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

At least as far as I could find that’s what they are. It is possible that is wrong, which I’d hope it is since it is really shitty.

From what I can read it’s more that over exposure to sunlight makes 'em devolve. As fungus boys they don’t like the sun much. That doesn’t change the fact that they have some obviously racist stereotypes like bones through noses.

Doesn’t it also say they are like an earlier stage in evolution of Orcs?

Not from what I can find. This article http://warhammerfantasy.wikia.com/wiki/Savage_Orc is kind of unclear as to whether they’ve devolved from Orcs, were never “civilized” by the Chaos Dwarfs, or are being deliberate cultural reactionaries. Also I think any talk of civilization when it comes to Orcs is supposed to be ironic, the only thing that changes is what kind of weapons and armor they use.

Ah alright point taken. I am not a Warhammer buff so if I do get stuff wrong feel free to point it out like that.

Warhammer has plenty of really cringe stuff, but there’s some pretty interesting stuff too. Like that the dwarfs are polyandrous. Or that part of the plans of the Lahmian Sisterhood are to secretly manipulate human society to make women the equals of men. Then you get pointlessly disgusting stuff like the Fimir. It’s frustrating, but the franchise has been around for over 30 years and had a lot of different contributors. Thankfully they blew it up so now head canon can reign supreme.

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Sorry for not updating for a while, I’ve been both very busy and running into issues with space on my laptop. I’ll try to figure it out but if I’m not able to I may have to just cancel the LP.

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That sucks. Hope it works out.

Restart!

So I’ve decided rather than making a new thread, I’d use this one instead! This LP was abandoned due to technical limitations that I have now rectified. But instead of LP’ing just Total War: Warhammer 1, I’ll be LP’ing the entire series with a focus on the 2nd game. The 2nd game has the entire 1st game in it basically except for Norsa(Which are coming in May). For now though we will be focusing on the Vortex Campaign. This will be centered around the High Elves, Dark Elves, Lizardmen, and Skaven, as well as the Tomb Kings. For now though we’ll be voting on what leaders we’ll be using!.

High Elves

Tyrion

The Heir of Aenarion, protector of the Everqueen and considered one of the greatest High Elven warriors to ever live. Tyrion is to some known as the Blender for in game he just tears through swaths of enemies while showing little fatigue. He is one of the most powerful melee lords in the entire series but cannot fly. His twin brother is Teclis.

Teclis

One of the greatest High Elven mages to ever live. Teclis is the twin brother of Tyrion and both are considered bastions of the High Elves. While his brother is strong physically Teclis is incredibly strong magically and is a powerful caster lord.

Dark Elves

Malekith

Malekith was heir to the Phoenix Crown and tried to usurp the position but failed miserably. He eventually formed the Dark Elves and leads them as their Witch King. This Dark Elf is a hybrid caster and melee fighter who can be quite tanky.

Morathi

Morathi is the mother of Malekith. She is a cunning witch who shares a special bond with her son. Out of the caster lords she is a bit on the weaker side.

Lizardmen

Lord Mazdamundi

The oldest and longest living of the Slann, Mazdamundi is a force to be reckoned with. His start is quite easy, he is the leader of Hexoatl.

Kroq-Gar

Another very powerful melee lord, Kroq-Gar is an ancient Saurus Oldblood and warrior of the Lizardmen. He is a slayer of Daemons and is one of their greatest heroes to ever live. His mount is the largest and most powerful Carnisaur he could get.

Skaven

Queek Headtaker

One of the greatest warriors the Skaven have ever known, Queek is a bloodthirsty and malicious creature even among Skaven. In combat he is nearly unparalleled and wears the skulls of his enemies as trophies. He especially hates Dwarves and Greenskins.

Lord Skrolk

One of the 9 Legendary Plaguelords, Skrolk leads Clan Pestilence in game and is known for his causing of ruin and decay. While somewhat ok in melee he is more of a caster lord with a heavy focus on AoE spells.

Tretch Craventail

Chieftain of Clan Rictus, Tretch Craventail is nearly unkillable. Now matter the scenario he has survived time and time again. A melee lord, what he lacks in strength he makes up for in ability to escape, ambush, and betray.

