Oi humies! Dis is da Total Waaagh! thread! So get your choppas and get ready to join da WAAAAGH!!
...Wat, wuz that? Want to know about to know more about Total War? Oh, alright:
Total War iz a series of gamez about humies fighin' other humies on dis world called Earth, all across time. No, I's ain't talking about timey wimey travelling wazzit, I mean each game took place in a different time period. Ya see, the first one was in dis place call Japan, then they did one in based on some knockoff of dem prancin fancy humies and there lady, only no lady, and den... ah bugger it, I'll just give ya da list:
Total War: Shogun
Total War: Medieval
Total War: Rome
Total War: Medieval II
Total War: Empire
Total War: Napoleon
Total War: Shogun II
Total War: Rome II
Total War: Attila
and da best of dem all,
TOTAL WAAAGH!!! WARHAMMER!!! Wherz ye get to be da
Greenskins and pillage and loot and burn all da
Dwarf stunties, the humies of da
Empire, and them the dead'un
Vampire Counts
...Wha? You can play the others too? Well what sorry git would want to do that!?
Da latest patch adds all dem fancy Bretonnia units, includin' some daff humies carrying a dead humie on a wooden pony! Crazy! Vlad of da Vampire Counts iz now in his own faction, and brought his pretty (scary) wife Isabella to da fight!. Also, dem Wood Elves have gotten tired of always conquering da world and are now staying in their forests... Most of da time, anywayz.
Dere's also DLC ya can buy if ya have da teef for it;
Warrior of Chaos lets ya play as dem spiky humies up in Norsca, it also gives dem Dragon Ogres and other fun stuff ta fight if ye don't. (Us that got da game in da first week got dis one for free!)
Blood for The Blood God Makes da game proper bloody and gory, with lost limbs, lost 'eads, and battles coverin' everything with lots and lots of blood!
Call of the Beastmen Lets ya play as dem 'airy smellin' Beastmen, with dere Minotaurs an' Cygors an' stuf. Deys also get a mini-campaign where dere leader, Kazrak One-Eye gets his vengence on da pompus humie that took his eye.
The Grim and the Grave adds Volkmar da Grim, Arch Lectors, Free Company Milita, Flagellants and Knights of da Blazin' Sun to da Empire, and Heleman Ghorst, Corpse Carts and da Mortis Engine to da Vampire Counts! Dey also get Regiments of Renown, betta versions of units dey already have dat they can only hav' one of in dere 'hole empire.
Wurrzag, Da Great Green Prophet 'imself, is commin' to da WAAAGH! He's got 'is own starting place, can get those savage gits from anywhere's and he's free!
The King and The Warlord adds da Warlord himself, Skarsnik of da Crooked Moon and his squig Gobbla, as well as reg' squigs, Squig Hoppers, and Nasty Skulkers, with a Goblin Warboss to lead them and new Regiments of Renowns to take over Karak Eight Peaks! Oh, I guess there is also that stuntie Belegar Ironhammer as well, leadin' his own minor faction, with Runelords, Rangers, Bugman's Rangers, and Bolt Throwers and Regiment of dere own. Killin' dem sounds like fun!
Realm of the Wood Elves lets you play as de forest pansies of Athel Loren and dere walkin' trees, both in da Grand Campaign and in dere own mini-campaign. Dere led by Orion, da King of Da Forest, and Durthu, the biggest, oldest walking kindling in da woods.
Bretonnia is now playable for free! Lots of cavalry with an army of humie peasants that are scrawnyer than a gobbo! Des get three starts, each with there own leader; King Louen Leoncoeur, Alberic of Bordelaux and da Fay Enchantress.
Isabella Von Carstien is also free, she joins Vlad in dere own faction next to da Vampire Counts, with da goal of taking Castle Drakenhof back from little Manfred.
https://www.youtube.com/watch?v=fXxe897bW-A
Total War: Warhammer 2 has been announced! Get ready to start a WAAAGH! with dem High Elf and Dark Elf pansies, and da scaly Lizardmen!
...Wha? Skaven? Dere's no ratmen called Skaven, they's just a myth.
If ya want to be the bestest Warboss of da Waaagh!, I says you should watch the videos of
dis gobbo, the lad knows iz stuff, and our own lad
@Goumindong has got all
da nitty gritty on all da spells, as well as da
mechanical wazzit for combat, so you can see why we's Greenskins iz da best of dem all!
Some of da lads like ta play with mods, makin' de game proper right for 'em. 'Ere's some of da popular ones:
Conquer Anywhere (So we's can take humie lands too!)
