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Warhammer Total War: Warhammer III

Fedora Master

STOP POSTING
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Edgy
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Ahhhh finally the best dorfs. Not that I'm gonna play the game anytime within the next decade but Chorfs are my favourite WFB race and it's a shame they were discontinued long ago.

I fully expect them to be pretty good in game. In lore, Chorfs are probably THE most technologically advanced race in the world, way ahead of regular dorfs and humies. This of course is balanced out by Chorfs being very few in number (both compared to their hordes of slaves and to most other races) and isolationist. I suppose their units will be 90% fodder protecting 10% of valuable and expensive units. Think UAE but more evil.
You don't even play this game.
 

zapotec

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Feb 7, 2018
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What could be the cause of my units stop charging / fighting for no reason
 

CthuluIsSpy

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Dec 26, 2014
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On the internet, writing shit posts.
What could be the cause of my units stop charging / fighting for no reason
What race are you playing? I'm not sure about TW3, but in the earlier games there were some units that had the Impetuous trait that gave them a chance to charge without receiving orders if an enemy was nearby.
I think it's something Greenskins, Bretonnia and Norsca had.
 

zapotec

Liturgist
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They do the opposite thing, they start charging and then stops, it happens often in siege battles
 

InD_ImaginE

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Aug 23, 2015
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Pathfinder: Wrath
They do the opposite thing, they start charging and then stops, it happens often in siege battles

Charging is kinda shit where a pebble or a single unit stuck with wayward enemy unit= can stop the charge, you need to spam micro them to get into clean position and recharge
 

Fedora Master

STOP POSTING
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Edgy
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Is the unit engaged elsewhere? If one guy gets kicked in the shin a hundred meters away the entire unit will stop. Otherwise I presume it's the pathfinding during sieges. Make sure to turn Guard Mode off just in case.
 

InD_ImaginE

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Pathfinder: Wrath
any mandatory mods?

just sort top off all time and download QoL one. Better Camera, Community Bugfix. Building Icons, UI stuffs are nice.

otherwise, everything else are content related. the basic start pack probably would be MIXER (you will be able to play as any faction even minor one) alongside Mixu Lord Pack by the same modder (make new LL basically turning some minor faction into major one).

Tabletop Caps mods basically limit each army to have 5 points of Elite and 10 points of Special unit. Also applies to AI. Basically stops the game from becomming ultra late game doomstacks simulator.

Unnatural Selection probably not for 1st playthrough, but it basically modifies with the AI Auto Resolve weight and cheat thing that they would result in different game state. Comes with randomizer so you can have different game state one game from another.
 
Joined
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The problem is that they have to re-do the crack every time a DLC releases while buying the game and cracking DLC is effortless in comparison.
 

InD_ImaginE

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Pathfinder: Wrath
Yeah. Denuvo cracking is pure tedium whack a mole. Nobody going to crack a game with it if it's still receiving live update. Hogwarts was more of a statement more than anything.

And rather than being "trooned", the cracker are all just working for moolah with Denuvo. Why bother cracking shit when doing the opposite make you fat bucks?
 

Elttharion

Learned
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Jan 10, 2023
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I like the hat
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,622
Location
Shaper Crypt
She looks radioactively Mary Sueish. I haven't read Warhammer Fantasy books for ages, but still.....

Thank God for the fan art, at least that will provide. CA is improving, a baseline Hero models that looks attractive is novel.
 

Elttharion

Learned
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New blog post


Hello there!
We hope you enjoyed last week’s deep dive into the first Legendary Lord, Astragoth Ironhand, from our upcoming Forge of Chaos Dwarfs DLC for Total War: WARHAMMER III. This week we turn to our next cunning combatant: Drazhoath the Ashen!
Forge of the Chaos Dwarfs will be arriving in Total War: WARHAMMER III as part of Update 3.0 on April 13th. You can pre-order it here – and if you do so by April 20th, you can grab 10% off the launch price!
Ready? Let’s do this.
fotcd_drazoath_02.png

We always keep a close eye on our official feedback channels to ensure WARHAMMER III is heading in the right direction, so please use the links below to make your voice heard on everything Total War.