Tomb Kings

Settra the Imperishable

The greatest Tomb King to ever live. It is by Settra’s will that his people were made immortal, only they were betrayed by Nagash. Settra is known as the King of Kings and ruled with such power that he conquer much of the world during his living reign. Now that he has returned he seeks vengeance. In melee Settra is a beast, but more importantly he can mount a War Sphinx making him one of the most powerful mounted lords in the game.

Grand Hierophant Khatep

The Grande Hierophant and leader of the Mortuary Cult. He was exiled from Khemri for his failure to provide the Tomb Kings with true eternal life, and leaving them damned to undead immortality due to the work of Nagash. As a caster lord he is alright, and he has possibly the hardest start in the game. Though interesting he can mount artillery.

High Queen Khalida

Hater of Vampires, High Queen Khalida was betrayed by one of her closest kin and friends. She has a long rivalry with her cousin, Neferata the vampire. Queen Khalida rules of Lahmia and makes her entire army have poison attacks. In melee she is very durable.

Arkhan the Black

The closest follower of Nagash, following him even into immortal undeath. Arkhan seeks to follow his master yet again, and is immune to Vampiric Corruption. He is able to recruit a few Vampire Count units.

  • Tyrion
  • Teclis

0 voters

  • Malekith
  • Morathi

0 voters

  • Lord Mazdamundi
  • Kroq-Gar

0 voters

  • Queek Headtaker
  • Lord Skrolk
  • Tretch Craventail

0 voters

  • Settra the Imperishable
  • Grand Hierophant Khatep
  • High Queen Khalida
  • Arkhan the Black

0 voters

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Oh, glad to see this is back. Especially in this form because it gives me a chance to follow along from the beginning this time (which I meant to do previously but then… didn’t :stuck_out_tongue: ).

It’s Warhammer so this doesn’t surprise me but of course there’s like one lady out of all of the leaders here D:

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Yeah there are unfortunately few women leaders. There’s Khalida and Morathi in the Vortex, then Fay Enchantress and Isabella in Mortal Empires. For High Elves, Dark Elves, Wood Elves, Bretonnia, Vampire Counts, have female lords and heroes. Oddly the Tomb Kings only have male heroes and lords despite women being prominent in their society.

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Somehow I never noticed that the Tomb Kings didn’t have any female heroes, particularly with them having Khalida. Admittedly the roles available to females varied from city to city, but spellcasters in the form of priests weren’t uncommon. On another interesting note sometimes when you control arkhan the black and command him to do something his voice line will say “You are not him.”

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I know in the lore there were some female leaders among the Tomb Kings, and it seemed like royal families were quite important. Example being Khalida and Neferata. It is very strange, I wonder if we’ll get an update later on adding women to the Tomb Kings. Hell you would barely even need to change models or voices, as some are pretty androgynous looking already and they’re really wasted away undead so they don’t really have sex characteristics.

So I put up a poll on my twitter as the final decision for the Skaven to do a tie breaker. The leaders we have will be as follows going by votes.

Teclis (High Elves)
Morathi (Dark Elves)
Lord Mazdamundi (Lizardmen)
Lord Skrolk (Skaven)
High Queen Khalida (Tomb Kings)

In some cities like Lahmia where Neferata was from, Neferata was a rarity because while important females were expected to only be seen when called for. It just Neferata was more competent then her brother/husband and ended up assassinating him. Khalida by contrast when she was married off, she was basically trained to be a warrior queen in the new city. Along with everyone working in the forges as this city pioneered iron in Nekehara. Nerd mode off.

Vortex Update 1 - Intro Cinematics

Welcome to Total War: Warhammer 2. The sequel to Total War: Warhammer 1. This game however contains the first within it, in the Mortal Empires campaign which we’ll eventually get to. Now though we’ll be focusing on the Great Vortex campaign. This campaign is set in the New World in Warhammer, focusing on the struggles of the High Elves, Dark Elves, Lizardmen, and Skaven. In the lands of Naggaroth, Ulthuan, Lustria, and the Land of the Dead. Each group works to gain control over the Great Vortex, a swirling magical font that separates this world from the Realm of Chaos, a never-ending infinity of hellish Daemons and energy, home to the Chaos Gods. Each faction has a means to their end. The odd ones out are the Tomb Kings, who care not for the fight for the Vortex. They are DLC added onto the game that we will also be seeing in action.

