Total War: Warhammer

I really appreciate it. I think I've gotten a basic understanding of the lore. I'm sure the game will make a lot more sense now. There were a lot of things I was unsure about in regards to interesting spots in the map. So right now I basically just want to talk about what's on the game right now.

So what is the deal with the chaos wastes. It looks pretty bad ass, but it's a shame we don't see much action there other than Archeon's quest. (By the way I assumed Archeon was the most powerful person in the game but I heard he was defeated nun grimgor ironhide? Seems odd to me). the chaos waste is the north pole where one of the gates were. It is one of the two places where raw chaos can spill out into the world. everything up there is changed, none of it for the better. Floating mountains, rivers running up hill full of blood, snow rising from the ground, just a bunch of weird stuff. it is only home to monsters and various bands of chaos warriors trying to prove themselves to the gods. Archaon should be stuck up here until he completes all of his quests. so probably what happened when he fought Grimgor is that he didn't have all of the items he needed to become the Everchosen. which is basically all four gods making him their champion. the chaos gods dont like working together so it is rare for them to share a champion. Also Grimgor is the orkiest ork that ever orked so its not a stretch to see him win, he has some mean stuff himself.

What's the deal with Norsca as well. It's shaped like Norway in a way and it obviously has that whole Viking feel, but I sense that it is beyond savage up there. Are they basically just humans that are seriously savage or something? And it's also covered in mountains. Anything significant about that area? yes they are basically vikings who never really settle down and build anything. they worship the chaos gods so most things here are mutated in some way. only dwarves are tough enough to live up here unchanged. there are two tribes, but only one is represented in game. with the effects of chaos nothing grows there, there aren't many resources and its generally too cold to really live in and create civilization. they are however great explorers and have a colony or two in the new world. they will also raid through a navy as well, them and the Dark Elves fight several sea battles but the dark elves usually win.

Most of the empire land seems pretty generic and just seems a bit gloomy. Brass keep looks interesting. Anything significant there? think Germany before the Romans came. also Chaos and bad guys leave an impression on the land. so it is going to have a gloom just from its history. the empire is supposed to be mostly an overgrown forest with a few barely connected points of human settlement scattered about under constant attack. there are also supposed to be more bad guys in the woods than humans. beastmen and orks. but there will also be random enclaves or chaos and even dwarves if they can find resources.

Okay so the halflings live basically right next to the vampires. Interesting. Will we ever see them in the game? no they are very weak in fighting so are just client states of Stirland and depend on others to fight for them.

I've also noticed a few volcanoes around the map, are they of great significance or are they just there for effect? not really important. several of them do host settlements or mines, so they aren't completely barren. a few outside of the old world are big enough to be more important but the Dwarves generally stay away because there are better places to get those resources.

I've also noticed when you occupy Kislev and Kara's A Karak it gives extra bonuses for those cities, do you have any idea what the other relevant big cities that do these as well are? each faction seems to have several. at least the empire and dwarves. they usually give faction bonuses or unlock powerful bonuses or units. Empire has Carroburg, Middenheim and Nuln. Dwarves have Karaz a Karak, Karak Kadrin and Mt Gunbad. there are few other cities that have a unique building. Bretonias capital does, then there is the wine port. i think the Tilean capital has a special temple. sometimes you can only access as certain factions. I play with the mod allowing me to conquer everything as any faction so the lines are a bit blurred to me. orks have a few places too. Karak Drazh and Karak Eight peaks and maybe something else down south

Why is the Marienburg province called the wasteland?
So what's the deal with the skulls all over the mountain? Significance or just added effect? the wasteland was hit by some disaster early on in history and the land is just not very healthy. also it gets raided a lot so the few settlements tend to stay small. not sure about the skulls, i think they are just place holders. but a few of the ones that aren't near a settlement might be placeholders as I have noticed they are close to places that could have settlements based on lore. the dwarves do carve up the mountains with their gods and the orks deface these when they could, but not sure about the skulls.

Oh here's a big one. What is the deal with that spiky pass that looks chaos infested all the time? that is black fire pass. it shouldn't really be chaosy, it should just be the biggest pass from the Badlands up into the Empire. As it is the easiest way for Ork Waaghs to get into the Empire it is heavily defended by Dwarves and Humans. it was the sight of the biggest battle by humans at the founding of the empire. The founder was Sigmar, and he was the first to unify the Empire and he did it to fight an ork waagh which litterally covered the horizon. with the help of the dwarves they held Black Fire Pass. the battle was so big that afterwards the Dwarves noted the only time in history that ork numbers everywhere were diminished so many died in black fire pass.

