Total War: Warhammer

cyrusreij

Trakanon Raider
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For multiplayer you can have two person campaigns and then just skirmish battles with up to 6(?) people. The campaigns can be either co-op (same race, different legendary lords) or not. Actual battles are played out in full if you do not choose to auto-resolve.
 

Sulrn

Deuces
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If anyone cares, Creative Assembly Anniversary - all the non-TW:WH2 franchises are on sale to one degree or another if you want to pick up Atilla / Rome 2 on the Cheap or 30% of TW:WH 1.
 

Locnar

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Picked up Atilla since it was 75 percent off. $40 for warhammer fantasy sounds half way decent, might make that jump.
 

Jozu

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What's the best race to play as a noob? I picked vampires and I'm getting bored fast.
 

Randin

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In terms of the actual battles, dwarfs are the easiest, as the core of their tactics is what the Total War community calls a 'noob cube': set up your ranged, then make a box of infantry around it, then just sit there and let the enemy come to you. Their campaign's not bad either, as long as you don't overextend and let the grudges snowball.
 
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Palum

what Suineg set it to
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I was about to say fuck it and buy this when I discovered there's a $2.00 DLC to add blood splatter to the game.

What. The. Fuck.
 
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Randin

Trakanon Raider
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I was about to say fuck it and buy this when I discovered there's a $2.00 DLC to add blood splatter to the game.

What. The. Fuck.
Yeah, apparently it's a way to dodge an M rating; if they charge for it separately, it's not part of the base game, and they can stay at T. Doesn't excuse why they don't just sell it for $0.10 or whatever, but there you go.
 

TrollfaceDeux

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In terms of the actual battles, dwarfs are the easiest, as the core of their tactics is what the Total War community calls a 'noob cube': set up your ranged, then make a box of infantry around it, then just sit there and let the enemy come to you. Their campaign's not bad either, as long as you don't overextend and let the grudges snowball.
I agree. As a dwarf if you play right or semi okay you get rich within 50 turns. After that it is all about army management. Dwarf city planning is by far the easiest in the game.
 

DickTrickle

Definitely NOT Furor Planedefiler
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The blood dlc is kind of pointless since most play zoomed out, I imagine. Maybe nice for replays.
 
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cyrusreij

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Incase anyone is interested. Hand written list of new features stickied on the official forums:
Warhammer II - What we know so far. [WIP]

In detail, kinda long:
- New settlement type: fortress gates. Will require ownership or alliance to pass through, otherwise a siege battle will be required, for example, a fortress gate controls passage between inner and outer kingdoms of Ulthuan, if you lose ownership of it you won't be able to pass through without a fortress gate battle.

- There will be a Final Battle
Spoiler

- Treasure hunting: ruins can now be treasure hunted in addition to settled. Treasure hunting will bring up a choose-your-own-adventure style menu, upon which you can gain benefits (like treasure or recruits) or take a hit (such as army damage or Chaos corruption). Armies embarked at sea will be able to treasure hunt at sunken ships.
Treasure hunting CYOA are pre-generated, so eventually they will repeat for the player (and you'll know the end result), but there's planned to be a large amount of them.

- Bridge battles have been added.

- Ocean hazards will be present, such as randomly moving storms and reefs.

- Settlement slot changes:

Minor settlements remain at 4 slots,
Small province capitals (Those you currently see in Norsca) go from 4 to 6 slots.
Regular province capitals get an increase from 6 to 8 slots (1/2/3/5/7 secondary slots).
Special province capitals (Altdorf, etc) go from 6 to 10 slots (2/4/6/8/9 secondary slots).
Athel Loren locations go from 10 to 12 slots (3/5/7/9/11 secondary slots)
This will apply to TW:W1 factions/buildings on the combined map. Old factions will also receive new buildings, including new unique buildings.

This should help the AI as they won't fill up their slots with as many useless buildings now.

- There will be campaign cinematics

- The Vortex campaign map is roughly the same physical size as in the first game, though there are approximately a third more conquerable land regions in the WH2 campaign map than in WH1. These are spread across four continents, separated by perilous seas.

Link to the map: Click here

- The advisor for game 1 is still there.

- Intervention forces, they can only be called upon when an enemy ritual is in progress, this is like a mercenary style AI army that will do the best to hinder and prevent the enemy's ritual for completing, we can get three tiers of interventions

- when you start a ritual Chaos armies spawn all over the place and try to stop it.

- Rogue armies can be a comprised of a mishmash of troops from different races and usually seek to raid until they've enough income to find a home of their own. they not allegiance to anyone.