High Elves (Teclis)

Teclis and Tyrion, great and powerful twins who serve the Phoenix King of the High Elves, diverge in their paths. Teclis the greatest mage of his time, and Tyrion the greatest warrior of his. Both brothers leave the Loremaster to collect fragments of Fallen Waystones. With them they may yet find a solution to their problems. Their major one being that the Vortex which keeps out the denizens of Chaos from entering the world is faltering. The two search in two different lands, with Teclis leaving to check the Lizardmen realms of Lustria, a jungle continent.

Known as the Asur, High Elves are a powerful and ancient people that rule over the lands of Ulthuan. It is they who educated the humans on the way of magic and it is they who were able to set up the Vortex which keeps out the forces of Chaos, barring them from easily entering the world. They are low in number, and highly militaristic. The High Elves are protective of their people as they do not have many of their kind left. With their powerful magic they dominate the Winds of Magic around them and are arch enemies of the Dark Elves. With a long history full of heroes and sordid affairs, the lore of the High Elves is plentiful. They are ruled by a the Phoenix King and his wife the Everqueen.

The military makeup of the High Elves is one with a focus on elite units, cavalry, and ranged units, as well as magic and some monsters. They lack a powerful early front-line and do not have ranged armor piercing units, with only one siege weapon that is lacking in power they rely more upon their magic and elite units.

Dark Elves (Morathi)

The Vortex is weakening. The Witch King Malekith and his mother Morathi see their chance. They plan to find Scrolls of Hekarti so they may divine a path to vengeance upon the High Elves. These two search in their own lands while subjugating or destroying any who would resist them. In the chilly lands to the North West they make their home, working their way towards the heart of Ulthuan.

The Druchii, known more commonly as the Dark Elves, rule over the lands of Naggaroth. They are an ancient civilization built on sadism and hedonism. Their lust for blood is not easily matched. Led by their ruler Malekith and his mother Morathi, they prey upon any who dare come into their lands. Once they were Asur themselves but when Chaos assaulted the world those who were left outside of Ulthuan were tainted and dominated, or killed. It was not until the rise of Malekith and his great betrayal that they then gained their Witch King, as well as his mother the great Hag, Morathi.

In combat the Dark Elves have practically everything they could need. Their front-lines are strong and often shielded, they even have shielded ranged units. They are efficient and bloodthirsty, and gain power when they kill enough in battle. As for artillery like the High Elves they are severely lacking in this department. Druchii cavalry is okay, as is their magic. Far greater in power are their monstrous beasts and infantry.

Lizardmen (Lord Mazdamundi)

The Great Warding has weakened, the Great Vortex is faltering. In the skies the Forked Tongue of Sotek hangs low. Ominous, it leads the Lizardmen to the sacred plaques and prophecy of a way to avert the ending of the world. The Slann are starting to wake, so that they may lead the Skinks, Saurus, and more, to once again defend the world in its darkest of times.

Lizardmen are known as such by outsiders. To those who truly know them, they are the Children of the Old Ones. These primitive but long lasting reptiles watch over the lands of Lustria as protectors and defenders of the world. Long ago they fought and held back the tide of Chaos Daemons that threatened the world. Once again they must take up their old duties. The Lizardmen are spawned in eggs, every egg that will ever be has already been laid as the Old Ones knew just how many of them would be needed. They are led by the Slann, large bulbous creatures of ancient power that can shape the very world around them. Once they slumbered, but now they awake to save the world.

Lizardmen are lacking in high tech weaponry. Instead they rely upon their ferocity, ingenuity, and overwhelming strength. As far as front-lines go it is harder to find a stronger early game one than Lizardmen. they rely heavily on a mixture of high cost Saurus melee units, and monsters.

