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===Second game DLC=== ====Free DLC==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Mortal Empires''' <div class="mw-collapsible-content"> The first piece of free content post-release will be a long-awaited combined map, called the '''Mortal Empires Campaign'''. Released a few weeks after launch due to the technical issues involved, Mortal Empires is smashing the Warhammer I and Warhammer II maps together with pure conquest as the objective (so no Vortex campaign race). Other than just combining the two games' maps, it also adds rogue armies, ranged breath attacks for dragons, treasure hunts, the UI improvements, climate mechanics (replacing regional occupation) and 10/8 slot cities to the Warhammer I parts. Also, it has been confirmed that at least some Legendary Lords from Warhammer I will be changing positions in the Mortal Empires campaign. Norsca wasn't immediately present on release due to technical issues and was added in later. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Laboratory''' <div class="mw-collapsible-content"> Yup, CA has finally snapped, as shown in their second FLC, The Laboratory. The madmen producing this game have decided to add in a new game mode where you can play custom battles and adjust... well literally everything. Do you want to play as the Skaven and have units with 900 MODELS EACH?!?! This will let you do that! Want to increase the size of your monsters and create a dinosaur army with Carnosaurs so big it'll make the Indominus Rex look like a legless puppy? This will let you do that! Want a 40 unit army of just oversized DOOMWHEELS!? THIS GAME MODE WILL GIVE YOU ALL OF THE DOOMWHEELS!! This was clearly just meant for fun and to screw around in, but be warned, as all but the best PCs out there will most likely be crying in agony while playing this, though some optimization has been done by CA.. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Tretch Craventail''' <div class="mw-collapsible-content"> Released with the Tomb Kings is Tretch Craventail leading Clan Rictus, with his main differentiating traits being his ability to gain +4 global public order whenever he breaks a diplomatic treaty and... [[Creed|Vanguard Deployment for his entire army]]. Yeah, you thought Vlad Von Carstein was bad? Wait until you face Tretch who vanguard deployments a DOOMWHEEL or a Hell Pit Abomination behind your backline. A supposed leak that predicted Tretch also claimed that Shadow Warriors would be released together with Tretch but this has been proven false and were later released in the Queen and the Crone DLC. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Steps of Isha''' <div class="mw-collapsible-content"> The next addition being Multiplayer Maps, Steps of Isha, for the Make Love Not War event instead of the initial listing of another Legendary Lord. This is a bit odd because the first game also added a bunch of multiplayer maps with each content drop, so it didn't really seem like a big enough deal to fill up a slot on the FLC chart. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Alith Anar''' <div class="mw-collapsible-content"> Coming with both Norsca and the Queen and the Crone DLC is everyone's favorite Elven Terrorists, Alith Anar as a High Elf LL, and the '''Shadow Walkers''', a powerful skirmishing unit. Ironically, Shadow Warriors themselves are DLC content, but the fact he comes with his own elite Shadow Walker variants softens the blow considerably. He leads the faction of Nagarythe (with a starting position in Naggarond, Alith having taking the fight to the Dark Elves), which has several unique mechanics, such as all of his armies being to ambush in their default army stance, the ability to access the "Shadow Realm"; which lets them bypass terrain and remain hidden, and having a special hero, '''The Hand of the Shadow Crown''' which is an assassin who has a ''100'' percent chance to kill any Lord of Hero they're sent against. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Resurgent Update''' <div class="mw-collapsible-content"> A massive Mortal Empires patch called the Resurgent Update including Norsca (fully restored and integrated into Game II along with new monster hunts, as long as you own the DLC), 30th Anniversary RoR, many new landmark buildings, battle maps for the New and Old World, the Dawi getting a new crafting mechanic akin to the Mortuary Cult, Giant Slayers as a unit, and Ungrim moving back to his Slayer Hold at Karak Kadrin with his own subfaction. Also, the Sword of Khaine will now become a campaign mechanic and an obtainable item that will give ''massive'' stat boost (''450'' armour piercing damage is just the tip of the iceberg, and at