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Sunday, July 28, 2019

Warhammer: History of Battle at Shadow Fell


The Battle at Shadow Fell occurred in VI, 207. At high summer, Ogre mercenaries, under the command of legendary Firebelly Gragtar Flameheart, found their route home through the Grey Mountains cut by a sprawling Greenskin horde. Fortune seemed bleak for the Ogres until the trees themselves came alive and a host of Wood Elves descended from the foothills. Though they joined the battle on the Ogre's side, Gragtar was greatly disappointed when they refused to stay for a victory feast of flame-grilled Orc.

Thursday, July 25, 2019

Warhammer: History of White Lions


"Ever since the time of Caledor the First, the closest bodyguards of the Phoenix Kings have come from the forested wilds of Chrace. These are the bravest of the young Elves of Chrace, chosen for the honour of serving the Phoenix King by ancient rites. Not all are worthy to serve, and each must demonstrate his skill and bravery by tracking down one of the fierce white lions that roam the dark forests and barren mountains of that land. When they find one they must kill it in hand-to-hand combat and take its pelt. Those that have proved themselves wear the cloak of the white lion as a sign of their undoubted courage and may serve the Phoenix King as one of his bodyguard. "
—Recounted by Unthwe Windrider, Herald of the Phoenix King

The White Lions have served as the personal guard of the Phoenix King since the time of Caledor the First. Whilst hunting in Chrace, Caledor received news that he was to be next Phoenix King. He immediately took the road to the Shrine of Asuryan, but was intercepted by Dark Elf Assassins. He would surely have died, but for the intervention of a party of Chracian woodsmen who swept out of the forest to defend him. The Chracians slew the Dark Elves and, thereafter, saw Caledor safely to the Phoenix Shrine, employing every iota of their woodcraft to avoid further Dark Elf ambushes that lay in their path. Caledor's first act, once crowned as Phoenix King, was to form the Chracians into an official bodyguard based in Lothern.

A warrior can only join the ranks of the White Lions after displaying considerable valor and skill upon the battlefield. He must then also complete the traditional rite of a Chracian warrior -- to hunt and kill a white lion. These great cats are amongst Chrace's fiercest creatures; they stand as tall at the shoulder as a horse, and a swipe of their claws is enough to shatter a spine. There are accounts of prides of white lions ravaging convoys, and even attacking isolated villages, should they become hungry enough. To slay such a beast is therefore an exceptionally difficult task but, if the warrior succeeds, he is entitled to wear the lion's pelt as a mark of courage. The thick pelt has another use too -- worn over armor, it offers excellent protection against arrows and shot.
Although every Phoenix King since Caledor the Conqueror has offered his bodyguard their choice of replacement weaponry, the White Lions continue to proudly bear the traditional woodman's axe into battle. Many of the axes are ancient heirlooms, handed down from father to son across centuries untold, yet they never lose their keen edge, and can fell a tree or cleave a man in half with but a single blow. White Lion regiments are often dispatched to join the armies of Ulthuan during times of particular danger, tasked with protecting High Elf generals and mages, or bolstering the overall strength of the army. White Lions are renowned for their unflinching courage in the face of overwhelming odds and terrible horrors, protecting their charge whatever the foe and regardless of the danger to themselves.

Wargear
Lion Pelt: The white lion's pelt protects the warrior against light missiles by entangling arrowheads and the equivalent in its thick fur.
Woodsman's Axe: The White Lions carry a heavy axe based upon the native Chracian design of the woodsman's axe. They are extremely skilled in the handling of these weapons, using them to fight bears, lions and even more monstrous creatures as well as marauding.

Sunday, July 21, 2019

Warhammer: History and Geography of Faction The Silver Host


The Silver Host is a Vampire Counts faction in Total War: Warhammer II.
They were one of two factions created for the Mortal Empires campaign, and were never part of the Eye of the Vortex campaign.

