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Warhammer Total War: Warhammer III

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,097
I tried this out since I am done with Elden Ring and oh boy is it a mess.

I swear this game looks worse than 2 and somehow it runs at 40-50 FPS on medium settings, while 2 ran mostly at 60 on high settings. How is this even possible? WH 3 looks more bright and colorful, which I am not a fan of. The UI is ugly. The new factions are also worse visually. The Kislev people look like they came from a Disney cartoon, with their terrible fake accents and terrible proportions and ugly impractical armor. Cathay looks like the most generic faction made by Blizzard for their "China the RPG" game. And the demons mostly look like bright blobs of different colors. For how serious the intro is, and how serious the story takes itself, the visuals certainly give off a different vibe.

The prologue was ok and dare I say, even interesting? But the main campaign is worse than vortex. The story is lame and not worth sitting through. The way it's structured it encourages you to play tall and not wide, and just focus on 2 armies and pass the turns. The different chaos god realms are not meaningful, and focus on gimmicks mostly. Why would I ever accept a Slaanesh offer when my main objective for campaign victory is to get a soul ASAP and get out ASAP? Tzeentch portals are the only real curveball. The supply system is one of the most obnoxious and boring mechanics ever. Rebuilding towers over and over again mid battle is not fun, or particulary immersive. And you only get to play this one campaign, which is a chore. Since you are just turtling, passing the turns, waiting for demon invasions to get your souls.

In summary there is no reason to play 3 over 2. And the steamcharts reflect this. Earlier today there were 10k people in 2 and 5k people in 3. 2 has more (and cooler) races. 2 has the Mortal empires campaign. And the Vortex campaign is more fun than the chaos realms campaign anyway. Minor QoL improvements like diplomacy don't cut it. I am amazed how a company can release a sequel that is essentially the same game, but stripped down of 80% content, has an uglier UI, worse framerate and introduces boring and non-fun mechanics as "gameplay improvements". I know I'm late to this but I played Elden ring almost exclusively the past few months and completely forgot about it. I do remember there was some controversy, but I didn't realize it was this bad. And apparently it was even worse at launch? Lol, I am ashamed I paid money for this. They spent a year designing a campaign that is way worse than vortex...
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,880
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
They said they are reworking the victory conditions, but if not there are (reasonable) mods for that.
We'll see how that works out. As I said, they don't seem to actually play their own campaigns from start to finish and just make up random victory conditions that go way overboard so I'm not confident they're going to do a good job.
Considering how they fixed recolonization issues with beastmen, I assume they'll manage to fix it for chaos as well.
But in keeping with Wh3 standard, it will be a worse and half assed version of the one beastmen have.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,019
Pathfinder: Wrath
I swear this game looks worse than 2 [...]
It really doesn't. 2 looks horrendous, mostly because of the lighting issues both the campaign and battle maps have. WH3 is a humongous leap forward in terms of graphics. As for the campaign, it is indeed terrible, that's why everyone deactivates it. I'm also pretty sure it didn't take a year to design, it feels like an "over-the-weekend" thing to me. The "gameplay improvements" like the towers made the game actively worse, but thankfully there are mods to deactivate them as well. However, even with everything completely scrubbed off, there are still basic issues with the battles that go unaddressed, like ranged being way overpowered and how the difficulties work.
 

Nathir

Liturgist
Joined
Aug 3, 2017
Messages
1,097
I swear this game looks worse than 2 [...]
It really doesn't. 2 looks horrendous, mostly because of the lighting issues both the campaign and battle maps have. WH3 is a humongous leap forward in terms of graphics. As for the campaign, it is indeed terrible, that's why everyone deactivates it. I'm also pretty sure it didn't take a year to design, it feels like an "over-the-weekend" thing to me. The "gameplay improvements" like the towers made the game actively worse, but thankfully there are mods to deactivate them as well. However, even with everything completely scrubbed off, there are still basic issues with the battles that go unaddressed, like ranged being way overpowered and how the difficulties work.

