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.
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Sunday, July 28, 2019
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.
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