Starting territory
Mortal Empires
Devil's Backbone (Mahrak and Lahmia)
Crater of the Walking Dead (Rasetra only)
Type: Minor faction
Category: Vampire Counts
Ruler: Count Ewald
Campaigns: Mortal Empires

Warhammer: History of Morghur the Shadowgave


Morghur the Shadowgave is a Beastmen legendary Lord. In multiplayer and custom battles he is part of the Warherd of the Shadowgave faction.
Morghur does not care for the world as it is, preferring to remake it according to his ever-changing whims.
Morghur is also known as Morghur the Corruptor.

Description
The vile, twisted creature known as Morghur is the essence of mutation and corruption given form. His coarse hair is woven through with gibbering, shrieking skulls, and his form flows and reshapes with every passing second. Morghur's lair is deep within a cave near the Forest of Arden. The dank, stone walls flow like water in his presence, constantly reforming to mirror the dark visions that plague him. Morghur's mind is filled with images of destruction and desolation. Hatred boils within his heart, and he is consumed with the desire to make his waking-dreams become reality -- to rip down civilisation in all its forms, to shatter order wherever it is found and to change the world constantly and randomly. As he walks the world, everything in his presence is irrevocably twisted. Grass grows in disturbing patterns beneath his hooves, streams flow backwards and animals mutate horribly.

Abilities
Aura of Transmutation: Morghur's Ruinous, transformative aura protects him from damage most of the time, but he is vulnerable whilst it recharges.
Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
Spirit Essence of Chaos: Summons a Chaos Spawn automatically when an enemy unit is below 20% randomly once.

Campaign Effects
If chosen as starting lord:
Additional Starting Units
Chaos Warhounds (Poison)
Harpies
Chaos Spawn
Lord Effects
Morghur may be a caster, but he is also a decent fighter. Don't be afraid to engage him in melee combat against weaker units such as Empire swordsmen or Brettonian infantry at a crucial point in the battle! Avoid extended combat with elite melee units, however.
Morghur, as a member of the Beastmen faction, is faster than the average human infantryman, but still slower than most cavalry or fast-moving units. Don't leave his flanks exposed, and don't leave him without protection. The same rule applies for most mages.
Faction: Beastmen
Category: Beastmen melee infantry

Lord Effects
Chaos corruption: +2 (all characters)
Upkeep: +40% for Minotaur units
Upkeep: -40% for Chaos Spawn units
+8% casualties suffered from chaos territory attrition (local enemy armies)
Morghur will always remain wounded for no more than one turn
Cost (MP): 1000 (1300)
Turns: 1
Upkeep: 250
Statistics
Health:  6084
Leadership: 75
Speed:  
Melee attack: 55
Melee defense: 45
Charge Bonus: 56
Damage Resist Magic: 25
Damage Resist Missiles:  75
Weapons
Melee                  
Weapon Damage: 300
Armor-Piercing Damage: 100
Melee Interval:  4 s
Range    1
Protection
Armor:  11.25%
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.
Hide (forest): This unit can hide in forests until enemy units get too close.
Immune to Psychology: The unit is immune to psychological attacks (fear and terror).

Thursday, July 18, 2019

Warhammer: History and Geography of Faction The Drowned


Playing as The Drowned requires Curse of the Vampire Coast DLC.
The Drowned is a Vampire Coast faction introduced in Total War: Warhammer II, led by Cylostra Direfin. They are a mix of undead Bretonnian cavalry and undead pirates who make port on the coast between Lustria and Naggaroth, and raid the seas east of the New World.

Background
Legend has it that the sea witch Cylostra Direfin was once the favourite court singer of the Bretonnian king. Sent on a voyage across the ocean to sing for the Phoenix King, they were hit by a fierce storm. The madame’s notes turned to screams of fury as the ship sank, and all onboard drowned. Decades later, a Bretonnian galleon of rotten wood and tattered sails can be seen navigating the seas even in the most savage of storms. It is The Lamprey, the ship of the vengeful spirit Madame Cylostra and her crew, the Drowned.

