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====Paid DLC==== Total War: Warhammer I's paid DLC lineup was interesting due to the fact that the player base already knew all the content being released for it relatively early on. Due to a datamined content schedule which CA mostly stuck with outside of some switching around of the order for the later packs. Regardless the paid DLC for TWWI was mostly an open book for the most part, until the release of Norsca which brought about a new precedent for the series that hadn't been treaded on with any packs prior. A list of planned free downloadable content was shown soon after Warhammer I's launch, including some more minor things, but also confirming new Legendary Lords, a new faction, and some Lores of Magic. This list steadily got larger as more content was released in the game's lifespan. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Warriors of Chaos''' <div class="mw-collapsible-content"> To the rather justified outrage of the fanbase, the very first piece of paid content was released together with the game as a sort of pre-order/early adopter bonus. This day-1 DLC was the '''Warriors of Chaos''' Race Pack, making Archaon and his BFFs Kholek and Sigvald playable as a horde faction. Much rage was had, and it is probable that the only reason people weren't more irate was because the game itself is really good. But the initial reception was still so bad, that CA/SEGA felt the need to change it from a pre-order DLC to being an "early adopter" bonus. In other words, instead of getting it only by purchasing the game before it was released (I.E buying it before anyone knew it was any good like a sucker), you would get it for free if you bought it within a week of purchase. Quite notable in that CA has taken this approach with all of their pre-purchase bonus since then. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Blood for the Blood God''' <div class="mw-collapsible-content"> The first post-release Paid DLC released in early July - the '''Blood for the Blood God''' DLC added various blood and gore effects to the game. The last time we were expected fork over cash for something this petty, it was for [[The Elder Scrolls|horse armor]], and $3 for what is in literally any other game a simple on/off switch in the options menu has been a little... ''divisive''. But considering the fact that blood and gore DLC for Total War games has been a thing before in the name of ESRB ratings, there really isn't much surprise we have to fork over money here to please Khorne. At the very least it does add in some new unique kill animations for a few units, which shows some effort was put into it. $3 bucks for a cosmetic option menu checkmark worth of effort? Up to you to decide. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Call of the Beastmen''' <div class="mw-collapsible-content"> The first major piece of DLC for Total Warhammer was the '''Call of the Beastmen''' Campaign Pack. Which lets you play as the Beastmen as a new playable Race focusing on Horde gameplay, with the main Lords being Khazrak One-Eye and Malagor the Dark Omen. It also included a mini-campaign called An Eye For An Eye, with the map a rectangle stretching from the Marienburg in the west to Hochland in the east, and from Middenheim in the north to Carroburg in the south. Khazrak, controlled by the player, must defeat Boris Todbringer. The pack had taken a lot of criticism from fans due to its price (who ignore that it takes a lot more time and money to create and balance an entirely new faction and models from scratch rather than just reskin an existing one like in previous Total War games, or that royalties exist for licensed shit), with the game's page on Steam getting bombed with negative reviews. Despite that, CA still considered it to be a "best-seller" at the time that surpassed expectations. While the Beastmen were praised for their actual in-battle gameplay (with Minotaur's being the standout for most players), the lack of the more unique monstrous units from their Army Roster, and the frankly cut and paste campaign mechanics (Brayherds were basically WAAAGHs for example) made them a prime example of the lack of creativity CA had at that time. Though you can see them somewhat experimenting more with mechanics like the Dark Moon and seeing them play around with differing Start Positions. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Grim & the Grave''' <div class="mw-collapsible-content"> Leaked on the greek Total War page on Facebook as is tradition, was '''The Grim and the Grave''' Lord Pack. Which added two Legendary Lords, Volkmar the Grim and Helman Ghorst for the Empire and Vampire Counts respectively; the latter being added because CA wanted to theme it around the Sigmar's Blood Campaign from 8th edition. Volkmar gave bonuses to the DLC units associated with him that were added in the pack, those being flagellants and Warrior Priests. Ghorst's main gimmick was to give his entire army poison attacks (albeit a somewhat nerfed version of the normal poison debuff). And like Volkmar, he buffed the associated units that were added alongside him in the pack, those being Mortis Engines and Corpse Carts. Unit wise two generic Lord choices were added, one for each side: the Arch-Lector and the Strigoi Ghoul King. OFlagellants, Free Company Militia, and the Knights of the Blazing Sun were added to the Empire roster. While the Vampire Counts received the Corpse Cart (and all its variations) and the Mortis Engine. Also included in the pack are 18 "regiments of renown" ([https://1d4chan.org/wiki/Dogs_of_War not to be confused with the mercenary units known under the same label]), who are mostly reskinned units with better/different stats and some extra abilities to spice things up; the main thing about them is that the RoR system will be available for modders to play around in. