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===Total War: WARHAMMER 1=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Nine playable factions, [[Rage|one of them day-one DLC]], and eight sub-factions. Each faction has unique gameplay mechanics and goals to fulfill on the campaign map.''' <div class="mw-collapsible-content"> ====[[The Empire (Warhammer Fantasy)|Empire]]==== [[File:Empirewallpaper.jpg|800px|center|thumb|'''SUMMON THE ELECTOR COUNTS!''']] The good ol' Empire: the pike, shot, and griffins faction we all know and love, the faction that works most like the old factions of other [[Total War]] games, being puny 'umies an' all. Led by Karl Franz as the faction leader, with [[Balthasar Gelt]], and Volkmar the Grim as additional playable legendary Lords. [[Markus Wulfhart]] was added in TWW2 "Hunter and the Beast" DLC, making the Empire the first faction to gain a lord and new units in another game of the series they were introduced in. The Empire <s> is about as vanilla as you can get, with their only unique mechanic being their ability to appoint lords to offices (which isn't even unique anymore since the Wood Elves have something similar, and arguably does it better). Other than that, the Empire tech tree is locked behind buildings, with military and military support buildings like barracks, stables and blacksmiths unlocking technologies as well as the ability to recruit more powerful units. It - like the rest of the campaign is fairly lackluster, and some of the arguably better research abilities come in far too late to be useful</s> has received a sizeable rework that's changed how their campaign works significantly (if you play them in Mortal Empires; game 1 still has the old system): the old office system has been replaced by a new Elector Count system, which allows you to appoint your generals as the elector count of a province for several bonuses, the province's Runefang, and a unique elector count unit (that range from mortars that don't damage your own troops to unbreakable greatswords to the Knights of Morr). Likewise, there is a new fealty mechanic that allows you to automatically confederate with another province when high enough (or result in their secession if their fealty is too low), with ways to raise it ranging from simply building up good relations with them to sending reinforcements for mini-battles against Skaven, Beastmen, and Orc aggressors. This is kept in check by your faction's imperial authority, which increases via spending prestige (a new resource similar to the High Elves influence) during political events or reinstating elector counts and is lost when confederating, letting fellow elector counts get defeated, or declaring war on other Empire factions (so you can't go bash everyone's heads in unless you want to take some huge penalties and eventually end up in a civil war vs every other elector count). As before though, the main focus of an Empire campaign is still to get all of the fragmented provinces under one banner, be it through alliances, confederation, or conquest, the new mechanics adding further depth to these play-styles (though it can lead to some interesting moments such as [[what| the Empire seceding from the Empire]]). While it lacks the diverse flavor of later races, the Empire campaign is arguably best for the traditional Total War "sandbox" sort of experience. While you are encouraged to ally with the Dwarfs or Bretonnia, it is really up to you how you want your campaign to go. Later in game one's life cycle the Empire got a few additional touches, in the form of new skill trees for Karl Franz and Gelt, along with additional army bonuses. All in all, it's a good introductory campaign to get used to the basics of the game or for [[Skub|"Fun"]] gameplay. It is also worth noting that as more content was added to the game, most notably with the [[Beastmen]] DLC, the Empire AI became noticeably liable to [[Fail|get fucking punked early on in campaigns]]. Players will probably notice this difference even while playing as them with Orc or Beastmen hordes coming by soon after securing Altdorf (or even during) to fuck with their shit. The Foundation Update tried to amend this by giving the AI controlled Empire a full province from the get go. Which means it can actually survive for a while without getting absolutely stomped by all the enemies that knock on its door at the beginning. In battle, the Empire is a little weaker than most armies off the bat, just like in the tabletop, but has access to a lot of different shit to compensate and their soldiers aren't exactly expensive. Artillery is still powerful, as are wizards, and there's elite stuff like the Luminark of Hysh and the Demigryph Knights to tear up the really big stuff the enemy can throw at you. Much like everything else about the Empire in this game, it's rather straightforward but effective nonetheless. If you happen to beat the Beastmen mini-campaign, then you gain access to a playable Boris Todbringer in multiplayer, and in campaign should you confederate Middenland. As of the Beast and the Hunter DLC for TTW2, they now get forts. Helmgart is an example of this change, and in its place comes Ubersreik (which can [[Vermintide|have a unique building, the Red Moon Inn]] that can be built there). Furthermore, Gelt now leads his own faction called the Golden Order based in Solland, giving the Empire much more starting position variation than before. Their base game Legendary Lords are Karl Franz and Balthasar Gelt. Later joined by Volkmar the Grim (Grim & the Grave DLC) and Markus Wulfheart (Hunter & the Beast DLC). :: Emperor [[Karl Franz]] leads the primary Empire subfaction of '''Reikland''', starting in good old Altdorf. Big dick Franz' faction effect gives an upkeep reduction to Reiksguard and Greatswords, a bonus to relations with other Empire factions, a boost to Lord recruit ranks, and a bonus to campaign movement range for all characters. His sole Lord effect is a bonus to leadership to all units in his army. It's a surprisingly slow start, since after you beat up the secessionists you will spend much of your time reunifying The Empire through confederation. In the meantime you can take back Marienburg, invade the Vampire Counts or just fuck with the Bretonnians or Dwarfs if you want to give the lore a middle finger. With his magic items giving him more AP, Bonus vs Large, and giving him more attack and leadership, his main job in battle is to beat the shit out of whatever you point him at! He shines in the late game where his buffs to elite Empire troops allows him to rofl stomp all of Chaos. Slow start, but well worth the wait. Quest items include Ghal Maraz, The Silver Seal, and The Drakwald Runefang Beast Slayer. He also rides his trusty Griffon Deathclaw as his unique mount. :: [[Balthasar Gelt]] leads the subfaction '''The Golden Order''' after the Empire Undivided update, starting in the once ruined province of Solland. Unique faction effects include a whopping +10 boost to armor for all units, a boost to hero capacity and a reduction to upkeep for Battle Wizards. Lord effect wise he has a 20% reduction to Lore of Metal Spell costs, grants a boost to missile damage to all artillery units in his army, and boost hero recruit rank for Battle Wizards. All these bonuses means he has a much easier start than Franz, since his bonus to armor, cheap spells and starting mortars can carry you through a lot of early game fights. Gelt also has natural terrain in the mountains, making it easier to fuck with the Dwarfs and get grudgins under your belt. He is the primary spell caster of The Empire, and their only access to the Lore of Metal so far. Along with his new start in Solland, he has access to the Solland Runefang Grudgesettler, and owns a Fort right off the bat. His Quest items include the Cloak of Molten Metal, Amulet of Sea Gold, and the Staff of Volans. He also has access to a unique Pegasus named Quicksilver. :: [[Volkmar the Grim]] is chilling alongside Franz in '''Reikland''' if you bought The Grim and the Grave, while Immortal Empires lets him assume proper leadership over the '''Cult of Sigmar'''. His unique faction effects include an increased Magic item drop chance, a boost to recruit rank for Warrior Priests, and lastly bonus weapon strength and upkeep reduction to Flagellants. Lord effect wise he gets a big boost to casualty replenishment rate, melee defense, and physical resistance to all Flagellants in his army. Since the lords in G&G didn't get unique start positions, they play very similarly to the main leaders of said faction campaign wise. In this case, you play Volkmar more or less like you play Karl, only you use the lulzy unbreakable Flagellants as your main line infantry early on instead of Swordsmen. CA fortunately saw how this could be boring and gave future DLC lords unique start areas, though Volkmar and his buddy Ghorst sadly have a harder time standing out compared to their big bosses. In battle he's primarily a support lord who buffs up the front line troops while still doing decent damage, with his regen and being able to become unbreakable making him damn hard to get rid of. His Quest items include the Jade Griffon and the Staff of Command. He also has access to the War Altar of Sigmar as a unique mount, making him unbreakable on his popemobile. :: In the hot jungles of Lustria is [[Markus Wulfhart]] and his '''Huntsmarshal's Expedition''' in his home base of the occupied Temple of Tenclan. Evidently Franz told him to take a break from slaughtering Beastmen and other horrid creatures in The Drakwald to slaughter Lizardmen and other horrible creatures in Lustria to help Imperial colonists. His unique faction mechanic is The Emperor's Mandate, instead of unlocking units normally you get reinforcements from back home the more you advance the Emperor's cause in Lustria. The more you pillage the land in the Empire's name, the better quality units are sent your way. He also gets a recruit rank buff to Huntsman Generals in his faction. Lord effect wise he has a bonus to his army's ambush defence chance, an increase to his own chance at ambushing, and a hefty upkeep reduction for Archers and Huntsmen in his army. Lastly he gets a malus to diplomatic relations with all Lizardmen. In your adventure to bring civilization to these Jungle filled lands and totally not plunder them for all their worth, you will focus on ranged combat and skirmishing, as his buffs to the half upkeep Archers and Huntsmen makes them better at killing things than Handgunners! His natural snare ability, long ranges focused shot and ADDITIONAL long ranged Anti Large focus shot after getting his quest item means large units won't be on the field for long. Campaign wise, you are locked out of most of the higher tier Empire troops early on, instead needing to rely on The Emperor's Mandate to get