In campaign
Legendary lord choices
Cylostra Direfin
Faction effects
As Mistress of the Deep, Cylostra Direfin’s very presence increases the loyalty of new recruits while also reducing the upkeep and recruitment costs for Mournguls and Syreens faction-wide.
The Lamprey
Cylostra Direfin's personal ship is called The Lamprey.
Type: Playable subfaction
Category: Vampire Coast
Ruler: Cylostra Direfin
Campaigns: Eye of the Vortex, Mortal Empires
Required DLC: Curse of the Vampire Coast
Starting territory: Eye of the Vortex, Grey Guardians (Grey Rock Point), Mortal Empires, Southern Jungles of Pahualaxa (Monument of the Moon).

Sunday, July 14, 2019

Warhammer: History and Geography of Faction Har Ganeth



Playing as Har Ganeth requires The Queen and the Crone
Har Ganeth is a playable Dark Elves subfaction in Total War: Warhammer II, led by Crone Hellebron. They were introduced as part of The Queen and the Crone paid DLC.
They are playable in campaign, custom battles and multiplayer.

Background
Har Ganeth is the center of Khaine-worship in Naggaroth. Ruled by Crone Hellebron, the Hag Queen, the Blood Queen, the leader of Khaine's Cult, it is here that said cult is strongest. Ironically, Har Ganeth is also one of the most law-abiding cities in Naggaroth, with it's harsh laws enforced by the sharp blades of the Har Ganeth Executioners. However, when a Death Night is called, the Witch Elves and Death Hags of the Cult of Khaine remain free to murder and slaughter and abduct future Khainite Assassins. Har Ganeth has a fierce rivalry with Morathi and her followers, and the two groups often vie for influence in the Witch King's court.

How they play
For general information about Dark Elves, see that page.
Units: Dark Elves unit roster is fairly well-rounded, with a focus on elite infantry and cavalry, backed up by hydras and spellcasters.
Murderous Prowess: In battle, Dark Elf armies gain extra bonuses after inflicting a certain amount of damage.
Slaves: In campaign, Dark Elves gather the slaves resource, which boosts the economy at the expense of public order.
Black Arks: These are powerful naval units which can be used to recruit armies at sea.
Sacrifice to Drakira: A unique rite for Har Ganeth which grants bonuses to Witch Elves and Death Hags.
Death Night and Blood Voyages: Sacrifice slaves and summon Blood Voyages, to avoid increasing penalties from Hellebron's aging.
Names of Power: Dark Elf lords can acquire different Names of Power which have varying effects.
Loyalty: Dark Elf lords have a loyalty stat, which can cause them to rebel, taking their army with them. High Loyalty lords can offer items.
Sword of Khaine: As a Dark Elf faction, Har Ganeth can draw the Sword of Khaine.

In battle
Har Ganeth uses the Dark Elves unit roster.

In campaign
Legendary lord choices
Crone Hellebron - a powerful melee fighter and army buffer who can dish out damage but is also fragile. Can ride a Cauldron of Blood or Manticore (mount).
Lord effect: -50% upkeep for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners (Lord's army only).
Death Night and Blood Voyages
Death Night is a campaign mechanic for Har Ganeth. Hellebron is ancient, even for an elf, and she has been denied the secrets of Morathi, who has eternal youth. So instead she resorts to extreme measures to retain her youth and vitality.
Due to Hellebron aging, Har Ganeth will take gradually more penalties to faction wide public order as well as Hellebron's stats in battle.
To reset this and (temporarily) regain her youth, Hellebron can periodically call a Death Night by sacrificing Icon slaves.pngslaves. This will reduce the penalties and turn them into buffs. The number of slaves required for the first Death Night is 800, and it rises each time. However the effects are temporary and eventually another Death Night will need to be called.
A Blood Voyage is a single-army faction which will spawn the turn after Hellebron calls a death night. They can be controlled and directed to attack enemies.
Sacrifice to Drakira
The Sacrifice to Drakira is a rite unique to Har Ganeth which replaces the Sacrifice to Hekarti that other Dark Elves factions have. It buffs Witch Elves, Death Hags etc.

