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The looming excitement that might be TW warhammer II

Discussion in 'General Hobby/Tabletop Chat' started by The Sauric Ace, Mar 9, 2017.

  1. Cristhian MLR
    Troglodon

    Cristhian MLR Well-Known Member

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  2. Canas
    Slann

    Canas Ninth Spawning

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    o neat, troglodons and another brand of melee skinks.

    Though I do hope Oxyotl will actually be good. Pure ranged heroes tend to be kinda awefull to use.
     
  3. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    And i say that we can definitely confirm the Coatl. :)
     
  4. Carnikang
    Carnasaur

    Carnikang Well-Known Member

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    Damn CA, why you make us look even more fly than we already are?

    Edit- Also, those orange chamos are BUFF for skinks.
     
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  5. Kilvakar
    Carnasaur

    Kilvakar Well-Known Member

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    The Chameleon Stalkers are a pretty unique unit. Apparently they're a stealthy melee unit with an explosive dart attack to soften up a unit before charging it (or being charged). Given how easy Red-Crested Skinks get wiped out I'm hoping that they'll be at least a little bit tougher. But having a stealth melee unit is pretty cool.

    I'm really excited for official Troglodons. The modded ones are good, but I'm excited to see how they turn out. The Coatl is going to be a lot of fun to use, but I'm not a huge fan of the bird look. They should have made the head look more snake-like. But between the Troglodon and the Coatl we'll have a lot of new, hopefully powerful spellcasting units to use.

    The new regiments of renown also sound pretty cool. A unique Carnosaur, Troglodon, and Coatl just gives you more big, powerful monsters to bring to your main army :)
     
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  6. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    They're a really nice addition. It would have been a shame for such a beautiful model to not make it into the game.
     
  7. Canas
    Slann

    Canas Ninth Spawning

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    Yeah skinks have been dissapointing in TW warhammer, maybe these end up being more usefull for longer in the campaign.

    Though that is a general issue with the game. The unit progression is completly out of wack, so a whole bunch of units basicly have no use outside of some niche situations or whenever you simply cannot afford anything better. Not to mention the issues you get if the opponent made a beeline for one type of unit and you haven't got acces to its counter yet. I can't even count the amount of campaigns that have been ruined because a random AI showed up with an army with 4-5 super elite units I hadn't build the counter for yet because I had focused on different stuff due to my earlier wars.
     
  8. Canas
    Slann

    Canas Ninth Spawning

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    upload_2021-7-2_8-47-29.png

    Also, Ogres are making it to TW II as a free unit, which is neat.
     
  9. Cristhian MLR
    Troglodon

    Cristhian MLR Well-Known Member

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    *UnitS. Ogres, Maneaters, Maneaters with Pistols and Mournfang Cavalry.

    Not available outside of campaign and custom.

    If Chaorfs end up being the pre-order race, I will be in absolute shock.
     
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  10. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Probably a dumb question, but...

    Do I need the old Warhammer 1 Call of the Beastmen DLC (currently on sale hence the question) to fully enjoy the army with the upcoming Shadow and Fury DLC for Warhammer 2?
     
  11. Canas
    Slann

    Canas Ninth Spawning

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    I don't think the beastmen are playable at all without that DLC, so yes.

    The AI will still use the new stuff though. So you can still kill jabberslythes without needing to own any beastmen related DLC.
     
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  12. Oh_Man
    Kroxigor

    Oh_Man Well-Known Member

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    That's wrong. The Beastmen are fully playable if you only by the Silence and the Fury DLC. But you can't play as Khazrak, Malagor or Morghur, nor can you confederate with them.

    If you only own Call of the Beastmen, you can't play or confederate Taurox, or field the new Beastmen units (Jabberslythe, Ghorgon and Tuskgor Chariots).

    Either can use the new Great Bray-Shamans via Total War Access.

    I think there are possibly two reasons why they changed it up from last DLC with the Wood Elves.

    (1) The free lord for owning the previous DLC wasn't well received / didn't work well from a marketing standpoint. Ie. people may have been annoyed that they were "cheated out of" a free legendary lord and instead got Drycha (which isn't a free LL at all because you have to have purchased the Warhammer 1 Wood Elf DLC).
    (2) Beastmen already had 3 LLs, not 2 like Wood Elves, and so didn't need the extra one to bring them up to 4 total.

    [​IMG]
    [​IMG]
     
    Last edited: Jul 5, 2021
  13. Canas
    Slann

    Canas Ninth Spawning

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    right.. honestly this is rather confusing but I guess this is better.
     
  14. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Thanks!
    I bought the DLC anyway. Also pre-ordered the new one.

    As for Oxyotl: I am sceptical about his use as well. The only time I use ranged heroes is when they are mounted. In my current lizardmen campaign a Skink Chief on Terradon, skilled for shooting of course, does a terrific job when I face hard hitting melee characters such as Grimgork. Constantly putting shots on them, poisoned and from the back, helps a lot whittling down those guys.

    When playing High Elves I love to use my ranged lord (on a horse) for harassment. The AI bites quite often.

    Unless Oxyotl is really fast I fear both tactics won't work. A player with good micro will probably have good use for him but I am not such a player.
     
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  15. Canas
    Slann

    Canas Ninth Spawning

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    shooting heroes simply don't really work... imho shooting heroes should just come with an entourage, then they can get a sufficiently large volley to work as an archer unit. Doesn't even need to be more damage in total, just not limited to 1 projectile per round.

    That, or they need to become artillery pieces, but that doesn't work for most of them fluff-wise :p
     
  16. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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  17. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I've seen a similar video (by Zerkovich IIRC) and I think they did a good job there. Some niches were filled, making new synergies possible.
    Quite exciting for both the Beastmen (who needed it urgently, they sucked) and the Lizardmen.
     
  18. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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  19. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    As @Oh_Man said, players who already have the Call of the Beastmen pack will have the existing units there reworked, but won’t be able to get Taurox and the new Ghorgon, Jabberslythe, Doombull and Wargor unless they buy the Silence and the Fury pack.

    I’m really glad CA gave Beastmen some attention with this last DLC, because they really messed up the original release (ironically rather like GW messing up their 7th Edition army book) by making them only playable in a side campaign and custom battles. I’ve had a look at their new mechanics and they look pretty darn fun to play now.

    I haven’t contributed much to this thread because I’ve only just got into Warhammer 1 (I’m still playing a Thorgrim Dwarf campaign at the moment), but when I eventually get round to buying the Beastmen pack, Warhammer 2 and this new DLC without a doubt I’ll give them a go.
     
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  20. Canas
    Slann

    Canas Ninth Spawning

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    How are they only playable in a side campaign? They worked fine in the grand campaign of warhammer I on release. Though they quickly fell behind mechanicly (bit of a general issue with the continues releases of new stuff)
     

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