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Thread: Total War: Warhammer background and factions introduction

  1. #1

    Default Total War: Warhammer background and factions introduction

    So, as a long term Warhammer and Total War fan, I was extremely excited to hear that Total War Warhammer was coming out. Then I proceeded to read the comments under the trailer and watch various youtubers reactions to it. Many of them outright stated that they knew next to nothing about Warhammer or it's backstory. So I decided to make this thread, where I'm going to be posting the background to the Old World and the various factions you'll be able to play in Total War Warhamer, along witha few ideas as to how they might play, what units they'll have available to them etc. If you are a die hard historicall Total war gamer, well no one is forcing you to read this.

    Right before I begin, I ought to explain a bit about the old world. The Old World is where the majority of the action in the Warhammer backround takes place. While it is by no means the only place in the universe of warhammer, most of the factions are located there, meaning that I'll focuss on it more than anywhere else. The Old World is Warhammer's equivilant of Europe. In it's northernmost reaches, there's the Chaos Wastes and Norsca, being roughly the shape of scandinavia, and in it's southernmost reaches there's the deserts of Nehekhara, Warhammers ancient Egypt. Much of the Old World is covered in forests or mountains. Plains and grasslands are fairly few and far between.

    Life first came to the Old World arouns 15,000 years before the main events of Warhammer take place. It came in the form of mystical beings known as the Old ones. They created the Lizardmen(Giant upright lizards who resemble Aztecs in their dress and ride dinosaurs) in Lustria(South America) to be their servants in the old world. They then created other species such as the Dwarfs, Elfs and men. Strangely they didn't create the orcs. No one quite knows how they got to the Old World, all we know is that they've always been there. The Old Ones had begun to prepare the Warhammer World to become part of their space spanning Empire when, about 12,000 years before the "modern" times, the first Chaos war happened. This was a giant war between the denizens of the Old World and the Deities of Chaos and their servants. These beings live in a realm that is essentially a different dimention but is also connected to the Warhammer World. Chaos is divided into four deities, Khorne(God of Blood and skulls), Nurgle(god of sickness and disease), Tzeentch(God of Change) and Slaanesh(God of Sex, drugs and rovl&roll). They feed off living beings emotions and desires so for as long as there's living beings theres chaos. Anyway, demons of chaos swarmed through the portals to the chaos realm(the warp) which are located at the poles and the denizens of the Warhammer world had to fight them off. This war ended when the elfs, with the Lizardmens covert help, shut the portals into the warp as effectively as possible, meaning demonic incursions were now extremely rare occurrences and required help from a cultist in the Old world.

    After this war, the Old ones dissapeared, leading to the Lizardmen isolating themselves in Lustria while the rest of the old world followed its own path. The Elfs formed an Empire, until they were forced to withdraw from the Old World back to their island home of Ulthuan by the sundering(and elfen civil war over who got to become phoenix king folliwng the 1st one) and the War of the Beard(a war between them and the dwarfs, most of which took place in Bretonnia, the Old Worlds France). They split off into the High Elfs, the ones who stayed on Ulthuan, the Wood Elfs, who stayed in the Old World in a huge forest, and the Dark elfs, those who sided with Malekith and were driven off Ulthuan into Naggaroth. The Dwarfs have remained fairly united over this time, all answering to the Dwarf High King despite being divided into their various holds, each with it's own kings.

    However, this post I'm going to be leaving all of them to one side and focussing on the humans, more specifically the Empire. While the first human civilization was Nehekhara I'll talk about them some other time. This post is just about the Empire, with abbit of Bretonnia thrown in there.

    The Empire is the largest and most powerful human kingdom of the Old World. You remember that guy in the trailer who had a massive hammer and was riding a griffin? He's the current Emperor of the Empire, Karl Franz. The Empire is 2,500 years old and is one of the most technologically advanced of the Warhammer factions, being in the rennaissance era.

