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Jan 5, 2015

2022-01-19 - THE END IS COMING: I am going to start working on the new thread contents and reserving posts in the coming days

:pcgaming: due to character limits unit rosters will be exported

Total War: Warhammer 2 is the 11th game in the series, and a direct sequel/expansion to Total War: Warhammer in 2016. Armies are recruited and moved around a turn-based vibrant world to do battle in real-time battlefields like in the age of empires 2 intro but more awesome.

1) an introductory video by CA

I'm making a note to put it here at the top of the post and not at the bottom: loving around with alt-click will allow you to move your selected force around in formation really easily. just also remember to press r to turn off running because exhaustion penalties are HUGE. more awesome tips on how to be good and get laid at the bottom

also pressing J lets you muck around with cycle charge.

read this poo poo

DaysBefore posted:

Telling brand new players to immediately commit to the grindy meta strategies before anything else is silly. Just go around, fight battles and conquer poo poo. You'll figure it out as you go.

and gameplay options lets you turn off putting ranged units on skirmish by default, so your archers will stay exactly where you put them's video on Total Warhammer 1 and 2

total warhammer 3 summary since it's coming now
Total Warhammer 3 - Kislev is the third and assumedly last in the Total Warhammer series. The focus on this area is the chaos gods, kislev and a far off force to the east:
<todo: work out how to get pontus gif in here> lore on the advisor reveal trailer kislev armies of khorne***Cathay*** gameplay samples of the new units

current trailer - silence and the fury

people that signed up to the total war access page will have access to ogre mercenaries alongside the DLC, which will show up and be recruitable when you raze the odd settlement, though they are expensive (sadly you can't pay them with cannonballs or other non-gold items), and possibly testing for their implementation in TWW3

The Silence and the Fury Jabberslythe (fun fact: when beastmen came out in 2016, the jabberslythe wasn't included as the cost was too high for projected returns - about the same as the entire art development for charlemagne xpac for attila) also yes they got the old voiceover lady to do these when she's gotten at least one promotion since 2016 Troglodon

The last big DLC before TWW3 drops involves a super-chameleon skink Oxylotl and a big-arse Doombull Taurox.

Beastmen Rework

The beastmen are being reworked into more of a pseudohorde faction now at the campaign level. They can recruit beasts for free now like the tomb kings, and claim regions of the map as blood grounds around a captured capital. This allows them to farm campaign currency more easily, which feeds into the amber herdstones needed to set up new blood grounds and access more and better units. Once they have enough they can enact a ritual which gives more of a 'blueline currency' which they can spend on increasing unit caps, buying legendary lords and upgrades for the campaign. Gold's main use now is spending on equipment.

the research tree has also been reworked, and unlocks are provided by completing objectives like ambush battles or sieges that you used to do as campaign sub-objectives for money (hopefully they're feeding into each other and you're not doing the equivalent of jaeger quests in tarkov for useful stuff)

tl;dr, new campaign loop--> smash capital, set up in a region, smash stuff in the region to farm campaign currency, become more chaos-y, perform ritual at herdstone, smash more poo poo, get another herdstone/get kicked out of region, move to another region and repeat

The Twisted and the Twilight
The Wood Elves get a two-for one deal, with the Sisters of Twilight being originally someone who got split into two. They sit on either an eagle mount or a forest dragon, and as part of the campaign can get dilemmas to upgrade their gear.

Opposing them is Throt the Unclean, the Skaven head of Clan Moulder (Rest in placeholder lord heaven Morlocke) who comes with a whole new mechanic around mutating existing skaven units with more superpowers (this does clutter up unit cards a little more though) and can mount a Brood Horror for more speedy murdertime

tl;dr for the DLC

Elf Units:

Ariel (superhero)

Spellweaver (caster lord - Life|Beasts|Shadow|Dark|High) in case wood elves get bored of Gladies and want more spells.

Zoats (dragon ogres but with turtle heads)dragon ogres with turtle heads with some bound buff/heal spells to deal with units

Great Stags (monster cavalry)if wood elves had demigryphs for smashing into lines with

bladesingers (dual sword infantry)instead of the usual infantry blender this works like the wardancers, normally having AP damage but can swap back to a soft-target stance with more damage

Skaven Units (no, more rats)

Ghoritch (superhero)Originally a chaos lord that got tossed into hell pit for not following Archaon's orders once. Throt found him and shoved his brain into a scary af rat ogre with crazy amounts of infantry blender gear. It turned out to be too big of a success and Ghoritch is overshadowing Throt's own ambitions

PackmasterThose fuckers that hooked you in vermintide. load of local unit buffs, can summon wolf rats and can be mounted on a brood horror

Wolf RatsWar Rats of Chrace basically. high speed high AP damage, can also come in a poison teeth version. Remember the packmaster can summon these.

Mutant RogerSingle-model rat ogre unit that is an infantry blender

Brood HorrorTake the wings (and scales) off a dragon. Moves as fast, hits as hard, and looks just as horrifying as you can imagine

DLC units will be in their respective rosters when I get the DLC and will have :10bux: alongside them

:10bux:The Shadow and the Blade

Malus Darkblade from the novels somehow made it into this game. He is sharing his body with the daemon Tz'arkan The Drinker of Worlds, and is fighting to find a way to ditch the guy so he doesn't get possessed. He can fend this off by doing missions for Malekith who can mix potions for him, but this means you're playing the vortex campaign. Alternatively, you can listen to the daemon who will toss you greater and greater rewards for submitting to its will.

Darkblade's campaign also starts with a dilemma at the start of the game where you can run with a town and expedition or get paid off and go fighting things on the other side of the world as a nomad faction.

Deathmaster sniktch hails from Eshin (the chinese rats you see in the ranged unit building) and has been sent to investigate the threat that Darkblade poses to Eshin's plans. his agents get superpowers and will be called on by the other factions (think like a 'chaos gods'/reputation) mechanic to do their dirty work, with work for each clan paying off in bonuses and discounts on their units

units - holy poo poo more ratmen units, how many do they need


malus darkblade (leg end) - causes terror. Loads of armour and AP damage from his sword. He can crack open boys with a unique Cold One. He can also go into persona mode and transform into his daemon form with some different abilities and powers

High Beastmaster (lord) - lordly version of the beastmaster. bigger beasts, more shenanigans.

Master (hero) see normal roster

Scourgerunner chariot - anti-large chariot with harpoons for hunting monsters

Bloodwrack Medusa - Large ranged hybrid monster. Park in the second line, advance when you're running low on ammo

Bloodwrack shrine - medusa riding a buff vehicle, use like the other ones to throw line battles in your favour


Siren of Red Ruin (medusa) - comes with an AoE to clear the area around her if she needs to move osmewhere

Ravagers of Rakarth (chariots) - come with those passive nets like the gutter runners have, so enemies can't just run away and drain the chariots

Crows of Khaine (harpies) - crows are nurgle's animal harpies with superpowers, they also get the hunger like vampires so throwing them into archer piles may leave them better off than without

we're the rats

Deathmaster Sniktch (legend) - Vangard deployment, Stalk, Concealment bombs, weeping blades (you remember, all armour is halved when they strike). murder units starting with the leader and working your way down. Orion would probably put up one of the bigger fights since his pecs are his armour

Master Assassin (lord) - budget Sniktch. Comes with much the same abilities and is used similarly to murder anything big

Eshin Sorceror (wizard) - comes with the lore of stealth. seems to be different from the lore of shadows for some reason

Eshin Triads - stabby murder alternative to the death runners with vangard deployment and stalk

poison wind mortars - a fix to the problem of the short range of poison globes leaving them in a position where they're less useful than bringing another piece of artillery. They seem to do splash like normal mortars tho

warp-grindr weapon teams - park them on gates, walls and unwanted units to grind them into oblivion. They also have a couple abilities to tie units down and make it easier to get into range


avalanche mortar (death globes) - poison wind mortar but fires death globes with an airburst effect like the ushabti ror. In effect the eraser of death globes but with some range now

viskrin's death squad (death runners) - like the normal sneaky assassin teams with weeping blades but with stat increases and speed bonuses

Ishka's triads (eshin triads) - these come with an ability to summon a decoy unit as well as all the other bonuses they get normally. They also get anti-large as if they needed anything else

:10bux: The Hunter and the Beast
Markus Wulfhart is the Empire's chief Big Game Hunter, he spends his time killing Beastmen but Karl Franz sent him off to Lustria so he has a chance to appear in-game. He is paired up against Nakai the Wanderer, who had his home city razed and smashes stuff like all lizardmen should. In a quick overview, this brings play experiences similar to The Last Roman expansion from Attila, and a bunch of extra cool units.