Where exactly is Karak 8 peaks? it is its own city south of Karak Drazh (the greenskin capital). east of Karak Azul and north of Azgal. all dwarf holds are big and should have a second settlement associated with it. as most of them have their mines and deep undergrounds held by orks and goblins with the dwarves only holding the upper area

Ekrund has a pretty unique setup around it. What's the history there? Back when the dwarves ruled everything it used to be home of some major mines. most of the valuable resources were mined out before the orks arrivedThere also appears to be a giant swamp in the middle of the badlands. What happened there?i think that is where the failed vampire nation is supposed to be. but i haven't found anything to confirm or deny that Also, east of that swamp is a giant white pole looking thing, what is that? I think its called the Bone Tower, it shows up in several characters quest battles. It is a magic fulcrum so magic is always strong there. When the slann helped the elves with the drain they were able to do by using a magic nexus they created with the old ones which mirrored some of the constellations. many of the fulcrums were lost when chaos came, the chaos moon messing things up. so the nexus isn't as strong as it used to be. but where these lines cross they are strong sources for magic. this is one of them And what is the story behind that giant rock next to iron rock. I think that is just a giant iron rock. not sure if there is a story with it except that that orks have made settlements inside of it

Athel Loren and the Oak tree, whats the story there? the oak is another fulcrum. and the whole area has always been strong with magic and it has effected the land. the spirits have been walking around long before the elves showed up. these spirits arent all helpful to the elves and there is even portions of the woods that they have locked away because they are home to dangerous spirits. if you play the mini campaign it breaks it down a little. and many of the Wood Elf regions are locked into a certain season. the elves have picked up the connection with the land but they will still fight the spirits every once and a while. the Oak is their spiritual heart. and it is where they have to sacrifice a noble to bring Orion back as he dies each winterAny reason why bretonnia looks a lot more green as lively than the empire territory? Bretonia is France to the Empires Germany. so they are further south, more sun and less forests. also being further away from chaos they have gone through less strife. and their society is more geared to being good and noble, while the empire focuses on advancements and riches. they also have a demi-god that protects their land called the Lady of Lake, just like Arthurian legend. and she is tied to the land and being good so she battles a lot of bad allowing the land to heal more than it can in the Empire

The Vaults seem like a pretty interesting name for a province, anything of interest there? Not really. The worlds edge mountain, the whole mountain range on the right side of the map is the ancestral home of the dwarves. as they were displaced many dwarves moved west and made relatively new settlements. several are older than the Empire but the dwarves still consider them new. they are also generally poorer with a lack of precious metals.

The silver road also sound a unique. Is there a special road? it used to connect all the dwarf lands. and to the east just off the map there is an old dwarf hold called Silverspear that is now held by orks. so a lot of silver flowed down the road.

Another unique name is Death Pass just south of that, as well as the desolation of nagash to the east of that. death pass is just another pass, passes through the mountains are very rare, and the game doesn't do that justice in gameplay so these passes are more important than they seem in game. and the desolation of Nagash is where Nagash would retreat to whenever one of his plans failed. he has a small empire over there with undead servants and even some barbarian human tribes that worship him as a god. it is also not far south and east enough. that should actually be off map

So I'm a bit of a geography nerd so that's why I'm also interested in the map so much. So south of the badlands are the tomb kings I believe? yes its generally just known as the Land of the Dead with desert and poisoned rivers and a very few real oasis. to the west of the Land of the Dead is Araby. which is a decent sized non playable human empire. it is pretty relevant because there are several crusades against them at times. and they have a habit of showing up at really bad times.
West are the high elves island and farther west is where the dark elves are correct. correct one thing is Ultuan, the High Elf home, is much further west than the UK would be. there is also another mystical island out there called Albion. not sure if i mentioned it before. but is basically where UK is. Is there anything north of th chaos wastes? just more waste as it is the north pole. eventually you would find the ruins of the warp gateAlso what is east to the mountains on the right of the map? the dark lands. its is a desolate plane home of many nomadic tribes. Wolf riding goblins, ogres, black orks and skaven. the only thing of significance are random mountains and for some reason more warpstone meteors fall in this big plane than anywhere else so mages and skaven really value this area. even if there isn't really anything out there to sustain them. past the Dark Lands is another mountain range, the Mountains of Mourne the home of Black Orks and Ogres. there are also some lost dwarf holds over there tooI'm curious to how the new games will look.

see the bolded.
 
see the bolded.