The new Ui offers a lot of good little changes such a:

- A feature to pause between turns and customize how you want to see in the inter phase, for all faction, or group of factions, also its shows the diplomatic status and how we compare in terms of military and economic strength.
Spoiler

- The end turn button now takes you to unfinished bussines (skillspoints, Damage building etc.)
Spoiler

- Now we get a movement percentage indicator that you can see at the bottom left corner, the number only shows up if you're clicking and dragging the command arround the map
Spoiler

- In the campaign map, by pressing spacebar a little poppup menu comes out from the right like it does on the battlefiled and allows us to see everything from the campaign map (attitude, grow wind of magic etc.)
Spoiler

- there is a texts warning us from different actions in game now, like... If you were standing in the stance of "ambush" and you move, the text will appear saying that you are not in that stance because you moved. This is pretty usefull, now is not needed to change between stances manualy they auto-cancel when you move your lord.
Spoiler

- You can now see exactly what your various agents are capable of doing in form of points in his unit card (Thanks to Ayasta from Reddit)
Spoiler

-The "unit's scroll" shows now different icons depending if the unit is considered large or not.
Spoiler

- There is a reworked trait system, mostly visual, with descriptions with (at max) 6 level skills,you start at the neutral position with three positive traits/negative traits either side, which you achieve depending on your campaign/battle actions.
Spoiler

Other things:

- There is no Arabia or Tomb kings factions present in the game... currently.

- The level cap for Legendary lords is 40 now.

- The "Blood for the blood god pack" will carry over from game 1 if you own it.
Battle information

- There is now a battlefield indicator that show when you troops are rallying.
Spoiler

- New Battle Map types: bridge battles, fortress gate sieges

- AI has been reworked to handle choke points better

- Fortress Gate sieges will be unique in that siege equipment won't be allowed, so no easy way over those walls.

- Town battles will not be in, although battles next to settlements will show a town/settlement in the background, some buildings from the settlement may be in the playable area, but the town itself won't.
Magic

- Windspells can now select the direction of the attack.
Spoiler


- Skill trees have been reworked: In TW:W1, the first skill point grants the spell, the second reduces cooldown. In TW:W2, the first point grants the spell, the second grants the overcast, and the third grants a Winds of Magic cost reduction.
Spoiler

- Magic is being rebalanced across the board, though no specifics have been released, Mazdamundi will have unique mechanics though what those mechanics are is unclear at this point.

- Teclis will have access to attributes (passives) of magic and High Magic.

- All Dragons have a ranged breath attack: This will be applied to TW:W1 dragons as well (Undead, Forest and Chaos dragons) but only if you own TW:W2, Each dragon has a unique breath attack animation. A Sun Dragon would breathe fire but a Forest Dragon wouldn't. Breath is a castable ability, but can only be used from the air.
Race Highlights:

The currently known races for Warhammer: Total War 2, are The High Elves, The Dark Elves, Skavens and Lizardmen.
HIGH ELVES:
Features: Influence, Martial Prowess,

Other stuff:
- Unique Resource: Influence: High elves can use influence in diplomacy. For example, they can use influence to manipulate two other factions into warring with each other.

- Generic High Elf lords must be recruited through influence: Lords will have various tiers of usefulness/power levels.

- Trade agreements: High Elves gain shared vision with any faction they gain a trade agreement with. Normally a defensive pact or alliance is required.
DARK ELVES:
- Slavery: A system that rewards you for every battle (and some events) with slaves, which you can send to your cities with the objective of increasing their economic efficiency, also affects the public order.
Spoiler


- loyalty: The lords, start with a number that represents their loyalty, if it reaches 0, the army will cease to belong to the player and will create its own faction, and may even settle in a city.

- Black arks: The black arks are something similar to what would be a "sea horde", has ten construction slots and can either reinforce a nearby army or provide fire support with its battlefield bombardement ability.
Spoiler

-Murderess prowess: This feature shows a bar that will fill with each death on the battlefield, when it completes provides some buffs.

other stuff:
- rites:
Spoiler

- In case you're wondering... yes, female Dreadlord are loreful.
Spoiler
SKAVEN:
- Skaven underworld: Skaven Settlements are not ordinary visible to other races, appearing instead as inhabited ruins, heroes may scouts ruins to see if they are truly abandoned.

- Food: Skaven factions require a stockpile of food, there will be a metter with how many food you have, the amount will give bonuses/penalties depending on how much you have, each army consuming an amount of food per turn, food may be gained from battles, from sackings setlements, and from certain buildings, also can be used to upgrade a city to tier III (Newly conquered in that turn) in in exchange for food.
Spoiler

- loyalty: The lords, start with a number that represents their loyalty, if it reaches 0, the army will cease to belong to the player and will create its own faction, and may even settle in a city.
Spoiler

- Skaven corruption: the skaven spread corruption where they settle, lowering public order over time but givin additionals uses of the menace below army ability in battles fought within the local province.