Unique starting positions for Legendary Lords (Grimgor and Azhag conquer da world each with dere own clan of boyz! And when they can't go any furtha, they turn around and start ta go da other way!)
No Aggressive Agents (No more sneaky gits ruining everything!)
Home Region Movement Bonus (Chase down da stunties stoopid enough ta come to da Badlands!)
Better AI unit composition (Dat means da enemy has better armies with less arrers and more choppas!)
Yes!
A lot in fact
And one that allows regional recruitment
http://steamcommunity.com/sharedfiles/filedetails/?id=698364760
Can we put regional recruitment in the OP because it is my favorite pet thing
(Da Empire Humies are all pretty colors now- lets make em all red!)
For those of you who prefer aesthetics over balance, I've released a mod which makes orc, chaos, beastmen, and vampire zombies/ghouls have slightly more varied unit spacing among themselves. IE, no more perfect rows of troops for them.
http://steamcommunity.com/sharedfiles/filedetails/?id=745197488
(Linez? Wez ain't got no linez. Wez don' need no linez. Wez don' need ta stand in any stinkin' linez!)
Oh hey, more ways to get around one of the worst design decisions they kept in since Rome 2.
http://steamcommunity.com/sharedfiles/filedetails/?id=814992019
edit: now if they could bring back roads, and farms you don't have to use a slot for. Also external buildings not in the settlement that could be raided.
Make it the Shogun 2/FOTS region system is what I'm saying.
Maybe bring back Empire's village system, I liked that a lot, and I'm not sure why they got rid of it.
(Nows wez get da nice big boss towns, like dem pansies get!)
Warhammer - Modern Warfarehttp://steamcommunity.com/sharedfiles/filedetails/?id=796872429
Some people, they know exactly what I like
This mod redates Warhammer from a 16./17.th century inspired era into a 18./19.th century timeframe with many new units and some small changes. But the most important part of this mod is strategy. The new units are strong but only if you use them right and always adapt your strategies to the different enemies you fight. Getting engaged in melee early will likely end in a military disaster.
Barring a 40k Total War, I would love to see an alternate timeline Fantasy that shifted things up to the Victorian era. Like an Arcanum style Warhammer setting.
(As da boyz of da 41st Millennium sezs- BRING ON DA DAKKA!)
https://www.dropbox.com/s/wn43y2tgl1sn3zf/WE_CrimsonGreen.pack?dl=0
Just plop it in the data folder within the Warhammer folder in C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER\data
If you want to have the de-cloned units, we made sure it worked with that, so just grab it from
http://steamcommunity.com/sharedfiles/filedetails/?id=824581936.
works with custom units as well, if you have any of those for Wood Elves. Note that it's only a mod for the main Wood Elf faction led by Orion. I think the others already have suitable recolors out, but Orion is stuck with baby puke green.
(Oi, dem forest pansies 'ave some pretty colors for dere armor and 'air now... SMASH DA GITS!)
I found the perfect compromise to being able to settle everywhere and the regional occupation system
http://steamcommunity.com/sharedfiles/filedetails/?id=907418812
This mod allows everyone to make Wood Elf style outposts in alien lands. So that orc warboss isn't going to try to rule over human lands with a greenskin bureaucracy taking taxes and such, but he will make a warcamp outpost for troops to come in and serve as a buffer.
(We nedz ta make sure dat after we fight da humies, they don't come back ta fight before we'z done fightin' da stunties, lets build a boss pole on da lands we smash so we'z can make sure they can't build there until we's ready to fight with 'em again!)
Total Waaagh! Warhammer is da latest Total War, but if ya gits want ta talk about the other gamez, dat's all right by me.
Now goes out there, find ya some boyz, and join da WAAAAAAAAAGH!!!
Posts
Also, i may have killed the Empire a tad bit too early.
Oh Well high there gentle northfolk:
http://images.akamai.steamusercontent.com/ugc/259336546337639221/272BEA4985AF116D4D0DB15863248A199FC6FBFD/
The world as of turn 71 so you can see the value in vasselizing Schwarzhafen: http://images.akamai.steamusercontent.com/ugc/259336546337639353/761F9DC4D90EA44618AF15B79E224400D7D98CFF/
The Greenskins own the area directly to my south. I have an NAP with them which means that the Dwarves are on the back foot and/or are at least tied. Once Chaos goes i can deal with them relatively easily and/or raze Karak Kadrin on my way back down.