DRAZHOATH THE ASHEN​


Drazhoath the Ashen, the Sorcerer Prophet of Hashut, is the Lord of the Black Fortress and the commander of the fell Legion of Azgorh. His mastery of magic and engineering grew stronger throughout his time in exile at the hands of Astragoth Ironhand, and now he seeks a return to the fold of Zharr-Naggrund.
chd_drazhoath_01.jpg

Being equally as proficient with his axe as with sorcery, Drazhoath is a formidable presence on the battlefield, be he on foot or atop his trusty Bale Taurus, Cinderbreath.
He’s equally as daunting outside of battle, too, being an industrial juggernaut and the best in class when it comes to generating armaments and developing settlements.

NARRATIVE​


The Chaos Dwarfs are a merciless race of killers and torturers. After straying far from their kin, the Dwarfs to the east were cut off from the western lands during the Great Catastrophe (the emergence of Chaos into the Known World). They sought refuge in Hashut, the bull god of fire, greed and tyranny, who laid his dreadful blessings upon them.
Corrupted with access to powerful magic, hellish forces and the fires deep within the earth, the Chaos Dwarfs demonstrate their industrial prowess with hell-factories spanning miles across the Known World. They’ve engineered infernal war-machines unlike anything the mortal world has ever seen, with Hellcannons so bloodthirsty they must be chained to the battlefield to prevent them charging into the conflict.
All of this is in search of one thing: The Blood of Hashut. To acquire it, the Chaos Dwarfs must build the Great Drill of Hashut. The Chaos Dwarfs must collect and corrupt four Dwarfen artefacts. They intend to bind these to Daemons, forging them into components required for the construction of this Hellish drill. Once complete, they intend to dig into the fabric of reality and breach Hashut’s domain.
But… the Dwarfs hold grudges. They aren’t happy about their precious heirlooms being tainted with the forces of Chaos. And they will seek vengeance.
TWWH3_CON_ASTRAGOTH_SS33.png


HELL-FORGE​


The Chaos Dwarfs are well known for creating some of the most nightmarish machines of war known to man, and they never cease to improve their tools of destruction. Never satisfied, never satiated, the Dawi-Zharr’s infernal industry will stop at nothing until it forges the mightiest military possible, regardless of the sacrifice demanded by this roaring fire.
While powerful, there are limits on the number of available Chaos Dwarfs and other units beyond the labourers at any one time. This cap can be raised through the further spending of armaments to craft additional weapons and armour in the Hell-Forge.
As the unit cap grows, so too does the Hell-smiths’ proficiency, unlocking further upgrades.
When the Chaos Dwarfs can’t build their units wide, they most certainly build them tall.

INFERNAL GUARD​


chd_infernal_castellan_concept.jpg

Among the most legendary warrior-cults within the Chaos Dwarf Empire, The Infernal Guard has the sworn task of defending the citadel from any that would assail it, and to exert the will of the Lord of the Black Fortress – without question and to the death.
Stricken by shame and humiliation, the prideful nature of the Chaos Dwarfs eludes them. As such their faces are sealed shut behind iron and bronze masks, only to be torn from their flesh once they achieve great glory, leaving the faces of scarred warriors visible once again.
As high-tier troops of the Chaos Dwarfs, the Infernal Guard can wield a variety of weapons in battle including great weapons, an axe and shield combo and fearsome Fireglaives. Both relentless and cruel, these warriors will stop at nothing in their hunt for redemption.
chd_infernal_guard_01.jpg



K’DAAI FIREBORN & DESTROYERS​


The Chaos Dwarfs certainly have a daemonic side. Nowhere is it better illustrated than through the monstrous K’daai; Chaos Daemons that were enslaved and bound in iron war armour. They are the Scions of Fire, and they serve the Daemonsmiths of the Chaos Dwarfs.
chd_fireborn_01-scaled.jpg