Faction effects
Hero capacity: +2 for Death Hags
Casualties captured post-battle: +25%
Starting territory: Eye of the Vortex: The Road of Skulls (Har Ganeth only), Mortal Empires: The Road of Skulls (Har Ganeth only)
Type: Playable subfaction
Category: Dark Elves
Ruler: Crone Hellebron
Campaigns: Eye of the Vortex, Mortal Empires
Required DLC: The Queen and the Crone

Saturday, July 13, 2019

Warhammer: History and Geography of Faction Skrinderkin Warherd


Skrinderkin Warherd is a Beastmen minor faction in Total War: Warhammer and Total War: Warhammer II. They first appeared in the Eye For An Eye mini-campaign.
In Eye of the Vortex the leader of this warherd is Kloven Blood-Gorge. According to the seventh edition of the Beastmen army book, Kloven Blood-Gorge was a Beastlord in the Forest of Arden. There was a sanctuary guarded by many knights and a powerful sorceress, but Kloven managed to lead a force that was able to finally take the sanctuary, and then repelled all forces that came to it's defense in the coming days. They defiled and disfigured the sacred statue of the goddess that had been within the sanctuary, and left it for all to see. Since then, many have come to try and take down the defiled statue, but any who tried were always struck down by the Beastmen.

An Eye For An Eye:
Northern Drakwald / Schadensumpf
Type: Minor faction
Category: Beastmen
Ruler: Gruk (Eye For An Eye), Kloven Blood-Gorge(Eye of the Vortex)
Campaigns: An Eye For An Eye, Eye of the Vortex

Sunday, July 7, 2019

Warhammer: History and Geography of Faction Argwylon


Argwylon require Realm of the Wood Elves to play.
Argwylon are a playable sub-faction of Wood Elves introduced in Total War: Warhammer via a DLC. They are separate from the main Wood Elves faction.
Argwylon are a faction focused on the plant-like forest spirits and wild beasts of Athel Loren, with elven units taking a backseat. Their mechanics differ slightly from the main Wood Elves faction.

Background
How could you ever understand us? You are not of the forest; you do not follow the Green Way. Yours is the scurrying of badgers, the flight of the starlings, but without meaning. You are never still, never at peace. Always taking without thought, never giving back.
Athel Loren is more than a mere forest; it is a living force whose spirit inhabits both the creatures that dwell there and its plantlife also. The flora itself is sentient - capable of thought and emotion - and fully entwined with the forest in such a way that only death can separate them. The forest spirits view the outside world and its inhabitants with great suspicion. Outsiders, on the other hand, consider such things as Dryads and Treemen creatures of myth, either long-dead or only existing in legend. How wrong they are! In many ways, the Treemen are the forest, embodying its spirit like no others, and never leaving it unless forced to do so. Naturally cautious, they will only join battle when no other choice is presented, but can command other forest-dwellers to their will and advantage when fighting.
At war, forest spirits are fierce, almost impossible to kill, and filled with the wrath that only centuries of anger at careless trespass and deliberate incursion can generate, ensuring that any who face them and live to tell the tale remain reluctant to return to Athel Loren ever again. Despite this aggression, Treemen feel warmth towards the ‘lesser’ creatures that live around them. Although not indigenous to the forest, the Wood Elves have long been accepted within their beloved woodland. However, even the extremely long lives of the Elves appear to be as fleeting as the seasons to the forest spirits, many of whom can still recall the times before they settled and made homes within its boughs and glades.
The last of the Ancients – the mighty Durthu – and his kin live deep within Athel Loren, inside the bounds of the Elven High Realm of Argwylon. Also known as the ‘Moonspring Glades’, Argwylon is a special place, where magic is everywhere and within every living thing. There the forest spirits and Wood Elves co-exist peacefully, coming together during times of threat and turmoil to put those foolish enough to invade their sacred home to ignominious flight or certain, screaming death!