Markus has 2 campaign mechanics, which appear to be lifting mechanics from Evil Genius of all places. The Emperor's Mandate is a notoriety bar that you fill up by doing missions, leading to being able to recruit better units and progress the campaign. Hostility is your heat rating, and fills up from raiding and so on. If you max out Hostility by smashing too much the beastmen will spawn in a task force to slow down ~~the campaign~~ your progress in hunting Nakai.

Nakai the Wanderer is a giant croc and his goal is to stop Markus' expedition by hunting down his lieutenants to draw out his army. Nakai can liberate cities for his own puppet faction to support him (Defenders of The Great Plan) and dedicate temples to one of 4 chaos lizard gods. After defeating everything in Lustria (because DotGP have trouble defending themselves) and Markus' lieutenants, he can engage in a final battle to push all the warmbloods back into the sea from whence they came.

There were some major changes to the Empire where it goes from "a whole bunch of factions to confederate/conquer" to an authority system where you can manage relations with the individual elector counts and get them to do stuff for you. Additionally, a few more regions were added and Ubersreik is now a thing:

Gejnor posted:

Holy poo poo, the mad lads did it!

:10bux: The Prophet and the Warlock

The Prophet and the Warlock is the second The Lords and the Units DLC for Total Warhammer 2. The Conflict is built between Ikit Klaw, the one-armed seth efrican raiding wakanda for vibranium one-armed ratman engineering genius out to raid Lustria for more Warpstone, and Tehenhauin, the skink priest of Sotek who carries around the 15 10 5 commandments of Sotek the snake god. They also bring abilities to the battlefield, as well as units to fill out the roster.

For the Ratmen:
Ratling Gunners - A weapons team like the Warpfire throwers, These guys put out good dps and a snare effect a-la the gunner runners to whoever they target.

Warplock Jezzails - Ratman anti-materiel rifles. The stand is also a shield to protect against incoming fire, and their shots are powerful enough to apply shieldbreaker and soften enemy targets up to more ranged fire

Doom-flayers - smaller than the doomwheels but with more slicy bits on the sides than the giant wheel.

The Under-Empire

CA reused the vampire coast 'hidden settlement' idea and re-implemented it for the ratmen. Unlike the Vampirate one, these can be developed into proper cities and used to attack or blow up the city, they can also be discovered and removed by the defender.

Warpstorm Doomrockets
Like the nazis the ratmen can make ballistic missiles to wipe out large chunks of the battlefield. Like the nazis the ratmen don't care how many people starve/die in their construction.

For the Lizards

red-crested skinks - skinks with great weapons, more mobile than saurus with AP damage.

salamanders - spess mehreens smaller monsters with fire attacks and mini fireballs

ancient salamander - chapter master big monster with big fireballs that causes terror

ripperdactyls - flying piles of claws and teeth. brings flying ap like the hawk riders but without bows

stegadon with engine of da godz - it can use the skybeam attack like from Die Another Day. It's also a stegadon.

bastilodon with ark of sotek - comes with a big stone box to launch snakes out of to eat people

sacrifices to sotek
the skinks have an option to give post-battle prisoners to the snake god we sure the vore guy didn't make this? we'll have balls digestion next to boost power like the hag sacrifices from QatC. This lets you eventually summon the invocation of sotek, to bring the snake god to smash people.

Arcsquad12 posted:

Ikit Claw and his thirteen lucky companions.

Further studies revealed that Ikit Claw had perfected his cloning technique on other Doomwheels as well.

Sadly he had failed to resolve kinks in the device's instant death-kill feature

:10bux: The Queen and the Crone

The Queen and the Crone is a smaller couple-lords-and-some-useful-units DLC that released along with the Norsca patch. The High Elves and Dark elves get a Legendary Lord Each (plus a free-LC for the high elves), and all elf factions (including Durthu) are now able to draw the Sword of Khaine from the altar on the north of Ulthuan. This sword gives "rather insane" bonuses to combat, at the cost of public order penalties that you will ignore outside of legendary because you can murder all the rebels by yourself anyway. However if the current holder dies for any reason the sword will be picked up by the victorious side. Try not to let Archaon or Kholek get their hands on this mmmkay?

get the BLOOOOOOOOD dlc
choice footage from Mortal Empires

the goons have a great discord to go and hang out for mp games

fellow goon nanomashoes is now a famous TW player

Would you like to know more?

Third World Reggin posted: if you think that warhammer lore is hamfisted and bad if you think that 1d4chan is hamfisted and bad if you have to get a face chart to see what kind of emotions someone in front of you is displaying

Where the hell are we this time?

The game currently takes place in the new world of Lustria and Naggaroth (cheers LordAbaddon), representing the americas, and the high elf island of Atlantis Ulthuan. Also appearing from the old world are the southlands, which is where the Tomb Kings live. For reference to the old world, the edge of the southlands in the map is basically the barrier idols from Warhammer 1 where you probably fought a quest battle or two.

The main objective of the campaign is the protection/destruction of a giant vortex vacuum for magic based at the centre of Elf Atlantis. The comet that signalled the war in TWW1 has destabilised the vortex and the playable factions are tasked with either restabilising it or channelling the power for their own ends. They realised the vortex campaign mechanics were dreadful so everyone plays other campaigns instead

How does this tie into the original game?[/b]

Owners of Total War: Warhammer (we let the intern name this game) have access to a combined campaign map called Mortal Empires. Compared to the vortex campaign, the back half of Lustria (facing the not-pacific ocean) has been shaved off, and some starting positions have been moved. For example, Teclis's start on the not-galapagos islands has been moved to the star tower just off the vampire coast, and Queek Headtaker is much closer to his rightful home of Karak Eight Peaks.

just remember you can do this poo poo again now:

What about all those DLCs that I bought for TWW1? are they going to make me buy the beastmen again?
If you had bought previous DLC, it's transferred over.

someone came up with it in the thread

the old (and best) thread title


High Elves

pictured: high elf supermage Teclis in the jungles of Lustria

The High Elves live in not-Atlantis and try to get people to fight each other though diplomatic fuckery rather than using their limited manpower. To this end, they have a special mechanic where they build up influence points and can spend them on improving/ruining relations between any factions remotely. This can be used for assembling alliance blocks with each other or setting nations into fighting each other and dragging forces around the map away from yours. Their current leaders are brothers Teclis (one of the world's best wizards, the guy also brought magic to the Empire) and his brother Tyrion (one of the world's best fighters). They also had a civil war and shaved a dwarven ambassador so the dwarfs aren't too fond of them:

Blinks77 posted:

(on fixing influence/money problems with the high elves)


Even better, nobles with Emollient.
+1 public order all provinces
+5 local province
+5% income entertainment buildings in all provinces.

I just sit 10 of them around various enemy settlements spamming "secure influence"

It's about 60 of it a turn which pretty much fixed all my influence problems.

Mages get Entrepreneur
+3% Tax rate (factionwide)
+30% income from all buildings (local province)

Got 9 of those sitting in Tiranoc at the moment.
23k income from that single province.

Thus are the High Elven influence and Economy problems sorted out.

Loremasters are what go around with my armies. Loremasters with Medic can do a good job of making up for all your nobles being busy elsewhere.

high magic aka weedops420 posted:

High magic is a versatile blend of offensive spells and defensive buffs. Additionally, the passive provides a buff to your units to promote using the cheap buffing spells

shield of saphery (passive)
+11% gold ward save for a few seconds to all your units every time you cast. This can be extremely powerful with a lord stacked to the gills with existing resistances, when tanking enemy lords/monsters

Apotheosis (5|7)
Half the heal of a potion, causes fear for a few seconds. Ok cast range initially but can be overcast to heal that unit waaaay over there

Soul Quench (7|eleven)
Magic missile, has more damage with overcast. Flat arc encourages people spamming this to use ground mounts for greater effect.

Tempest (8|12)
A very cheap vortex spell until you realise it's against flyers only (so great vs bats and the RBAF). This also snares the air units preventing them just flying away at 100+ speed.

Fiery Convocation (15|22)
This is what people will hate you for. A big burny phoenix does a strafing run on the battlefield and everyone gets smacked for fire/magic damage. Overcasting increases the AP damage in case of tanky foes.

Arcane Unforging (16|20)
On TT this destroyed all the target's equipment (really loving over empire generals) but here it's a single-target direct damage spell similar to Final Transmutation et al. This also increases ability cooldowns (even longer if overcast) so can gently caress over spammy casters (or eg a dragon about to breathe on you) immensely

high elf notables posted:


Tyrion has the best natural combat skills of any unit in the game. he also gets 2 items, one which gives him a bunch of extra hp if you get him down under 10%, and his sword which gives some combat bonuses and a breath attack in case he needs to get himself out of somewhere.

