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===Total War: WARHAMMER 2=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Six factions (two of which are DLC ones), each divided into a multitude of sub-factions (including free DLC ones)''' <div class="mw-collapsible-content"> ====[[High Elves (Warhammer Fantasy)|High Elves]]==== [[File:High_Elves_Wallpaper.jpg|center|800px|thumb|[[A Song of Ice and Fire|Not a midget]]]] With a balanced roster, a host of magical options and [[Awesome|motherfucking dragons]], the High Elves are an easy faction to use and understand and are capable of using almost every tactic from stonewalls to hit and run vanguards, but are ultimately the shootiest of all factions with all higher tier units having powerful ranged attacks. Their main distinction is that setting up trade agreements also provides them with a network of spies in the lands of their trading partners. High elves have a special resource called Influence which they earn through periodical events that pop up (along with faction debuffs or buffs, Influence isn't free). They can use Influence to improve or ruin the relationships between two factions regardless of their diplomatic standing with each other. Turn allies against each other through spending Influence points, or make new friends and new alliances. The sky (and your influence points) is the limit as far as your options go. It's also worth noting that Influence is extremely important as most Lords you can get without Influence are kinda garbage, and getting decent ones requires you to spend Influence to coax them from summer palaces to fight in your armies. In battle, High elves have the Martial Prowess ability: It represents their training and expertise in close combat when fighting with their comrades; since elves are naturally long-lived, they tend to have more experience in fighting in a coordinated manner when compared to other factions in the game. This means that as long as their total HP is over 50% they perform better in melee. However, their melee is lackluster compared to the Dark elves and ideally you should be winning the skirmish phase as soon as you can to whittle down more dangerous dark elf units like the Black Guard of Naggarond and Witch elves so that you can administer the coup-de-grace when your lines finally collide, or simply riddle them so full of arrows that when they do hit your lines half of them are already dead. On the campaign, the Crafted items are head and shoulders above items that you can get from random drops. Able to support you on the battlefield and the campaign, these items are well worth the money you spend on acquiring them. The one absolute benefit the High elves have over other factions is that their units -especially their cavalry- are more responsive. Lizardmen suffer from their units going berserk, and so do the Dark elf cavalry, while the bulk of Skaven armies are more eager to rout off the battlefield than they are to fight. High elves, in contrast, have typical total war unit responsiveness across their roster with units generally rallying and returning to the fight. While this is a glass-half-full analysis of their units it also means that you have control over when you want to engage the enemy. It becomes useful in the longer drawn out fights where you want to keep your army together and able to present a united front against the enemy. While players might prefer the more powerful buff that the Dark elves have to their murderous prowess, the high elf army is capable of holding their own with the help of magic and superior missile fire. Their base game Legendary Lords are predictably [[Tyrion]] and [[Teclis]]. Later joined by [[Alarielle]] (Queen & the Crone DLC), the grim [[Alith Anar]] (FLC), the even ''grimmer'' [[Eltharion]] (Warden & the Paunch DLC), and the Prince of Dragons Imrik (FLC) :: [[Tyrion]] leads the primary subfaction of '''Eataine''' starting in the city of Lothern in Ulthuan for both the Vortex and Mortal Empires campaigns. The unique faction effects are a bonus to relations with other High Elves, reduction in recruit time for infantry and cavalry units, and (interestingly) a reduction in construction time for the Shrine of Khaine. His Lord effects are a 50% upkeep reduction for Spearmen, Silver Guard, Archers, Rangers and Silver Helms in his army, along with a bonus to recruit rank for Lothern Sea Guard. Designed as the primary melee fighter of the race and specializing in dueling. Considered to be the vanilla experience suitable for the High Elves and Warhammer II in general, therefore his campaign is the most straightforward. With the main gimmick being Tyrion's unique skill tree options having a mutually exclusive choice between huge campaign boosts or in-battle boosts capable of making him solo armies. Quest items include the Dragon Armour of Aenarion, Sunfang, and the Heart of Avelorn. Also has access to a unique mount Malhandir. :: [[Teclis]] leads the '''Order of Loremasters''' faction starting in the Great Turtle Isle in the south of Lustria in the Vortex campaign, while he switches over to the Star Tower in Mortal Empires. The unique faction effects are a bonus to relations with Order factions, cheaper mage buildings, Swordmasters of Hoeth and Phoenixes and a bonus to recruit rank for spellcasters. His Lord effects are a bonus 30 to his Winds of Magic power reserve, and starting with the spell "Fireball" as a bound ability (which can be upgraded Fiery Convocation through his skill tree). Designed as the primary spellcaster of the race, with a selection of spells from the Lore of Beasts, Fire, Heavens, Life, and Light. Teclis' campaign isn't much different from a Tyrion based on mechanics alone, however his is far more difficult due to his start position; with a good deal of potentially hostile factions led by Legendary Lords in his vicinity in both campaign modes. Quest items include the War Crown of Saphery, the Sword of Teclis, the Scroll of Hoeth, and the Moon Staff of Lileath. As of the Total Waaagh! update he now has access to an Arcane Phoenix as a mount option. :: [[Alarielle]] leads the faction of '''Avelorn''' starting in the Gaen Vale in both the Vortex and Mortal Empires campaigns. The unique faction effects are a bonus to Hero capacity for Handmaidens, and a reduction of cost for her unique rite. Her Lord effect is a bonus to missile damage for Sisters of Avelorn and Handmaidens. In addition to these she boasts a number of unique mechanics that differentiates her from the vanilla Lord choices. The first being the "Defender of Ulthuan" mechanic, which gives bonuses or penalties depending on how much of Ulthuan is owned by High Elf factions; with the penalties being especially harsh if another race takes hold of the inner sphere of Ulthuan. In addition to this she leaves lingering bonuses to any province she recently visited, and her in-battle performance changes depending on how much Chaos Corruption is present in the world. Not only that, but Alarielle has the pleasure of being the second hybrid faction in the game following Arkhan the Black's precedent. Having access to some forest spirit units from the Wood Elves' roster via a unique recruit chain in her faction capital. Alongside this she also has access to the Invocation of Isha rite (replacing the Invocation of Hoeth), early access to the Handmaiden building, and a unique campaign stance. Another spellcaster, though she can hold up better in a fight than Teclis can, with more of a support focus with access to a mixed lore from High, Life, and Light magic. Her sole quest item is the Star of Avelorn, while she starts with her Stave of Avelorn already equipped; she can also gain access to the Shieldstone of Isha through a hidden Quest (though it is not really hidden since you gain the item even if another faction completes the mission's goal before you). :: [[Alith Anar]] leads the faction of '''Nagarythe''', though oddly enough not actually starting in that region, instead starting in the Black Creek Spire in Naggaroth. The unique faction effects are reduction in global recruitment time for all units, and a bonus to campaign movement range for all armies. His unique Lord effects are a reduction in Shadow-walker upkeep, and a bonus to ambush success chance; whilst he also has a unique (and potentially hilarious) bound ability called "Mislead" which creates a clone of himself while making the original hidden. Much like Alarielle, he also comes with a good amount of new mechanics to differentiate himself from the other shiny elves. His main unique mechanic is "Marked for Death", where it assigns a hit list of characters from various factions which gives you a host of rewards should you take them out of the picture. Not only that, but he has the privilege of being the first Lord to have a unique unit exclusive to his faction, those being the Shadow-Walkers. Alongside these he also has mutually exclusive skill tree options ala Tyrion, a unique campaign stance (default ambush attack stance Beastmen and Skaven style), "Shadow Paths" (the usual underway style stuff), a unique building that boosts ambush chances and decreases enemy movement in your provinces, and his faction has Wasteland as a suitable climate. Last but not least he has the unique rite Invocation of Morai-Heg which gives him a unique hero character the "Hand of the Shadow Crown" which boasts a '''100%''' chance for assassination. His sole quest item is for The Moonbow, but he starts with his Stone of Midnight already equipped, and (supposedly) can gain the Shadow Crown through a hidden quest. His role is rather unique in that he is the first truly ranged Lord in the trilogy, though he can do decently in melee too. Having a rather absurd amount of range, able to fire whilst moving, and having extremely high armour piercing missile damage, and can vanguard deploy to boot. :: [[Eltharion]] the Grim