It's either related to the previous Krog-gar reveal (Xhotl is the origin city of Krog-gar)....or the pre-release DLC is daemons of chaos (Krog-gar is the lone survivor when the city was overrun by daemons)!
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Wizard actually hitting a flyer? Also wallbanger :P
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
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KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
edited May 2017
I'm not sure if someone mentioned this before, but the Vampire Coast captain could be the pre order dlc. He'd have pirate and naval themed armies and apparently he likes cannons.
Edit: it would also be an excuse to put Alestorm in a trailer for him.
I suspect lizardmen will play in similar fashion to undead. Lots of cheap infantry (skinks) with powerful cavalry and monstrous creatures.
Key difference being the magic they employ and some ranged units (beamy stegasaurus, skinks with darts)
I hear Lizardmen are more of a smash into the enemy with Saurus warriors and various dinosaurs, while your Slann Mage-Priests and Skink priest raise magical hell and your skink warriors and terradon riders provide skirmish support. Lizardmen's Cold Blooded trait means those Saurus are almost dwarf-like in their ability to not break, but like the dwarfs they tend to be slow. Most of their ranged is limited to skink blowdarts and javelins, which aren't very good against long-range missile or armored infantry, leaving them to mostly protecting your flanks while your Terradon riders and some of the faster monsters deal with enemy missile and artillery.
The loads of cheap infantry race in this game is hands down the Skaven. Skaven slaves sole purpose is to die in the place of Clan rats, who themselves are expect to die in the place of pretty much everything else while at least inflicting some casualties before they break and run.
Millennia ago, besieged by a Chaos invasion, a conclave of High Elf mages forged a vast, arcane vortex. Its purpose was to draw the Winds of Magic from the world as a sinkhole drains an ocean, and blast the Daemonic hordes back to the Realm of Chaos. Now the Great Vortex falters, and the world again stands at the brink of ruin.
Powerful forces move to heal the maelstrom and avert catastrophe. Yet others seek to harness its terrible energies for their own bitter purpose. The race is on, and the very fate of the world will lie in the hands of the victor.
Atop his palanquin-throne, the Slann Mage-Priest Mazdamundi directs his Lizardmen war-hosts as they surge northward from Lustria. He is intent on preventing cataclysm, though the methods of The Old Ones must prevail.
LEGENDARY LORDS
Players choosing the Lizardmen will be able to select from the following Legendary Lords with which to lead their Grand Campaign.
MAZDAMUNDI
Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his ways and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Mazdamundi has stirred himself, shaking off the lethargy that has afflicted so many of his kind.
When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy…
KROQ-GAR
Kroq-Gar is an ancient Saurus, the last remaining warrior from the now ruined temple-city of Xhotl. It was none other than the great Lord Mazdamundi that summoned Kroq-Gar to his temple-city, choosing him to lead the great Saurus armies that remained. Since that day, Mazdamundi has assigned Kroq-Gar the sacred task of exterminating those creatures not part of the Old Ones’ Great Plan.
Over this long existence, Kroq-Gar has fought many wars – leading the armies of Hexoatl, or joining other hosts to aid them in battle. There is no continent upon which Kroq-Gar and Grymloq have not fought, but for the last defenders of Xhotl, the battle is not yet over.
ROSTER
Caster Lord Lord Mazdamundi
Mounts: Platform, Zlaaq (Ancient Stegadon)
Some (not 100% final) details on how they all play from the livestream:
-Mazamundi is the best caster so far, and is going to have special abilities to show how much of a better caster he his compared to absolutely everyone else (at least in the Old World.)
-Relatively high leadership across the board, even for Skinks, who make up the Lizardmen's light infantry. This is not an army that routs easily.
-Saurus units (other than temple guard) and dinos not controlled by Skinks or a hero/lord (other than a Scar Veteran riding a Carnosaur) will start to rampage when heavily damaged, charging down the nearest enemy and not stopping unless it's dead, they finally rout, or are healed.
-Skinks, being aquatic in nature, will fight better in marshes.
-Feral monsters (particularly Cold Ones) were added largely because it was decided no Lizardman army should ever be without dinosaurs at any point in the campaign. Ferals will be cheaper and show up earlier in the campaign, but lack the weaponry of tamed beasts and have the rampaging issue mentioned above (with feral cold ones rampaging faster than those mounted by Saurus.)
