LP for the LP God - Let's Play The Total War: Warhammer Series (Restarted)

Alpha Update 1 - Greenskins Introduction - Ep 1

Hello everyone welcome to the world of Total War: Warhammer! In today’s update we are introduced to the Greenskins, the Orcs and the Goblins. They are widely known for their ways of never-ending warfare and raids upon all who would share borders with them. For a Legendary Lord we have decided upon Azhag the Slaughterer. He’s competent in melee but later on will be more of a caster. Let’s take a closer look at Azhag.

Azhag the Slaughterer


While not as powerful as the other Greenskins leader, Azhag is still a potent leader. Early on his melee stats are pretty good but they’ll drop off in time to favor his magical abilities. To unlock those we need to find his crown. This Orc will wear a crown containing a spirit that will speak to him, helping him lead and make decisions. Azhag is likely where Warcraft got the idea for the Lich King, though in that case it was the reverse. A human with the spirit of an Orc leading them.

Azhag is sturdy and is good as far as his aura of leadership goes which is mightily important for the Greenskins.

We cover a lot in today’s episode as many things are introduced. Let’s go over a few of them here.

Building

Building

In the campaign you are able to construct buildings in your settlements. Buildings cost your faction’s currency, the most common one being gold. It takes an allotted amount of time for buildings to construct, with more important ones taking longer and simpler ones taking less time. Some buildings unlock technologies, generate money, allow you to recruit units, have military, social, or economic influences, etc.

Recruitment

Recruitment

Each army can recruit up to twenty units if you include the Lord leading it. Heroes may not command armies and specifically Lords are required to do so. With one Lord per army that leaves nineteen slots for units and Heroes. You are able to recruit locally and globally. Local recruitment uses the buildings of the province you are in to determine what you can recruit. The default amount of units you can recruit per turn is three, but research, upgrades, skills, and buildings, can all increase that number.

Global recruitment can draw from any of your provinces for units, but costs extra money and extra time. This also starts with three slots, and you can recruit both locally and globally at the same time, they do not share slots. When recruiting a unit has a base cost to recruit and then an upkeep. The upkeep is their cost per turn and is a major factor in determining the kind of army you can field.

Movement and Stances

Movement and Stances

On the campaign map you can move about a certain distance per turn. Heroes and armies(Led by a Lord) can move a determined amount. These distances can be influenced by stances. Stances are what your army’s movement mainly, and whether they can move or not. Most stances reduce movement distance except for March. But March leaves your troops tired if you enter battle and you cannot attack while in March stance. None stance is the basic one that you can do most things in. Encamp stance negates attrition but takes up fifty percent of your movement to enter, it also allows global recruitment. Raiding stance makes you move shorter distances but you raid the province you are in, lowering order and stealing money. Route Marcher is a basic skill most Lords can have that is highly useful which improves campaign movement by ten percent. You almost always want to take it to move further.

Skills

Skills

Since I brought them up, Heroes and Lords have skills that you can choose as they level up. These skills can increase stats, give them new abilities, mounts, etc. Route Marcher is one of the most important upgrades to get, it follows the campaign path of upgrades. It is nearly always a must take. Other things skills can do is influence an army, yours or the enemy’s, influence units, increase combat abilities, gain spells or abilities. Lords have different skill paths and typically follow four main paths, Campaign, Leadership, Combat, and Spells. Azhag I will be leveling mainly to be a leader for his troops then when available I’ll take him down the magic path to gain powerful and terrifying spells.

Map

Map

That’s pretty empty. Isn’t it? This game has a Fog of War, essentially we can only see what our armies and settlements can see. For the time being we are small, but as we grow more and more of the map will be revealed. It is a very large map containing over forty factions that have their own territories, armies, and diplomatic borders and goals.

Diplomacy

Diplomacy

Diplomacy is very complicated in Total War: Warhammer. Nearly everything you do influences how others see you. Your military might, attitudes towards other factions, and events highly influence diplomacy. As well when powerful factions arise you may find smaller ones more willing to work with you to deal with them, and vice versa if you are said powerful faction. Who you ally with, trade with, and treaty with will influence things as well. If the Bloody Hands hate the Crooked Moons, and you befriend the Crooked Moons, then the Bloody Hands will like you less.

As for what you can do with diplomacy, you can work out deals with other factions. Starting trade routes with other factions increases the money per turn of both, so it is generally mutually beneficial. Non-Aggression pacts are the lowest form of diplomacy and allow factions to not be too worried about the one they sign a pact with suddenly attacking. It should be noted if you go against your word every faction in the game will distrust or even hate you, and consider you untrustworthy.