    The tribes who would later be part of the Empire first arrived in the world about 6000 years ago. They were fleeing west to escape the greenskins who were running rampant in the Eastern warhammer world at the time. They paid the Dwarfs to let them through blackfire pass, a pass going through the Worlds Edge mountains in the south of the Empire, which has remained their principal defence against the greesnksins to this day. While there bronze weapons were primitive compared to the Dwarfs and Greenskins, they were far superiour to anything possessed by the humans already living in the Old World at this time. Because of this, these new peoples were able to take over large chunks of the Old World as their own. Originally they were many warribg tribes, who fought each other more often than they fought together. Then in -50 in the Imperial Calender(IC) Sigmar Heldenhammer was born.

    Sigmar Heldenhammer was born a prince of the Unberogen tribe, who inhabited modern day Reikland, Karl Franz's province. When he was young he rescued the king of Karaz Kadrin(a Dwarf hold). In a gesture of gratitude, the King presented Sigmar with Ghal Maraz, the magic hammer which is the Emperors weapon and symbol of office. Eventually, Sogmar united the tribes, forming them into the Empire, though not entirely as it is today. The Grand Provinces at it's foundation were based on territories of the tribes. This made the provinces of Reikland, Stirland, Averland, Wissenland, Solland, Ostermark, Talabecland, Ostland, Middenland, Hochland Nordland and the Drakwald. Each of these provinces is ruled by an Elector Count, who's symbol of offices is a runefang, a magic sword forged by the Dwarfs, who made one for each Elector Count. When Sigmar dissapeared in around 50IC, the Elector Counts didn't make his son Emperor. Instead they elected one of their own to be Emperor, a system that has continued ever since, although for the past 200 years they've been relentlessly electing Reiklands elector counts. There have been times when this system doesn't work like the Time of Three Emperors when the Elector Counts of Middenland and Talabecland declared themselves Emperor without being voted as such, but for the most part the system seems to work. Incidentally, Sigmar was also deified after his death. These days Sigmarites are the most common religion in the Empire. The principal old gods still followed are Ulric, god of battle, and Taal god of Wild Places. These two are mainly worshipped in the North while the Sigmarites are found mainly in the South. In addition there is Morr, god of death, who has no cult per se but is worshipped across the Empire.

    As far as the provinces are concerned, the provinces of the Drakwald and Solland were destroyed, their remains incorporated into Middenland and Wissenland respectivelly. The largest province is probably Nordland, although its much smaller than it at first seems, seeing as it contains Athel Lorren(the Wood Elfs home) and the extremely wealthy port of Marienburg, both of which are, in practice, completely independent. The most populous province is probably Reikland and the wealthiest either Reikland or Averland. The poorest is either Wissenland or Stirland, both known as rural backwaters, Stirland containing the province of Sylvania, which is where the Vampire Counts hang out, making it a very dangerous,

    The Empires two most important cities are Altdorf, current capital and centre of the Empires various magical orders(the one you saw in the trailer was a wizard of the Celestial order), and Nuln, which is where all the Engineer schools are located and all the foundries that produce the Empires cannons, steam tanks and most of it's hands guns. While these are the centres of these orders, wizards and engineers can be found across the Empire in service of the various states. Because of these things, Altdorf and Nuln(along with Middenhaim in Middenland and Talabheim in Talabecland) are wealthy and populous enough to function as a seperate city state, with their own army.

    That brings me on to the last subject. The Empires army. Playing as the Empire, you're going to have access to a huge variety of different troops, varying qualities. Out of all the factions in Warhammer, the Empire probably has the widest variety of troop types, meaning that when it comes to strategy the world is your oyster. In this I'll just examine the various troop types and what they do.

    I'll start with the Empire's cavalry. While this is the area in which they are most lacking, they still have a reasonable variety. Their light missile cavalry are pistoliers. These are young nobles armed with two pistols who fire a volley at the enemy an then gallop away to reload. They should be used as skirmishers or to harass enemy flanking units as they pack a reasonable punch and being very mobile. The one thing they should avoid at all costs is melee, as the enemy will butcher them if they manage to engage them in melee. Next up are outriders. Older and more experienced than pistoliers, outriders are armed with blunderbusses rather than pistols. While these pack one hell of a wallop, they will probably be less mobile and take longer to reload than pistoliers, making pistoliers better in my opinion. Like pistoliers, they should keep to skirmishing although because of their superiour firepower they can probably hurt quite heavily armoured units(you hear that dwarfs?). Finally we get to the Empires shock cavalry, the knights. These come in two varietys, normal knighst and inner circle knights, inner circle knights having higher morale and being more skilled in melee. Unlike their Bretonnian counterparts, the Empire knights have extremely heavy armour, making the like the cataphracts of the Warhammer World. Just charge them into pretty much anything, bar monstrous creatures, heroes and trolls, and watch the blood flow.