Dr StrangeTeclis
Teclis is the worst melee character in the game (seriously he has worse combat stats than the wizard heroes) but makes up for it with serious magic bonuses and a load of spells and abilities. he also gets to use his sword if someone tries to engage him, which gives him actual melee strength like popeye eating spinach for about 45 seconds.

:10bux: Alarielle
Alarielle is the everqueen, charged with protecting ulthuan from within. She has campaign bonuses and a unique set of spells from light, life and high magic. If using her in MP or campaign you can also use wood elf trees to fight for you.

Alith Anar
Alith Anar is a Free-lc lord released alongside QatC. Most of his bonuses are related to campaigning in Naggaron murdering dark elves, and he gets occasional assassination missions with big bonuses assigned to them. These can be against Dark elves, or he can go all Dark Angels and pick on his own kind. He can even get a mission to kill the make-a-wish kid's hero.

:10bux: Eltharion the Grim
This guy rules one of the old palaces, he also had a previous beef with Grom the Paunch and is preparing for his return

There's also a secret white lion hero some make-a-wish kid got added into the game that you can recruit in the campaign - look for Alastar :ssh:

magic lores: Shadows | Beasts | Metal | High (racial) | Death | Life | Light | Fire | Heavens
*Loremasters of Hoeth get a sample pack of these lores:
Shem's (light, magic missile)
Harmonic Convergance (heavens, short but significant melee buff)
Life Leech (death, single-target direct damage)
Melkoth's (shadows, numerous-model-unit direct damage)
Wyssan's wildform(beasts, armour+damage buff)
Earthblood(life, small group heal)

elf references:
2)youtuber makes reasonable use of elves
3) goon demonstrates high elf ingenuity

Dark Elves

the dude looks badarse but he lives with his overbearing mum in not-Canada.

Malekith was supposed to be king of the elves but had a serious popularity problem. Poisoning the chosen successor he murdered much of the elven nobility and started a civil war which ended with him failing spectacularly to control the vortex for himself, and getting his arse bitch slapped across the sea to Naggaroth. His mother was instrumental in setting him on this path, and is the head of the totally-not-slaaneshi cult. The dark elves love slavery and backstabbing, and have an entire section of their in-game economy dedicated to the former.

Morathi corruption is fixed as of mortal empires/blood patch. Heroes will spread the owner's corruption so eg Morathi will start spreading untainted if Malekith condeferates her.

Defence Against the Dark Arts

remus lupin posted:

Dark magic is the Dark Elf racial lore.

Spiteful Conjuration (passive)
Everyone on the map loses 15 armour for a little while after casting. Not great, not terrible.

Power of Darkness (4)
Basically a cheap limited-use life tap ability. Note you don't have to cast on yourself, you can use that dreadspear unit over there too.

Chill Wind (5|8)
A load of icy spikes come out of the ground and damage people/block their movement. The overcast applies frostbite making them easier to run down and kill.
Do not underestimate the movement blocking especially against cavalry, this thing casts almost instantly.

Word of Pain (8|12)
Applies a big attack/accuracy debuff on the target so they can't hurt. Overcast applies a defence penalty so they die faster too.

Bladestorm (11|15)
a big vortex of blades (note: low AP damage) spins around for a few seconds. Overcasting makes it last a few seconds more.

Doombolt (11|16)
Much like the comet from Lore of Heavens. loads of Ap, works best on single targets or in an emergency to bail heroes out of a cavalry pack.

Soul Stealer (18)
Life Drain ability. Like what you wanted Life Leech to be. Pick on annoying targets like monsters and enemy lords.

unit roster
The dark elves have a similar roster to the high elves in terms of spears, swords, archers but their real advantage is their endless edgy emo names for all their stuff monster repetoire, not only do they have access to some of the bigger beasties in the warhammer world they also can use the cold ones normally seen by the lizardmen


The Slave Trade

pnutz posted:

click my name to go to the detailed post
Put Slaves in Naggaroth Good, Spread Out Bad, build more slave pens.

Black Arks
Dark Elves get access to a special naval unit in the form of a Black Ark. These used to be cities that were broken off from Ulthuan when the civil war kicked off and sail around under the command of an unbreakable admiral. The Admiral themselves is a sword-and-bow lord, but comes with a stack of useful abilities from his floating horde:
* personal recruitment slots from the ark, these can be used by land-based armies as an equivalent to global recruitment
* buffs to sacking and post-battle loot for local armies
* replenishment stance to help stock up armies between excursions
* massive artillery bombardments that can be upgraded (though don't upgrade all of them)

bombardment info posted:

Khaine's lash - 4 second cast, high damage, low splash. use to clean up cavalry and other low-model high hp units.
Soul Rain - 9 second warmup (shots land after 7), constant torrent of low damage shots, high splash. use to soften up infantry blobs and keep archers fixed for ranged units
Cauldron - 9 second warmup, one big splash of damage that radiates outward. great against all targets, best against heavy infantry lines and for bailing out tarpitted lords/heroes
if your black ark is killed you may get it back a few turns later (don't need to wait for another ritual) but it will have lost a few levels and you'll need to recuperate units/sack stuff to get it back up to strength



MonsterEnvy posted:

When ever I have Malakith fight he gets a minimum of 300 kills he is a hilarious poo poo wrecker.
For backstory read the blurb above. He has a similar style to tyrion, in that he's an amazing close combat lord (and dark magic to boot) but has a choice between being a king walking around his empire brooding and getting more money out of people, or a hulk smash hero that campaigns far away and filling the iron mountains with slaves for apeshit profits. He has access to a cold one mount, a cold one chariot and a black dragon. Be advised that the cold one mounts are really good but comes with primal instinct so be prepared for malekith to rampage and take away your ability to cast. he also gets some crazy equipment, iron circlet makes Power Of Darkness cost basically nothing.

Malekith's mum. She runs the cult of Slaanesh so while Malekith hates the cult he's tied down when it comes to dealing with Morathi.

Morathi spreads Chaos corruption until confederated.

Lokhir Fellheart
Free-LC lord that chills down on the edge of the Lustria Thunderdome raiding stuff

:10bux:Crone Hellebron
The head of the witch elves, the cult of Khaine. She doesn't get to stay young forever because Morathi sabotaged the ritual (it's not as good as mamma's) so she needs to bathe in giant blood baths regularly.

:10bux:Malus Darkblade
Regular Dark Elf noble but he's possessed by a rather powerful daemon. Malekith makes suppressant drugs for him and carefully metes them out to keep him under control. If Malus stops drinking the potions he can get possessed by the daemon proper on the battlefield and wreck poo poo for days but everyone's a little scared of him.

This guy has a whole set of books written about him, go look them up in the Black Library


standard wizard fare really. bonus to public order, can steal tech etc etc

Death Hag
nuns of khaine. very good melee combatant and can get a bowl of Khaine Flakes to turn her into a giant buff wagon.

Khainite Assassin
bonus to slave income. These guys can kill stuff good but you'll just have them parked near Naggaroth for that money.

comes with the Malus DLC. Comes with a halberd, a shield and Guardian to keep your lord alive.

magic lores: Dark | Death | Beasts | Shadows | Fire
All wizard heroes (sorceress) and lords (supreme sorceress) can use all lores

additional resources:
1)The Story behind Malekith's awesome suit of armour is very much like this

Lizardmen :pcgaming:

The lizardmen live in a not-Aztec/Mayan civilisation in the jungles of Lustria, and were created by an ancient old ones race to shape the world. They spend large amounts of time trying to interpret the old ones' plans, and bully to you if you're in the way. Their main drawcard is they have the most scary wizards in the warhammer world, as well as dinosaurs rising other dinosaurs named after the dinobots from transformers. Their current leaders are kroq-gar, who gets to be one of the dinos-riding-dinos, and Mazda Monday Mazdamundi, a crazy powerful frog wizard who fought plate tectonics and won by moving an entire continent around. Lizardmen also make use of ley lines, which is reflected in-game by a mechanic for boosting cities in adjacent regions. In combat, the larger dinos (more anything larger than a skink) can go into a frenzy, taking away control from the player and recreating the bezerker mode from ancient total wars.

also of note is that the lizardmen mounts are all named after Dinobots

the lizardmans posted:

The Lizardman roster has been externalised, click here


pictured - DOOMWHEELS :getin:

The Skaven are based underground, and were created from mutated rats in a ruined city in the old world. Unlike normal rats they are fanatical backstabbers, and constantly sabotage each other in order to get ahead in the rat race. Skavenbreed too fast for even constant civil and foreign war to do anything but slow down the rate of production, and this is reflected in a food mechanic that lets the skaven settle a ruin at a higher level than normal as well as provide economic bonuses. Their towns are also buried underground, appearing as ruins until you either walk into them with an army or have a hero poke around the place first. Their army consists of tarpit units that lose to zombies and elite weapons teams that do the actual damage.