How they play
A summary of Argwylon gameplay:
Units: Tough Forest-Spirit and Monster units, with a focus on melee. Elite elven units require amber. Limited ranged options.
Gathering of the Ancients: Can promote Ancient Treemen to positions, conferring various bonuses.
Amber: Unique resource used to summon exotic units or provide other bonuses.
Wood Elves settlements: Unique settlement system, unaffected by climate or regional occupation.
Oak of Ages: A special settlement which gives faction-wide buffs. If it dies, the player loses.
Worldroots: Special stance that allows Argwylon armies to bypass terrain, similar to Underway.
Sword of Khaine: Wood Elf factions can draw the Sword of Khaine in Total War: Warhammer II.

In battle
Main article: Wood Elves unit roster.
Forest-spirit focused unit roster with a variety of monstrous creatures and hard-hitting melee units. They work in an opposite way to Wood Elves: Forest Spirits and beasts do not require amber to recruit, but elite elven units do. This means they have much less access to powerful ranged units than regular Wood Elf factions.

Regiments of Renown
Argwylon use the same Regiments of Renown as the main Wood Elves faction.

Campaign
Argwylon are playable in The Old World, Realm of the Wood Elves and Mortal Empires. They play largely the same as the main Wood Elves faction (using amber, the same stances, and the Wood Elves settlements system etc), with the following exceptions:

Lord Choices
See lord pages for details on special campaign effects for each lord:
Durthu - A huge ancient Treeman, a monster who can mow down enemies in melee and is also a spellcaster

Gathering of the Ancients
Gathering of the Ancients is a mechanic similar to Elven Council or the Empire Offices. Ancient Treemen can be assigned to various roles on the council, which confer various bonuses.
Type: Playable subfaction
Category: Wood Elves
Ruler: Durthu
Campaigns: The Old World, The Season of Revelation, Mortal Empires
Starting territory: The Old World, Mortal Empires, Argwylon (province), Yn Edri Eternos
Season of Revelation: Realm of Argwylon, Yn Edri Eternos
Regional: Special restrictions
Wood Elves settlements : Inside Athel Loren great halls can be constructed, but building outside the forest is limited. Victory condition is tied to the Oak of Ages.
Gathering of the Ancients: Ancient Treemen can be assigned various roles on the Gathering of the Ancients, granting different bonuses in campaign.
Amber:  A special resource which is required to recruit elven units, and to upgrade the Oak of Ages.
Worldroots: Argwylon armies can use the network of ancient, magical roots to avoid terrain or enemy forces.

Tuesday, July 2, 2019

Warhammer: History and Geography of Faction Crooked Moon


Crooked Moon requires The King and the Warlord to play.
Crooked Moon is a playable Greenskins sub-faction introduced in Total War: Warhammer. They are led by the legendary lord Skarsnik.
They were introduced in the King and the Warlord paid DLC.

Background
The Peaks belong to me. I dare yoo to try and take ‘em from me, stunty.
Orcs and Goblins are the scourge of the Old World. Collectively known as Greenskins, they are an aggressive and brutal race with an unquenchable love of war. Orcs are built for violence – brutal, bullying creatures of jutting jaws and hulking appearance. The Goblins, by contrast, are smaller but more cunning as they mob-up in greater numbers.
Although many Greenskin tribes reside in the Badlands to the south, since the calamitous defeat of the Dwarfs in the wake of the Time of Woes, Orcs and Goblins have developed a taste for the “fine livin’” to be found within the Dwarfholds – specifically the abundance of “shiny fings” piled high in the halls beneath.
Now, the sneakiest Night Goblin, Skarsnik, self-styled ‘Warlord of the Eight Peaks’, hunts his prized Squigs in the Grey Mountains. Once he learns that mutinous gits from within his own tribe have betrayed him and taken the Eight Peaks for themselves there will most certainly be trouble of the psychotically-violent kind; Skarsnik’s Waaagh! is truly something to behold, or avoid if you’re on the opposing side! This is what Gork and Mork – da Green Godz – demand of their servants, and only total victory will satisfy their bloodlust!

