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  1. - Top - End - #211
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    Default Re: So, Total War: Warhammer

    Due to the spoiler at the end of the Vid, I's say Skaven are definitely in it.
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    Last edited by N810; 2017-03-31 at 11:46 AM.

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    Default Re: So, Total War: Warhammer

    I'm so excited! And my friend's so happy that Lizardmen are one of the stars!
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  3. - Top - End - #213
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    Default Re: So, Total War: Warhammer

    FOUND A NICE ARTICLE AND A SWEET BIT OF ART
    http://www.windowscentral.com/total-...r-ii-announced
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  4. - Top - End - #214
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    Default Re: So, Total War: Warhammer

    Quote Originally Posted by N810 View Post
    Due to the spoiler at the end of the Vid, I's say Skaven are definitely in it.
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    Hadn't been able to watch it yet, but yeah, that almost confirms Skaven (which makes sense with the Lustria/Pestilens connection). I wonder how they're going to do that given Skaven don't so much conquer land as dig underneath it.

    Southlands are an interesting addition, though, especially with the combined campaign. It might mean they'll add Araby and Tomb Kings at some point, although the latter seems much more likely.
    Last edited by Theodoric; 2017-03-31 at 01:05 PM.

  5. - Top - End - #215
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    Default Re: So, Total War: Warhammer

    My guess is that TK will either be a pre-order bonus DLC or available very shortly afterwards. It seems like it would be really difficult for them to do the Southlands without the TK present from the get-go.

    but who cares LIZARDMEN HYPE
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  6. - Top - End - #216
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    Default Re: So, Total War: Warhammer

    Sweet. So who are we going to get for legendary lords? I'm guessing Malekith and Malus Darblade for the dark elves, Teclis and Tyrion for the HE, and Mazdamundi and Krok-Gar for the lizards to start with, other candidates would be Morathi, Hellebron (maybe even with a war between the cult of Khaine and the cult of Slannesh being a mini-campaign or integrated in the DE tech tree/unique economics), Ectellion maybe?

    Anyway I hope I get to take Thorgrim Grudgebearer and bash in the skulls of Mazdamundi and Malekith for destroying the Dwarf golden age.
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  7. - Top - End - #217
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    Default Re: So, Total War: Warhammer

    Teclis, Tyrion, Malekith and Mazdamundi are pretty much confirmed by the trailer + the Steam page.

    Morathi and Kroq-Gar are probably very solid guesses for the other two.

    Anyway I hope I get to take Thorgrim Grudgebearer and bash in the skulls of Mazdamundi ...
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  8. - Top - End - #218
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    Default Re: So, Total War: Warhammer

    I always liked that the downfall of the dwarves was basically a byproduct of a giant frog doing some magic and Malekith being a ****.
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  9. - Top - End - #219
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    Default Re: So, Total War: Warhammer

    look those mountains NEEDED moving

    it was messing up the feng shui
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  10. - Top - End - #220
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    Default Re: So, Total War: Warhammer

    Sure I get it, but it's common courtesy to give a least a day's warning before you wreck somebody's empire
    Quote Originally Posted by Peelee View Post
    Quote Originally Posted by Greenflame133 View Post
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  11. - Top - End - #221
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    Default Re: So, Total War: Warhammer

    Quote Originally Posted by thorgrim29 View Post
    Sure I get it, but it's common courtesy to give a least a day's warning before you wreck somebody's empire
    "Empire"? That's cute.

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    Default Re: So, Total War: Warhammer

    Well they were the world's dominant superpower at the time, having just wrecked the High Elves. What else would you call them?
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    Quote Originally Posted by Greenflame133 View Post
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  13. - Top - End - #223
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    Default Re: So, Total War: Warhammer

    Ants. *evil 😈 emote here*

    Also, given that there was equal parts wrecking done on the part of the Elves and that the Elves simply chose to pull back tontheir homeland, and still controlled maybe 70% of the worlds oceans opposed pretty much only by the Druchii, sure. 'Wrecked'.
    Last edited by Vaz; 2017-03-31 at 10:26 PM.