leads the faction of '''Yvresse''', a subfaction of High-elves dedicated to protecting Ulthuan from anything Greenskin. As such, Yvresse enjoys a permanent -80 relation penalty with all Greenskin factions. The other main selling points for the new elven faction are the Mists of Yvresse, a defensive shroud that covers Yvresse and their allies and the Dungeon of Athel Tamarha, a unique mechanic that allows Eltharion to permanently capture and imprison other legendary lords. These mechanics tie in to a group of powerful unique units called Mistwalkers that gain bonuses from both. Eltharion himself is immune to Wasteland Attrition and causes fear to Greenskin units, letting him push [[/d/|deep into Ork territory hard and fast]]. Minor stat bonuses are also granted to his spear and ranger infantry. He also has a unique ability called the "Mistwalker's Barrage" which fires off magical barrage from the sky around him every 30 seconds. His Quest Items include the Talisman of Hoeth, and the Fangsword. He also has access to a unique Gryphon mount named Stormwing. :: [[Prince Imrik]] leads the '''Knights of Caeldor''' subfaction on his quest to catch 'em all. As can be expected from his title alone, the ''Lord of Dragons'' confers major bonuses for the various Dragons available to the High Elves and is able to embark on a side quest to find and tame campaign unique Dragons for his use in battle. To help with this, Imrik's entire army enjoys increased flame resistance to better tank these fire-breathing beasties. His sole Quest item is the Armour of Caledor, but he also starts with The Star Lance right off the bat. He has two unique mounts, his Elven Steed Mautererius, and his Star Dragon Minaithnir. The High Elves can cast the following Rites during their campaign. ::'''Invocation of Vaul''': Reduces recruitment cost, increases armour, and gives 2 chevrons for newly recruited Swordmasters, Phoenix Guards, White Lions and Dragon Princes of Caledor. Also grants a magical wall breaker ability called Vaul's Hammer during siege battles for all forces. ''requires 3 unlocked technologies'' ::'''Invocation of Asuryan''': Grants 2 influence per turn, reduces building costs by 15% and increases Public Order by 4 ''requires level 5 on Faction Leader'' ::'''Invocation of Hoeth''': 200 XP per turn for mages and loremasters of Hoeth. 30 additional mana reserves for all forces, 40% success chance for mage heroes and loremasters and 50% XP increase for mages. ''requires Archive building'' ::'''Invocation of Isha''': Immunity to attrition factionwide. 8% increased army replenishment rate and +10 to Anti Corruption in all regions. ''requires 3 settlements to be owned'' ::'''Invocation of Lileath''': Exclusive to Avelorn. Increases by 3 levels the recruitment of Sisters of Avelorn, gives 2 levels to all recruitable Handmaidens, +20 armor to Dryads and a 75% cost decrease to all Handmaiden actions. ::'''Invocation of Morai-Heg''': Exclusive to Nagarythe. Spawns the Hand of The Shadow Crown. A unique agent that has ALWAYS a 100% assassination chance. ::'''Invocation of Ladrielle''': Exclusive to Eltharion, replacing the Invocation of Isha. A simple rite that empowers the Mists of Yvresse effects. ::'''Greater Invocation of Vaul''': Exclusive to Imrik. Grants the entire faction Flaming Attacks and enables Dragon units to utilize their breath attacks more often. ::'''Invocation of Eldrazor''': Exclusive to Imrik. Gives all his units bonus XP, but incurs a diplomatic malus with other elven factions. Their roster can be found [https://www.totalwar.com/blog/high-elf-army-roster/ here] [[Total War Warhammer/Tactics/High Elves| More specific tactics here]] <gallery mode="nolines"> File:Eataine_Emblem.png|Eataine File:Order_of_Loremasters.png|Order of Loremasters File:Avelorn_Emblem.png|Avelorn File:Nagarythe_Emblem.png|Nagarythe File:Yvresse_Emblem.png|Yvresse File:Knights_of_Caledor.png|Knights of Caledor </gallery> ====[[Dark Elves (Warhammer Fantasy)|Dark Elves]]==== [[File:Dark_Elves_Wallpaper.jpg|center|800px|thumb|The [[Ulthuan|Doughnut]] shall be [[Rape|'''glazed''']].]] Like their High Elf adversaries the Dark Elves field a versatile and well rounded roster of troops. The key difference between them and their foes is that the Druchii focus on offense over defence like the Asur do. As such they are generally less resilient on the whole than the High Elves, with some units like the Witch Elves falling squarely under the definition of glass cannon. However this is balanced out by a number of heavily armoured or otherwise resilient units such as the Corsairs, Black guard, War Hydras, and Cold One Dread Knights, who are described by CA as being [[Awesome|dinosaur riding cataphracts]]. They can also field Black Dragons, both as a mount option and a standalone unit. In addition the Dark Elves have a battlefield mechanic which gives them an army wide offensive buff once a certain number of units (from either army on the field) have been killed. Their campaign objectives revolve around Malekith seeking to absorb the energy of the vortex and use it to finally conquer hated Ulthuan. Their campaign also features a twist near the end, involving the surprise appearance of a tabletop character. In battle the Dark Elves favour, as stated above, offensive strategies and benefit from closing the distance with the enemy early, especially against factions with a heavy focus on ranged firepower. Dark Elf ranged units, from the humble Darkshards up to the Shades, have a lower than average range, so expect to be out ranged by many other factions. However, for what they lack in range they make up for in damage, not to mention the sheer volume of fire they can output. In fact, thanks to all Dark Elf ranged units doing armour piercing damage, even the basic Darkshard unit can be relied upon to make heavy infantry cry salty tears. As for infantry the basic Dreadspear and Bleaksword units are nothing special, but they do their job well enough. A step higher are the corsairs, who are reasonably tough, reliable and cost effective in multiplayer. In terms of campaign mechanics they possess a slavery system, allowing them to take slaves in battle and from enemy settlements. These slaves can subsequently be sent back to their own settlements and used to bolster their economy, or as fuel for their various rites. Managing slaves is something of a balancing act however, as having too many can cause public order problems and potentially lead to rebellions. Another Mechanic is the ability to recruit black arks, giant floating fortresses which essentially function as mobile settlements, allowing recruitment of new troops on the move. The black arks can also support nearby armies with a variety of in-battle bombardment abilities. Lastly Dark Elf lords can be given "names of power" as they level up; these are essentially titles which grant various bonuses depending on the one chosen. For example one might grant bonuses in battle another to management on the campaign map. Their base game legendary lords (predictably) are [[Malekith|Malekith]] and [[Morathi|Morathi]]. Later joined by Crone Hellebron (Queen & the Crone DLC), Lokhir Fellheart (FLC), Malus Darkblade (Shadow & the Blade DLC) and Rakarth (FLC) :: [[Malekith]] leads the primary subfaction '''Naggarond''' starting in the province of, you guessed it, Naggarond in both the Vortex and Mortal Empires campaigns. The unique faction effects are a bonus to loyalty for newly recruited Lords, relations bonus with the Cult of Pleasure, Malekith sharing a percentage of the XP he gains to other Lords, and an increased chance of loyalty loss when they are a higher rank than Malekith. His sole Lord effect is an upkeep reduction for Black Guard, Dreadspears, Bleakswords, and Darkshards in his army. Much like Tyrion's example he has a mutually exclusive skill tree line, but other than that he is meant to be the vanilla Dark Elf experience. His quest items include Destroyer, the Supreme Spellshield, and the Circlet of Iron; while he can also gain the Armour of Midnight from a hidden quest. Also has access to his unique mount Seraphon. Designed to be a hybrid Lord, who can more than hold his own in melee combat while also being a great spellcaster of the Lore of Dark magic too. :: [[Morathi]] leads the '''Cult of Pleasure''' faction starting in the Ancient City of Quintex in both Vortex and Mortal Empires campaigns; and differs a decent amount from her eternal emo phase of a son. Her faction effects are a boost to diplomatic relations with other Dark Elves, a reduction in relations with the Exiles of Nehek subfaction, a reduction in hero action cost, construction cost for Sorcery buildings, a huge reduction in upkeep for heroes, and finally (being the closet Chaos worshiper that she is) all characters in Morathi's faction spreads Chaos corruption. Her sole Lord effect is a chance to boost loyalty to Lords in the same local region as her. Her sole quest item is Heartrender & the Darksword, while she can also gain the Wand of Kharaidon from a hidden quest. Her role is mainly being the (very squishy) spellcaster for the race, using a mix of Dark, Death, and Shadow Magic. But she also has the role of being the only Dark Elf lord capable of anti-large damage, and she has a passive debuff hex around her that gives her some more sturdiness. [[Derp|Oddly enough despite being the first Sorceress she didn't gain access to Arnizipal's Black Horror when it was added alongside the Queen & the Crone DLC]]. :: Crone Hellebron leads the subfaction of '''Har Ganeth''' starting in the city of executioners itself in both the Vortex and Mortal Empires campaigns. The faction effects are an increase to hero capacity for Death Hags, and a boost to casualties captured post-battle. Her sole Lord effect is an upkeep reduction for Witch Elves, Sisters of Slaughter, and Har Ganeth Executioners. Much like her rival