When Great Warlord Queek Headtaker fell in battle, it wasn’t a particularly heroic end. Nor was it especially brave; he was fleeing from the battlefield when an enraged dinosaur trampled him. But the Skaven, Total War: Warhammer 2’s [official site] long-teased and recently revealed fourth race, don’t have much use for bravery or heroism. They’re sneaky, untrustworthy rodents, and for 30 turns of the campaign, I led them to several unchivalrous victories and one devastating defeat.
That’s not a lot of turns in a Total War game, but Warhammer 2’s campaign is surprisingly busy, hectic even, so that a great deal can happen in a relatively brief amount of time. Conquest, civil war, nautical adventures — there’s no rest for wicked rats. And these things are often driven by faction-specific features, making each race potentially even more distinct than those in the first game.
“Right from the word go, that was the mission statement for Warhammer 2,” game director Ian Roxburgh tells me. “It’s no longer a case of everyone having a slight variation to try to make them seem different. Now, each race is almost like playing a completely different Total War game.”
Marching across the campaign map, I’m reminded of the 4X games that Total War already shares quite a bit with, in great part thanks to a new focus on exploration. The map is full of ruins and caves and all the sorts of places where you can’t swing a cat without hitting an adventurer, and contained within each is the potential for treasure and boons. They glow, beckoning explorers, and make the map more than a place where fights start.
The actual adventures that take place within these points of interest are simple affairs, a pop-up and some colourful flavour, but they do change the flow of the early game. Lords and their armies have more to do, and more importantly they have new ways to increase their power. There are fewer of those wasted turns where you’re just waiting for troops to finish training or for those first key buildings to get constructed. And through quests and advisor tips, I found myself gently nudged towards these diversions.
“There are far more narrative elements, not just to hand-hold, but to bring the world to life,” says senior designer Eva Jobse. “While you’re playing you’re discovering new game aspects and we’re introducing new systems one at a time so players aren’t overwhelmed.”
This is why my scrappy band of Skaven found themselves in the middle of the ocean, heading towards the capital of their enemy, entirely unprepared. Conquest on a whim. I was drawn towards a shipwreck just off the coast, and I sent my rat pals scurrying and then sailing over to it. Inside the shipwreck was a chatty undead pirate captain and some treasure, but I suddenly became more interested in what was ahead of the sunken ship.
Off in the distance was the Fortress of Dawn, the main base of operations for one of the pesky High Elf factions. We’d already come all this way. The siege lasted a single turn before the Elves decided to launch an attack of their own. The balance of power wasn’t exactly in my favour. Early on, the Skaven are a bit pitiful, with armies full of expandable Skavenslaves and poorly-trained Clanrats. My starting army did have a couple of secret weapons, however: magic and fire.
Warpfire Throwers blasted the Elves with green flames, breaking their spirits, and huge spears of magical lightning scattered whole units. The Skaven might look silly, but they’re pretty serious about killing. The Menace Below ability, which allows Skaven to summon another unit of sly rats in a specific place, is especially handy when facing irritating Elven archers. There’s something rather satisfying about seeing rats suddenly swarm them as they erupt from the ground in their droves. It keeps them occupied too, unable to use their superior range against the rest of the army.
My Skaven claimed victory, but the scrap would have undoubtedly gone even better had I been able to field the higher tier units I’d later get to send on rampages. The Skaven have some of the strangest units I’ve seen so far in Creative Assembly’s Warhammer adaptations. The Hell Pit Abomination, for instance, is a horrifying mutant rat monster that almost looks like a dragon – it’s dragon-adjacent maybe – until you look closely and realise it’s a warped mass of pink flesh and crude technology. A hydra would be a more appropriate comparison, by way of Frankenstein, covered in heads and stitches as it is.
If only I had those heavy-hitters when Queek and his scrappy pals finished their ocean voyage and returned home. Not for the remnant of the High Elves, who were quickly dispatched, but a new enemy slithering towards the rat warrens. The Lizardmen were coming. I didn’t feel threatened at first, not with my hidden Skaven settlements. Built underground, these rat cities show up on the map as standard ruins, so enemies can only discover a city and the units within if they explore the ruins or try to settle there. But I couldn’t stay hidden forever.
