Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Trujillo
Jul 10, 2007

Yvonmukluk posted:

Would you consider moving south to take over the Border Princes/Tilea? Seems like it would be a good way to expand without aggravating the other Elector Counts. Plus, they have a whole bunch of ports for income. Then again, you'd be right next door to the Dorfs instead.



That's what I did on my first VC campaign when the game came out. In this screenshot I just noticed I was allied with Karak Kadrin. Not sure how I got on their good side but they rescued one of my towns from Archaeon at one point. In this campaign I think I'll eventually at least take the Border Prince town south of Blackfire Pass but probably won't go as far as Estalia or Tilea. For anyone who plans on fighting that way, I'd recommend these mods:

http://steamcommunity.com/sharedfiles/filedetails/?id=708051537
http://steamcommunity.com/sharedfiles/filedetails/?id=857788336

It gives Estalia, Tilea and the Border Princes some flavor so you're not just fighting factions that are clones of the Empire.

If you expand south, you can get a lot of income going from the ports since most of the towns there are coastal, but you'll be stretched pretty thin and have to deal with wood elves eventually and the Clan Angrund dwarfs, and possibly greenskin tribes. It takes a long time to march armies around down there so it's hard to defend, but it's mostly safe from Chaos. If you want to try to wait Chaos out they'll eventually burn down the Empire. It's kind've anti-climactic but if you turtle along the Stir river and expand south eventually Chaos will probably raze everything to the north of you, unless Kislev or the Empire gets a really good start and are able to contain them, but usually it's up to the player to end the Chaos invasion.

Instead of going west or south the other option is expanding north into Kislev and then stopping the chaos invasion single-handedly. The 'good' guys will love you for it, and it's possible to ally that way with the Empire, Dwarfs or Bretonnians, but after the Warriors of Chaos are gone those alliances will usually fall apart and then with none of the other outcast factions left like greenskins, beastmen, or chaos, the whole world will focus on destroying you. You could probably keep some alliances going with huge bribes but this is the toughest way to go. If you let the Empire prosper it's going to make things a lot more difficult in the end.


wiegieman posted:

8185 total corpses :stare:

At some point you wonder why VC even need to build recruitment structures.

Yeah, with a corpse pile like that there's not much point to some of the recruitment buildings. It does take time to restock the raise dead pool I guess so if in the end game you wanted to raise up a lot of the same type of elite unit you'd still need the buildings.

Trujillo fucked around with this message at 22:49 on Apr 15, 2017

Adbot
ADBOT LOVES YOU

Trujillo
Jul 10, 2007

Mightypeon posted:

Just noticed that the Wood Elf settlement garrison, if you build the building that gets you eagle riders as garrison, can actually slowly wittle down chaos stacks. You hide your infantry in a forest, and fly around with your guys, taking out warmachines and the ocassional overcheeky marauder horsemen. Once you done so, later fights (that stack had like 6 heroes in it) mostly involve your eagle riders shooting the enemy until they run out of ammo while making funny faces at them. Because the AI sees some of your units, they will not attempt to send out scouts for the remaining units.

Pretty cheesy though.



I know you probably meant that in the Empire lp, but that reminded me of the cheesiest build I've fought in ~400-500 multiplayer matches. For anyone who doesn't know wood elf units, the heroes are waystalkers who have the stalk trait so you can't see them until you get close, and the rest of the army is hawk riders which are flying ranged units so unless you take an all flying army there's nothing you can do about it. There's a mechanic where if your army only has units in the air you'll start to lose leadership until your whole army routs, but by having two hidden heroes on the ground that doesn't happen. I really don't like fighting wood elves in the campaign or multiplayer.

Trujillo
Jul 10, 2007
Turns 21-24



Averland is already corrupt enough that this rebellion won't be Averlander seperatists. It'll be a vampiric rebellion, which usually have a lot of grave guard and crypt horrors so they're stronger than the average Imperial rebel scum.

---



In the alternate reality, Vlad and Isabella had to run from Zhufbar but rushing grave guard gives you an infantry that can beat the early tier dwarf warriors.




---



Having a +8000 corpse pile doesn't hurt either. There's not enough income yet to support more than a few high tier units so Isabella raises Mannfred's pet Varghulf and a corpse cart roaming the battle site is drafted into Isabella's army. Varghulfs are great against dwarfs as long as you can keep ranged fire off them and their leadership up. The corpse cart with a lodestone is the highest tier corpse cart. It has two 40 meter auras. One is healing and the other is 8+ melee attack and defense so it'll help skeletons hold their own and give grave guard even more of an upper hand.





The Banner of Eternal Flame is hoisted onto the corpse cart, so the corpse cart will also give everything near it fire damage to their attack. From what I can tell, fire attacks doesn't mean extra damage done to most units, it seems to just help against anything that has fire weakness like wood elf trees and anything with the regeneration trait like crypt horrors and varghulfs. Isabella is carrying a banner herself, the Banner of Swiftness which increases her speed slightly.

---



On the next turn, Barudin Stoneheart fortifies Zhufbar Keep, so Isabella strikes out at nearby Oakenhammer. Since it's just the garrison of a minor settlement, the battle is autoresolved and the town ransacked.







A scroll of power is discovered during the looting. It'll lower a spell's cooldown by 90 seconds in exchange for a 100% miscast rate.

---



The dark magic from sacking Oakenhammer goes into upgrading the gold mining operations at Drakenhof and building the Mausoleum of the Mad Count.

---

Wolfram Hertwig, Elector Count of Ostermark and Prince of Bechafen offers the olive branch, but without any tribute their offer is declined. They're at war with the Empire, Red Eyez, Kislev, and Sylvania so there's not much reason to bow out now.







---

One of the downsides to having a vassal is they'll get declared on pretty often. I'm not sure but it seems like the AI is afraid to declare on you if you're a lot stronger than they are but doesn't take you into account when attacking your vassals.





Wissenland declares on Templehof and the von Carsteins answer the call. Wissenland stands alone. Karl Franz is disgusted with them for some reason and they're at war with Stirland, reducing them to just The Moot. Their only friend is Karak Hirn but they're not officially allies.

---

On the next turn, Isabella is ready to take on Zhufbar Keep.



"Zhufbar is located in the Worlds Edge Mountains on the borders of the Empire, nestled in a deep chasm under the dark mountain lake known as Black Water. High above the city a huge waterfall cascades from the lake and rushes down the chasm. Long ago, Dwarf engineers were able to build machines to capture the energy of the swift flowing torrent, to power drop hammers, ore crushers, washing pans and other mining and metalworking constructs. The city contains the principle shrine for the Dwarf Engineers Guild and it is a centre for smithing and every kind of industry. It was from here that the Dwarfs first passed on the knowledge of metalworking and engineering to the humans of the Empire, and engineers from both races have had a close relationship ever since. The noise of mining and industry resounds though Zhufbar constantly, and at night the chasm glows with the light of a thousand furnace fires as the siege engines and steam-powered machines of the Dwarfs are assembled around the clock."







Battle of Zhufbar - https://www.youtube.com/watch?v=U6zTvJ1a3E0

Isabella, her new pet Varghulf and the Black Knights rush to take down the gate while the varghulfs fly over the walls and the grave guard climb them with siege ladders. The dead don't flee, but you can a unit to retreat off the battlefield. The vargheists escape because there's too much ranged fire coming from all the quarrelers and bolt throwers and they start to crumble. Some of the dwarf bolt throwers hit their own defenders on the walls trying to shoot over them. The grave guard start to work through the dwarf warriors on the walls while the Varghulf runs amok on the ground level. I lost track of the Black Knights and they went down fighting Barundin Stoneheart but at this point they're expendable. It's probably better to use that upkeep on something else now that there's more options. After that the fight eventually goes to the city center. You can win siege battles by clearing out the city center and holding it for 200 seconds but usually they'll keep most of their army defending the walls and gate and some units defending the main plaza so you can't sneak in and grab it, and flying units can't capture gates, towers or the plaza.





---



Isabella ranks up and gets the first point in The Ravening Beast. More armor to the vargheists will help them last in a brawl and dampen ranged fire damage.



The first half of the necromancer skill tree. Paulos gets Prime Mover first to get another 10% off on construction costs. Advisor gives more income to the region they're deployed in so that'll be next. The necromancer will linger in Isabella's entourage until he gets to rank 5 and has 3 points in Advisor. After that he can be deployed to Castle Drakenhof. If you deploy a hero on the campaign map, they'll rank up very slowly. You get levels from battles and taking actions against enemy heroes, armies or settlements like assassination and sabotage.

---





Karak Hirn is pushed over the edge after seeing their dwarf neighbors put to the sword and decide to follow the lead of their friends in Wissenland right off the cliff.

Trujillo fucked around with this message at 23:47 on Apr 18, 2017

Trujillo
Jul 10, 2007

Kanthulhu posted:

I have a question


What is the point of extra cooldown reduction if it gives you 100% miscast chance?

When you miscast, the spell still works, but the caster takes some damage. It's kind've a misleading name for it

Trujillo
Jul 10, 2007

Ghost of Starman posted:

This LP convinced me to try out my copy of TW:WH. Mind if I ask two super-newbie :orks101: questions?

This is meant to be like a tutorial so anyone who has any questions can feel free

1. There's no rush to crush the rival warboss. You'll want to beat their army and take their closest few towns, but crushing the dwarfs main faction after that is more important so they can't confederate. When you do recruit, just get mostly orc boyz and a few goblins, maybe 1-2 archers but not more than that. Orc arrer boyz and goblin archers aren't great and the rest of the greenskin/dwarf infantry you'll be fighting has shields so you want to get mostly orc boyz and some goblin spears. It takes 17 units in a stack to be able to get a waaagh going, so you want to get that as soon as you can. It'll be almost impossible to beat dwarfs early on without a waaagh because orc boyz will get demolished by dwarf warriors.

Other good units to get early are goblin rock lobbers and try to upgrade past orc boyz. The higher tier greenskin infantry will do better against dwarf warriors. Nasty skulkerz have armor piercing so if you have those they'll trade pretty well against dwarfs but I think nasty skulkerz come with the King and the Warlord DLC but I'm not sure. Squigs too.

2. Yeah ranged or anti-large cav like orc boar boyz to take down chariots. The goblin archer chariots are mostly harmless from what I remember. It's the melee chariots you'll need to worry about. If you don't have any ranged or anti-large, you can try to bulk up your infantry line so they can't cut through it as easily but that might just make it worse. Not sure if they would actually get stuck.

Trujillo fucked around with this message at 16:34 on Apr 21, 2017

Trujillo
Jul 10, 2007

Ghost of Starman posted:

(Edit: Spoilers, it all worked out. 4 units of Big 'Uns solves a lot of problems. :orks101: And as soon as I get my first Waaagh!, I'm gonna stomp on some Stunties. I'll shut up about Orks in this Vampire Counts thread now. :shobon: )

That's good, and I don't mind talk or questions about other factions in the thread

Been holding off on doing the next set of turns because I'm going to do some maintenance/upgrades into my computer in the next few days. It's been running strangely and I think some of the problem with animations stuttering in some of the videos might be because of that so hopefully the battles will look better.

Trujillo fucked around with this message at 22:36 on Apr 23, 2017

Trujillo
Jul 10, 2007

Teledahn posted:

Given that the framerate itself seems healthy and the stuttering disappears the instant when an army is completely routed (IE no longer making any decisions) it would seem your processor is being slightly overloaded by the large battles and recording. Hopefully what you've got planned is effective.
Even if not, I'm enjoying this as is, even with the occasional stuttery video.

E: Wait you're recording these with the replay function or similar? Hmm :/ There goes that theory.

I'm recording them from replays but I've looked it up after it started happening and it's a thing Total War games do, think it is because the CPU. I've played ahead a bit and sort've unintentionally avoided it by not bringing overwhelming numbers until I can buy a better CPU.

Trujillo
Jul 10, 2007
E: Accidentally hit submit instead of preview on the next update, waiting for the video upload

Trujillo
Jul 10, 2007
Turns 25-26

Blood Chalice of Bathori: Countless are the innocent souls whose life essence has flowed into this bewitched goblet. Those that drink from it are rejuvenated with new power.




The first chain in Isabella's quest to get the blood chalice: "The moon hangs low and red, like some engorged tumour, casting its crimson half-light across all of Sylvania. Isabella von Carstein watches it slink along the horizon and plots her next move. Though she and her husband Vlad have established themselves at the very summit of the Midnight Aristocracy, there are those who would yet try to undo them. To keep them at bay, Isabella must therefore employ ever darker methods. Whilst she plots and prepares, however, she must know more about her foes. As the blood red moon holds its sanguine gaze, she gives flight to a trusted agent; a speck against the celestial opposition, looming down from the heavens"

---



The Grand Duchy of Talabecland is the first to swear complete fealty to Karl Franz.

"Talabecland is a major and founding Imperial Province that lies at the very central territories of the Empire of Man. Talabecland is perhaps one of the largest of the Imperial Provices, whose dominant features include their dominion over the River Stir and the River Talabec, as well as claiming territory of nearly all the Great Forest. Much of the province's trade flows along these rivers, as well as trade that flows through to the north and south along the Great Forest Road."





Under the false Emperor's orders, a former Talabecland army encircles Bechafen, the capital of Ostermark before Zelig can take it for himself.



---



Willhelm Harkon, a Mannfred loyalist who escaped the purge of Sylvania raises a host outside the dark city of Averland but Vlad is waiting for him. There will be a lot of vampiric rebellions so instead of uploading a video for this one I just took some screenshots instead.



Vlad sallies from behind the walls of Averland, still visible in the distance of the battle site.

















A valiant skeleton brings down Willhelm Harkon with a spear through the neck. The crypt horrors drop to the ground in dismay.





---



Vlad's character tree so far. Turning the rebel army to ash ranks Vlad up and I go with Vanhel's Danse Macabre here.





This Lore of Vampires spell will give a single unit, lord or hero +34 melee attack and +24% speed for 25 seconds, but when you overcast it becomes a 40m aoe for only 8 winds of magic. Overcasting this on the center of the line at the start of the fight will help break through quicker, or at any point of the fight.

---

I won't go into detail about every building that goes up from now on because there will be a lot of construction, but I wanted to mention this:



Before any other minor settlement gets the tier two garrison building which adds walls, Grenzstadt gets the Grave Guard Watchtower first.



Grenzstadt, the province of Averland's only minor settlement, watches over the mouth of Blackfire Pass. On the other side of the narrow pass are the Border Princedoms and the Bloodlands where the dwarfs and greenskins are fighting to the death. Grenzstadt is the first line of defense against the south so it starts building walls before Schwartzhafen, Essen, or Fort Oberstyre. Grenzstadt is also next door to the Karak-Hirn clan of dwarfs who are sharpening their axes so they may interrupt the construction.

You want to prioritize getting walls around your minor settlements above almost all else. If your towns are constantly being sacked and razed it will slow you down a lot. Your armies deplete when they recolonize the ruins which makes them vulnerable, and the dark magic costs to rebuild along with the opportunity cost of the dark magic you lose in income that the town would've been collecting. Once the walls are up, armies will have to stop and siege and won't launch their assault until they've built as many towers and rams as they think they need, giving you around 2-4 turns to relieve the city for vampire rebellions, maybe longer. But once you have walls, the garrison alone will be able to repel most rebel armies and weaker enemy stacks.

---



Zhufbar tries to fortify by abandoning their Greenskin front but they're too late to save their ancient hold.



Since Zhufbar was sacked the turn before, this was just a mop up so I autoresolved it and razed.



---

The battle takes Isabella to the rank 10 which unlocks the Hellsteed, a flying mount and the highest tier mount for Isabella.







Having your lord in the air in the campaign is a good thing. It's safer usually and you can get them quicker to exactly where they need to be. Just make sure they're not taking a lot of focused ranged armor piercing fire at once while in the air or they might drop like flies.