  14. - Top - End - #224
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    Default Re: So, Total War: Warhammer

    Quote Originally Posted by thorgrim29 View Post
    Well they were the world's dominant superpower at the time, having just wrecked the High Elves. What else would you call them?
    > call selves superpower, can't even move one continent
    > inferior endothermic temperature regulation
    > use big book made of pulped trees instead of cutting-edge gold plaque technology
    > dirty, hairy skin instead of beautiful shiny scales

    I'd call them filthy mammals is what I'd call them
    Last edited by LCP; 2017-04-01 at 12:21 AM.
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  15. - Top - End - #225
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    Default Re: So, Total War: Warhammer

    Watching this banter is as fun as playing the game itself! *eats popcorn*
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  16. - Top - End - #226
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    Default Re: So, Total War: Warhammer

    Fight-fight, silly above-ground things. Doom is creeping-croaching close, yes.

    Pay no attention to the rat below the curtain. *Lovingly dusts 5000 points of Skaven on bookshelf*
    Last edited by Eldan; 2017-04-01 at 07:20 AM.
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    Default Re: So, Total War: Warhammer

    Just managed to place in a MP tournament for the first time. Feels pretty good!

    Does say something about the current balance of the game though that out of the 3 factions I had available (Greenskins, Wood Elves and Vampire Counts) I used Vampire Counts in 7 out of the 9 games I played.
    Last edited by LCP; 2017-04-08 at 04:59 PM.
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    Default Re: So, Total War: Warhammer

    Congratulations, LCP!
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: So, Total War: Warhammer

    Speaking of legendary heroes, I'd want Ikit Claw as the mage hero (power armor! flamethrowers!), but we'll almost certainly see Thanquol. He's pretty much the only Skaven with much story, he has a legendary mount already, yeah, they'll go with him. Apart from that... maybe Queek Headtaker for a combat lord?

    That said, if they go Pestilens, Lord Skrolk. He got a campaign, at least. So, we're probably looking at Thanquol and Skrolk. Craventail would be hilarious, but not a first choice.
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    Default Re: So, Total War: Warhammer

    I think Skrolk could be a really cool TW lord. I'd love to see him as a Morghur-esque tank with a damaging aura like the Fay or a Mortis Engine.

    I really hope Clan Pestilens get plenty of attention in the design of the Skaven battle mechanics. Proper plaguey shenanigans could be a really interesting addition to the multiplayer meta. A big mob of lightly-armoured troops that you need to hold at arm's length for as long as possible so you don't catch the lergy.
    Last edited by LCP; 2017-04-08 at 07:28 PM.
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  21. - Top - End - #231
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    Default Re: So, Total War: Warhammer

    Given the amount of plague (as opposed to just poison) mechanics available; Plagueclaw Catapults, Plague Monks, Plague Censer Bearers, and then the Skyre Inventions like Bombardiers, and Mortars, etc, I think that Skrolk is a shoe-in, especially if the game code is changed enough that they can increase the lethality of the Poison (perhaps DoT affects to poisoned targets similar to the Renown Mortis Engine?). The problem comes from making Skaven useful in such a manner though; either the baseline is completely broken in the bad way (a la Gelt/Malagor, but more on an army scale), but Skrolk actually makes those units worthwhile, or Skaven are just okay normally, but then Skrolk breaks it entirely.

    I seriously hope that the Verminlords make a showing. The Eshin one was always my favourite, but we'll see.

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    Default Re: So, Total War: Warhammer

    Skrolks effect on teh tabletop to make monks core units would probably just translate to getting them cheaper or giving them a minor buff, as a lot of legendary lords already do with many units. Not sure how that would break anything.
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    Default Re: So, Total War: Warhammer

    Finally beat my dwarf campaign. Was never really in doubt since I was the #1 power since turn 40 when I finally broke the Green menace but damn the dwarfs had a bunch of little things that needed to be done. Especially since every fight just unleashed a new set of Grudges that also needed to be dealt with.