The Skaven have a ravenous appetite. When they’re not fighting, they’re eating. And it’s only when they’re well-fed that they really come into their own. Fat rats grow faster, so their settlements can be upgraded; they become bolder, no longer fleeing at the first sign of trouble; and public order increases, reducing the risk of rebellion. The latter is especially important since the Skaven naturally spread corruption, lowering public order.
“Other races have a corruption element,” Roxburgh explains, “that will give you better public order and it becomes a more valuable region. With the Skaven, however, the more corrupt the region becomes, the more you’re drawing resources out of it, and public order becomes more of an issue because the rats don’t have as many resources to use. But, at the same time, the Menace Below ability is bigger because you’ve got more of a rat presence. So you’ve got this dilemma when playing as the Skaven.”
Since the quickest way to fill up Skaven larders is through violence – raiding, sacking and fighting – I found myself sending my army out once more. But I had another, equally important reason to send my rats scurrying out into the open as well: Warpstones. Each faction has a ritual currency that it has to collect throughout the campaign – Warpstones for the Skaven – and when enough currency has been gathered, a ritual can be kicked off.
“The Warpstone for Skaven is one of the driving forces behind unlocking the ritual that affects the Vortex,” Roxburgh clarifies. “Other races don’t have Warpstone but they have other types of currency. Different races will use theirs in different ways, so it’s all taken in a unique way.”
These provide large campaign-wide buffs and put factions one step closer to being able to control the Vortex, the game’s main objective, but the ritual can be disrupted by armies attacking one of three cities involved in the ceremony, and they also make the forces of Chaos appear, homing in on one of the ritual sites.
And that’s why Queek marched east with his vermin chums, towards a ritual site that would let us mine these all important stones. It was a contested area, with armies of Lizardmen clashing with another Skaven faction. My second Lord, Snickitch, followed. I needed to keep him occupied as his loyalty had started to wane. Skaven, like the Dark Elves, are shifty backstabbers, and unhappy Lords can cause problems by rebelling. Sending Snickitch to war nipped that in the bud, at least temporarily.
The Skaven feel challenging not because they’re underpowered but because there are so many things to juggle, and it looks like each faction will have just as many moving parts. For the Skaven specifically there’s loyalty, hunger and the twist on the corruption system, and that’s on top of the general campaign elements like ruins and rituals. But Creative Assembly are trying to keep it all from being too overwhelming or difficult.
“There’s always somewhere you can fall back to,” says Jobse. “So even if your province fails, there’s always some fallback mechanism. Losing territory or a battle isn’t the end of the game. You can consolidate your forces, build back up, go out and try again.” Download windows 10 64 bit iso.
In the early game, however, the Skaven do have a slight uphill struggle. “They do have a lot of crappy, unarmoured units early on,” adds Roxburgh. “The Slaveskaven. Even the Clanrats are relatively crap. And you’re coming up against Lizardmen and High Elves. High Elves will shoot you to bits. It forces you to think outside the box, and that’s where using things like the Menace Below ability really comes into its own. The subtleties of the Skaven can be used to overcome what, on the surface of things, is a big challenge from the early races.”
Regardless, I was confident that the Lizardmen would go the same way as the High Elves, but just to be on the safe side I spent some food so I could use my ability to summon more Skaven mid-battle a greater number of times. It wasn’t enough. Sure, the battle started off well enough, but a fight with the Lizardmen is all about endurance, and that’s not exactly something the Skaven have in spades. See, the scaly beasts can fly into a rage at the drop of a hat, fighting on and on without giving a thought to their safety. They weren’t breaking, and my rats were starting to run away. Then it happened. Queek, engaged with some spearmen, decided to call it quits. He turned tail and ran, but not fast enough to escape a charging dinosaur. Poor, squashed Queek.
He’d recover, of course, and all was not lost, but my time lamentably was up. I’m already planning my revenge. Big plans! Plans involving cataclysmic rites. These should not be confused with the aforementioned rituals, though they are similarly powerful. Each race gets four rites that confer special characters and spells upon the faction, and the Skaven get some pleasantly devastating ones. Take the DOOOOM Engineer, for instance. They’re a special hero unit who can be summoned and then directed towards an enemy city to unleash a huge earthquake, damaging structures and lowering its level.
Next time, the Lizardmen won’t know what hit them.
Total War: Warhammer 2 is due out on September 28 on Steam and The Humble Store.