---



Wissenland's armies were fighting in Stirland when they hastily declared war on Templehof. Maybe they thought that Vlad and Isabella were just going to let them kick their dog Zelig around because they've left Pfeildorf undefended.



The balance of power bar before the fight was even, but when you have a legendary lord like Vlad and a hero kited out with items against a lone garrison force, they probably could've taken them on just the two of them. It's a short battle and not at all close but I thought I'd upload it anyways. The camera is a little janky here at parts, hadn't recorded a replay in what feels like a few weeks.

The Battle of Pfeildorf - https://www.youtube.com/watch?v=XwYUEcAu4B4

Vlad and Emmanuelle charge first to tie up most of the enemy swordsmen while the skeleton infantry and zombies flank and run down their ranged units.





On legendary, the disorder penalties for having territory with no vampiric corruption are pretty severe, so you don't want to overextend too quickly if you don't want to lose any ground. Corruption is still building up in Averland and Stirland, so taking land in Wissenland now would be three provinces constantly rebelling. Even though Pfeildorf was recently sacked by someone else and there's only 975 dark magic to take, it's sacked so that the lands can be saturated with corruption before being annexed.

---



Glittering Scales are found in the smoldering city hall. "Such is the shine upon every scale in the resplendent mail that the foe can't help but be dazzled."



Heroes can be given items and followers too. The newly found armor is given to Emmanuelle Posner, the Shadow Vampire studying under Vlad, along with a few other items and retainers.



---



Wissenland has 32 units defending their recent conquest of Wurtbad, the capital of Stirland.



Wissenland's secondary army.



Stirland's humiliated court takes refuge with the halflings of The Moot. It won't be long before Wissenland takes full control of the province. Stirland has a defensive alliance with Reikland, but the Reiklanders apparently have more pressing matters than coming to Stirland's rescue. I would take The Moot now but there's no need to enter into an early war with Karl Franz just yet if it's about fall to Wissenland soon anyways.



---



When you hover the mouse over a settlement that's a type that you can't occupy, it'll show you how much you'd get for looting it. The unspoiled lands around Karak Dromar, Zhufbar's westernmost hold, are crying out for someone to pillage them. 8578 souls will pay for a massive city upgrade in Sylvania so Isabella hurries over. The longer a town goes without being looted, the higher the value will go. In the mid to late game some cities will give you 30-50k in loot.



---



The Red Eye tribe is at war with Grimgor Ironhide's Greenskins, so I thought I would offer them a Non-Aggression pact since I knew this time they wouldn't be peacefully confederating, but Ornery Backstabber insults and refuses, something he'll regret with his last breath.

---



At the end of turn 26, Wissenland offers the olive branch and a small amount of tribute.





Karl Franz actually despises Wissenland more than he does the von Carsteins, so he would've been more offended if we made peace.



In response, the Countess of Wissenland divides the army and sends Conroy Autlermann to threaten the fortified mass graves of Oberstyre.

Trujillo fucked around with this message at 04:33 on Apr 27, 2017

Trujillo
Jul 10, 2007
After the next update, I'm probably going to jump ahead a bit and gloss over turns 30-40 and maybe more to get to better action and the meat of the campaign. I played ahead in the campaign, up to around turn 60 but mostly spent turns 30-45 exterminating Zhufbar's settlements and building up Sylvania.

Trujillo
Jul 10, 2007
Been out of commission because when I was working on my computer I guess one of the power cords to the motherboard wasn't in right because it started to melt and smoke and melted into the prong so had to get a new PSU and motherboard. I think replacing all that and getting more ram has fixed some of the graphics/sound problems I was having but I haven't done any huge battles yet to test it so I guess we'll see.

Trujillo
Jul 10, 2007
Turns 27-40





The boundaries of the southern Empire as of turn 30. Wissenland eliminated Stirland when they invaded The Moot on turn 28, which was overrun by the von Carsteins a turn later.



The dark magic harvested per region. Most of Greater Sylvania is still poor and underdeveloped, but the gold mine at Castle Drakenhof makes up for it.

---



Eben von Liebwitz, under the orders of Wissenland's Head of State Countess Emmanuelle von Liebwitz, tried to make a desperate dash for the von Carstein capital but was corralled by Vlad and Isabella into the swamps of Schwartzhafen. It takes an extra turn to cross the river between Schwartzhafen and Grenzstadt so Wissenland's main army has nowhere to run.



Meanwhile, Zelig obeys his orders and starts to starve out Wurtbad, Stirland's capital, and a Strigoi Ghoul King carrying the Templehof banner comes to reinforce.



Eben von Liebwitz has lead his men into a quagmire, and their march through cursed lands has diminished them. Their enfeebled army doesn't even warrant the attention of both Vlad and Isabella, so Vlad goes to garrison Grenzstadt which is suffering from hit and run attacks by the lowly Karak-Hirn dwarfs.



Battle Eleven - Wissenland's Last Stand: https://www.youtube.com/watch?v=FX5RG6lS9nQ

Isabella flies in first to do some damage before the infantry shambles over. If you change direction on a flying mount after a volley of small arms fire is coming at you, you can dodge it. The reason Isabella keeps saying "quickly, swiftly, quickly, swiftly" is because I'm spamming move orders. This is something that happens a lot in the next few videos because I'm used to multiplayer where you have to spam orders but now that I've noticed it I'll try to cut back on it in future battles. Isabella gets a good charge in and knocks Eben away from his troops, who are then cut off from the duel by raised zombies and skeletons coming out of the ground. When there's blue/red lightning bolts coming off a unit, that means it's summoned and it's slowly deteriorating health over time. Isabella nearly takes Eben out herself but Wissenland's infantry finishes the raised dead and charges her. The rest of the army arrives though and the varghulf "wounds" Eben by separating his head from his shoulders. Because he's technically the faction leader he can't be killed so I guess they're using some sort of dark magic to keep him alive.





An avalanche of bad news overwhelms the Countess of Wissenland. Shes trades sovereignty for security with Karl Franz.

---



Turn 32. All of the Elector Counts in sight have been annexed into either the Empire of the living or the dead. The vampire domains are about equal in size to Karl Franz' if you include Templehof.



The power bar that compares the strength of our armies is also pretty even. They're currently at war with Ostermark, Crooked Moon, and the Greenskin tribe the Skullsmasherz who are in a doomed position inhabiting the mountains between Bretonnia and the Empire.



Ostermark is destroyed. One less Elector Count to deal with.



"Storm clouds gather in the north. Chaos stirs. The faster you expand and possibly the more blood that's shed, the sooner the Warriors of Chaos will invade from the north. They haven't arrived yet, this is just the first warning.

---



This is what happens when you don't pay attention to the pop-ups that tell you a rebellion is imminent. When you know it's coming, you can raise a lord and then raise dead/regiments of renown. Not doing that leads to the first defeat of the campaign when the battle is autoresolved and the Moot is razed.



---



Vampires are sent out to make contact with all the other factions in the world. The larger your empire gets, the higher the Great Power relations hit that you take with every faction will be, which makes it harder to get any diplomacy started. The first new faction met is Clan Angrund, a unique clan of Dwarfs who have spectral heroes and a huge grudge against the Crooked Moon greenskins. They've been driven from their ancestral home of Karak Eight Peaks far to the east and are taking refuge in the Black Mountains south of Wissenland.



---



With Wissenland now under the protection of Karl Franz, the von Carsteins take the reprieve of the Empire-Vampire Wars to take the fight to the gathering army of dwarfs at Mighdal Vongalbarak. The battle was saved a few weeks ago when I was still having graphics problems and at one point there were 8,000-9,000 troops on the field so the model animations on the replay were stuttering heavily so I decided to just get screenshots instead of uploading it.











The von Carstein force takes twice as many losses, but most of the casualties on our side are made up of skeleton warriors and zombies. Karak Hirn loses their whole force and the town is sacked and razed, leaving them with only their capital further west.



Isabella gets a trait, looter, which boosts dark magic gained from raiding/sacking. You get traits based on your actions, like whether you ransom off your captives or execute them.

---



A vampire is sent to Mousillon to make contact with the Red Duke, and passes through some other Bretonnian dukedoms on the way.







---



The Red Duke making an entrance





The Red Duke has a seemingly large army gathered and is raiding Bordeleaux, but Mousillon's armies are like paper. Because Mousillon is a minor settlement, they only have 3 building slots, one of which is automatically taken up by a port. The port gives them a lot of income but their armies are made up of nothing but zombies, skeleton warriors and spearmen because they can't get better recruitment buildings with only a minor settlement. They have a tier 3 cemetery but no armory to build grave guard with.



They also have trouble keeping vampiric corruption up in their own territory because of Lyonesse. We'll have to flood Bretonnia with agents and carve our own path of destruction through Bretonnia if Mousillon is going to have any hope of taking it over.

---



The Duke of Bordeleaux, Alberic de Bordeleaux, one of three Bretonnian legendary lords, sallies out and crushes the Mousillonesse armies that were pillaging their land. Emmanuelle Posner sneaks into their camp while the Bretonnian peasants are drunk in celebration and makes an attempt on Duke Alberic's life in revenge for Mousillon.



Alberic de Bordeleaux



Alberic is wounded by the shadow vampire, and is carted back to the capital city to recover.



Without the Duke's leadership, the damsel who takes charge of the army in his absence beats a hasty retreat south. The Red Duke may owe Emmanuelle Posner his continued existence.

---



The random event that spawns a Wight King goes off. Wight Kings are good melee fighters in their own right and give +5 order to friendly territory when deployed and -5 to enemy territory when deployed. If you fill a non vampire faction's lands with corruptions you can get vampiric rebellions to trigger in their lands, and deploying a wight king can help speed that up.







A few turns later, the event that gives a banshee fires. Banshees are good duelists on the battlefield. They're ethereal which means they take 80% less physical damage but take increased magic damage and fire damage. On the campaign map, they're the best hero the vampires have for assassinating enemy heroes and lords. They can take early points that give them increased chances to assassinate.




---



Zelig comes to colonize the Moot because he has the ruin-dweller trait but I decided to have Vlad colonize it because the borders would've looked strange if Templehof took the Moot.



---



The vampire sent through the Black Mountains takes the pass that leads to the Forest of Athel Loren, home of the Wood Elves and the Oak of Ages.




The Wood Elves are the only faction besides Templehof that doesn't hate the von Carsteins. For some reason they have no aversion to the undead built into their relations like most factions have. All four wood elf factions agree to non-aggression pacts. As of now, they just want them and their forest to be left alone. They all have the isolationist trait, which means they won't expand. At some point, they'll go crazy, lose isolationist and start growing their reach.





---



North of Lyonesse is Couronne, capital of Louen Leoncoeur, would be King of Bretonnia. The Bretonnian tech tree has a branch where each tech gives you much better relations and the ability to confederate a certain Bretonnian dukedom, so Bretonnia can consolidate quickly if Louen picks up momentum.





When looking to see why Louen hates us so much, part of the reason was a non-aggression pact signed by cloven hoof with the Beastmen.



When I offered a treaty with the Beastmen, I didn't think they'd actually take it. Everyone, even the Greenskins, hate and are fighting the Beastmen so the whole world likes me a little less because of this treaty, so it's broken.





Instead of a relations hit because of having a treaty with the beastmen now, breaking it will give a small boost with everyone for a short time.

---





Khazrak the One-Eye's prophecy might be coming true. As soon as we turn our backs on our agreement with the Beastmen, a newly formed herd moves north through the Blackfire pass, raiding von Carstein villages as they stampede towards an unknown destination. They're only at war with Karak Hirn luckily or they would probably be able to get away with sacking Grenzstadt or Schwartzhafen.



---



Von Carstein relations with the rest of the world.



A map of vampiric corruption. Averland is getting close to fully corrupt, while Stirland and Ostermark are about halfway there. Averland and Stirland are corrupt enough that another province can be added without the fear of constant rebellions happening in every province outside of Sylvania. The capitals of Averland and Stirland are also within a turn's march of each other so it's easy to defend them both against rebellions with only one army.



The political map of the west at turn 40.




By confederating a bit too quickly, the Empire is becoming overstretched and is now fighting a war against Clan Angrund to the south and Artois to the west. The Empire would have a difficult enough time defending just their eastern front against the combined armies of Isabella and Vlad. Now they're fighting on two other fronts, the underbelly of the usurper's illegitimate Empire is looking soft and tender.

Trujillo
Jul 10, 2007

ShootaBoy posted:

LP curse strikes again! Hopefully it all works fine now, Trujillo, both for your sake and because this LP is top notch.

Thanks! It should be fine now. The last update and the next update are all battles and screenshots that were taken before it melted down though so it won't show any noticeable improvement till turn 60 which is what I played up to before.

Trujillo
Jul 10, 2007
Turns 40-57



"By all means, try and stop 'em. I won't stand in your way. Beat them back, chop them down, hold the line, carry the day. Cover yourself in glory, or in guts, it makes no difference to me. Or to the dead, for that matter. You're just postponing the inevitable, lad. Mark my words, they'll get us all in the end."

-Black Ruprecht, veteran of the Vampire Wars, on fighting the undead




Clan Angrund calls in the Border Princes and Tilea into their war against the Empire. The spirits of their ancestors give Clan Angrund good advice.



A vampire on the hunt for Karl Franz finds him clearing out the last of the Crooked Moon tribe of goblins. He may have removed one threat but Karak Azgaraz is far from their other fronts so this may cost them territory in Reikland or Wissenland.



In the northern Empire, The Elector Count of Middenland, Boris Todbringer overwhelms Hochland and lays siege to their capital. Boris Todbringer, thinking he deserved to be Emperor more than Karl Franz, is none too happy with the current state of affairs. Emissaries are sent to see if his strings could be pulled.



Despite relations not being great between us, there's a 'moderate' chance of success that he would agree to a non-aggression pact which would further turn him against the rest of the Empire.



He refuses, but a moderate chance usually means that with a gift included in the offer they'll change their mind. He should be paying tribute to the von Carsteins though, not the other way around, so no agreement is made.



---



An all out invasion of the Empire means that the east will have to be ignored until victory on the western front, or at least defended with a skeleton crew, so before it starts vampires are sent to find Zhufbar's army. Zhufbar has been brought to the brink twice and the current truce is just that. Dwarfs never forget or forgive so Sylvania will never be safe until their whole clan is eradicated. Their army is found, and would be a threat if Mount Gunbad wasn't a Tolkienesque journey from their holds.





Vlad and Isabella make short work of their undefended cities and clear the whole range of dwarfs.



Isabella's trek through uncorrupted mountains has weakened her and her army but the Zhufbar dwarfs cling stubbornly to their siege of Mount Gunbad.



Either the loss of their ancestral lands and the income that came with them forced them to downsize their army or they assaulted Mount Gunbad and failed. Going on a rampage against Zhufbar has caused a temporary friendship with Grimgor Ironhide, who sends Azhag the Slaughterer and two full armies north to force the Red Eye Goblins to kneel.






In peace negoations, you can force any faction of the same type to confederate with you. AI factions are usually good at realizing when they're about to be completely destroyed and will give whatever you want.



Rest in Pieces

---



The dark magic gained from Zhufbar's destruction is put towards building a forbidden library in Castle Templehof. The Vampire economy doesn't really get going until you get Necromancer Towers and Vampire Crypts built in province capitals.




Both are tier four buildings that normally cost 10k dark magic, but are 8k with a necromancer deployed. If you're the Vampire Count faction and not the von Carsteins, you need the Vampire Crypts to be able to start recruiting vampire heroes. You need the forbidden library to start recruiting necromancers either way. The tier V versions cost even more and are needed to unlock recruitment of the strongest Vampire Count units. Even though I've had access to since turn 8 thanks to the giant corpse pile in Eschen, necromancers are important if you want to build up your economic strength to be able to field more elite armies, and the tier V versions give +500 income each. Having necromancers and banshees deployed outside the province capitals will raise the income even more. Since vampires are already recruitable thanks to the Mausoleum of the Mad Count in Castle Drakenhof, the Necromancer Tower is built first.