Maybe you're right. Maybe WH3 does look better on a technical level. I just think the artstyle got worse.
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
CA introduces CoC(k):
https://www.totalwar.com/blog/tww3-introducing-the-coc/

TOTAL WAR: WARHAMMER III – INTRODUCING THE CHAMPIONS OF CHAOS​

TOTAL WAR: WARHAMMER III

CA Evangelos
July 19 2022

Hello, Total War: WARHAMMER fans (or should we call you “Champions” of the WARHAMMER community?)! Today is a very exciting day, as it’s not only time to unveil the Champions of Chaos Lords Pack for Total War: WARHAMMER III, but announce that it will be releasing on August 23rd alongside Immortal Empires.
Fit for a champion, the game’s first Lords Pack welcomes not two, but FOUR, new Warriors of Chaos Legendary Lords—each of whom will be aligned with one of the four ruinous Chaos Gods. Embark on crusades of destruction with brand-new gameplay features, wreak havoc with a host of new battlefield units, and master the new narrative-driven campaign mechanics that will unearth the fabled path to Zanbaijin.



WHAT’S IN THE PACK?​

CAMPAIGN​

  • 4 new Legendary Lords
  • New campaign mechanics
  • Playable in both the Immortal Empires and Realm of Chaos campaigns (but do not interact with the Ursun storyline)

BATTLE​

  • 8 new ‘Marked’ Lord and Hero characters
  • 36 new ‘Marked’ versions of mortal Chaos units
  • New Chaos Warshrine with four ‘Marked’ variants
  • 4 Regiments of Renown units (one for each Chaos God)

SPOTLIGHT: AZAZEL (THE ECSTATIC LEGIONS)​

While we’ll be introducing you to each of the four new Champions of Chaos over the next few weeks, we’re going to get started right away by spotlighting the first Legendary Lord: Azazel, Prince of Damnation!
coc_azazel_screenshot_1080.jpg

A prince amongst Daemons, Azazel has been the bane of humanity since time immemorial—his constant acts of devotion and debauchery assuring his high standing in the eyes of Slaanesh. All who know of him dread to face him in battle, for the cost of losing means not only the death of the body, but all the horrific certainty of the soul’s eternal damnation.
Azazel is the Swiss Army Knife of Slaanesh—capable of inflicting hellish causalities in all aspects of battle. In close combat, he has access to the “Temptator” ability: granting a temporary ward save and reflecting any damage upon those who dare attack him. In a support role, he can call upon a range of spells from the Lore of Slaanesh: such as “Phantasmagoria” and “Lash of Slaanesh.”
Plus, he can fly, which grants him a looming position from which to control the flow and tempo of the battlefield.

FACTION EFFECTS​

  • Diplomatic relations +80 with Empire, Kislev, Cathay, and Bretonnia
  • Vassals gain “Immune to Psychology” and spread corruption
  • Can Seduce units
  • Applies and benefits from Seductive Influence and Gifts of Slaanesh

LORD EFFECTS​

  • Passive ability “Domineering Aura”
  • Seduce Units cost: -20% for Empire, Bretonnia, Kislev, and Cathay units
  • Seduce Units budgets +25%

THE CHAMPIONS CAMPAIGN​

A PROLOGUE​

In the ancient city of Zanbaijin, the servants of the Chaos Gods have clashed for millennia. The souls of those who fall in these vicious conflicts are sealed within the Altar of Battle itself, which stands at the heart of The Fallen City.
2022.07.19-Champions-of-Chaos-Zanbaijin_cinematic_illustration.jpg

Ursun’s roar has shaken the world and the Altar’s seal has become fragile. The correct ritual will have the power to shatter it completely: leaving the myriad warrior-souls of bygone eras ripe for the claiming.
However, Zanbaijin is not an easy place to reach—even for a Champion of Chaos…
Your Champion must forge their path to Zanbaijin by forcing open the still-healing scars in the world created by Ursun’s roar. Only then will you be able to find the Altar of Battle and claim the souls for your patron god.
Will you take up the mantle of a Champion of Chaos? Then slay your enemies, collect their souls, make your way to the ancient city of Zanbaijin, and perform the ritual. When the Altar of Souls is within your grasp, you will change the balance of power between the Chaos Gods forever!