They also like warpstone because it's radioactive cheese.

magic lores

Rat magic is all unique to themselves, one entire lore is behind a paywall as part of SatB. Plague/Ruin Lords get access to The Dreaded Thirteenth Spell instead of a normal spell


The Dreaded Thirteenth Spell (20|20) - Lords only
An Explosion Happens and a bunch of Stormvermin crawl out of the ground, and Another Bloody Bell tolls 13 times. Overcast gives sword 'n' board instead of halberds

playygu ga

plague rash (passive)
Imbues a small speed debuff for a short time, and a small vigour debuff. The more you cast, the faster they tire out making an easier fight.

bless with filth (5|8)
Imbues units in a large area with poison attacks. Overcast lasts twice as long (a very long time).

pestilent breath (8|11)
Wide breath attack. great against zombie packs. Overcast imbues poison on all the enemy recipients

vermintide (6) x 6
Summons some clanrats to the chosen spot. Can only be cast 6 times per battle, usually more than enough

Wither (10|16)
aoe -30 armour. Overcast increases this to 60 for when you need to really soften up that dwarf front line.

plague (11|16)
A stationary vortex that lasts for debuff-lengths of time. Overcast increases the AP damage.
this is a vortex that can be cast on walls where the victims can't easily get away

pestilent birth (12) x2 - hero only
if you need tougher units, spawns in plague monks.

unit roster posted:


Lord Skrolk
Head of clan pestilens, the sickest rat you will see in the game. Comes with Lore of Plague and frenzy.

Queek Headtaker
Surprisingly one of the good melee combatants in the warhammer world. Comes with a trophy-hunter ability to deal with enemy lords/heroes

Tretch Craventail
The embodiment of Bravely Running Away. Gets campaign bonuses for breaking treaties, and bonuses for running away from combat. Surprisingly tough to kill when you finally corner him too thanks to his helmet and anti-large attack

magic lores: plague | ruin | :10bux: stealth (all racial)
*lords will get better versions of these spells than the hero casters

Skavenslave whatever
They are there to collect arrows/shot/javelins with their heads, they're even worse in combat than the zombies because those fuckers at least don't break. They can catch missiles from close range as melee units, or a slinger variety if you want to catch arrows from afar and make enemy skirmisher units use up their ammo faster. Fantastic meatshield, use these to free up money for the Big loving Guns

The skeleton-equivalent unit. They're better at combat but a lot more expensive than slaves when their job is being and expendable tarpit. Grey seers and the menace-from-below ability can summon these guys for cheap if you need them for some reason.

Stormvermin sword'n'board/halberd
Those black-furred fuckers from vermintide are back, and are able to put up an actual fight against enemy line infantry, sort of. Sword and Board is useful, Halberds are lacking in mass to stop big units from just smashing them around

Death Runners
Recruited from the same building as the gutter runners (see below), these guys run slightly slower than heavy cavalry, have a reasonable AP attack and a crippling anti-armour debuff (50%!) on their attacks. extremely useful for stabbing annoying enemy line units in the back to soften them up for your slaves.

Night/Gutter Runners
More respectable ranged damage, but short range. all come with fire on the move and parthian shot, and are great at putting on skirmish mode vs enemy infantry. Comes with 30% physical resist and vangard deployment. Gutter Runners also have a passive net ability to slow down anything nearby that could chase after them. Tier 4 opens up poison attack variants.

They also have slinger versions with a more reasonable range but who the hell wants those things they don't have parthian shot.

Plague Monks
Reasonable anti-infantry fighters for the cost. Comes with physical resist and frenzy.

plague monk censor bearers
like the plague monks but an AP unit. Comes with physical resist and frenzy, does magic AP damage with a morale debuff.

Poison Globadiers
they throw acid at people. This has short range, and does splash damage, and adds a Damage over Time effect. The DoT deals out damage based on the unit size, slaverats take heaps (60 dps/tick) but lords take bugger all.

Warpfire Throwers
irondrakes with lovely armour. park them near a fight, watch the green flames go out and laugh at how fast enemy units melt :flame:

Death Globe Bombardiers
much better at deleting mosh-pits than the globadiers, these will also be relied upon to kill your units as well. This is why you use slaverats and not clanrats

Plagueclaw Catapult
catapult that launches poison attacks against fools downrange. has an arc attack so you don't have to kill too many of your own dudes. This is where you start to get into the idea of skaven as legions of meat shields that distract from scary siege equipment and weapon teams. their attacks also give the contaminated debuff (-10 morale) which stacks with the normal we're-getting-shot-by-arty penalties.

Warp Lightning Cannons
luminarks of hysh but good. If they had said Saddam Hussein was building these WMDs the whole planet would have invaded nuked Iraq.


Mans posted:

I'm the giant wheel that breaks all of da rules

Rat Ogres'
Monsters that move at cavalry speed but smack units around like no one's business. Used like crypt horrors, no armour means spears will give them a fight and shock cav will eat them for breakfast.

Hell Pit Abomination
Evil loving monster that is Too Horrible To Die. has regeneration, and when it's about to die (<10%) hp there is a 50% chance it gets a significant heal or it dies and the crew (1 unit clanrats) bail out to fight.

additional references:
2)the skaven's ultimate objective with the vortex

pnutz fucked around with this message at 05:06 on Jan 19, 2022


Jan 5, 2015

reserving because apparently there's a character limit

expansion races :10bux:

tomb kings

courtesy of 1d4chan posted:

A miniature named Settra found a secret out this year,
that he could avoid death and make his people rule the world,
and now some sorcerer named Nagash tries to get him day and night,
but Settra has four thousand points to protect his very life.

He has the Tomb Kings: from 1525 B.C.
He has the Tomb Kings: protection on a roll of 3!
He has the Tomb Kings: they're hanging out by the Black Gulf.
He has the Tomb Kings: Araby they will soon Engulf.

He has the Tomb Kings: from 1525 B.C.
He has the Tomb Kings: protection on a Roll of 3.
He has the Tomb Kings: they're hanging by the Badland's Gate.
He has the Tomb Kings: they will enslave the world today,
the Nehekharan way.
They're Tooooooomb Kiiiiiings Alive!

The Tomb kings are reanimated from the population of an ancient Egyptian empire that spanned over much of the old world. This is also where Nagash was born from, as were the vampires. Generally, the tomb kings came back much better depending on how well they were mummified, so rank-and-file mostly only know how to fight, while nobles/pharaohs tend to remember most of their previous life and spend most of their time grumping and bickering like if you had a family reunion with your entire family from the past 1000 years.

fun fact: Vlad 'the dad' Von Carstein was one of the very first vampires to be created, and originally hails from this part of the world, which is why he has the funny accent.

Additionally, the skeleton trash benefits from a "realm of souls" ability that like the Dark Elf Killbar™ takes casualties to fill up, but instead of supercharging your dudes it casts what is basically invocation of nehek on them up to 3 times as the bar fills up, with summoning some ushabti constructs once you hit tier 3.

also - if you're settra, try and kill existing chariot god surtha ek

the campaign

"Campaign mechanics posted:

Jean 'TotalBiscuit' le Bain goes down like a champ, 2019

CA provided a video over the tomb king mechanics and how to win the campaign

Books aka I'm here to lead, not to read
The Tomb Kings basically don't give a poo poo about the vortex (that campaign mechanic was loving awful good god) and only care about getting some dusty old books because SuperMegaHitler™'s Black Pyramid of DOOM has restarted. To do this they have to collect 5 of the 9 books lying around the old world. Some of these are near Nehekhara, some are in far away settlements, some are in rogue armies, one is in the tower of hoeth on ulthuan and another is in the possession of one of SomethingAwful's most hated dearly departed former members (see above). Once you have collected 5 of these, the pyramid rises out of its moorings in the desert, and a final massive quest battle will happen at the Black Pyramid of DOOM (which should be easy to win if you've been levelling your LL and brought a doomstack, but it's still great fun).

There is a button on the campaign map (up the top) that lets you see where each book is located on the map what their army/campaign buffs are, and each book comes with a little bit of lore relating to Nagash's story.

The tomb kings basically make no money, since their economy is made out of bones. bone shields bone swords bone pyramids bone-loving-everything. however, two things cost non-bone materials - item crafting(see below) and buildings. If you are playing this in coop, feed the tomb kings money. Tomb kings can also be bought out really cheap as a consequence, since they rate gold so much (the money doesn't go the other way though, no 3k peaces here). Late-game, the tomb kings are rolling in stupid amounts of money since their armies don't consume it, so go ham and roll over everyone with 0000s of gold and millions of bones.