A Reliquary is also unearthed at Castle Templehof. You can only recruit so many of each unit in the raise dead pool before it has to recharge, and for the top tier units there's only 1-2 of each even in the biggest corpse piles. If you lose multiple armies in a single battle you may not want to be forced to rely on the raise dead pool since you'll only be able to get 1-2 of each elite unit at a time.

---



To prepare for the coming confrontation with Karl Franz, Vlad returns to Essen to create a Mortis Engine and a force of Blood Knights.



"The Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down." The Blood Knights might be the single strongest cavalry unit in the game. They have massive armor, a large charge bonus, an anti-large bonus to their damage, making them great against other cavalry and monsters/giants. They're going to win almost every unit matchup, except when outnumbered by halberdiers or anti-large cavalry like Orc Boar Boy Big Unz and Demigryph Knights with Halberds. They also have the frenzy trait which gives them even more damage when their leadership is above 50%.



"Bolstering the fighting spirit of all those around it and blasting enemy ranks with savage, dark energy." The Mortis Engine is a unit that comes with the Grim and the Grave DLC pack for the Empire and Vampires.



It has one aura that heals friendly undead nearby, and another that damages all enemy units slowly over time that are near it. It also passively improves winds of power regeneration. The Mortis Engine is the best undead support unit, but it doesn't necessarily have to replace the corpse carts. All three corpse carts will give all friendly units within their aura 8+ melee attack and defense, and the best corpse cart, the corpse cart with lodestone gives off its own healing regeneration to nearby units that stacks with the mortis engine's healing. Then if you also have a Necromancer with the Master of Dead skill unlocked, that's another AOE heal going off that stacks up with the mortis engine and corpse cart heals. Throw Invocation of Nehek on top and you have an extremely durable army. Even skeleton warriors will punch above their weight.



---

The State of Sylvania, Turn 50







Known races ranked by strength.

---

The Border Princes and the Empire make peace, and Artois declares war on Moussilon at the same time their shambling armies are crushed by Bordeleaux.









Things are looking pretty grim for the Red Duke but at least Mousillon has walls since they built the level 2 garrison building. That and Bordeleaux has the defensive trait so they may not try to even take the cursed port for themselves. But Artois has been aggressively expanding.

---



Turn 55 political map. The Empire lost the western half of Reikland to Artois and sued for peace and the Greenskins now have the Northern Worlds Edge Mountains and Peak Pass all to themselves. They're currently weaker than the Dwarfs as a faction so having all this breathing room will hopefully help them keep the fighting going against the dwarfs for as long as they can. The only Elector Counts still standing are Marienburg, Middenland, Hochland, and Nordland.



The Empire



Vampiric Corruption

---






"The moon has passed into cloud and, when Isabella's agent returns, Sylvania is shrouded in a dark and baleful night. He speaks of insipid Sigmarites amassing nearby, and the Vampire matriarch knows that the Empire only ever comes bearing one thing - destruction. Her blood, such as it is, rises as the realisations dawns like a new moon; if they want war, then war they shall have!"



The insipid Sigmirates. Karl Franz sits threateningly in Pfeildorf. If they want war, then war they shall have.

---













Isabella goes straight for the usurper himself while Vlad secures Wurtbad before the Nordland army raiding Stirland decides that it would look better with their flags decorating the walls. Even factions that aren't at war with the Empire are giving them grief.



Battle Twelve - Walls of Wurtbad: https://www.youtube.com/watch?v=HpsttpEFGGQ

This is just a small garrison army so it's a massacre, I just wanted to show off the Blood Knights and Mortis Engine a little bit.









Will cliffhang it there. Had video of this battle uploaded a week ago but for some reason it came out blurry even on 1080p. Since this is the most important battle since killing Mannfred, I didn't want it to be barely watchable so I rerecorded it and it's uploading now.

Trujillo fucked around with this message at 20:36 on May 13, 2017

Trujillo
Jul 10, 2007

marshmallow creep posted:

Even in this l.p. the empire just can't catch a break.

Yeah it's kind've funny. When the game first came out, the Empire was considered one of the easy factions but their position has gotten harder with every new faction that's been added.

Trujillo
Jul 10, 2007
Now I want a unit that's just a skull that floats around and taunts the enemy and lowers their leadership. Wish I knew how to mod.

Thought I'd post this here, the first in-engine trailer for Total Warhammer II, showing the lizardmen: https://www.youtube.com/watch?v=KfO-pdyNWvg

Trujillo
Jul 10, 2007

Nash posted:

So dealing with starting as either Isabella or Vlad, both can recruit the other on turn 2 for free. You get the campaign bonuses of only the one you choose to begin with.

Factoring in these things, which is probably the better start?

They'd be roughly even if Vlad didn't start with Blood Knights and an extra Vargheist. Both start with a shadow vampire and a death vampire and two Vargheists, but Vlad's extra starting units are a blood knight, a vargheist and a fell bat. Isabella's extra units are two crypt ghouls and a black knight, which is worse in comparison but manageable.

Vlad still gets to vanguard deploy his whole army even if you pick Isabella so Isabella gets better campaign bonuses.

You don't really miss out on much in the long run based on which one you choose.

Trujillo
Jul 10, 2007
Yeah wraith units are pretty situational. I like the banshee and bringing a few cairn wraiths is okay because they cause terror but I've never gotten good results out of hexwraiths. They can do alright but for their cost there's a lot more effective units you could bring for cheaper.

The factions that an all ghost army could work against are the beastmen and greenskins. Neither have many units with magic or fire attacks and not that many magic spells. You'd have to watch out for Foot of Gork though against greenskins. Not many dwarf units have magic attacks but they do have a lot of explosives and things like flame cannons and irondrakes. Against a low tier dwarf army made up of mostly dwarf warriors they could work really well though since wraiths do armor piercing. Bretonnia and Wood Elves have a lot of magic damage, and any faction that has access to the lore of fire like Empire or Chaos is a risk because of the spell that gives every unit in a AOE fire damage to their attacks/missiles.

It's probably best just to bring 1-2 and keep them safe in the back line and throw them in when the fighting starts to cause terror.

Trujillo fucked around with this message at 21:24 on May 15, 2017

Trujillo
Jul 10, 2007
Turns 57-60



Thanks to Clan Angrund's constant pillaging of Pfeildorf, there's no garrison here to help Karl Franz stand his ground in this blood bowl.

Battle Thirteen - Pfeildorf Round II https://www.youtube.com/watch?v=wCQmvxXoLzU

The battle starts with Isabella trying to take out the mortars before the infantry gets into mortar range. It almost works. One mortar gets taken out and a mortar team gets scared off but they come back and start manning them again when Isabella has to fly away and recover. The skeletons climb the hill first to shield the grave guard from the mortars and handgunners. They don't have an answer for grave guard yet which is why you're able to cut through everyone like butter early on if you rush for grave guard. They would need Greatsword infantry to counter them because they do armor piercing damage. Regular swordsmen aren't going to be able to get through grave guard armor. Eventually, Karl Franz decides he's had enough varghulf punches to the face and runs off the battlefield leaving the few remaining Tattersoul flagellants to their fate.





Since their army was stationed in Pfeildorf, they don't have a chance to retreat and the whole army is wiped out. The amber wizard and empire captain are dead but Franz will be back.



A famous battle site is triggered but with only 2481 casualties it won't improve the raise dead pool by much.



Pfeildorf has iron mines which gives it access to a unique building, the Unholy Forge, which makes Wissenland a decent province to turn into a recruitment center.



With Karl Franz and his army out of the way, the rest of Wissenland is wide open.



---



Relations start thawing with Clan Angrund, who had a force of rangers nearby watching the battle of Pfeildorf.

---



Turn 58 political map.



The beastmen are reviled by anyone who isn't Chaos affiliated so being at war with them will raise relations a little bit with almost everyone. As you take more territory it gets harder to do diplomacy because of the rising Great Power relations malus so you need to make up for it in other ways. Even if you don't want to do any diplomacy, a small boost in relations might be the difference between a faction declaring war on you or not.

---



Volkmar the Grim, the most powerful religious leader in the Empire of Men, starts to try to rebuild the Imperial army out of Grunburg.

"Volkmar...Just look at him. He never wavers and never yields. Some say he never even sleeps. Everything about him is bent to that one great task of holding back the darkness. He can't do it alone, but then again, he doesn't need to, for his sheer resolve inspires men like us to greatness."
—Sir Albrecht Valdorf, Preceptor of the Righteous Lance








Franz swallows his pride and offers peace and a small token of tribute, but the war has only just started.







The battle is autoresolved and the town sacked and re-occupied. Wissenland thought everything was going to be okay after they gave full control to Karl Franz but their so-called Emperor isn't around to save them this time.

---





"When battle is done, the fields are soaked in less cruor than Isabella expected, or indeed desired. Such paltry forces could not really have been meant for her - for they were no threat at all, and could never challenge her Undead hegemony. There must be more to their machinations, she muses, as she drags terrified and hapless captive Empire soldiers into the bowels of her fortress to extract information in cruel and unusual ways."





With 4 skill points into the Lore of Vampires and 1 point in Evasion, the second tier of Vampire spells open up and Isabella gets Wind of Death.




Wind of Death is potentially one of the deadliest spells in the game if you line it up right.



The direction that a Wind of Death goes is a straight line starting from where your caster is to where you cast it. You want it to go horizontally across the enemy line, not vertically straight at them. The AI will usually try to dodge it. It's actually easier to use in multiplayer most of the time. You have a few seconds after you see the marks on the ground, but you can usually tell before hand if you see a vampire or necromancer going to the side of your army and then sitting lined up with you. With everything else going on most people don't notice it, but the AI will immediately run out of its way, so you have to use it after they're already engaged.





245 kills and I've seen even higher casualties from other player's Winds of Death.

---





This is something I didn't realize you could do until reading the Empire LP. Never tried asking for gifts and offering nothing in return but Zelig has adapted quickly to his new role.

---



Vlad forces Volkmar to choose between trying to save Grunburg or Kemperbad.



---



Infuse the Tireless Hordes, part of the Liber Necronomica, increases your campaign movement range of everything by 10% or 15% so a detour is taken from the Lahmian Book of Blood to pick it up.





Next is Infiltrate Noble Houses for a permanent relations boost of +10 with every faction. This one is very optional but I'm trying to play somewhat diplomatically and don't want to be overwhelmed with wars on every front so every relations boost helps.

---



As if the Empire of Men wasn't in a bad enough downward spiral, a new Brayherd of Beastmen emerges from the woods near Altdorf.



---



Vlad stands at a familiar fork in the road. Either crush Volkmar's ragged army at Kemperbad, take Grunburg which is Altdorf's last line of defense, or take Nuln and finish the annexation of Wissenland.



Battle Fourteen - Assault on Nuln: https://www.youtube.com/watch?v=d4FaYNSBXLw

If I had remembered that the Nuln garrison included two mortars I wouldn't have made my infantry so compact, but the healing from the mortis engine and invocation of nehek ensures that most of them survive and the garrison is overrun.





To try to preserve as much of the city as possible, the town is occupied without being looted or sacked. All the rebellions in Wissenland will strike at Nuln so the sooner a garrison building gets built there the better.







---



With all the dark magic harvested from the Empire, the first tier V city level is finished at Castle Templehof.

---



Turn 60 political map. With the loss of the western Reikland, Wissenland and Stirland, the Empire is starting to look like a corpse already. They only have two provincial capitals left and two minor settlements.



Turn 60 relations map. Almost everyone wants to see us dead again, except for Templehof, the Wood Elves and the Greenskins.



Turn 60 Vampiric corruption. Only four provinces outside of Sylvania have any noticeable corruption yet, and this is after bee-lining for the corruption techs and pumping out vampires early with points invested in corruption, so it would be in an even worse state without those.



Strongest 13 factions in order. A lot of the time the Skaeling or Varg will be #1 because their cities give them huge incomes and their units are cheap. There's this mod that nerfs them if you do a campaign or two and think the Varg and Skaeling deserve a nerf. A lot of the times they're stronger than the Warriors of Chaos and their armies are usually made up of a lot of javelin throwers on horseback and chariots which are a pain to deal with for most armies. Some people in the comments say it's too crippling though so seems like it's tough to find a balance.

http://steamcommunity.com/sharedfiles/filedetails/?id=701170286

---



Suddenly the Empire shows some life. Balthasar Gelt had been taking the fight to Clan Angrund and comes running out of the pass to the Vaults, with angry dwarf ghosts hot on his trail.



"Balthasar Gelt is the current Supreme Patriarch of the Colleges of Magic and one of the Empire's greatest Wizards of this very age. The position of Supreme Patriarch is the highest attainable position by a wizard within the Empire of Man. The patriarch is responsible for advising Emperor Karl Franz in all decisions dealing with the Arcane." Balthasar isn't a high enough rank yet to be Supreme Patriarch so he's occupying the office of Arch-Lector.



Isabella marches to garrison Pfeildorf against him while Vlad makes his return to Reikland and attacks Grunburg.









With the fall of Grunburg, the seat of the Empire, Altdorf is within striking distance, and this time Mannfred isn't around to gently caress it all up. But with the forces of Chaos stirring, the von Carsteins suddenly face a dilemma: kill Karl Franz now and ascend to their rightful thrones in Altdorf and face the Chaos invasion alone, or bide time and repel the daemon worshippers alongside mankind and then unite the Empire after Chaos is defeated.





Altdorf is a valuable city to have but it would probably be anticlimactic to roll over the Empire that easily, and their help may be useful later against Chaos. And thanks to Artois, the road to Bretonnia is open.

Trujillo fucked around with this message at 04:46 on May 17, 2017

Trujillo
Jul 10, 2007
Turns 60-70





The mood in Karl Franz' court is dark. They've tried nothing to stop the von Carstein liberation of nearly half of the Empire and they're all out of ideas.



When you sign a treaty, peace treaties included, you have to wait 10 turns before you can attack again without taking a hit to your reputation. Signing a peace treaty within 10 turns of declaring a war will also cause your reputation to suffer but it'll eventually start to recover. It goes from something like Steadfast-Trustworthy-Untrustworthy-Unreliable. The more trustworthy you are, the more other factions will want to do diplomacy with you and they'll break treaties with you slightly less.




Balthasar Gelt and Volkmar the Grim take the suddenly much more treacherous roads of Wissenland back to Altdorf and Talabecland.

---



The Redhorn Tribe, a merciless band of Beastmen, descend on Eilhart and raze it to the ground, leaving their mark on its ruins with dark totems that spread chaos corruption.



Beastmen have access to different campaign army move stances, one of them is the beast paths. They can move their stacks through impassable terrain like mountains and thick forests in the same way the dwarfs and greenskins can use the underpass. Their main movement stance also puts them in ambush automatically so they're very stealthy. Beastmen hordes in the hands of a player are even harder to catch. The invisibility that comes with their main ambush stance and the mobility of the beast paths make them a lot easier and more fun than Chaos to play.

---



Karaz-a-Karak, the Dwarf capital city and High King Thorgrim Grudgebearer's seat of power.



Karak-a-Karak is completely surrounded by Greenskin tribes and hostile Border Princes, but they're still Strength Rank 4 because most of their territory is farther south in the Badlands. Even though Karaz-a-Karak stands alone, it's a tough nut to crack. It has a special garrison of elite troops and the dwarfs are the strongest faction at siege defense. I lost almost +8,000 troops in a single battle taking Karaz-a-Karak in a past campaign.