    Right next is the Empires melee infantry. These come in four varieties, Spearmen, halberdiers, Swordsmen and greatswords. Spearmen, halberdiers and swordsmen are likely to be the most numerous infantry in the early game. They are unlikely to be very effective as combat troops unless you back them up with knights, cannons, greatswords etc. They are essentially there to act as a tarpit to hold the enemy up while your other units get on with killing the enemy. Greatswords are your hard hitting heavy infantry. They will be the equal of most other elite infantry units in any other army and probably have the best combination of armour and sheer attacking power out of all of them. Just keep them away from any even heavyish cavalry and you should be fine.

    Finally theres the Empires missiles. Their basic missile troops are archers, crossbowmen and handgunners. Archers are their skirmish infantry, used to soften up the enemy prior to the main infantry engagement while crossbowmen are a cheaper longer ranged alternative to handgunners. Both handgunners and crossbowmen fulfil the same function: standing in front or behind your main infantry line pouring masses of armour penetrating death down on the enemy. The Empire also has access to cannons, mortars and steam tanks(essentialy mobile cannon platforms) which can blow giant holes in the enemy ranks but can blow up on you if you arent careful. Finally theres hochland longrifles, essentially a sniper varient of the handguns.

    Your average Empire army should consist of a good solid core of state troopers backed up by warrior priests(who will boost their combat efectiveness) supported by handgunners, crossbowmen and cannons. Then you should have sme harder hitting elements such as knights, greatswords or flagellants(religious fanatics) in positions where they can hit the enemy in the flanks or rear. You can also have pistoliers and archers for skirmish purposses, although they are not eswential for your success.
    Right so there's the Empire. Tell me what you thought and cc welcome.
    Last edited by Aikanár; May 10, 2015 at 02:58 PM. Reason: consecutive postings merged, broke up the wot into paragraphs

  2. #2

    Default Re: Total War: Warhammer background and factions inteoduction

    Sir, I appreciate the effort but can you PLEASE make it more readable? you need to put more spaces in between your sentences and need to do so in a more readable format so that people can have an easier time reading your posts because it is just unnecessarily hard trying to follow what you are saying when your sentences are so close to each other.

  3. #3

    Default Re: Total War: Warhammer background and factions inteoduction

    I was hoping someone would start a thread that gives some background to the Warhammer world for us that aren't too familiar with it. Thanks.
    But as Nostalgia Fan said, it needs to be broken up with paragraphs to make it easier to read.

  4. #4

    Default Re: Total War: Warhammer background and factions inteoduction

    So, last posts I talked about the Empire. This time I'm going to talk about one of the "evil" factions, the Vampire Counts.

    So who are the Vampitre Counts then? The Vampire Counts are the Dracula's of the Old World. Stronger and faster than normal humans, they are driven off by the sign of Sigmar(more on the reasons why later) and they can't go out in sunlights. The Vampire Counts were founded by Vlad von Carstien, about 700 years prior to the "modern" times. He arrived in Sylvania posing as a nobleman and manage to become Elector Count of Sylvania(back then it was a seperate province) by marrying Isabella von Drak, the daughter of the then Elector Count, and exploiting the rivalry between the Elector Count and his brother. When he became Count of Sylvania, he began turning the smartest of his courtiers into Vampires, creating a court within a court. Over the years(remember this is during the Time of Three Emperors so there was no Emperor to stop him) he began to expand Sylvania's borders, taking land from the provinces around him(Ostermark to the North, Averland to the South and Stirland to the West).