Alarielle, the Crone comes with a decent amount of unique mechanics that make her stand apart from the literal edge lord and his mother. First off is the Death Night mechanic, where every now and then you have to sacrifice a bunch of slaves to keep Hellebron all young and happy. Doing so gives a number of boosts to public order and Hellebron's in-battle stats, while also spawning an AI army of (unbreakable!) Dark Elves which will head over to give Ulthuan a rough time. If you do not commence a Death Night often enough, then Hellebron becomes more withered (sadly with no visual representation), and suffers from decreased combat stats and public order maluses. Capturing Allarielle and Morathi's capitals will raise the floor on this, lessening the negative effects should you go awhile without a Death Night. Alongside this she has access to the unique rite "Sacrifice to Drakira" (replacing "Sacrifice to Hekarti"), and she also has the unique bound ability "Gaze of Khaine" which causes units within her vicinity to rampage. Her sole quest item is the Deathsword & the Cursed Blade, but she can also gain the Amulet of Dark Fire from a hidden quest. Her role is to be an infantry blender, albeit one that can be damaged easily if you're not careful, with the potential of simply deleting units once she gets her unique weapon. :: [[Lokhir Fellheart]] leads '''The Blessed Dressed''' starting in the province of Chupayotl in both the Vortex and Mortal Empires campaign. The faction effects are a boost to income from Slave Pens and Slave Markets, and having Savannah and Jungle as suitable climates. His sole Lord effect is an upkeep reduction for all Black Ark Corsair units in his army. Alongside this his faction does not need a rite to recruit Black Arks, instead you gain more by capturing major ports on the map, and he starts with one (with a giant version of his squid helm hanging off of it) right off the bat. Alongside this they have access to the unique rite "Sacrifice to Aneth Raema" replacing "Sacrifice to Mathlann", which is funny for a Lord that constantly talks about making sacrifices to Mathlann. His sole quest item is the Helm of the Kraken, but he can gain his Red Blades from a hidden quest. He also has a unique mount Maelstrom, which he didn't have as an option on TT. His role is to be a duelist character and to '''never die'''. Seriously, Lokhir is neck to neck with Vlad in terms of being the tankiest character in the series so far. With his Helm of the Kraken giving him regen and melee defense boosts, and his bound ability "Dreaded Duelist" giving a crazy buff to his offensive and defensive stats which can be used every minute. Not only that but he has a passive leadership debuff, which is on top of the terror he gets from his helm. Due to this he is almost universally considered one of the only Lords you're better off using on foot, since his mount just makes him a bigger target. The Krakenlord can kill almost any other Legendary Lord in the game in a one on one duel, with the exception of the likes of Kholek and Durthu. As of the addition of Rakrth, he has gained a new quest to race the Beastmaster to 2500 slaves to confederate his home of Karond Kar. :: [[Malus Darkblade]] leads '''Hag Graef''' and controls it at the start of his campaign in both Vortex and Mortal Empires campaign, with his old "friend" Tz’arkan coming along for fun and games. But there is a bit of a twist in that he does not physically start there. Instead he is out on expedition with a Black Arc at the Tower of the Sun in the Vortex Campaign. In Mortal Empires he is instead having a bit of a road trip down in the Dragon Isles. At the beginning of his campaign you are given a dilemma, choosing between keeping Hag Graef under your control, or coughing it up for a hefty amount of gold. Making a nice balance between giving him his lore accurate territory, while also giving Dark Elves somewhere to start that isn't Naggorth. While Malus himself isn't involved with the fight for the Vortex, getting enough scrolls will lead to Malekith giving you the formula for the elixir to keep Tz'arkan down, letting you take them for free instead of having to pay money. For Lord effects he gets the expected buffs for Cold One units, granting recruitment and upkeep reductions to Cold One units in his army. As for faction effects he has Tz’arkan’s Whispers, which is a new type of mission where you play errand boy for the Daemon and are rewarded with various items and followers for the effort. He also starts off with a military alliance with metal daddy Malekith right off the bat, and a pretty good boost in income from iron minds, gold mines, and marble quarries in all regions. In addition to this Malus gets not one, but two unique new Rites, "Gift to the Witch King" and "Rite of the Warmaster", doing away with the whole "Sacrifice to X Cytharai God." The former gives a hero of your choice with a rank dependent on how many regions you own, while the latter gives you an army filled with the various Dark Elf beasties (basically a D-Elf flavored Rite of Primeval Glory). In battle he has the ability to transform, letting Tz’arkan possess him to completely change his statline and make him a literal monster in combat. But this comes at the price of the other edgy Elves on the map distrusting you the more you give into the Daemon. His sole quest item is the Warpsword of Khaine, which grants him regeneration while he's in combat, and he has his trusty raptor Spite as his unique and only mount. :: [[Rakarth the Beastlord]] leads '''The Thousand Maws''', a suitably edgy name that puts Naggaroth's best pet owner in Albion in both the Vortex and Mortal Empires. He of course has the expected upkeep reduction for all of the bad beasties in the Dark Elf roster but can also recruit some unique ones of his own. His Monster Pens will allow him to have a special recruitment tab to instantly recruit certain kinds of monsters based on the enemy that he is fighting, from Mammoths to Carnosaurs and several other smaller killing machines. You also get special missions to attack certain places for specific monsters, such as raiding the zoo in Altdorf. His unique rite, the Convocation of Hunters, also lets you send out Beastmasters for the chance of gaining monsters depending on where you send them off to. If it wasn't obvious, Rakarth is designed to allow you to grab a ton of big scary monsters and drown your enemies in them. Similar to Imrik he also has a mechanic to confederate his home base of Karond Kar once you have enough slaves. Unlike Imrik, you have to worry about Lokhir Fellheart trying to beat you to it, so make sure you get there before Squidward has a chance to steal it from you. Their rites are as follows, and, as stated above, require slaves to activate instead of gold like the other races. ::'''Sacrifice to Atharti''': On turn start, Lords have a chance to gain loyalty. Public order increases by 8 in all provinces. Costs 100 slaves, and requires you to issue the ''Demand Highborn Hostages" commandment over a province. ::'''Sacrifice to Hekarti''': Experience gain +50% and experience per turn +200 for Sorceresses. Winds of Magic Power reserve +30 for all forces. Hero action success chance +40% for Sorceresses. Costs 250 slaves, and requires you to perform an action with a Sorceress. ::'''Sacrifice to Khaine''': Post battle capture rate +25%. Casualty replenishment +20%. Income from slaves +15%, and slave decline rate +50%. Income from post-battle loot +50%. Gives an army ability called "Dark Conduit" to all forces. Costs 375 slaves, and requires you to enslave captives after a battle 3 times. ::'''Sacrifice to Mathlann''': Makes a Black Ark available for recruitment at any port settlement. Costs 500 slaves, and requires a Slave Pen to be constructed. ::'''Sacrifice to Drakira''': Exclusive Rite to Har Ganeth, boosts rank bonuses for Witch Elves and Death Hags, while giving bonuses for fighting H-Elves, and giving a diplomatic malus with them. ::'''Sacrifice to Anath Raema''': Exclusive Rite to The Blessed Dread, gives Black Ark Corsairs Fear and Stalk traits, while also giving them bonus AP missile damage. Also gives the Kharybdiss some bonus armor. ::'''Gift to the Witch King''': Hag Graef exclusive rite. Summons a hero of the players' choice next to their faction leader, with the hero's rank determined by how many regions the player owns. ::'''Rite of the Warmaster''': Hag Graef exclusive rite. Summons an army of Hydras, Black Dragons, Cold One Knights, Medusa, Kharybdiss, Manticores, and Scourgerunner Chariots at the faction capital. Their roster can be found [https://www.totalwar.com/blog/dark-elf-army-roster/ here], and their trailer [https://www.youtube.com/watch?v=zB6FaGBz0Lo here]. [[Total War Warhammer/Tactics/Dark Elves| More specific tactics here]] <gallery mode="nolines"> File:Naggarond.png|Naggarond File:Cult_of_Pleasure.png|Cult of Pleasure File:Har_Ganeth.png|Har Ganeth File:The_Blessed_Dread.png|The Blessed Dread File:Hag_Graef.png|Hag Graef File:The Thousand Maws.png|The Thousand Maws </gallery> ====[[Lizardmen]]==== [[File:Lizardmen_Wallpaper.jpg|center|800px|thumb|A thousand pounds of reptilian muscle is heading [[Rape|straight for your ass]]]] Counting on the various types of dinosaurs, dinosaur-men, and [[Awesome|dinosaur-men riding dinosaurs]], the Lizardmen are the masters of Lustria and seek to complete the Great Plan of the Old Ones. Lizardmen used to have powerful, majestic cities that were leagues ahead of any other, so unlocking the full potential of the Lizardmen takes time and money; far more than the others. A prime example of this is the Geomantic Web: every capital in the game has Ley Lines only Lizardmen can see. These Ley Lines form a magical web that the Lizardmen can exploit to gain massive buffs to their capitals and troops, but require a LOT of investment and special building