---



Greater Sylvania, turn 65



Public order. Most of the province capitals outside of Sylvania itself are still dealing with nearly constant rebellions. There's so many rebellions that I haven't been bothering to show most of them, but killing the rebels and then ransoming them off has been a major source of dark magic. Rebellions aren't always a bad thing, because as long as you fortify your province capitals with a small army or a Ghost Fence, the tier 1 garrison building, you should be able to crush most rebellions. Rebellions will always spawn outside the province capital if you own it, and will build up strength for a few turns before laying siege.



Vampiric corruption.



Chaos corruption.

---



Kislev is a country located to the north-east of the Empire and is separated from the Chaos Wastes to the north by the Troll Country. It is the most northerly civilized nation in the Old World. Its current ruler is the Tzarina Katarin the Ice Queen." Kislev is civilization's first line of defense against Chaos. The Ice Queen and her minions have expanded into the Empire, taking Ostland and northern Ostermark. Kislev doesn't have any flavor, they're just an Empire clone like the Border Princes, Estalia, and Tilea, but there are some good mods that give them all their own unique rosters.



One of the earliest mods added these "bear" cavalry to Kislev, but I'm pretty sure there's been a much better quality Kislev mod released since then.





Two full Kislev armies defend the cursed city of Praag from tribal Varg raiders who are coming from Baersonling's Camp, on the edge of the Chaos Wastes.

---



"The Beastmen are arrayed in their usual fashion - a random collection of hooves and grunts that bear no discernible sense of order - dangerous, yet chaotic. And there is something different about them this time - they hum with an unnatural radiance, shining with an entirely disconcerting power. Yet despite this, Isabella will not allow them to best her. She will drive them back, destroy them, and from their broken bones and bloodied horns discover their secrets!"

The first quest battle in Isabella's chain to get the Blood Chalice of Bathori.





The site of the battle is in Ostermark but for 5000 dark magic you can teleport your lord's army to the site through the Teleport button in the bottom left of the quest battle's box. After the battle, they'll be where they were before, it just saves you from having to walk there if you're too far away.

---



Vlad sets out for the ruins of Helmgart, but in hindsight it might've been better to colonize Eilhart first before the Empire or Artois could take it back for themselves.





---



"Son of the soil, thou art born to labour and to serve, protected by thy betters. Thou shalt give unto thine glorious liege the taxes that he requires. Thou shalt labour all but feast days. And no more than a tenth-share shall you keep for kith and kin. Rejoice! For a Knight of Bretonnia provides your shield."
—Vows of the Peasants unto their Bretonnian Lord

"Bretonnia is a kingdom located in the Old World, west of the Grey Mountains and the Empire. Its current king is Louen Leoncoeur. Carefully protected by its brave and honourable knights, regarded as the greatest in the old world. Bretonnia is a land of chivalry and honour. However this must be balanced against the poverty and oppression of its peasantry."

Taking Helmgart gives the von Carsteins their first border with Bretonnia. The peasants under the boot of the Duchy of Parravon would be much better off under the benevolent protection of the von Carsteins.



---



Isabella who had been on rebel slaughtering duty force marches over to join the breaching of Bretonnia.





Parravon is at war with their treeman neighbor Durthu so they have two armies defending their capital in case the wood elves decide to leave their forest.



To bolster Vlad's army before the assault, a regiment of renown, Verek's Reavers is recruited. Bretonnia's armies are a mix of cavalry and mostly peasant infantry, so an army that's mostly spearmen, heavy cavalry and some wolves like Vlad's is will be able to rampage through Bretonnia.



From atop skeletal mounts, death and destruction are dealt without contrition. Verek's Reavers are a shock cavalry, the RoR version of Black Knights with Barding Lances. They're a shock cavalry that specializes in anti-infantry. Their main advantage over their regular counterpart is they have the regeneration trait, which is a helpful thing for a shock cavalry to have since ideally you want to be charging them in and out to re-up their charge bonus.

---



Central Bretonnia, turn 69.




Before the invasion starts, a gift is given to the Red Duke to improve relations and so he'll expand his army. The great power relations malus has gone up so we had fallen out of favor in his maniacal eyes.



One way to get factions to agree to deals they might otherwise not is to offer to join their wars. At one point, the Red Duke was willing to become a vassal in exchange for joining his wars against Artois and Bordeleaux but that was when the von Carstein armies were nowhere near Bretonnia.







War is declared against Karak Ziflin, Bordeleaux, Carcassone and Parravon.

---



The minor settlement of Montfort is bypassed in favor of attacking Parravon to try to destroy their whole army in one battle.



First, the banshee of Krystiana von Carstein is sent to bring down a part of the walls of Parravon.



---





I probably should've tried to win this battle with just Vlad's army, because having five armies caused some animation stuttering once the battle gets going. I turned it down to high settings when I recorded this to see if that would fix it but it seems like the stuttering is built into the replay now. Usually I run it on ultra graphics but for huge battles in the future I may have to try taking it down to high when I fight the battle. The quality of this one is pretty bad but I wanted to show it anyways since it's the first fight against Bretonnian.

Battle Fifteen - Storming La Maisontaal Abbey: https://www.youtube.com/watch?v=SP6vSL9OEPI

They have too many mounted yeomen in their army. They're one of the weakest cavalry in the game, and with all the skeleton spearmen that Vlad has there's no stopping him here as Vlad and the rest run through the gaps in the walls. Their two Grail Reliquae keep them in the fight for a little longer but it's only delaying the inevitable and the abbey is sacked.









---





War is declared on the Redhorn Tribe because it seemed like they were on the verge of annihilation.

---



A von Carstein tries to make a play for power by gathering a force outside Nuln.



A necromancer, Reynald Jaeger, is dispatched to take charge of the dark citadel's defenses.



Something I had forgot or didn't notice happening, but when a rebellion triggers, if they don't think they can overwhelm the city, they'll sit outside raiding. When unrest reaches -100 again, instead of another rebellion forming, it'll give more and better units to the current rebellion. So sitting and waiting for them to attack has caused them to have a massively strong army. The auto-resolve bar puts victory at about a ~5% chance.

Battle Sixteen - Defense of Nuln: https://www.youtube.com/watch?v=OOYqR6atcWo

One thing that's not apparent is that you can click the towers and target individual units or siege equipment. Two towers focus fire on one siege tower to bring it down. If they had both shot at their own siege towers they probably both would've reached the walls, which may have thrown the battle their way. When you upgade the garrison building in provincial capitals, each tier will improve tower projectiles so maybe with a tier II ghost fence they may be able to bring down siege towers alone. When you're on defense, you can see where the enemy deploys before you do, so most of their army was put behind the wall they were focusing on. The grave guard were kept off the wall because they would be at a disadvantage against a group of enemy grave guard coming off a siege tower if they were standing on the ramparts, because the grave guard coming off the siege tower would be bunched up and the grave guard defending the wall would be spread thin. By keeping them right behind the wall, you can order them to attack the grave guard after they jump off the siege tower to get a better engagement. The skeleton spearmen are mostly put behind the gate which is the only way the crypt horrors can go. A crypt ghoul is mixed in to give poison attacks. Without two or three AoE Invocation of Neheks going off on the main group of spearmen behind the gate, they would've been ground into dust by that many crypt horrors. This was the toughest battle so far and easily could've been a defeat and the razing of Nuln. You can't use invocation of nehek on units that are on a wall, so when Reynald Jaeger almost dies to Gregor von Carstein, he goes down to ground level to heal himself then back up to finish Gregor off. Without any healing or leadership, the rebels are brought down.





The necromancer of the hour, Reynald Jaegar, makes a good first impression by winning this battle against all odds. Ending this rebellion gives almost 2,400 dark magic. Typically it's a little less, but this was a supercharged rebellion.

---




The decimated garrison is brushed aside and the capital of Parravon falls to Vlad and Isabella.



The Claw of Nagash, the final regiment of renown is unlocked at level 20. The Claw of Nagash gives off a chilling aura that slows down nearby enemy units.





Montfort is next.



---



The fell bats who spotted what looked like the remnants of the Redhorn Tribe didn't see the rest of the tribe laying in ambush. Hopefully the Wood Elves will deal with them for trespassing on the grounds of the Waterfall Palace.

---



Turn 70 political map. The Empire has moved back into the ruins of Eilhart after the beastmen laid waste to it.



Diplomatic map.



Public order.



Wealth map.



Vampiric corruption.

---



Since the capital of Reikland, Altdorf, is controlled by the Empire, the target of this rebellion could've either been Grunburg or Helmgart. I spent the rest of my dark magic raising up a force at Helmgart but they hit Grunburg instead and razed it.



Not a huge loss in terms of dark magic invested, but now it's up for grabs and the Empire's armies are a short distance away.

---








"Dire tidings from the North!

The tendrils of Chaos writhe and reach out from the accursed wastes, tainting the land and sowing dissent. Their corrupt forces wax ever stronger, and now their agents are abroad, spreading their foul corruption of their malign Gods.

On their heels come bands of marauding warriors led by the most zealous of the Chaos Lords, eager to wreak destruction in the name of the Ruinous Powers. And all the while, ever more warriors flock to some focal point in the Chaos Wastes, a nexus of power which transcends their petty rivalries and impels them to join with the numberless horde.

Doom approaches, and it is only in strength that any hope may be found!"





The first wave of the Chaos Invasion is spotted by a vampire scout. Currently 43 units in total, but the Warriors of Chaos are a horde faction and will set up camp to recruit after they move. The first wave doesn't have any legendary lords, and as the undead you're not automatically at war with them until the real Chaos Invasion starts. But once you're at war with the warriors of Chaos, there's no diplomacy that can be done.







If the forces of Chaos destroy the world, there will be nothing left for Vlad and Isabella to conquer, so they immediately throw their lot in with mankind.



Balthasar Gelt assembles the heroes of the Empire in Altdorf to strike out at the Warriors of Chaos. The decision not to end the Empire when they were down might pay off, or it might backfire in the future, but for now it's good not to have to force the brunt of Chaos alone.

---



"The time is now - Vlad von Carstein must make his move to take Sigmar's throne or claim the lands from any foe - living or immortal - that dares resist the inevitable. The Midnight Aristocracy will rule over all - as Eternal Emperors - immortal Kings that even the Chaos Gods bow to!" By putting the Chaos Gods in their place, Vlad and Isabella will prove to everyone that they're the rightful Emperor and Empress of the Old World.

Trujillo fucked around with this message at 22:33 on May 21, 2017

Trujillo
Jul 10, 2007

Saint Celestine posted:

Do you like using terrorgheists?

I had some fun with an all flying army backed up by dragons and the healing spell.

Yeah in the next set of turns I recruit a terrorgheist to Vlad's army. They can be kind've fragile because of their leadership and they're pretty expensive but they do a lot of armor piercing damage and are good against chaos. At some point I'm probably going to give Isabella an all flying army.

Trujillo
Jul 10, 2007
Turns 70-80



The first wave of the Chaos invasion encamps in the Chaos Waste to start drawing in more warriors and tribal raiders.



Encamping takes 25% of your total map movement for the turn so Chaos armies will usually move 75% then encamp unless they're being chased by a stronger army.



Archaeon the Everchosen has two traits, Destroyer and Repulsive. The Warriors of Chaos are a horde faction so they don't take cities, only sack or raze. Their buildings are in each horde, and the more souls they harvest on their rampage, the stronger their hordes will get. As the Undead, you can actually ally with the Warriors of Chaos during the first wave, but that's only because Archaeon isn't here yet. But once war is declared, diplomacy with them is no longer an option.



---



Research on infiltrating noble houses finishes, which gives a permanent 10+ relations boost with every faction.



Blasphemous Disciples is queued up next, which gives +2 rank to new vampires and necromancers recruited, and opens the way for Deciphering Nehekhara Manuscripts which gives 30% more income to Forbidden Libraries and Necromancer Towers and then Incantations of Nagash which does the same for Vampire Crypts and Vampire Keeps.



The relations boost from Infiltrate Noble Houses and from fighting Bordeleaux and Parravon gets the Red Duke to agree to a defensive alliance.



Karak Ziflin, the Gray Dwarfs, raze Montfort before walls can be put up around it. Almost no dark magic was invested into Montfort yet so it's only an inconvenience.

---




Quenelles, Parravon's last remaining minor settlement is sacked. Occupying it now would slow down the rest of the Bretonnian invasion, and it would be harder to defend than Parravon-Montfort-Bastonne. All of those, plus Helmgart, are within one turn's march from Montfort, so you can defend all four settlements with one army, but Quenelles is a bit farther.



Vlad's army is a bit worn out but is in fine enough shape to launch an assault on Parravon's last remaining castle, Castle Bastonne.



The garrison.

Battle Seventeen - Breach of Bastonne: https://www.youtube.com/watch?v=3_mhyfPWmvA

The battle was pretty heavily in Vlad's favor. I just wanted to show off some of Bretonnia's roster in a smaller scale battle than the last battle against Parravon.





The people of Bastonne are spared. Bastonne was a formerly independent dukedom taken over by Parravon so maybe they'll see the von Carsteins as liberators if shown some mercy.



It doesn't hurt that a Ghost Fence can be built right away by being occupied. Bastonne was a tier 3. By being occupied it gets knocked down to tier 2. Sacking or looting it would've lowered it another tier to tier 1 and a Ghost Fence is a tier 2 building. As long as a provincial capital has a Ghost Fence built, it should be able to repel all rebellions if you fight it yourself. The balance of power bar may be against you, but it doesn't give enough weight to having walls and towers.

---



The Fay Enchantress of Carcassonne abandons Parravon in their time of need and accepts a peace offer.



It could have something to do with the ground crumbling under their feet, giving way to pools of magma. The Beastmen have made Carcassonne their private stomping grounds, leaving a lot Chaos Corruption in their wake. The +5 chaos corruption from characters means they're hiding somewhere in the region.



The Beastmen leave a totem in the ruins of Brionne after they massacre its inhabitants, which gives off +2 more chaos corruption until it's colonized.



"Malagor the Dark Omen, known by many titles as Malagor the Crowfather, the Despoiler of the Sacred or the Harbinger of Disaster is a darkly winged figure of nightmares and destruction, revered by the Beastmen but feared above all by the superstitious of Mankind. To all of Humanity, Malagor is a harbinger of the downfall of all they hold dear." Malagor comes out of the forest to lay siege to Castle Carcassone.

---




Louen Leoncoeur diplomatically annexs the Duchy of Artois. Artois was at war with Mousillon so this will take some of the pressure off the Red Duke.



---



Webber von Carstein, the Strigoi Ghoul King, moves into the ruins of Montfort after putting down rebellion of Empire loyalists in Helmgart.





To stop Karak Ziflin from brushing Webber aside and clearing out the ruins again, Vlad stands guard at the bridge between Montfort and the Grey Mountain pass.



Isabella returns to Quenelles, Parravon's last remaining settlement, to put an end to them before they surrender to Louen instead.





---



Reynald Jaeger, the hero of Nuln, retakes Grunburg after it was razed by rebels.

---



The forces of Chaos start to inch their way closer to Kislev, gathering more poor twisted souls to their banner as they march through the territory of the tribal Varg raiders.



Kislev has carved out a strong and wide Empire for themselves but their massive size means their armies are spread out all over. They don't see what's coming or they're so arrogant that they think one army will be enough to bulwark Volksgrad from the approaching hordes of madness.



Mikhail Pozharsky's prayers go unanswered and Volksgrad is the first city to fall, with no help for the cursed city of Praag in sight.




The Vampire who's been stalking the Warriors of Chaos sends an urgent message by fell bat to the royal couple. It's decided that Isabella will continue the dark crusade against the Bretonnians and Vlad will return to Sylvania to muster an army strong enough to crush the Chaos Invasion before the situation gets out of control. It's a long way back to Sylvania so the grave guard and all of Vlad's elite troops except for his personal Blood Knights are transfered to Isabella, while most of the skeleton warriors and spearmen are handed off to Vlad to give to another von Carstein general once he's back in Sylvania.

