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Bonus income, maybe, or like little dilemmas: "Franz has offered a contract to slay these idiot undead, your troops fight that much harder and if you kill this stack you get +2500." As it stands, murdering innocents is big business as it is. Beastmen doesn't even need incentives to murder whoever's nearby.
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# ? Mar 16, 2017 04:11 |
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# ? May 22, 2024 12:48 |
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I'm super sold on the idea that Kemmler should lead a horde faction that's all about necromancy at the expense of vampire units. Not sure how to make it so that it's still fun without the vargulf, blood knights etc but it just seems like a cool idea
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# ? Mar 16, 2017 04:14 |
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I had the idea that Ogres were a horde faction that could set up Mercenary camps in Ruins (like elf outposts). The camps would give access to little quests you could take on and you could hock units to other factions. As another faction, you could visit these camps to hire Mercenary units from the Ogres themselves if you were on good terms with them.
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# ? Mar 16, 2017 04:17 |
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The terrorgeist description is pretty vague, is it supposed to be a flesh golem?
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# ? Mar 16, 2017 05:14 |
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LuiCypher posted:Should be Temples of Morr but To be fair, having people running around bashing undead and vampires tends to put a cramp on the place being vampire corrupted. Although having a special Temple of Morr building for a Level 5 Drakenhof would be pretty nice and a way to gloat over the dead Vampire Counts.
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# ? Mar 16, 2017 05:16 |
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Imagine a world where the last few vampire dweebs are hiding out in their sepulchers or whatever and the sigmarstapo come knocking on the door looking for zombies and widows peak hairstyles, armed with beatin' sticks. A beautiful world.
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# ? Mar 16, 2017 05:40 |
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Frankly posted:I'm super sold on the idea that Kemmler should lead a horde faction that's all about necromancy at the expense of vampire units. Not sure how to make it so that it's still fun without the vargulf, blood knights etc but it just seems like a cool idea This would be fun. Stronger necromancers and probably zombies/skeletons, no vampiric units or units dependent on vampirism. You'd lose a lot of stuff, but for a wacky alternate start faction that'd be fine I think. Baron Porkface posted:The terrorgeist description is pretty vague, is it supposed to be a flesh golem? It's the animated remains of a super bat-ghoul thing made by strigoi. Basically a fell bat version of a crypt horror that dies and some jackoff reanimates with necromancy. Lassitude fucked around with this message at 05:53 on Mar 16, 2017 |
# ? Mar 16, 2017 05:50 |
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I gave the beastmen campaign another shot. This time I took the second lord and immediately replaced the basic infantry structure with chaos hounds. Beastmen are so much more enjoyable with combined arms tactics. Harpies and poison hounds supplementing ungors and minotaurs is so much fun. I've also gotten ambushes this time around. My last short lived campaign involved at least 20 battles and not a single ambush. I've just wiped out Bretonnia, empire is next. How are goreherd chariots?
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# ? Mar 16, 2017 05:57 |
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They're much better than harpies and hounds if you're willing to micro them
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# ? Mar 16, 2017 06:04 |
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Skaven are the only faction that are allowed to have more than 20 units. Bam.
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# ? Mar 16, 2017 09:17 |
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Skaven should get to intervene in ongoing battles between any two other factions, backstabbing them a bunch and then skedaddling before they even know what the gently caress.
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# ? Mar 16, 2017 11:55 |
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Well, having absurd amounts of cheap core infantry was one of the strengths of the skaven, but unless you represent the "Strength in Numbers" special rule (skaven units got a leadership buff for each rank they had (so 40 rats with LD 5 arranged 5x8 actually had a leadership of 12)), its not really mechanically interesting. They also had a unique benefit to them that's not really relevant to the TW game but was very relevent in the TT: "Verminous Valor", in which characters attached to their units could pussy out of fights and lead from the rear of their units without losing their leadership buff (when a character on the TT is part of a unit, the unit uses their leadership score instead of their own; so a skavenslave unit with LD of 2 ends up with 6 with a chieftain bravely screaming at them from the rear (and yes this in combination with "Strength and Numbers" and a few other rules (namely Steadfast: no negatives to leadership checks as long as you have a higher rank bonus than your enemy) could make skavenslaves have very high leadership scores despite being insanely inexpensive). They start off full of unwavering bravado as long as enough of their own number are around, but, ironically for a horde type army, they're actually pretty ill suited for a battle of attrition. They need to have their specialist units use the time gained via the tarpit tactics to win the battle before their leadership tanks and the enemy units get freed up. Of course, in Total Warhammer, all units get leadership buffs/maluses depending on things like the overall losses, or if they outnumber the enemy, and don't really care if the general is leading from the front or back, so the significance of those special rules are a bit moot. Keeping with the spirit of that set up, I'd probably go for a trait that magnifies morale modifiers; this would make them feel more opportunistic in combat, and would increase the importance of the general and heroes in providing a spine to the chaff. They should feel a lot more resolute than usual chaff, but require ideal circumstances or they'll collectively fold in a hurry because they're rear end in a top hat cowards. The sweet spot should involve them being poo poo in attrition combat to make them distinct from the VC, but also not be reliant on some opening shock charge moshpit like Orcs/Beastmen, but instead involve more a sense of throwing an arm into the mouth of a wolf to save your neck, and so you can bash its brains in easier with the free one; its a decent tactic unless the arm gives way a little too fast.