The tomb kings already have their soldiers - raising them from being dead is otherwise free, and only costs time. However, each building will only support so many and you have to dig up more pyramids to get more dudes. Additionally, Armies are severely limited and you will have to research to be able to recruit more armies (and pharaohs) into your army. The Necrotect hero also has a 'stone carving' line which allows you to get a 1-2 more of a couple units (exclusive choice of small armies) which can be a real boon in-game.

Pharaohs come with their own faction bonuses while they're on the map, and also count as legendary lords (ie they will not just die forever when you lose their army).

the tomb kings introduced the crafting mechanic into the game, so you can prepare good equipment for your late-game lords when you recruit them ahead of time. This was almost immediately ported into the dwarfs though they use silly rune craft mechanics which doesn't make sense when you can use it as a money sink and gives the tomb kings reason to get hold of trade goods, since you need them for the crafting. You also need canopic jars, which can be acquired in a small trickle from all lords and heroes with a couple skill points, regional pyramids, missions and a set amount (30) from killing captives after battle (this is 30 whether you are killing 30 dudes or 3000 so it gives you a reason to do other options depending on the battle size).

magic magic magic magic

art vs science - magic fountain posted:

While it has some damage spells, Lore of Nehekhara is heavily focussed on buffing units and abuse of their passive ability. Cast early, cast often.

The Restless Dead (passive) - every time you're casting, you provide 7 seconds of regeneration to all your units map-wide. since so many of your spells are cheap buffs, this can be several thousand extra hp the enemy army has to chew through.

Djaf's (3/5) - basic melee damage buff, dirt cheap and just as useful for proccing the passive as actually buffing something

Neru's (6/10) - simple but very powerful physical resistance buff - lasts for a while, remember that physical does not affect anyone with magic or fire attacks so this can be countered (or useless against certain units)

Ptra's (6/10) - more expensive than Djaf's but provides a much bigger boost due to the timer being ran down while units reload. Cast this on bow Ushabti and they will now take down the tier4 horses too

Usurian's (11/15) - damage and a slow. upgrading makes the slow much more powerful.

Sekhmet's Skullstorm (11/17) - fairly average for a vortex spell, but the lore is more about spamming buffs and proccing the passive so this is an acceptable loss.

Usekhp's (15/21) - similar to the enfeebling foe from lore of shadows, but has an area effect and lasts a long, long time. throw this in a mosh pit and clean them up in record time

the units you will be using

unit references posted:

somewhat similar to the skaven and vampires, the tomb kings rely on a legion of lovely fodder units backed up with serious magic buffs to pin stuff down forever while scary fuckhueg beasties kill everything for you.

Realm of Souls
Tomb Kings have a battle mechanic that fills up as units are killed, in a similar manner to the Dark Elf blood-bar. This bar has 3 stages, at each stage a mass invocation of nehek will trigger providing healing and resurrecting a couple models here and there. Additionally, when the bar is filled Tomb Kings can summon a unit of Ushabti to enter the battlefield and smash whatever arty or ranged units that's still pissing you off.


Settra (full title further down in the big spoiler'd section) is the ancient and bestest king of the tomb kings. He's notable for being a little too full of himself (to the point where he will refuse good advice because SETTRA TAKES ADVICE FROM NO ONE).

Settra comes with the Lore of Nehekhara, and can get hold of a blade that imbues fire damage and blinds people for mean debuffs. His mounts include a skelly-horse, a giant basalt kitty cat or his chariot of the gods. Thematic players will always use the chariot.

has a face mask so you can see how sexy she used to be. Her cousin was the first vampire and she hates her. she died battling her cousin but the asp god asaph was watching and replaced her blood with venom. She loves those poison attacks as a consequence.

She gets a snake staff (insert moses reference here) that can shoot magic missiles better than any LARPer. she can also ride a chariot or a giant snake construct.
1)Khalida had a starring role on dark elf tv in the 1990s

Grand Heirophant Khatep
This is the first of the liche priests to avoid dying (not old age though). He also rose Settra from the dead when all the recently-awoken tomb kings were bashing each others' bony heads in and Nehekhara was about to get destroyed in civil war. For his services, Settra exiled him until he was able to restore Khemri to its golden age and make everyone meaty again.

Khatep being a liche priest comes with the Lore of Nehekhara, and an option for a Casket of Souls for a mount. his items include a staff that increases enemy cooldowns every time he casts a spell. given the Lore of Nehekhara is mostly made of cheap buff spells, this can make him a pain to fight against.
1)a quick summary of the relationship between Khatep and Settra

Arkhan the Black, SuperMegaHitler's only friend
This is Nagash's old lieutenant from back when he was causing all kinds of poo poo. He keeps wanting to resurrect his old master so Nagash can resume exterminating all life from microbes up like what the old necrons did in 40k.

If you pick Arkhan, you get some select forces from the vampire counts, but no one likes you and the tomb kings hate your guts hard for siding with SuperMegaHitler. However, you start with one of the books already in your possession, which is nice.

Arkhan doesn't get any really cool mounts, but starts with the Lore of Death and gets a staff that lets him reduce cooldowns, and a sword that lets you summon a bunch of skeletons to tarpit annoying units.
1)Arkhan's relationship with Nagash

magic lores: Death | Light | Nehekhara (racial) | shadows (campaign only)

Skeleton Warriors/spearmen
silver shields, but godawful combat stats otherwise, like "goblin spearmen that aren't upgraded" bad. Their main use is tanking arrows and surviving long enough for the rest of your army to kill poo poo.

nekehara warriors
dual-wielding skellymans that have some reasonable melee stats (around empire swordsman level). Much like swordsmen with honest steel, they can get quite significant boosts from lords and buffs to be quite killy.

tomb guard/halberds
used like medium armoured grave guard, they will put up a much bigger fight than the skellymans and since you're not paying for upkeep this is a good thing.

Halberd versions bring some AP to your army, but have the same combat problems as stormvermin (low attack, low mass) so don't make them your entire line


skelly archers
they're average at shooting, but they're a ranged unit and that can be useful sometimes. Khalida players also give them serious buffs so they're worth keeping around.


skelly cav
a bit like the high-elf light cav, awful stats but they're reasonably fast (not light cav fast but enough to outrun the heavy stuff) and can do basic cav stuff as a result.
these are melee cavalry, not shock cav. throw them in and check back on them after a while, their charge bonus isn't as much a priority for micro as with shock cav.

these units get vangard deployment.

nekehara horsemen
these cav have some actual meat on the bones and are a general upgrade to the skelly cav you get earlier. better melee stats, moderate armour like the tomb guard.
like the skelly cav before them, these are melee cav and are a lower micro priority than normal.

skelly chariots
it wouldn't be Egypt Nehekhara without chariots, and while the stats are middling, they come in blocks of TWELVE instead of the usual 4 that you see SURTHA EK rolling around with.
This helps immensely with smashing enemy lines, and lets you cause the bullshit chaos that the norscans do without having to make them most of your army.

If you're Settra, don't be afraid to make these a large chunk of your army until late-game.

skelly cav archers
awful bow damage like the foot-based ones. However, they get vanguard deployment, fire-on-the-move and can move faster from the skelly horses they're on.
these units do NOT get parthian shot,

skelly chariot archers
these guys get a much better ranged attack to make up for the lower unit sizes. otherwise, they're only shooting between smashing into the next unit.


carrion vultures
they fly around and have respectable melee damage. like harpies and isabella bats, use them to clean up unsuspecting arty and archer units and nibble on people's achilles tendons.

constructs and other big monsters
though these guys are made of stone and not bone, they follow the normal undead rules of disintegrating instead of breaking.
they do NOT benefit from realm of souls however, and generally if you're taking these you'll be taking a necrotect hero for buffs.

these are the dudes you saw in the pyramid in the trailer. good at fulfiling a melee cavalry/medium monster role and smashing packs of infantry into small pieces real fast with AP damage.

ushabti with great bows
the normal dudes but they now have a big fuckin' bow to shoot people. huge range and great damage, they are great at removing cavalry from range (one shot takes out any horse below tier4) and softening up the real big monsters.

sephulcural stalkers (the big cobra-men with spears)
big anti-large units, they also come with vanguard deployment, and a magical javelin or three that also applies poison to people. sneak around and stab cavalry.

necropolis knights (big cobras with spearmen on them/big cobras with halberiers on them)
AP, bronze shields, poison attacks, good charge bonuses, these are fairly good for smashing units held down by all your skellymans
the halberd version now does even moar anti-large, though they hand in the shields

tomb scorpion
a Big Fuckin' Scorpion that has vanguard deployment, great AP, bonus vs infantry and causes terror. It also has an attack that smashes units BEHIND it with its tail, and a burrow attack that makes it invulnerable while it's under the sand.