---



Danette the Devoted tries to bypass Castle Bastonne to try to hit the unwalled settlement of Montfort. This army is even weaker than it looks. Four of their infantry are peasant mobs, who are just below zombies on the list of the weakest units in the game. The now corrupt countryside of Bastonne is also taking a toll on them.



The Red Duke has come back from his string of defeats and used the space we've given him to regain his strength. The army blocked by the Red Duke's banner is a full one, but since Mousillon is only a minor settlement they can't built real recruitment buildings yet so all their troops are either skeleton warriors, spearmen, or zombies, which is fine when you have 40-60 of them.



Now that the von Carsteins and Mousillon are allies, they can be given direction. Bordeleaux itself is set as a war coordination target.



On the next turn, the Red Duke sallies and rides straight to Bordeleaux

---



Turn 75 political map.



Relations.



Diplomatic standings. Pink means ally of enemy.



Vampiric corruption.

---





Karak Ziflin answered Parravon's call to arms, but now Parravon is dead. Even though Isabella's army is a lot stronger after taking the best parts of Vlad's, attacking Karak Ziflin would be a very costly diversion. They're allied with the Empire so it's only a matter of time before there's another war but now Helmgart and Montfort aren't immediately threatened.



---



When Chaos razes a settlement, it leaves behind a Chaos Rift. My first campaign, I thought chaos daemons were going to come pouring out of these at some point so I rushed to recolonize every settlement Chaos took and it lead to being completely overstretched, but they don't do anything. Maybe when the Daemons of Chaos are added in Game 3.



---



Isabella moves to help Mousillon whose advance army is beaten back by the Duke of Bordeleaux.




Vlad starts his journey back to Sylvania, blocking Danette the Devoted from hitting Montfort on his way out of Bretonnia.



One of the Chaos sorcerors encircles Praag while the rest encamp around the defiled ruins of Volksgrad.



Balthasar Gelt and Volkmar the Grim have finished their preparations and try to make haste towards northeast Kislev.



They're nowhere near in time to save Praag as Chaos hordes descend and turn it into a pile of cinder.

---



Alberic d'Bordeleaux sees the writing on the walls of his city and retreats to Aquitaine to try to rally the peasantry.



Mousillon takes advantage and surrounds the port.



Alberic didn't run far enough.

Battle Eighteen - Attack on Aquitaine: https://www.youtube.com/watch?v=9Xw19g_Cmug

Isabella, her vampire entourage, the wolfs and varghulf take down the gate pretty quickly and go in first to make room for the grave guard. Eventually Isabella duels Alberic and they both bring each other really low. Alberic has a really high weapon strength here so his hits do a lot of damage when they connect. Eventually Alberic is run down in the street by Isabella and trampled by his own horses and the last hope of Bordeleaux is trampled with him. Dannette the Devoted is still roaming the von Carstein countryside but by the time she gets anywhere it'll probably be too late.





The town is sacked and Isabella immediately force marches back to Bordeleaux to try to entice Mousillon into launching an assault instead of waiting them out.





Parravon seperatists rise up in rebellion outside of Castle Bastonne. Bretonnian rebels are probably the weakest out of any faction. The cavalry unit making up most of this rebellion, mounted yeomen, is a very light cavalry, suitable only for attacking enemy ranged units, chasing retreating units off the field or hitting the back of the enemy infantry line and immediately retreating.

---



On his way back east, Vlad passes Webber von Carstein, who is staying behind to help Isabella pacify Bretonnia.





The insatiable hordes of Chaos close in on the seat of the Ice Queen, with Kislev's relief force nowhere in sight. It seems all of Kislev's barking about their land being an impenetrable land of ice was just talk.



---



Danette makes the same mistake as her liege and walks right into the graveyard that is Aquitaine.





Forgot to save the replay of this one, but it's basically the same as the last battle anyways. This time the town is razed. Now Bordeleaux is really done for. Their only remaining city is surrounded by thousands of angry skeletons and one angry Red Duke and they have no army anywhere.



The Red Duke is feeling confident enough now to declare war on King Louen.





Von Carstein Bretonnia.

---



Kamilla von Carstein tracks down an Exalted Hero of Chaos outside one of Middenland's small towns and assassinates him. There was a 25% chance to wound him, 9% chance to kill him, 62% to fail and 4% chance to be wounded. When a hero or lord is wounded, they'll be off the map for a few turns but will recover. Some skills speed up recovery time. Since it's a critical success, he won't be coming back. The Chaos Invasion isn't just the hordes. It'll place a lot of Chaos heroes scattered around that will sabotage you and spread Chaos. Getting rid of them early will help and will boost relations with the rest of the civilized world.

---



Grimgor Ironhide doesn't have enough on his plate and declares war on Templehof. I feel like he would've been too afraid to declare war on the von Carsteins directly because the difference between strength ratings, so this is the downside of having a vassal. The upside is that hopefully Templehof can take care of the Greenskins infesting the mountains on their own.



As soon as they declare, they get a new Waaagh! which is like getting a free army that follows you around. It's also a sign that at least one of their armies has some momentum going, because you need to win some battles to be able to attract a waaagh!





Zelig is immediately assigned to flushing them out of the ruins of Karak Kadrin before they reinforce.

---



At turn 80, Vlad is almost at the last leg of his long march back to the homeland.



Turn 80 political map.



Relations.



Diplomatic.



Vampiric corruption.



Chaos corruption. When the Chaos Invasion starts, every province starts getting a small up-tick of chaos corruption.



Dark magic summary. The economy is starting to take off now, with +4,200 dark magic harvested every turn. In the campaign, you can choose whether you want to have be more defensive focused with a smaller army and more income to pay for more development and infrastructure so you can support a bigger army later, or you can run be more aggressive with more, larger armies that are constantly raiding, looting and sacking.

Trujillo
Jul 10, 2007
Turns 80-90





King Louen confederates with Bordeleaux at the last possible moment, but since Mousillon is already at war with King Louen they take the port-city anyways. The only thing Bretonnia gets out of this confederation is the now homeless Duke Alberic.







King Webber colonizes Quenelles now that Parravon has a ghost fence and can take care of its own defense.

---

Durthu, or Oakheart, is an Elder of Athel Loren, a Treeman so ancient that even Ariel’s millennia-long existence pales in comparison. It was he who first forged a union between Elves and forest, and he also who argued with his fellow Elders that the binding be made permanent. In those days, he was ever a friend to the children of Isha, always willing to help them broaden their understanding of the forest and of the Weave.

Alas, those days are long gone. Centuries of destruction and carnage have taken their toll on Durthu’s valiant spirit. He has borne witness to the rapacity of blooded fife, and of the wanton destruction it has heaped upon his homeland. He has seen untold acres of trees felled for kindling or from simple spite. Worst of all, he has seen his fellow Elders fall, one by one; some slain by their own foes but most destroyed by the enemies of the Elves.








Durthu becomes the first non-undead to ally with the von Carsteins. Durthu is grateful that the Duchy of Parravon has been wiped off the map and despises the beastmen so much that he's willing to work together with vampires if it means keeping them and Chaos out of his forest.



---



With the extra income gained by taking the port-city of Bordeleaux, Mousillon is able to field 3 full armies and starts raising a 4th.



Alberic takes refuge in Gisoreux, in the Forest of Arden, as his city is twisted by the Red Duke.

---



Kislev sits on the brink of annihilation as the Followers of Chaos surround the Ice Palace.





The hordes get overconfident and start to spread out, but Volkmar the Grim is waiting in the shadows.



None of the demon worshipers escape his judgment, and the five hordes that the Chaos invasion began with are now only four.



Zelig obediently lays siege to Karak Kadrin. Templehof probably won't be contributing much to the fight against Chaos now that another front much closer to their home has opened up with the Greenskins.

---



Vlad makes it to Eschen without incident, and can now start raising up an army to take the fight to the Chaos Warriors. Webber von Diehl is called back into service to be an auxillary to Vlad and to take some of the skeleton warriors and spearmen from Vlad's army so he can recruit sturdier troops.



Fortress Kislev is just embers now. Their armies are still nowhere to be seen, but it's probably because they're trying to hold back the tide of Skaeling and Varg raiders coming in from the west.



Bretonnia marshals all the strength it has left for a do or die attack on Mousillon.



It turned out to be a huge mistake on King Louen's part, as Mousillonese reinforcements from Bordeleaux run north and start carving their way through the four Bretonnian armies.



When Mousillon is finished, only King Louen's army is left standing, helplessly watching the disaster unfold from the beaches of Mousillon.



---



Blasphemous Disciples is finished and work starts on Deciphering Nehekhara Manuscripts.





The von Carsteins offer to join Mousillon's war against Bretonnia now that they've just wiped the floor with them in exchange for a full military alliance. The Red Duke happily accepts

---



Avril the Saviour, a Bretonnian prophetess, was trying to reinforce the siege of Mousillon but was far behind the rest of Bretonnia, and ends up standing in an unfortunate position right next to the always bloodthirsty Isabella.







With a generation of Bretonnian peasants and knights piled up in Mousillon's mass graves, there's no one to stop Isabella from taking the Forest of Arden.

---



Vlad stands on the border between Eschen and Essen, recruiting four units of Grave Guard with Great Weapons. The Great Weapon variant of Grave Guard do armor piercing damage and most Chaos units have heavy armor, except for the low tier tribal units like marauders.





Balthasar Gelt tries to make a stand just north of Templehof's border.



The Empire doesn't have a repeat of Volkmar's success and the Empire army lead by Gelt is beaten back and retreats west into the Great Forest.





---




Gisoreux is stripped off all its wealth and trinkets and afterwards Isabella makes her way towards Castle Artois.

.

---



With the Grave Guard with Great Weapons finished, Vlad raises a terrorgheist, a black coach and three dire wolves.



"The diving Terrorgheist, with a terrifying scream, seeds death and havoc amongst its enemies." Terrorgheists are a monstrous flying unit and one of the strongest undead units. They have regeneration, poison attack, cause terror, and do a lot of armor piercing damage and anti-large damage. Their one weakness is their low leadership. With only a base leadership of 40, they can easily crumble, especially if isolated, so you want to try to keep them around a hero or lord if possible to encourage them. With 575 upkeep each, you probably won't be able to afford many of them at once.





"On the field of battle, Black Coaches channel magical energy, making them both stronger in defence and on the charge." The Black Coach is a Magic Chariot that gets stronger as the fighting goes on. It has three buffs that will apply to the Coach after it's been in battle for a certain amount of time. It starts with magic attacks, causes terror, and has a decent amount of bonus anti-infantry and armor piercing damage. The general consensus with most players seems to be that the Black Coach is one of the worst units in the game but I couldn't disagree more. The Black Coach is one of my favorite units, and once it's fully buffed, it becomes a tanky chariot that can be pretty difficult to deal with. My only experience has been using it in multiplayer battles so we'll see if it's underwhelming or not against the Chaos invasion.




After 45 seconds in combat, the Black Coach gets Black Scythes, which gives a 36% charge bonus and +18% to charge speed. At 90 seconds, it gets Unholy Vigour which adds fire damage and 36%+ armor damage, bringing its total armor piercing damage to 122. After 135 seconds it gets Black Nimbus which gives 44% damage resistance and the Strider trait, which means it isn't slowed by bad terrain. All of the bonuses stack and the 44% damage resistance is the biggest one. If you can keep the Black Coach going until the end of the battle it can make a huge difference.



---



Not the strongest army that could've been brought but Chaos is moving south pretty quickly and Vlad alone is an army of one.



Webber von Diehl and his own host of skeletons follow Vlad's lead into Ostermark.

---





All the remaining factions, ranked by strength. #22 is the one faction that the von Carsteins don't have contact with, the Top Knotz savage orks who are at the southern edge of the map.



Political map, turn 85.



Relations.



Diplomatic.



Chaos corruption.



Wealth.



Public order.

---



The Red Duke finally starts to enact his revenge against his former countrymen who imprisoned him for centuries. Lyonesse is surrounded by skeletons and anyone who could stop them died in the fields outside Mousillon or is currently running north with their tails between their legs.





King Louen leaves Lyonesse to their brutal fate.



One of the Red Duke's generals colonizes the ruins of Aquitaine, giving them control of their first full province, Bordeleaux.

---





Volkmar the Grim and his tattered followers somehow destroy two Chaos hordes, probably because one is a runt and the other is on the Force March stance which causes all their units to start the battle tired.





Vlad sneaks his army north and lays an ambush in the forest. With two points invested in the Ancient Cunning skill, he has a 86% chance of the ambush not being foiled in light forests. If the ambush is detected, Vlad will face the suicidal task of trying to hold off three full Chaos stacks on his own.







Webber hangs back near Essen, ready to reinforce Vlad on the next turn.

---



Volkmar knows that Sigmar can't save him from three full hordes of Chaos Warriors and makes a tactical retreat back to Talabecland.



Vlad's ambush goes undetected and the vile Chaos worshippers walk right into the trap.





An event fires at the perfect time to give every von Carstein unit +6 more leadership. This may be the difference between victory and defeat.



Iber and Egarl are standing within reinforcement range of each other, but Harald Plaguies is off on his own, so Vlad makes an example of him first.

Battle Nineteen - The First Wave: https://www.youtube.com/watch?v=PJBeUCRKxRA

Vlad's ability to vanguard deploy his whole army is especially useful against Chaos. If the army had to start farther back, the hellcannons would've had more time to decimate the grave guard. This isn't a very powerful Chaos army. Chaos marauders are a very light infantry and the rest of the army is mostly made up of javelin throwers on horseback. Aspiring Champions are a strong unit that will encourage the rest of the units around it but there's no real Chaos Warriors or Chosen here and their army breaks pretty quickly.



The reason the video doesn't go all the way to the end of the replay is because there's a little trick you can do once the routing phase of the battle begins if you have any leftover winds of magic. Because there's still two more, stronger, Chaos hordes to fight, Vlad's army congegrates into one small area for one giant AOE invocation of nehek to heal and revive most of the losses. I don't normally bother doing this but here it might be necessary.





The captives are murdered to give a +4 leadership to Vlad's army.





Most of their chariots and about half of their horsemen escape.

---









Webber raises the dead in Essen and drives them north to join Vlad in the next battle.



Battle Twenty - Chaos in Ostermark: https://www.youtube.com/watch?v=ULdX_Y4pgqM

This one is a real slugging match. Vlad and his army run up first but Webber's army is reinforcing from far off so for a while Vlad is facing both armies on his own. For how much I just talked up the Black Coach, I forgot to micro it for about half the battle so it sits in the middle of my own troops but plays a big role later in the fight in terrifying Chaos off the field. Vlad's army is pretty worn down but eventually so are the forces of Chaos and the Black Coach runs over their sorcerer-general and they break. The second Chaos army's hellcannon is still firing because the Chaos Dwarfs that man the hellcannons are unbreakable and that cannon alone gets 538 kills. I threw two of the wolves away early when they should've been shutting down that hellcannon but there was a lot going on in a battle like this so not everything went perfectly.





This is the heaviest casualties taken so far from a single battle, 3161, but all the important units survived.







Vlad gets the third point in Ancient Cunning, which gives a +30% ambush chance. Light forests and mountains have a base ambush chance of 70% so this should mean that most ambushes never fail. There are some retainers that will increase your chances to see an ambush so it isn't a perfect 100%.



About half of the Chaos Warriors flee the battlefield intact.



What's left of Vlad's army that's still in fighting shape, mostly just the Black Coach and the Terrorgheist, are given to Webber who raises a few more dead before hounding the remaining Chaos hordes.