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The King & the Warlord''' <div class="mw-collapsible-content"> The second DLC that has the honor of releasing with no leak (the first was the Blood Pack), was the '''The King and the Warlord'''. Following the model of the previous Lord Pack, it added two new thematically opposed LLs and new units to go with them. This time it's between Belegar Ironhammer, True King of The Eight Peaks, and Skarsnik, Warlord of the Eight Peaks. One very notable thing about this DLC is that both Legendary Lords ''do not start in Karaz-a-Karak or Black Crag''; introducing the subfaction model that would be followed for the rest of the series. Belegar starts in Karak Izor, over in the Border Princes, and starts with ''four'' heroes at his disposal, and all of them ethereal to boot (being the vengeful spirits of his ancestors). These heroes are two Thanes, a Master Engineer, and a Runesmith. Belegar can also get one of the new units, the Dwarf Rangers, earlier than most, and has siege attacker with all the goodness that entails. However, until he manages to conquer Karak Eight Peaks, he is saddled with increased upkeep for all his units. Meanwhile, Skarsnik does not start in the Eight Peaks either, surprisingly enough. Rather, he is way over at the Grey Mountains, in Karak Azgaraz, doing some leisurely squig hunting when his boyz at the Peaks decide to rebel. He is always accompanied by his pet, Gobbla (and not as a mount), which makes him the first Lord with two models. His unique skills buff all goblin units, reduce their upkeep, and decrease hero action costs while increasing xp gain, and you are going to need that... since you can only recruit goblins until you recapture the Peaks. The two generic Lords for each side are the dwarfen Rune Lord, that can ride on an Anvil of Doom while buffing all around, and the Night Goblin Warboss, who can also buff their grobi scum and even give his entire army poison attacks, and if that wasn't enough they get to ride a great cave squig. The new goblin units are the Squig Herd, Night Goblin Squig Hoppers and Nasty Skulkers, while Dwarf units are Rangers (and a variant with great weapons), Bugman's Rangers and the Bolt Thrower. Showing even more detail than the Grim and the Grave, Karak Eight Peaks also has a unique building chain that can only be used by Belegar and Skarsnik, giving some pretty great effects. Each race also has two new techs, with one of the dwarfen ones referencing some clearly mythical rat-men. And, of course, there are Regiments of Renown, 22 this time. 10 for dorfs, 12 for gobbos. Notable ones are a grudge thrower that fires live goblins and fanatics whose chains end in unlucky stunties instead and can be '''aimed'''. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Realm of the Wood Elves''' <div class="mw-collapsible-content"> The second Campaign Pack to be added to the game, adding the Wood Elves as a playable Race, with two subfactions following the trend of the K&W. Featuring Orion leading the Wood Elves faction and Durthu leading Argwylon, and a mostly complete army roster aside from some missing Hero choices. Much like the Beastmen did prior, this DLC included a mini-campaign called Seasons of Revelation, that pitted them both against Morghur. The utterly brutal mini campaign involves building up the oak of ages as Morghur's warherds (that often have half their slots filled with Spawn) keep pouring in non-stop while your elf and human neighbours prove themselves utter dicks. The grand campaign will see them build up their magical tree while touring the world to mug people for their amber. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Norsca''' <div class="mw-collapsible-content"> Released in early August, the '''Norsca''' Race Pack was the final paid DLC released for the first game. Given out for free as an early adopter bonus for people who pre-ordered Warhammer II or bought it within the first week, along with an option to purchase it separately on its own. Their legendary lords are Wulfrik the Wanderer and Throgg the Troll King. With their campaign largely based around raiding the world and killing monsters. Whenever you kill a monster you either get to claim a trophy from it or actually subjugate the monster and get it as a unit! Razing settlements lets you dedicate the act to one of the four gods of Chaos. When you gain enough favour with one of the Four, you'll then get the actual win conditions for the campaign, which will involve fighting off champions from the other three gods. Being the first DLC to flesh out a "minor" Warhammer race than one playable in the 8th edition, it set a precedent for all the fanboys who hoped to see their pet obscure faction make it into the game. Notably borrowing heavily from Forgeworld's Monstrous Arcanum supplement to add beasties like Skin Wolves and Fimir into the game, to flesh out their roster. </div> </div>
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