Basically a big disruption unit like an armoured eagle that can't fly

khemrian warsphinx
a huge black battle-cat with archers on it. No need to flank, it will smash everything on its own.

Like a normal giant, the heirotitan is an arty magnet. Unlike the normal giant, it has really heavy armour so it doesn't get murdered by arrows. Its melee attacks also do magic/fire damage. On top of this, it comes with one bound cast of Spirit Leech and 3 of the light magic beam, Shem's Burning Gaze.

a giant black battle-cat with Egypt Nehekara-wings and giant blade-arms on it. Tough as nails, it runs at cavalry speeds and does huge amounts of AP, with a massive large targets bonus. This is the real wrecking ball that cleans up unwanted blocks of anything.
it is also fat enough that it can smash fort doors on its own.

tomb giant

tomb giants are added with QatC as free-lc (because sub-dlc is iffy at best). What sets these buggers apart from the other giants is it's a skellyman they get a bow like the bow-shabti, except it's the size of a goddamn giant and hits like a cygor rock. They are also made of rock so they can take a surprising beating with heaps of armour.

skelly arty

screaming skull catapult
skeleton catapults that throw giant blue screaming skulls at people. Like the warpstone-thrower, these cause an extra morale debuff on top of the normal we're-being-shot-by-arty stuff, so they're good for routing units.
the skulls also do magic damage as well.

Ark of the Covenant Casket of Souls
inaccurate shots but they do horrendous damage with magic attacks. Lords/heroes can boost this to horriffic levels.

regiments of renown

scorpion legion (skelly spears)
the main difference is that these guys come with a poison attack, which is very useful in their role of tying things down

khepra guard (tomb guard)
basically a tomb guard version of nekehara warriors, they traded in the shield for another sword, regeneration and also come with magic attacks for cleaning up wraiths and savage orcs.

blessed legion of fuckoff (skelly archers)
all round stat boosts, but their main use (more than the name) is they come with a sunder armour (-30) on their arrows. This doesn't come with their melee attacks, which means they need to keep an arrow and stab people with that instead of their normal weapon.

chosen of the gods (ushabti with bows)
their arrows come with the equivalent of shrapnel shot from the gunpowder-based total wars, they burst near the target and rip up enemy infantry, cavalry, anything really. They also come with shieldbreaker which helps friendly archers

eyes of the desert (big cobra-men with spears)
these come with meaner ranged attack, and more importantly they have vanguard AND stalk to do some sneaky surprise murdering of enemy units

sphinx of usekpth (necrosphinx)
meaner and greener whiter than its normal buddy, it also does magic/fire damage as well as fire resist.

additional resources:
3)more footage from Khemri-TV

:10bux: Curse of the Vampire Coast :10bux: luthor harkon arrives in lustria

The third major dlc pack for Total Warhammer 2 is focussed on the Vampire Coast. The Vampire cast was started by Luthor Harkon, who washed up on the coast of lustra in a coffin after pirates attacked his ship. Turning a whole bunch of local pirates and other people that washed up on shore into zombies, Luthor Harkon started hitting Lustrian cities for booty, coming upon one choice piece of loot he discovered it was a trap, and it ended up giving him a nasty case of split personality disorder and removing his vampire magic. Strangely, for someone that’s basically the fantasy equivalent of a pariah from 40k, luthor is able to resurrect people good enough that they can operate firearms, which is far beyond anything kemmler can do and is second only to nagash himself.

Unit list


Extra Powder
All ranged units in the Vampirate army come with an ability which significantly boosts their ranged attack damage for the first few shots (disabled once you’ve used 20% of your ammo), which can be useful for ambushes and thinning numbers before the lines close.

Most units (ex. Arty, collossi, fliers and mournghouls mostly) also have aquatic:

Legendary lords

Luthor Harkon
This is your pirate jack sparrow. He looks like Filch/Walder Frey but he’s got great melee skills and a meaner handgun to shoot people with yarr. He can be mounted on a terrorgheist and can get a legendary item of slann gold

As noted in the blub, Luthor Harkon has no spells of his own.

Aranessa Saltspite
Pirate Elizabeth Turner. Wears a lice bandana like actual jack sparrow (this is about all the armour she wears btw) but unlike everyone is in the realm of the living. As such, she is able to bring some actual human units with her. She can mount a Giant Enemy Friendly crab and her halberd gives her a +35 boost to attack vs large. She used to have some evil wombo combo attack that murdered people but I think that’s been fixed now.

Aranessa has no magic of her own, but has a set of dice to affect her saves (the ability has 2 dice on it and gives her defence/ward save) and a net that can’t target flying.

Count Noctilus
Pirate Captain Barbossa. While his melee isn’t as good as saltspite’s (his halberd bonus isn’t anywhere near as big) he comes with more conventional vampire abilities to make up for it, and is much tankier overall with much more hp and a decent armour level. He can mount the necrofex collossus (a ship-turned-giant that shoots at people) and has a compass that points to your heart’s desire summons more zombies.

Noctilus comes with a mix of vampires/shadows magic, including raising zombie pirates, healing, the pit of shades, the hunger and the wind of death.

Cylostra Direfin
Pirate Madame Castafiore. She was a famous Bretonnian singer whose ship got swallowed up by a storm en-route to Ulthuan (and that’s drat good for those pretentious pricks to want to listen to you). Being a Ghost Lord she has no armour, but comes with the 75% physical resistance afforded to all ghosts, so she’s bad against lords/heroes but great against most other units. She can mount a HUGE Enemy Crab which will trade off her physical resist/magic attacks for more conventional “fuckloads of armour, hp and damage”. She also gets some spells and one of those folding fans to keep her casting cooldowns short

Cylostra Direfin has access to the lore of the deeps

Minor Lords
Minor Vampirate lords come in 2 flavours, halberd and pistol. The pistol ones are much more offensive-oriented but lost the AP melee ability for their handgun so you have to remember to keep them at range. Both Vampires can be recruited for each lore type as well.


Gunnery Wight
An unarmoured dwarf engineer, similar to the skaven guy. Comes with ranged boost abilities, and limited-charge abilities to replenish ammo, throw bombs or snare units. They can also mount a Giant Enemy Crab

Mournghoul Haunter
A cheap hero, lots of hp, ok armour, comes with siege attacker and a big infantry bonus. Throw them into trash units to clean them up in a hurry.

Vampire Fleet Captain
Just like Isabella’s sexy vampire but now they’re in pirate outfits. The swash, they buckle, they have less armour but they still work as your casters. They can also mount a Giant Enemy Crab

Magic lores - vampires/death/deep (racial)

Melee infantry

Zombie deckhands/spearmen
The unit name says BRAIIIINS but they have much better combat ability, similar to skellyman warriors. Likewise with the spearmen, they’re a cheap unit to make cav and unarmoured monsters think twice before wiping you out anyway.

There is also a regiment of renown that comes with an ability that makes it tireless if it’s not wavering

Hexwraiths but with more salt in their diet yarr

GraveDepth Guard/Polearms
Just like the grave guard, a tankier unit for Vampirate armies. The melee ones look like a watery Slambo which is awesome.

There is a regiment of renown for the polearms that comes with frenzy, the hunger and an enrage ability :iit:

Ranged Infantry

Zombie gunnery mob (pistols/bombs/rifles/hand cannons)
Ranged firepower for the zombie army. These guys unlike deckhands all have actual zombie combat skills so don’t let them fight up close. Pistols work like free company zombies. Bombs do splash like really lovely death globes. Rifles have long range but are still relatively weak dps-wise, hand cannons have actual damage but have shotgun range.

There is a regiment of renown of the handgunners which have rifle range called The Black Spot (they need more treasure island references though goddamnit)

Deck Gunners
Small in number, these guys carry a cannon off a ship into battle. They have good range and damage but their real asset is shieldbreaker, to soften up enemy lines to your ranged zombie fire.

There is a regiment of renown of ghost deck gunners (zomg) who traded off shieldbreaking for physical resist, magic attacks and a big leadership debuff like with plagueclaw catapults

Melee Monsters

Same as the vampire ones really, though they did rename the wolves to scurvy dogs yarr

Bloated Corpse
Zombie Augustus Gloop. After emerging from the pipe he thinks of everything as food and will run at it like a fat kid who just saw a free lolly stall.

He also explodes and does ludicrous damage.

Animated Hulks
Watery Trolls, small unit count that smashes stuff with AP damage and has no armour.

Like Crypt Ghouls but there’s only the top half. Low Armour, but good AP and anti-infantry abilities.

There is a regiment of renown with much better melee skills and rampage.

Giant Enemy Crabs(aka “Rotting Promethenas”)
Much like Armoured Trolls with extra armour. Reiksguard-level armour, ok speed, ok AP damage for monster units and awful leadership.