good stuff early on. If you make the homeland happy they will give you a selection of new, higher tier units to recruit to help you out, meaning you actually get the good, elite stuff faster than most other Empire factions. You also get access to unique heroes who totally aren't the Vermintide gang. The thing is though, YOU FUCKING NEED IT, as you are in the Royal Rumble that is Lustria and everything there that isn't Teclis wants to kill you and turn your face into underwear! The Hostility bar also makes it so the Lizardmen send armies to sodomize your hopes of expansion if you fill it too high. This is one of the most difficult, but at the same time most fun campaigns, and really gives you a good challenge. His sole unique Quest item is the Amber Bow. Their Army Roster can be found [[http://wiki.totalwar.com/w/The_Empire_Army_Roster here]], and their [[https://www.youtube.com/watch?v=epK0ouN0l7U&list=PL7l8yJHLU_BGRyo1NkkhRWG69pfgSnmVS&index=19&t=0s trailer]]. [[Total War Warhammer/Tactics/Empire| More specific tactics here]] <gallery mode="nolines"> File:Reikland.png|Reikland File:Golden_Order.png|The Golden Order File:Huntsmarshals_Expedition.png|The Huntsmarshal's Expedition File:The Cult of Sigmar.PNG|The Cult of Sigmar </gallery> ====[[Dwarfs (Warhammer Fantasy)|Dwarfs]]==== [[File:Dwarf_Wallpaper.jpg|800px|center|thumb|'''THAT'S A GRUDGIN!''']] Angry stunties out to right every wrong in their Tab of Fuck-ups with copious amounts of axes, artillery, and not to forget, beards. Unfortunately (or maybe fortunately if you're a Slayer), [[Meme|the Book of Grudges remains full]]. All the beards. After decades of hiding and defending their borders, the High King has decided to go and gain the additional title of Bitchslapper and get the Greenskins the hell out of their Karaks. Dwarfs do not conquer in the same way most other factions do and don't want cities or plunder in general; rather, they're going for underground holds and other Dwarfen areas of the game (unless you're playing Mortal Empires, where they just prefer to have mountainous regions). They are also very good at using the Underway, naturally, and are one of three factions, the other being the Greenskins and Skaven that can use it. The Dwarf unique gimmick in the campaign is the Book of Grudges. Every time something 'bad' happens (losing a city, getting raided, assassination attempts on your characters...) you get a new grudge in the book. Unlike most missions, which have time limits, grudges just sit around waiting for you to do them. Avenge a grudge and you get a bonus; however, have too many unfulfilled grudges and the Longbeards will start grumbling, dropping your morale and diplomatic relations with other Dwarf factions like a rock. From turn one with no grudges you have very good relations with the other Dwarf kingdoms (with a few exceptions) meaning you can more easily confederate with them; giving an edge over other races in terms of consolidating your political power. On the other hand, if the grudges stack up you can easily lose that advantage. It's a system that seems to favor winners - ending grudges gives gold to keep new ones from happening and to further avenge old ones, but let them accumulate and it will become harder and harder to remove them. By dint of game induced randomness, some can be utterly crippling to your long term success, like forcing you to do things you really don't want to do and then creating chain reactions of negative results that then create more grudges - like acting against a human faction and then having the rest of them dogpile on you as a result or, most enjoyably, having to conquer undead lands when only Mousillon is available and between a fuckton of enemies. Whilst comparatively rare, some grudges can happen for purely narrative reasons, like having to attack an Empire faction who technically did nothing to you in game but who narratively underpaid some contractors by a single coin. Naturally their whole faction must die. Fun times. After the Tomb Kings released and had their Mortuary Cult crafting mechanic showed off, everyone scratched their head and went "wouldn't that mechanic make more sense for the Dwarfs?" Evidently CA agreed, and alongside the Queen & the Crone DLC they added the Dwarf Forge to all Dwarf factions. Giving them a unique currency called Oathgold that lets them craft a variety of items, as well as letting you recycle any items you have to gain more Oathgold. The Dwarf "tech tree" unsurprisingly has a lot more to do with their society and its slow pace of accepting change in everything. There are a huge amount of unlockable techs, and they ALL revolve around making tiny decisions from the top down instead of any meaningful technological breakthrough. Your Dwarfs already know how to do mass production and use advanced mining drills. They just don't want to use them because the old ways are the best and you have to spend turns to convince them to actually use the better technology that they have kept gathering dust. In terms of the actual battlefield, Dwarfs are the slowest faction in the game with literally no Cavalry and the only fast thing being the Gyrocopters (and Slayers if you count them) which are high up the tech tree, but they are also by far the best at turtling and defending. Even ranged units can pack a wallop in close combat, and all units are armored to the tip of their beards; sometimes literally (taken especially with the Irondrakes and their [[Awesome|BEARD ARMOUR]]). This, combined with an almost insane amounts of dangerous ranged weapons to compensate for not being able to run people down such as the Organ Gun, Cannon, the Quarrelers and fukken' ''flamethrowers'' means that you don't want to take on Dwarfs head on if you can help it... unless you have artillery superiority (Read: unless you're the Empire. Then again, if you're the Empire and dont have Dwarfs as allies, then you're kinda retarded). See, artillery fucks Dwarfs up like nothing else because it bypasses Armor, shields, and Melee Defense, their primary methods of holding a battle line, and since they’re slow as hell a Dwarf army has to rely on either Gyrocopters or their own artillery to deal with enemy fire support. Doomdivers, Plagueclaw Catapults, Steam Tanks... all of them make Dwarfs shit their chainmail boxers, because they can’t do shit about it except outshooting them, seizing air superiority, or just gritting their teeth and powering through. :: [[Thorgrim Grudgebearer]] sits on his throne as he leads the main subfaction '''Karaz-a-Karak''' and aims to right the wrongs in the book of grudges. His unique faction mechanics include a boost to diplomatic relations with other Dwarfs, a reduction for military recruitment buildings, upkeep reductions for Longbeards and Hammerers, and bonuses to recruit rank for the latter. His Lord Effects include a big boost to his Leadership aura size, and a bonus to his leadership aura effect. What was at first thought to be one of the easiest campaigns, it actually got a bit harder due to increased threats to the south in Mortal Empires and reforms to the campaign itself. You do start out filthy fucking rich, so it's still hardly the hardest campaign in the world. In turns of battle, Thorgrim is the closest thing to a mage the Dwarfs have, focusing on buffing support and debuff runes to keep his army trucking. He's also the only one with a mount, though unlike most mounts it actually makes him SLOWER than Dwarf foot lords, a race already not known for his speed. Needless to say the man is a pulsing bulls eye to any ranged army with a brain, so make sure to protect him and he'll work his wonders. He has a whopping four Quest items including The Axe of Grimnir, The Armour of Skaldour, The Dragon Crown of Karaz, and lastly The Great Book of Grudges. :: Further north is [[Ungrim Ironfist]] leading his slayers in '''Karak Kadrin.''' His faction effects include a massive reduction in construction cost for Slayer buildings, reduction in recruit cost for Slayer units, and a bonus to speed for all infantry units. His Lord effects include a boost to casualty replenishment rate, upkeep reduction, and an increase to melee attack for all Slayer units in his army. As you'd expect from the Slayer king, his playstyle focuses entirely around Slayers, giving discounts and buffs that turn them into your go to in most army compositions. Karak Kadrin also starts with a unique building that lets you recruit them far earlier than most factions. This means you are a nightmare for factions that rely on large units, though you had best watch out for ranged focus races like elves. His preference for colder climates encourages you to expand northward, bringing you into contact to the Vampires, Skaven, Empire and Norscans you may not normally run into in a normal Dwarf campaign. In battle Ungrim acts as your monster slayer and DPS machine who can kill more or less any large creature you run into. Being unbreakable also means he'll never run away and will fight to the end. That being said, he's still slow as balls (like all Dwarf lords) and can easily be out maneuvered by anyone paying attention. His Quest items include The Slayer Crown, the Dragon Cloak of Fyrskar, and the Axe of Dargo. :: [[Grombrindal]] - The White Dwarf is rooming with Thorgrim in '''Karaz-a-Karak''' if you download his FLC, while '''The Ancestral Throng''' is mustered in the third game. His faction effects include a bonus to Underway evasion chance for all characters, increase to weapon strength when fighting against Elves for all armies, and he has the unique Ancestor God dilemma. Which lets him choose bonuses from the different Ancestor Gods from time to time. These include fucking over enemy mages, cost decreases and research buffs, turning Grombrindal into a one man killing machine or just buffing your army in general. His lord effects include a boost to reinforcement range for his army, as well as an increase to leadership for all units in his army. This makes his campaign a bit easier than Thorgrim as you usually have some kind of buff active. In battle Gromby is a generalist fighter who has more versatility than Ungrim but isn't as good at killing big monsters. His smoke bomb also makes him better at locking down pesky cav and chariots. His quest items include the Armour of Glimril Scales, the Rune Axe of Grombrindal, the Cloak of Valaya, and the Rune Helm of Zhufbar. :: [[Belegar Ironhammer]] leads the subfaction '''Clan Angrund''', starting in the Vaults over boarding Tilea and close to Welf country. His unique faction includes a leadership bonus when sieging a settlement, and starts with four ethereal Ancestor heroes. Lord effect wise he has the Siege Attacker attribute, vanguard deploys all armies faction wide during Underway Battles, and he gets a bonus to leadership for all units in his army when fighting Greenskins