it's ''lowest'' power level) and [[Rape|an insane Vortex that rips apart even the most heavily armoured units and causes the rest to go insane]] at the cost of your own people hating you ([[The End Times|looking at you Tyrion]]). One thing of note, while any faction can use the Sword, only one of the elven factions can draw it, meaning a non-elf faction needs to defeat the wielder in order to get it. This means that the Wood Elves can draw the sword, so we might need to suck Durthu's tree dick for mercy. Sartosa has also been confirmed to be added as a settlement in Mortal Empires, adding hopes to a possible Dogs of War DLC. Furthermore, the Tomb Kings now get their (almost) full roster with the addition of the Bone Giant/Necrolith Colossus (''which uses a gigantic bow''), a secret which was kept hidden before it was, yet again, leaked. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Lokhir Fellheart.''' <div class="mw-collapsible-content"> The IMDB leak was wrong, it's actually Lokhir Fellheart. Everyone's favorite Squid-Helmet wearing Dark Elf will be leading The Blessed Dread faction in Lustria, in the city of Chupayotl, making him the first Dark Elf to not start in Naggaroth (THANK CHRIST!) Honestly we should have seen him coming considering A. the DLC is pirate themed and B. They just did a rework of Black Arks. As expected, he has cost reduction for Black Ark Corsairs and unlike the other 3 lords doesn't need to use a rite to recruit Black Arks. Instead, he can recruit one from any major port city. To replace that rite, he gained the Sacrifice to Anath Raema, which gives Corsairs Fear, Stalk and AP missiles along with more armor to the Kharibdys, which we're sure will help the Corsair plunder some more booty, if you know what I mean. Lokhir additionally gains something he didn't have at the tabletop. CA gave him a mount, a unique Black Dragon named Maelstrom (though honestly it is [[skub]] in this regard). </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Aye-Aye! Patch''' <div class="mw-collapsible-content"> The next major patch coming in is the Aye-Aye! Patch. (Get it? The DLC is pirate themed?) Not much is known yet, aside from the Vampire Counts getting a rework. They now have access to the Bloodlines, which allows them to pay a special currency called "Blood Kisses" to recruit one very powerful lord based off one of the five Vampire Bloodlines. Also Kemmler has had enough of Mannfred's shit and moved out to start his own faction with blackjack and hookers in Blackstone Post in the Grey Mountains, where he'll kick the shit out of some Bretonnians. Also someone finally taught him how to ride a horse. Boris Todbringer on the other hand got some much needed love as he, apart of getting the Middenheim Runefang back, can now choose to ride a Pegasus or a Griffin. Auto-resolved naval battles are removed, and instead will take place as a land battle on a small island between the two forces. In addition to that, pirates now roam the seas of the Warhammer World, with the Vampire Coast factions actually competing with them for prestige in the pirate notoriety mechanic, while the pirates (both minor and major faction) just make life difficult for all the other factions. Pirate Flagships are mobile sea-based capitals. More is to come, including balance changes for all Legendary Lords. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Festag Update''' <div class="mw-collapsible-content"> Released during the holidays after the Vampire Coast DLC, Festag Update came with a series of balance changes and bug fixes. A lot of the Vampire Coast's roster got nerfed to adjust to their prices, while lots of units and abilities from other factions went through balance changes. For example Pegasus Knights got 300 extra mass, helping them to get stuck into infantry less often, while Thanes got the Rune of Slowness in multiplayer, finally giving you a reason to bring them to the battlefield. The Skaven, whom CA is probably waiting to update until their lord pack arrives, only got a hilarious +1 attack to their Plague Monk Censer Bearers. Among the bug fixes the Red Duke no longer T-Poses on the campaign map and destroying pirate coves no longer crashes your game, along with many other common complaints. The skill trees for many game 1 races got updated to compete with game 2, with a lot of abilities and mounts needing less skill points to obtain. Inviting other players into Spectator More was also made much easier, for you streamers out there. