction, the Spirit of the Jungle, offers a unique variation on Horde gameplay. Each army in his faction, when placed in the Encampment stance, may develop its settlement infrastructure much as a standard settlement would. That infrastructure is preserved when the horde moves off, and may be further developed during future periods of Encampment. If a horde is destroyed in battle, all its infrastructure is lost along with the army.

    However, only Nakai’s personal horde can unlock units for recruitment. Other hordes in his faction may then recruit unit types Nakai has unlocked using the Global Recruitment option. These ‘minor’ hordes still have their own infrastructure and building trees, though some of these are focused on reducing Global Recruitment times rather than unlocking units.

    These changes are designed as a quality of life improvement for horde gameplay. Unifying recruitment-building choices under Nakai saves the repetition, cost, and time that would otherwise be required to construct the same recruitment buildings across multiple hordes.

    DEFENCE OF THE GREAT PLAN

    Nakai begins play with a vassal faction called the Defenders of the Great Plan – the caretakers of the great Temple Cities. When one of Nakai’s armies captures a region, it may be gifted to the Defenders. When a region is gifted thus, Nakai must choose which Old One that region’s temple should be dedicated to.

    As more temples are dedicated to a specific Old One, the more powerful the rewards bestowed upon Nakai and his faction.

    These temples generate a unique resource called Old Ones’ Favour. Nakai may expend this Favour to provide assistance to his vassals through unique Rites, boost the income the vassals provide and visibility over them, and recruit Blessed Spawning units or Heroes and Slanns at higher ranks.

    UNIQUE RITES

    Nakai has a selection of new Rites focused around his units, faction mechanics and campaign focus.

    Rite of Allegiance: Performing this Rite will cause attrition to the enemies of Nakai’s vassals – the Defenders of the Great Plan – when in their regions
    Rite of Rebirth: This Rite spawns an army for Nakai’s vassals – the Defenders of the Great Plan – at their capital to help protect the Lizardmen
    Rite of Mastery: This Rite increases the recruitment rank of Kroxigors, Sacred Kroxigors and Kroxigor Ancients, while improving their weapon strength and armour
    WHAT’S THE FREE CONTENT THAT WILL BE RELEASED ALONGSIDE THE DLC?
    The free content that will be released alongside The Hunter & The Beast DLC includes the Lizardmen Legendary Lord Gor-Rok, a campaign map region rework for Mortal Empires, Empire Fort Battles, a new starting position for Balthasar Gelt and an Old World update for the Empire. Keep an eye on our social channels in the coming weeks for more info.

    WHAT’S IN THE FREE OLD WORLD UPDATE THAT WILL BE RELEASED ALONGSIDE THE DLC?
    CAMPAIGN MAP REGION REWORKS

    Various parts of the Mortal Empires campaign map have been reworked and improved, focused mainly on the regions within the Empire.

    New provinces (Solland) and regions have been added within the boundaries of the Empire
    New mountain pass regions have been added between the Empire and its neighbours, complete with all new Empire Fort settlement battlefields similar to High Elf gates
    New province and regions have been added for Albion
    New Greenskins and Wood Elves factions have been added in the Drakwald and Wasteland area of The Empire
    NEW EMPIRE FORTS

    New spectacular settlement battlefields exclusively for the new forts added in the mountain passes on the borders of the Empire.

    NEW START POSITION

    Balthasar Gelt has a new starting position of Solland in the south of the Empire and a new faction – The Golden Order to command.

    EMPIRE CO-OP CAMPAIGN

    Empire co-op campaign is now available.

    EMPIRE OLD WORLD FEATURE UPDATE

    The Empire Office system is being replaced with the new Elector Counts system. This new political feature will make it possible to confederate the Empire without going to war with the other counts if you play your cards right.

    New resources of Prestige and Imperial Authority will be used to improve Fealty with other Elector Counts via Electoral Machinations and imperial dilemma’s and to exert your command over the Empire
    13 Elector Count positions to command (Includes the Wastelands and Sylvania)
    Unique rewards (Runefangs) and exclusive units when commanding a state’s capital
    THE PREVIOUS OFFICER SYSTEM IS NOW DEFUNCT IN ALL OLDER SAVES
    WHEN WILL THE FREE CONTENT BE AVAILABLE?
    On the release day of The Hunter & The Beast – the 11th of September 2019.