Those were fantastic explanations. I feel bad for keep asking these questions but your knowledge of this is phenomenal and you do a great job of explaining it. This is certainly making the game more interesting.

So what exactly makes Grimgor so powerful? He has no magic correct? Is he considered the best pure melee fighter in the world? Oh and that other DLC character with the mask, the great green prophet guy looks interesting, is he good or just some guy? Same thing for that goblin DLC lord with the weird looking squig.

Will we ever see a major god in the game, or a character as powerful as Nagash or even Nagash himself for example?

So I'm pretty interested about Kholek and Sigvald, what is their background and how powerful are they? Kholek is a monster in the battlefield.

When I look at a map I feel like the vast majority of the population lives in the old world, yet there is soooooo much land elsewhere in the world. For example, where the dark elves live and where the lizard men live are larger than the old world itself which I find odd. And so east of the old world is basically a place for no one other than orcs and goblins and ogres and what not live. And south of the tomb kings is what exactly?

So is the South Pole of significance, is that where the other remaining parts of the gate are? And so when you travel all the way to the North Pole until you actually see the remains of the gate, is there anything super crazy that happens there?

I want to play a campaign with the empire but I am having trouble getting interested in them. Is there something cool and unique about them that I don't know that might make them more interesting?

So Albion is an island that isn't colonized and is kind of unknown correct?

So I'm assuming that once they add the size to the world, the regions are going to become much smaller and spots like Athel Loren will be basically 1 province rather than 4. Do you think that kind of scaling will have to happen? That was just an example.

It's interesting how beastmen and orcs and what not roam around in empire land. So unless you live in a city it isn't really safe to live in the empire? By the way, what's with the skulls on some buildings in even human castles? That seems pretty dark for a human faction to have.

So Athel Loren isn't this pure and green space that it looks like and that there are evil spirits? It seems that the area would look like a lovely place to live.

So what are some things that I haven't mentioned that you think really don't go well with the lore that are in the game?
 
Those were fantastic explanations. I feel bad for keep asking these questions but your knowledge of this is phenomenal and you do a great job of explaining it. This is certainly making the game more interesting.

So what exactly makes Grimgor so powerful?he is just the angriest black ork ever. he has the backing of his gods, Gork and Mork, and a couple of really powerful items. there are characters with better stats but in the lore he just has a luck and raw aggression that make him stand out He has no magic correct? Is he considered the best pure melee fighter in the world? Oh and that other DLC character with the mask, the great green prophet guy looks interesting, is he good or just some guy? he is supposed to be a really good mage. i don't think they quite do him justice. he is supposed to be odd, but all ork shaman are also prophets/priests and it was he Wurzag who first said Grimgor was the chosen.Same thing for that goblin DLC lord with the weird looking squig. skarsnik is not a great fighter, but his squig, Gobbla is. what makes him real special is how sneaky and cunning he is. he is a great ambusher and makes real long plans which is something orks and goblins dont do well. usually orks and goblins just rely on numbers or monsters, but Skarsnik brings some thinking to it.

Will we ever see a major god in the game, or a character as powerful as Nagash or even Nagash himself for example? Gods, no. Nagash or some of these demi gods also hopefully not. in those cases it becomes a race to supreme character. and thankfully the tabletop game is more balanced than that.

So I'm pretty interested about Kholek and Sigvald, what is their background and how powerful are they? Kholek is a monster in the battlefield. kholek is the Dragon Ogre Shaggoth. he was the first one to pledge dragon ogres to the Chaos gods. he is huge, bigger than other shaggoths. he, and all dragon ogres, are powered by lightning, seeing as how they are all thousands of years old they need the juice. this makes this dangerous but Kholek can actually call up a storm which gives him all types of benefits. During one of the chaos invasions he was a part of it. They were defeated by Sigmar, the Empire's god, so the chaos armies retreated north. Sigmar hunted him and his army down and caught them up north but not quite in the chaos wastes. Even Sigmar could not kill Kholek, and Kholek could not kill Sigmar, but the Empires army won and the mages were able to trap him in ice. then they collapsed a mountain on top of him to be his prison. at one point he is freed. Sigvald is the chosen of Slaanesh. Sigvald is vain, his shield is mirrored so that when he is not in combat one of his servants can carry it in front of him and he can admire his own image. he is a great swordsmen but his vanity gets in the way of him being a great leader. he only cares about himself.