Creative Assembly has now released Curse of the Vampire Coast, the latest DLC for Total War: Warhammer 2. Alongside the DLC is a massive game update released for free called the Aye Aye! Patch. Among the many new effects, such as the new Vampire Counts Bloodlines mechanic and Heinrich Kemmler’s new faction, there are changes made to almost every one of Total War: Warhammer 2’s Legendary Lords.
All Changes to the Beastmen Legendary Lords
Khazrak One-Eye, Malagor, and Morghur have all received changes in the new patch. Khazrak +10% Raid bonus has gone way up to +40%, while his +5 Leadership bonus vs. Men has also increased to +10. His Lord bonus of a -30% recruitment cost reduction for Bestigor units has gone up to -50%, and he has gained two new Lord effects; a +3 recruit rank bonus for Bestigors and a -30% upkeep cost reduction for Bestigors. When mounted in a Razorgor Chariot, Khazrak now benefits from +10 Armour.
Meanwhile, Malagor’s Bray Shaman cap bonus has gone up from +1 to +2. His diplomacy bonus with other Beastmen factions has also increased from +20 to +30, and he now benefits from a new +2 bonus to horde growth. His Bray Shaman recruitment rank bonus has gone up from +1 to +3, and he has two new Lord effects; he now causes a -8% enemy replenishment penalty and a -8 penalty to enemy leadership within his local province. The Lord has also gotten some significant personal stat changes; Malagor now has +400 mass, +1 run speed, +100 mp cost, +10 melee attack, +10 melee defence, +10 ap melee damage, and +15 base melee damage.
Morghur’s Faction effects have also seen significant change in this patch. His +40% upkeep effect for Minotaurs is down to +30%, while his -30% Spawn upkeep effect is also down from -40%. His Chaos Corruption spread bonus has gone up from +2 to +3. Like the other Beastmen Legendary Lords, he has gained two new Lord effects. The first is a +8 MD bonus for Spawn units, and the second is a +20% missile resistance bonus for Spawn. His existing +8% Chaos territory attrition bonus is now up to +12%. Morghur has also gained +50 mass.
All Changes to the Bretonnia Legendary Lords
In Bretonnia, both Louen Leoncoeur and Alberic have new changes. Alberic now benefits from a -1 recruitment time decrease for cavalry, while his +5% income from trade bonus is now up to +25%. His Lord effect bonus which gives +5 MD to his Knights of the Realm is also up to a +10 bonus. Personally, Alberic also benefits from a -100 mp cost. King Louen, on the other hand, now has a +50% aura size for all characters when attacking, up from +25%. He also gains two new Lord effects; a +8 MA bonus vs. enemies of The Lady, and +12 leadership vs. enemies of The Lady. The Fay Enchantress herself gets a single small change which causes her direct damage aura to deal 20% less damage.
All Changes to the Chaos Legendary Lords
Archaon the Everchosen has gotten significant buffs from the Aye Aye! Patch. His bonus to Chaos Warrior leadership is up to +10 from +5, while his recruitment cost reduction for Chaos Warriors is up to -30% from -15%. However, his penalty to diplomacy with all factions is now even worse; -30% instead of -20%. However, his bonus to income from Razing is doubled from +25% to +50%. His physical resistance bonus for Chaos Knights has been removed, and in its place he now grants all units a +5% Ward save bonus. Archaon also now has +100 cost, -205 base melee damage, but a massive buff of +145 ap melee damage.
Kholek Suneater has a new +4 chaos corruption bonus. His -50% recruitment cost reduction for Dragon Ogres has also increased to -60%. He also now benefits from a -30% upkeep cost reduction for Dragon Ogres. The Dragon Ogre Lord also gets -5 armour, +100 mp cost, and his projectile intersection radius increased to 0.95.
Sigvald, meanwhile, has two Faction effect buffs; his +10 Armour bonus for Lords and embedded Heroes is up to +15, and his +5 leadership vs. Men is also up to +15. Additionally, his +1 horde growth bonus is up to +3, and he has two new Lord effects; a -60% upkeep cost reduction for Marauders, and +3 recruit rank for Marauders. Sigvald also benefits from a +20 missile block chance, +10 armour, and +5 leadership.