Ranged Monsters

Deck Droppers (pistol/bombs/rifles)

Larger Fellbats holding a zombie pirate. These guys have been seen all across the universe, some were even in the 41st millennium to watch the showdown between the emperor and horus on his throne

There is also a regiment of renown of the bombers, with armour piercing bombs and sunder armour

Giant Enemy Crabs With Guns(rotting promethean gunnery mob)
Now the buggers have ranged units on top to shoot at people like they’re a spiderlord or an elephant archer or something. Good damage but there’s limited amounts of them in a unit so it’s more supplementary, like the archers on a wood elf hawk squad.

There is a regiment of renown best described as “Giant Enemy Crabs With Guns, Better Defence Stats And Regeneration ho ho ho”


Barnacle-encrusted version of the empire piece. Brings much-needed firepower to the Vampirate army.

Likewise, slightly poorer barnacle-encrusted version of the empire cannon. IRL the carronade was a shorter gun used for close-range engagements against enemy ships but it has a naval theme and GW could repurpose old cannon moulds for the new gun so here we are.

Queen Bess
A giant mortar with ALL the barnacles and armour piercing damage, flaming attacks and a debuff that kills 75% of movement speed.

This unit is considered a regiment of renown in its own right so you can’t throw this into every SP army.

Real Big Monsters

Necrofex Collossus
A ship that’s been turned into a construct with gun arms. It stomps around like a giant and then blows the everliving gently caress out of people at range.

There is a regiment of renown unit. It has a flamethrower instead of multicannons and does over five thousand dps with its limited ammo, this will delete several units if you let it. It also gives -8 leadership debuff and has melee attack vs infantry but who cares about being brave when you’e dead.

Oh yeah the ror unit also spawns some zombies to help defend itself too if it gets below 50% hp

HUGE Enemy Crab (aka “rotting leviathan”)
Big stompy huge-armoued monster like the Giant ones but even bigger and with more armour.

Death Shriek Terrorgheist
Similar to the Vampire one, not that that’s bad because it’s a flier with poison attacks that can eat annoying ranged units that aren’t defended properly

best-of-warhmmer-2, previously in the OP. The best-of-warhammer-1 is further down.

settra's title etc are in here now because I needed the space in OP

additional real fuckin' useful resources
take part in this very important poll

use this man's mods, they're good and he's a goon to boot :cool:

I'm awful and I need to automatch to win even seemingly the most simple battles
watch some of these videos

Ra Ra Rasputin posted:

How have I played this game since release and not noticed the icon to the left of the units numbers show if a unit is large or small :psyduck:

on why ranged/arty armies are so good in autoresolve


Alright, I have seen a few threads poping up about how some auto-result calculations are completely bonkers or make no sense.

In this thread I'm going to try and explain how and why this happens.

First of all the first thing to understand is that Auto-resolve is a pure number game, the calculation does not take into account any strategy, counters or whatever so don't try to rationalize a completely crazy score by saying "oh yeah but if he uses that cavalry to trigger a mass rout it could work".
This level of calculation is far beyond what was programmed.

Here is how it works :
Missile damage and Ammunition is by far the stats that have the most impact on auto-resolve.

Basically the game always considers that ranged troops and artillery will fire ALL their ammunition. That's why artillery with high missile damage is so powerful on auto-resolve.

This is why the most powerfull unit in Auto-Resolve calculations is the Hellbaster gun.

If you want to play an easy-mode campaign just pick Balthazar Gelt and auto-resolve your way to complete domination while your starting Hellblaster racks up thousands of kills per battle.

Another thing to note is how ranged and melee units work, let me explain.
ranged unit are considered as never engaging the enemy in melee until all allied melee units are dead. that's why right now if you have a high elf army mostly made up of Sea Guards your melee focused units like white lions or swordmasters will get slaughtered in Auto-resolve, they're considered as tanking the entire enemy army for your Sea Guards who are calculated as ranged units.

That's also why a pure Sea Guard army takes so much damage if there is nothing to tank.

Now healthpoints + Charge bonus is also a close second for most powerful stats combo (that's why Kroxigors are absolute beasts in auto-resolve) but unlike artillery the charge+health combo is for melee units and as I explained they risk losing HP as they take damage during the Auto-Resolve.

Given what I just said you'd be right in thinking that missile cavalry is very powerful in Auto-Resolve but due to their low health they'll get slaughtered in the action (while taking hundreds of enemy casualties with them)

Hope this helped


Panfilo posted:


Margin of Victory or Loss is not at all determined by casualties as people would assume, but the ratio of damage dealt and damage received. There are also other minimum requirements as well; having a full stack of elite vs 1 lord with 1 HP will not give you a Heroic Victory because you only did 1 damage to him, even if the ratio of damage to HP was enormous. This helps balance different armies; smaller armies are not unfairly benefitting from the fact that they will receive comparatively less casualties even in decisive losses. I don't know the exact thresholds for getting Pyrrhic/Close/Decisive/Heroic victories, but I have noted the easiest way to get Heroic victories is to defend in a siege and/or use damage spells effectively. With magic being buffed I find it somewhat easier to get them now. Margin of Victory determines how much experience your Lord and Heroes receive at the end of the battle; while damage dealt determines exp/veterancy of regular units, Lords/Heroes only care about the degree you won; a Lord could theoretically get 1,000 kills on his own but if he gets a Pyrrhic victory then he'll receive less exp than a Lord that got 0 kills but won a Heroic victory.


the OP speaking posted:

Armour will block normal damage to a random percentage between 50-100% of the rated armour value (this will be affected by exhaustion). The total number is clamped to 100% so you can't heal off taking damage
for example, an empire swordsman with 40 armour will block between 20 and 40 percent of all non-AP damage that it didn't dodge.
while resistance is clamped to 100%, increasing your armour rating beyond that improves the chance of blocking all AP damage. For example, an empire knight (100 armour) will have a 2% chance of blocking all the non-AP damage, a reiksguard with 120 armour will have a 33% chance to only take AP damage from a given attack. This also ties in with attack bonuses as detailed below.

charge and damage bonuses are only applied in proportion to the existing unit's damage.
A spearman with poor AP damage will perform poorly against an arachnarok with its 150 armour, but will rip up a giant good with its awful 30 armour because they can make use of most of their damage bonus.

are there any good youtubers for watching battles?
PartyElite, who did the tutorial series above

""RBA-Wintrow posted:

Count Chocula Legendairy Lord confirmed!

alternate titles for this thread, in whatever order I feel like
please don't skink shame
A reptile dysfunction
Rats, rats, we're the rats
high elf supremacy
everybody get up, it's time to slann now
imagine a triceratops stomping on an elven face, forever
crack open the boys with some Cold Ones
Total War Warhammer 2: Surtha Ek’s Revenge
Teclis is no fortunate son
LuiCypher - but i don't want to pay less taxes when i could have more doomwheels
This thread does not kneel
Mahasamatman-Charlie don't serve
Deakul-popewiles-Stupid Dawi! you made me look bad!
Comstar - The Something Awful Forums > Discussion > Games > Total War: Warhammer 2 - Settra, Great King, The Imperishable, Khemrikhara, The Great King of Nehekhara, King of Kings, Opener of the Way, Wielder of the Divine Flame, Punisher of Nomads, The Great Unifier, Commander of the Golden Legion, Sacred of Appearance, Bringer of Light, Father of Hawks, Builder of Cities, Protector of the Two Worlds, Keeper of the Hours, Chosen of Ptra, High Stewart of the Horizon, Sailor of the Great Vitae, Sentinel of the Two Realms, The Undisputed, Begetter of the Begat, Scourge of the Faithless, Carrion-Feeder, First of the Charnel Valley, Rider of the Sacred Chariot, Vanquisher of Vermin, Champion of the Death Arena, Mighty Lion of the Infinite Desert, Emperor of the Shifting Sands, He Who Holds the Sceptre, Great Hawk of the Heavens, Arch-Sultan of Atalan, Waker of the Hierotitan, Monarch of the Sky, Majestic Emperor of the Shifting Sands, Champion of the Desert Gods, Breaker of the Ogre Clans, Builder of the Great Pyramid, Terror of the Living, Master of the Never-Ending Horizon, Master of the Necropolises, Taker of Souls, Tyrant to the Foolish, Bearer of Ptra's Holy Blade, Scion of Usirian, Scion of Nehek, The Great, Chaser of Nightmares, Keeper of the Royal Herat, Founder of the Mortuary Cult, Banisher of the Grand Hierophant, High Lord Admiral of the Deathfleets, Guardian of the Charnel Pass, Tamer of the Liche King, Unliving Jackal Lord, Dismisser of the Warrior Queen, Charioteer of the Gods, He Who Does Not Serve, Slayer of Redditras, Scarab Purger, Favoured of Usirian, Player of the Great Game, Liberator of Life, Lord Sand, Wrangler of Scorpions, Emperor of the Dunes, Eternal Sovereign of Khemri's Legions, Seneschal of the Great Sandy Desert, Curserer of the Living, Regent of the Eastern Mountains, Warden of the Eternal Necropolis, Herald of All Heralds, Caller of the Bitter Wind, God-Tamer, Master of the Mortis River, Guardian of the Dead, Great Keeper of the Obelisks, Deacon of the Ash River, Belated of Wakers, General of the Mighty Frame, Summoner of Sandstorms, Master of All Necrotects, Prince of Dust, Tyrant of Araby, Purger of the Greenskin Breathers, Killer of the False God's Champions, Tyrant of the Gold Dunes, Golden Bone Lord, Avenger of the Dead, Carrion Master, Eternal Warden of Nehek's Land, Breaker of Djaf's Bonds, et cetera, et cetera.