In battle
Plays largely the same as regular Greenskins factions, aside from access to Skarsnik, and not having access to Grimgor or Azhag.

In campaign
Plays largely the same as the regular Greenskins faction, with the following exceptions:

Lord Choices
Skarsnik – a decent leader, backed up by his pet squig Gobbla.

Karak Eight Peaks
"Recapturing Karak Eight Peaks will be no easy task, that much is certain. Another certainty is that all those joining this undertaking will require great compensation."
Karak Eight Peaks is a unique settlement which affects Crooked Moon in the campaign. This does not affect other Greenskins factions.

Orc Recruitment
As per Skarsnik's lord effects, the following Orc units can only be recruited from Karak Eight Peaks itself:
Orc Warboss, Orc Shaman, Orc Boyz, Orc Big 'Uns, Orc Arrer Boyz, Orc Boar Boyz, Orc Boar Boy Big 'Uns, Black Orcs, Orc Boar Chariot
To counteract this, Skarsnik has -40% upkeep on Goblin units:
Night Goblin Warboss, Goblin Great Shaman, Goblin Big Boss, Night Goblin Warboss, Night Goblin Shaman, Goblins, Goblin Archers, Nasty Skulkers, Night Goblins, Night Goblins (Fanatics),
Night Goblin Archers, Night Goblin Archers (Fanatics), Goblin Wolf Riders, Goblin Wolf Rider Archers, Forest Goblin Spider Riders, Forest Goblin Spider Rider Archers, Night Goblin Squig Hoppers,
Goblin Wolf Chariot, Goblin Rock Lobber, Doom Diver Catapult
Savage Orc units can still be recruited regardless of the status of Karak Eight Peaks, though as usual you need to do so from a settlement with the Savage Orcs resource.
Savage Orcs (Unit), Savage Orc Arrer Boyz, Savage Orc Big 'Uns, Savage Orc Boar Boyz, Savage Orc Boar Boy Big 'Uns

Victory Conditions
The same as the Greenskins main faction (see Greenskins#Victory Conditions), with the following additions:
Short campaign victory additions:
Take back control of one of your most prized possessions:
Karak Eight Peaks
Destroy the following faction(s):
Greenskins (replaces Crooked moon)
Clan Angrund
Earn 7,500 gold from raiding (down from 10,000)
Long campaign victory additions:
Take back control of one of your most prized possessions:
Karak Eight Peaks
Destroy the following faction(s):
Greenskins (replaces Crooked moon)
Clan Angrund
Earn 15,000 gold from raiding (down from 20,000)
Type: Playable subfunction
Category: Greenskins
Ruler: Skarsnik   
Starting location: Southern Grey Mountains, Climate (TWW2), Prefers wasteland, mountain and savannah, Regional occupation (TWW1), Can only occupy mountains/badlands areas
Racial capital: Black Crag
Other important settlements: Karak Eight Peaks
Fightiness: Armies have a fightiness rating which rises when fighting and raiding, and falls when inactive/defeated. Low fightiness leads to attrition.
Waaagh!: High fightiness will spawn an allied Waaagh! the army which can be sent against the enemy.
Underway: Armies can choose to use the a network of underground tunnels to avoid impassable terrain and enemy armies.
Aggressive Menace: Goblin-focused unit roster with poisonous infantry, fast cavalry and monsters.
Karak Eight Peaks: Reoccupy the fabled settlement to construct unique powerful buildings inside. Cannot recruit Orc units until you do.