chains to make work. It's also worth noting that cities also use the ones next to them to determine their magical power, meaning that to make that Ley Line on your border into a lvl 5 like the ones deeper inside you will have to take enemy cities next door so you can improve them yourself. This encourages constant warfare and the natural debuff Lizardmen have in diplomacy means that war is easier than peace. They can also create "blessed" units, which are recolored and beefed up Lizardmen units that come from sacred spawning pools you can build in your cities, similar to regiments of renown. Their last unique campaign mechanic is the ability to search for the venerable Lord Kroak, a Legendary Hero that can be gained from following a unique questline. In battle a lot of their units have the potential to go into a rampage, making them ignore orders and just attack whatever unit is closest to them. To combat this, characters have access to the Cold Blooded ability which lets them stop a unit from rampaging. While units with the Primal Instincts trait will only rampage when they are below a certain health threshold. Lizardmen in-battle have little skill at ranged and vanguard with few units well suited to it, but nearly all late game units are big, beefy bastards with massive health, armor, and melee damage. Conversely what ranged units they do have are Skinks with Blowpipes and Javelins, and unfortunately their natural speed, vanguard abilities, and sheer Skinky awesomeness doesn't make up for short range and low ammunition. Though this is slightly alleviated by the addition of Salamanders and the Ancient Salamander in their Lord Pack, which added some much needed ranged firepower to their toolkit. Lizardmen are a Brute army that hits like a truck with no subtlety involved, but that giant T-rex and sledgehammer wielding Crocodile-Men (they literally do Death Rolls as an animated kill) are so awesome you probably won't care. Interestingly, recruiting a slann mage priest is surprisingly ornate as befits the fluff of the lizardmen. You can't recruit Mage priests like regular lords, but need to build a Star Chamber, and then enable the '''option''' to recruit a slann mage priest via a rite. These rites are periodical, just like the rites for all other races, meaning that you have to choose between selecting a frog magician and other major effects on the campaign map. Their base game Legendary Lords are Lord Mazdamundi and Kroq-Gar. Later joined by [[Tehenhauin]] (The Prophet & the Warlock DLC), Tiktaq'to (FLC), Nakai the Wanderer (The Hunter & The Beast DLC), and Gor-Rok (FLC). :: [[Lord Mazdamundi]] leads '''Hexoatl''' as the primary subfaction starting in, you guessed it, Hexoatl in the Vortex Campaign, and maintaining that position in Mortal Empires. The faction mechanics are a cost reduction to Star Chamber construction, a cost reduction for activating Rites, and an increased Mage-Priest capacity. Obviously to encourage players to take a more spell-caster oriented thematic playstyle. They also have a diplomatic malus with most factions, to showcase the somewhat genocidal habits Mazdamundi has. Lord effect wise he has a hefty upkeep reduction for Temple Guard units in his army. His quest items include the Sunburst Standard of Heoxatl and the Cobra Mace of Mazdamundi, and can gain a unique Stegadon mount when properly leveled. The primary Caster Lord for the Lizardmen, Mazdamundi comes with his own mixed lore of magic, a unique Wind Spell called "Ruination of Cities'', and can become quite a powerhouse once on top of his trusty (totally not a Dinobot) mount Slaaq. :: [[Kroq-Gar]] leads the '''Last Defenders''' as a subfaction, starting in the Temple of Skulls in the Vortex Campaign, as well as in Mortal Empires. The sole faction mechanic is a faction wide upkeep reduction. While Lord effects include a significant upkeep reduction for Saurus and Cold One units, Leadership and Armour bonuses for several monstrous units, and an increase to ambush chance for Kroq-Gar's army. His quest items include the Revered Spear of Tlanxla and the Hand of the Gods, while he can also mount on his unique Carnosaur Grymloq (also totally not a Dinobot). The main melee guy for the Lizardmen, Kroq-Gar is a powerhouse that rivals Kholek when he is on his pal Grymloq. Boasting impressive combat states, and his Hand of the Gods item gives him a unique magic missile that can dish out a ton of hurt when it connects. As he levels his yellow tree in campaign, he also gains access to the unique Swiftness of Itzl skill which ironically functions similarly to Verminous Valour, releasing a quick burst of AOE damage that pushes away foes and lets him make a hasty escape. :: [[Tehenhauin]] leads the '''Cult of Sotek''' as a subfaction, starting in Kaiax in the Vortex Campaign, and Xlanhuapec in Mortal Empires. The main faction mechanics is the unique Sacrifice campaign mechanic (capturing sacrifices after a battle and exchanging them for RoRs, and other bonuses), a significant decrease to the Rite of Sotek, and a +200% bonus to upkeep cost on Saurus units until you complete the first state of the Prophecy of Sotek. Lord effect wise he gives a physical resistance to all Skink units in his army, leadership bonuses to all his units when fighting against Skaven, and gives a bonus to untainted in a local province. The main unique campaign mechanics is the aforementioned PRophecy of Sotek, fulfilling several objectives in order to summon the Serpent God to the mortal plane once more. The second of which starts something called the Skaven War, which makes all Lizardmen factions go to war with all Skaven factions on the map, with diplomacy locked out. He starts with the Blade of the Serpent's Tongue as his unique weapon, and his quest item is the Plaque of Sotek. He can later be mounted on an Ancient Stegadon with an Engine of the Gods, though it is sadly not named after a Dinobot like the rest of the Lizardmen LLs. He is a hybrid Lord able to case the Lore of Beasts and can put up a pretty decent fight when he has to. Has a unique skill tree line campaign wise that offers a mutually exclusive choice of buffing the shit out of his Skink focused army, or boosting the Empire management element with upkeep reductions and the like. :: [[Tiktaq'to]] leads '''Tlaqua''' as a subfaction, starting in Tlaqua in the Vortex Campaign and in Mortal Empires. He brings a host of faction effects, with the main one being that his Skink Heroes all start with a Terradon mount right off the bat, an increase to campaign line of sight for all characters, Terradon riders gain an additional set of rocks that they can drop on enemy units, and finally he has the unique (and arguably broken) Rite of Tzunki. Lord effect wise he has an upkeep reduction for Terradon Riders and Ripperdactyls, and gives a melee attack bonus to his army when fighting in foreign territory. He starts with the Blade of the Skies as his unique weapon, and his quest item is his Mask of Heavens. The Master of the Skies was somewhat of an odd choice to include at the time, but fulfills a decent niche in the Lizardmen Lord lineup. He starts off mounted on his unique Terradon Zwup (completing the OG Lizardmen Dinobot mount trio) being the first flyer focused Lord in the trilogy so far. With his unique skill tree providing many buffs for various aerial units, and boosting the power of his unique Drop Sphere of Tepok ability. :: [[Nakai the Wanderer]] leads the '''Spirit of the Jungle''' subfaction of Lizardmen, which is the first (and likely only) Lizardmen Horde faction. Unlike other Horde factions, Nakai does retain territory conquered through a vassal subfaction of Lizardmen called the Defenders of the Great Plan. Territory given to this vassal allows Nakai to dedicate a temple to different Old Ones, which in turn unlocks new benefits to Nakai. Unfortunately, Nakai has no direct control over how the Defenders of the Great Plan build these cities or how the AI controlling them actually defends itself from attackers. This can lead to some very frustrating times where Nakai will struggle to maintain income compared to other Lizardmen lords or will have to constantly double back to protect poorly protected cities. Only Nakai's personal army can unlock new units for recruitment; all other lords must rely entirely on Nakai's horde teching up in order to recruit new units for their own armies. Nakai himself is a hell of a beatstick; He inflicts speed, vigour and leadership debuffs on enemies in range of him, passively grants perfect vigour to allied units nearby, and can buff himself and nearby allies with Primal Roar to increase their punchiness at the cost of making them Rampage. :: [[Gor-Rok]] the Great White Lizard is the FLC Lord of the '''Itza''' subfaction. As a Lord, Gor-Rok is built like a truck; regeneration and defensive bonuses allow him to stick into combat until the bitter end where other leaders (even characters like Kroq-Gar) might break and run. This is somewhat mitigated by Gor-Rok's slow movement speed and his lack of any mount options, which significantly limits his offensive capabilities compared to other legendary lizard lords. As for what he brings the faction of Itza, a flat 20% upkeep reduction in Saurus units lets you really splurge on them compared to your other factions (even Kroq-Gar's, since his cost reductions are limited to ''his'' army). The main selling point, however, is Lord Kroak. He just starts the game with him unlocked and in his army, Deliverance of Itza and all. This alone makes Gor-Rok's campaign the easiest in the eyes of experienced players, despite having a start in the toughest continent, Lord Kroak destroys all. The other minor bonuses his army provides are small defensive buffs while inside your/friendly territory or while defending during a siege. :: [[Oxyotl]], "He who hunts unseen", finalizes the Lizardmen Legendary