other goodies from this thread

image of teclis removed. I can always dig it up again later

mazdamonday epic plays, you will not be disappointed
sync animations are in for larger unit fights

Scrub-Niggurath posted:

I’m applying for dual citizenship with the Orangutan Surfing Civilization

Tiler Kiwi posted:

Ze Pollack posted:

rats, who are against the concept on moral grounds

420 Gank Mid posted:

We got a real spawn goin' now welcome to the Great Plan

Kainser posted:

Possibly the greatest mod since the deformed kislev bears:

SurreptitiousMuffin posted:

10x unit sizes, huh? Let's try it out.

Wait a minute, what's that?



SteelMentor posted:

My vote's for Ludmilla Loinripper.

16 July 18

SirPhoebos posted:

Hats. We're hats. We're the hats.

a best-of of goodies from the old thread, while I organise the new OP. PM me with links for stuff I've missed because gently caress browsing all 812 pages of that

I am also retarded. pms should actually arrive now.

still the greatest screenshot taken from the original game

Randarkman posted:

Did Sarthorael always have that insane missile resistance?

Because I remember him going down like a chump to a succession of cannonballs.

shortchange us by 2 gold? that's a grudgin'

forum regular nanomashoes deals with try-hard unfun people who have a strange love for spearmen

old thread title, changed now the game's out
people keep on asking what beef people have with the SFO creator

that pontus meme people keep ranting about


more copies of the beastmen dlc were/are sold on this video than any other form of advertising

also the start of this video has mel gibson killing his own dude

pnutz fucked around with this message at 04:25 on Feb 26, 2022

Feb 11, 2014

Rats. Rats. We're the rats.

Jul 7, 2008

high elf supremacy

Apr 26, 2014

Hell Gem

Davincie posted:

high elf supremacy


Yeowch!!! My Balls!!!
May 31, 2006

if you want to imagine the future, imagine a triceratops stomping on an elven face, forever

Jun 27, 2013

A reptile dysfunction

Ze Pollack posted:

if you want to imagine the future, imagine a triceratops stomping on an elven face, forever


Jan 19, 2005

Davincie posted:

high elf supremacy

Wow. It only took 4 posts to get the most wrong opinion possible.

Stanley Pain
Jun 16, 2001

Bit. Trip. RIP.

Ze Pollack posted:

if you want to imagine the future, imagine a triceratops stomping on an elven face, forever

More like triceradrops. :haw:

As I'm posting this I found out that triceradrops is a name of a DJ.

Jun 10, 2004


less than 48 hours

Dec 7, 2010


The only good elf is a non-elf.

Shame total warhams doesn't have burning animations.

Dec 12, 2016

Only thing about the OP i'm gonna mention because I'm a giant dumb nerd

The Dark Elf area they live at is actually called Naggaroth and is a separate continent from Lustria

Jan 29, 2011

I am here to show my support to the high elves. The rightful leaders of the warhammer universe.

May 19, 2004

I am here to support the endless murder of elves.

Dec 26, 2010

Tetten? Tetten? Tetten? Tetten?

There are lizards and lizard food.

Aug 4, 2006
I'd rather be a climbing ape than a big titty angel.

Elves murdering elves is good and therefore dark elves will be my first playthrough

Jun 27, 2013

A reptile dysfunction

Morathi's fabulous hair will rule this world

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Can't wait to play with my favourite magic frog named after a bad lightbulb pun.

Mar 3, 2008

I know "mon" means man, but I don't think "Och" means anything.

How to figure out if you're the best warhammer race:

1. Is your race ruled by fat psychic toads in floating chairs?

If yes, you are the best warhammer race.
If no, better luck next time.

Jan 29, 2011

Cracking open a Dark Elf with the Cold Ones

Jul 22, 2010


ground floooooooooooooooooooooooooor

Holy poo poo I want to stab a rat

Apr 10, 2017

by Jeffrey of YOSPOS

What's the human faction or do I just have to play on the big fuckin' map with all the factions

Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius

Grimey Drawer

ChickenWing posted:

ground floooooooooooooooooooooooooor

Holy poo poo I want to stab a rat

I desperately want to sacrifice hundreds of skavenslaves for every victory I achieve.

Apr 2, 2012



Vlex posted:

Elves murdering elves is good and therefore dark elves will be my first playthrough

but then you're playing as elves

...kill yourself?

Jul 22, 2010


OP you hosed up some of your URLs they don't all point to the rat video

May 19, 2004

How to figure out if you're the best Warhammer race:

- Are you an elf? You're not the best and also kill yourself.

- Are you a frog person who leads dinosaurs that ride dinosaurs? Ok that's pretty good.

- Are you a loving insane, magic cocaine sniffing ratman that uses crazy contraptions and deliberate friendly fire to achieve your goals? Congrats, you're the best race.

All of this is, of course, only applicable until Chorfs are in the game, because they have the best hats.

Sep 6, 2012

I want to play a rat and send other rats to die gloriously in my name

Yeowch!!! My Balls!!!
May 31, 2006

Taintrunner posted:

What's the human faction or do I just have to play on the big fuckin' map with all the factions

option 2

while there are a number of lesser human factions scattered across the New World and Southlands, they peak at Tilea-level relevance

Jul 22, 2010


New skaven ritual video

Oct 28, 2013

A classic example of Skaven betrayal.

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

William Bear
Oct 25, 2012

"That's what they all say!"

Still can't decide who I want to play as first. Leaning either Tyrion or Skrolk.

Apr 2, 2012



Wow, I didn't think they'd actually show vivisection in such... detail... jesus gently caress. :stonk:

Feb 15, 2012

William Bear posted:

Still can't decide who I want to play as first. Leaning either Tyrion or Skrolk.

I'm kinda leaning more and more towards Making Ulthuan Great Again.

Apr 8, 2010

Gonkish posted:

How to figure out if you're the best Warhammer race:

- Are you an elf? You're not the best and also kill yourself.

- Are you a frog person who leads dinosaurs that ride dinosaurs? Ok that's pretty good.

- Are you a loving insane, magic cocaine sniffing ratman that uses crazy contraptions and deliberate friendly fire to achieve your goals? Congrats, you're the best race.

All of this is, of course, only applicable until Chorfs are in the game, because they have the best hats.

I beg your loving pardon?

The Chad Jihad
Feb 24, 2007

Morathis bonuses are appropriate but so lame

Mar 31, 2011

Please post the PartyElite beginner series in the OP, or at least the controls one

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

kill your parents - the grey grand wizard, Ron Paul

Yeowch!!! My Balls!!!
May 31, 2006

Blinks77 posted:

I'm kinda leaning more and more towards Making Ulthuan Great Again.

Tyrion is gonna have the problems of the WH1-release Empire start: please enjoy fighting nothing but your own people's tier one infantry for the first 4/5 of the game, then throw a doomstack at the target of opportunity of your choice.

guarantees that anyone playing against the High Elves is gonna have a hard time shutting them down, but playing as that person is going to get real old real fast.

you wanna High Elf, play Teclis, and make war against a delicious assortment of jerks.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

legitimacy mod for high elves


Aug 4, 2006
I'd rather be a climbing ape than a big titty angel.

Ze Pollack posted:

Tyrion is gonna have the problems of the WH1-release Empire start: please enjoy fighting nothing but your own people's tier one infantry for the first 4/5 of the game, then throw a doomstack at the target of opportunity of your choice.

guarantees that anyone playing against the High Elves is gonna have a hard time shutting them down, but playing as that person is going to get real old real fast.

you wanna High Elf, play Teclis, and make war against a delicious assortment of jerks.

I doubt this is the case, since every other major faction and Chaos can toss stacks of varying sizes directly at your poo poo each time you try to complete a ritual.

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