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Doomsayers Update''' <div class="mw-collapsible-content"> With The Prophet and the Warlock DLC, we are getting a bunch of free stuff in the Doomsayers Update. It's Bretonnia's turn to get their update. Apart from general updates and fixes, they'll be getting a new and improved vow system. Instead of just being skills, taking a vow requires the player to go on quests to reflect the quests Bretonnian knights go on while looking for the Lady's favor. (Plus Alberic actually got a trident! Just two years after modders gave him one!) This understandably pissed off A LOT of Empire and Greenskin fans, considering those two have way more problems with their campaign than the Frenchies but in a way it kinda makes sense. Most of Bretonnia's problems are comparably easy to fix, mainly needing adjustments to their confederation and Green Knight mechanic, whereas the Empire and Orcs would need whole new mechanics and re hauls that would be way more expensive. While those two certainly need it more, it makes sense for CA to deal with the cheaper and easier to fix problems first before tackling the big boys. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Tiktaq'to''' <div class="mw-collapsible-content"> Meanwhile Tiktaq'to will be the Lizardmen FLC lord we get with the DLC, a pure flying lord who starts mounted on a terradon. He provides buffs to all Lizard flying units and has a special ability to make Gor-Rok and Nakai fans cry. He leads the Tlaqua faction down in the Southlands, and has access to his own unique rite that looks to be hilariously broken, as upon use it resets the campaign movement points for all your armies and heroes. Also, '''[[Lord Kroak]]''' will be added as a Legendary Hero to all Lizardmen factions after completing a quest to wake him up. Probably the most exciting change is that CA is reducing the amount of buffs and cheats they give the AI and instead making it more capable in the campaign map, so it will construct settlements more intelligently. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Amethyst Update''' <div class="mw-collapsible-content"> The Empire will be getting another buff in the Amethyst Update. Unleashing the Lore of Death these “‘Amethyst Wizards’” will make an excellent addition to the Empire’s over bloated list of heroes. All that is left is Balthasar Gelt’s Gold boys and the rainbow Winds of Magic will be complete. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Empire Undivided Update''' <div class="mw-collapsible-content"> It's a good day for the Empire, as they will get their update along with The Hunter and The Beast. Gelt has moved to the new Empire province of Solland, where he will lead The Golden Order against his not shiny enemies. A new fort settlement has also been added in The Empie's mountain settlements, functioning like the High Elve's High Gates. Most importantly, the Office system has been replaced with The Elector Count system, allowing you to confederate without going to war. New resources like prestige and fealty will be given out via Electoral Machinations and dilemmas which allows you to control the other empire territories. New units, items and lords will be given out when commanding certain cities, flushing The Empires unit roster by a lot. Also, whenever you use this feature, Karl Franz yells "SUMMON THE ELECTOR COUNTS." Well memed, CA, well memed. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Gor-Rok''' <div class="mw-collapsible-content"> The Lizardmen get another Legendary Lord in the form of '''Gor-Rok the Great White Lizard''', who will be starting in Itza. This puts the lizards up to 6 Lords, beating out even CA's favourite faction aka the Vampire Counts. As expected of the Rock of Itza, he is absurdly tough, as well as surprisingly good at dueling. With many hailing him as the standard for Foot Lords to come. He also starts off with Lord Kroak in his campaign, since starting in Itza wasn't enough of a bonus. He is also unique among FLC Lords in that he actually has a unique animation set, instead of just reusing the Saurus Oldblood set like everyone expected him to. Setting a good precedent for future FLC lords to come. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Gotrek & Felix''' <div class="mw-collapsible-content"> The Old Friends have been announced to be none other than [[Gotrek & Felix]]! The iconic duo came out in October 2019, though subscribers to the White Dwarf magazine were able to get a code to download them a month early. The pair serve as a mercenary army for The Empire, Dwarfs and Bretonnia to recruit, with Gotrek serving as lord and Felix as a hero. You can give them troops and send them across the old world to fight your battles until about 20 turns later when Gotrek gets sick of not dying and takes Felix somewhere else. They increase in power on their own in the meantime, though also gain new enemies that may start to hate you if you recruit them. Also Gotrek is voiced by BRIAN MOTHERFUCKING BLESSED, so you know it will be a grand old time. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Repanse de Lyonesse''' <div class="mw-collapsible-content"> Neither the Edge Elves nor the Stinky Rats will be getting a FLC this patch, for that honor will go to Bretonnia's [[Repanse de Lyonesse]] AKA totally not Jeanne d'Arc. We knew jack shit about her other than she was playable in both the Vortex and ME, and that she comes accompanied by Henri le Massif as a Legendary Hero; she has her own side story, helping unite Bretonnia in the Southlands. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Potion of Speed Update''' <div class="mw-collapsible-content"> New patch that focuses primarily on QoL changes and giving updates to factions and mechanics that needed them. The big takeaway here is a massive increase in turn speed, with end turn times now moving up to 60% faster, making those grueling grinds of ending turns on Mortal Empires much more manageable. Several main factions for game 1 races got renamed to fit the current naming conventions better, Gotrek and Felix for a rework along with Black Arks and Clan Pestilens got an update to put them more in line with the other great clans. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The King's Shilling Patch''' <div class="mw-collapsible-content"> Basically a patch meant to fix a lot of the bugs and issues that came up after The Shadow and The Blade. The most important being fixes to the bug where stat changes caused by abilities would be included in the calculations when a unit gets experience in a battle. If your start dragon was hit by a stat nerf using an ability, then got a chevron, it's stats would return to normal and then go up when the ability wore off. Needless to say this caused much rage in multiplayer. The Vampire Coast relearned how to raise dead at sea, and a bug that made it so The Lizardmen, Vampire Counts and Vampire Coast ai would only ever have one army on the map at a time was fixed. They also made readjustments to Malus's sanity mechanic to make his campaign less shitty. There are still issues like The Ordertide, but that likely won't get fixed til the next DLC patch. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Imrik''' <div class="mw-collapsible-content"> The Dragonlord is coming!!! He brings plenty of dragons, Elves who like dragons, and he's in game 2 and HE'S ACTUALLY NOT IN LUSTRIA BOWL THANK ISHA!!!!!! </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Black Orc Big Boss''' <div class="mw-collapsible-content"> Released as a tie-in to Skulls for the Skull Throne IV, the Greenskins finally receive a hero that won't drop dead after being slapped by a wet noodle. The Black Orc Big Boss fills a nice hole in the hero roster, and brings with him an ability to give immunity to psychology to the boys around him. Has a sweet model (that is surprisingly not just a reskin of the existing Black Orc one), but at first didn't have many voicelines, most likely due to the whole Covid situation, though thankfully they added them later. He's even better on campaign, gaining the ability to use the "Smash ‘em Faster!" ability, a skill that increases the range and effect of his Encourage aura ''and'' a unique skill tree that lets him boost Orc units' replenishment and either reduce vigour loss for Orc units, charge frontlines with ease with Furious Charge or buff his campaign skills. Finally, it's nice to have a hero added that isn't a bloody Battle Mage for the Empire for once. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Drycha''' <div class="mw-collapsible-content"> Though full details have yet to be released on this genocidal tree-Hitler, Drycha has been confirmed to be the FLC legendary lord slated to release alongside '''The Twisted & The Twilight''' DLC. For now, she is strictly locked to the Mortal Empires campaign. <strike>You could argue this isn't ''really'' FLC since you need The Realm of the Wood Elves to get her, but still nice for people who bought everything for the game so far.</strike> She's the same type of FLC Lord as Morghur was in game one, being FLC obtained by owning the Realm of the Wood Elves Campaign Pack, so it isn't anything new. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Glade Captain''' <div class="mw-collapsible-content"> The Total War Access FLC for the Twisted and the Twilight is the Wood Elf Glade Captain. Hybrid Hero unit with melee and ranged attacks with a heavier emphasis on the former. Has some nifty abilities like giving melee defense around her with her Dance of Loec ability. And can ride on a Great Stag mount as a cherry on top. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Skaven Chieftain''' <div class="mw-collapsible-content"> FLC Hero accompanying the Twisted and the Twilight DLC. Adding the Chieftain into the Skaven roster, finally completing their hero selection from 8th edition. He's your typical sturdy (for a Skaven) melee hero, with a unique twist on the Guardian mechanic. Instead of always giving a physical resist to characters nearby, he grants it conditionally when he above 50% health. But once he gets below 50% his physical resistance buff stops working on others, and changes to work on himself. More importantly, if the lord is killed he'll take control of the army, giving everyone a Leadership boost to make up for the loss of the lord. On top of that he also gets access to a Bonebreaker mount, something he didn't have on TT. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Beastlord Rakarth''' <div class="mw-collapsible-content"> A new FLC Legendary Lords for the Dark Elves VIA Total War Access. Rakarth will introduce a beast flavoured campaign to the Dark Elves and round up all game 2 factions to 6 lords. Evidently we needed 3 Dark Elves in silly helmets who ride dragons. He's also voiced by Iwan Rheon, who just can't seem to get away from voicing psychopaths. </div> </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Thorek Ironbrow''' <div class="mw-collapsible-content"> The other new FLC lord after Rakarth and which is not, like in case of Drycha, a rumored Beastman FLC lord. Thorek Ironbrow comes in with a further rework to the Dwarfs along with unique mechanics and a campaign that focuses on collecting lost artifacts along with reforging them back into functionality (among which a runic collar that allows him to recruit a Yolked Carnosaur and one allowing him to recruit a unique Ghost Hero). There was some division over him. Some are pleased with him and the rework as it is, but some thought he would be part of a DLC with runic units. Either way he allows Dwarfs to go and play in both Mortal Empires and the Eye of The Vortex campaigns leading his own faction called Thorek's Expedition. In the former he starts in Karak Zorn close to Queek, while in the Vortex Campaign he starts in the Spine of Sotek as another contender to the Lustria-Bowl. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Great Bray Shaman''' <div class="mw-collapsible-content"> Surprise, The Silence and the Fury got a double-dose of FLC! The Great Bray Shaman is a generic caster lord for the Beastmen, giving them some very needed lord variety. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Ogre Mercenaries''' <div class="mw-collapsible-content"> <s>Ogres, my lord</s>The final FLC for Warhammer II adds the ability for Ogre Camps to spawn anywhere there's lots of raiding or big battles going on. Interacting with an Ogre Camp lets you hire on a few units of the big fellas to round out your armies. Ogres'll work for anybody as long as the pay is good, and they come in basic, Maneater, and Mournfang Cavalry variants depending on what flavor of stompy you need. </div> </div> ====Paid DLC==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Blood for the Blood God II''' <div class="mw-collapsible-content"> The first paid DLC is the much anticipated yet equally reviled Blood and Gore DLC, releasing at the same time as the Mortal Empires FLC. Adding in the much-needed blood and gore effects that really should be in the game to begin with, but isn't because of rating issues apparently. <strike>[[derp|Thanks Australia]].</strike> (Australia got their ratings issues sorted in 2013, and even if that hadn't been the case; the Australian Ratings Board had no issue with Shogun 2's blood DLC. The ratings thing is so that the game is given a lower rating, making it marketable to a wider audience - ie; everyone too young for the blood DLC's content rating in their respective countries.) Bit of an odd one since while this is paid DLC, you get it for free if you bought the "Blood for the Blood God" pack for the first game - CA said back when the version for the first game came out that buying the "Blood for the Blood God" DLC for any game in the Total War Warhammer trilogy would apply it across all the game in the trilogy (so buy it once and you get Khorne's blessing for all three games). Regrettably though it comes with a host of bad-optimisation issues and no options beyond turning it off/on. So either you have to play a warhammer game with no blood; or you have to pay a 15FPS premium to have Tarantino level blood effects. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Rise of the Tomb Kings''' <div class="mw-collapsible-content"> The second paid DLC is the Rise of the Tomb Kings campaign pack. Featuring, as everyone and their mummy already knew by now, the Tomb Kings race as the newest addition to the game. Unlike previous campaign packs like the Beastmen and Wood Elves, this one lacks a mini-campaign, instead containing an additional two legendary lords making the total 4. This was because CA finally figured out nobody gave a shit about the mini-campaigns, and just gave us what we wanted, which is more named dicks to play around with in different start positions. Included Legendary Lords are [[Settra the Imperishable]], [[High Queen Khalida]], Grand Hierophant Khatep, and [[Arkhan the Black]]. Surprisingly also features the Hierotitan which never got an official model from GW, what CA cooked up though is gorgeous and HOLY SHIT LASER EYES. In terms of roster the Tomb Kings are by far the most complete yet, <strike> with the only unit actually missing being the Necrolith Colossus (most likely because the Hierotitan and Ushabti share roles with it) </strike> scratch this, the Necrolith was confirmed to be coming free with the Resurgent Update, making the Tomb Kings ''fully'' complete! While not added as actual units, the Tomb Swarm have been implemented as an army ability, while the Tomb Heralds have been added in as unique followers you gain through the Dynasty research tree. It should be noted this expansion has been considered the high point of the trilogy so far, with the Kangz being extremely well-received, though it's had a negative side effect, with everything after being compared to its high standard. With not everything meeting that bar for some people. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Queen & The Crone''' <div class="mw-collapsible-content"> The third paid DLC, and the first Lord Pack DLC for Warhamer II is The Queen and The Crone DLC. This DLC contains new units, Legendary Lords and start positions for the High Elves and Dark Elves. [[Alarielle the Everqueen]], who will be starting in Averlorn and [[Crone Hellebron]], the Dark Elves' cranky grandma who will start in Har Ganeth. These ladies have their own abilities in the campaign, such as Alarielle being able to recruit Wood Elf tree spirits and Hellebron getting access to the Death Night. This also includes new units such as the Sisters of Averlorn, Shadow Warriors, and the Handmaiden as a hero option for the H-Elves. While the Dark Elves get Doomfire Warlocks, Sisters of Slaughter, and the Supreme Sorceress as a Lord choice. Along with the usual host of Regiments of Renown for both factions.. The Kharibdys was also added post launch as a "Monsterous secret" for the Druchii, that is pretty much a non-regenerating Hydra more geared for Anti-large. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Curse of the Vampire Coast''' <div class="mw-collapsible-content"> The fourth DLC is the Curse of the Vampire Coast campaign pack which brings the Vampire Pirates to life as one of the single most imaginative factions yet given to us by Creative Assembly. With some absolutely gorgeous renditions of obscure lore/forgeworld monsters like Necrofex Colossi and Mournguls. As well as some really snazzy takes on the idea of Zombies, Ghosts, and Skeletons with guns and cannons. Much like the Tomb Kings, it forsakes having a mini-campaign, and instead comes with four Legendary Lords and a larger roster instead. Those four Legendary Lords being Luthor Harkon himself, Count Nocilus from Dreadfleet, Aranessa Saltspite (also from Dreadfleet, though not undead oddly enough), and an original character named Cylostra Direfin. An ethereal Bretonnian Songstress revived by Stormfels, and having the honor of being one of the first vampirates. They also have their own campaign separate from the Vortex, gaining infamy to power up a starmetal harpoon in order to kill the Great Merwyrm Amanar to revive as your personal undead pet. Alongside this the Vampire Coast uniquely functions as a hybrid race, sharing mechanics between your usual Total War fare, and Horde factions with the LLs having unique ships that work as mobile settlements. Overall a really interesting and pretty well-fleshed out Race, and shows that Creative Assembly has a lot more to work with than just the initial idea of Warhammer's 8th Edition. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Prophet & The Warlock''' <div class="mw-collapsible-content"> After a YEAR AND A FUCKING HALF the Lizardmen finally get new toys to play with in The Prophet & The Warlock. This DLC allows you to play as [[Tehenhauin]] who leads the Cult of Sotek and [[Ikit Claw]] of Clan Skryre. The Lizards finally get a whole host of new units, including Red Crested Skinks, Ripperdactlys, Salamanders, Ark of Soteks, Engine of the Gods, Ancient Salamanders as units. With them also getting a Red Crested Skink Chief as a Lord Choice. While the Rats at last have Ratlings Gun, Jezzails, and Doom Flayers for new units. While somewhat unexpectedly getting the Warlock Master as a Lord choice. Both factions will be getting a rework to their campaign mechanics as well. Skaven will be able to build under-cities similar to pirate coves which fulfills a similar purpose of allowing you to "expand" and collect resources without taking territory you need to protect. On top of that, Ikit can use the undercities to build a goddamn nuke underground and blow up an entire city! Tehenhauin is mainly focused on gathering sacrificial offerings for Sotek in the form of captured foes, which he can use to get buffs as well as summoning Sotek's avatar on the field of battle in the final tier. Teeny is also getting access to the Prophecy of Sotek, which consists of three stages that you can advance the more sacrifices you make. The first level gets rid of the penalties to upkeep Tehenhauin has for Saurus and Slaan units while level two allows you to call for genocide againt the Skaven race, making it so ALL Lizardmen factions go full Hitler/[[Goblin Slayer]] and automatically declare war on every filthy Skaven faction they encounter. This also gives them diplomatic bonuses with each other to ensure they work together in their shared goal of purging the lesser races and disabling diplomacy with Skaven so neither side can sue for peace (also, Skaven aren't getting any diplo bonus with each other, so knowing them they will be at each other's throats until they are filling a Carnosaur's). This hilariously ridiculous jihad/race war mechanics will basically ensure one of the two races is wiped out from the face of the New World. Ikit on the other hand gets access to his Workshop, which lets him buff Clan Skryre Weapon Teams, and other units to pretty absurd levels; along with letting him construct Doomrockets to use on the battlefield to nuke his enemies in a more personal manner. Both factions will also get their regiments of renown. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Hunter & The Beast''' <div class="mw-collapsible-content"> To the delight of many Empire fans, this lord pack is a cross game Empire vs. Lizardmen pack titled The Hunter and The Beast, featuring [[Markus Wulfhart]] and [[Nakai the Wanderer]]. With new units, subfactions and gimmicks for both races, there's a lot to unpack. Both factions are playable in Eye of the Vortex, but neither have anything to do with the Vortex campaign; a first for a Lord pack thus far. Wulfhart was tasked with taking his hunters and to go out to conquer Lustria Hernan Cortes style for Karl Franz. Unlike Cortes, though, he has to deal with angry Lizard people and hungry dinosaurs. To help him out, he brought along his anti large Hunters and mobile War Wagons to kick some Dino ass. Being so far away from his home territory, he is forced to only rely on basic empire troops at the beginning, and more elite choices can only be taken after filling the Emperor's Mandate. From winning victories and taking territories you gain more influence and thus can build better buildings and gifts of better troops from the mainland. Sadly he also has to worry about a Hostility bar that pisses off the Lizardmen the more he takes over, though does have the benefit of more frequent supply drops the more he takes over. Nakai, on the other hand, leads a Kroxigor themed horde faction that can't settle territories traditionally. Instead he gives all his territory to his vassal. Also, only his horde can unlock units for recruitment and all the others have to use the global recruitment pool. The other hordes focus on their own building trees along with reducing the global recruitment price and turn time. This solves two major problems with horde factions, one being other factions resettling as soon as you burn the cities down and the repetitiveness of building new hordes. Now you only need one horde to focus on military matters as the rest can do other things. As Nakai retakes temple cities, he gets powerful buffs depending on which old one he dedicates his new city to, in an attempt to liberate Lustria from invaders. Both factions are also searching for famous hunters across the continent, Wulfhart to assist in his conquest, and Nakai to beat the shit out of and/or feed to his FUCKING DREAD SAURIANS!!!!!!!!! The fact that cross game lord packs are a thing now is a BLESSING to game 1 races who desperately need updates and new units, and gives hope to future rivalries such as <strike> High Elves vs. Greenskins </strike> see below and Dwarfs vs Skaven. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Shadow & The Blade''' <div class="mw-collapsible-content"> Following in the trend of giving game II races their second serving of Lord Packs The Shadow & the Blade features the Druchii and the Rat bois; with Malus Darkblade and Deathmaster Snikch being the headliners. The story is that Malus is aligning himself with Malekith in exchange for his supply of the elixir that lets him suppress the influence of Tz'arkan the Drinker of Worlds, the Slaaneshi Daemon that possesses him. While Snikch has been sent by his boss to track down Tz'arkan and discover his power. For the first time ever for a Lord pack, it adds both a generic Lord and Hero to both sides of the roster, with the High Beastmaster and Master joining the Dark Elves, while the Master Assassin and Eshin Sorcerer have been added to the rats. Unit wise the Scourge Runner Chariot, Bloodwrack Medusa, and the Bloodwrack Shrine have been predictably added for the Delves. Whilst the Skaven side pulls from Storm of Chaos and the remaining Skryre units, adding the Eshin Triad, Poison Wind Mortars, and Warp Grinders of all things. Just like The Hunter and The Beast, neither of these two are involved with the race for the Vortex, but Malus still wants to get scrolls because it will eventually lead to getting elixirs for free. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Warden & The Paunch''' <div class="mw-collapsible-content"> Let's be real, as soon as cross game Lord Packs were confirmed to be a thing, we KNEW this one was coming! [[Eltharion]] The Grim and [[Grom the Paunch]] are fighting over Tor Yvresse as your new legendary lords! As is the trend with recent lord packs, these two are not fighting over the Vortex, but instead focusing on their rivalry. Eltharion is desperately looking for Grom, and with his ability to capture and interrogate enemy lords, spread the mists of Yvresse and his quest to rebuild Athel Tamahra, he will get his vengeance on the thicc boi. Meanwhile Grom is having his bois cook him some fresh meals as Blacktoof's decapitated head (yes, really) guides him to beat the crap out of Eltharion. The High Elves and the Greenskins are getting their armies filled, with the pointy ears getting Archmages, Rangers, Silverin Guards, War Lions, War Lion Chariots and the Arcane Phoenix, Where as the greenies are getting the Snotling Pump Wagon (in three flavors), Two new trolls including a troll hero and the Rogue Idol of Gork and Mork! The fandom still hasn't fully forgiven CA for not naming the DLC "The Grim & The Grom". </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Twisted & The Twilight''' <div class="mw-collapsible-content"> The forest is speaking Elf-Thing, as the Wood Elves and Skaven are throwing hands in this Lord Pack. The [[Sisters of Twilight]] and [[Throt the Unclean]] wage war to decide the fate of Ariel. The Sisters have been sent to Naggarond to heal a rift caused by the unstable vortex, and Throt uses this time to try and eat Ariel (back off pal, that's Orion's job) in an attempt to finally satisfy his hunger. This pack introduces two legendary heroes in the form of Ariel and Ghoritch, giving us a cool chance for more named characters, as well as new units for both sides. Wood Elves will get the Spellweaver lord, Great Stag Knights, Bladesingers and Zoats to add to their forces. Meanwhile Clan Moulder will get Packmaster heroes, Wolf Rats, Mutated Rat Ogres and Brood Horrors to add more of a monster mash. This makes the Wood Elves the first DLC race to get more DLC content, giving hope to Beastmen, Warriors of Chaos and other DLC races for more content in the future. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''The Silence & The Fury''' <div class="mw-collapsible-content"> The Furries and the Scalies wage war as Beastmen finally get some much, MUCH deserved loving. Beastmen and Lizardmen face off in Naggaroth as [[Taurox The Brass Bull|Taurox]] rampages across Lizard-land to find a site called "The Heart of Darkness" and perform a ritual to close the vulnerable wound on his neck and unleash Chaos upon the world. [[Oxyotl]] hunts him down in order to get him to stop burning down the god damn temple cities and hopefully prevent another Lizardmen city from getting sucked into the warp like his was. The new unit selections are modest, but quite potent: Beastmen ''finally'' get the Ghorgon to contest rival monsters in battle alongside the Jabberslythe, Tuskgor Chariot, Wargor Heroes and Doombull Lords. Lizardmen manage to fully complete their entire roster, gaining Troglodons (both Feral and as a mount to) Skink Oracle heroes, Chameleon Stalkers and Coatls as the cherry on top. Though not necessarily tied directly to the DLC itself, the Beastmen as a faction received a ''much'' needed campaign overhaul. </div> </div>
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