When I look at a map I feel like the vast majority of the population lives in the old world, yet there is soooooo much land elsewhere in the world.for humans yes.The India and China fascimiles have human populations. but in lore you know little about them and the only interaction is a little trade. there are also other minor settlements scattered all over Amazonians in Lustria, barbarians with the Dark Elves and else. For example, where the dark elves live and where the lizard men live are larger than the old world itself which I find odd. the lore implies that one point those lands were more populated by various things have largely depopulated them of sentient life. the Lizardmen waged wars of extermination/genocide before the coming of chaos and then during the first chaos invasion that whole continent was fought over so the land was completely ruined. most of the world is supposed to be cruel and inhospitable to humans, and there are many other non-named species out there. Lion headed humans on some islands in what would be the Indian Ocean, Winged Humans in Siberia, humanoid shark species that live in the oceans. a bunch of stuff is implied and the story is told from a very Old World centric perspective. it isn't about knowing what fills every nook and corner, and most of the map is supposed to be covered with "here be monsters". Games Workshop did kill off the Fantasy by having Chaos wipe out all other factions which allowed them to literally break the world up. I would say it is similar to George RR Martin, but it took them three plus decades. which is why I am so pissed they killed off the characters I had come to know and love, and they also killed off my armies which I had spend so much time, money and effort on. Games Workshop is not about the good guys winningAnd so east of the old world is basically a place for no one other than orcs and goblins and ogres and what not live. yesAnd south of the tomb kings is what exactly? the Southlands, which is another over grown jungle that will have some barbaric lizardmen and should have a lost Dwarf Hold. there are supposed to be a bunch of orks and human tribes in there too

So is the South Pole of significance not really, because it is separated. basically since the gates blew up there is no reason to go there., is that where the other remaining parts of the gate are? there was a separate gate there, so in theory its another place spewing chaos/magic into the world. but no one can survive there so no one knows for sureAnd so when you travel all the way to the North Pole until you actually see the remains of the gate, is there anything super crazy that happens there? things get more and more crazy as far as mutations and time gets funny as well. as you get closer time can speed up or slow down. so a day as you perceive it might be 100 years or it might be 1 hour. direction has no real meaning. and without being someone that could use magic, or having a daemon grab you, you could theoretically pass through. but the only ones who have done that are the servants of Chaos. one of the Dwarfs gods tried it and he was never heard of again. Daemons can physically exist at some point. the more magic there further out they can be

I want to play a campaign with the empire but I am having trouble getting interested in them. Is there something cool and unique about them that I don't know that might make them more interesting? not really. it is supposed to be a bunch of different factions working together. they are supposed to be very average, decent at everything but not excelling at any one thing. that is the one thing that sets them apart. you can build them any way you want just abouts and be successful. all calvary, all archers, all artillery, all infantry, heavy infantry, skirmishers, mages, monsters, zealots.

So Albion is an island that isn't colonized and is kind of unknown correct? there are some tribes that live there and defend it. i can't remember if they are supposed to be humans, elves or something else. and yes it is a big mystery but it is another one of the magic fulcrums so it has some value for that. i believe the island is supposed to be capable of supporting life but i think there is a never/rarely ending fog on the island that may or may not be alive.