All Changes to the Dark Elves Legendary Lords
Morathi is the only Dark Elven Legendary Lord to get Faction and Lord effect changes. One of her Faction benefits previously gave Heroes in her faction a -50% action cost reduction. This has been changed to include a -50% Hero upkeep cost as well. Her -25% Construction cost reduction for Sorcery buildings has been moved from her Lord effects to Faction effects. Malekith, meanwhile, has received a +300 mass bonus while on foot.
All Changes to the Dwarfs Legendary Lords
The Dwarf Legendary Lords have received a number of changes in the new patch. Thorgrim’s military recruitment building cost reduction is up from -10% to -25%. His +1 recruit rank bonus is also increased to +3, while his -10% upkeep cost reduction for Longbeards and Hammerers is up to -15%. He also has a new +30 diplomacy bonus with other Dwarf factions. Meanwhile, his +15% aura size Lord effect is up to +75%. Thorgrim also has -50 mp cost.
Ungrim has some very significant new buffs as well. His -25% recruitment cost reduction for Slayers is up to -50%, and he has a new -75% construction cost reduction for both Slayer and Landmark buildings. His +6 MA bonus for Slayers has gone up to +10, and his -25% upkeep cost reduction for Slayers has been moved to his Faction effects. He also benefits from a new +30% casualty replenishment bonus for Slayers.
Belegar has only minor changes. His +30 Tunnel evasion chance has been removed, and in its place he now benefits from a +10 leadership vs. Skaven and Greenskins Lord effect. He also has -50 mp cost. Grombrindal, on the other hand, now has a +60% tunnel evasion chance, which is up from +40%, and an increased reinforcement range of +50%, up from +30%. He also has two new effects; a +20% WS bonus to all units vs. Elves, and +10 army leadership. Grombrindal also has -100 mp cost.
All Changes to the Empire Legendary Lords
First of all, Karl Franz has some small buffs. His +5% movement range Faction effect is up to +10%, while his -10% upkeep cost reduction for Reiksguard and Greatswords is up to -15%. His Faction effect diplomacy bonus with Empire factions is also up from +10 to +30. Meanwhile, his Lord effect of +2 leadership is now a +8 bonus.
Balthasar Gelt’s -25% upkeep cost reduction for Battle Wizards has been increased to -50%, while his Wizard agent cap bonus is up from +1 to +2. He also has a host of new Lord effects; he now benefits from a -20% Winds of Magic cost reduction, as well as a +10% artillery missile damage buff.
Volkmar the Grim, on the other hand, gains a host of new benefits for Flagellents units. While his ancillary drop chance has gone up from +10% to +20%, his upkeep cost reduction for Flagellants is up from -15% to -30%. He also gains three new Lord effects; a +30% casualty replenishment rate bonus for Flagellants, a +12% physical resistance bonus for Flagellants, and a +14 MD bonus for Flagellents.
All Changes to the Greenskins Legendary Lords
Of all of the Greenskins Legendary Lord, Grimgor Ironhide has received the most changes in the new patch. His +5% movement range and -10% Black Orcs upkeep cost reduction effects are now boosted to +10% and -15%, respectively. Meanwhile, his +6 leadership bonus for Black Orcs is up to +12, and his +5 Armour bonus for Black Orcs is up to +10. He also benefits from a new +3-% post-battle loot bonus. Grimgor’s personal stats have also changed; he gains +600 mass, +5 armour, and +7 melee defence.
Azhag, meanwhile, has gained a +25% Sacking income bonus, increased from an existing +10% bonus. He also has a +25% Research effect up from +10%. Two new Faction effects grant him -1 Construction time and -25% Construction cost in settlements. His Lord effect aura size has also seen a huge increase from +15% to +75%. Wurrzag and Skarsnik have only a few changes. Wurrzag now benefits from a new -50% recruitment cost reduction for Savage Orcs, while Skarsnik has a new +14 Charge Bonus for Night Goblin Squig Hoppers. Skarsnik also has +300 mass now.
All Changes to the High Elves Legendary Lords
The only High Elven Legendary Lord to receive Faction or Lord effect changes is Tyrion, but the changes here are significant. In campaign, Tyrion’s faction will receive a +30 bonus to diplomacy with other High Elf factions, and -100% build time for the Shrine of Khaine building chain. As a Lord, he also gains a new +3 recruit rank bonus for Lothern Sea Guard units. Tyrion’s personal changes include +100 mp cost, -2 melee attack, and -110 base melee damage. However, he has also gained +90 ap melee damage, a big improvement overall for the Lord. Alarielle also gets a minor personal stat change; when mounted on an Eagle, she now has -8 melee attack.