My income is deceptively low at 2600 listed. I am spending a good deal of money keeping schwarzhafen happy(its worth it, they're 6th in power and when i marched across and killed Franz they gobbled up the last of the empire/enforced the rebelling provinces i left) and paying Talabeeland for the "right" to raid across their province [Basically partially offsetting the raiding penalty i am accruing moving across his land] because i really don't want him to be an ass about anything while i attempt to deal with Chaos. If you include paying for banshee actions* i've probably got 500 or so real income.
I've got a couple of pretty good armies [8k upkeep] to slam into those buggers including a rank 5 Carin Wraith, Rank 7 Hexwraith, and rank 6 terrorgeist. My plan is to hit something on the edge and kill as much as I can then ambush (i've got the ambush skill on Kemmler, not on Manfred though) in the woods and raise new units as i go, from what looks like will be one hell of a battlefield.
*I am playing with a mod that places a global limit on each type of hero to 2(except chaos/human wizards which get 3 so you can get one of each)
This is what helped me win my first campaign. I wasn't used to being offered so many alliances in a TW game but was quite appreciative. I have to admit I was very suspicious of this behavior from the A.I. until they actually showed up to help in a few fights. Our alliance become so strong the vamps and greenskins didn't stand a chance.
PSN : Bolthorn
The secret to killing Chaos is to try, try again. Chaos will not replenish their armies or HP, so if you can bleed them you will kill them. Losing an army is not a big deal, and people will very much love you for fighting them. Such that you will not have many diplomatic issues if you're fighting the North and Chaos
A lot in fact
And one that allows regional recruitment
http://steamcommunity.com/sharedfiles/filedetails/?id=698364760
Can we put regional recruitment in the OP because it is my favorite pet thing
How many 20-unit armies do I need if I'm trying to only stay in Reikland?
If anything it is "don't expand too quickly". You earn more income from owning provinces than by having trade relations. Trade is really only meant as an early to mid game supplement. Can it be significant? Yes. But in this rendition of TW owning more land only penalizes you via diplomacy modifiers.
Depends on income. 1 is probably plenty. You could also get away with 2 10 stacks if you kept them close together.
Edit: but there isn't any reason to stay in reikland. You were talking about not expanding at turn 20 but turn 40 or 80 you will want more land.
Basically you want as many armies as you're using and if you're not using an army get rid of it.
Done.
Anyone else have any mods or guides they think deserve a spot in the OP, just say so.
Hmm.
There are a few options that can be useful for setting up fights on the strategic layer.
Also, as was said above, consider just having a tough battle where you lose but inflict good casualties. Chaos armies cannot reinforce and recover quickly. They have to recruit slowly... much slower than your forces if you have multiple provinces.
What I really need to do is go back to an earlier save and stock up on halberds and spears, and make sure everybody is where they need to be in advance.
I have killed 10 and still have 15 or so (halfish) stacks to kill of my VH mid-tier chaos invasion.
And due to the popularity of the first game future developements are going to be more expansive than previously planned.
In the interim, there was a hack/ data mine awhile ago that laid out What the DLC/ expansions will be.
Bretonnians eventually of course, Beastmen and Wood Elves will likely be in one release, Skaven might be a full expansion but are probably a pay-to-play for DLC. High Elves and Dark Elves will likely be one release.
There were info there about things as whackadooldle as Khemri and Ogre Kingdoms, and a full expansion on the 4 flavors of Chaos. (Endtimes with super units like Nagash and Glottkin? Yes please.)
Curious what form they'll take though. They only live in certain forested areas and don't really venture any further than the forest edges to fight, they're mostly defensive. Perhaps some sort of hybrid horde faction that has just a few permanent settlements?
Brets will definitely be DLC'd into this game though, since they're already on the map.
https://forums.totalwar.com/discussion/178867/psa-vortex-spells-arent-as-bad-as-people-think-even-on-ultra-unit-size#latest
Seems to be that vortex/explosion spells only do damage on the ground, units in the air are invulnerable, and so for many spells, units with low mass get disrupted OUT of the damaging area.
Well, in TW the entirety of Athel Loren Forest is un-enterable and says "unknown territory" when hovered over.
The hybrid horde thing is interesting because a similar idea would work for Beastmen, and some of the data pointed toward this- think permanent Herdstone encampments vs raiding parties.
It's also possible that some races will get special campaign "Chapters" dealing with times of great importance- the Clan Pestilens invasion of Lustria for Lizardmen for example.
Both Archaon and the greater demon died in hilariously ignoble ways; the demon was seriously wounded whilst razing a Kislev settlement, at which point I was able to counter-attack and finish it off with a single volley of gunfire. Archaon meanwhile got run the fuck over by a tank while fleeing.