    And of course I started up a new Bretonnia campaign. Really just as opposite as you can get from my stumpy little alcholics.

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    Default Re: So, Total War: Warhammer

    Congrats! May the Lady guide you to victory!
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: So, Total War: Warhammer

    Quote Originally Posted by Archpaladin Zousha View Post
    Congrats! May the Lady guide you to victory!
    Would be easier if all the other Bretonnia factions didn't make 20/20 stacks of peasantry. Really makes it pretty obvious the Computer is playing a completely different game from me.

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    Default Re: So, Total War: Warhammer

    Quote Originally Posted by Name_Here View Post
    Would be easier if all the other Bretonnia factions didn't make 20/20 stacks of peasantry. Really makes it pretty obvious the Computer is playing a completely different game from me.
    Which is why you must reunify them AND SHOW THEM HOW IT'S DONE!
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  27. - Top - End - #237
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    Default Re: So, Total War: Warhammer

    Quote Originally Posted by Name_Here View Post
    Would be easier if all the other Bretonnia factions didn't make 20/20 stacks of peasantry. Really makes it pretty obvious the Computer is playing a completely different game from me.
    I don't think I've ever seen a RTS where the AI does play by the same rules as humans and actually comes across as a challenge.

  28. - Top - End - #238
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    Default Re: So, Total War: Warhammer

    Would be easier if all the other Bretonnia factions didn't make 20/20 stacks of peasantry.
    They're just getting ready for the revolution. À bas les aristos!
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  29. - Top - End - #239
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    Default Re: So, Total War: Warhammer

    So, we have a Lizardmen Faction Unit List; https://www.totalwar.com/blog/lizardmen-army-roster/

    Legendary Lords
    Lord Mazdamundi; Oldest Living Slann Mage Priest. Caster. Has the ability to ride an Ancient Stegadon in place of his Palanquin.
    Kroq-Gar; Melee Lord, with the ability to ride various mounts, up to a named Carnosaur, Grymloq. Horned Ones seem to be a special form of Cold One - possibly a faster, but not as strong variant - Horned Ones were a Skink Cavalry unit from the Southlands List, and parts of Tichi-Huichi's Raiders legacy Dogs of War unit. Kroq-Gar has unique access to it as a mount.

    Caster Lords
    Slann Mage Priest; Rides a Palanquin into battle, and cannot be fielded on foot. No list of what lores are available, although traditionally had access to every single one.

    Melee Lords
    Saurus Old Blood; Looks like a fairly typical melee lord, with mounted options. Can ride a Carnosaur. For those wondering, Carnosaurs do not fly, but in TT had a fantastic anti-large capability - expecting either a Heroic Killing Blow ability or a massive Attack bonus vs Large.

    Melee Heroes
    Saurus Scar Veteran; Hero levels. These ALSO get access to Carnosaurs.

    Missile Heroes
    Skink Chief; Can take either Stegadons, Ancient Stegadons, or the Flying Terradon mounts if they're not on foot.

    Caster Heroes
    Skink Priest; No mention of lores, also can ride either Stegadon or join the Flying Circus. In TT had access to Heavens, maybe more but AFB.

    Melee Infantry
    Skink Cohort (Shields); Does what it says on the tin. Fast, low tier infantry I'm guessing.

    Saurus Warriors; Intriguing that they don't have access to Shields natively; TT had all Saurus with Shields. T1.5 I'm guessing.

    Saurus Warriors (Shields); Tier 2?, requires an Armoury, so that's another thing to randomly hope that the AI doesn't mess up recruiting.

    Saurus Spears; Anti-Large/Cav Side Grade Saurus. Again, no shields.

    Saurus Spears (Shields); ah, here they are.

    Temple Guard; these guys came with Halberds and Shields in TT natively. Given that you couldn't use Halberds with Shields in CC in TT, and Shields only provided bonus to range defencee,
    be interesting if they have both Shields and Halberds, especially given Halberd Animations

    Missile Infantry
    Skink Skimishers (Blowpipes); Poison might be a bit much to ask for these, but they were fast firing, short ranged weapons. They used to be super competitive back in 7th to simply run entire armies of skinks, and just throw 400 dice a turn with your skirmishers.