- Menace below: This is a battlefield ability, You can designate reinforcements that will appear in battle for food (in the pre-battle panel), using this ability a unit of Skaven clan rats, will appear from an underground tunnel anywhere on the map, even behind the walls of a city.

Other stuff:
- Rites
Spoiler
LIZARDMEN:
Legendary lords: Kroq Gar and Mazdamundi

Kroq Gar skills poster
Spoiler

Mazdamundi skills poster
Spoiler


Features: Blessed lizardmen, Lizardmen have special spawning events triggered by various events or conditions on the map.
This will grant special units, such as Sauruses with certain markings from the lore, but is an aesthetic difference only.

Other Stuff:
- Slann lords must be awakened through rites for recruitment (generic Slann, not necessarily Mazdamundi)

- Lizardmen players will be able to see the ley lines that make up the geomantic web connecting some cities. Other players cannot see the geomantic web.

- Cities connected by via the geomantic web can share the benefits of special commandments, with different tiers of benefit depending on the level of the lowest-level connected city. (The last two thanks to Loq_Kai)

Combined campaign:


- You don't need to have installed "Total war: warhammer" for playing the combined campaign in "Total war: Warhammer II", you just need to own it. (thanks to Grace)

- There will be no Vortex mechanics for the combined campaign.

- Open beta will be released for the combined map before its final release as free DLC

- There will be the "climate feature" for all the factions, Which means that all factions can settle wherever they want (but there will be penalties for uninhabitable habitats)
Spoiler
- Chaos invasion will still occur (but no vortex objetives)

- Co-op doable on combined map

- The new world map will be cut a little, the old world map stay as it is.

- The map for the combined campaign will not be the data mining leaked map (thanks to Indypride)

- Old world Factions will get some updates, more settlement slots, new buildings, dragons breathing fire...

Multi Player:


- The multiplayer games are isolated into themselves, Game 1 players can only play against other game 1 players. Game 2 players can only play against other game 2 players (thanks to Valkaar for this point) of course, when the combined campaign comes, if you have both games, you all we able to play with the old world factions in MP in game 2 But not vice versa

-Free-For-All-
- Free-for-all will be an available mode in TW:W2: Only playable with 4 players so 3-player FFA won't be doable at release, CA is focusing on getting the system balanced for 4 players first.

- Winner decided not on last man standing but rather based on a scoring system, points are largely scored based on kills acquired and damage dealt. damage dealt against weaker/lower tier units will give you less points than damage dealt against higher tier or stronger units. For example, damage against zombies or peasant mobs will probably give negligible score versus damage against a hero or elite cavalry.

- Friendly fire does not give points to the enemy, nor does it take points from you. This means you can kill your own units to deny the enemy points.

- Direct damage spells such as Life Leech don't count as damage, because the system counts them as HP removal which is a different mechanic. This means they won't add to your score.

- Only specific maps can be played via FFA.

- No Quickmatch for FFA so FFA games must be played through Custom lobbies, I encourage anyone interested in multiplayer to browse custom lobbies, as people often run non-competitive games like high funds or themed battles there.
FFA is playable with humans only.


General DLC information:


- DLCs in the vein of King and the Warlord are planned, where CA will add Lords and units they couldn't fit in by release.

- About the DLC faction pack: "the biggest change we’ll be making with the first large DLC for Warhammer II is to swap out the mini campaign for two more additional Legendary Lords, for a total of 4 playable Lords in the pack These four will each have their own factions, unique start positions, quests-chains, epic gear, benefits and playstyle… the whole nine yards. They’ll be playable in both the Eye of the Vortex campaign and the forthcoming combined campaign map, if you also own Warhammer 1. So twice as many play-through opportunities than before. We’ll be watching closely to see if players think this is a good trade". (thanks to ben8vtedu)
 
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Palum

what Suineg set it to
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I bought it.

It's pretty fun. Lost once relatively quick on dwarves then won my third game.

Tried Bretonnians, got murdered. Still not sure what you're supposed to do with factions of the same nation? Had one join my dwarves as vassals, thought that was permanent but then they broke off later... So do you have to just go to war or is there a way to 'absorb' cities or factions permanently?
 

TrollfaceDeux

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I bought it.

It's pretty fun. Lost once relatively quick on dwarves then won my third game.

Tried Bretonnians, got murdered. Still not sure what you're supposed to do with factions of the same nation? Had one join my dwarves as vassals, thought that was permanent but then they broke off later... So do you have to just go to war or is there a way to 'absorb' cities or factions permanently?
Confederation is one way to win as Bretonnian.