CAMPAIGN MECHANICS​

2022.07.19-Champions-of-Chaos-Campaign-Mechanics.jpg

CHAOS GIFTS
Winning battles grants you the Souls of your enemies. These Souls can be exchanged for great power and Daemonic reinforcements as the Champions of Chaos dedicate them to their patron god or to the Undivided union of all four gods.
2022.07.19-Champions-of-Chaos-Azazel.jpg

DARK FORTRESSES & VASSALS
Occupying a special Dark Fortress region—most often found in the Chaos Wastes and the Norscan homelands—enables the Champion of Chaos to construct a powerful stronghold. By occupying a Dark Fortress in a Norscan homeland capital, you will gain the respective Norscan faction as an eternal vassal for as long as you control their homeland.
2022.07.19-Champions-of-Chaos-Warband-Upgrades.jpg

WARBANDS
Champions of Chaos recruit all their forces instantly—either from local provinces or as units granted via Chaos Gifts.
Your mortal units can ascend the ranks of Chaos: rising from humble Chaos Marauders all the way to Chosen or Chaos Knights. You can also dedicate them to a specific Chaos God by granting them the chosen God’s Mark of Chaos.
2022.07.19-Champions-of-Chaos-Path-to-Glory.jpg

PATH TO GLORY
Champions of Chaos can spend Souls on their Chaos Lords and Chaos Sorcerer Lords in order to promote them to Daemon Princes.
Your Heroes and Lords can also dedicate themselves to one of the four Chaos Gods: Marking themselves and gaining new strengths from their new alignment.

THE CHAMPIONS ROSTER​

Also coming with the Champions of Chaos Lords Pack is a new unit lineup! These new/unique units will be available to the Warriors of Chaos and relevant Chaos God factions in both the Campaign and custom Battles, while a smaller contingent will also be available to the Daemon Prince during his Campaign.
In custom Battles, the four Champions themselves will join in: fighting alongside the Warriors of Chaos and their patron God’s forces.
2022.07.19-Champions-of-Chaos-Unique-Units.jpg

NEW & UNIQUE UNITS​

Here is a quick look at the units joining the roster (not including a large number of units already available in WARHAMMER III):
MARKED LORDS
  • Chaos Lord of Khorne
  • Chaos Sorcerer Lord of Nurgle
  • Chaos Lord of Slaanesh
  • Chaos Sorcerer Lord of Tzeentch
CHAOS WARSHRINE
  • Chaos Warshrine (Undivided)
  • Chaos Warshrine of Khorne
  • Chaos Warshrine of Nurgle
  • Chaos Warshrine of Slaanesh
  • Chaos Warshrine of Tzeentch
MARKED HEROES
  • Exalted Hero of Khorne
  • Exalted Hero of Nurgle
  • Chaos Sorcerer of Slaanesh
  • Chaos Sorcerer of Tzeentch
MARKED UNITS
  • Chaos Marauders of Khorne
  • Chaos Marauders of Khorne (Dual Weapons)
  • Chaos Marauders of Nurgle
  • Chaos Marauders of Nurgle (Great Weapons)
  • Chaos Marauders of Slaanesh
  • Chaos Marauders of Slaanesh (Hellscourges)
  • Chaos Marauders of Tzeentch
  • Chaos Marauders of Tzeentch (Spears)
  • Chaos Warriors of Nurgle
  • Chaos Warriors of Slaanesh
  • Chaos Warriors of Tzeentch
  • Chosen of Khorne
  • Chosen of Khorne (Dual Weapons)
  • Chosen of Nurgle
  • Chosen of Nurgle (Great Wepons)
  • Chosen of Slaanesh
  • Chosen of Slaanesh (Hellscourges)
  • Chosen of Tzeentch
  • Chosen of Tzeentch (Halberds)
  • Forsaken of Khorne
  • Forsaken of Slaanesh
  • Marauder Horsemen of Khorne (Throwing Axes)
  • Marauder Horsemen of Nurgle (Throwing Axes)
  • Marauder Horsemen of Slaanesh (Javelins)
  • Marauder Horsemen of Tzeentch (Javelins)
  • Chaos Knights of Khorne
  • Chaos Knights of Khorne (Lances)
  • Chaos Knights of Nurgle
  • Chaos Knights of Nurgle (Lances)
  • Chaos Knights of Slaanesh
  • Chaos Knights of Slaanesh (Lances)
  • Chaos Knights of Tzeentch (Lances)
  • Chaos Chariots of Khorne
  • Chaos Chariots of Nurgle
  • Chaos Chariots of Slaanesh
  • Chaos Chariots of Tzeentch