and Skaven. This faction plays quite a bit differently from the vanilla Dwarf campaign though it shares the same core mechanics. The goal of the campaign is to reach and gain control of Karak Eight Peaks, which is also being sought after by the Crooked Moon faction led by Skarsnik, and Clan Mors led by Queek Headtaker (if you're playing Mortal Empires). Until you obtain the Eight Peaks you suffer from a pretty massive upkeep penalty. Other than that the main campaign differences from regular stunties is that you start with some spooky hero units (two Thanes, a Runesmith and a Engineer who all have the Ethereal Trait that make all weapons but Magical ones do jack to them), and a slightly altered tech tree that lets you get Rangers faster. Due to the aforementioned upkeep burdens, this campaign is notably more challenging than your standard Dwarf campaign (yet at the same time the satisfaction is great when you do regain Eight Peaks). In battle Belegar is a tank who can survive anything the enemy can throw at him, but doesn't offer much outside of that. His quest items include the Shield of Defiance and the Hammer of Angrund. :: [[Thorek Ironbrow]] is a Legendary Lord added for free to the second game as part of its last DLC. He leads the subfaction '''Ironbrown's Expedition''' starting in the Spine of Sotek in Lustria on the Vortex Campaign and Karak Zorn in Mortal Empires. His unique faction gives a bonus to Oathgold produced as well as a reduction to the amount required to forge Runes, habitability in Jungle climate, and increased ranks for Runesmiths heroes. It also comes with a unique set of artifacts to craft, each of them giving powerful campaign-wide boni. As of Thorek himself, he's basically a souped-up version of a Runelord, but also gives a slight increase in armour and AP damage to his entire army, plus a reduction in reload time for Bolt Throwers, Grudge Trowers and Quarellers. Their Army Roster an be found [[http://wiki.totalwar.com/w/Dwarf_Army_Roster here]] and their [[https://youtu.be/lL7pBMxdX6o trailer here]]. [[Total War Warhammer/Tactics/Dwarfs| More specific tactics here]] <gallery mode="nolines"> File:Karak-A-Karaz.png|Karaz-a-Karak File:Kadrak_Kadrin.png|Karak Kadrin File:Clan_Angrund.png|Clan Angrund File:Ironbrow's Expedition.png|Ironbrow's Expedition File:The Ancestral Throng.png|The Ancestral Throng </gallery> ====[[Orcs & Goblins|Greenskins]]==== [[File:Greenskins_Wallpaper.jpeg|800px|center|thumb|'''WAAAGH!''']] Oh, what kind of game would we have if we didn't have Orcs and Goblins? A real boring one, that's what. There are five playable factions as of the latest patch in the second game, with five Legendary Lords between them. The resident barbaric faction of the Old World (and parts of the new one), the Green Tide are most concerned with two things: a) Fighting and b) WINNING! But you probably already knew that. In the first game, the Greenskins' signature mechanic was "Fightiness." If an army isn't raiding or fighting, its Fightiness falls until the boyz start fighting each other, causing attrition. Keep your Fightiness high and your army big, and the sheer mass of fighting will attract a WAAAGH!!!, a free army that you indirectly control until it's either wiped out or the army that attracted it loses Fightiness. The Total Waaagh! update in the second game changed this. Instead, Greenskins have two unique mechanics: Reputation and Scrap. Reputation is earned by fighting tough battles and either winning or losing valiantly. It makes organising and maintaining armies easier and allows for an event known as Call to Waaagh!, where you direct your forces against an enemy faction and raze or occupy their capital for loot and special rewards. Scrap is earned from battles, raiding and so forth, and is used to research certain things in the new tech tree and upgrade units in certain specific ways. In general, Greenskins are a varied horde army who likes themselves a bit of a scrap, as you'd expect. A Greenskin army is generally more mobile than most armies, but are also more vulnerable to ranged damage and artillery. Goblins are way cheaper to get into an army than Orcs, but they're generally pretty weak unless helped. Greenskins also have way more monsters than most other races - Squigs for infantry shredding, Trolls for armour-crunching and flanking, Giants for chaff crunching and Arachnarok Spiders for monster duels, plus Wyverns for lucky Warbosses. The Total Waaagh! patch gave them an army-wide ability to declare a Waaagh!, granting major buffs for a short time to every unit in the army; its meter is charged up by units fighting in melee. :: [[Grimgor Ironhide]] leads the main Greenskin faction, called '''Grimgor's 'Ardboyz'''. He's based out of the settlement of Black Crag, which he took off the hands of its owner in the main universe ([[Gorfang Rotgut]]) because Gorfang [[What|decided that slagging off the most violent, hate-filled Orc in the Old World was somehow a good idea]] and Grimgor decided to correct him. His faction effects include a bonus to campaign movement range for all characters, and a reduction to upkeep for all Black Orcs and Big 'Uns units. Lord effect wise he buffs Black Orc leadership and armour in his army, and gets bonus post-battle loot income. Grimgor himself is a close-combat beatstick who can dish out a lot of hurt in short order, and his personal skill tree allows him to cause Terror and get Frenzy, and even boost the anti-Large damage bonus of Big 'Uns and Black Orcs in his army. Needless to say he tears through armoured units like tin cans as well. Unfortunately, he has no mount, and in this game that can make a huge difference. Grimgor also got a serious rework in the second game with the Warden & the Paunch update. Now Grimgor is [[Rape|Murder]]. Grimgor has been reworked from a beat-stick into a dueling lord capable of taking on almost anyone and everyone in single combat and winning due to his new abilities. With his version of the Waaaagh! in battle essentially doubling the effect you would get from a regular one. With a chance to get Black Orcs as units in your Waaagh! armies. Last but not least his Da Immortulz banner got a big rework, functioning much like the Cohort of Sotek RoR for Lizardmen. Meaning that they won't lose models as long as they are above 50% leadership; finally living up to the name. His Quest items include Gitsnik and the Blood-Forged Armour. :: [[Azhag the Slaughterer]] is the other Legendary Lord who was available at launch and as of the Warden & the Paunch Lord pack he now leads the '''Bonerattlaz''' faction. Azhag was in a weird place in Warhammer I, being more expensive than a vanilla warboss but not as killy, and his starting buffs - boosts to Research rates and Diplomacy with Undead factions - hampered by the fact that a) Greenskins need Tier III/IV building to do Research and b) you are far away from your prospective allies in both [[Vampire Counts|the north]] and [[Tomb Kings|the south]] of the map, who can't do much to help you in the initial battles. But with the Greenskins rework in Game II, he has never been better. Being given his own subfaction up in the Red Eye Mountains. Meaning his faction bonuses towards Vampire Counts diplomacy actually have some use now that he is relatively nearby Sylvania, and his research boost is useful now that the Greenskins research isn't arbitrarily locked off by buildings. His skill tree was reworked so that he can use the first few spells in the Lore of Death prior to doing the Crown of Sorcery Quest line, unlike prior where he required the item to use any spells whatsoever. And he can even use the Wind of Death as a bound ability. His unique Waaagh! in battle gives his troops Fear and Terror, his unique scrap upgrade boosts armor-piercing damage, and lastly he has a chance to get Feral Wyverns to join his Waaagh! campaign armies. His Quest Items include the Crown of Sorcery, Azhag's 'Ard Armour, and Slagga's Slashas. He also has a unique Wyvern mount named Skullmuncha. :: [[Skarsnik]], Warlord of the Eight Peaks is the third Greenskin Legendary Lord leading the '''Crooked Moon''' subfaction. He starts in a Dwarfen Hold near Karak Norn, having gone Squig hunting for a while only to have an Orc Warboss called Morglum Backstabba (''cute'', CA) take control of Karak Eight Peaks while he was out, with what was once the Crooked Moon now being Crooked Moon Mutinous Gits. He needs to fight his way back there and reclaim his throne, while fending off Belegar and the various other have-a-go heroes amongst the Empire and Dwarf subfactions. Until he does, he suffers a -2 to Public Order in all provinces and can't recruit basic Orc infantry or cavalry units. (An interesting loophole is that this doesn't apply to Savage Orc units, which have their own building chain in the tech tree.) To compensate, Skarsnik and other Night Goblin Warbosses can give all units in their army Poison Attacks (really) and he receives a 40% reduction to recruitment cost and upkeep for all Goblin units. Plus heroes have a 50% discount on hero actions and receive twice as much experience for it, letting him spam hero actions and rig every fight in his favour much more than other Greenskin leaders. Skarsnik himself is also a competent combatant with an anti large focus. And was given an interesting ability added in the second game that lets him make himself and units within a certain radius around him invisible to the enemy for a time (yes, including Giants and Arachnaroks). Who says Vlad has the monopoly on Creed-esque shenanigans? On top of that the Total Waaagh! update gave him two new abilities, Spite of da Bad Moon (which give allies around him anti-large, and boost to AP and base weapon damage, and Fermented Fungi that lowers enemy melee defense and causes them to rampage if they are at low health. His unique Waaagh! increases general damage along with a focus on AP missile damage, and gives the army immune to psychology during its duration. His Waaagh! army has an increased likelihood of containing Doom Diver Catapults. His sole Quest Item is Skarsnik's Prodder. :: [[Wurrzag]] da Great Green Prophet is the FLC Legendary Lord added in the same patch as Skarsnik. He leads the '''Bloody Handz''' tribe of Savage Orcs, who are based out of the Western Badlands across from Grimgor in the east. He showed up after Grimgor beat up and kicked out Rotgut to declare him favoured by Gork and Mork, but while Grimgor enjoyed Wurrzag's ringing endorsement, he found the shaman's wacky antics annoying so he sent him off to help out the Bloody Handz. His faction effects decrease Enemy Hero action success chance, and gives a bonus to Savage Orc units factionwise. Lord effect wise Wurrzag gives a hefty physical resistance to all Savage Orc units in his army, as well as a 50% reduction in their recruitment cost and upkeep. Wurrzag