First up, we have the K’daai Fireborn – mighty daemonic fire-elementals, forged from daemon essence and the hot magma beneath the surface. They are mindless creatures of destruction, made too powerful by their creators’ desire for power, and are the stuff of legend.
As monstrous infantry, the K’daai Fireborn launch flaming attacks upon their prey, using their blazing bodies to increase their own physical resistance while reflecting damage back at enemies. Their intensity grows stronger the longer they spend in melee. But use them wisely, for the brightest flames often burn out the fastest – once shattered, the runes that maintain their Unbreakable attribute are rendered inert, leaving them susceptible to Demonic Instability.
Those mad enough to crave more need look no further than the K’daai Destroyers – giant constructs of burning hatred that’s fueled by the blood of sacrifices.
chd_fireborn_concept-scaled.jpg

As the biggest and most expensive unit the Chaos Dwarfs could ever conjure, these monsters are a rare but terrifying sight. With Anti-Large and Wallbreaker capabilities, the K’daai Destroyer lets nothing stand in its way. Its size allows it to charge across the battlefield, sending units flying as it shreds those who stray too close.

ULRIKA MAGDOVA (FREE DLC)​


Last week we took a look at Gorduz Backstabber, the sneaky Legendary Hero arriving as a part of the Chaos Dwarfs DLC. However, he won’t be the only heroic addition.
Ulrika_a.jpg

Transformed into a vampire against her will, Ulrika Magdova of Kislev is the ultimate hybrid combatant. Proficient in melee combat, deadly at range, and a spellcaster, Ulrika can fill any role on the battlefield, boasting the best traits from Kislev and the Vampire Counts.
She bites.
Ulrika Magdova is included as a free addition to the Kislev and Empire races of WARHAMMER III in Update 3.0. A free CA Account is required to claim her. Once that’s done, Ulrika will be available for recruitment in the campaign after completing her personal quest chain.
You can go ahead and create an account right now to ensure you’re ready to go the moment she’s available. There’s more information about CA Accounts right here.
 

Elttharion

Learned
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Jan 10, 2023
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From their discord server:
'Hey all, I'm Rob from the Total War: WARHAMMER III DLC animation team! Saw some discussion last week saying that the K'daai Fireborn is a reskin from the Tomb Kings DLC. Just to set the record straight... the Fireborn is absolutely not a reskin. We created a brand new animation set (every animation is new), and put a lot of love into making it as cool as possible in the way it fights and moves on the battlefield. It's got 9 new attacks and 2 sync kills sokeep an eye out for those! Really excited for you all to see more - we had a lot of fun with this unit!"

re197a69f5pa1.jpg

Apparently both Immortals and Infernal Guard Blunderbuss are ROR while Ironsworn will be regular units. Kind of a shame as the Immortals look really cool. They would be great as a high tier damage dealing infantry. Infernal Guard Blunderbuss should also be a generic unit, weird choice to make them a ROR.

Also that blog post is kinda dry, unless they are hiding it I dont think there will be any major differences between the LLs. I wasnt expecting it but having different mechanics would make both the higher price and fewer LLs an easier pill to swallow.
 
Joined
Jan 7, 2012
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I think historically "new mechanic" lords have always come on their own, and never with the race itself. Which makes sense, release the race first, then release a new twist on how to play it after people have grown tired of it. Though it does have the side effect that all of the original, most important lords of a faction tend to be the blandest.
 

Elttharion

Learned
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Jan 10, 2023
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I think historically "new mechanic" lords have always come on their own, and never with the race itself. Which makes sense, release the race first, then release a new twist on how to play it after people have grown tired of it. Though it does have the side effect that all of the original, most important lords of a faction tend to be the blandest.
Thats true but CA kept saying the LLs would be more 'distinct' and 'unique' than the previous race packs. They tried to use this to justify the price increase and the lack of a fourth LL. Of course that was just marketing speech and PR but I had a tiny little bit of hope they would try to do something different. At least on Arkhans level.

Edit: Found it

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