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By chance are you going to try and get the other Legendary Lords for Orcs to recruit or just murderize everything?

Also for giggles. Your average WAAAAGH can be thought of as a mass migration, holy war, and pub crawl all mixed into one horrifying problem for everything non-orc. Its usually an issue for a lot of other orcs as well, but their used to it.

I am going to try and get the other Legendary Lords, though Skar might be a bit tricky if I can manage it I will. Whurzag and Grimgore though shouldn’t be too much trouble to pick up.

True, though Confederation is always kinda tricky to pull off at times.

I’m grateful for the tutorial nature of the LP, and the fact that you’re not playing on the highest difficulty since that makes it easier to digest the information you’re providing. When people play on Very Hard, or whatever, it tends to require really specific tactics that are hard to grasp for the uninitiated.

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Yeah I’ll have to be careful when I confederate so I don’t end up screwing over my provinces with rebellions.

And I’m glad you’re enjoying it @White_Coke ^_^. That was very much my intention was to make it very friendly for newcomers, beginners, or those who just wanna watch and not play.

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I love me some Warhammer, but my previous experience with a Total War game wasn’t that fun, but hopefully a nice tutorial will make me able to enjoy the game.

which total war game did you play out of curiosity?

Shogun II.

I kinda find Total War Warhammer to be one of the stronger Total Wars. But it is the 2nd most recent, it’s very polished, and I think the variety of all the different factions having such different units really helps with it.

Alpha Update 2 - Greenskins Azhag’s Shiny Thingy - Ep 2


It’s time to begin Azhag the Slaughterer’s quest to get his crown. Until he receives it he’ll only be half as useful for us. The way quest battles work is they force you to fight with a single army against others in a specific circumstance. Expect a lot of enemy reinforcements and a small speech from the Lord who is doing the quest. Let’s also get a glimpse of the main leader of the Greenskins, Grimgore Ironhide the Black Orc. We’ll be seeing him in action at a later date.

Grimgore Ironhide

We’re also going to be taking a brief look at the Lores of Magic. Magic is a new thing to the Total War series, as they were previously set during actual points in history. Magic adds a lot of versatility to the game with a wide array of spells of all sorts finding their places on the battlefield. Except Metal spells, they suck.

In Total War: Warhammer magic is used via the Winds of Magic. At the start of a battle you have a random magic amount, you can gamble once and have it re-rolled. The higher the number the more spells you can cast. Slowly it will generate more over the course of the battle, and in campaign events, skills, and even buildings can influence the Winds of Magic. Spells can be Overcast for greater effects but when doing so there is a risk of a Miscast which will result in damage to the caster.

Lore of the Little Waaagh!


The Lore of the Little Waaagh! is more indirect in nature. It focuses on buffs and debuffs mainly, and has a very Goblin flare to it.

Lore of the Big Waaagh!


The Lore of the Big Waaagh! on the other hand is very bombastic, loud, and flashy. It focuses on a lot of dangerous powers that can cause a great deal of havoc on the battlefield, as well as some heavy hitting damage dealers.

Lore of Death


Normally unavailable to the Greenskins, this Lore is brought to the table mainly by Chaos factions and the Vampire Counts. Its spells focus on dealing damage, debuffing, and sapping the life force of others. At release this Lore was heavily broken and allowed for incredibly easy hero sniping.

And since it may be hard to see him in the video, here is Azhag’s Wyvern mount, Skullmuncha!

Skullmuncha

Flying mounts in the game allow for a great range of mobility as they can land or stay in the air. It allows you to avoid melee, but flying mounts are typically weak to missile fire or more powerful flying units. Some flying mounts are very fast but weak, and are more useful for hit and run tactics with casters. While things like Dragons, Wyverns, and Griffons make for powerful frontline fighters. Flying units are also easier to spot at a distance

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Alpha Update 3 - Greenskins Southern Conquest - Ep 3


Known as the Dawi, the Dwarves have proven to be a real thorn in Azhag the Slaughterer’s side. In this update we dominate the south and conquer the Dwarves there while dealing with incursions from the Dwarves to the north. Thorgrim Grudgebearer has come and is making trouble, but is struggling to make any sort of a dent. With his newly acquired crown Azhag has doubled in strength and is now able to kill enemy Lords with ease. Though resistant to magic, the Dawi are helpless as he saps the life from their heavily armored bodies. We also Confederate in this update with the Bloody Hands, rescuing them from the jaws of defeat and earning us the Legendary Lord, Wurrzag Da Great Green Prophet.