REGIMENTS OF RENOWN (CHAMPIONS EDITION)​

In addition to the above forces, four new Regiments of Renown units will be joining the game: each of which aligns to a different Chaos God.
KNIGHTS OF THE BRAZEN THRONE (Skullcrushers of Khorne)
Alignment: KHORNE

These Skullcrushers are outfitted with jet-black armour and dual axes. They gain bonuses to their combat prowess when charging and are a strong counter to infantry units.
BILIOUS THUNDERGUFF (Chaos Giant)
Alignment: NURGLE

Bilious Thunderguff is a Giant that has been tainted by the gifts of Nurgle. Bilious used to experience extreme bouts of indigestion; now, with his newfound gifts, he is now able to channel his trapped wind and harness it against his opponents.
THE SIBILANT SLAUGHTERCADE (Chaos Chariots)
Alignment: SLAANESH

Those Chaos Charioteers who catch the peripheral gaze of the Dark Prince are offered a place within the Sibilant Slaughtercade. Pulled by Steeds of Slaanesh, these maligned Chaos Chariots have a wealth of additional attributes as they thirst for the souls of their enemies.
THE SEVERED CLAW (Aspiring Champions)
Alignment: TZEENTCH

The Severed Claw is a unit of Aspiring Champions aligned to Tzeentch. These fearsome Warriors are protected by a barrier and armed with magically imbued Halberds, making them formidable hunters of larger targets.

OLD WORLD UPDATE: WARRIORS OF CHAOS​

Finally, an Old World Update for the Warriors of Chaos will be free to all owners of the Chaos Warriors Race Pack—originally released alongside Total War: WARHAMMER in 2015. This update significantly overhauls how the race plays: gifting them with the brand-new gameplay mechanics available to the Champions of Chaos, above (Chaos Gifts, Dark Fortresses, Warbands, Path to Glory).
TWWH_Chaos_Kholek_No_Logo.png

A separate Marked Chaos Warriors (free DLC) will also be available for download, further expanding the ranks of your Northern kin. Those units include three Warriors of Chaos variants:
  • GREAT WEAPONS for Nurgle
  • HELLSCOURGES for Slaanesh
  • HALBERDS for Tzeentch
Watch for all of this when Immortal Empires drops on August 23!
⬥ ⬥ ⬥

UP NEXT​

Over the next three weeks, we’ll introduce you to the remaining three Champions joining the Chaos ranks! Look for their reveals alongside their exclusive trailers, in addition to tips and tricks on how to get started with the new Warriors!
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
The warband unit recruitment and upgrade system sounds really great and so does the Path to Glory upgrade mechanic for Lords and Heroes. Not gonna lie, pretty excited by this update to WoC.

Lel at CA immediately mentioning that the new Champions won't be taking part in the Ursun storyline in Realms of Chaos :smug:.
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,498
Hmm interesting Azazel, i bet the other lords are the one from the old Champions of Chaos army book (5th edition):
Azazel (Slaanesh)
Valnir the Reaper (Nurgle)
Egrimm Van Horstmann (Tzeentch) or Aekold Hellbrass (Tzeentch)
Arbaal the Undefeated (Khorne) or Scyla (Khorne, but he is a spawn) or Valkya (boring)
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,096
https://www.totalwar.com/blog/twwh3-ie-race-updates/
Everyone’s favourite bloodsuckers were in a difficult place coming out of WARHAMMER II: mainly relying on a devastating two-punch combo of free skeleton armies and the evisceration of their enemy with Winds of Death. While it was a real power-trip at times, it did eventually get a bit dry… (Bone-dry, you might say.)

