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====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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