is a caster lord, and as such isn't made for direct combat much even if you mount him on his Warboar Spleenrippa, but compensates for it as an excellent supporter and caster. The Lore of da Big Waaagh! is a subtly excellent lore, with powerful buffs and a potent AoE that hide amongst three other underwhelming spells but should never be overlooked. His Wurrzag's Revenge ability is in the game as well, giving enemy Wizards a +50% chance of a miscast, and his Effigy of Da Git! ability can pin a unit down, making them highly vulnerable to charges and counter-charges. With the Total Waaagh! update, he also got an to his unique skill line. Having the expected boost to Savage Orc combat stats, and his ability to give all units in his army magical attacks. But on top of that he also removes all magic resistance from local enemy armies, gives physical resistance to all the big beasties in the Greenskin roster, and can spam Foot of Gork like there's no tomorrow with his "Titantic Beat!" skill. His unique Waaagh! gives the usual stat buffs, but also gives some physical resistance and immune to psych. His Quest Items include the Baleful Mask, Squiggly Beast, and the Bonewood Staff. He also has a unique Warboar mount named Spleenrippa. :: [[Grom the Paunch]] is the fifth Greenskin Legendary Lord leading the '''Broken Axe''' subfaction, starting in Karrak Orrud in Vortex, and Massif Orcal in Mortal Empires. He is Da big boss of the Greenskins in the Vortex Campaign and intends to finish what he started in Ulthuan by first burning Tor Yvresse to the ground and kill Eltharion the Grim for mucking up da WAAAGH TO END ALL WAAAGHS!!!!! His faction effects are a global recruit time reduction for Goblin units and a -80 diplomatic malus with High Elf factions. His Lord effects include a boost to leadership when fighting against Elves, physical resistance for Goblin units in his armies, and a hefty decrease in upkeep for Chariot and Pump Wagon units in his army. His special mechanic for the campaign is "Grom's Cauldron" which lets him cook various foods for his army and himself to buff up and continue his massive invasion on Da Pointy-eared gits dat need krumpin'. Grom. Never. Walks. He rides his chariot made from the roof of Middenheim's Church of Ulric and is constantly bothered by the head of the mad Shaman Blacktooth, who was reduced to an annoying head after it was cut off by the Grim. Did I mention he gets BIG ORKY ST- NO MATTA DA STUFF USED FOR DA PROCESS, DA FING HAZ GOT TO LOOK LIKE GORK/MORK. It AIN'T ORKY OTHERWISE. His unique Waaagh! heals his troops and gives immune to psych on top of the usual melee stat bonuses. During his campaign Waaagh! armies have a higher chance of getting Pump Wagon units. Quest Items include the Axe of Grom and the Lucky Banner, while he can also get Blacktoof's Head as a talisman through a quest. Their Army Roster can be found [[http://wiki.totalwar.com/w/Greenskin_Roster here]] [[Total War Warhammer/Tactics/Greenskins| More specific tactics here]] <gallery mode="nolines"> File:Grimgor's 'Ardboyz.png|Grimgor's 'Ardboyz File:Bonerattlaz.png|Bonerattlaz File:Crooked_Moon.png|Crooked Moon File:The_Bloody_Handz.png|Bloody Handz File:Broken_Axe.png|Broken Axe </gallery> ====[[Vampire Counts]]==== [[File:Vampire Counts Wallpaper.jpg|800px|center|thumb|'''Look what daddy issues will do to you.''']] While in terms of number of factions they are outnumbered, four compared to the 12 Empire factions (plus the Empire clones), the counts are surely not a force to be trifled with. Led by [[Mannfred von Carstein]] as the faction leader with [[Heinrich Kemmler]] (<s>seemingly without Krell</s> who can now summon Krell) and [[Helman Ghorst]] as additional Legendary Lords. With the Old World Edition update, [[Vlad von Carstein]] and his wife [[Isabella von Carstein]] now lead their own sub-faction instead of putting up with Manny's bullcrap. Unlike the Dwarfs and Greenskins who will be fighting up in the mountains for control over the Dwarf Holds, the Counts can control and manage human settlements driving them into conflict with the other human factions, when the vampires take an area they won't just loot it, they are there to stay. Their main unique mechanic on the campaign as of Warhammer II is the Vampire Bloodlines. Using their unique Blood Kiss currency (gained by killing faction leaders, or assassinating characters), you can recruit Lords from the five Vampire Bloodlines. Lahmian, Von Carstein, Blood Dragon, Necrarch, or Strigoi. These generic bloodline lords put some Legendary Lords to shame, with some pretty powerful skills in both campaign and battle. Investing enough Blood Kisses in specific Bloodlines grants you a swath of bonuses. From high research rate from Necrachs, hefty Calv bonuses from the Blood Dragons, to being able to recruit Sylvanian Crossbowmen from the Von Carsteins. Their other campaign ability is Raise Dead, with it you can immediately recruit units if you have sufficient money and space in your army for it. There will always be low level undead around on the map, but if there has been a big battle, and you have already unlocked them, you can raise high level undead units. They also have Vampiric Corruption, which is a statistic that a province akin to religion you find in older Total War games. Vampire armies traveling though untainted terrain suffer attrition, while enemy armies in corrupted turf also suffer attrition. It can spread and cause undead rebellions in nearby settlements so it's best you use corruption and make those Witch Hunters earn their pay even in places where you're not going to immediately invade. In occupied settlements you'll face Public Order problems if you don't get it high enough. Vampires spread corruption with heroes and some buildings in settlements. On the battlefield the Vampire Counts are arguably the most unique of the launch game I races. Unlike the other factions the Vampire Counts have no ranged units, but make it up by having tough infantry, immunity to panic and very good flying units. As well as a good amount of monstrous units that usually have fear or terror effects to quickly break the enemy's morale. Fittingly they also have a decent amount of options to summon additional units to the field, along with a lot of regeneration potential from their support units. However, their major weakness is that the entire army will crumble away should your Lord get taken out. So while they can certainly hold their own in combat, it is best not to be reckless with them. Additionally, beating the wood elf mini-campaign nets you the Red <s>Duck</s> Duke for multiplayer or if you somehow manage to confederate with Mousillon in the campaign. Their Army Roster can be found [[http://wiki.totalwar.com/w/Vampire_Counts_Army_Roster here]]. Their base game legendary lords are Mannfred von Carstein and Heinrich Kemmler. Later joined by Helman Ghorst (Grim & the Grave DLC), Vlad von Carstein (FLC), and Isabella von Carstein (FLC). :: [[Mannfred von Carstein]] leads the main Vampire Counts faction, called '''Sylvania''', or the '''Drakenhof Conclave''' in Immortal Empires, starting in Castle Drakenhof. It's a pretty good start overall, having access to a goldmine right off the bat, the Von Carstein's acting as a decent meat shield against Dwarfen and Empire aggression, and picking apart Tempelhof is an easy affair with some Raise Dead abuse. Mannfred himself is pretty damn powerful, being the only character with two full Lores of Magic at this disposal (Lore of Vampires and Lore of Death), and his items give him an absurd pool and recharge rate of Winds of Magic. Meaning he will be spamming his spells pretty much all battle long. CA even gave him a Zombie Dragon, a mount option he didn't have on Tabletop. Presumably more because they didn't add Abyssal Terrors as a mount, rather than actually fitting Mannfred to ride a Zombie Dragon though. His Quest Items include the Sword of Unholy Power and the Armour of Templehof. :: [[Heinrich Kemmler]] as of the Aye Aye! Patch now leads his own subfaction called '''The Barrow Legion''' situated in Blackstone Post; which has the honor of housing Castle Drachenfels as a unique landmark. His faction effects include a bonus in diplomatic relations with Chaos races and a 50% reduction to Necromancer Heroes. Lore effect wise all units in Kemmler's army are immune to attrition from being in territories with low Vampire corruption, has a boost to Necromancer recruit rank, and has access to [[Krell]] as a summonable hero. Kemmler was once a joke of an LL when Warhammer I first came out, but no longer. The OG Special Character is now quite a force to be reckoned with. With a number of skills in his tree to boost his casting potential, and his unique skill line is dedicated to buffing Krell. His Quest Items include the Chaos Tomb Blade, the Cloak of Mists & Shadows, and the Skull Staff. He also has access to a Barded Nightmare as a mount. :: [[Helman Ghorst]] hangs out with Mannfred in the main Vampire Counts faction, breaking away in the third game to steer the '''Caravan of Blue Roses'''. His faction effects include a boost Corpse Cart charge bonus and recruit rank, increased casualty replenishment rate, and an increase in research rate. Lord effect wise all units in his army receive a watered down version of poison. Oddly enough he actually does have a dedicated skill line, that focuses on buffing his own stats, and later boosts his ability to cast Vanhel's Danse Macabre by a substantial amount. Has access to a unique variation of Raise Dead called "Awaken from the Grave" that summons Grave Guard, and will instead summon a Wight King when overcasted. His sole Quest Item is the Liber Noctus. He also has access to a unique Corpse Cart mount called The Brothers Ghorst Corpse Cart. :: [[Vlad von Carstein]] leads the creatively named subfaction called '''Von Carstein''', now properly called '''Sylvania''', starting next door to Mannfred in Schwarzhafen. His faction effects include a boost to campaign movement range for all characters, access to a unique building in Castle Drakenhof, and starts with 1 Blood Kiss right off the bat. His lord effects gives vanguard deployment to all units in his army, and he gets a boost to melee attack and defense when fighting alongside Isabella. While he does not have a dedicated unique skill line like other LLs, he has a few notable unique skills. With Coven of Undeath boosting experience gained per turn for units ''factionwide''. Vlad's main niche is to be that one LL that just never dies. Being one of the tankiest characters in the game to this day through his items, and his natural regeneration skills. His Quest Items include his sword Blood Drinker, and The Carstein Ring. :: [[Isabella von Carstein]] hangs out with her sugar Vladdy in the same subfaction of '''Von Carstein'''/'''Sylvania'''. Her faction