Skaven (Lord Skrolk)

Yes-yes, the Twin-Tailed Comet has disturbed the Great Vortex. With its arrival comes opportunity for the Skaven. The Council of 13 gathers together under the dark New World’s tunnels. After some debate they realize they need to collect Warpstone, stones infused with the magical and volatile energy of Chaos. These Skaven set out to their respective lands to take to mustering their nearly never-ending hordes so that they may unleash a Vermintide upon the world and fulfill their arcane prophecies.

The Skaven are Rat-Folk, terrible creatures that gnaw at the roots of the world. These beady eyed vermin swarm over all, and serve truly only themselves. They are traitorous, cunning, and chaotic. They exist in a constant struggle to survive and rise up in position. Skaven are ruled by their lords which each rule a clan, overseeing them are the Council of 13, 13 is a holy number to the Skaven. The Council of 13 are those closest to the Horned Rat, the god of the Skaven who they revere.

In battle Skaven rely a lot on numbers. What they lack in competency they make up for with sheer volume. Their front-lines are weak and easily route, but they can return. Their magic is wild in effect and relies on sudden bombastic effects. As well they have advanced and dangerous technology, which they use to devastating effect in warfare. Artillery of the Skaven is highly deadly and long range making them excellent at sieges.

Tomb Kings (High Queen Khalida)


(1 minute in about is a jumpscare)
High Queen Khalida of Lahmia has arisen alongside the rest of the Tomb Kings. They seek vengeance, they seek justice, to strike back against the Great Betrayer, Naggash. Once the grand land of Nehekhara, they are but now the Land of the Dead. Khalida in particular wishes to see the corruption that is Vampirism wiped out. With her highly skilled archers and forces she goes out to search for the Black Books of Nagash, so she may access the Black Pyramid.

In ancient times there was the land of Nehekhara. These lands were ruled over by a mighty ruler, Settra. Settra saw his empire become one of the greatest spanning kingdoms in the world, ruling from Khemri. As great as he was, he was still mortal. As such he sought a way to immortality. His life was extended, but eventually came to an end. Nagash was once of Nehekhara, a servant and member of the Mortuary Cult. His lust for power was ceaseless and eventually led to his betrayal of the Nehekharans. Rather than their promised immortality in paradise, they were instead met with a hopeless and undying ruined world they had wanted to leave. Seeking to finally gain their immortality as they desire, Settra and the other Tomb Kings set out to once again conquer the lands.

The Tomb Kings have an abysmal front-line. Later they can get serviceable infantry but rely mostly on ranged units and monsters while their front-line hold as long as they can. The magic of the Tomb Kings is very direct and powerful. Their monstrous constructs are some of the most powerful monstrous units in the game, their lords are nearly unkillable as well.

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One of the main gender restrictions for the Tomb Kings is that the priests, or at least the mortuary priests, were all male. And it’s because Neferata wanted to learn their magic but couldn’t that she ended up creating vampires. W’Soran of course claims that he did all the hard work but he went and got eaten so who cares what he says.

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Mortuary cults take the first born male to serve as priests. But priests of say Neru, Khassar, often were female. Khassar in particularly typically had only a few priests with a female basically acting as his voice. W’Soran technically a good spellcaster, really really bad at everything else. Including not dying.

Vortex Update 2 - Welcome to the World of Warhammer

[Content Warning for Slavery]

High Elves (Teclis)

On the Western coast of Lustria are found the Great Turtle Isles. It is here that Teclis has begun his search for Waystone Fragments. Setting up a base at first seems easy until the local Lizardmen known as the Sentinels of Xeti prove to be a problem. Teclis needs to establish dominion over the area but the Lizardmen are highly territorial and protective of their lands.

To the North is the Blood Hall Coven, a group of malicious Dark Elves that for the time being aren’t a bother. Then down South is High Queen Khalida, she has set up in Lustria as well for reasons unknown to Teclis, providing a possible rival of great power in the future. For now he must deal with the Sentinels of Xeti.

Loremaster Talarian has a mission for Teclis, to capture a settlement belonging to the Sentinels of Xeti.

He also requests the construction of a Rally Field.