All Changes to the Lizardmen Legendary Lords
Lizardmen do not receive any Faction or Lord effect changes for their Legendary Lords. Lord Mazdamundi now has +516 health when mounted on a Palanquin, and uses the weapon strength of an Ancient Stegadon when mounted on Zlaaq.
All Changes to the Norsca Legendary Lords
Throgg and Wulfrik both have changes in the latest patch. Firstly, Throgg’s +15% physical resistance bonus for Trolls is now up to +15%, and his -15% upkeep cost for Trolls is up to -20%. Wulfrik has similar changes, with his existing -10% upkeep cost for Marauders going up to -15%. His +20% reinforcement range bonus is also up to +30%.
However, Wulfrik has some significant personal changes when mounted on a mammoth now. He benefits from increased acceleration, but has a huge mass reduction of -1500, along with nerfs to other stats; a -12 to his charge bonus, -2 to melee defence, and -30 to his ap melee damage. However, he also gains a +14 bonus vs. infantry, +30 base melee damage, +4 collision attack max targets, and a 2 collision attack max targets cooldown.
All Changes to the Skaven Legendary Lords
Tretch Craventail is the only Skaven Legendary Lord to see Faction/Lord effect changes in the Aye Aye! Patch, and the changes are relatively minor. His +13 MA bonus during ambushes and after retreating are now under his Lord effects rather than Faction effects. Queek Headtaker, on the other hand, now has a +19 bonus vs. infantry.
Total War Warhammer 2 Lords In One Army
All Changes to the Tomb Kings Legendary Lords
Tomb Kings do not receive any Faction or Lord effect changes for their Legendary Lords. The only changes from the Aye Aye! Patch are a +3 melee defence bonus for Settra when he is mounted on the Chariot of the Gods, and increased projectile accuracy for Khatep when he has a Casket of Souls.
All Changes to the Vampire Counts Legendary Lords
The Vampire Counts get Legendary Lord changes across the board. Firstly, Heinrich Kemmler, who has graduated to leading his own faction in the Mortal Empires campaign; the Barrow Legion. Kemmler no longer has a -25% cost reduction for raise dead. However, his upkeep cost reduction for Necromancers is up from -25% to -50%. Additionally, he now has +30 diplomacy with Beastmen and Warriors of Chaos factions, and he now benefits from a suitable climate effect in mountains.
Helman Ghorst, on the other hand, now has a +30% Research bonus, up from +10%. He also has two new Faction effects; a +3 recruit rank bonus for Corpse Carts and a +12 charge bonus for Corpse Carts. When Ghorst is mounted on a Corpse Cart, he gains +400 health. Isabella von Carstein’s Undying Love effect has been moved from Faction to Lord effects, and she now gains +1 Blood Kiss at the start of the campaign; part of the new Vampire Counts Bloodlines mechanic.
Mannfred von Carstein’s +5% movement range bonus has been increased to +10%. His +1 recruit rank bonus for Grave Guard and Black Knights is also up to +2, while his -10% upkeep cost for Grave Guard is also up to -15%. He also benefits from +1 Blood Kiss at the start of the campaign. Vlad, meanwhile, also has his +5% movement range bonus increased to +10%, and also starts with +1 Blood Kiss at the campaign start. Like Isabella, his Undying Love ability has been moved to his Lord effects. Finally, he now gains a +30 diplomacy bonus with Arkhan the Black, as well as all Vampire Counts and Vampire Coast factions.
All Changes to the Wood Elves Legendary Lords
Orion’s -20% upkeep cost reduction for Wildwood Riders has been reduced to just -15%. However, this bonus now applies to ALL Wood Elf cavalry units. He also gains two new Lord effects; a +8 Charge Bonus and +20% WS for Wild Rider units. Durthu, on the other hand, has two new Faction effects. Firstly, Dryads, Tree Kin, and Tree Men under his command now get a +10 charge bonus, and such units also get a -30% upkeep cost reduction.