effects include a bonus to Vampire Hero capacity, a boost to their weapon strength, access to a unique building in Castle Drakenhof, and she starts with 1 Blood Kiss straight away. While Lord effect wise she has increased melee attack and melee defense for embedded Vampire heroes, and gets a stat boost when reinforced by Vlad. Much like her husband, she doesn't have a dedicated unique skill line, but does have a few nifty skills. With each one boosting leadership and melee attack for the various beasties in the Vampire Count roster. Her sole Quest Item is the Blood Chalice of Bathori. She also has access to a Barded Nightmare and a Hellsteed as mounts. [[Total War Warhammer/Tactics/Vampire Counts| More specific tactics here]] <gallery mode="nolines"> File:Sylvania.png|The Drakenhof Conclave File:The_Barrow_Legion.png|The Barrow Legion File:Von_Carstein.png|Sylvania File:Caravan of Blue Roses.png|Caravan of Blue Roses </gallery> ====[[Warriors of Chaos]]==== [[File:124151.815xp.jpg|center|800px|thumb|Dangerously [[Slaanesh|horny]].]] One of the defining aspects of Warhammer, the Warriors of Chaos had to be in a Total War game, and they do not disappoint (much...). In a lot of ways, Chaos is similar to the Vampires; their only ranged units are missile cavalry and artillery, and they are not even particularly good missile cav. The Warriors of Chaos are all about heavy infantry backed up with the occasional slavering monsters like Chaos Trolls, Dragon Ogres, and Chaos Spawn. The Warriors of Chaos are a lot more complex then the other factions. For one, like the Vampire Counts, they have a corruption mechanic they can infect provinces with using their heroes. But rather than make the ground safe for their troops to travel through, it inspires Chaos uprisings and rebellions. Secondly, they don't occupy cities but instead each army has self contained buildings, even when taking a fellow Norsemen tribe you can only sack it (for gold), raze (for pop growth to get buildings), or awaken it (more on that later). This means that when a Chaos army stops moving it can get units back even in foreign ground, because in a sense all ground is foreign to it. Due to this if an army is wiped out a lot more is lost. They also have weak economic buildings; your main source of cash will be sacking the shit out of people. Do note that nothing stops you from sacking a place, then razing it for money and pop growth. Thirdly, they can awaken Norse tribes making them your vassals and giving you increased unit replenishment in their territory. Fourthly, if multiple Chaos stacks are next to one another on the campaign map the Norscan units within will suffer attrition; making combined attacks against large cities a bit dicey if planned poorly. Finally: even if you are not playing with the DLC to make them playable they will come from the north as a boss faction you have to deal with at some point no matter who you are, even if you are the Everchosen himself. In that case, they'll also have an extra legendary lord: the Everwatcher. Their available legendary lords are [[Archaon]], [[Sigvald]] the Magnificent, and Kholek Suneater. Of course that was the sticking point at Chaos' release, that to play as them you had to pre-order the game, or else buy a piece of DLC for what is seen as a "core" faction. The reveal that Chaos was going to be DLC opened a can of rage massive enough to mildly impress an Angry Marine. A blog post made by the chief producer argues that chaos had to be DLC or not be in the game at all, which if you think about the number of unique animation rigs between the factions it's not like you need to animate one spearman and then can dress him up in 50 different cultures, may be true but it is still a bitter pill for us fans. Fortunately, CA finally seemed to have noticed the horde of raging neckbeards banging on their door and decided to tone down the money grubbing asshole levels a notch; the Chaos Warriors DLC was made available for free if you purchased within the first week of the game's launch; so you had the option to wait a few days and see how many people lose their shit over the game for better or worse before blowing $60 on it. http://store.steampowered.com/app/404010/ - Their steam page which tries to sell them and has their army roster. While the faction could appear as a non-playable faction for some bizarre ass reason CA made some units exclusive to the DLC including Sigvald, the Dragon Ogres (including shaggoths and Kholek), armored variations of Chaos Trolls, Chaos Sorcerer Lords, Manticores, Chaos Dragons, Forsaken, and Gorebeast chariots. Likely because otherwise people would just [[Troll|use a mod to unlock the faction without paying]]. They later got a pretty welcome boost with three new free units released at the same time as the King and the Warlord. Feral Manticores may not be able to really stack up to Vargheists and Pegasus Knights in terms of controlling the skies, but they can give the Chaos Warriors a lot of needed flexibility. Aspiring Champions are pretty thoroughly badass and can both bolster your cheaper units' shitty morale and carve up enemy trash units like butter while being pretty cheap themselves (just don't get them into fights with units that have AP damage), and Marauder Horsemasters aren't exactly what the Chaos Warriors needed more of but they're decently cheap and flexible cavalry who can both harass the enemy at range as well as deal some decently harsh pummeling in melee. Furthermore, Sarthorael was made available to play for anyone who beat the campaign with the release of the Call of the Beastmen, and while the Lore of Metal isn't exactly the best lore in the game, he is a pretty hefty beat-stick lord. Thankfully, the addition of Norsca also gave the Warriors of Chaos some very much needed quality of life improvements. Some very nice Regiments of Renown (including Sigvald's <s>groupies</s> Mirror Guard), a boost to unit replenishment attached to their core technologies, Marauder units were given a notable buff, your armies no longer murder each other for being too close if they don't contain any Marauders (and lets be honest, they wont by the time it becomes a problem), and perhaps most notably, the Norscan tribes you awaken are automatically vassals. This means that infighting will be much less common and you no longer have to send an army north to smack them back into line. :: [[Archaon]] the Everchosen is the primary Legendary Lord for the '''Warhost of the Apocalypse'''. His faction effects include a boost to leadership for Chaos Warriors, as well as decreasing their recruitment cost; he also has a diplomatic malus of 30 with all other factions. Lord effect wise he gives a ward save to all units in his army, and gets a boost to income from razing settlements. His unique skill line focuses on funding the various flavors of Chaos Warriors, and finishes off with boosting his own stats. He is a hybrid lord with a focus on his melee prowess, but does have the ability to use the Lore of Fire (though has no access to Arcane Conduit for some reason). His Quest Items include The Slayer of Kings, The Armour of Morkar, The Eye of Sheerian, and The Crown of Domination. He also has access to a unique mount named Dorghar (who looks like a pony when Archaon rides him). :: [[Kholek Suneater]] was once in the same Warriors of Chaos boat as Archaon, but now leads the '''Heralds of the Tempest'''. His faction effects give a bonus to spreading Chaos Corruption to all characters, a reduction in ambush defence chance, and a heft 60% reduction in recruitment cost for Dragon Ogre units. Lord effect wise he gets a decrease in Dragon Ogre unit upkeep, and increases the melee attack for Dragon Ogre Shaggoths. His unit stat line focuses on buffing his own combat abilities (topping off with giving him Frenzy) and buffing up Dragon Ogre units. He also has access to a unique ability called Lord of the Storm that drops some lightning bolts on some poor ants by him. His sole Quest Item is Starcrusher. :: Prince [[Sigvald]] the Magnificent was also crashing in with Archaon's lot, now striding at the head of '''The Decadent Host''' in Immortal Empires. His faction effects include a boost to diplomatic relations with Norscan factions, a boost to leadership when fighting Men, and increases the armour of Lords and embedded Heroes. Lord effect wise he boosts Marauder recruit rank, boosts horde growth for his army, and reduces the upkeep for all Marauder units in his army. His unique skill tree line has the unusual "honor" of starting with a skill that ''increases'' Lord upkeep, and the bonus making up for that is a small increase in leadership. Other than that he gets some nifty buffs with the ability to gain Terror, but nothing too special. Role wise he is meant to be the dedicated duelist character, but can struggle with it due to his relatively low armour-piercing damage. His Quest Items include Sliverslash, and the Auric Armour. [[Total War Warhammer/Tactics/Warriors of Chaos| More specific tactics here]] <gallery mode="nolines"> File:Warriors_of_Chaos.png|Warhost of the Apocalypse File:Heralds of the Tempests.png|Heralds of the Tempest File:The Decadent Host.png|The Decadent Host File:Shadow Legion WOC.png|Shadow Legion File:The Estatic Legion.png|The Estatic Legion File:Fecundites.png|The Fecundites File:Legion of the Gorequeen.PNG|Legion of the Gorequeen File:Puppets of Misrule.png|Puppets of Misrule </gallery> ====[[Bretonnia]]==== [[File:Bretonnia_Wallpaper.jpg|center|800px|thumb|HON HON HON TUER ÉCUME DE CHAOS POUR LA DAME]] They were confirmed to be released as free-LC on the 28th February. Their Legendary Lords, and a Lady, were confirmed to be King Louen Leoncoeur (as expected), the Fay Enchantress, and... Duke Alberic of... Bordeleaux... oh god, it's [[Helman Ghorst]] all over again. *Ahem*. Some speculated that Alberic was chosen because he would give CA a chance to be creative with their character since he had just about two paragraphs of lore; this was evidently not the case and they somehow [[Fail|couldn't even make him accurate to said two paragraphs]]. The Mortal Empires update provided Alberic with a much better layer of uniqueness (getting a model update, new weapon, new mount, and new gameplay niche) and characterization. At launch, they were only playable (with a limited roster) in custom battles (be it single or multiplayer), though they fairly quickly got a stop gap mod to let them be played till the FLC came out. They seem, like their tabletop counterparts, to focus heavily on cavalry, having at least one unit of each variety of cavalry, including flying cavalry. However, as people who played Warhammer know, the race was poorly supported with a pretty limited roster, made worse by a decent number being left out at launch. So to make them competitive at the time, CA gave them ridiculously