Building a Rally Field is easy enough. It only takes a couple of turns. The cost is 2000 gold, at this point Teclis is earning 1556 gold per turn. Settlements have 5 levels to them, with small settlements capped at tier 3 and main settlements for each province are capped at tier 5. Tiers determine how many buildings you can have in a settlement and what level they can be. As such if a building caps at level 3 or below you want it in a minor settlement and if it caps at 4 or 5 you want that building in the main settlement.

For the time being it would be a good idea to start recruiting units. Because we own a Militia Camp in our province we are able to recruit some basic infantry, Spearmen at 500 gold with an upkeep of 125 and Archers at 475 gold and 118 upkeep. It costs money to initially recruit a unit as well each turn they are in an army they cost money to keep. You’ll have to do a little bit of math when playing to understand how many units of what types you can keep in your armies.

To the South we’ll be taking the Mud Isles as Teclis. When approaching ruins you can choose to do nothing, Colonize, or do a Treasure Hunt. Treasure Hunt is something we’ll see later on. For now though after paying for colonizing we’ll want to build up the settlement. It starts out at tier 0 and needs to be upgraded to start having any buildings or for it to make any money.

Dark Elves (Morathi)

In the Ancient City of Quintex Morathi has gathered her Cult of Pleasure. They are located South of Naggaroth’s capital where her son Malekith roosts and broods. With him conquering the cold North Morathi is left to the desolate South. Surrounding her are dissenting Dreadlord of various creeds that she must now bring to heel. They may resist, but Morathi dominates whether they wish her to or not.

The Bleak Hold sits to the East and is Morathi’s current goal. But to get to it she’ll have to deal with surrounding threats, such as the territories taken by the Bleak Holds to the West and South, Ironspike and The Moon Shard.

Felicion has a quest for her to capture a settlement belonging to the Bleak Holds. This is an easy enough task.

Right away Morathi assaults an enemy army and takes hold of its survivors. With the army wiped out handily she Enslaves those leftover. When an army is defeated you may have different options that have different results, such as Executing or Ransoming captives. When you Enslave them as the Dark Elves you take them into your slave pool.

Slavery is a system only for the Dark Elves. They may take slaves and use them for economic purposes or rituals. Having slaves increases the amount of money a settlement produces but also causes Public Order problems. Public Order determines whether you will have a Rebellion or not. When Public Order in a province reaches -100 they have a Rebellion, an army will spawn that will then attack the province. They can be farmed but are dangerous and will require management of multiple armies to be both aggressive while defending against them.

During the battle Morathi lost a group of Dreadspears, yes they’re actually called that. To regain the losses we’re going to recruit more after moving back into our own territory. Dreadspears cost 450 gold to recruit and have 112 upkeep.

Lizardmen (Lord Mazdamundi)

Hexoatl, the City of the Sun, is watched over by and home to the oldest living Slann, Lord Mazdamundi. Nearby are the living mountains the Grey Guardians which were formed by Mazdamundi himself. Here Mazdamundi’s seat of power has fallen into decline, but with his awakening it is time to retake Lustria and once again become defenders of the world.

Skeggi have overtaken the nearby lands. These Norscans who follow the gods of Chaos are a taint upon the jungles of Lustria. With his Temple Guards Lord Mazdamundi is able to retake the Monolith of the Fallen Gods. After each battle the victor receives loot which is based upon the cost of the loser’s units/structures. Mazdamundi chooses to Occupy the city without looting leaving it in pristine shape. He wastes no time and begins to recruit Skinks to his army.

Skinks and Saurus make up the majority of the Lizardmen. Skinks are smaller and more lithe with smooth skin and large crests atop their heads that goes down the back of their necks. They can tend to be more cunning. Saurus are larger and more reptilian with thick muscular bodies and powerful jaws and claws. Saurus are more costly than Skinks but are generally better, though Saurus lack ranged weapons and are instead all melee units.

In Hexoatl there is cause to upgrade the settlement to the next tier. With that in mind using a natural resource, gold, we are able to build a Gold Mine. These structures are boons for their owner that heavily increase supplies of gold making it easier to recruit more units and build more.