So I'm assuming that once they add the size to the world, the regions are going to become much smaller and spots like Athel Loren will be basically 1 province rather than 4. Do you think that kind of scaling will have to happen? That was just an example. no, there should be zero scaling. each game is supposed to be a standalone that will work with the others. this game will be massive. and i really think as more and more gets added this game will feel like it should at the end and possibly be the best total war we have seen. unfortunately it will be at least 180 bucks, plus that in dlc, and with tech moving forward i am sure i will have to upgrade my comp along the way. my complaint with the game is there isn't enough there, it still doesn't feel as "Warhammery" as it could. but it is sooo much closer there with more factions that it was at launch

It's interesting how beastmen and orcs and what not roam around in empire land. So unless you live in a city it isn't really safe to live in the empire? yes, assume everything wants to kill you and you wont be wrong often. the empire is this tale of constant little victories that add up to the most powerful faction. and it is also their greatest weakness that they have so many issues they cant focus on any one foe for long. By the way, what's with the skulls on some buildings in even human castles? That seems pretty dark for a human faction to have. some of it could be charms, the skull of some hero, or a commander or something that brings good luck, or stops disease. there is also a human god of death who is really anti Vampires, because they are taking his dead. and with all the death in the world the Vampires have stolen a lot from him and the Empire worships him a lot. he is generally the number two god no matter where you go. in most provinces Sigmar is number one. but in Middenheim it is Ulric god of the winter, Nordland has a sea god, and someone else has a female god, maybe Talabheim, idk. sigmar would be three in those other cases, but Morr, the god of the dead is always revered too

So Athel Loren isn't this pure and green space that it looks like and that there are evil spirits? It seems that the area would look like a lovely place to live. yeah there are bad spirits that haunt different places. remember is something really evil happens somewhere it can alter the land and those living in it. and these spirits being tied to the land are going to be effected by this. so before when they were relatively harmless if you respected the forest they may now kill anyone for being a threat, or cause they are crazy. Even though the elves live there, there is some tension between the spirits and the elves. The spirits are the land first and only, and just work with the elves because generally they want what is best for the land as well. however the elves will focus on elven needs first which might piss off the spirits, even though most of the time they agree the spirits don't forget.

So what are some things that I haven't mentioned that you think really don't go well with the lore that are in the game?

diplomacy, the good guys are a lot more unified than the game makes them. both within their faction, and outside of it. Bretonia is definitely one faction with Mousillon being the only outlier. The Empire is a little more divided with Marienburg and Middenland being rebels. the dwarves should own a lot more of the mountains than they do in the WOrld Edge Mountains. I would say all of those factions should be unified. and the bad guys should all spend more time fighting each other than the good guys. that is the one thing giving the good guys a chance is that the bad guys can only rarely unify to attack.

another big thing are the minor human factions (Estalia, Tilea, Borderland and Kiev) are not the Empire light. It drives me crazy that they have the same unit roster. they should be 70% unique from each other. also they are weak, they should never be able to challenge the Empire. And Kislev should never ever ever attack the south. they have so many problems of their own they should really be focusing on the Norscans and maybe orks at their border. Kislev and the Empire work together a lot, because the Empire knows is Kislev falls they are next. and they know it is easier to stop Chaos earlier than later, and better to stop chaos in another realm than your own.

this next thing is something my friend and eye have discussed for years and never had a great answer for. The Underground world. The Dwarves have massive mines and settlements and everything underground. and at one point their entire empire was connected underground by the Underway (there are a few random events that deal with this in the game if you pay attention). certain factions should easily be able to use this realm. with some unique cities but also a lot of ties back to the top through the other city. we couldn't figure out how to limit a total war where you don't have the Wood Elves conquering the whole dang thing while the dwarves hold none of it. how to keep it lore based but still compatible, one thing might be doubled upkeep or so if you arent the Dwarves, Orks or Goblins, and Skaven.

there should also be race specific resources that only they use. other factions can collect but can only trade with that specific faction. the biggest would be the Dwarves with gromril, only they know the secrets to work it, so no other faction has a use for it. but you could give it to the Dwarves. The Empire could be gunpowder, as they haven't fully mastered it like the Dwarves have so it would be a precious commodity for them. Bretonia could be horses. and these resources would offer bonuses. they need to get back to having requirements for access to a certain amount of resources. in the lore that is a constant need. the factions need resources so they expand and trade and work together, or go to war over stuff. as it is these resources are kinda minimized in importance.

even though they have kinda started with the regiments of renown there should be more altered named regiments from specific regions/cities that have bonuses.

wishful thinking but the world should be a lot more populated with smaller settlements. and a lot should start out empty, with no faction controlling them, or them being true rebels the "grey" rebels from Medieval two. that is honestly how a lot of these horde factions should be. really minor threats, but a lot of them and you can never really get rid of them or work with them.

