Total War: Warhammer 2 – New races, their characteristics

Hello friends! We go back to the discussion about future races of Total War: Warhammer 2 after a long break!

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Today, guests of our program – Tomb Kings. Once upon a time, back when the future residents of the Empire lived in tents and felt bows and arrows latest miracle of technology, and the dwarves were on friendly terms with elves, ancient civilization Neehara has reached unprecedented heights in science and magic. But the end of prosperity came when a powerful necromancer Nagash afflicted them curse – every single one of the residents Neehary died in an instant, but from flowering edges leaving only the fiery sands of the desert – land of the dead.

Repose in their great pyramids former rulers Neehary dreamed of eternal life after death, but the spell Naghash perverted their desire: the buried kings and their warriors arose from his sleep of death, finding his body decayed, his kingdom – destroyed, and the earth – dead. Vowing revenge necromancer, they decided to reclaim the kingdom that belonged to them in life.

The fraction of the Kings tombs is not the most popular in the Warhammer Fantasy. Moreover, according to some polls , she is the most unpopular, but its charm in Neehartsev there – a chariot drawn by horses skeletons, skeletons of giant skeletons with spears and swords, skeleton archers, skeletons … feel the trend? 🙂 If you are a fan of skeletons and wondering about how to play this fraction, when it (inevitably) will be put into Total War: Warhammer 2,

Mechanics on the global map

As the wood elves, Neehartsy rarely leave their land. Implement it in two ways: either to give them huge advantages to the construction and development of their native regions, or – by analogy all the same Azra – to ban the construction of high-grade outside the native sand: to give a choice of 3-4 buildings and symbolic garrison. But while the enemy armies must be serious penalties from the movement of the sand to be put to neehartsam it was doubtful now – Kings can not stand when someone infringes on their shrines and treasures.

In order to somehow justify the purpose of the campaign of Kings (and explain them en backlinks desire for conquest), can be expanded in the capitals of the factions of the world some artifacts that have to collect the rulers of the Kings – can be done and how peaceful way with amber in the Forest. Mastering all the artifacts, the player is offered the final battle (with nagashi ?!), a victory which is the condition for the end of the campaign.

Still it is possible to realize such an interesting feature for all troops – as the units of the Kings in fact resurrected ancient troops, can any of them “hire” since chevrons – say, 5. But to make the regeneration only with Lord near, or in the city Neeharskom . We can go further – the loss of the detachment, they after some time available for immediate “revival”, but with -1 chevron than before.

The idea of the latter: Since most of the units are extremely slow – skeletons, walking statues, indulge in principle – it would be interesting to make it a normal movement of the sands, and “-” to move out of their native lands. But! Capturing an enemy settlement, you can build there some special-pyramid that serves as the portal – and forward troops from cities Neeharskih right back! Or in another way: do global capacity, which require recharging, but can throw a long distance a certain number of units – in nastolki even have a good spell, “Inkantatsiya desert wind XCAP.” you can build there some special-pyramid that serves as the portal – and forward troops from cities Neeharskih right back! Or in another way: do global capacity, which require recharging, but can throw a long distance a certain number of units – in nastolki even have a good spell, “Inkantatsiya desert wind XCAP.” you can build there some special-pyramid that serves as the portal – and forward troops from cities Neeharskih right back! Or in another way: do global capacity, which require recharging, but can throw a long distance a certain number of units – in nastolki even have a good spell, “Inkantatsiya desert wind XCAP.”

economic features

The most difficult of the graph for all but the dark elves 🙂 I suppose that implement something similar to the main resources of the Vampires – in fact, they do not spend money hiring units, as well as for the construction of improvements. It is logical to realize all this through some magical energy, which will gather in the cities. Maybe build a pyramid in a non-Neeharskih cities? As it would be spectacular – to build a huge pyramid in the center of Karaz-a-Karak or Aldorfa! In battle, it would be logical to look exhaustion of the forces of living enemies as “trophies” after the fight.

Statues represent the lion’s share of the Kings army, so I would not be surprised if they do some special resource for them, that the people are not fond of these cool units. It is possible to justify the cost of maintaining them with magic.

Technologies

What can explore the nation that many thousands of years ago was one of the most advanced in the world? Good question. What if they do, “remembering” Techs instead study how these or others? Beat can be so: the capture of the settlements of the enemy, the game looks, how he technically advanced (number of techs, or resources spent on research) – and depending on this, the technological advances of the Kings tree. As if they were remembering something from the enemy found in technology – in fact all this, they have once “pervootkryvali”.

The only question is, how do you know who is the most developed of your neighbors … It would not hurt map filter on the similarity of those that are in the Europa Universalis IV, which would be reflected technical advancement fractions. True,

military features

In nastolki Kings have a number of interesting features, which I hope will be carefully transferred to TWW2 hands Creative Assembly. The first is similar to those present in the game Vampires – units of the Kings do not have morale parameter and can not run away from the battlefield, instead collapsing before our eyes with the bearing of losses inherent in them also innate aura of fear that they inspire opponents. Second, all the Kings archers have quite logical advantage over the arrows of other races – they do not get tired and have enchanted arrows and inhuman precision, which does not affect the distance to the enemy, nor the obstacles.

Finally, the last piece, I look forward to see in the game – “burial beneath the sands”, which will allow some units to start the battle of Kings bury underground. It is possible to implement, allowing them to start anywhere on the battle map, except for the immediate vicinity of the enemy army, but allowed to dig out only through the n-set period of time. Imagine the horror of the enemy when his right from under the feet climb bony creature? Smart tactical trick designed to confuse all the plans of the enemy.

And yet, most of the units can not run … From the word very slowly 🙂 We will stomp on the enemy in the classic zombie films, George Romero!