On top of that, changes to systems like the Winds of Magic in WARHAMMER III have a heavy impact on the race, so the team spent time enhancing them in ways that help them stay fresh…as fresh as an exhumed corpse can be, at least.

So, the headline: free skeletons are GONE. You’ll still have ways to make them (grave)dirt cheap, but not to the same extent as before. We know this is a big change—one that might disappoint some people—but it not only distorted the Vampire Counts’ gameplay too much, but made much of the roster obsolete, particularly in conjunction with the reduced supply line penalties in WARHAMMER III.

To make up for the loss, we’ve made a whole host of other changes that we hope will more than make amends for it. Here’s a look at some of the key changes:

  • Across-the-board balance changes to the roster: leadership increases to most units, adjustments to Ethereal units, and the ability to recruit Mournguls (in a Campaign) if you own the Vampire Coast DLC.
  • Improvements to Raise Dead pools: which now offer better units by default and scale up with Vampiric corruption—making them less reliant on battle sites.
  • Reshuffle of recruitment buildings, with many units now available earlier and more easily.
  • Revamped tech tree, skill trees, and Bloodline effects to give the race access to powerful new effects: such as increased healing caps and extra Winds of Magic.
As for individual Lords, we’ve already highlighted some of the changes coming to the undead power couple—Vlad and Isabella Von Carstein—in our Dedicated Factions blog, but don’t worry: Mannfred and the Necromancer Lords will have their time in the sun moon too.

vmp_Mannfred-mon_256.png
Mannfred Von Carstein
has moved to the Southlands where he seeks the unholy Books of Nagash. As the most magically gifted of the Vampire Lords, he has also received increased magic reserves, and his Master of the Black Arts ability now boosts his spell mastery by 25%.

vmp_caravan_of_blue_roses-mon_256.png
To complement his new starting position in The Haunted Forest, Helman Ghorst now starts the campaign mounted on his Corpse Cart, and can acquire skills that enhance his aura abilities—granting powerful faction-wide buffs to Zombies. If you want to drown the world in rotting flesh while watching from the back of your sweet ride, he’s the Legendary Lord for you!

vmp_Kemmler-mon_256.png
Not to be outdone by this young upstart, Kemmler has also upped his game. His best bud, Krell, will now be a permanent summon by default, while Kemmler’s skill tree serves to super-charge Krell’s combat stats.

LIZARDMEN​

WH2_Screenshots_Kroq_01_1080.png


We know that “Lizardmen” and “update” together might generate some excitement, so we’ll get the bad news out of the way first: the Geomantic Web is still pretty much the same—other than a few adjustments to reward you for fulfilling the Great Plan. We fully recognize that it’s ripe for a more substantial update and hope to find an opportunity to do so in the future.

With that said, there’s still a load of other changes coming for our scaly friends…

lzd_Tehenhauin-mon_256.png
We’ll start with the humble Skinks! As has long been requested, Tehenhauin now unlocks Regiments of Renown units by levelling up, and will be able to use his sacrificial pyramid to generate extra Blessed Spawning units. His chameleonic comrade,
lzd_oxyotl-mon_256.png
Oxyotl, will be receiving new missions to hunt down and eliminate the new Daemonic enemies who recently arrived on the Immortal Empires map, and his mission durations will now scale with campaign difficulty, making it much harder to thwart Chaos if you choose to player at harder levels.