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# ? Mar 16, 2017 13:07 |
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John Charity Spring posted:Did CA recently fix some code thing that allowed units to go over a number of troops that had previously caused crashes? I'm daring to dream that this is because the lowest-tier Skaven units will be massive hordes of chaff and this was a necessary fix to make them work. Maybe? I use one mod that makes each Greenskin unit double the size it would normally be (so boyz are at 200 per unit, 300 goblins per unit, 2 arachnarok spiders per unit, etc). Makes the greenskins a bigger threat, but not impossibly so, and it's more fun to look at on the battle map too. An average size greenskin army without a waaagh is like 5000+ now, and I've had battles against two armies + two waaghs that had me pitted against 25k or so. So anyway, if it can be modded in and run without crashing my laptop then I don't see why CA can't make the skaven have huge unit sizes. Or someone will just make a mod to increase their unit sizes.
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# ? Mar 16, 2017 14:04 |
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Jamwad Hilder posted:Maybe? I use one mod that makes each Greenskin unit double the size it would normally be (so boyz are at 200 per unit, 300 goblins per unit, 2 arachnarok spiders per unit, etc). Makes the greenskins a bigger threat, but not impossibly so, and it's more fun to look at on the battle map too. An average size greenskin army without a waaagh is like 5000+ now, and I've had battles against two armies + two waaghs that had me pitted against 25k or so. That's a nice mod. For Vampire Counts to use. For raising dead.
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# ? Mar 16, 2017 14:39 |
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Regarding Skaven I think looking at the tactical battles and asking what makes them really different is a bit of a non starter. I mean how is Bretonnia really different from an empire army of state troops, cannons, and empire Knights? None really, they both play largely the same. Key differentiating factors in the tabletop just aren't factors in TWW. I mean off the top of my head: - There are no dispel dice meaning Warrior Priests and the dwarf rune guys miss a huge part of their function - There's a hard limit in the number of units you can have in the army, meaning armies like Orcs, Skaven, and even Empire lose out at late game to elite armies like chaos warriors if you assume both armies are built of "standard" units (i.e. Empire isn't 20 steam tanks) - The morale system is entirely different meaning things such as the ranks bonuses and leadership bonuses for Skaven are sort of irrelevant I think instead it makes more sense to think about the tactical in combination with their campaign bonuses. In terms of tactical you can do things like magnify leadership based on number of Skaven near them, you can make their unit sizes twice as big, and they have their own unique array of war machines and magic. You can give Skaven heroes some sort of flee ability that basically means if they are nearly dead they can leg it faster, running through units and then going stealthy to make sure they actually survive the battle. On the campaign map they can move underground, you could give them follower style armies like the Orcs to represent their overwhelming numbers. I would say the coolest thing to do would be have some sort of special Skaven attack on a city, so like if Beastmen or Wood Elves attack you then you get some sort of special wood battle, if its Skaven it would be good to see a city where sinkholes have opened all across the city and the Skaven are pouring out of them, and your job is less to defend the wall and more to protect the town centre and drive the Skaven back into the holes. If all you consider is 1 vs 1 battles then sure, but then all the existing factions aren't hugely different from each other with the exception of certain gimmicks (unique magic, lots of flying units, no cavalry etc)
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# ? Mar 16, 2017 14:40 |
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I'd hope they avoid the easy way out of just making their unit sizes larger, cuz boy howdy my video card is out of date enough to struggle with 40v40 unit card battles as it is.
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# ? Mar 16, 2017 15:01 |
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There's a "leak" from 4Chan (yes, I know) that is claiming to report on a secret GDC trailer for the sequel. Purports to confirm Lizardmen, Dark and High Elves, Skaven, and, oddly, a playable Estalia as a pre-order bonus. Of course, Grace shot that poo poo down instantly on /r/totalwar so who the gently caress knows (plus, I mean, IT'S loving 4CHAN), but I thought I might as well mention it. Ratmen don't exist... yet...