Battle Twenty One - Rematch: https://www.youtube.com/watch?v=NkU2OMiXhjk

For some reason I went into this fight thinking it was just going to be a mop up of what was left of these two Chaos armies but they still had some bite. The fight starts with Webber casting Invocation of Nehek on the terrorgheist to heal it back up some. The Black Coach and terrorgheist then work in tandem to do some early damage and take out some chariots before the armies meet. Vlad's army is so depleted that if they joined the battle they would probably be lost, so to preserve them only Vlad runs forward but luckily he's a pretty quick sprinter and gets to Webber's army as soon as the battle starts. The Chaos sorcerer leading them, Egarl, just managed to escape the last battle with his life, so all it takes is one brush from the terrorgheist's claws to end his miserable life. The terrorgheist and the Wight King are almost brought down but with some slick moves and a Nehek on the Wight King at the last possible moment, and a Black Coach charge to the rescue, they survive and Chaos is driven off again.





Out of the 4343 von Carstein soldiers that went into this string of battles against Chaos, only 393 remain, but the losses are much more crippling to Chaos than they are Vampires.







A lot of chariots and horsemen manage to get away, again. This is partly why fighting Chaos and the Varg/Skaeling can be frustrating.



Poor Kislev. They went from being a super power to super dead in about 10 turns.

---







Artois is sacked, because it's hard to pass up 10k dark magic.







Gisoreux is occupied without a fight.



Tired of running, Louen Leoncoeur himself garrisons Castle Artois on the next turn.

---



The horde fought in the first battle slinks away to the west. The Empire should be able to take care of this one themselves now.





The other burns Essen to the ground, which is why I wanted Templehof as a vassal to begin with, so they could take this territory that's very exposed and hard to defend. The last, weaker horde decides to go straight into Sylvania for some reason.

---





King Louen is trapped in Castle Artois, leaving Mousillon the run of the house of Bretonnia. Not to underestimate Louen, Isabella waits and starts constructing siege towers.



Lyonesse falls in a puff of green smoke as the undead are one city closer to total domination of Bretonnia.



Templehof ends the confused horde of Chaos who ran straight into the heart of Sylvania.





The other makes a break for it and manages to evade Vlad and Webber for now.



Vlad returns to Eschen, the biggest grave in the world, to resurrect his army.





One of the keys to dealing with the Chaos Invasion is using heroes to block their armies. It'll reduce their movement so you can catch up to them and kill them. What Chaos excels at most is running away so blocking and ambushes are almost mandatory.

---



The siege of Castle Artois continues, with the Strigoi Ghoul King coming to make sure Louen doesn't try to break out.



Mousillon prepare to cross the threshold into the province of Couronne, the capital of Bretonnia and the seat of Louen's throne.



Houbas leads his army south, but doesn't get far because of the block by the banshee. Vlad should be able to catch up to him now and destroy these obnoxious chariots and marauder horsemen before they have a chance to encamp and rebuild their army.

---



Turn 90 political map.



Relations map. Middenland is starting to warm up to the von Carsteins, and after those battles against Chaos the rest of civilization will start to soon.



Diplomatic.



Vampiric corruption.



Chaos corruption.

Trujillo fucked around with this message at 02:31 on May 30, 2017

Trujillo
Jul 10, 2007

Charles Bukowski posted:

This and the Empire LP's have been great and you've convinced me to buy this whenever it goes on sale again. I can't wait to see how this turns out.

Thanks, and this probably goes without saying but I highly recommend getting the game when it goes on sale. Even without the DLC there's a lot there, and you can decide once you start playing which DLC you want to get. They're all good in my book except for the Chaos DLC. They're fine in multiplayer, but even CA admits that the Chaos campaign is undercooked. The Beastmen are the better version of horde gameplay. But even without any of the faction DLC, they'll still be available to fight against in the campaign. Every DLC they've released has been better than the last so I've got high hopes for Total Warhammer 2.

Doopliss posted:

Oh, Kislev. So deeply, deeply inept.

I'm looking forward to seeing how a skilled player deals with a Chaos invasion when they have a big east-west border. In my experience, the Northmen are very good at plonking a full Siege Attacker stack wherever is least convenient at any given time. On the bright side, after the collapse of both the Empire and Brettonia, it seems like smooth sailing once the unholy (well, differently-unholy. The wrong kind of unholy) hordes are beaten back.

Yeah, they'll stretch you out really thin if you've got a long border, but so far the Empire is holding so I guess we'll see.

This is the busiest time of the year with my job and I'm moving in a few days and I'm not sure how quick I'll be able to get the internet which is why I just spent half off my one day off to pump out these updates, but I think I should be able to wrap it up in the next few weeks.

Trujillo fucked around with this message at 02:03 on May 30, 2017

Trujillo
Jul 10, 2007
Just finished recording the replay of the last battle, just got to upload them all now. Going to skip everything in between the biggest battles. Should have the end in the next few days.

In the mean time, here's a lizardmen v high elves battle: https://www.youtube.com/watch?v=i6yZ4aokUic

Trujillo
Jul 10, 2007
Turns 90-100



"The Dukedom of Couronne is a founding Dukedom that lies upon the northern shores of Bretonnia and is the current seat of power of the king's Royal Court. Even in comparison to all the other Dukedoms, the land of Couronne is said to contain some of the greatest horsemen within all of the realms. Such a boast should not be taken lightly, especially within a kingdom such as Bretonnia but it is common knowledge that the people of Couronne are severely obsessed with horses and horsemanship."



When Isabella first stepped foot into Bretonnia, the Red Duke was facing imminent annihilation. Now thanks to Isabella's blitzkrieg through the dukedoms, the Red Duke has taken half of Bretonnia as his personal vampiric fiefdom and controls one of the largest armies in the world. Castle Couronne stands as one of the last three strongholds of breathing Bretonnians, occupied Marienburg and Castle Carcassone being the others.



Something went wrong with the replay of this battle, and since it's just a garrison decided to skip it.



---



The banshee stalls the Chaos army that escaped the string of battles near Bechafen long enough for Vlad to catch up and finish the job.





---



Balthazar Gelt and Volkmar the Grim surround an exhausted Chaos force and wipe it out. So far, the Empire has surprisingly done a fair share of stopping the Chaos invasion.





The last remaining horde of Chaos Warriors in sight is stalled outside Talabheim. Having heroes who can block is one of the best ways of dealing with Chaos. If you don't block or ambush them they'll evade you and look for weaker targets.



---



"The Chaos horde has poured in, a remorseless tide scouring all in its path. Yet even the most savage flood must eventually recede, leaving battered survivors to pick through the flotsam on the ravaged shores. "We are saved!" they cry, heedless of the fact that tides are certain in one respect; they will always rise again. The Old World has survived the onslaught, yet now another wave rolls fort from the accursed Chaos Wastes."

How many waves there are and the strength of each wave changes with the difficulty setting.



With this wave comes the Warherd of Chaos, a new group of Beastmen that will have to eventually be exterminated to end the Chaos Invasion. The Warriors of Chaos have to be completely destroyed along with their leader, and the Warherd of Chaos has to be gone from the world before the "Age of Peace" can begin.

---



Alberic de Bordeleaux leads what's left of the Bretonnian resistance from the river port of Marienburg, but the vice starts to close on him. Isabella starts marching towards Marienburg from the north and Webber von Carstein, the Strigoi Ghoul King of East Bretonnia garrisons the pass to the south.



With the odds seemingly in their favor, they make a last ditch effort to break through at Gisoreux.



Battle Twenty Two - End of Bretonnia?: https://www.youtube.com/watch?v=wAjmYjSGYek

Not much to say about this one. Just wanted to include it does mark the end of Bretonnia as a faction.





Isabella swoops in to the now defenseless prize, the largest trading hub in the world, and Webber sallies out to sic the wolves on what's left of the shattered Bretonnian peasant army.











The once lush, tranquil meadows of Bretonnia start to turn black and blighted and the once proud kingdom turns silent as the grave, save for a tribe of unruly beastmen passing through and a hostile band from Estalia threatening Quenelles.







---



The Wood Elves, having consolidated into one powerful faction under Orion, couldn't be happier to see Bretonnia fall. Now if only they'd start to leave their forest and fight our common enemies, especially since they dragged the von Carsteins into a war with Estalia that they're not helping with.





The Red Duke was willing to confederate here, but their strength comes from having thousands and thousands of skeletons and zombies that they thrown at the enemy until they join the dead or they're too tired or afraid to fight anymore. Absorbing them would gain some extra income from the Bretonnian ports but because each separate army raises the cost of every other army and it goes up for every army you have, almost all of Mousillon's troops would have to be disbanded. By keeping them as an ally, they'll crush any rebellions that happen in von Carstein cities near them and will use their port income to build up their infrastructure anyways so it's not like it's all a loss.



---

To the north of Bretonnia is the rugged lands of Norsca, where devoted Chaos worshippers sail out to spread their filth across the rest of the world. It'll only be a matter of time before they start coming for Marienburg and Couronne.







Isabella and her army start to sail through the Sea of Claws since it's the quickest way reunite with Vlad now that the campaign against Bretonnia is over. Sailing right by the Skaeling alone is dangerous since all naval battles are decided by autoresolve and the tribal Chaos raiders will usually field a lot of stacks. Being caught out at sea and outnumbered is probably a death sentence.

---



Webber von Diehl is summoned to Quenelles to repel the Estalian attack and raises the dead and some regiments of renown to do it.





---



Vlad sets up an ambush right along the path that Rulek Sidius will take if he flees from Gelt and Voklmar.



But Rulek stands his ground and gets blown apart by Balthasar Gelt. Rulek's horde was all that was left of the first wave of the invasion.

---



Turn 95 political map.



Diplomatic.



Vampiric corruption.



Chaos corruption.



---



Battle Twenty Three - Estalian Showdown: https://www.youtube.com/watch?v=2RVMRgQhUes

The Chillgheists get the spotlight for the first time. They're quick to get around and silence the enemy mortars, especially with the banner of swiftness on them, but even taking a few volleys of regular crossbow quarrels and handgunner shots they start to look like they're about to crumble and need to be retreated out of harm's way. Later they kill the group of Empire Knights and run down most of the enemy skirmishers, so they get more results here than I've seen from them before.



---



The second Chaos wave reaches the mountain pass to what used to be Kislev.



Isabella takes a detour to show the Skaeling the real way to pillage and loot.





Pack Ice Bay is sacked, because razing it would mean Isabella would have to sit in Norsca for a turn. With no time to waste or troops to waste to Chaos corruption, Isabella sails back out in Vlad's direction.







---

Since Isabella needs to cross through Nordland to get to the frontlines, a living servant is sent to treat with the Elector Count of Nordland, Theodoric "Terror of the Norscans" Gausser.





---





Boris Todbringer, setting aside his petty squabbles with Hocland for now, is also making his way to the frontlines of the fight against Chaos.



But some force just on the edge of the fog of war sends him packing back to Middenland.

---

When a vampire spy is sent to uncover what stopped the bringer of tods in his track, a ghastly discovery is made.



Eleven Chaos worshipping armies clustered together around one of Kislev's last fortresses. Even the von Carsteins feel a little bad for the poor souls who are trapped in the doomed Fort. The loose coalition of the living and the dead won't be enough to stop this gigantic gathering of Chaos warriors and tribesmen if they stay together.





Isabella hurries to try to link back up with Vlad who pulls back to the bridge to Bechafen.



---



Turn 100 political map.



Diplomatic.



Vampiric corruption.

Trujillo fucked around with this message at 02:37 on Jun 20, 2017

Trujillo
Jul 10, 2007
Was going to do one last update with just the few biggest battles to just get it over with but it was too much to try to fit all into one. There's only two parts left though and I'll post them in the next few days. Most of the climactic battles will be in the final update.

Trujillo fucked around with this message at 02:41 on Jun 20, 2017

Trujillo
Jul 10, 2007

ZearothK posted:

Good stuff, I take it you already have the required amount of provinces for victory? That means all that's left is to kill Chaos and destroy the Empire, ja?

The only thing from needed for a short victory at this point is the Empire dying. This is from the next update:



Carcassone is still alive at turn 100 but they're about to get Durthu'd, but only killing the Empire and two provinces away from the long victory. The von Carsteins don't even need to actually end the chaos invasion to win so if I had killed the Empire around turn 50 it would've been over a while ago but it would've been anti-climactic to end them that early.

Trujillo
Jul 10, 2007
Turns 100-115



Instead of staying together as one unstoppable force, the armies of Chaos fan out in every direction. They'll get more plunder and razing done this way but now they can be picked apart.



Fourteen Chaos armies in sight, and this doesn't include the Warherd of Chaos who are moving hidden and all the raiders on the Norscan coast.



Vlad watches from his hidden encampment as Volkmar charges towards the armies of Chaos with his frenzied flagellant army.



Isabella finally makes her way to her first quest battle. "The Beastmen are arrayed in their usual fashion - a random collection of hooves and grunts that bear no discernible sense of order - dangerous, yet chaotic. And there is something different about them this time - they hum with an unnatural radiance, shining with an entirely disconcerting power. Yet despite this, Isabella will not allow them to best her. She will drive them back, destroy them, and from their broken bones and bloodied horns discover their secrets!"



Isabella's pre battle speech: https://www.youtube.com/watch?v=nFyOzPzomRo

Battle Twenty Four - The Dead Wood: https://www.youtube.com/watch?v=YLQGxB56U5o


This would've been a tougher fight with the army isabella had when the battle became available but that was around 50 turns ago. It's still a closer match than the autoresolve guessed, and I almost lose the two units of vargheists that have been with Isabella since the beginning.



Winning this battle doesn't unlock the Blood Chalice, there's another battle and steps to get to it that I never got around to by the end of the campaign, but I'll show her second quest battle at the end.



"The Beastmen have been destroyed. Isabella and her forces begin picking through the desiccated remains, eventually discovering a horn, thick with foul and pestilent blood, yet glowing with an alluring and altogether otherworldly aura. Though she cannot be sure, the sense of great darkness and dread leads Isabella to believe that this horn is one of the fabled Ruinous Gifts, bestowed upon the Beastmen by the Chaos Gods themselves. Although fascinated by it, Isabella knows that consuming this God-blighted cruor would tear her apart. She must consult whose who know of these things - the dark and twisted Necromancers - to reveal more."

I had just recruited a necromancer the turn or two before and was at the current cap which is why I completely forgot to continue the quest chain.

---



Marienburg seems to be on the side of Chaos. They're the one province of the Empire not at war with the Warriors of Chaos and the tribes, so Emil von Korden is going to be fed to the Red Duke.



Gorssel is set as a war coordination target for Mousillon. By having them take Gorssel, it'll give their armies something to do. They'll stand guard here in these wastelands against Skaeling landings and will be close enough to Marienburg that they'll protect it too from northern invasion.

---





Even if my armies aren't near them, I keep blocking the Chaos hordes any chance I get. If you slow one of them down, they'll have to all move slowly to stay together or they'll leave the stragglers behind. Either way it weakens their position.



The warriors of Chaos try to strike out against Volkmar and Gelt, but they have to leave their fourth blocked stack behind.



The indomitable duo of Gelt and the Grim completely eradicate them, and now Azazel Deathmetal stands alone. If that army hadn't been blocked, it might've been the opposite results. The Grand Theologian of Sigmar and the Supreme Patriarch now owe their lives to a banshee.



Another tide rolls in, but as long as each wave is dealt with before it can do any serious pillage and murder, they'll never capture enough souls to improve and multiply their hordes.



The Empire-Vampire coalition starts to muster and push into the Kislev wastes. Zelig takes Bechafen as his new seat of power and will eventually colonize the rest of Kislev if given the chance, but the von Carsteins will need their own northern power base to easier hold the invasion here before it gets out of control.









The former Ice-Fortress of Kislev is taken first. At tier V, you can build a unique building in Kislev, the Bohka Palace which gives some okay bonuses. It might be the single most expensive building in the game though, not sure if that's even worth it.

---



One of the Warherds of Chaos shows itself outside Volksgrad before disappearing back into the dying woods.



Gorssel falls right on schedule and the Red Duke puts down a rebellion against the von Carsteins outside Marienburg while he's doing it.