Earlier today Creative Assembly ran a livestream which revealed the High Elf army roster for Total War: Warhammer 2. If you were around for the Lizardmen reveal, it followed very similar lines. The Facebook video is still up if you want to watch all 50 minutes in full.
The studio have also put up a text version of the roster, which I’ve replicated below and reformatted a little. I’ve also added a few details from the livestream to relevant units.
It sounds like High Elf melee infantry are getting some rejigged abilities in Warhammer 2. There’s no ‘Always Strikes First’; instead, ‘Martial Prowess’ will buff the unit at full strength and 50% strength. However, High Elf units also have ‘Perfectionist’, an ability that will see melee power start to tank as you lose people from the squad. Basically, once you dip under 50% unit strength it’s really bad news.
Here are summaries for twin bro Legendary Lords Tyrion and Teclis, followed by the roster. As with the Lizardmen, there wasn’t much specific talk of magic in this stream. Again, it was confirmed that lore of magic details will be coming later for Warhammer 2.
TYRION
Prince Tyrion is the High Elves’ greatest living warrior. So valiant and skilled is he that the bards of Ulthuan sing that he is nothing less than Aenarion reborn – a tale that is given credence far beyond Ulthuan’s shores. Since Tyrion’s meteoric rise to fame, many have whispered of his destiny to lead the High Elves towards a glorious future and perhaps one day to take the Phoenix Crown. If Tyrion hears such gossip, he pays it no heed, for he is unswervingly loyal to Finubar. Thus does Tyrion concern himself only with the twin duties of protecting Ulthuan and its Everqueen. However, the latter is seen less as a duty than it is a calling of the heart – it is common knowledge that Tyrion is Alarielle’s consort, and has been for many years.
Though Tyrion is a great warrior, he is no politician, and he is much given to speaking his mind or openly seeking truth where others would prefer only silence. But for his lineage and battle record, he would long ago have been ostracised by those nobles who hold themselves to be more intelligent and subtler than he is. As it is, none wish to directly challenge he who banised the Daemon N’kari at the Phoenix shrine and slew Urian Poisonblade upon the Finuval Plain.
TECLIS
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Teclis is Tyrion’s twin brother, but two more different siblings would be hard to find. Where the curse of Aenarion has yet to leave an obvious mark upon Tyrion, it has made his brother frail and caustic. Indeed, so feeble is Teclis that his body can only be sustained by the consumption of magical potions. Yet no-one, least of all Tyrion, sees Teclis as the weaker twin – his destiny merely lies along another path. Teclis has been blessed with a talent for magic that makes him preeminent, not only amongst the mages of Ulthuan, but in the whole world. Though it is little acknowledgement in Naggaroth, the Witch King accedes that Teclis is his superior and, since the Battle of Finuval Plain, has taken care not to come into direct conflict with his younger cousin. It is even claimed that Teclis’ power approaches that of the great Necromancer Nagash, so it is fortunate that he has devoted his life to thwarting the powers of Chaos and death.
The twins also differ greatly in their strategic outlook. Where Tyrion sees the protection of Ulthuan as his chief duty, Teclis seeks to safeguard the whole world. Such is the ideology that led him to aid Magnus the Pious during the Great War Against Chaos, and thereafter found the Colleges of Magic in the Empire. Since then, Teclis has walked abroad in many other lands, sharing his wisdom with those who have need of it, and wielding his magics to keep the dark forces of Chaos at bay. Thus will Teclis’ legend endure long after heroes of the sword have been forgotten, for his actions shaped not a battle, nor even a campaign, but the future of the world itself.