    WILL THE HUNTER & THE BEAST BE RELEASED ON MACOS AND LINUX?
    This will be coming shortly after the release of The Hunter & The Beast – stay tuned!


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Interesting to see Lizardmen go from having only 2 Lords to 6 within a few months.
    There was a bit of uproar after neither GorRok nor Nakai were the DLC last time but now all will presumably be satisfied.
    The addition of the Dread Saurian is an interesting one, because as far as I can tell it's massively overpowered in comparison to all other units in the game, at least in the fluff.

    I guess Lord Kroak had already set a new standard for super-units. He mightn't be big but when you can nuke enemies without any friendly fire you don't need to be.

    Nakai's faction is trialing a new Horde mechanic, that will presumably pave the way for the revamped Chaos faction that is to come in WH3.
    DEFENCE OF THE GREAT PLAN

    Nakai begins play with a vassal faction called the Defenders of the Great Plan – the caretakers of the great Temple Cities. When one of Nakai’s armies captures a region, it may be gifted to the Defenders. When a region is gifted thus, Nakai must choose which Old One that region’s temple should be dedicated to.

    As more temples are dedicated to a specific Old One, the more powerful the rewards bestowed upon Nakai and his faction.

    These temples generate a unique resource called Old Ones’ Favour. Nakai may expend this Favour to provide assistance to his vassals through unique Rites, boost the income the vassals provide and visibility over them, and recruit Blessed Spawning units or Heroes and Slanns at higher ranks.

    One could easily see how this could be switched with a vassal chaos faction and chaos gods. There's also further QOL improvements with regards to how units are trained, with all training being centralised to Nakai, and secondary armies getting to access them via global recruitment, so you won't get the situation where you have to start from scratch with each army.

    It seems like a clever way to wrap the Empire revamp into a FLC with a faction that will have a presence on the Vortex map as well as ME, and presumably sets the stage for something similar with the Greenskins and Grom the Paunch to arrive, probably over Christmas.

    So in summary, 2 Lizardmen Lords, 1 Human, Empire revamp, including Elector Count diplomacy features and unique bonuses from each Province, new position and faction for Blathasar Gelt, 6 new units.
    There'll be a stream, probably during the weekend, to showcase them.


  • Registered Users, Registered Users 2 Posts: 4,067 ✭✭✭Gunmonkey


    All looks good to me. Currently half way through a Lokhir/Teheneuain coop campaign with my friend, we msg me saying we might be playing more scalies in coop sooner than we thought :D

    Though the now 6 lords for Lizardmen does bode well for Skaven, they really needed someone better than Tretch for that 4th slot (Throt in Clan Moulder/Hell Pit or Thanquol) so hope to see another added soon.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Gunmonkey wrote: »
    All looks good to me. Currently half way through a Lokhir/Teheneuain coop campaign with my friend, we msg me saying we might be playing more scalies in coop sooner than we thought :D

    Though the now 6 lords for Lizardmen does bode well for Skaven, they really needed someone better than Tretch for that 4th slot (Throt in Clan Moulder/Hell Pit or Thanquol) so hope to see another added soon.

    I think the corner of the map by Kislev will be included in WH3, so i think it'll make sense to add Throt as a pre-order bonus, playable in ME, WH3 campaign and ME 2.0.

    If they ever add Cathay (which would make sense financially for them in asian markets, i would assume) perhaps they could add Clan Eshin then as well.


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  • Registered Users, Registered Users 2 Posts: 4,067 ✭✭✭Gunmonkey


    Seems a bit....lacking for a pre-order just to get Moulder. Got Chaos Warriors for TW1 and Norsca for TW2, so a new faction in the current map would be closer to what they might offer. Maybe if they were part of a Lord pack of 3 or 4 extra Lords for the existing factions. That or something like Araby (never had much of a miniature line, just a sprinkling of Warmaster stuff), Tilea (even less, just Empire but with more pikes!) and possibly Dogs of War (probably a horde faction, would look crazy with all the varied unit types but could be good for a laugh). And Clan Eshin exist ingame, one of the small factions you "bully" at the start to claim land, somewhere between Teclis and Tehenuain in the Mortal Empires map....but suppose they could be dropped near Cathay and Sknich drawn up as another Skaven Lord.