    Skink Skirmishers (Javelins);; Maybe a better AP Jav unit.

    Chameleon Skinks; Poisoned Blowpipes, maybe using Hide Anywhere and Stalk?

    Melee Monstrous Infantry;
    Kroxigors; Troll/Minotaur/Ogre sized Great Weapon users, used to carve armour.

    Melee Cavalry
    Feral Cold Ones; New unit, although technically a unit you could purchase in TT for Storm of Magic games that I don't think anybody actually ever played anywhere in the world.
    Warhound equivalents, maybe slower but tougher and hit harder. Given "Feral", maybe these are Vanguard deployment.

    Cold One Riders; Saurus on presumably less feral Cold Ones. Anti-Infantry I guess.

    Cold One Riders (Spears); Guessing Shock Cav variant, or maybe more anti-large.

    Horned Ones; Skink Riders, using faster moving Cold Ones. Maybe Vanguard deploy, but not as tough/dangerous?

    Flying Missile Cavalry
    Terradon Riders; Skinks on Terradons. You've seen the trailers, right?

    Terradon Riders (Fireleech Bolas); Terradons with a bombing run. You've seen the trailer, right?

    Melee Monster
    Feral Bastiladon; Call it feral, we know it's low tier. Cheap monster to throw at enemies and tie them up. Ankylosaur.

    Feral Stegadon; yes, yes, we get it. Triceratops.

    Feral Carnosaur; T-Rex. Can run an all Carnosaur army which is nice - Kroq-Gar on Grymloq, Scar Veterans on Carnosaur, and Feral Carnosaurs, please.

    Missile Monster
    Bastiladon (Revivification Crystal); heal your dudes, I'm guessing.

    Bastiladon (Solar Engine); Dinosaur with lasers.

    Stegadon (Giant Crossbow); Triceratops with a big crossbow. No, the stegadon doesn't use the crossbow itself, it has skinks on its back to do that for it, silly.

    Ancient Stegadon (Giant Blowpipes); You get the picture.

    Of the units I actually really wanted, most are there, but I have low for Salamanders and Ripperdactyls from TT, and am sad not to see either in game. I also give it ~20 minutes from release before someone uploads a Dread Saurian using an oversized Carnosaur.

  30. - Top - End - #240
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    Default Re: So, Total War: Warhammer

    There was a stream they did on their facebook talking about this that answers a lot of your questions (e.g. TG have halberds + shields and they use the halberds in 1 hand; skinks do have poison shooting). They also talk about some new mechanics such as rampaging (feral dinos and Saurus apparently get out of control when their health goes below a threshold) and Cold-Blooded (apparently they've changed it into a healing unit that debuffs the unit but restores HP on activation).

    Horned Ones seem to be a special form of Cold One - possibly a faster, but not as strong variant - Horned Ones were a Skink Cavalry unit from the Southlands List, and parts of Tichi-Huichi's Raiders legacy Dogs of War unit.
    Horned Ones; Skink Riders, using faster moving Cold Ones. Maybe Vanguard deploy, but not as tough/dangerous?
    Tichi-Huichi's Raiders rode regular Cold Ones. The Horned One was a mount for the skink special character Inxi-Huinzi in 5th and a "magic item" available for Skinks and Saurus in 7th. It's not any weaker than a regular Cold One, just faster, more aggressive, and with horns.

    I think they also said in the stream that these are riderless Horned Ones.

    Skink Priest; No mention of lores, also can ride either Stegadon or join the Flying Circus. In TT had access to Heavens, maybe more but AFB.
    Heavens and Beasts in 8th.


    It seems pretty significant to me that we get every hero with every mount option pretty much exactly as in the tabletop (only Rippers for chiefs missing). The dinosaur goon squad is real.
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