ROSTER
Generic Lords Melee Lord Prince. Mounts: Foot, Barded Ithilmar Steed, Great Eagle, Sun Dragon, Star Dragon Missile Lord Princess. Mounts: Foot, Elven Steed, Great Eagle, Moon Dragon, Star Dragon
Heroes Melee/Magic Hero Loremaster of Hoeth. Mounts: Foot Caster Hero Mage. Mounts: Nothing listed so unclear, may be the same (or similar) as below. Melee Hero Noble. Mounts: Foot, Barded Ithilmar Steed, Ithilmar Chariot, Great Eagle
Melee Infantry Spearmen White Lions of Chrace (Tier 2 unit) – Great-axes and Lion Cloak that protects from missile fire Swordmasters of Hoeth (Tier 3 unit) – Greatswords (obv), no missile deflection skill Phoenix Guard – Elite Unit, Halberds *Gate Guard – Mentioned as special garrison infantry, will probably only appear in new Fortress Gate siege maps
Missile Infantry Archers Archers (Light Armour) Lothern Sea Guard – Less range on their bows, but come with a spear for cavalry protection Lothern Sea Guard (Shields) – As above, plus Tower Shields
Melee Cavalry Silver Helms – Mid-tier heavy cavalry Silver Helms (Shields) Dragon Princes – Heaviest cavalry, resistant to physical and fire damage Ellyrian Reavers – Light cavalry, only unit type with Vanguard deployment in the High Elf army
Missile Cavalry Ellyrian Reaver Archers – Like the melee version, but with bows (also have Vanguard)
Artillery Eagle Claw Bolt Thrower – Two fire modes, Wide Spread and Focus Fire
Chariots Tiranoc Chariot (Missile) – Very long range fire Ithilmar Chariot (Melee) – Heavily armored, barded steeds
Melee Monsters (Flying) Flamespyre Phoenix – Wake of Fire ability akin to Gyrocopter bombing, can revive when health drops too low (Flying) Frostheart Phoenix – Blizzard Aura acts as debuff on attackers (Flying) Great Eagle – Probably the same as the Wood Elf one (Flying) Sun Dragon – Smallest, youngest dragon variant (Flying) Moon Dragon – Mid-tier dragon, stronger fire breath (Flying) Star Dragon – Best and most expensive dragon in the game, beam-like fire breath that will melt armour
Overview
Faction
Lizardmen
Category
Wizard
Unit size
1
Recruitment
Cost (MP):
1300 (1300)
Turns:
1
Upkeep:
300
Statistics
Health:
5402
Leadership:
100
Speed:
34
Melee attack:
26
Melee defence:
12
Charge Bonus:
4
Damage Resist Magic:
25
Damage Resist Missiles:
40
Weapons
Melee
Weapon Damage:
330
Armour-Piercing Damage:
120
Melee Interval:
4 s
Range:
1
Magical Attacks:
Yes
Protection
:
33.75%
Attributes
Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Hide (forest): This unit can hide in forests until enemy units get too close.
Strider: Speed and combat penalties caused by terrain are ignored by this unit.
Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
Lord Kroak is a unique hero for the Lizardmen in Total War: Warhammer II. The eldest of the fabled First Generation and the original Relic Priest, Kroak labours tirelessly to further the Great Plan.
In the campaign, Lord Kroak can be acquired via a quest chain, which culminates in the Lord Kroak (set piece battle) which pits you against powerful Skaven armies.
Description[edit | edit source]
Lord Kroak may have been the eldest of the fabled First Generation of Slann Mage-Priests. The mysterious Old Ones taught Kroak about the Winds of Magic and shared the secrets to unwinding time's delicate threads. So ancient are they that it was Kroak and his peers who taught the first Elves to wield magic. These things and more has Kroak seen; he is fated to endure until the universe's very last moment. Making the most profound of sacrifices during the Great Catastrophe, his indomitable spirit simply would not concede defeat. In the wake of Itza's defence, Kroak's loyal Skink attendants lamented their master's death. His body was scattered far and wide, so they diligently collected every last scrap of that ravaged body and, with great reverence, the remains were swathed in resin-soaked wrappings; thus was created the first Relic Priest..
Attributes[edit | edit source]
↑Spellcaster: This unit can cast spells.
↑Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
Red Crested Skink Chief · Red Crested Skinks · Salamander Hunting Pack · Ancient Salamander · Ripperdactyl Riders · Ancient Stegadon (Engine of the Gods) · Bastiladon (Ark of Sotek)
Mounts
Ripperdactyl (mount) · Ancient Stegadon (Engine of the Gods) (mount) · Zwup
Regiments of Renown
Cohort of Sotek (Red Crested Skinks) · Legion of Chaqua (Saurus Spears) · Star Chamber Guardians (Temple Guard) · The Umbral Tide (Salamander Hunting Packs) · Pok-Hopak Cohort (Cold One Spear-Riders) · Colossadon Hunters (Ripperdactyl Riders) · Pahaux Sentinels (Terradon Riders) · The Thunderous One (Ancient Stegadon)
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