    Though I do hope they add more than just the corner by Kislev, could imagine the whole East side being fleshed out. Would open up Dwarfs a bit, not just marching south-west every time to fight Greenskins. You have Nagashizaar east of Karak-8-Peaks, which I imagine would play a very important part if Nagash is in any way part of TW3. And Lybaras is meant to be a huge port city, but the ocan by them is cut off so its inland, mainly as they traded constantly with Cathay, so one goes with the other. And then maybe Kroq-Gar would actually do anything in my games (he just sits there in his home province, peaced out with Teotiqua for over 100 turns every time). Same for Khalida; its either north and greenskins or south and Queek.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Gunmonkey wrote: »
    Seems a bit....lacking for a pre-order just to get Moulder. Got Chaos Warriors for TW1 and Norsca for TW2, so a new faction in the current map would be closer to what they might offer. Maybe if they were part of a Lord pack of 3 or 4 extra Lords for the existing factions. That or something like Araby (never had much of a miniature line, just a sprinkling of Warmaster stuff), Tilea (even less, just Empire but with more pikes!) and possibly Dogs of War (probably a horde faction, would look crazy with all the varied unit types but could be good for a laugh). And Clan Eshin exist ingame, one of the small factions you "bully" at the start to claim land, somewhere between Teclis and Tehenuain in the Mortal Empires map....but suppose they could be dropped near Cathay and Sknich drawn up as another Skaven Lord.

    Though I do hope they add more than just the corner by Kislev, could imagine the whole East side being fleshed out. Would open up Dwarfs a bit, not just marching south-west every time to fight Greenskins. You have Nagashizaar east of Karak-8-Peaks, which I imagine would play a very important part if Nagash is in any way part of TW3. And Lybaras is meant to be a huge port city, but the ocan by them is cut off so its inland, mainly as they traded constantly with Cathay, so one goes with the other. And then maybe Kroq-Gar would actually do anything in my games (he just sits there in his home province, peaced out with Teotiqua for over 100 turns every time). Same for Khalida; its either north and greenskins or south and Queek.

    I was thinking a Moulder/Beastmen match up, maybe?

    They're short a Minotaur Lord. I think the main named one would be Taurox?

    It'd be a good way to refresh them, and then roll the Beastmen and Chaos Warrior updates that are being planned for game 3 into game 2 (obviously without the god aligned factions and units, which I'd imagine will be central to game 3).


  • Registered Users, Registered Users 2 Posts: 4,067 ✭✭✭Gunmonkey


    Could see Chaos Warriors held back for TW3 and changed to more incorporate the Daemons and themed Cult Lords. Beastmen dont really factor much for the Daemon side of Chaos, even though they badly need a rework (the changes to hordes made by Vampire Coast and now Nakai bodes well for some interesting mechanics brought in). Plus, the Beasties/Wood Elves/Norsca/Chaos all still need to be bumped up to a full 4 Lege Lords at some stage; but since they are paid DLC factions, seems better for CA to do the original games faction reworks first (so can expect Greenskins to get some love sooner than later).

    As for bonuses for buying TW3, best thing CA could do thats not a pre-order gift (so something everyone who buys TW3 gets) is give the original game for free as soon as they place the pre-order. Even make it the Dark Gods version so everyone who owns TW3 will have Chaos Warriors and a rework as part of its launch patch will benefit everyone that owns it. Also solves the problem of the potential TW3 factions being a bit....lacking in terms of wow factor: current opinion seems to be Daemons, Ogres, Chaos Dwarfs and then Cathay/Kislev. If you include Kislev, cut straight south and it drags in a lot of old factions on the map (2 Dwarf starts, Vampire Counts starting point, probably Black Crag) so opens up the game to have more diversity of potential factions out of the gate. plus, it solves the conundrum of players with only TW2 and TW3 having no way to "Mortal Empires" their two maps; TW3 will just have its regular Daklands plus the East side of the original map mode and its ME mode with all the 3 maps splooged together.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Gunmonkey wrote: »
    Could see Chaos Warriors held back for TW3 and changed to more incorporate the Daemons and themed Cult Lords. Beastmen dont really factor much for the Daemon side of Chaos, even though they badly need a rework (the changes to hordes made by Vampire Coast and now Nakai bodes well for some interesting mechanics brought in). Plus, the Beasties/Wood Elves/Norsca/Chaos all still need to be bumped up to a full 4 Lege Lords at some stage; but since they are paid DLC factions, seems better for CA to do the original games faction reworks first (so can expect Greenskins to get some love sooner than later).

