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Warhammer Total War: Warhammer III

Mitleser2020

Scholar
Joined
Aug 6, 2020
Messages
1,492
im not sure if a 40k total war is a serious prospect or some aprils 1st fools joke, i mean the engine can barely represent early gunpowder warfare.

The other major post-TWW3 project is supposed to be a post-Napoleonic Total War game with a more advanced engine.
That does not mean it will work out, but this context makes a future TW40k more plausible.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,279
Oh yea, tanks that can't path over trenches, infantry that can't advance because one guy got stuck in razor wire, Russia being a pre-order bonus... What else could they fuck up?
 

Jeskis

Brother
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Oct 30, 2023
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I can see how artillery can work in TW mechanics
like spells
But how are they going to implement trenches? Ww1 was always less about formations, so…
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,255
Location
Space Hell
WH40k is not that problematic as WWI.
Because in WH40k abdurance of ranged weapons is counterbalanced by advanced defence systems and armor\shields. And during WWI most people died from artillery- just as during WWII and today. And it is ironic that Empire Total War could be awesome but failed exactly for that reason.A period when artillere were poserful but not powerful enough to wipe entire regiments.
And that was the problem - it was a suicide to advance in game towardguns and artillery deuls were ALWASY preferrable to maneuvers and that was not the case for that period as every general knew how to dealwith artillery and even frontal advance was not a blodbath, soldiers were taught to cover vital organs, taught howto cover from different ammo types etc.
And every sngle multipleyr match in Empire was sitting for 30 minutes shooting at each other. Compare that with Warhammer dynamic multiplayer. Nobody liked ETW multiplayer because artillery could exterminate half of your army before you reached firing range. Napoleonic warfare revolved arount howto beat guns and how to advance toward guns and beat the crews.
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,644
Location
Asspain
They could also make a fucking game about Victorian era warfare.

Fall of the Samurai did a good job at that and there are plenty of interesting conflicts to milk for DLC too if they wanted to.
 
Joined
Jan 7, 2012
Messages
14,341
You'd need to make any victorian game global to represent national conflict well and then gunning down thousands of africans with machine guns would be excessively problematic even if it was fine to do so in FotS.
 

Elttharion

Learned
Joined
Jan 10, 2023
Messages
1,465
I would have vastly preferred a pike and shot Total War. WWI just sounds like they started developing a historical game as a testing ground for W40K mechanics instead of prioritizing it as its own thing.

There is a new depot on steam called cardamon btw, cardamon is the name of a real world spice. Usually depot names dont have any connection to the next DLC but in the Warhammer world Estalia/Tilea are heavily linked with trade routes and the spice trade so it could be a hint towards Dogs of War. Who knows.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
119
Nah they need something to make big profits now while utilizing their latest expertise. 40k isn’t that unlikely anymore.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,851
On the contrary, WW1 is the most ideal setting for the next total war game. Flanking? Maneuvers? Units? Boy, no such thing is needed. Player will be given two buttons: "get in trench" and "charge", and that will be the extent of his control over the troops. He will also be able to designate where the (offmap) artillery is firing, and maybe get to control a tank every once in a while (single unit so none of those blasted formation issues in pathfinding), though tanks might still get cut from the final release.

Warscape will finally be able to show its mettle in a game tailored for its strengths
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,111
Pathfinder: Wrath
The fewer tactical options and units on screen you have, the better for this engine.
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,349
I expect the German AI not being able to fight a 2 front war and the strategic map being a mess a few turns into WW1.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,480
Pathfinder: Wrath
I expect the German AI not being able to fight a 2 front war and the strategic map being a mess a few turns into WW1.
they will just give German faction 75% chance more to win Auto Battles and they will German tide the map

Increasing auto battles chance is pretty much the band-aid of Total War completely useless strategic AI. Or potential system used in current WHIII with different potentials buffing their Economy and Auto Battle chance accordingly
 

Fedora Master

Arcane
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Edgy
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Jun 28, 2017
Messages
28,279

Yep seems like what you can expect from a DLC based on Tamurkhan. Thunderbarges and stuff for the Dwarfs, Master Engineer for the Empire etc.
I hope they take a good look at the Dwarfs. They have decent mechanics with the runes but on the field? Meh.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,111
Pathfinder: Wrath
Elspeth and Tamurkhan were expected, maybe Malakai too. Hopefully, all the factions get a rework because all of them desperately need it.
 

Elttharion

Learned
Joined
Jan 10, 2023
Messages
1,465
New units:

Empire​

LL- Elspeth von Draken
LH- Theodore Bruckner
Generic Lord - Master Engineer
Generic Hero - Engineer

Units

  • Marienburg Landship
  • Knights of the Black Rose
  • Nuln Ironsides
  • Hochland Longrifles
  • Steam Tank (Volley Gun)
new-empire-units-v0-rkaj0evrqgtc1.png

Nurgle​

LL - Tarmukhan
LH - Kayzk the Befouled
Generic Lord - Chaos Lord of Nurgle
Generic Hero - Chaos Sorcerer of Nurgle

Units

  • Toad Dragon
  • Plague Ogres
  • Pestigors
  • Rot Knights
  • Bile Trolls

new-nurgle-units-v2-v0-qf5fderxrgtc1.png

Dwarfs​

LL - Malakai
LH - Garagrim Ironfist
Generic Lord - Daemonslayer
Generic Hero - Dragonslayer

Units

  • Thunderbarge Gunship
  • Doomseekers
  • Goblin Hewer
  • Thunderers (Grudgerakers)
  • Slayer Pirates

new-dwarfs-units-v0-f0ngcw2grgtc1.png



Tarmukhan heroes

new-heroes-for-tamurkhan-campaign-map-v0-bi6zqnkptgtc1.png



The FLC LL is Epidemius

Release is April 30th
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,111
Pathfinder: Wrath
Yay, more units nobody will ever use because the engine can't handle them and the game encourages doomstacking anyway.
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,508
Location
Shaper Crypt
It's always weird to see Tamurkhan resurrected for TW, considering it was a Forge World attempt at building an "endgame" threat that got cut down and the plan for other three books thrown away (the "three brothers" of Tamurkhan, each one taken by another Chaos God, were never developed further). For sure, it was a pet project of Alan Bligh and if I remember some posts from ex-GW staff he had to deal with considerable resistance on his project, no mystery they sank it when it didn't sold as strong as the Horus Heresy and with Bligh dead and AoS in it will be always a one-off.

Not that I will play them, Total Warhammer 3 still feels "off" in a way I can't even describe.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
119
Yay, more units nobody will ever use because the engine can't handle them and the game encourages doomstacking anyway.
One of the major issues imo. No reason to make a diverse army no matter the difficulty. This is also why the mid to late game sucks so much (along with the necessity to manage shitton of cities)

Do the fucking caps you dimwits
 

Bohrain

Liturgist
Patron
Joined
Aug 10, 2016
Messages
1,452
Location
norf
My team has the sexiest and deadliest waifus you can recruit.
Dwarves getting some rush options seems neat. But I wonder how overlapping roles bile trolls plague ogres have. Similar thing with pestigors and the great weapon mortals. In addition to mass they could've used either more ranged pressure options or light cavalry.
 

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