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# ? Mar 16, 2017 15:02 |
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oh they're real all right a real piece of poo poo
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# ? Mar 16, 2017 15:06 |
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Gonkish posted:There's a "leak" from 4Chan (yes, I know) that is claiming to report on a secret GDC trailer for the sequel. Purports to confirm Lizardmen, Dark and High Elves, Skaven, and, oddly, a playable Estalia as a pre-order bonus. Of course, Grace shot that poo poo down instantly on /r/totalwar so who the gently caress knows (plus, I mean, IT'S loving 4CHAN), but I thought I might as well mention it. Ratmen don't exist... yet... None of this is news except for the potential Estalia. The datamined roadmap from shortly after launch has been accurate so far, and specified that the sequel would be on the New World with four new races. For the New World, that means dark elves, high elves, lizardmen, and skaven.
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# ? Mar 16, 2017 15:07 |
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Skavenchat: for every unit of terrible Skaven (slaves, regular swordrats whatever) you get one more slot in your army up to a total of 30 units.
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# ? Mar 16, 2017 15:08 |
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Cythereal posted:None of this is news except for the potential Estalia. The datamined roadmap from shortly after launch has been accurate so far, and specified that the sequel would be on the New World with four new races. For the New World, that means dark elves, high elves, lizardmen, and skaven. Estalia would kind of fit in though as a conquistador type faction loving around in the jungle, looking for some sweet sweet treasure. I doubt they'll be playable though.
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# ? Mar 16, 2017 15:10 |
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Has anyone used the addon that just gives Level 3 Settlements walls straight up? The fact that I'm essentially paying a wall tax on every settlement so <RANDOM ARMY X> doesn't just burrow from under the loving ground or something and take out the one place I have that doesn't have walls is sort of grating.
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# ? Mar 16, 2017 15:10 |
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Jamwad Hilder posted:Estalia would kind of fit in though as a conquistador type faction loving around in the jungle, looking for some sweet sweet treasure. I doubt they'll be playable though. Couldn't they build a semi-unique list for them using the Dogs of War roster as a guide?
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# ? Mar 16, 2017 15:16 |
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Jamwad Hilder posted:Estalia would kind of fit in though as a conquistador type faction loving around in the jungle, looking for some sweet sweet treasure. I doubt they'll be playable though. Good thought, would be an early impetus for the lizardmen to come sailing over to the Old World to gently caress poo poo up, which would likely piss off all the Old World factions off because wtf dinosaurs with lasers.
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# ? Mar 16, 2017 15:20 |
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If these games are supposed to link together, how is the stuff in the West going to interact with the Old World? Are they simply going to expand the map enormously and make you travel in a boat for about a dozen turns before reaching Ulthuan, or will it be more like the system in Empire with separate zones and travel points?
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# ? Mar 16, 2017 15:20 |
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Chucat posted:Has anyone used the addon that just gives Level 3 Settlements walls straight up? The fact that I'm essentially paying a wall tax on every settlement so <RANDOM ARMY X> doesn't just burrow from under the loving ground or something and take out the one place I have that doesn't have walls is sort of grating. I thought that was getting added in with Bretonnia but it turns out it's just for the Bretonnians and not everyone I've run with T4 minor settlements having walls (T4 minor settlements mod + a separate mod to give them walls) but it takes too long to really be useful. I agree that the current system isn't great, you're required to build garrison buildings everywhere you intend on holding, but the alternative is even more identical siege battles.
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# ? Mar 16, 2017 15:27 |
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I hope Lizardmen will have acces to portals ,like in the lore, or any other means to fast travel to the old world because the map will get huge, if they are going the single world map route.
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# ? Mar 16, 2017 15:31 |
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Angry Lobster posted:I hope Lizardmen will have acces to portals ,like in the lore, or any other means to fast travel to the old world because the map will get huge, if they are going the single world map route. I imagine that will be another Underway/Worldroots movement mode to represent that. I imagine they will either use theaters like in Empire or the ocean won't be that huge, or will be huge but your navies move really quickly through the terrain, like they do in the bigger Imperial provinces.