    Beastmen can be Chaos-god-aligned can't they? They have Slaangors, Pestigors, Tzaangors and Khorngors, although I'm not sure are they beastmen or Chaos units per se.
    They might trial some of the new god-alignment and chaos corruption mechanics with them, as well as giving them some of the updated Horde mechanics.

    One thing I'd like to see with them is another approach to razing cities and controlling territory. Nakai's system works for Lizardmen, but not for Chaos, I don't think. I think they should be able to occupy settlements, but more like wood elf outposts. Contiguous areas of territory would provide bonuses to you and maluses to non-chaos factions. If they do something interesting with the Waagh mechanic and vassalised armies, maybe they could implement that there. Bray herds are as annoying and useless as Waagh armies are currently.

    I definitely think Greenskins are next in line, with Eltharion vs Grom the Paunch being the obvious avenue. And the High Elves do still need a little love. They're missing one or two units like White Lion Chariots, and they need more lores of magic and a Lord-level Mage, generic version of Teclis sort of thing.

    The Greenskins are a **** show. A bloated roster full of useless goblins. Nowhere near enough varied and interesting infantry that you actually want to use. They need probably 2 or 3 new infantry units, more monsters of some sort (Trolls perhaps), a couple of heroes, like savage and black orc bosses, and generic Shaman and Black orc lords. Maybe a feral Wyvern as well.
    Gunmonkey wrote: »
    As for bonuses for buying TW3, best thing CA could do thats not a pre-order gift (so something everyone who buys TW3 gets) is give the original game for free as soon as they place the pre-order. Even make it the Dark Gods version so everyone who owns TW3 will have Chaos Warriors and a rework as part of its launch patch will benefit everyone that owns it.

    That'd be a good move to try to unite the playerbase. It'd probably pay off long term.
    Gunmonkey wrote: »
    Also solves the problem of the potential TW3 factions being a bit....lacking in terms of wow factor: current opinion seems to be Daemons, Ogres, Chaos Dwarfs and then Cathay/Kislev. If you include Kislev, cut straight south and it drags in a lot of old factions on the map (2 Dwarf starts, Vampire Counts starting point, probably Black Crag) so opens up the game to have more diversity of potential factions out of the gate. plus, it solves the conundrum of players with only TW2 and TW3 having no way to "Mortal Empires" their two maps; TW3 will just have its regular Daklands plus the East side of the original map mode and its ME mode with all the 3 maps splooged together.

    They sound pretty wow to me. Ogres - a full roster of monstrous units, Daemons, well they're cool enough on their own, Chaos Dwarves are like Dwarves but cooler. That sounds more interesting than the default races for the other two games in my book.

    They don't need the map to be proportioned the same way as ME or WH1 is.
    As you can see in the Vortex, they mess around with geography to make it fit the different maps.

    They could warp it a bit so that Kislev is in the West, with Hell Pit, a bit of Norsca and the Chaos Wastes to the North of it, but the Worlds edge mountains, starting East of Kislev, bend down towards the Southwest corner of the map, cutting out most of the Badlands, Sylvania and so on.

    It's a question of priorities. I think they'd be mad not to include Cathay. There's a guy on Reddit who does mockups of Cathay units from scratch and I'd love to see that kind of aesthetic in the game. But Cathay would need to be squeezed in, even id worlf you put it on the very far East of the map, and that might squeeze out the Old World.


  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    Gunmonkey wrote: »
    As for bonuses for buying TW3, best thing CA could do thats not a pre-order gift (so something everyone who buys TW3 gets) is give the original game for free as soon as they place the pre-order.

    That's a brilliant idea except that it doesn't do anything for existing players as most will already own the first 2 games.
    First game is basically the best bang-for-buck DLC you can get for Warhammer 2.


  • Registered Users, Registered Users 2 Posts: 1,122 ✭✭✭killanena


    Give them a gift copy of the first game if already owned to get that friend you wanted to play with a step into the series or to trade with other steam users. What id like to see personally is a decent discount for WH3 if you own the first 2 games and all the DLC.