Wurrzag Da Great Green Prophet

Wurrzag is another powerful caster Lord of the Greenskins. He brings with him such destructive spells as Brainbursta and Foot of Gork, which can devastate large groups of enemies and shock the battlefield with awe. Wurrzag leads the Savage Orcs and gains special abilities relating to leading them in combat.

Something to bring up as well is our objectives. What is the goal of the Greenskins exactly? Why to pillage, raid, and conquer of course. We have our enemies to defeat and rule over as well as those who need to be killed outright to save ourselves, such as Archaon the Everchosen, who we’ll get into more later.

Objectives



2 Likes

Excellent videos, and the squigs are here. One thing i’d like to add is that momentum for when a unit is charged by calvery units also places an impact, as does the main armament of the mounted unit. Charging from a short distance away with either a hand weapon or lance based calvery unit, will do less damage then if the unit has enough time to build up speed. Different calvery units have different times it takes to build up to max speed for charging. Shock calvery which typically have a lance or similar kind of weapon will benefit more from being allowed to get up to speed as they can then push through a unit and wheel about to charge again.

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Will there be giant squigs?

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Thanks Ghoul! :slight_smile:

And Coke there will not be unfortunately they aren’t in the game. The closest is Skar’s personal Squig which if I manage to confederate and get him I’ll show off.

Also apologies for the long time between episodes, been getting super tired lately and have had trouble finding time to edit videos.

Not even Mangler Squigs?

Unfortunately no, there’s just normal squigs and Gobbla. Which is a bit surprising, the Loons in game would be a perfect place to use mangler squigs but they just use ball and chains instead.

But are there Doom Divers?

Yep those are in game, if we had picked Grimgore we would have actually started with them. They’re pretty useful too, they’re one of the more accurate siege weapons in game.

Alpha Update 4 – Greenskins Savage Uprising - Ep 4

It’s time for the further expansion to the north and west. Azhag’s armies head south while he delegates weaker Warbosses to handle the west and defeat the Top Knots, a tribe of Savage Orcs. In Warhammer Savage Orcs are an unfortunate mix of racism, taking inspiration from “primitive cultures” while also making note of their smaller brains that cause them to be “savage.” In the game they are more powerful though unarmored and shieldless variants of the common Orcs. In a battle an Orc Boy will get defeated handily by a Savage Orc, but when you bring in the Black Orcs is when the Savage Orcs start to really hurt.

Multi-Series Let’s Play?

So something I wanted to do with this LP originally but decided against, I want to give a go. So far we’ve seen gameplay of mainly the Greenskins with Azhag the Slaughterer leading them. But, I want to show off all of the main factions. So what I’m going to do is basically make this a mega thread for the Warhammer LP’s for each faction. I already have recorded some Empire with Karl Franz, because I felt that would show off the game better and also fuck Balthasar Gelt, fuck him. For the other series though which will involve the other factions I’d like to let ya’ll vote on who we will be playing as for each faction.

Faction Leaders

Dwarfs




Bretonnia



Wood Elves


Vampire Counts



Beastmen



Norsca


So let’s have some more votes to see who we will be playing as. I wanted to do this as well so we get more variety and otherwise doing each faction one at a time would take forever. I also personally find it more fun to do this way.

Voting!

Please choose a leader for the following factions, you can vote multiple times, but please only vote for one leader per faction. I will then play as the leader of each faction with the most votes.

  • Throgg(Norsca)
  • Wulfrik the Wanderer(Norsca)
  • Vlad von Carstein(Vampire Counts)
  • Manfred von Carstein(Vampire Counts)
  • Isabella von Carstein(Vampire Counts)
  • Orion(Wood Elves)
  • Durthu(Wood Elves)
  • Belegar Ironhammer(Dwarves)
  • Thorgrim Grudgebearer(Dwarves)
  • Ungrim Ironfist(Dwarves)
  • Grombrindal - The White Dwarf(Dwarves)
  • Alberic de Bordeleaux(Bretonnia)
  • The Fay Enchantress(Bretonnia)
  • King Louen Leoncoeur(Bretonnia)
  • Morghur the Shadowgave(Beastmen)
  • Malagor the Dark Omen(Beastmen)
  • Khazrak the One-Eye(Beastmen)

0 voters

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