Some great battles were had, although when I went to watch the replays I couldn't help but notice... replays are kind of balls, aren't they? Like, I'm not expecting them to mirror what happened in the actual battle 100% but I'd expect certain details like who actually won the battle to be reflected accurately. Apparently the game doesn't think I should have won.
There's a massive bug with replays if a battle featured reinforcements: the reinforcements do not spawn in the same location, which completely screws-up the replay.
Other than that, for the most part, the replays are pretty accurate.
One thing that always annoyed me about FOTS, even though it is my favorite, is that if you are caught in a defensive siege battle and you have artillery that does not fire upward like wooden cannons or mortars from an expanded artillery mod I use, that artillery is basically useless. If you set it outside the walls it will quickly be overwhelmed, and if you set it in the walls it will quickly lose the ability to shoot advancing units. I really wish that they would allow stationary placement of cannons, a loss in mobility for a fixed angle of protected firepower. Towers are nice but even the gatling ones fired too slowly to be really useful. The final cannon upgrade is better and star forts are a decent help but those probably won't show up unless you're playing a legendary campaign modded up with Radious and Darthmod like I was with increased money that would allow someone to actually build those things.
I wish they would allow for Minas Tirith style artillery emplacements on the walls for Warhammer, maybe use it as a way of balancing the towers by halving their range but allowing the use of artillery to compensate. So far it looks like the only useful artillery for defensive purposes are mortars and fire rockets, and pretty much all the non empire factions don't have a similar unit to those that can provide somewhat indirect fire.
Anything random is redone and only orders are stored so replays have a lot of problems with accuracy for every action
...Wow.
That's pretty shitty for what is an (IMHO) nearly essential feature.
wiki.totalwar.com/w/Total_War_WARHAMMER_Update_1
I haven't seem to have updated yet, dunno if it just isn't live yet or... Tomorrow apparently.
Some juicey bits:
Blood Knights
Update 1 also introduces our first FreeLC content: the Blood Knights shock cavalry for the Vampire Counts.
Once the order of The Knights of The Blood Dragon, these noble warriors were dominated and given The Blood Kiss by the vampire Walach of the Harkon family. In undeath, their skill is no less potent: they are among the most powerful cavalry in The Old World.
Tier 5 Shock Cavalry, Blood Knights are recruitable from the Vampire’s Keep building (along with the Black Coach). Heavily armoured and shielded with a high Charge Bonus, they smash into infantry with ease, and with the Anti Large ability, they are apt to take on larger foes. They also have the Frenzy ability, meaning they deal more damage as long as their leadership is high. Blood Knights can also be directly improved with two technologies: Turning Knightly Orders (bonuses to Melee Attack, Melee Defence and Charge Bonus), and Delusions of Grandeur (Upkeep and Recruitment Cost reductions).
Heroes balance changes
AI-controlled Heroes now receive half the amount of XP that the player would following an action.
Reduced AI-controlled Hero success chance on Easy and Normal difficulties.
Rebalanced traits and followers that could affect Hero action success chance.
Hero actions that damage the entire target army cause significantly less damage.
Spell, ability and effect changes
In multiplayer, all players will now begin battle with the same (but randomly determined) starting Winds of Magic.
Tweaks to hit-point regeneration and resurrection effects are tweaked to be more effective and have longer durations.
The Invocation of Nehek will now replenish the maximum HP of entities revived by it.
The Frenzy ability will no longer target allies in range.
Improvements to vortex/building interactions.
Movement/charge speed abilities now have longer durations.
Mad Cap Mushrooms now has the correct miscast effect.
Update to lightning so it now damages buildings.
Solheim’s Bolt of Illumination (fired by Luminark of Hysh) is now stronger and better against moving targets.
Satchel charges should no longer explode in the air.
Updated the Chaos Lord abilities and rebalanced the initial recharge of their abilities.
Manual aim (ALT) of spawn abilities such as Raise Dead now previews proxies in the correct place on the ground.
Added a target arrow to show the range of spawn abilities such as Raise Dead.
Fixed an issue with inconsistent firing arcs for magic on walls during Siege Battles.
Fixed the target arc location/orientation for area-of-effect spells on the battlefield.
Friendly AI present on the battlefield will now no longer assume control of units that the player has spawned with abilities such as Raise Dead.