Lord roster.Leads the '''Ghosts of Pahaux''' as a subfaction. Oxyotl starts his Mortal Empires campaigns in the far, frozen northern province of Deadwood in the aptly named Frozen City. His faction has universal habitability (considering where Oxyotl's former stomping grounds were, I'm sure anywhere in the material realm is a pleasant retreat), allowing him to set up shop wherever you send him. And oh, what places you'll send him; his primary faction mechanic involves teleporting himself and his banner army across the world to take down key targets that threaten the Great Plan. Killing certain lords, razing or capturing certain cities, each task Oxyotl completes rewards him with gems to build secret sanctums (functionally akin to Skaven undercities), Blessed Spawnings and temporary performance buffs for the army. Failure to do so within the time limit results in some rather punishing demerits, ranging from permanent buffs for the enemy army you were ''supposed'' to kill to actually causing the Chaos Invasion to happen sooner. Because Oxyotl himself is constantly warping all over the map, players will typically need to rely on generic lords to defend/expand the homelands. In a pinch, Oxyotl can always teleport his army back to his capital city and up to one Silent Sanctum of the player's choice. Their rites include ::'''Rite of Awakening''': Summon a slann mage priest ''requires Star Chamber''. Upon completion, the rite allows the player to choose between a Light, Life, High, or Fire slann mage-priest of either the Second, Third or Fourth generation (with earlier generations having much better Winds of Magic reserve bonuses compared to the later gens). ::'''Rite of Ferocity''': Units gain XP per turn passively and can be recruited with two levels of veterancy. Gain more loot after the battle. Costs 1400 gold. ::'''Rite of Sotek''': Enables attrition for enemies in your territory. 50% extra chance to succeed in ambush. Costs 2100 gold ''requires an ambush battle where you win (either as the ambusher or the ambushed).'' ::'''Rite of Primeval Glory''': An army of feral Carnosaurs, Stegodons and Bastiladons appears at your capital led by a random lord. All armies gain the "feral cold ones'' ability. costs 8400 gold. ::'''Rite of Tzunki''': Unique to Tlaqua and it's leader Tiktaq'to, as well as probably a nominee for most broken rite. When used, it completely resets the campaign movement for every banner army under the player's control, doubling (or effectively tripling) the distance their armies can travel in a single turn. A clutch use of this power can let Tiktaq'to and all other lords chase down multiple armies or assault multiple settlements in a single turn, though the cost and cooldown do prevent the rite from being spammed to hell and back. One additional caveat that ''must'' be considered is that any armies that were in the "March" stance when this Rite is used will be locked in the march stance for the remainder of the turn. While this lets your marching armies cover frankly obscene distances, it does completely shut down their offensive options for the turn, so caution should be considered before using the rite. ::'''Rite of Allegiance''': Exclusive to Spirit of the Jungle. Grants a bonus to your armies' replenishment rates, buffs the Defenders of the Great Plan's income, and spawns them an unbreakable army to defend their lands. ::'''Rite of Rebirth''': Exclusive to Spirit of the Jungle. Buffs the growth rate of Hordes while reducing unit recruitment and upkeep costs in addition to construction cost reduction for his personal horde. ::'''Rite of Mastery''': Exclusive to Spirit of the Jungle. This one's all about the Kroxigors, with an increased recruitment rank and buffs to Weapon Strength and Armor for anything Kroxigor related. ::'''Rite of Resilience''': Exclusive to Itza. Buffs your Saurus unit's defensive stats and grants them Unbreakable, letting you turn the entirety of your army into a brick wall intent on clubbing anything in front of it to death. Their roster can be found [https://www.totalwar.com/blog/lizardmen-army-roster/ here], and their trailer [https://www.youtube.com/watch?v=g3CmxjTFv_Y here]. [[Total War Warhammer/Tactics/Lizardmen| More specific tactics here]] <gallery mode="nolines"> File:Hexoatl.png|Hexoatl File:Last_Defenders.png|Last Defenders File:Cult_of_Sotek.png|Cult of Sotek File:Tlaqua.png|Tlaqua File:Spirit_of_the_Jungle.png|Spirit of the Jungle File:Itza.png|Itza File:Ghosts of Pahaux.png|Ghosts of Pahaux </gallery> ====[[Skaven]]==== [[File:Skaven_Wallpaper.jpg|center|800px|thumb|YES-YES, MIGHTY-WARRIOR-CHAMPION. KILL-KILL ALL THINGS!]] Officially confirmed on the 16th of August, the Skaven and most of their monsters and machines are the fourth race for the game, and [[Just As Planned|the 13th race revealed]]. As if anyone didn't know. They are led by [[Queek Head-Taker|Queek Headtaker]] for the main faction (Clan Mors) and the subfactions being led by [[Lord Skrolk|Lord Skrolk]] (Clan Pestilens), [[Ikit Claw|Ikit Claw]] (Clan Skyre), [[Tretch Craventail|Tretch Craventail]] (Clan Rictus), and [[Deathmaster Snikch|Deathmaster Snikch]](Clan Eshin). [[DOOMWHEELS]] and hell pit abominations are confirmed. As for their mechanics, skaven cities are actually hidden, looking like ordinary ruins to some effect although attentive players will notice massive Skaven corruption around those ruins; a surefire indicator of a strong Skaven presence. Beyond that, Skaven also have unique mechanics in the Food mechanic. Skaven are hungry vermin after all, and massive Skaven populations need Food to survive. Unlike other factions that can sustain themselves Skaven aren't really farmers as such and so food shortages are a constant concern. Some advanced Skaven buildings create some food and exploiting natural food sources such as rich pastures and farmlands generate large amounts of food, but ultimately the best source of meat is the enemy; start raiding or simply eat the enemy dead, whichever works best. The more Food in your stores the better, but you can also spend Food to build more powerful settlements and increase the amount of Clan Rat reinforcements you can call per battle. Skaven also have to deal with Skaven corruption. Skaven Corruption (AKA Rat Rot) is an indicator of how many Skaven are in the area, and can be increased (or decreased) by certain buildings: a Breeding Pit for example increases Rat Rot as more and more Skaven are born while an industry building such as a Gold Mine lowers it as Skaven die in horrible conditions. The higher the Rat Rot the more disorder the local province suffers because of an unruly population, but the higher the Rat Rot the stronger the army buffs (such as more Clan Rat reinforcements in battle) so you need to find a sweet spot that works best for you. Not to mention that high Rat Rot means lots of Skaven (duh) which shows the AI exactly where your under-empire is. Skaven also have to deal with Loyalty like the Dark Elves, and keeping Lords happy is surprisingly easy to do. Give them massive armies, give them shinies, and keep winning battles and you'll be fine. Interestingly however, is that each faction works better with certain types of Lord. For example: Queek hates Grey Seers while loving Warlords and recruiting Seers to lead your army isn't wise as his buffs mean that Warlords gain stronger Loyalty while Seers get lower Loyalty, making Warlords the go to for that faction. They also have access to a movement stance that lets them ambush when attacking, and the "Menace Below" ability lets you summon Clan Rats anywhere on the field, with amount of usage dependent on how much food you're willing to give up for it and the level of Skaven corruption in the area. The "Under-Empire" mechanic added at the same time as the Prophet and the Warlock has further differentiated the Skaven campaign by letting them build in other faction's cities ala the Vampire Coast. The difference being that you can build them anywhere, not just in ports, and have a wider range of options. Some let you mooch off their income, gain more food (Praise the Horned Rat!), or even build up a force to take over the city. As can be expected, battle wise the Skaven's main strategy in combat is to overwhelm their enemy with cheap disposable rat fodder, while using their elite monsters and warmachines to do the real work while the enemy is busy with the slaves. Having some of the best artillery options in the game, and powerful, albeit fragile at times, monsters. The low leadership of the Skaven in general is a problem, but on the flip side they recover it much quicker than other races to compensate for how fast they break. Leading to a feeling of constantly getting swarmed with waves of them as they break only to return moments later. The Lord Pack's addition of the Clan Skryre units only bolstering their options, with additions like the Warplock Jezzails and Ratling Gunners adding much needed long range units to their arsenal, and the Doomflayer adding a (relatively) low tier armor piercing option great for dealing with those pesky Dwarf-things. Their base game Legendary Lords are Queek Headtaker and Lord Skrolk. Later joined by Tretch Craventail (FLC), Ikit Claw (Prophet & the Warlock DLC), and Deathmaster Snikch (Shadow & the Blade DLC). :: [[Queek Head-Taker]] leads '''Clan Mors''' as the primary subfaction starting in Yuatek in the Vortex Campaign, but switches it up by starting in Karag Orrud in Mortal Empires. His unique faction effects are a decrease in loyalty to Grey Seer recruits, and Queek steals a percentage of the XP gained by other Lords in his faction. His Lord effects buff his armies when fighting against Dwarfs or Greenskins, increased number of uses for the "Menace Below" and a significant upkeep reduction to Stormvermin and Clanrats. With the addition of the "Under-Empire" mechanic he also starts with an