Our ancient friend Durthu has some pent up anger and now gets to unleash it against the Bretonnians at Castle Carcassone while an unnecessary amount of Asrai protect the King's Glade and the Oak of Ages.



---



Isabella, Vlad, and the necromancer Reynald Jaeger who lead the defense of Nuln reform their armies. Vlad is given most of the grave guard since he has 3 points in the part of his character tree that boosts grave guard's fighting ability. Isabella is given all of the flying and fast moving units. The idea being that Vlad will be the tip of the spear since he can vanguard deploy his infantry army right up to the enemy, and then Isabella quickly reinforces with her army of wolves, cavalry, and flyers. That way if the enemy is split up you can quickly destroy the army that's in front of you before all their armies join up.













Vlad and Isabella have their eyes set on claiming the rest of the barren north. Reynald goes south to make sure the Greenskins don't launch a surprise attack into the heart of Sylvania and to sack the Zhufbar holds they've occupied to fuel the war effort against Chaos.

---



The Chaos Gods seem to be running out of warriors. This wave is two measly armies. Some in the Empire start to celebrate, thinking that the Chaos Invasion is waning.



---



Kislev offers a non-aggression pact, but the only reason to take it would be to try to drive a wedge between them and the Empire but they're already allied so there'd be no point.





Boris agrees to allow the undead military access to his lands on top of the non-aggression pact he's already signed. Boris likes vampires more than he likes Hochland now.



The six strongset factions.



Political map, turn 105.



Relations. Most of the nations of the world that still have a heart beat hate the von Carsteins, but the northern provinces of the Empire are warming up to them.



Diplomatic.



Vampiric corruption.



Chaos corruption.

---



With the Fay Enchantress of Carcassone gone missing, the only champion humanity has left is Karl Franz. Once the Chaos Gods are put in their place, Karl Franz will be made into a zombified footstool for the true Emperor and Empresses.



---



They sat in ambush on their side of the border with the lost city of Praag, and a beastmen herd walked right into the trap. Even if they don't walk right into the ambush, they won't see you so they won't be afraid to come within movement range.



Battle Twenty Five - Akhbarr End-Bringer: https://www.youtube.com/watch?v=8IF3rPImnzg

This fight was more even than the bar showed again, I think because it underestimates minotaurs. But they're eventually ground down by Vlad's infantry backed up by corpse carts. Isabella wasn't able to reach the battle so in hindsight it would've been better to include at least a few wolves in Vlad's army and not have it be exclusively infantry because a lot of the beastmen escape the battle and with the Warherds of Chaos you really want to put them down permanently.



---



The newest waves of Chaos Warriors make their way through the mountains to Volksgrad and attract more warriors and mutants as they go. Vlad and Isabella wait hidden on the border with Praag to lure them in.




---



Political map, turn 110.



Diplomatic.

---



Webber von Diehl, the first Vampire general raised up by Isabella since returning to power, is attacked by an upstart strigoi ghoul king roaming the Stirland countryside. Heavily outmatched and with no where to run, Webber tries to defend himself. This battle was almost 20 minutes long, so I show it most of it in fast forward. I wanted to include it show a bit of what a single unit of black knights and some wolves can do with some micro.

Battle Twenty Six - RIP? : https://www.youtube.com/watch?v=NiDx1z4oRVk

I think this battle is the first defeat that wasn't an autoresolve. It was winnable but I made a few mistakes here. A wall between the skeleton spearmen and the grave guard should've been formed with zombie spawns so that the spearmen could focus on killing as many crypt horrors as possible. It's the regeneration of the crypt horrors that will ruin you at the end of a battle if you have nothing left to deal with them. But there wasn't a good option for dealing with the grave guard either with their high armor and defensive so it had to be one or the other. Then the black knights stop near the end and let the crypt horrors hit them because I wasn't paying attention for a second and they start to crumble. The balance of power bar was even at that point but I don't think it was winnable by then anyways because Webber was out of regen and the 24 crypt horrors still standing weren't. RIP Webber. He was the third strongest von Carstein general behind Vlad and Isabella, spending most of his nights killing rebellious vampires but they got him in the end. I wasn't expecting the rebels to go after him, he was trying to get to the town I thought they were about to attack. Since he's not a legendary lord or faction leader he's not coming back.



---



After the death of Webber, the boogeyman of rebels and secessionists in Greater Sylvania, a damsel leads a group of yeomen and peasant archers on an attack on Brionne. Some battles that the balance of power bar is completely against you are still winnable, this probably wasn't one of them so the town is forfeited.





The insidious Fay Enchantress was behind it, but until they upgrade the settlement and get a recruitment building this new Carcassonne won't be able to recruit anything from the backwater town of Brionne.

---



With 3 points into the Ancient Cunning skill, you get a 100% chance to succesfully stay hidden in ambush stance when standing in forest or mountain terrain. Holding the mouse over it will tell you what type it is and the ambush chance. Some lords and heroes have a trait that gives them a slightly higher chance to detect enemy armies so it isn't always 100% but it'll work most of the time. They're not the first to walk into a trap set by the von Carsteins and they won't be the last.





Battle Twenty Seven - The Slog at Praag: https://www.youtube.com/watch?v=jcbFpvMMFjc

Looking back at this one, it would've been a really good time to throw down a Pit of Shades on the mass of Chaos infantry but I didn't realize there was a minimum range you could cast it at the time and the shadow vampire was caught in the middle. Isabella's army eventually chases off the chariots, hounds and horsemen while Vlad's infantry wears out the warriors. The Black Coach runs down Kylass the Astute and takes his soul and a whole wave of the invasion takes off in a chaotic retreat.





Vlad runs down both of the fleeing hordes and leaves none alive.





The Warriors of Chaos are destroyed for now, but the invasion won't end yet.



Right after Vlad picks through the bones of the last of the Warriors of Chaos, another wave is reported by the vampires sent to the edge of the Wastes as lookouts.





Isabella moves her entourage into the ruins of Praag and starts to rebuild the cursed city while Vlad stands nearby to keep the Varg away from Isabella's now depleted army.



A turn later, with seemingly no forces of Chaos nearby, Vlad settles the ruins of Fort Ostrosk, where the massive throng of Chaos was recently gathered.





Isabella takes a risk and colonizes the ruins of Volksgrad, the first line of defense, hoping to restore it and her army before the next wave arrives.





The walls of Praag and Fort Ostrosk will at least slow down the Chaos invasion, and now undead will regenerate here on the front lines even with all the chaos corruption.



---



After their rebellion gets off the ground, a Ghoul King named Erich is given a full army of dead Bretonnians to go make an example of Brionne.



---



The so-called Emperor Karl Franz leaves the conflict zone to return to the safety of Altdorf before even taking the fight to the enemy a single time. He may not even have enough backbone to make a proper Imperial foot stool.



Boris Todbringer lead Middenland's army to ruin trying to relieve the Varg siege of Kislev's last fort and now has to bow to Karl Franz for protection. With Middenheim surrendering their authority to Altdorf, it probably won't be long until Nordland joins them. Since the Empire will gain in strength ranking from absorbing Middenland it might put them in a strong enough position that they can bully the rest of the provinces into doing the same.



Hochland stands diplomatically alone against all the forces of Chaos but have managed to hold on to the port of Erengrad against Skaeling assaults. If the false Emperor won't stand with them in the struggle to determine the fate of the world, the true Empress and Emperor will.





---





Suddenly and seemingly out of thin air, two powerful Warherds of Chaos simultaneously siege the ruins occupied by Vlad and Isabella's drained armies. For now, they don't attack, they just encircle the ruins and wait. Vlad and Isabella's overambition may cost them their armies and their followers if the Beastmen stop being terrified enough for a moment to attack.





With Reynald Jaegar dispatched to clear the Greenskins from Zhufbar, no one is there with an army ready to rescue Vlad or Isabella.



Webber von Carstein succeeded in pacifying Bretonnia after Isabella left, so his service was no longer required. He may have been stalking Isabella, because he hears the alarm bells ringing at Praag and raises up whatever dead he can there and sets out to save her from the brutish and disgusting Beastmen.

---



Turn 115 political map.



Diplomatic.



Relations. Even Karl Franz is seeing the von Carsteins in a new light.

---









Trujillo
Jul 10, 2007
Turns 115-125



"The Old World despairs, for Archaon the Everchosen, Champion of Chaos, is come and with him the End Times!

Once a Templar Priest of Sigmar, Archaon uncovered a terrible secret which drove him to reject his faith and pledge himself to the Gods of Chaos. In their service, he has devoted himself to the world's destruction, defeating all challengers and rising to a position of dominance over all in the Chaos wastes, achieving the ultimate accolade - his dark coronation as the Everchosen; the vessel through which the Dark Gods unite their followers to turn the world into a Realm of Chaos. It is to his banner that the Warriors of Chaos have been flocking, and it is his malign will that now drives them forth in a terrible wave of destruction destiend to sweep all before it.

The earth groans beneath the iron-shod feet of Archaon's numberless horde, and with him comes death. Is there any champion of the World World mighty enough to withstand the Lord of the End Times?
"







"Although no Daemon's true name can ever be known, there has been talk for aeons of the one called 'Sarthorael'. Like all Lords of Change, the Ever-Watcher revels in his contriving and devious nature, hiding his true manipulative genius behind a screen of erratic and fickle behaviour. Yet Sarthorael is more than a mere Lord of Change - he is one of Tzeentch's favoured, sent to spread mayhem to those that the Great Changer deems deserving. Whilst the world of mortals should tremble when a Lord of Change appears before them, so too should Daemons be wary, for Tzeentch does not discriminate - all are fair targets in his game. And so Sarthorael is sent, watching and waiting, with all the craft and slyness of his master, to judge whether the End Times can really be brought about and, when the time is right, to see if those who stand upon the Chaos Wastes really have the strength to do it."



"Kholek is a Shaggoth of tremendous age. He is one of the first-born kin of Krakanrok the Black, father of the Dragon Ogres. Kholek was present when the terrible pact with the Dark Gods was forged, pledging their race to an eternity of servitude in exchange for immortality. The sagas tell that Kholek’s part in the bargain was such an affront to nature that the sun hid its face behind a bank of stormclouds and has never looked upon Kholek since that fateful day. True enough, Kholek’s coming is heralded by roiling black thunderheads. Where the Herald of the Tempest walks, a raging storm blots out the sun.

Like all Dragon Ogres, Kholek is energised and enlivened by the power of lightning, roaring with triumph as crackling bolts of pure power play across his ancient and scaly body. He wears great plates of brass as his armour, the better to attract the tempest’s kiss, encrusted with the patina of age and blackened by soot. In his shadow march the mountain tribes that worship him as a primal god of destruction.
"



"Sigvald the Magnificent, known also as Prince Sigvald, the Geld-Prince and also the Prince of the Decadent Host, is amongst the most infamous of Slaanesh's favored servants within the Old World, made legend by his prowess on the battlefield and his disturbing yet angelic beauty. Though he appears to be little more than sixteen summers of age, Sigvald the Magnificent has blighted the world for over three hundred years.

The personification of beauty on the outside, but rot within, the Geld-Prince rides at the head of an army of utterly devoted followers who would give their lives for him without a second thought. His elite bodyguard bear mirrored shields so that Sigvald might bask in his own divine glory"




---



Isabella's entourage and her pets must be enough to give the beastmen pause but they probably should've attacked here. Instead they give Webber a chance to raise another batch of dead Kislevites and march them back to where it all began.





Battle Twenty Eight - Varmint at Volksgrad:https://www.youtube.com/watch?v=jfMVE5RD9j8



The von Carstein casualties are three times more than the beastmen but most of it's fodder. The mass of zombies was just meant as a distraction and speedbump but it might be better to spread them out so that minotaurs attacks aren't hitting as many of them each swing.




Volksgrad becomes a mass grave, but there won't be anything special here with only 2,300 corpses.



Isabella gets her revenge and hunts down every last panicking Beastmen before galloping to Vlad's rescue.



---



Once Archaon and co. arrive, every Human, Bretonnian and Dwarf faction gets the Shield of Civilisation trait and they all start confederating and working together even more until the invasion ends. Undead don't get the trait, but all the fighting and sabotage against Chaos and the Beastmen has endeared the von Carsteins to the rest of the civilization. But as soon as the invasion ends, it becomes "what have you done for us lately," and all the relations bonuses you get for fighting Chaos are gone so most factions will hate you again almost instantly. On top of that, now all the "civilized' factions are allied and closer than ever because of the Sheild of Civilisation so you can go from being the champion of humanity to being invaded by all the 'good' factions from every direction in a short amount of time.

---





Lupio Sunscryer trys again to peel the von Carstein grip from Bretonnia, bringing two armies by sea to Brionne where a welcome party has been waiting for them. But he's brought 10 ranged units and 7 melee and the bats and wolves have a field day in the back line as Erich beats Lupio into the dirt. The five wolves nearly get 1000 kills between them.





The arrogant Estalians attacked without their reinforcing army, but their second army has the same flaw as the first. There are some mods that try to fix the way the AI compose their armies but they may have some weird side effects.



Battle Twenty Nine - Hero: https://www.youtube.com/watch?v=1GRLge_Pkks

Wanted to include this battle for a few reasons, one was because it was the first 'heroic victory' of the campaign and second because of the crypt horror takedown at 5:40



---



Mousillon dealing with the scurvy Skaeling.





Because Vlad's army was mostly infantry, his is in even worse condition than Isabella's when she was surrounded, but now that she's been freed from her own encirclement by Webber she's free to rescue Vlad.





Srui runs for the hills when Isabella answers Vlad's distress calls. Vlad bolsters his army with the only dead available before pursuing.











After the battle, Vlad can reach the remnants of their horde to end it but Isabella is out of range to reinforce and a fight here would risk losing valuable units.



On the next turn, Isabella tries to attack but somehow they retreat in a way that puts them out of her reach, so hopefully the scattered remains of this warherd will be dealt with by a wandering Imperial army.

---



The ground trembles as the real wave of the invasion gets nearer to Volksgrad.



The Empire was too weak and disliked before to confederate with the stubborn northerners but now they start to band together.



A trade agreement is made with our new 'friends' that benefits the von Carsteins 11:1.





---



The ruins of Volksgrad weren't fortified in time, so the fight will have to happen near Praag.



A fresh Strigoi Ghoul King brings up elite troops from Sylvania to replace recent losses.





The court of Kislev, currently operating in exile from what used to be Hochland territory, sees no choice but to make a treaty of alliance with the dead whose banner waves over their former kingdom. Since they're offering some souls to go with it there's no reason to refuse.



A trap is set behind the bridge between Praag and Volksgrad. Vlad with all his ancient cunning hides his and Reynald Jaeger's armies behind the bridge while Isabella relaxes on the riverbank getting fanned by skeletons for all the Chaos spies to see.



---



Strongest factions, turn 120. There's no number six because it's the tribe of Chaos raiders who attacks the currently undiscovered Badlands when the main wave of the Chaos invasion starts.



Political map.



Diplomatic.



Relations.



Vampiric corruption.



Chaos corruption.

---

"Oh man, Archaon is gonna have a bad day when he runs into the True Imperial Power Couple."





Battle Thirty - Archaon the Everchosewrong: https://www.youtube.com/watch?v=C8pQga9j1Ow

When the enemy fails to spot your ambush and walks right into you, you can deploy pretty much right on top of them and you can see their whole marching column when you do, so you can line up based on what counters what and get right to killing. Archaon would usually take longer to bring down but the combination of Staff of Damnation and Vanhel's Danse Macabre gives everything in the area +68 melee attack, so all the hits that weren't connecting because of Archaon's high melee defense start landing and his health starts dropping like a brick by the time the vampires swoop in and land the death blow from above. Seeing as how the very first thing their great leader did was lead them straight into an undead massacre, most of the rank and file Chaos warriors make a run for it.