cost-effective infantry and archers. As in, Bretonnian Men-at-Arms are better warriors than Empire State Troops. This led to the Bretonnian netlists containing little to no cavalry, and instead being peasant hordes and flying rape squads. Disappointingly, Grail Knights were *substantially* inferior to the hilariously OP Demigryph Knights (especially with Halberds) who are, to add insult to injury, a fair bit cheaper and get crushed by Blood Knights. Ironically, with the release of Wood Elves, the peasant bowmen were able to 1v1 the Wood Elves' Glade Guards and win. This was hilarious and skub worthy at the same time, but seeing that CA had to buff Bretonnia due to their lack of units, it was somewhat understandable, not to mention many players forget that the Wood Elves are one of the harder armies to play, and their archers are not trading-blow style like the Dwarf's or the Empire's ranged units. With Bretonnia finally becoming a proper faction, all of this was changed. Men-at-arms have been nerfed back down to peasant levels (so you'll probably need a Grail Reliquae if you want to depend on men-at-arms at all later in the campaign). Instead, Bretonnia has gotten all three of the units they were previously missing, plus entirely new units they never had in tabletop, such as [[Awesome | hippogryph knights, foot squires and trebuchets loaded with holy water]]. Their existing roster also got several buffs - all Bretonnian knights can now adopt a lance formation, and Grail Knights specifically are now protected by the Lady's blessing and never tire in battle. Which hilariously makes them more tireless than the undead. Furthermore, Grail Knights can now take on Demigryph Knights or Blood Knights and win. Unfortunately, because peasants are garbage tier in battle next to mid to high tier Wood Elves, this tends to result in said elves [[rape | tearing Bretonnia a new hole.]] Especially if you've sent your lords questing far and wide to get those sweet vows. They have two and a half campaign mechanics. The first one is Chivalry, a meter which measures how great of a knight you are. Winning great victories and protecting your allies increases Chivalry, while raiding and backstabbing lowers it. With higher levels of Chivalry, you get better relations with other factions, better public order, more experienced knight recruits, and the ability to temporarily call upon the Green Knight as a Legendary Hero. The Bretonnian endgame goal is to reach the highest level of Chivalry, then go off on a crusade to completely fuck over either Chaos in the Chaos Wastes or the Greenskins in the Badlands. The second mechanic is the peasant economy. If you have too many units of peasants in your army and not, you know, farming, you suffer economic problems with your farming economic buildings, making them perform worse compared to the industrial buildings which aren't affected by insufficient peasants. With the trade off being that they don't give quite as much money... So if you want to drown your enemy in filthy peasants, switch to an industrial income source. Lastly your "half" a mechanic is that rather then public order you have 'control'. It's basically the same as other factions' public order except, due to the fact your average Bretonnian peasant is more loyal to his lord than your average North Korean, rather then facing rebellions of your own factions you have incursions of Orcs and other bad guys. They also have the unique capacity to have a chance to remove negative traits from characters garrisoned in a town with a religious building, because no one likes it when [[What | they suddenly find Leoncoeur]] [[Heresy | likes Chaos]]. Their base Legendary Lords are Louen Leoncoeur, The Fay Enchantress, and Alberic de Bordeleaux. Later joined by Repanse de Lyonesse (FLC). :: [[Louen Leoncoeur]] leads the main Bretonnian faction named '''Couronne''' and starts in that territory in Mortal Empires. His faction effects include a boost to campaign movement range for all characters, and boost to leadership aura for Lords factionwide when attacking. Lord effect wise Louen starts with all Knightly Vows unlocked, and has increased melee attack and leadership when fighting against Undead, Greenskins, and all Chaos factions. Lastly he starts with the passive ability "The Blessing of the Lady. His unique skill line has a focus on boosting the campaign side of things, reducing upkeep on Knights of the Realm, and his other unique skills give him regeneration and the passive "Beloved Son of Bretonnia." Which gives a massive boost in stats and immune to psych to all units map wide when his hit points are below 50%. Role wise Louen is the melee monster of the Bretonnian LLs, and there are not many units or characters in the game that can give him trouble once fully kitted out. His Quest Items include the Armour of Brilliance and the Sword of Couronne. He also has access to a unique Hippogryph mount named Beaquis. :: Alberic de Bordeleaux leads the subfaction named '''Bordeleaux''' and starts in that territory in the first game and in the second's Mortal Empires. His faction is named '''Bordeleaux Errant''' and starts in a Bretonnian Lustrian colony in the third games ''Immortal Empires''. His faction effects include a boost to trade income, an increase in recruit rank for Bretonnian Knight units, as well as a recruitment duration decrease for those same units (the third game adds melee defense to all his units). Lord effect wise Alberic starts with the Knight's Vow unlocked, a boost of Chivalry per turn, and grants additional melee defence of all Knights of the Realm units in his army. His unique skill line focuses largely on the administrative side of things, but he does also get a hefty physical resistance and leadership boost to his army as well. Role rise Alberic used to be in a very odd spot in Warhammer I. Being a naval combat focused lore in a game that had only auto-resolve water battles at that time; and his main use was to sit in Marienburg to milk money. With the Bretonnia rework in game II Alberic has come a long way from his time as “le Generic" and has his own niche as an LL. Now actually having his trident modeled rather than a sword, with a focus on anti-large to the point where he can actually give units around him that bonus. His Quest Items include the Trident of Manann and the Braid of Bordeleaux. He also has access to a unique Hippogryph named Tempete. :: [[Morgiana le Fay|The Fay Enchantress]] leads the subfaction named '''Carcassonne''' and starts in that territory in Mortal Empires. Her faction effects include a boost to casualty replenishment rate, and an increase to the number of peasant units available to the faction. Lord effect wise she has an upkeep reduction for Grail Guardian units, has the passive ability "The Blessing of the Lady" and starts with Fear right off the bat. Her unique skill line buffs up Grail Knights and Grail Guardians, has some reductions in cost and time for constructing worship buildings, and boosting casting capabilities for characters. Role wise Morgiana is the primary Caster of the roster, but she can actually do some good work in the middle of combat too. With his ability to cause fear, and having an aura not unlike that of a Mortis Engine with her Mist of the Lady passive. With the lore of life in hand, she makes for a fantastic support character that can be a menace on the battlefield. Her Quest Items include Morgiana's Mirror, and the Chalice of Potions. She also has access to a unique Unicorn Mount named Silvaron. :: [[Repanse de Lyonesse]] leads the subfaction named '''Chevaliers de Lyonesse'''. She starts in Araby, fighting the Tomb Kings. Her entire faction is geared toward fighting Undead in general. Her faction effects include a boost to control in all provinces, a decrease in hero upkeep, melee defence boost for Questing Knights, and hefty diplomatic malus with all undead factions. Lord effect wise she starts with the Questing Vow unlocked, gives leadership and physical resistance to all peasant units, and starts with a unique ability "Halo of Maidenly Wrath." Her skills leans more toward buffing your infantry units, having almost no buff to cavalry. Her campaign consists of purging Araby in the name of the Lady, before getting enough Chivalry to go on a Errantry War to purge the Tomb Kings or the Vampire Coast for good. Also accompanied by her bodyguard/companion '''Henri le Massif''' (seriously, this boy's so big he counts as a large unit while on foot), a Legendary Hero, who will absolutely wreck anyone's shit and can ride a griffon in battle. Her sole Quest Item is the Sword of Lyonesse. She also has access to a unique warhorse named Suleman. [[Total War Warhammer/Tactics/Bretonnia| More specific tactics here]] <gallery mode="nolines"> File:Couronne.png|Couronne File:Bordeleaux.png|Bordeleaux Errant File:Carcassonne.png|Carcassonne File:Chevaliers_de_Lyonesse.png|Chevaliers de Lyonesse </gallery> ====[[Beastmen]]==== [[File:Call_of_the_Beastmen.jpg|800px|center|thumb|'''TIME TO FUCK UP YOUR SHIT BORIS!!''']] The first post-release DLC faction, with the release date of 28th of July. The chaos furries are, like Archaon's spiky boys, a horde faction. Unlike the Warriors of Chaos, however, Beastmen have a passive ability called Resilience, which prevents attrition from having too many hordes together. Another mechanic borrowed from their furless friends is Chaos corruption, that will cause no end of trouble for whomever's land you sack. Beastmen armies also have a meter that is identical to the Greenskin's fightiness one, called Bestial Rage, rather than spawn an allied army as it used to do, once filled it will now increase your growth as well as give you some charge bonus buff to your army. One of their truly unique features is their modified stances, first being the ambush stance, that allows them full movement and still lets them ambush (but now on the move). Their hidden encampment stance conceals the army much like ambush, but instead of surprise attacks you can build and recruit in relative safety instead. Beast-paths stance allows them to ignore impassable terrain much like the underway, but battles take place in a different (very foresty and narrow) kind of map. Of course, they can also raid like everyone else. Their post-battle options are also geared for their horde gameplay: Raze and Loot will get you income and destroy the settlement, while Raze and Defile will still raze it but erect a "blasphemous monument" there instead of gaining loot; this monument will not only constantly generate large quantities of corruption, but also give you a population boost. Beastmen players will also get a periodic Chaos Moon event where you can pay specific prices for specific bonuses. Their start location is actually different based on which lord is picked, which while standard now was unique