Grail Knights: +Hitpoints, + Charge Bonus, -Damage, +AP Damage
Louen Leoncoeur on Beaquis: +Melee Attack
Trebuchet: smaller hitbox vs projectiles
Men-At-Arms, Spearmen-At-Arms: –Armour
Chaos Warriors
Chariots: –cost
Chaos Spawn: smaller hitbox vs projectiles
Chosen (all): +Armour
Chosen with Halberd +Bonus vs Large
Dragon: +Armour, +Hitpoints, +Melee Attack
Dragon Ogres: +Melee Defence, +Damage, +Missile Resistance
Forsaken: –Armour, -Melee Attack, -Melee Defence, -Damage, +Speed, +Charge Bonus
Hellcannon: rebalanced projectile properties for greater effectiveness
Knights (all): +Hitpoints, +Melee Defence, +Charge Bonus
Knights with Lances: -Damage, +AP Damage
Marauder Horsemen (all): +Damage, +Reload Speed, +Accuracy
Sigvald now has the Strider ability
Sorcerer Lords: +Damage, +Leadership
Sorcerer Lord with Lore of Death: –Cost
Trolls (all): +Damage
Warhounds: +Speed
Dwarfs
Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row
Gyrocopter, Gyrobomber: +Mass, tweaks to chance of playing hit reaction animation, tweaks to projectiles that result in slight accuracy increase
Irondrakes with Trollhammer Torpedoes: +Damage
Miners with Blasting Charges: –Projectile Damage
Organ Gun: +Penetration (now penetrates Troll-sized enemies too)
Slayers: lower chance of getting knocked down by splash attacks
Empire
Empire Knights, Reiksguard: +Charge Bonus
Helblaster Volley Gun: +Penetration (now penetrates cavalry-sized enemies too)
Demigryph Knights: (all) +Cost, +Damage, -AP Damage, -Speed
Griffon: –Speed
Steam Tank: –Speed
Greenskins
Goblin Big Boss: +Damage, +Melee Attack, +Melee Defence, -Cost
Trolls: +Damage, smaller hitbox vs projectiles
Wolf Chariot: +Hitpoints, +Melee Attack, +Charge Bonus
Goblin bow units: –Damage
Forest Goblin Spider Riders (all): –Hitpoints, -AP Damage
Savage Orcs (all): –Leadership, -Melee Attack, -Charge Bonus
Vampire Counts
Banshee now has Terror
Black Coach: +Melee Defence, +Armour, +Attack Speed
Black Knights (all): +Charge Bonus
Cairn Wraiths, Hexwraiths, Banshee: rebalanced for higher Physical Resistance
Crypt Horrors: –Speed, -Damage, -Armour
Terrorgheist: –Speed
Battle AI
Improved the Siege AI's unit selection when deciding to attack city gates so that missile-heavy AI armies can have a better chance at being successful.
Siege AI will now attempt to assault the gates even if they only have missile units.
Increased the width of the walls the Siege AI will attempt to defend.
Improved the AI's positioning on walls when defending during siege battles.
When the Battle AI decides to switch from defence to attack, it will fully commit instead of sometimes trying to pull back and defend again.
Fixed an issue that sometimes prevented the attacking Siege AI’s flying units from engaging.
Fixed an issue that could cause the defending Battle AI to unnecessarily move a few meters forward at the start of battle.
Updated the Vampire Counts army templates for the AI to improve army quality.
Campaign AI
Increased war co-ordination attack priority in Campaign, to help make allied AI factions respond more readily to war targets/war co-ordination.
Diplomatic treacheries now have a bigger impact on the player's reliability rating, and the AI remembers them for a longer period of time.
Campaign AI is now less likely to offer money and more likely to sign more alliances.
Campaign AI is now a bit more cautious with intercepting enemy armies.
AI is now less inclined to start chasing the Chaos player around the Campaign map.
Increased the chance of Chaos recruiting when they are in the position to do so, when controlled by the AI.
Changed late game (‘Age of Peace’) AI behaviour, to make AI factions more aggressive and unreliable. As a result they are more likely to return to the pre-Chaos status quo, breaking treaties and turning against one another. Also increased the Great Power penalty at this stage of the game.
...
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!
Oh there will be douchy elves, in all flavours.
Ranked from Douchey to Douchier and Douchiest Elves.
Not sure which faction counts as Douchey an Douchier, but there is only one contestant for Douchiest Elves.
-Antje Jackelén, Archbishop of the Church of Sweden
Wood < Dark < High
In your heart you know it's true. Wood Elves stealing Bret children is pretty cool, though.
Well maaaan maybe those guys just need to lighten up, OK?