Lord Mazdamundi has leveled up. When a Hero or Lord levels up you’re able to choose skills and abilities from them. In general there are three main trees that depend on whether a character is a fighter or mage. Magic/Combat, Army(Battle), Army(Campaign). We’ll be taking Route Marcher which is an excellent choice. It gives more campaign movement and allows you to more easily control a region and allows you to do more in less turns. In the future though we’ll be working on Mazdamundi’s magic.

Skaven (Lord Skrolk)

At the ruins of Oyxl Lord Skrolk has taken to defiling the jungles nearby. Below the ground there is host to his swarming masses, the Skaven of Clan Pestilens are ready to begin conquering the region. Nearby the Lizardmen known as Southern Sentinels have set up and are working to undo the harm caused by Lord Skrolk.

Before Skrolk can begin to conquer he needs to first establish a foothold. His eyes are set upon the Sentinel of Time ruins. They are too far for him to reach with his starting position and campaign movement range.

Sometimes settlements have special buildings that can be built only at that location. The Corrupted Spawning Pool is one such that Clan Pestilens has access to at Oyxl in the Lost Valley province. With it Oyxl will gain a garrison of Plague Monks, powerful melee infantry of the Skaven. With them there protecting the settlement, we are able to move further South safely.

Tomb Kings (High Queen Khalida)

In the Copper Desert High Queen Khalida has taken control of The Forgotten Isles. From here she sets out to search for the Black Books of Nagash. Unfortunately for them, the Sentinels of Xeti are in the way. These Lizardmen are unfortunate for they shall taste the venomous sting of Khalida.

As a start Khalida moves to take The Dust Gate to the East. It is easy to take and with that she has already cut down the Sentinels by a 1/4th.

We construct a Crypt Barracks which will be done in 3 turns. The Tomb Kings make little gold each turn. Because of this it is difficult to construct buildings in settlements often. This is a constant problem one will face when playing as the Tomb Kings. The Crypt Barracks allow for Nehekhara Warriors. They’ll be a bit stronger of a front-line portion for Khalida’s army.

We recruit some more units. But they do not have a cost or upkeep, this is a feature of the Tomb Kings. Tomb Kings are limited in how many of each unit they can recruit depending on recruitment buildings they have. So they do not have an upkeep but still have limitations.

We’ve reached the point where it is time to research Technologies. Tech is highly important and will give boons to your armies, both in and out of battle. For the Tomb Kings each dynasty you research as well increases how long it takes to research techs but also allows you to host another army. Because of this tech is far more important for them than any other faction They dynasty we’ll be choosing gives bonuses to archers which will be very helpful in the future. Queen Khalida gets a bonus to the ammunition amount for her missile units which we’ll be taking advantage of.

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Vortex Update 3 - Securing Our Starting Provinces

High Elves (Teclis)

It’s time to secure all of the Turtle Isles. To that end we’ll need to Replenish our troops. When you take part in a battle or Colonize or deal with Attrition, you lose soldiers. When in your own territory you’ll Replenish them over time. Being in a city Replenishes faster and certain buildings, skills, and stances, will increase Replenishment. With that in mind it will take time to get into fighting shape. We’ll have Teclis continue to recruit during this time. We have a Rally Field now and can recruit stronger units but our base ones are more efficient for their price so we’ll be sticking with Archers and Spearmen.

Let’s also take a glimpse at Teclis’s starting units. One he begins with is the Swordmasters of Hoeth. One of the final tiers of High Elf infantry that is available, the Swordmasters of Hoeth are the pride and joy of the High Elves front-lines. These armor piercing agile warriors can even deflect missiles making them missile resistant. But up close they cut through swaths of enemy, with only high tier infantry being able to match them. Early on they are useful for holding any position and keeping it held or taking out early game high tier units.

The Frostheart Phoenix is Teclis’s other starting unit. These Phoenixes are older and more powerful Phoenixes that cool with age. They carry with them a magical aura that slows enemies. With armor piercing attacks, armor of its own, and speed as well as the ability to fly, this unit is excellent for sniping important vulnerable units. In the sky only late game units will defeat it such as dragons or highly leveled Heroes and Lords. Early on especially non-melee Heroes and Lords will be easily beaten by it. As a Phoenix when one dies it has the chance to be reborn so it may fight again in battle.