at the time of their release. The Legendary Lord options are Khazrak the One Eye, starting in Tobaro (in Estalia), Malagor the Dark Omen, starting in the Marshes of Madness (in the Badlands), and Morghur the Shadowgave, starting in Nordland. The new DLC adds Taurox who will start in Naggaroth near Clarond Kar in Naggaroth. Beastmen also have access to their own lore of magic, the Lore of the Wild, and ‹s›two‹/s› three (with the silence and the fury DLC) types of heroes: the Gorebull (that can send Trolls flying when charged or knocking down Vargulfs) and the Bray-Shaman who can use the lore of the wild, lore of death, and the free-LC-added lore of beasts as well as the Wargor a melee hero that can also work as a support character. Not only that, but most of their units are fast and get vanguard deployment, allowing for some powerful misdirection. Morghur and harpies were added for free when the Wood Elves were released. CA has confirmed they will appear in the campaign regardless of your ownership of them (which is now standard for all DLC for these games), which is [[awesome]]. Amusingly, this had a rather dire effect on the AI Human kingdoms if you aren't actively pruning brayherds as they pop up. The early armies of the Empire and Bretonnia did not do well against them and frequently by turn 50, much of the human lands are corrupted, ruin littered wastes, long before the actual Chaos Warriors even show up! Sadly, this eventually went in the opposite direction as the sequel was released and factions received a variety of reworks and new lords -‹s›''now'' it's basically a meme (and [https://www.youtube.com/watch?v=ejfQQUUjuK4 one YouTube memer's running joke]) that pretty much every Beastmen faction is going to be destroyed in a few turns after appearing (or even the same turn) due to poor campaign factors (bad early-game units, low replenishment, growth and income, still having the mostly-useless Brayherd faction mechanic that the Greenskins understandably got reworked out of).</s> NOT ANYMORE! With the new rework the Beastmen have become one of the strongest horde factions in the game if not the strongest. While AI Beastmen will still not survive long in campaign, player led Beastmen are a force to be reckoned with http://store.steampowered.com/app/404012/ - the Steam page with their roster Their base Legendary Lords are Khazrak the One Eye, and Malagor the Dark Omen. Later joined by Morghur the Shadowgave (FLC), and Taurox in game 2 (DLC). :: [[Khazrak The One-Eye]] is the primary Beastmen Legendary Lord leading the '''Warherd of the One-Eye''', and starts in Estalia (swapping positions with Morghur in ''Immortal Empires''). His faction effects include a bonus to leadership when fighting against Men, increase in raiding income, and a boost to Bestigor charge bonus. His Lord effects are a decrease in Bestigor upkeep, recruitment cost, and their recruitment duration. While also increasing their recruit rank. Role wise Khazrak is supposed to be the main melee combatant in the Beastmen roster, but there isn't really much special about him. Being basically a slightly buffed up Beastlord, with some poison attacks when he gets his unique weapon. Unfortunately does not have his own dedicated skill line at the moment, so there isn't much to differentiate him sadly. His Quest Items include his whip Scourge and The Dark Mail. He also has access to a Razorgor Chariot as a mount. :: Malagor the Dark Omen is the second LL chilling out with Khazrak in the Beastmen faction (in the first game, in the second one he was given his own faction, '''Harbinger of Disaster''') and starts over in the Southern Badlands. His faction effects include a boost in campaign movement range factionwide, increase in Bray-Shaman Hero capacity, a boost to horde growth in all armies, and has a bonus to diplomatic relations with all Beastmen warherds. Lord effect wise he debuffs enemy leadership and casualty replenishment for local enemy armies, and increases the hero recruit rank for Bray-Shamans. Role wise he is the dedicated caster LL in the Beastmen roster, utilizing a mix of various Lores (Beasts, Wild and Shadows), with his personal skill line added to the second game greatly boosting his magical capabilities. His sole Quest Item is the Icons of Vilification. :: [[Morghur the Shadowgave]] brings forth his mutating masses in the '''Warherd of the Shadowgave''' as the third Beastmen LL option, starting in Nordland (swapping positions with Khazrak in ''Immortal Empires''). His faction effects include a boost to Chaos corruption spread for all characters, an increase in Minotaur upkeep, whilst having a decrease in Chaos Spawn upkeep. Lord effect wise Morghur causes additional casualties suffered from Chaos attrition to local armies, gives missile resistance and melee defence to all Chaos Spawn in his army, and Morghur will only be wounded for 1 turn if killed in battle. Oddly enough Morghur is still in the main Beastmen faction despite having his own Warherd in both the Wood Elves mini-campaign, and the custom battle screen. And his starting position seems like it should be swapped with Khazrak's, considering they are closer to their respective archenemies that way. Putting aside those oddities, Morghur is a pretty fantastic LL option for the Beasties. Unfortunately lacks a dedicated unique skill line that has become standard for Warhammer II LLs, but he does have a few notable unique skills. Notably he is clearly geared to buffing those that [[Chaos Spawn|That-Which-Must-Never-Be-Named]] in his armies, and fulfils the role of being that guy who just refuses to die. His sole Quest Item is the Stave of Ruinous corruption. Which gives him the hilarious ability to turn low health units into Chaos Spaw- BY SIGMOGLARBABLAHBALHABHHBLBL... ::[[Taurox The Brass Bull]] arrives with a much needed DLC and update for the Beastmen, leading the '''Slaughterhorn Tribe'''. His campaign isn't known yet, but we do know that as he fights and wins he gains the ability to replenish action points in order to keep him fighting and moving. He seems to get buffs from the Chaos Gods as he wins, though what the buffs are aren't specified yet. He searches for The Heart of Darkness to beat the crap out of Oxyotl, close the weak point on his neck and allow Chaos to sweep the world. [[Total War Warhammer/Tactics/Beastmen| More specific tactics here]] <gallery mode="nolines"> File:Beastmen_Emblem.png|Warherd of the One-Eye File:Harbinger of Disaster.png|Harbinger of Disaster File:Wh dlc05 bst beastmen morghur herd crest.png|Warherd of the Shadowgave File:Slaughterhorn Tribe.png|Slaughterhorn Tribe </gallery> ====[[Wood Elves (Warhammer Fantasy)|Wood Elves]]==== [[File:Realm_of_the_Wood_Elves.jpg|center|800px|thumb|[https://www.youtube.com/watch?v=hIvRkjOd1f8 "THEY MAY TAKE OUR LIVES, BUT, THEY WILL NEVER TAKE AWAY, OUR TREEEEEEE!!!"] ]] The second post-release race with the release date of the 8th of December of 2016. It seems CA has taken to heart the popularity of Clan Angrund, Crooked Moon, and Bloody Handz, because the DLC will come with a sub-faction of its own. Wood Elves play very differently from all the other armies. First, they are incredibly fragile, relying on massive micro to survive. Second, they [[Derp|''can conquer any settlement type be it Dwarf, Human, or Norscan'']], makes sense since Oak of Ages once had its root sprawled across the entire world, even Norsca; it was only the coming of Chaos that destroyed all its works. The catch is that all settlements outside Athel Loren are stuck being mere outposts where only the most basic structures may be built. The settlements in Athel Loren proper, meanwhile, have a whopping '''10 (ten) building slots'''. But where they truly become unique is their win condition: they need to upgrade the unique Oak of Ages to level 5. But there are a few problems. First, to do so you need amber, a secondary resource only used by the hippies. Amber is only found outside Athel Loren, and is also used for technology and high-tier units. Second, when you do grow up your pretty tree as far as it goes, you'll have to fend off stacks of Beastmen and Warriors of Chaos as they attempt to dogpile you. Their two lords are Orion and Durthu. Durthu actually leads a subfaction focusing on tree spirits in the opposite end of Athel Loren from Orion (who focuses on Elf units). They got two generic lords (Glade Lord and Treeman Ancient), and three heroes (Spellsinger, Branchwraith, Waystalker). Finally, they have motherfucking forest dragons. All these advantages though? They ''need'' it. They are currently one of the hardest factions to play, if not the hardest, and Dwarfen Irondrakes in particular will have a field day against their highly-flammable Forest Spirit units. Perhaps the biggest reason why people struggle with the Asrai is their relatively micro heavy playstyle. Wood Elves are definitely not a standing army during the early game and don't function as a fully functional traditional total war army ever. Wood Elves lack a cheap and high model front line unit. Eternal Guardians, the absolute minimum level unit you can recruit, will shit on any other faction's first unit in a 1v1. They are also extremely expensive to recruit and maintain. This is a major theme for Wood Elves. Take their base archer unit - Glade Guard- for instance. On paper they should absolutely defeat a Bretonnian or a Beastman archer unit. They certainly cost that much. In a straight up battle they will probably lose. This is because the Beastmen and Bretonnians can generally match them straight up in a fight due to having larger unit sizes and consequently more dakka. They are bringing more arrows while costing less. What the Wood Elves have over all other factions is raw speed. A Wood Elf army can outrange and out skirmish the enemy. While playing as Wood Elves, You have to think outside the box, breaking up formations, making sure that your archers keep firing no matter what happens, and keeping enemies away from your squishy missile troops. Oh, and fight in the DAMN TREES. Seriously, Wood Elves gain hefty combat bonuses in forests for prolonged combat. If you are playing as the Wood Elves by using conventional military tactics you are fucking up. Another mistake that people commonly make while playing as the Wood Elves is thinking that their infantry is supposed to fight in the front line. This is a mistaken idea that only leads to loss of Asrai life and makes baby Orion sad. Eternal Guards are a damn good unit that can go toe to toe with higher tier infantry of other factions. They are also too expensive to keep as frontline infantry. They are support units that keep your flanks clear of cavalry and support your front line with Anti-Large damage; ideally they should be supporting Treekin. Treekin are the front line tanks of the Wood Elves in battle. Whereas Trolls - their closest counterpart in the game - have low morale and regeneration, Treekin are walking trees that have a 20% resistance to physical damage along with a fuckton of health and small models. This means that you need to support them with magic, ideally healing them with the Lore of Life. You can't expect them to win a straight up fight against large numbers on their own. Your starting Legendary Lords (especially Durthu, who can easily solo a Beastman army due to his innate fear traits) can soak up a lot of damage as long as they are well supported. Finally, a word on the Wardancers. They are basically Howling Banshees. Fragile and absolutely murderous in close range combat. Asrai Wardancers armed with spears can easily combat high level cavalry like blood knights due to their anti-large bonus while regular Wardancers do the same to infantry. They aren't frontline infantry and using them as such is a waste. Eternal Guard units have much higher mass and can generally hold their own pretty well. Wood elves also have a lot of access to magic damage, which bypasses physical resistance, making them very effective against heroes and Lords. One thing that players have noticed on release in the campaign was that AI-controlled wood elves were notoriously bipolar and would sometimes even ''ally with Chaos'' while laying waste to huge swathes of the map. However, an update that came with Bretonnia made them lore-tasticaly isolationist with short bursts of aggressive expansion. http://store.steampowered.com/app/534331/ - the steam page with their roster Their base Legendary Lords are Orion and Durthu. :: [[Orion]] leads the main Wood Elves faction named '''Talsyn ''' starting in King's Glade in Mortal Empires. His faction effects reduce upkeep for all cavalry units, gives leadership during forest battles, and unlocks the Wild Hunt campaign event. Lord effect wise he buffs the charge bonus and weapon strength of Wild Riders in his army. He specializes in the "Elf" aspect of his faction, to the degree that while many standard infantry options are available to him at no extra fee, higher tier Tree Kin and Tree Men cost amber as an additional upkeep. Role Wise Orion is a hybrid melee and ranged option, with his melee stats nothing to scoff at while he launches his spear off like a bolt thrower. While he lacks a truly unique skill-line he does have the capability to massively boost his armies ranged and melee capabilities. He also has a reskinned Lore of Metal spell in the form of his Hounds of Orion ability. His Quest Items include the Horn of the Wild Hunt, Cloak of Isha, and the Spear of Kurnous. :: [[Durthu]] leads the subfaction named '''Argwylon''' starting in the Waterfall Palace in Mortal Empires. His faction effects include a reduction in Branchwraith recruitment cost, and a boost to melee attack during forest battle. Lord effects reduce upkeep for all forest spirit units in his army, boosting their charge bonus, and all units in Durthu's army are immune to ALL forms of attrition. As can be expected, Durthu's faction focuses on the ''Wood'' of the Wood Elves, allowing him to recruit Tree Kin/Men normally, but recruiting higher tier elven units such as Wardancers requires amber as an extra upkeep cost. Role wise Durthu is basically a world beater, he is a hybrid Lord that has fantastic melee capabilities while also having access to the Lore of Beasts. Being one of the few monster Legendary Lords in the game, few can really compete with him in a straight-up fight. He also has access to a unique magic missile called "Lamentations of Despair." His sole Quest item is the Sword of Daith. :: The [[Sisters of Twilight]] lead the '''Heralds of Ariel''' subfaction, starting in the Witchwoods in both Vortex and the Mortal Empires campaigns. The twins are doing their part to fix the forests, this time taking the fight to Naggaroth. They focus mainly on the flying units, giving upkeep reductions and combat bonuses to flying units including Eagles and Dragons. All Hawk Riders also get the Volley of Kurnous ability, sending multiple AP missiles of doom at their target. Uniquely, they have all of their magic equipment given to them at the start, and their quest battle revolves around freeing their dragon Ceithin-Har from the clutches of evil. All in all these gals let you be the US Air Force and Viet Cong at the same time, letting you reign death upon your foes from the sky. Oh yeah, they also have this Forge of Daith thing where their uncle/sugar daddy gives them a bunch of magic items at the start and you can upgrade them through dilemmas. Yeah, not the most exciting DLC mechanic but hey, [[Malus Darkblade|at least it doesn't force you to pick between two horrible options as you play,]] [[Nakai the Wanderer|replaces a ton of race mechanics with broken ones,]] or just ultimately makes the game unfun in general. :: [[Drycha]] leads the '''Wargrove of Woe''' subfaction starting in the Gryphon Woods in Mortal Empires. Her big draw is that instead of getting Ariel as a Legendary Hero, she will get Coeddil. Meaning you can take the REAL tree Hitler and kick those pointy eared assholes out of your forest. She can only recruit some of the weaker elven units, with the explanation being that they have been put under a magical glamour that clouds their minds and makes them believe they are serving Ariel. The glamour reduces their Melee Defense and ranged attack speed, but gives them a boost to Leadership and the Expendable rule, since no one else in Drycha's army really cares if they die. To make up for having a more restricted roster than the rest of the Wood Elf factions she also gets some unique units in the form of Malevolent forest spirits (functionally normal forest spirits but purple and with Frenzy) and animals to take into battle, including feral manticores. [[Total War Warhammer/Tactics/Wood Elves| More specific tactics here]] <gallery mode="nolines"> File:Talsyn.png|Talsyn File:Argwylon.png|Argwylon File:Heralds of Ariel.png|Heralds of Ariel File:Wargrove of Woe.png|Wargrove of Woe </gallery> ====[[Warriors of Chaos|Norsca]]==== [[File:Norsca.jpg|center|800px|thumb|'''monke noises''']] A third post-release faction for the first game as a pre-order bonus for the second. Norsca is composed of two playable factions: the World Walkers under Wulfrik the Wanderer, and the Throgg-led Wintertooth tribe. Wulfrik is, understandably, focused on dueling enemy lords and heroes, while Throgg is better suited to breaking enemy lines. They only have one generic lord, the Marauder Chieftain, but they make it up by allowing you to specialize each lord into skill trees themed after the Gods of Chaos. CA being the [[Rick Priestley| based neckbeard]] they are included units and species in the faction that were mentioned in the lore but GW never cared about, such as skin wolves, [[Fimir]], even FRIGGING WAR MAMMOTHS. They also get three heroes to take into battle or to harass armies on the campaign map: the Skin Wolf Werekin, the Shaman Sorcerer (who can use the Lores of Death, Metal or Fire) and the Fimir Balefiend (who can use the Lores of Shadows and Fire). The Werekin is your regular combat hero much like a Gorebull or Wight King, and while the Shaman is the usual squishy wizard, the Balefiend is anything but. Instead, the Fimir hero can easily wade right into the thick of the fighting thanks to their resilience, magical attacks and sunder armour ability. Their roster is composed almost exclusively of light infantry/cavalry and monsters, though Marauder Champions are certainly some of the better high-tier heavy infantry in the game; being able to mulch Black Orcs and trade well against even Chosen. Certainly the Berserkers make up for their squishiness with sheer damage output. Most of their units are anti-large and the humans often have a [[rage]] mechanic that gives them bonuses the longer they are engaged in fighting. Meanwhile, war beasts and some monsters have Frostbite, which slows down enemy units they engage with. In the campaign, you will have to raid and sack the soft lands of the south, dedicating the victories to one of the four Dark Gods: [[Khorne|the Hound]], [[Nurgle|the Crow]], [[Slaanesh|the Serpent]] or [[Tzeentch|the Eagle]]. Get enough favour with one of them, and you'll become their champion, and have to fend off attacks by champions of the other three (in other words, Norscans get God-specific Chaos Lords [[Fail|while the Warriors of Chaos don't]]). Alternatively, the Norscans can also establish outposts in any coastal province as well as certain capitals like Altdorf and Drakenhof. In Norsca itself, you'll be able to confederate easily by defeating enemy faction leaders in battle. Finally, hunting monsters will take a big part in the campaign, giving you items and units as rewards. Not to mention Surtha Ek getting a chariot of his own... :: [[Wulfrik the Wanderer]] leads the primary Norsca faction called '''World Walkers''' starting in Icedrake Fjord. His faction effects include a boost to melee attack for all Mammoth units, and a reduction in upkeep for Marauder units. Lord effect wise, he starts with Siege Attacker, has a large reinforcement range, and his entire army causes fear. Role wise Wulfrik is a master duelist as expected, with his unique skill Hunter of Champions reducing the speed and defences of an enemy character to better murderize. He also has access to a unique wind spell Seafang, which summons his teleporting longship outta nowhere to plow through a sorry bunch of weak southerners. Much like the other DLC game I lords he lacks a dedicated unique skill line unfortunately. His sole Quest Item is the Sword of Torvald. And he can also be mounted on a War Mammoth, something he didn't have access to on the tabletop. :: [[Throgg]] leads the subfaction of '''Wintertooth''', starting in the Winter Pyre. His faction effects include a boost to physical resistance for all Troll units, as well as a reduction in upkeep for those units. His lord effects have him starting with siege attacker, a boost to local public order and chaos corruption, and all units in his army are immune to all attrition. Role wise Throgg is a monstrous lord that will beat the face in guys he faces, interestingly being given a slight anti-large bonus to differentiate him from Wulfrik's anti-infantry focus. Much like Wulfrik he lacks a dedicated unique skill line, but he does have a few skills dedicated to buffing the stats of the various monsters in the Norsca roster. Has a unique magic missile called Copious Vomit, that does a fair amount of damage to whatever it hits. His sole Quest Item is The Wintertooth Crown. [[Total War Warhammer/Tactics/Norsca| More specific tactics here]] <gallery mode="nolines"> File:World_Walkers.png|World Walkers File:Wintertooth.png|Wintertooth </gallery> </div> </div>
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