Undercity beneath Karak Eight Peaks. His quest items include the Warpshard Armour and his trusty war pick Dwarf Gouger. Queek is in an odd position of being designed to be both the vanilla Skaven experience in the Vortex Campaign while also being a participant in the race to the Eight Peaks in Mortal Empires. Complete with a unique building chain once he gets there. So campaign wise his start can actually be a bit of an uphill battle. With the addition of the Under-Empire mechanic, he also has the benefit of starting with an undercity below Karak Eight Peaks right from the get-go in Mortal Empires; which makes it a bit easier to take over the place if you set it up right. Battle role wise Queek is the quintessential duelist Lord, with his weapons and abilities catered to his role of demolishing single entity characters. He's pretty sturdy, and can do pretty decently in a crowd of troops unlike assassins, but he has Verminous Valor as assurance should you find him surrounded. :: [[Lord Skrolk]] leads '''Clan Pestilens''' as a subfaction, starting in Oyxl in both Vortex and Mortal Empires doing his best to spread, well, pestilence through the lands. The unique faction effects consist of construction cost reductions for Clan Pestilens related buildings, and a significant cost reduction for the "Pestilent Scheme" Rite. His sole Lord effect is a significant reduction in upkeep for all Plague Pestilens associated units. His quest items include the Rod of Corruption and The Liber Bubonicus. Role wise Skrolk is technically a hybrid Lord, being able to hold his own in melee decently enough. However he leans heavily into the spellcasting side of things, with his unique ability from the Liber Bubonicus being of particular note. Being able to devastate a single entity target with its damage nuke. Campaign wise he is pretty consistent with the goal of spreading ruin to Lusria, but it can be a pretty rough time due to the sheer number of other factions involved in that party. Allying with the resident edge lords and stocking up on Plagueclaw catapaults is highly recommended to survive the subsequent murder orgies. There wasn't a lot of incentive to actually go crazy with the spreading disease, but that has changed as of the Potion of Speed update. Such incentives include economic bonuses to settlements you control suffering plague and combat bonuses to your plagued armies. Clan Pestilens also has an increased capacity to spread plagues (including a sub-faction unique under city building, shorter cool down time for Rite of Pestilence, and their plague is more contagious). :: [[Tretch Craventail]] is not last but is certainly the least of the Skaven Lord choices, leading '''Clan Rictus''' as a subfaction far from home in the Clawed Coast province in both Vortex and Mortal Empires, being unique as the only Skaven faction present and willing to live in Nagarythe. His main unique faction effect is a public order bonus whenever a diplomatic treaty is broken, though he also buffs Stormvermin by granting them a +3 boost to recruitment rank and an Encourage aura similar to Dwarfen Longbeards. His Lord effects consist of attack bonuses during ambushes, and after retreating when attacked, as well as the classic vanguard employment for his whole army. His sole quest item is The Lucky Skull Helm. Role wise Tretch is meant to be good at survivability and that's about it. He technically also fulfills the anti-large role among the Skaven Lords, but he isn't anything special in that department. But to make up for those lows, he has the hilarious ability "Stay Here, I'll Get Help!", which makes him invisible as he runs away while giving those he leaves behind a small buff. Overall, Tretch provides the most down to earth Skaven experience compared to his infamous contemporaries. You're encouraged to play the rattiest rat that ever ratted, as being surrounded by factions that generally can tolerate the Skaven allows him to try and use allies as meatshields until they're no longer useful and betraying them when they're at their most vulnerable. :: [[Ikit Claw]] leads '''Clan Skryre''' as a subfaction, starting in the Star Tower in Vortex and in '''''Skavenblight''''' in Mortal Empires. The unique faction effects consist of a boosted research rate, increase in loyalty for new recruits, construction cost reduction for Engineering buildings, and exclusive access to the "Forbidden Workshop" mechanic. His Lord effects include starting with a Warpstorm Doomrocket, a significant upkeep reduction to Weapons Team units, as well as increased recruit ranks for them. His unique quest item is his halberd Storm Daemon, and he starts with his unique armour the Iron Frame. He can also be mounted on either a Doomflayer or Doomwheel, neither of which were options for him on the TT. Campaign wise he is undoubtedly the strongest among the Skaven, if not in the entire game up to this point. With the Forbidden Workshop giving insane amounts of both to Clan Skryre units (most of which were already powerful at a base level), and the ability to use '''nukes''' in battle and on the campaign map. With the ability to build Doomrockets to wipe out units on the battlefield, and the exclusive ability to make Doomspheres in under-cities to blow up the cities above ground. As for Ikit himself, he is pretty much good at everything. Seriously, he is tough to kill due to his armor, can dish out good anti-large armor piercing flaming and magic damage in combat, and has a flamethrower as a ranged weapon to boot. Which can be upgraded to add anti-large bonuses on top of its already significant damage. He also has access to the Brass Orb vortex spell ability from the get go, and can gain a strong magile missile ability from his halberd. To top it all off he is also a spellcaster, and a disgusting one at that due to the sheer amount of Warp Lightning spam he can rain down upon his foes. Also CA gave him a jetpack, with a ton of unique combat animations to go along with it. Which conveniently also contributes to making him harder to kill. And if all of that wasn't enough, you can put him on a DOOMWHEEL, so have fun with that. :: [[Deathmaster Snikch]] leads '''Clan Eshin''' as a subfaction, starting in El-Kalabad in the Vortex and in Flayed Rock in Mortal Empires. Their unique faction mechanic is Shadowy Dealings which gives a variety of agent actions that can be done by Eshin characters in exchange for food or schemes; but some make them unavailable for some time afterwards. You can get more schemes by doing the Nightlord's Say-So missions, but those are obtained by Snikch's level and take him out of commision each time they are done. But they are well worth it since the end game schemes are hilarious, letting you take over other Skaven armies, destroying entire armies at sea, destroying everything but the main building in a settlement, and even completely wiping out an entire faction and replacing them with rebels. Clan Eshin also has Great Clan Contracts as a mechanic, letting them accept missions from the other clans in exchange for food, money, and increased reputation with those clans. Looking like a pretty good representation of Clan Eshins for hire nature in Skaven society. This also grants them bonuses and cost reductions for the respective units of the Great Clan you do missions for. This mechanic will help greatly to alleviate Eshin's other faction effect, a hefty 200% increase in recruitment cost for non-Eshin units. And to top it all off, no Eshin Lords will defect from low loyalty and all Night Runners and Gutter Runners AP warp infused projectiles. Lord effect wise he has an increase to ambush success chance, increased melee attack for embedded heroes in his army, and concealment bombs. In battle he is pretty much what you'd expect, a close combat monster who excels at slaughtering enemy characters. He has the usual Eshin physical resistance (though lacking in the missile resistance department), vanguard deployment, stalk, Weeping Blades for that whopping 50% armor reduction on contact, and he also has an interesting trait where his damage increases the lower a target's HP is. In terms of unique items he has his Cloak of Shadows that debuffs the melee defense and leadership of units around him. As well as the Whirl of Weeping Blades which grant him a unique ability which roots him to the spot and makes an AoE vortex around him that dishes out a pretty good amount of damage. And going with the recent trend of giving every character and their mothers a slow/net ability, he also has the Deathmaster's Sigil which stops a character in place for a somewhat measly seven seconds. Which is usually more than enough time for Snikch to finish the job provided he is close enough. Following the animation creep since Prophet & the Warlock, Snikch unexpectedly has a unique set of combat animations (surprising since everyone was expecting them to just reuse the Deathrunner animations), where he goes full-on Naruto on everyone. Teleporting around to slash through groups of infantry, which (much like Ikit) actually makes him somewhat difficult to hit or pin down. :: [[Throt the Unclean]] leads '''Clan Moulder''' as a subfaction, starting in Atorak in Vortex and in Hell Pit in Mortal Empires. His unique mechanics are Growth Juice, which he gains overtime as well as from killing, allowing him to recruit a ton of beasties for no cost outside upkeep. His second, more unique mechanic is his Flesh Laboratory, allowing you to upgrade individual Monster and Infantry units with various mutations at the risk of them becoming unstable. Go wild and give those Rat Ogres invisibility! Give a Brood Horror to randomly shoot lightning! Make that Hellpit Abomination a vampire! What could go wrong? His unique items are Creature-Killer, which gives everyone around him Anti-large and Immune to Psychology, and the Whip of Domination, which gives a big