-Revivification Crystal Bastiliadon is a brand new unit not found in TT. Basically a Corpse Cart w/ bell, healing and even reviving Lizardman models to keep them from rampaging.
-All Lizardmen units will have the Cold-Blooded skill, and active ability that heals them, but also weakens them while it's going on. Great for taking back control of a rampaging unit and getting them out of the trouble they've found themselves in. CA wants to alter the pace of battle in the sequel, make pulling out units and having reserves be a thing, and this is part of that.
-How would the battle designer use them? Skirmish with skinks as the Saurus infantry and dinos make for the front line. most Lizardmen units are fairly slow (Cold Ones were mentioned to be around Orc Boar Riders in speed, with Saurus being slightly faster than Chaos Warriors/Chosen.) Also most artillery will outrange yours, and with rampaging being an issue you want those Skinks to distract that enemy missile and artillery if you want to get away with any fancy flanking maneuvers with your feral monsters (or watch them charge head-first into those spears that just happen to be closest.)
So, if they're going to do rampaging with Lizardman, does that mean Skaven will have some of their "fun" from TT? (Right now I'm picturing a Warp-Lightning cannon spinning in place firing off randomly and can't stop giggling.)
-Revivification Crystal Bastiliadon is a brand new unit not found in TT. Basically a Corpse Cart w/ bell, healing and even reviving Lizardman models to keep them from rampaging.
I knew that sounded new. Shame we don't get the magical ark that just creates infinite snakes. I imagined it creating just a river of snakes that washed over the enemy. Perhaps we'll see it later.
So, if they're going to do rampaging with Lizardman, does that mean Skaven will have some of their "fun"? (Righter now I'm picturing a Warp-Lightning cannon spinning in place firing off randomly and can't stop giggling.)
Well, if not, then what even is the point? Why even make this game at all?
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
Man, it feels really nice getting a nice gun line. Restarted and on my fourth hard Clan Angrund game (Ambushes are great) and I'm finally getting out of the base units. Crossbows and bows need to up their game, because the roar of the guns and the smoke is so satisfying. I feel they should speed them up by a little bit and make their sounds more punchy. I feel like Shogun 2 had better effects in that department. It also helped that they had flame arrows and Warhammer doesn't.
Also the Clan Angrund province might be the worst to defend ever. It takes too long to get anywhere, and I thought Middenland was bad but Middenland will take you like two turns to get around but The Vaults take you like 3-4 just from closest region to closest region.
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
Presumably Skaven will have a similar, but different mechanic
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
edited May 2017
You ever wonder how they spend this much money on these fancy animations but have none for reloading animations for guns and artillery?
I loved the cannon loading animations and the linemen reloading their guns in FOTS.
Edit: Augh. The crashy nature of multiple mods. I've tried Tilea and Brettonia and using that Modern Warfare mod but it all crashes.
I also realized I don't actually want to play other factions. I want to play the Empire in different places. Hopefully if they include Estalian/Tilean Conquistadors in Warhammer 2 besides a general conquistador skin they are identical. I was kind of into dwarves but they need to give them cooler artillery.
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
Actual quote from one article:
"The fourth race hasn't been ratified yet," said communications manager Al Bickham. Ratified. He actually said ratified. I don't know what I'm even doing anymore. I quit.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Motion to change the thread title to "Total War Sequel: Races have not yet been ratified"
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I kinda love that everybody knows it's Skaven, but not only are they not admitting that, they are repeatedly taunting everyone with these little references.
The only thing that annoys me so far is the narrow focus on Lizardmen. It's supposed to be released this year, and while we've had all the stuff on Lizardmen (unit roster, lords etc etc) we don't even know who is the second lord for the Dark Elves, our information on High Elves is mostly gleaned from videos where they're the Lizardmens opponents and NOBODY HAS EVEN MENTIONED-PRAISED MIGHTY LORD THANQUOL!
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
The only thing that annoys me so far is the narrow focus on Lizardmen. It's supposed to be released this year, and while we've had all the stuff on Lizardmen (unit roster, lords etc etc) we don't even know who is the second lord for the Dark Elves, our information on High Elves is mostly gleaned from videos where they're the Lizardmens opponents and NOBODY HAS EVEN MENTIONED-PRAISED MIGHTY LORD THANQUOL!
E3 starts just over a week from today.
I expected us-us to be flooded with tides of new rumor-news of the game starting then.