Sarthorael the Everwatcher sees Archaon's headless army running back in their direction and tries to salvage the situation with the help of Kholek Suneater and a Chaos sorcerer Festus Deathdealer.



I just spent 2-3 hours cutting a soundtrack for this battle but the program I downloaded to edit it didn't mention until I was done that it was going to put a huge watermark all over the screen so now there's no music at all. :ghost:

Battle Thirty One - The End Times: https://www.youtube.com/watch?v=_8YDEwU3Tl8

It probably would've been a way different battle if the other two armies didn't force march to get to the fight. If they all attacked as one it would've been a lot harder but most of them walk to the fight and by the time they got to it, it was already over. It's a miracle that Isabella and the two vampires were able to escape from Kholek and the Chaos Knights there. I'm pretty sure Kholek is the single hardest hitting thing in the game. His attacks do massive damage and he swings fast. Isabella crumbled down to about 75 health before the crumbling stopped. Then she didn't miscast when she overcast invocation of nehek that saved the rest of them. Soon after that, all the giants fall and all their heroes are dead or in retreat and the rest of the army follows, except for the Chaos Dwarfs who are unbreakable.











Two of Isabella's vampires go down in the fight, but every battle you win as the undead there's a chance any units lost will come back to life.



Kholek survived the battle by the skin of his teeth. Most of his fellow Chaos lords and exalted heroes weren't as fortunate.



Except for Prince Sigvald who must've fallen behind from stopping to look at his reflection.





Battle Thirty Two - Mighty Kholek: https://www.youtube.com/watch?v=VSA4ag61QOk





Reynald is sent to get rid of the stragglers while Vlad and Isabella deal with Sigvald.





---







It felt like the time was right to confederate Mousillon to show off the Red Duke in battle before the end of the campaign. In the campaign he doesn't have access to the skill that makes him amazing in multiplayer though. Even without that skill, he's still the strongest fighter that the vampires can get stats wise. He can ride a skeletal horse, hellsteed or a zombie dragon so he has that advantage over Vlad who can only ever be on foot.



Maintaining all of Mousillon's armies would cause a dark magic deficit of 14,000 per turn, so all of their armies except for the Red Duke's are disbanded.









The political map after the confederation.

---





Knowing he can't run far, Sigvald tries a lightning strike against Vlad, which cuts Isabella out of the battle but also prevents the Varg from reinforcing him.

Battle Thirty Three - Sigvald the Magnificent: https://www.youtube.com/watch?v=_7po3WCejBg





The Chaos Gods watch in horror as their champions are cut down and raised up into the armies of the eternal night.





The last group of Chaos Warriors are corralled into a mountain pass, with Isabella cutting them off on one side and Vlad and Reynald advancing from the other.

---



Hochland, the last independent province left in the Empire and ally of the von Carsteins, can't withstand the pressure still being applied by the Varg and Skaeling, and bends the knee to Karl Franz.



Turn 125 political map.



Relations.

---







With the Warriors of Chaos temporarily gone from the world, the Warherds of Chaos will need to die before long or Archaon will return at the head of another host of warriors.



The Strigoi Ghoul King Viktor Ghorst was coming north with reinforcements but makes a detour to exterminate the Warherds of Chaos for good.





While the Warriors of Chaos are still on the field, you don't have the option to negotiate with the Varg or Skaeling, but as soon as the Varg were able to reassert their independence Surtha Elk comes seeking a truce so they can focus on fighting another of their 15 enemies.





---



The banshee slows Haadh Gore-Horn down enough that Viktor is able to catch up to the runt army in flight.









"As the final breath is torn shrieking from the last Warriors of Chaos, the silence of the grave descends upon the world. The broken corpses literring the battlefield lie motionless, their futile struggles over. Death is the only victor here.

The stillness is broken. A chill wind rises, heavy with the taint of the eternal tomb, blows upon the tatters of once-proud banners now trampled into the mud, and the feathers of the carrion birds as they gorge upon the fallen.

Such is the way of the world. Great Lords, arrogant in the strength of their arms, vie with each other for dominance, oblivious to the fact that death, patient and inexorable, waits for all living things. Even as many raise their eyes to a golden future, there are those who wish to make the first move and seize it for themselves. The shield of civilisation, which turned aside the deadly thrust of Chaos, is now a heavy and cumbersome thing. Those who cast it aside first will be quickest with their blades - a knife in the back being the surest of all. Comrades who stood should to should on the field of battle now step apart and take each other's measure. Alliances begin to unravel and the storm clouds gather once more."


Trujillo fucked around with this message at 05:45 on Jun 23, 2017

Trujillo
Jul 10, 2007
Had a lot more written up but when I was almost done I accidentally closed the tab and the draft barely saved any of it. :drac:

After this, the Empire didn't put up much of a fight so there'll be one last short set of turns.

Trujillo
Jul 10, 2007

ZearothK posted:

Also, almost 300 hours in this game and I had no idea there was that special kill animation for a Lord of the Empire (and I assume all other characters sharing his animations) taking out monstrous infantry. This game.

Yeah I've got 600+ hours and had never seen it before and would've missed it if I didn't screw up getting the replay and had to do it over.

I know some people have been waiting for a sale to get this, the base game is $20 and all the DLC is -33% off right now: http://store.steampowered.com/app/364360/Total_War_WARHAMMER/

Trujillo
Jul 10, 2007

Mzbundifund posted:

Do the Warherds respawn if the Warriors of Chaos are still around?

I can't remember if the warherds would've come back in the next waves or if they're a one time spawn, it's hard to keep track of them because their default stance is an ambush stance. If either the warherds or the warriors of chaos survive for long enough though then Archaon will come back with more doomstacks in a certain amount of turns and they'll keep coming back until you get all of them and the warherds. I'm pretty sure that's how it works, just tried looking but can't find a good answer.

Norsca are probably going to be the race pack you get for preordering the second game so that will improve both sides of fighting the Chaos invasion. The Norscan tribes are really tedious to fight because of their roster so you don't want to actually bother fighting them or trying to subjugate them as it is when you're playing chaos, it's better to disband your tribal recruitment building immediately and get the chaos warrior one and then load up on warriors and go on a rampage through Kislev and the Empire or wherever you want. Like how they can't do anything about grave guard early on, Chaos warriors are in the same category of being nearly unstoppable when going up against early Empire troops. But if Norsca gets a full roster and some new mechanics that'll be a big improvement for the campaign.

Which reminds me, they've shown some of the campaign map for the second game: https://www.youtube.com/watch?v=3PtX_tJdBU4



The Vampire Coast, they're shown sort've prominently so hopefully they'll be playable and speak like vampire pirates. The way they're described it doesn't sound like they will be but mods will unlock them eventually if not. There's a mod that unlocks every single faction for solo or to use in a co-op campaign. Apparently there's a tomb kings ship somewhere too in the video, I saw something that looked like pyramids ships but wasn't sure if that's them or lizardmen.

Trujillo fucked around with this message at 20:11 on Jun 23, 2017

Trujillo
Jul 10, 2007
Turns 125-141



Turn 125 political map. Templehof's armies have been busy out of frame clearing out the Greenskins from the Norhern Worlds Edge Mountains and Peak Pass. They've slowly raided their way to the infested holds to avoid taking attrition and burned them one after the other. The Greenskins have been too busy fighting the Dwarfs in a never ending struggle to send anything against north. The Beastmen have thrived off the Dwarf-Greenskin stalemate and now most of the Badlands and the Blood River Valley are in ruin. Karaz-a-Karak, the Dwarf capital city and seat of High King Thorgrim Grudgebearer has weathered the storms but is completely isolated from their only remaining land in the far south by Grimgor's Greenskins in between. the Wood Elves have finally started to leave the forest and push into the southern kingdoms, partly because Estalia was set as a war coordination target at some point.











Relations with the Empire before the "Age of Peace" starts.

---



A turn ago, Franz was just calling us his friend and talking on and on about the living and the dead working together, now he's threatening us with witch hunters. The witch hunters will soon be the hunted. With Archaon dead and no sign of Mannfred, the von Carsteins can end the truce with the jester on their throne.



Relations after the Age of Peace.







---

So as to not give the Empire time to go on a recruiting drive in all their new territories, the blitzkrieg starts immediately. Before the war started again, The Red Duke had been on his way to the Chaos front and passed by Karl Franz on the road.



When word spread that they were now fair game, the Red Duke immediately doubled back to take the usurper's head.

Battle Thirty Two - Karl Franz vs the Red Duke: https://www.youtube.com/watch?v=se_545bKGjw















Webber raises up an army and lays siege to Eilhart while a Mousillonese general, Huebald Lancer, raises a fresh army and takes Kemperbad.








---





Every 'civilized' faction signed non-aggression and trade agreements with the von Carsteins during the struggle against Chaos, and every one of them ripped the treaties up within a few turns into the Age of Peace. Only Orion of the Wood Elves kept his word, probably because the Wood Elves are the only race that doesn't have an aversion to the undead in their relations and they've been an ally for a lot longer. If you give a lot of gifts (the relations boost stacks for each gift you give even in the same turn so you can change any factions mind about you with enough money) and keep the gifts coming to certain factions you wanted to stay friends or allies with during the Age of Peace and that might keep them from backstabbing you, but most factions will be out for your blood.





---







Too afraid to attack walled settlements, the Karak Norn and Karak Hirn Dwarfs roam Greater Sylvania looking for easy targets. The settlements around the Dwarf holds that never got walls up in time pay the price.







One of the advantages to having constant rebellions everywhere, Vampire rebels take out one of the marauding Dwarf armies.

---





The balance of power bar is even here, but most of Gelt's army is ranged. Most of the Empire armies here have too many ranged units compared to melee, I think because for a long time they barely had any territory so they probably didn't have all the recruitment buildings they needed.







---



Turn 130, political map.



Diplomatic.



Relations.

---







The last Kislevite settlement falls, but thirty-four maniacs escape into the woods still carrying their tattered bear banner, never to be seen again. Kislev's serfs would've eventually grown to love their new Empress more than their old Ice Queen if any of them had survived the twisted hellscape that Kislev became. Fort Jakova alone survived, and only thanks to the von Carsteins pushing Chaos back to the wastes.



---



Vlad abandons a siege of Salzenmund after facing some resistance there to instead corrupt the homeland of the traitor Boris Todbringer.









A single tear drops down Boris Todbringer's one eye. To add insult to injury, Karl Franz gave him the position of The Emperor's Eye and tasked with defending Altdorf to the last.

---



The Magnificent 34 must've run into an army of Skaeling or Varg. They would've been better off surrendering to the von Carsteins or falling on their own swords.



Hergig, the last fortified Empire stronghold north of the river Talabec falls in a puff of green smoke.



The von Carstein family reunion.



Reynald Jaeger takes the Brass Keep and upper Hochland for himself as a reward for his part in the battle behind Bechafen Bridge.

---



The balance of power bar is way in their favor but a lot of the battles that it makes it look unwinnable aren't if you fight it yourself. It doesn't take regeneration or summons into account.




---







The ring around Altdorf, the von Carstein's ultimate ambition, starts to close. Pressured on all sides, Boris has to choose between defending his fellow Middenlanders at Carrorburg or hiding behind the walls of Altdorf.

---

Turn 135.









The whole of the Empire already being saturated with vampiric corruption made the invasion a lot easier and quicker. With either 25% or 50% vampiric corruption in enemy territory you can move without taking attrition. Once you take the territory, you don't take attrition even if there isn't corruption yet.

---



Franz, having recovered from his honorable duel with the Red Duke, makes an attempt to retake Middenheim.



Until the Red Duke strolls into the city.



---



This is a meaningless battle but wanted to include it because of how it ends. Don't think I've ever gotten a draw before but it's all thanks to a single plucky vargheist.

Battle Thirty Five - The Cursed City: https://www.youtube.com/watch?v=TkMmi8oHM-U



---



Todbringer abandons his people and tries to take refuge at Altdorf and leaves Carroburg to the ghouls.





Vlad and Isabella return to the place they last died, when Mannfred betrayed them right before the assault on Altdorf that would've given them the Empire. This time there's no more Mannfred, although the capital city is well prepared and well defended.



---



Was well defended. Boris Todbringer sails his army out onto the river like a rat as soon as it's the Empire's turn. I didn't know you could come and go from Altdorf while it was under siege from the river but apparently you can. I wonder if that applies to any coastal city.



There was about to be a huge battle for Altdorf but Boris sailed away. If I had known that was possible I would've immediately attacked. The garrison is still strong and the towers deadlier than any other, but now the last Reiklanders are all alone.



Battle Thirty Six - Assault on Altdorf: https://www.youtube.com/watch?v=NdNEjNKbaTQ







A day dreamed about for centuries, the von Carstein banners are unfurled in the throne room at Altdorf as Vlad and Isabella take their rightful seats as the near undisputed Empress and Emperor. Countless have died who stood in their way, but there's one more death needed to fully close the casket on the Empire of Men. The throne room was deserted, Karl Franz is on the run with an ever smaller band of die hard followers.



---



The eclectic group of von Carstein generals that had decided to starve out Volkmar the Grim and his followers start to get bored of him and launch a bloody attack on the city and leave none alive.





Nordland, the last remaining power base of the Empire is quickly overrun after Altdorf falls.



Without any more cities or towns under their control or hope of a successful resistance, Empire soldiers start to desert in droves, and those who don't are now wading through vampire country and taking even more attrition.



But Isabella is here to put them out of their misery in her final battle.



Battle Thirty Seven - Death to Todbringer: https://www.youtube.com/watch?v=K55xsjE_ud8

The spell used near the end is Pit of Shades, a shadow spell, it's one of the best in the game because it's a vortex spell but it doesn't move. All the other vortex spells will move around and might barely hit the enemy or will move into your own troops. If you really wanted to be efficient you could land a single vampire and let them get mobbed by the enemy and then cast pit of shades from another vampire since it has a minimum range.



---



The Mousillonese necromancer Reynald the Man-Slayer is sent to put his name to the test and turn Karl Franz undead.



The Varg saved him some trouble and killed all of the Franz loyalists and nearly mortally wounded Franz, who's now the only person in the world still fighting for his illegitimate claim to the throne.

Battle Thirty Eight - The End: https://www.youtube.com/watch?v=_w4IxtYZhCw

I didn't think it would even take that long for the zombies to bring him down, but because of his high melee defense the zombies barely hit him, and he had a regenerating item, so even though he started off with 1hp he actually started to get it back slowly. He could've kept killing zombies forever with only 1hp because I'm pretty sure it's a corpse cart that brings him down and ends the campaign.









---

Stats:









I played a little more of the campaign to try to get the last few vampire achievements I didn't have, the last maps:







Thanks for reading, I feel like most of the battles I showed didn't really do the game justice but hopefully the tutorial parts will have helped some new players :drac:

Trujillo
Jul 10, 2007

Mzbundifund posted:

Thanks for the LP! This was fun and interesting to read.

I'm surprised you never once picked the "loot and occupy" button. Does it just do too much damage to the city to be worth it?

If you sack a city then occupy it right after you get more money than through 'loot and occupy'. But sacking then occupying brings a city level down by two tiers, one from the sack and one from the occupation. I'm not sure if loot and occupy only brings it down by only 1 but it might be the better option if it does if you're trying to keep the town intact.

ShootaBoy posted:

A fitting end for both the game and the pretender Emperor! Looking forward to whenever you decide to LP whatever.

Was talking with Mukip a few months ago about possibly doing either a co-op or head to head campaign LP when Total Warhammer 2 comes so we'll see.

Adbot
ADBOT LOVES YOU

Trujillo
Jul 10, 2007

Lagroth posted:

Would you consider doing some content on other races (maybe the elves)?

Might do another one when game 2 comes out in September, not sure yet. Don't have the time to start a new one before then.

  • Locked thread