leadership buff to basically every Skaven monster in the game. He has regeneration, armor piercing and Anti-large, making him perfect for taking down your opponents big monsters, while he also buffs your own monsters to ensure they run rampant all over your opponent. Their rites include ::'''The Dominating Scheme''': Increases food generated, growth, and public order in all provinces. As well as decreasing recruitment costs. Costs 3000 gold, and requires you to issue the Expansionist planning commandment in a province. ::'''The Pestilent Scheme''': Recruits a unique Plague Priest hero called a Pestilent Scheme Priest, that will spread a plague in an enemy settlement at the cost of its own life. Costs 1000 gold, and requires you to build a Pestilent Nave building. ::'''The Thirteenth Scheme''': Boosts diplomatic relations with Skaven by 13, provides a chance of loyalty increase each turn, reduces enemy hero success chance, increases your own hero success chance, and gives the army ability Clanstone (with varying effects depending on the faction) to all forces. Costs 1313 gold, and requires your faction leader to be rank 7.. ::'''The Scheme of DOOOOM!''': Recruits a unique Warlock Engineer hero called a DOOOOM! Engineer, that will destroy an enemy settlement's walls or create an Undercity (with a special building to boot!) at the cost of its own life. Costs 800 gold, and requires you to research 3 technologies. ::'''The Revitalising Scheme''': Exclusive to Clan Eshin. Restores all units in all armies to full health, and brings any wounded or recovering characters back into action. Costs 2500 gold, lasts only one turn, and requires you to research five technologies. ::'''The Sudden Kill Scheme''': Exclusive to Clan Eshin. Boosts missile damage for Night Runners and Gutter Runners, boosts speed, gives stalk, and snipe to all units in every army. Costs 1000 gold, lasts only one turn, and requires you to win 3 battles. Their roster can be found [https://www.totalwar.com/blog/skaven-army-roster here], and their trailer [https://youtu.be/k8EQ1KNkpmw here]. [[Total War Warhammer/Tactics/Skaven| More specific tactics here]] <gallery mode="nolines"> File:Clan_Mors_Emblem.png|Clan Mors File:Clan_Pestilens_Emblem.png|Clan Pestilens File:Clan_Rictus_Emblem.png|Clan Rictus File:Clan_Skryre_Emblem.png|Clan Skryre File:Clan_Eshin_Emblem.png|Clan Eshin File:Clan Moulder Total War.png|Clan Moulder </gallery> ====[[Tomb Kings]]==== [[File:Tomb_Kings_Wallpaper.jpg|center|800px|thumb|OUR TRUE KING WILL SHOW THEM. WE DO NOT SERVE, WE RULE!]] Officially announced on the 19th of December, everyone's favorite skellies are finally coming to the Total War series. Led by [[Settra the Imperishable]] as their faction leader, the Tomb Kings do not give a shit about the petty concerns over the Vortex like the other races. Instead their objectives are based around finding the Nine Books of Nagash, and crushing any fool idiotic enough to wander into their lovely desert. Initially, the only missing units were the tomb swarms (added instead as a spell activated by the Great Incantation of Geheb rite, see below), the Necrolith Colossus (the bow variation was later added as FLC as the Bone Giant), Heralds (added in a roundabout way as auxiliaries), and the High Liche Priest. The fact that we have a fucking laser eye shooting Hierotitan (which Gameworkshop never made a proper model for) made up for that. Following the relatively recent trend of further diversifying the ways race play, Tomb Kings take things up a notch by making their units free of both cost and upkeep. Instead they are given restrictions in terms of how many of each unit they are allowed to field. These limits can be increased by their research in Dynasties, or through the Mortuary Cult. Speaking of the Mortuary Cult, this has been implemented as an RPG-esque crafting system, using trade resources and a unique resource called Canopic Jars allowing you to make various items as well as make the "Legions of Legend." Surprisingly the Legions of Legend aren't just an arbitrarily renamed Regiments of Renown, but more akin to the Blessed Spawnings the Lizardmen have, or the units Norsca gets through hunts. It has also been confirmed that the Tomb Kings will be getting their Regiments of Renown at launch, instead of waiting for it for Tzeentch knows how long like the DLC factions in Warhammer I did. In addition, their army roster gets an expansion. On tabletop, our mummies had extremes when it came to the army roster. Their units were either weak or really powerful, but this changed when CA filled up the gaps by giving the Tomb Kings the Bretonnian treatment and added new units (the dual-Khopesh wielding Nehekhara Warriors that are an aggressive medium type infantry, and the Nehekhara Horsemen which are Skeleton Horsemen with armor and better defense). On the battlefield their mechanic is the Realm of Souls. It works similarly to the Dark Elves Murderous Prowess, with a bar that is filled as more Tomb Kings die during a battle. However, it works somewhat differently in that there are three stages, when each stage is reached increasingly powerful waves of healing and resurrection are activated. Once the final stage is reached you gain access to a Menace From Below like ability that summons Ushabti wherever you want on the map. Their Legendary Lords are Settra the Imperishable, High Queen Khalida, Grand Hierophant Khatep, and Arkhan the Black. :: [[Settra the Imperishable]] leads '''Khemri''' as the primary subfaction starting in the titular city in both Vortex and Mortal Empires. The unique factions include buffs to public order and growth, as well as a reduction in building construction time. His Lord effects double his leadership aura size, and buffs the casualty replenishment of Tomb Guard and Chariots. His quest items include the Blessed Blade of Ptra and the Crown of Nehekhara. He can be mounted on the standard skeletal steeds or chariots, but in addition to those CA has also given him access to the Khemrian Warsphinx as a mount. And of course he wouldn't be the King of Kings without his unique Chariot of the Gods, which makes him the one of the most lethal chariot Lords in the game. So campaign wise his start can actually be a bit of an uphill battle. Role wise he fulfills both the uncommon anti-large hybrid role. With him being a strong melee combatant that can take on large entities (albeit somewhat fragile when not mounted), while being a passable caster (in contrast to his paltry magic skills on TT). His increased Leadership aura along with his unique version of My Will Be Done, means that his army is more study in the leadership department and will take quite a beating before crumbling. :: High [[Queen Khalida]] leads the '''Court of Lybaras''' subfaction, hanging out in the Copper Desert in Vortex while moving over to her home turf of Lybaras in Mortal Empires. The unique faction effects include a bonus to diplomatic relations with other Tomb Kings, and an increase in ammunition for all armies. Her Lord effect is to give poison attacks to her army, and she takes substantially less damage from attrition. Her sole Quest Item is The Venom Staff, and she has access to a Necroserpent as her unique mount. Role wise she is meant to be the Tomb Kings' assassin character, but that is a bit... questionable. If you put her in a duel with any other Lord she will likely not have a good time. She is fragile like she is supposed to be, but her role as a glass cannon doesn't work out because her combat animations make the "cannon" part basically non-existent. Her style of attack animations and the fact that her animation skeleton is the same as a Dark Elf Sorceress has led some modders to speculate the person who animated her thought she was supposed to be a caster. Thus in reality she mostly just works out as a support Lord that buffs up the ranged units in the Tomb Kings roster, though mounting her on her Necroserpent does alleviate ''some'' of her combat issues. :: [[Grand Hierophant Khatep]] leads the '''Exiles of Nehek''' subfaction, making him home in Naggaroth of all places in both Vortex and Mortal Empires. Though this makes sense when you consider how Nagash created his Necromancy after tearing out the secrets of Dark Magic out of a Dark Elf. So touring there is probably a big step in his goal of getting back in Settra's good graces. The unique faction effects include a bonus to Canopic Jars generated per turn, increases in campaign movement range, casualty replenishment for all armies, and a diplomatic malus with Dark Elves. His Lord effects are an increase in capacity for Liche Priests, as well as a bonus to their recruit ranks. His sole Quest Item is for The Liche Staff. In terms of mounts he has the expected skeletal steed and chariots at his disposal. However CA, being the madmen that they are, decided that wasn't enough for the old exile. So in addition to those two they also gave Khatep access to a Casket of Souls as his unique mount option. That's right, dear old Khatep has the honor of being the first [[Commissar Dan|Legendary Lord that doubles as heavy artillery]]. So role wise he is the Tomb King's dedicated Caster Lord, with the Lore of Nehekhara as his forte. But he has a surprising amount of damage potential due to the amount of Sandstorms he can spam out as a bound ability, combined with the magical artillery rounds he can dish out when on his Casket of Souls. :: [[Arkhan the Black]] leads the '''Followers of Nagash''' subfaction, oddly starting in the lands of Araby in both Vortex and Mortal Empires. Rather than his actual home in the Black Tower of Arkhan, though this could be because CA didn't want him to start to close to Settra. The unique faction effects include a malus to faction relations with Tomb Kings, a bonus to Vampire Count factions, and an immunity to Vampire corruption. His Lord effects include a bonus