I wouldn't be surprised if they're laying out the Lizardmen stuff early because they're flashy and have dinosaurs, which piques peoples' interests. I'm sure they'd be showing a bunch of crazy Skaven stuff too if they weren't having fun playing with the whole "Skaven don't even exist" thing, which I think is great.
I wonder if they will bring back Adam Longworth as a VA for skaven. I loved him as Fylch in Mordheim.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Posts
-Antje Jackelén, Archbishop of the Church of Sweden
They've posted an update to the this Facebook about it.
But gib-gib ratmen.
Or a shot of the campaign map.
Wizard actually hitting a flyer? Also wallbanger :P
-Antje Jackelén, Archbishop of the Church of Sweden
Edit: it would also be an excuse to put Alestorm in a trailer for him.
shamelessly stolen from the TW forum
Key difference being the magic they employ and some ranged units (beamy stegasaurus, skinks with darts)
I hear Lizardmen are more of a smash into the enemy with Saurus warriors and various dinosaurs, while your Slann Mage-Priests and Skink priest raise magical hell and your skink warriors and terradon riders provide skirmish support. Lizardmen's Cold Blooded trait means those Saurus are almost dwarf-like in their ability to not break, but like the dwarfs they tend to be slow. Most of their ranged is limited to skink blowdarts and javelins, which aren't very good against long-range missile or armored infantry, leaving them to mostly protecting your flanks while your Terradon riders and some of the faster monsters deal with enemy missile and artillery.
The loads of cheap infantry race in this game is hands down the Skaven. Skaven slaves sole purpose is to die in the place of Clan rats, who themselves are expect to die in the place of pretty much everything else while at least inflicting some casualties before they break and run.
I want Tomb Kings just so that the Orc vs Dwarf fight in the Badlands gets interesting for once
Millennia ago, besieged by a Chaos invasion, a conclave of High Elf mages forged a vast, arcane vortex. Its purpose was to draw the Winds of Magic from the world as a sinkhole drains an ocean, and blast the Daemonic hordes back to the Realm of Chaos. Now the Great Vortex falters, and the world again stands at the brink of ruin.
Powerful forces move to heal the maelstrom and avert catastrophe. Yet others seek to harness its terrible energies for their own bitter purpose. The race is on, and the very fate of the world will lie in the hands of the victor.
Atop his palanquin-throne, the Slann Mage-Priest Mazdamundi directs his Lizardmen war-hosts as they surge northward from Lustria. He is intent on preventing cataclysm, though the methods of The Old Ones must prevail.
LEGENDARY LORDS
Players choosing the Lizardmen will be able to select from the following Legendary Lords with which to lead their Grand Campaign.
MAZDAMUNDI
Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his ways and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Mazdamundi has stirred himself, shaking off the lethargy that has afflicted so many of his kind.
When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy…
KROQ-GAR
Kroq-Gar is an ancient Saurus, the last remaining warrior from the now ruined temple-city of Xhotl. It was none other than the great Lord Mazdamundi that summoned Kroq-Gar to his temple-city, choosing him to lead the great Saurus armies that remained. Since that day, Mazdamundi has assigned Kroq-Gar the sacred task of exterminating those creatures not part of the Old Ones’ Great Plan.
Over this long existence, Kroq-Gar has fought many wars – leading the armies of Hexoatl, or joining other hosts to aid them in battle. There is no continent upon which Kroq-Gar and Grymloq have not fought, but for the last defenders of Xhotl, the battle is not yet over.
ROSTER
Caster Lord Lord Mazdamundi
Mounts: Platform, Zlaaq (Ancient Stegadon)
Melee Kroq-Gar
Mounts: Foot, Cold One, Horned One, Grymloq (Carnosaur)
Caster Lord Slann Mage Priest
Mounts: Platform Only
Melee Lord Saurus Old-Blood
Mounts: Foot, Cold One, Carnosaur
Melee Hero Saurus Scar-Veteran
Mounts: Foot, Cold One, Carnosaur
Missile Hero Skink Chief
Mounts: Foot, Terradon, Stegadon & Ancient Stegadon
Caster Hero Skink Priest
Mounts: Foot, Terradon, Stegadon & Ancient Stegadon
Melee Infantry Skink Cohort (Shields)
Melee Infantry Saurus Warriors
Melee Infantry Saurus Warriors (Shields)
Melee Infantry Saurus Spears
Melee Infantry Saurus Spears (Shields)
Melee Infantry Temple Guards
Missile Infantry Skink Cohort (Javelins)
Missile Infantry Skink Skirmishers (Blowpipes)
Missile Infantry Chameleon Skinks
Melee Monstrous Infantry Kroxigors
Melee Cavalry Feral Cold Ones
Melee Cavalry Cold One Riders
Melee Cavalry Cold One Spear-Riders
Melee Cavalry Horned Ones
Flying Missile Cavalry Terradon Riders
Flying Missile Cavalry Terradon Riders (Fireleech Bolas)
Melee Monster Feral Bastiladon
Melee Monster Feral Stegadon
Melee Monster Feral Carnosaur
Missile Monster Bastiladon (Revivification Crystal)
Missile Monster Bastiladon (Solar Engine)
Missile Monster Stegadon (Giant Crossbow)
Missile Monster Ancient Stegadon (Giant Blowpipes)
-Mazamundi is the best caster so far, and is going to have special abilities to show how much of a better caster he his compared to absolutely everyone else (at least in the Old World.)