they also need to add more maps, a lot more maps. take some time to model the important places and get it into game. Again Middenheim would be amazing to see. Karaz a Karak in a siege should be phemonal, but instead you get the same plane jane siege. make the cities bigger in sieges, you aren't supposed to be able to defend the whole dang thing. and some factions shouldnt have towers, but extra garrison, like the undead and any chaos. orks can have towers but fewer and slightly more garrison.

ah another big thing is unit/army balance. and this is another that I have no idea how to fix. in the tabletop game I couldn't make my favorite Total war army. in the game the number of elite units you can take is directly tied to how many of the standard troops you have in it. and some have a worse ratio than others. this would balance some of the imbalance for goblin armies, ork armies, empire, vampire, beastmen armies if they could have bigger armies that their opponents. unit size isn't enough. unit number should be increased as well for some.

duels and characters need to be fixed. there should be a way to issue a challenge from one character to another in battles that lock them in combat. in the tabletop you can do this and if you refuse that character loses a lot of the buffs they bring. also there are very few characters which you could reasonably expect to defeat even a basic unit in the tabletop. they went too far back to Medieval two where you characters are going to be the last guys standing. in the tabletop a character being caught on his own wouldn't survive one turn of shooting. it may be more fun but it is very inaccurate.
 
Hmmm a lot of interesting points. So you are saying the cities should actually look larger? I thought they did make an improvement by making the cities appear larger and forcing you to attack one specific side.

I think that about covers it. I honestly don't think I have any other questions. But if I do I will let you know. Thanks a lot for this!!
 
Hmmm a lot of interesting points. So you are saying the cities should actually look larger? I thought they did make an improvement by making the cities appear larger and forcing you to attack one specific side.

I think that about covers it. I honestly don't think I have any other questions. But if I do I will let you know. Thanks a lot for this!!

My complaint is they made the most routine battles even more routine. Sieges are still fun but it is the same battle everytime. And these cities are supposed to be unique and every faction shouldn't have the same defensive setups
 
My complaint is they made the most routine battles even more routine. Sieges are still fun but it is the same battle everytime. And these cities are supposed to be unique and every faction shouldn't have the same defensive setups

That is true. Diversity is always better.
 
My complaint is they made the most routine battles even more routine. Sieges are still fun but it is the same battle everytime. And these cities are supposed to be unique and every faction shouldn't have the same defensive setups

I too was disappointed with the sieges. I just remember Medieval 2, defending Jerusalem against three full Moorish and Turkish stacks with just one stack of my own. Had fully upgraded cannon walls and a ****load of ranged units manning them. It was a 20 minute battle that came down to the wire. Despite losing the majority of their forces simply charging the gates, I was outclassed in the melee department but managed to squeak out a victory.

Never had a nailbiter like that in TWWH. All sieges were decisive one way or another.
 
i have plenty of close ones but usually it either requires I dont have an army there defending, just the garrison; or it is a big freaking battle.

the best way to have a good siege battle is to go up and try to bottleneck Chaos up in Kislev by holding one of their towns. they will through multiple stacks at you until they are dead.
 
i have plenty of close ones but usually it either requires I dont have an army there defending, just the garrison; or it is a big freaking battle.

the best way to have a good siege battle is to go up and try to bottleneck Chaos up in Kislev by holding one of their towns. they will through multiple stacks at you until they are dead.
Yup. Kislev hosted the best ones.

Defending as VC was a little boring as you have zero ranged options.
 
You nerds ever play Mordheim: COTD?

It was too much of a time sink for me, but boy howdy this next string of self imposed unemployment might suck me back in. Only Games Workshop title that is super challenging. From what I gather, it's also the closest you'll get to tabletop in terms of gameplay.
 
The Beta was way better than the full game imo. of course I haven't, and doubt I will, complete the game.

i only really found one army build that I could get to work that wasn't maxed out one way or another in Mordheim. I found that I always had to have a red shirt in the game otherwise one of the characters I cared about was going to eat it.
 
The Beta was way better than the full game imo. of course I haven't, and doubt I will, complete the game.

i only really found one army build that I could get to work that wasn't maxed out one way or another in Mordheim. I found that I always had to have a red shirt in the game otherwise one of the characters I cared about was going to eat it.

I remember how immensely difficult it was to simply find rhythm.