The stalwart Saurus will also benefit from changes that help them take on the Daemonic hordes in battle! Their innate “Primal Instincts” ability kicks in earlier: granting them greater bonuses and no longer triggering their Rampage. Both Saurus characters also get revamped lord and faction effects to account for this in addition to helping them develop their own play styles.
lzd_Kroq-Gar-mon_256.png
Kroq’gar will focus on creating a coterie of elite Saurus characters—with major buffs for Old-Bloods and Scar-Veterans—while
lzd_itza-mon_256.png
Gor’rok will enjoy new effects that lean into his defensive nature; while his unique rite no longer makes Saurus’ Unbreakable, it now grants them Barrier as well as immunity to hostile weapon effects like poison—a perfect boon for taking on a certain pestilential rodent…!

lzd_Mazdamundi-mon_256.png
As the premier magic-wielders of the setting, the Slann—including Lord Kroak—are getting skill tree tweaks to fit the new magic system in WARHAMMER III while gaining access to powerful effects like Barrier and increases to their Winds of Magic capacity. On top of that, Mazdamundi will also receive a whopping +50% range increase to all his spells—befitting for a frog of such continent-shifting power.

lzd_Nakai-mon_256.png
Finally, Nakai will enjoy a variety of balance changes: including tech tree updates to boost his economy, as well as new and improved benefits upon constructing Temples to the Old Ones. He’ll also benefit from some of the fundamental improvements to diplomacy that were introduced in WARHAMMER III—notably improving how the AI interacts with vassal factions.

DARK ELVES​

warhydra_blackcorsair_1920x1080.png


Next, let’s turn to the Druchii, who—in addition to being in a prime position to benefit from the new Sea Lanes—have seen big changes to their slaves mechanic.

Previously, this was a feature that resulted in insane late-game economic performance with relatively little interaction from the player. As such, in WARHAMMER III, slaves are now considered a faction-level resource rather than something you stow in a province. Slaves can now be “spent” at numerous buildings to generate income, or invested in three powerful “Slave Diktats” to benefit a specific province.

def_Morathi-mon_256.png
For a long while, the Druchii have had a…complicated relationship with Chaos, so the influx of Daemonic factions has led to a few notable changes. Morathi now gets unique interactions with Slaanesh corruption and can even recruit Daemonettes, while
def_Darkblade-mon_256.png
Malus’ Possession ability now allows for more frequent use of Tz’arkan and interacts differently with the new corruption types.

def_Rakarth-mon_256.png
Last of all, Rakarth can now capture and tame a host of new beasts: including Sabretusks and Feral Bears. (Rakarth even got an in-depth spotlight in our recent Q&A with the development team!)

NORSCA​

03_TWWH_NORSCA_Wulfrik.png


Let’s talk cold, angry, and primed to raid! Norsca had a somewhat tumultuous entry into the series with their unique ability to construct outposts instead of regular settlements. Built on the foundation of the climate-locked occupations of WARHAMMER I, this design did not make a graceful transition into WARHAMMER II; where it was originally designed to grant them unparalleled flexibility, it instead became their greatest weakness.

So, if you take one thing home when you’re done raiding these shores, it’s the fact that Norsca is now a regular occupation faction—with access to their complete building tree anywhere in the world.

While that is the big one, there are additional smaller changes coming to freshen up the race:

⬥ ⬥ ⬥

DEVOTION TO THE GODS​

Like before, players can dedicate the ruins of their enemies to one of the four Dark Gods in order to gain their favour, but there was always a massive disparity in the rewards given. As such, we’ve evened things out a bit.

  • Full dedication to the Crow no longer causes a (admittedly mostly impotent) global plague. Rather, you will be joined by Burplesmirk Spewpit, the Exalted Great Unclean One.
  • Full dedication to the Hound no longer gives you access to The Ice-Forged Legion. Rather, you will be joined by Killgore Slaymaim, An Exalted Hero of Khorne.
  • All reward characters grant their army an incredibly powerful boon that twists their battle profile to align closer to the Dark God’s ideal forces. For example, Azrik’s forces enjoy access to Barriers, magical weapons, and global Winds of Magic generation benefits.
  • If you just had the terrifying realization that we didn’t say where the Ice-Forged Legion went, don’t worry; your favourite Hellcannon Battery has become a regular Regiment Of Renown unit that unlocks once you reach the appropriate level.