-Relatively high leadership across the board, even for Skinks, who make up the Lizardmen's light infantry. This is not an army that routs easily.
-Saurus units (other than temple guard) and dinos not controlled by Skinks or a hero/lord (other than a Scar Veteran riding a Carnosaur) will start to rampage when heavily damaged, charging down the nearest enemy and not stopping unless it's dead, they finally rout, or are healed.
-Skinks, being aquatic in nature, will fight better in marshes.
-Feral monsters (particularly Cold Ones) were added largely because it was decided no Lizardman army should ever be without dinosaurs at any point in the campaign. Ferals will be cheaper and show up earlier in the campaign, but lack the weaponry of tamed beasts and have the rampaging issue mentioned above (with feral cold ones rampaging faster than those mounted by Saurus.)
-Revivification Crystal Bastiliadon is a brand new unit not found in TT. Basically a Corpse Cart w/ bell, healing and even reviving Lizardman models to keep them from rampaging.
-All Lizardmen units will have the Cold-Blooded skill, and active ability that heals them, but also weakens them while it's going on. Great for taking back control of a rampaging unit and getting them out of the trouble they've found themselves in. CA wants to alter the pace of battle in the sequel, make pulling out units and having reserves be a thing, and this is part of that.
-How would the battle designer use them? Skirmish with skinks as the Saurus infantry and dinos make for the front line. most Lizardmen units are fairly slow (Cold Ones were mentioned to be around Orc Boar Riders in speed, with Saurus being slightly faster than Chaos Warriors/Chosen.) Also most artillery will outrange yours, and with rampaging being an issue you want those Skinks to distract that enemy missile and artillery if you want to get away with any fancy flanking maneuvers with your feral monsters (or watch them charge head-first into those spears that just happen to be closest.)
I knew that sounded new. Shame we don't get the magical ark that just creates infinite snakes. I imagined it creating just a river of snakes that washed over the enemy. Perhaps we'll see it later.
Well, if not, then what even is the point? Why even make this game at all?
Also the Clan Angrund province might be the worst to defend ever. It takes too long to get anywhere, and I thought Middenland was bad but Middenland will take you like two turns to get around but The Vaults take you like 3-4 just from closest region to closest region.
That or start teasing more skaven more often.
I loved the cannon loading animations and the linemen reloading their guns in FOTS.
Edit: Augh. The crashy nature of multiple mods. I've tried Tilea and Brettonia and using that Modern Warfare mod but it all crashes.
I also realized I don't actually want to play other factions. I want to play the Empire in different places. Hopefully if they include Estalian/Tilean Conquistadors in Warhammer 2 besides a general conquistador skin they are identical. I was kind of into dwarves but they need to give them cooler artillery.
https://www.polygon.com/2017/6/2/15724926/total-war-warhammer-2-e3-preview-hands-on
http://www.gamesradar.com/total-war-warhammer-2s-lizardmen-are-a-brutal-blast-to-play-while-the-campaign-offers-a-different-kind-of-scale/
http://www.eurogamer.net/articles/2017-06-02-everything-weve-learnt-about-total-war-warhammer-2
Creative Assembly Community managers
-Antje Jackelén, Archbishop of the Church of Sweden
-Antje Jackelén, Archbishop of the Church of Sweden
-Antje Jackelén, Archbishop of the Church of Sweden
E3 starts just over a week from today.
I expected us-us to be flooded with tides of new rumor-news of the game starting then.
-Antje Jackelén, Archbishop of the Church of Sweden