I also want to try Vermintide and Corsair. None of GW games are perfect, but they're always fun for 20 or so hours, which is perfect since I don't play vidya games too often anymore.
 
I remember how immensely difficult it was to simply find rhythm.

I also want to try Vermintide and Corsair. None of GW games are perfect, but they're always fun for 20 or so hours, which is perfect since I don't play vidya games too often anymore.

I don't know Corsair. And unless you have friends to run Vermintide with don't get it. Easily the second worst game I have ever bought.

I literally just spent all of combat in that game just running around swinging whatever weapon I had. No finnese, no advantages, just do as much damage as you can.

And it doesn't seem like there is a coherent storyline which is always big for me. You just pick random maps to run.

So far I would say 40k has better video games but there is still plenty of crap out there.
 
I don't know Corsair. And unless you have friends to run Vermintide with don't get it. Easily the second worst game I have ever bought.

I literally just spent all of combat in that game just running around swinging whatever weapon I had. No finnese, no advantages, just do as much damage as you can.

And it doesn't seem like there is a coherent storyline which is always big for me. You just pick random maps to run.

So far I would say 40k has better video games but there is still plenty of crap out there.

Thoroughly enjoyed 40k: DoW the most. The sequel was OK, but I really want a third title reverting back to the grand campaign/base building and refining it.

My vote for worst game, however, is either Space Marine or Firewarrior. God, Firewarrior was so terrible.
 
never actually played firewarrior. Space Marine was ok.

DOW was definitely the best. it does look like three is returning to its roots but i am skeptical enough where I wont get that on launch.
 
never actually played firewarrior. Space Marine was ok.

DOW was definitely the best. it does look like three is returning to its roots but i am skeptical enough where I wont get that on launch.

It's just a clunky, incoherent, buggy FPS.

Shame. You could do a lot with a Tau shooter concept.
 
Warhammer Mark of Chaos was an earlier tactics game that was just alright. now that i thought of it I might see if I can find it on steam for 10 bucks or less.
 
Warhammer Mark of Chaos was an earlier tactics game that was just alright. now that i thought of it I might see if I can find it on steam for 10 bucks or less.

Ugh, that game was so misleading in the advertisements leading up to its release. Super linear. Everything about heroes from developmemt, customization, and duels were underwhelming at best.

That game needed a non linear, sandbox campaign something fierce. Duels could have been done in similar fashion to Black & White creature battles, if that rings a bell.
 
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never heard of Black & White.

I don't know if I said this before but the Bretonia DLC will be free. which makes sense as they have been on the map since day 1
 
I think since it is the last they are just trying to build some good will for the next installment of the game.

really wish they would give some type of timeline on the second game. Seems like it should go faster as they have a lot of the game mechanics in place. New factions and new maps, and hopefully naval warfare should be the only new things. Since we haven't heard anything I am thinking we are looking at a 2018 release, maybe the same original April release date as one.

Going back to the current game I have a real big problem with no other factions being able to settle Athel Loren and you still facing attrition even after the forests have been burned. just another thing that favors the WE way too much.
 
Bump, should be hearing about Bretonnia FreeLC pretty soon. I would say they give some information next week giving a teaser and a release date.

supposedly they will be doing an "Old World Edition" which sounds like it will be combined set with all the old world races we already have in one package. for those who haven't bought in at all. that should also be pre-summer 2017. and i imagine shortly after they will have stuff out on the second game.
 
https://www.pcinvasion.com/bretonnia-ride-total-war-warhammer-28-february

Nothing more on it right now, but release date officially set for February 28th. Article brings up something interesting with the possibility of Hypogryph Knights being part of the faction. it is interesting because that is not a lore-based unit, at least to the point where I draw the line at lore. Individual characters can get them but fielding whole units is a different story.

My friend and I have been talking about how they may need other non lore based units to make them balanced. Dismounted knights may be necessary for sieges. but i think it would be interesting to just keep the lore units and see how you have to adapt.
 
Bump, should be hearing about Bretonnia FreeLC pretty soon. I would say they give some information next week giving a teaser and a release date.

supposedly they will be doing an "Old World Edition" which sounds like it will be combined set with all the old world races we already have in one package. for those who haven't bought in at all. that should also be pre-summer 2017. and i imagine shortly after they will have stuff out on the second game.

and boom!
 

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