We’ve researched a Technology unlocking ones further in the tree. This is thanks to owning a Rally Field. Certain structures will unlock Technologies you can research, we’ll be getting more as our settlements level up. This has completed a Mission. Missions are tasks given to you by your advisers. For completing them you’ll get rewards, mostly gold. Sometimes you’ll get Hero units or bonus items.

Finally it is time to secure the province. To do so we’ll be taking the Golden Ziggurat. We’ll Auto-Resolve, as there is little chance of even losing any units in the battle. You can choose to Auto-Resolve most battles to have the AI just roll and look at numbers and determine a victor. Having taken it we now have our first province.

Luckily in the battle we got a reward, the Wand of Jet. Teclis can wield this and gain its benefits. This one comes with some slight drawbacks but in general items will just have net positives.

Additionally now that we have a full province we’ve unlocked a Rite. Rites are special events you can unlock that give a bonus, usually for a set amount of turns. We don’t have a need to use it right now so we’ll save that for later.

Teclis has also gained a level. We"ll likely be giving everyone Route Marcher to start, for overall more versatility. Each time a character levels they get 1 point they can put into a skill.

When you have a full province you get to set Commandments. They’ll effect that province and have negatives and positives. For now we’re still building so let’s focus on Growth. Growth determines your Population, when you get a Population Surplus it allows you to level up your settlements to higher tiers. They’ll have both gold costs and Population Surplus costs.

Dark Elves (Morathi)

For Morathi to dominate the province we’ll need some stronger units. Dreadspears are ok but we’ll want Bleakswords. Yes they’re really called that. Dreadspears are better against cavalry but most armies we face will be full of infantry making Bleakswords the better option. As such we’re upgrading our Conscription Halls to Halls of Mustering.

Ironspike is poorly defended and is easily taken. 2/3rds of the province now belong to us.

Like the other Morathi will be gaining Route Marcher.

Oh no! An enemy has started raiding our territory! Raiding is a Stance some factions can take, when Raiding you get Replenishment from enemy supplies. If you enter a battle you will be tired from Raiding. Raiding steals gold from the enemy depending on how much the effected settlement is producing. We’ll have to deal with them soon before they regain too much.

Morathi has leveled again. We’re going to give her Iron Disciplinarian. This will improve Public Order, something Dark Elves struggle with in general but Morathi does especially.

We have started with a Hero unit called a Khanite Assassin. We can send this unit out on the campaign map to scout, to perform tasks, or to fight in our battles. I have put him in Morathi’s army since she is not a melee focused Lord. We are going to be leveling him up to be a fighter and combat assassin capable of sniping weak single targets like casters.

The Technology we were researching is done, so we’ll focus on getting more Growth to get our settlements rolling.

After taking the Moon Shard Morathi gains another level. We continue to build her more for campaign than battle, as her campaign can be considered harder given the Public Order problems.

For a commandment for the province we’ll be selecting Demand Highborn Hostages, further improving Public Order. This will be a constant battle in Morathi’s lands.

It’s time to construct a Plateau of Dark Steeds. This will allow us to recruit cavalry, weak ones, but they’ll be fast enough for flanks and charges. In future battles this will be handy against siege equipment and missile units or catching enemies out of position.

I almost forgot! Let’s go over Morathi’s 2 starting units. Harpies are early flying units, useful for catching out of place missile infantry or siege units. Sometimes they can interrupt charges but I otherwise find them fairly worthless.

The War Hydra on the other hand is the exact opposite. This large lumbering monster unit can wade through units crushing them underfoot. At a range it can spew flames that absolutely decimate infantry. Up close it is a powerful beast, with missile resistant scales. Its regeneration means it can hold out for long battles and the terror it causes sense enemy troops routing quite easily. All in all one of the best units the Dark Elves have to offer.

