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PostPosted: Tue Sep 30, 2014 4:47 am 
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Hey guys,

I just wanted to get your opinions on which armies you would like to see in the release version of Total War: Warhammer?

Keep in mind that there will also be DLC options for more armies, additional units and what not, so for now.. just the core factions with the most lore/fluff behind them.

How many armies would be in the first release of the game? Which ones and why?

Thanks!

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PostPosted: Tue Sep 30, 2014 6:57 am 
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I would think:

- Imperium
- High Elves
- Dark Elves
- Warriors/Deamons of Chaos
- Orks/Hobos
- Vampire Counts

should be enough, to represent every part of the game.
But please don't rip my head off.


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PostPosted: Tue Sep 30, 2014 9:05 am 
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There are a few defining races in the warhammer world. Those are definitely the most important ones. Which gives:

- empire
- chaos (either warriors, deamons or both)
- high elves
- dark elves
- lizardmen

Those are the main races that shape the warhammer universe and are what you need to define the warhammer world.

If you want to flesh it out more I think you need
- Skaven
- Vampire counts

Ones you can definitely skip
- Bretonia
- Beastmen
- Ogres

Rod

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PostPosted: Tue Sep 30, 2014 9:10 am 
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For me it would be:
Empire
High Elves
Chaos
Skaven
Undead Legion

Looking forward to the game!

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PostPosted: Tue Sep 30, 2014 12:46 pm 
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I would say the trademark races that define both Warhammer, people's involvement, and Fantasy in general would mean...

Empire
Dwarves
High Elves
Chaos
Orks and Goblins
Undead (I guess VC if you have to pick 1)

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PostPosted: Tue Sep 30, 2014 3:03 pm 
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Humans
Undead
Dwarves
High Elves
Chaos
Greenskins

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PostPosted: Tue Sep 30, 2014 10:10 pm 
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Thanks for the replies so far!
To expand on this a little more, now you need the same amount of "good" and "evil" factions. Which ones will make the first cut?

I see that some say Undead as this combines VC and TK.

If you were to combine others, how would you combine them without making it too complicated?

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PostPosted: Tue Sep 30, 2014 11:20 pm 
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I think you would go for the Fantasy Archetypes to attract other players too. The geographical aspects also bear thinking about as in where each faction would be based if this is similar to the other Total War games. Thinking along these lines I would go for:

1. Chaos - decent evil race and would encompass the northern wastes.
2. Empire - gotta have the humies in there and they go slap-bang in the middle.
3. High Elves - southern and island based (Ulthuan obvs!)
4. Dwarves - to the east or west of the empire
5. Lizardmen - far west (or east) and the last 'good' faction
6. O&G - occupying the region in mountains between the Dwarves/Empire and the coast (Ulthuan)

Dark Elves I feel would be too similar to HE to introduce at the start. Beastmen could be interesting, as would Brets to attract some other more medieval war types. I don' think Skaven really fit a particular 'map' area and would be an interesting 'expansion' race with scattered cities around the map and no real link between them instead of being a nation-based race as per all the others.


Last edited by John Rainbow on Tue Sep 30, 2014 11:22 pm, edited 1 time in total.

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PostPosted: Tue Sep 30, 2014 11:20 pm 
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You could make a combined 'Lands of Men' and put Empire and Bretonnia together.

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PostPosted: Tue Sep 30, 2014 11:28 pm 
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John Rainbow wrote:
I think you would go for the Fantasy Archetypes to attract other players too. The geographical aspects also bear thinking about as in where each faction would be based if this is similar to the other Total War games. Thinking along these lines I would go for:

1. Chaos - decent evil race and would encompass the northern wastes.
2. Empire - gotta have the humies in there and they go slap-bang in the middle.
3. High Elves - southern and island based (Ulthuan obvs!)
4. Dwarves - to the east or west of the empire
5. Lizardmen - far west (or east) and the last 'good' faction
6. O&G - occupying the region in mountains between the Dwarves/Empire and the coast (Ulthuan)

Dark Elves I feel would be too similar to HE to introduce at the start. Beastmen could be interesting, as would Brets to attract some other more medieval war types. I don' think Skaven really fit a particular 'map' area and would be an interesting 'expansion' race with scattered cities around the map and no real link between them instead of being a nation-based race as per all the others.


Too many good guys in here! What evil faction would you introduce? The closest thing I can think of is Skaven.

Chaos, Skaven, OnG as the evil races..
Empire, High Elves, Dwarfs as the good guys.

That would leave everyone else for expansion factions really.

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PostPosted: Tue Sep 30, 2014 11:48 pm 
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Undead - in place of the Dwarves. Could occupy a similar region and would be interesting mechanics wise in game.


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PostPosted: Thu Oct 09, 2014 2:37 am 
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Quote:
Chaos, Skaven, OnG as the evil races..
Empire, High Elves, Dwarfs as the good guys.


I'd probably drop the Skaven and put in the Undead.

But those 6 give a good start. You've got all the fantasy "types" that non warhammer players would recognize, and a pretty good picture of the warhammer world without having to much to start with.

If you wanted to drop it to 4 I'd go with:

Chaos, Orcs/Gobblins
Empire/Dwarfs


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PostPosted: Thu Oct 09, 2014 7:23 am 
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It would be kinda cool if they could split the game into 2 sections. So the first one would focus on the time of Aenarion with Elves, Lizards and Dwarves against Chaos.
The second would then be a more current timeline with almost all of the factions aviable. The mod "Call of Warhammer" for Medieval 2 did this pretty good :)

Cheers!

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PostPosted: Fri Oct 24, 2014 7:20 pm 
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Yes yes yes yes yes!
But make sure you add in naval combat like in total war! Each army having a slightly different playstyle.

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PostPosted: Thu Dec 11, 2014 12:12 pm 
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----OFF TOPIC----
I've wanted to see a game like this for some time, and probably have more time spent in TW games than WHF.
I don't think emulating WHFB or creating a WHF flavored take-over-the-world TW game is ideal.
There are some concepts that just wont work.
Orcs can't take over and move into an Empire city and have it run normally under their rule for example.
Using that example the orcs would most likely kill everyone they can (refugees?) and receive a financial /recruitment bonus or some such.
Which makes losing a city much harsher than in any other TW game. There wouldn't be much left to reclaim later.
There should be abundant defensive options. The defender could receive an appropriate number of low level units representing the population fighting for their lives.
On a similar note, having human (or otherwise) resources can be important. Elves and Dwarves having a slow population growth and thus a slow expansion potential.
Green skins and Skaven having a much higher population growth would need to be kept in check as well.
I also believe common more mundane troops should be the focus, augmented by powerful entities.

----ON TOPIC----
As for playable factions, several are must-includes imo, these races having a good pop growth and clearly defined borders.
Empire
Bretonnia could be included, they could use concepts similar to The Empire.
Chaos (combining Warriors and Deamons?)
Green skins

That leaves the factions with slow population growth, the elves and dwarves.
Which should be included at least in an non-player faction capacity.
Although playable is better of course.

Depending on how large the map is other human empires could be included.
-The smaller the map, the more detail can be included, more zones in the same area

Factions could be present in the game, but not having traditional borders.
I was thinking these could be present in more of a covert way, and could perform a role like (strong) rebels in TW.
They could be playable, just not like the other factions, not having the resources to fight a large faction.
Necromancers / Vampire Counts
Beastmen
Chaos cults (siphoning resources like corruption in TW)

Skaven could definitely be interesting, perhaps having a different map entirely, the Underempire!


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