to the stats of heroes embedded in his army, and a boost to starting Winds of Magic. In addition to this Arkhan the Black has the honor of leading the first hybrid faction in the trilogy, having access to a select few units from the Vampire Counts' roster in addition to his Tomb King units. His Quest Items include The Tomb Blade of Arkhan and the Staff of Nagash. The former of which was hit hard with the nerf hammer, originally healing units around him like it did on TT, but was changed to just summon a unit of Skeletons after MP players kept using it to make Death Stars. Mount wise he has the usual Skeletal Steed and Chariot, however his chariot is unique in that it is visually a spooky floating chariot Mortis Engine style. So that's cool. Role wise he is a bit of a hybrid but leaning more towards the caster side of it. Can do decently in melee combat, but his real value is the utility he has with the Lore of Death. He also has a unique skill called Necrostrike rather than the desert/tomb strike that other Tomb Kings lords have. Over-all a great Lord choice with arguably the most unique playstyle out of the Tomb Kings. Their rites include ::'''Great Incantation of Ptra''': Summons a unique hero that lets you colonize ruins at city level 3. ::'''Great Incantation of Khsar''': Causes attrition to enemies in your territory, boosts your ambush chances, and makes your army hidden and gives units stalk in battle. ::'''Great Incantation of Geheb''': Increases city growth, reduces construction time, and gives you a vortex spell called Tombswarm as an army ability. ::'''Great Incantation of Tahoth''': Adds the Casket of Souls to your army recruitment, and gives rank bonuses to recruits as well as increasing overall recruitment capacity. Their trailer can be found [https://www.youtube.com/watch?v=IpWqKme-g_4 here] [[Total War Warhammer/Tactics/Tomb Kings| More specific tactics here]] <gallery mode="nolines"> File:Khemri_Emblem.png|Khemri File:Court_of_Lybaras.png|Court of Lybaras File:Exiles_of_Nehek.png|Exiles of Nehek File:Followers_of_Nagash.png|Followers of Nagash </gallery> ====Vampire Coast==== [[File:Vampire_Coast_Wallpaper.jpg|center|800px|thumb|Arrr, the blood runs cold...]] Do you love Pirates of the Caribbean? Are you even vaguely fond of pirate fantasy? [https://www.youtube.com/watch?v=UHh1TxryWlw Then take a look at this fucking trailer.] Confirmed on the Fourth of October as their own faction to the surprise of almost everyone. What was once a pipe dream of a faction that only existed in the lore and an old White Dwarf army roster, has become a reality in Total War. The Vampire Coast army searches far and wide in the Warhammer canon for some truly obscure undead monstrosities to add to the roster of the sea shanty singing rotting legions of the undead, including the Necrofex Colossus (a [[awesome|bipedal ghost ship automaton]]) and the Mourngul. It also brings [[meme|giant enemy crabs]] to the table as well as Zombie Paratroopers carried by giant bats and the single biggest cannon in the game, the almighty Queen Bess. They also have some CA original units like the Gunnery Wright Hero that can restore ammunition for your units, and the Depth Guard who are vampire elite infantry. Much like the Tomb Kings, the Coast aren't interested in the Vortex but in a magical Star Metal Harpoon so that they can slay Amanar, the guardian Merywyrm of Lothern, so they can bring it back with Necromancy and control the oceans. You have to pull a Sid Meir's Pirates! and focus on defeating various pirate lords to take their verses of a shanty that will allow the pirates to imbue the harpoon to slay Amanar in order to raise it and take control of the seas. In the campaign they play as a unique hybrid between regular factions and hordes. With their Legendary Lords having their ships as mobile settlements, while the generic lords (with exception to some unique Lords you can gain from the skill tree) play more like your typical Total War armies. They have a unique currency called Infamy, that is gained from acts you'd expect from morally questionable pirates. Which can be spent on research and is used to rise up the ranks of the Infamy board for their campaign goal. They also introduced the concept of Vampire Coves, which let you build a hidden base in settlements with ports. Letting you leach income, increase corruption, or other effects with the other faction unable to get rid of them unless the settlement is razed. They also have a unique treasure map mechanic (rewards given if you can figure out a riddle and dig in the right place). As well as the Pieces of Eight mechanic, which has you hunting certain armies to gain access to their Regiments of Renown. They also have reskins of the Office and Loyalty mechanics you can find in other Races. Their unique combat mechanic is called More Powder! Which grants bonuses to your units ranged damage the higher the quantity of ammunition they have. Alongside this mechanic they also brought with them the original Lore of the Deeps, which focuses a lot on slowing the enemy so that your ranged units can blast them apart. :: [[Luthor Harkon]] fittingly leads '''The Awakened''' (originally called '''The Vampire Coast''' prior to the ''Potion of Speed'' patch) as the primary subfaction starting in the Awakening in both the Vortex and Mortal Empires campaigns. The faction's effects are a bonus in leadership when fighting Lizardmen, as well as a diplomatic malus with Lizardmen factions. His Lord effects are a buff to magical resistance for his army, and an increase in Vampire Corruption in the local province. In addition to this he has a unique mechanic where his fractured mind causes different personalities to take charge. With it helping or hindering his effectiveness in battle until you find the Lizardmen trinkets he needs to fix it in his campaign. His sole quest item is Slann Gold, and his mount is a Deathshriek Terrorgeist. Role wise he is a hybrid Lord, being great in melee due to being a Blood Dragon vampire, and his hand-cannon makes him fearsome at range. Especially when given his explosive rounds, and on top of his Terrorgheist. He is unique among vampires because of his lack of spellcasting ability, making up for it with a hefty amount of magic resistance. But in campaign he can gain access to the Lore of the Deeps if you resolve his fractured mind storyline. :: [[Count Noctilus]] leads the '''Dreadfleet''' subfaction that starts in the Galleons' Graveyard in both Vortex and Mortal Empires. The faction effects are a reduction in Necrofex Collosus recruitment time, and a bonus to Pirate Crew recruitment rank. In addition to this he also has a unique war-declaration mission, which gives a variety of bonuses should you declare war on a specific faction. His Lord effects are a reduction to Necrofex Collosus and a bonus to weapon strength for large units in his army. His sole quest item is Captain Roth's Moondial. He also has access to a Necrofex Collosus as a mount choice exclusive to him. Role wise he is a hybrid lord, with more emphasis on tankiness than dealing damage, and bringing a good amount of utility with his mixed lore of Vampires and Shadows. Putting him on his Necrofex Mount further broadens his battlefield role, basically making him a mobile artillery platform at the expense of becoming a larger target. :: [[Aranessa Saltspite]] leads the '''Pirates of Sartosa''' subfaction that starts in the titular pirate city in both Vortex and Mortal Empires. The faction effects are a bonus to raiding/sacking income, an increase to finding treasure maps, and a hefty diplomatic malus with Norscan factions. She also has the honor of having a mixed roster Arkhan/Allarielle style, with her hosting two variations of non-undead Sartosan units. Her Lord effects are a bonus to her Leadership aura effect, and a boost to weapon strength and attack to the aforementioned Sartosan units in her army. Her sole quest item is for her weapon Kraken's Bane. Mount wise she has access to a Rotting Promethean. Her role is to be a somewhat flexible combat lord. Dealing out anti-large damage, and being surprisingly sturdy due to her high melee defense. She can also work well as a character killer provided they are on a mount, with her on-foot animations giving her a big edge. :: [[Cylostra Direfin]] leads '''The Drowned''' subfaction that starts in the Grey Peaks in both Vortex and Mortal Empires. The faction effects are a boost to loyalty for newly recruited lords, a reduction in Syreen and Mourngul upkeep, as well as a decrease in recruitment cost for them. In terms of Lord effects she gives her entire army magical attacks and gives them a small amount of physical resistance. In the campaign she also starts with a Damned Paladin hero to accompany her. Her sole quest item is the The Bordeleaux Flabellum. Mount wise she has access to a Rotting Leviathan as an option exclusive to her. Role wise she is the Vampire Coast's dedicated caster character, but she brings an interesting twist with her being the first ethereal legendary lord in the trilogy. Making her quite sturdy for a caster character when dealing with physical attacks, though she will melt like butter when hit with anything magical. But this issue can be solved by sticking her on her giant crab, which will take away the magic weakness for the most part, and making her one of the most tanky units on the field. She is also quite good at spamming summons given the Lore of the Deeps and her unique bound ability to summon Damned Bretonnian Knight units. [[Total War Warhammer/Tactics/Vampire Coast| More specific tactics here]] <gallery mode="nolines"> File:Wh2 main vmp vampire coast crest.png|The Awakened File:The Dreadfleet.png|The Dreadfleet File:Pirates of Sartosa.png|The Pirates of Sartosa File:The Drowned.png|The Drowned </gallery> </div> </div>
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