COMMANDMENTS​

Being fully settled and capable of holding complete provinces all over the world, Norsca has a full set of commandments to enact over them and solidify their new holdings.

RESOURCES​

Wine, furs, and everything in-between, Norsca can now construct buildings to exploit almost all resources for local or global bonuses.

CAPITAL TARGETS​

With new forces of Order come new cities to raze for unique benefits. The Kurgan hordes have never taken Wei-Jin, but perhaps they only lacked a unifying iron fist…?

⬥ ⬥ ⬥
To tie us off, let’s head off the question on everyone’s minds: no, this is not the “Norsca rework.”

These changes are about freeing Norsca from the shackles of their outposts and giving them a taste of the fresh new powers of the Dark Gods in WARHAMMER III. Like the rest of Immortal Empires, this is just the beginning: the foundation upon which to build and make future tweaks to the different factions.
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,498

CAPITAL TARGETS​

With new forces of Order come new cities to raze for unique benefits. The Kurgan hordes have never taken Wei-Jin, but perhaps they only lacked a unifying iron fist…?
Interesting, that iron fist could be an hint of a Kurgan (Norsca) free dlc. There was a character in the 2nd edition of Warhammer RPG named Drakar something the Fist of Chen
 

LizardWizard

Cipher
Joined
Feb 14, 2014
Messages
998
Egrimm Van Horstmann (Tzeentch)

Would have been my preference

CAPITAL TARGETS​

With new forces of Order come new cities to raze for unique benefits. The Kurgan hordes have never taken Wei-Jin, but perhaps they only lacked a unifying iron fist…?
Interesting, that iron fist could be an hint of a Kurgan (Norsca) free dlc. There was a character in the 2nd edition of Warhammer RPG named Drakar something the Fist of Chen

I'd bet on Vardek Crom given Grimgor's starting position and their history
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,545
Strap Yourselves In Pathfinder: Wrath
I hope modders or CA applies the Warband upgrade system to other factions, especially Bretonnia. While the mechanic wouldn’t matter by endgame, where you can just buy top tier units, it would nonetheless be cool to progress a unit of basic knights all the way into grail guardians.
 

copebot

Learned
Joined
Dec 27, 2020
Messages
387
I hope modders or CA applies the Warband upgrade system to other factions, especially Bretonnia. While the mechanic wouldn’t matter by endgame, where you can just buy top tier units, it would nonetheless be cool to progress a unit of basic knights all the way into grail guardians.

We'll see how it actually pans out, but it seems like a more interesting idea than something like the scrap upgrade system from the greenskin rework.
 
Joined
Jan 7, 2012
Messages
14,269
All those are fine changes, the real problem is that CA is about two years too late with all of their changes.

Also the changes to supply lines will make a LOT of WH2 and 1 factions play a lot better since around half of the "exploits" in single player are just ways to work around the fact that supply lines are so punishing.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,096
If IE has the same anti-player bias as the RoC campaign, it's going to be a disaster. Especially for horde factions.
Look at this:
20220726001104_1.jpg


Kislev considers me #1 threat despite being nowhere near them and barely even owning one whole province - I was migrating away from Cathay because the place is a shithole with unsuitable climate for Tzeentch anyway.
 

copebot

Learned
Joined
Dec 27, 2020
Messages
387
The Legend of TWW Balancing

legendz7ke5.png
This is sort of true, but Control Large Armies is still OP and basically better than lightning strike in a lot of the situations in which you'd use it. This greentext is also not even touching on the how WH3 sieges are designed to defeat the siege cheese. I think the bigger issue is just something for another game series that isn't Total War to solve, which is just to have a more engaging simulation of pre-battle army positioning which takes into account the positions of the camps of both armies.
 

Maculo

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Strap Yourselves In Pathfinder: Wrath
What are you guys going to play first in IE and why?

I am between Malus and Louen for a first playthrough. CA buffed Malus into a knife-eared lawnmower, and his new start position gives options. Bretonnia as a faction is hilarious though, especially once you stack enough armories (peasant mobs with 50+ armor). You can emulate the crusade with knights or the zerg with hungry peasants.
 

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