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# ? Mar 16, 2017 15:41 |
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as far as pre order bonuses go, a faction as estelia thats kinda interesting but not something people would get mad about is a good choice
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# ? Mar 16, 2017 15:42 |
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Gonkish posted:There's a "leak" from 4Chan (yes, I know) that is claiming to report on a secret GDC trailer for the sequel. Purports to confirm Lizardmen, Dark and High Elves, Skaven, and, oddly, a playable Estalia as a pre-order bonus. Of course, Grace shot that poo poo down instantly on /r/totalwar so who the gently caress knows (plus, I mean, IT'S loving 4CHAN), but I thought I might as well mention it. Ratmen don't exist... yet... There was a Polish article from December that essentially said the scope of the sequel has grown larger than what was originally planned. Now instead of a smaller title it's a stand alone sequel and will include a 4th race that may or may not be rat sized men. Also Estalia is a dead giveaway that it's bullshit, as far as minor factions go I think they have a single named character and precious little written about them. I'm pretty sure more has been written about Amazons than Estalia.
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# ? Mar 16, 2017 15:45 |
Estalia as a faction wouldn't be to bad, really. Bret, Princes and ORCS around you with a side flavor of wood elves and faction objectives to go run around in the new world to steal stuff for cash.
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# ? Mar 16, 2017 16:00 |
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Estalia could be fun if they go full Tercios on it.
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# ? Mar 16, 2017 16:04 |
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Gamerofthegame posted:Estalia as a faction wouldn't be to bad, really. Bret, Princes and ORCS around you with a side flavor of wood elves and faction objectives to go run around in the new world to steal stuff for cash. I was thinking the opposite. Maybe the new world (and Thanquol starting next door) will change things up but as it stands they have one province and nowhere to expand except against Tilea or Bretonnia which would be a pretty weird thing to be normal in a warhammer game. I also can't imagine them getting a full new unit roster but it'd be significantly easier to do, I guess, since they're all still regular humans(/other races that are already modeled, in the case of Dogs of War units.) Honestly I would be content, if not psyched, for a Kislev or southern realm start that kept the Empire-clone feel if they did a more extensive reskin and gave them a fun LL/campaign goal. Make them the Crooked Moon of Empire. A full re-imagining interpreting the old DoW and running with the baroquepunk thing of the "advanced" Empire stuff might be really fun though. A pike faction like from the Rome games but with everything from pavises and crossbows to steam tanks, mechanical bird wings, and elven and ogre mercs. vintagepurple fucked around with this message at 16:39 on Mar 16, 2017 |
# ? Mar 16, 2017 16:35 |
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I'm assuming that Estalia if playable in the expansion would get a lot of conquistador flavor. That could be kinda neat.ZearothK posted:I imagine that will be another Underway/Worldroots movement mode to represent that. A map was datamined ages ago and yeah, it looks like they are planning on shrinking down the ocean a lot: Kainser fucked around with this message at 17:27 on Mar 16, 2017 |
# ? Mar 16, 2017 17:24 |
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All the DLC except Wood Elves is on sale.
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# ? Mar 16, 2017 18:57 |
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Corrode posted:All the DLC except Wood Elves is on sale. Where? Showing up as full price on steam to me.
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# ? Mar 16, 2017 19:00 |
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Kainser posted:I'm assuming that Estalia if playable in the expansion would get a lot of conquistador flavor. That could be kinda neat. Even if it's accurate, it looks like fromUthulan to the old world is still the equivalent of a three province jaunt. Give some of the piratey factions like dark elves movement bonuses over the water and those crossings could be dangerous.
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# ? Mar 16, 2017 19:09 |
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Davincie posted:as far as pre order bonuses go, a faction as estelia thats kinda interesting but not something people would get mad about is a good choice Yeah it's a pretty genius idea if true, especially for Estalia which would have a much lower modelling footprint than a beastmen like faction. I'd be pretty shocked if it was actually real though, for all the obvious reasons
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# ? Mar 16, 2017 19:14 |
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vintagepurple posted:I was thinking the opposite. Maybe the new world (and Thanquol starting next door) will change things up but as it stands they have one province and nowhere to expand except against Tilea or Bretonnia which would be a pretty weird thing to be normal in a warhammer game. Estalia fought to expand against Bretonnia all the time in the lore. They and especially Carcaossone do not like each other.
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# ? Mar 16, 2017 19:17 |
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# ? May 22, 2024 12:48 |
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I could definitely imagine Estalia getting a roster and little bit of expansion of their coutnry into more provinces and be split into two or three Old World factions each with one or more vassal colony factions in the New World. It would kind of be the same as Bretonnia on release, a nonplayable human faction with a limited roster that's available for play in custom battles and multiplayer but not in the campaign. That really would a pretty good way to expand on the nonhuman factions without taking too much work off the main factions, they'd basically be there as flavor and be introduced when expansions and DLC introducing more important stuff deems it necessary for flavor (you want to differentiate it somewhat by not having you fight the same Empire guys in the New World, you'd much rather want to fight fantasy Spanish conquistadors if you were going to fight humans).
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# ? Mar 16, 2017 19:18 |