    I really hope for an army painter or something in the third game. Something similar to what you could do in Shogun 2 without the unit buffsin multiplayer balance for purposes. Id also like to see something like random events such as a warpstone meteorite razing a random city for the rest of the game but also allows all factions to gather the stone for whatever purpose it would serve them or weather changing throughout regions which can be manipulated by power magic users etc. I think this would add even more replay-ability to campaigns.


  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    Felix and Gotrek!!!

    Looks like I'll be starting up a new dwarf campaign! :D
    (Although they're available for Empire and Bretonnia too.)


  • Registered Users, Registered Users 2 Posts: 1,122 ✭✭✭killanena


    Nice :), Glad they are giving it to everyone a month later. Id hate if it was only available to white dwarf subscribers even though I was one when I was younger.


  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    They got Brian Blessed to voice Gotrek :D


  • Registered Users, Registered Users 2 Posts: 21,744 ✭✭✭✭Tony EH


    Warhammer II is on Steam sale with 66% off, if anyone's interested.


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  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    DLC is 50% off too (except the latest one)


  • Registered Users, Registered Users 2 Posts: 43,610 ✭✭✭✭ancapailldorcha


    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Supposedly, part of the QOL upgrade is to reduce the Mortal Empires load times by 60%.

    If true, that's a massive improvement.


  • Registered Users, Registered Users 2 Posts: 43,610 ✭✭✭✭ancapailldorcha


    Gbear wrote: »
    Supposedly, part of the QOL upgrade is to reduce the Mortal Empires load times by 60%.

    If true, that's a massive improvement.

    I'm currently mired in a Crooked Moon campaign at the moment. Was really hoping for a Greenskins update!

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 7,595 ✭✭✭Dave_The_Sheep


    Gbear wrote: »
    Supposedly, part of the QOL upgrade is to reduce the Mortal Empires load times by 60%.

    If true, that's a massive improvement.

    That would be huge. Turn times can be a killer for interest.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    I'm currently mired in a Crooked Moon campaign at the moment. Was really hoping for a Greenskins update!

    Not until March kinda time apparently, but they're definitely next on the agenda for CA.
    QOL was always their plan for this update.

    They're the only race I haven't played with yet, because their campaign mechanics are so rubbish.


  • Registered Users, Registered Users 2 Posts: 43,610 ✭✭✭✭ancapailldorcha


    Gbear wrote: »
    Not until March kinda time apparently, but they're definitely next on the agenda for CA.
    QOL was always their plan for this update.

    They're the only race I haven't played with yet, because their campaign mechanics are so rubbish.

    I felt like bumping up the difficulty and then figured that CM was the most difficult faction. I was right. Mad thing is that I have a decent amount of territory and Karak-8-Peaks. The issue is that my Waaghs die and I lose all reliability.

    Haven't seen the trailer yet. Doesn't matter as I'll just buy it anyway.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    I started a new dwarf campaign after the Felix and Gotrek DLC/Patch.
    Might be just me but battle loading seems to have improved a lot.


  • Registered Users, Registered Users 2 Posts: 4,067 ✭✭✭Gunmonkey


    That would be huge. Turn times can be a killer for interest.

    If it persists into the 3rd game (whenever they get round to announcing it) could alleviate some of the hesitation over rolling even more lands into the Mortal Empire style hooooge map that will come with it.

    Also, not mentioned much but the free update will bring Brettonians their 4th LL in Repanse De Lyonesse, a Joan of Arc style figure ( a shepherdess who during a Chaos invasion saw a vision of the Lady, armoured up from some dead knights gear and rides round with a huge banner on a lance)
    https://warhammerfantasy.fandom.com/wiki/Repanse_de_Lyonesse


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  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    pttr6b2xq8241.png

    One of the more interesting minor changes is the expansion to the Mortal Empires map.

    Perhaps because of the improvements to turn times, they've been able to make some strides towards fleshing the map out in the direction of where it'll be in game 3, and the first addition is the area around the Desolation of Nagash and the "Indian Ocean" area of the Warhammer world.

    It's going to really spice up the ME experience for the likes of Kroq Gar and Khalida.

    Also, with the addition of Nagashizzar, perhaps we'll see Nagash before game 3? Him and Neferata as a sort of Vampire Coast/Tomb Kings combo?

    The only thing puzzling me, is that if that's where Darkblade starts, will he be able to transport his Black Ark out of there, because there's presumably only going to be 5 or 6 port cities down there at most.


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