Lizardmen (Lord Mazdamundi)

It is time to build an Underground Lagoon. It will provide access to early Saurus units. We’ll be sparingly using them, as while they are strong they are expensive to keep. Kroq-Gar the other Legendary Lord gets the upkeep prices for them cut in half, making them viable early front-lines for him. But we are Lord Mazdamundi, meaning we’ll need to make more use of magic and Skinks.

The Ziggurat of Dawn falls, it was mere child’s play for Lord Mazdamundi’s army. The Norscans provide little of a threat currently, as they lack efficient units, and lack armor.

For Commandments we take the Alignment of Crafting, building up our economy rather than worrying about how we’ll do in battle.

Lord Mazdamundi has leveled yet again We give him Harmonic Convergence this time, an upgraded form of it. This is an alright buff for our units, but more importantly we’ll get access to higher tier spells in the future which will make Mazdamundi a true threat to our enemies.

Let’s take a look at one of Mazdamundi’s starting units. The Temple Guards are the highest tier melee units available to the Lizardmen. Armored and shielded, armor piercing, with the ability to deal well against any charge and large units. These Temple Guard are good units in almost any engagement.

Meet the only true siege unit that the Lizardmen have. Mostly they rely on huge scaled monster to take part in sieges, but this one has a solar engine. The solar engine on its back fires piercing beams of energy that blast apart structures and infantry alike.

Skaven (Lord Skrolk)

It’s time to buff up our army. Skaven infantry are typically nearly worthless, meaning we need the numbers. Thankfully they’re cheap at the same time.

After waiting for the enemy army to pass, we sneakily Colonize the Sentinel of Time, taking it over at a cost in both food and gold. Food is a mechanic special to the Skaven. Their armies and settlements need to have enough food to survive or bad things happen, such as Rebellions and loss of gold. When you defeat enemies you take them as food and certain buildings produce food.

Making a run for it, Skrolk’s army reaches the Southern Sentinels and manages a Pyrrhic Victory. Such victories come at a great cause and give less experience, rewards, and Replenishment. But they are not uncommon to the Skaven. We take over the enemy settlement which is actually in a new province.

Skrolk has leveled up and it is time to work on Pestilent Breath. This spell has a cone of effect and is devastating against lightly armored units. Early on this will be Skrolk’s bread and butter, blowing apart large groups of light infantry.

To the East are more settlements that are wide open. To take advantage of that we’re recruiting a Lord to lead another army. This one will be full of simple slaves with the purpose of taking uncontrolled territories. When you take on new armies your upkeep increases in cost, but we have a very strong economy allowing this.

Tomb Kings (High Queen Khalida)

To take the entire province we need numbers. The Tomb Kings have an exceptionally hard early game with very weak units that rely more on holding while missile units deal damage.

We get a choice on what type of Hero unit we can gain early on. I decide to go with a Liche Priest. Early on the Tomb Prince is more useful but as we get the priest more spells they’ll become a great utility for our army.

As Khalida levels up we begin to take her down the path of improving her army. This is helpful for countering the weakness of the Tomb Kings front-line. I’ll go into this then later work on getting her more powerful in melee to make her an unkillable machine.

I hate Necropolis Knights. These tainted warriors are slow moving cavalry with low charge damage, they require heavy micro managing as in most engagements where they stay in sustained combat they’ll be absolutely wrecked.

Sepulchral Stalkers are High Queen Khalida’s other starting unit. They’re pretty all around powerful. At both range and in melee they are able to deal with most units, and are anti-large making them capable against much larger and powerful units.

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So I wanted to ask. For the LP I was thinking of showing off mods, not a ton of them but some core ones like Radius, Steel Faith Overhaul, and a few other major ones.

On top of that I was thinking of keeping up the current sections, but adding a few. One would be a Vortex campaign for Tyrion which shows off more of events and High Elf politics we aren’t getting right now. Then I’d be doing a Mortal Empires campaign with a few options of what we can go with. Empire, Bretonnia, or Dwarves, to show off the Mortal Empires campaign. What I might do is cycle them with each update, making so each post isn’t absolutely massive and won’t take me 6 hours of work each time. I’m just going over how best to show off the Mortal Empires campaign. Or I could cycle them, Vortex one day, Mortal Empires the next day, then keep updating each one like that.