    Eventually, about 500 years before "modern" events, Vlad von Carstein made his play to sieze the Empire, starting the Vampire Wars. He first revealed his vampiric nature during a battle against the province of Middenland. His own human forces were losing and so he raised the dead to fight for him. After the battle he turned the dead on his own soldiers, having decided they were too untustworthy, and brought them back as zombies as well. He then continued to slaughter his way across the Empire, being killed a few times, but getting back up again every time(this was due to a ring he was wearing called the Ring of the Carsteins). He laid siege to Altdorf with a giant army of the undead. However, Vlad von Carstein was killed when his Ring of Carsteins was stolen(with help from Mannfred von Carstein) and he was pulled off the wall by the Grand Theogonist, Sigmarites equivilant of the Pope, and implaled through the heart on a wooden stake that was just in front of the wall. Without his leadership, the undead horde scattered. Following his death, infighting followed among the surviving von Carsteins. Eventually, Konrad and Mannfred von Carstein both siezed power, one after the other, both continuing the war against the Empire and both being killed. Mannfred von Carstein, who it took the armies of three elector counts and the Dwarf High King to kill in the first place, got ressurected. He has been spending his time since his ressurection travelling around collecting magic artifacts, except for recently when he's returned to Sylvania.

    Now for units, the Vampire Counts have very little in the way of average units. Their troops tend to be either very good or rubbish but reliable(due to their being undead and all), a far cry from the jack-of-all trades that is the Empire.

    First up is the Vampire Counts infantry. Right at the bottom end of things, you have zombies and skeleton warriors. Both of these units are slow as anything with a weapons skill that would make an elf cry(1 for zombies, 2 for skeletons. 3 is the average for humans, 4 or higher for elfs and the like). The real advantage these units have is their sheer numbers(if Warhammer Total war keeps true to this I'd expect to see units of 240-480 zombies and skeletons) and the fact that, because they're undead, they will not rout, no matter what you throw at them. This makes them one of the most effective tarpits in the game as they are hordes of infantry who you need to kill to the last man to get rid of. This kind of unbreakable morale is almost unheard of outside the undead, so it's something you should use to your advantage when fighting mortal factions. Next there's Crypt ghouls. These are sort of half way in between the undead and the living. They serve as fast moving units of relatively hard hitting infantry. However, they have extremely cruddy morale and no armour whatsoever, meaning that if they get stuck in combat long enough for the chage effect to wear off they'll start to rout and die very fast, so keep them away from heavily armoured things that will survive their charges. Next up is the Grave Guard. These are wites(skeletons on steroids essentialy) and also the elite heavy infantry of the Vampire Counts army. Like all the undead infantry, they're very slow, and not very skilled in combat. However, Grave Guard are the best infantry(aside from numbers wise) that the Vampire Counts have available. They're more durable than crypt ghouls and pack a heavier punch than zombies and skeletons. Add into this their undead morale and they're a very effective late game tarpit.

    Next up is the Vampire Counts cavalry. This section contains most of the Vampire Counts heavy hitters. The worst cavalry you can get are Dire Wolves, who are faster than skeleton warriors and will kill things slightly faster, but they're really not on par with most other factions cav. Should probably stick to running down routing units. On the next tier are Black Knights. These guys are very fast and hit almost as hard as knights. While they can't go toe to toe with the heavier end of some other factions units, they'll make a mess of any other unit, especially if they charge them in the rear or flank. Next theres the hexwraiths. These are spirits arned with scythes on undead horses. They are one of the fastest of the Vampire Counts, if not the hardest hitting. They should be used to destroy small flanking forces, run down routing units or perhaps take out weak enemy generals. What they really shouldn't do is get stuck in protracted fights as they WILL die. The final Vampire Counts cavalry unit are Blood Knights. These are essentialy Vampires in plate armour on warhorses. This makes them EXTREMELY heavy hitters, deffinately among the heaviest in the Old World. They can take pretty much any other unit and curb stomp them even more effectively than Empire Inner Circle knights. Use them to charge in and make a mess of the other factions units.

    Now we get into the bit of the Vampire Counts which Total War players won't have seen the unit types before. All the big beasties. The first three are Vargheists, Terrargheist and Varghulf. All these units are glass cannons. Anything they charge is going to be slaughtered on impact if it is less than elite tier, but if, by some miracle, it survives, it will kill any of these three quite quickly. Next are Crypt horrors(crypt ghouls on steroids). They are an anvil with a bite. They're tough enough to soak up mist damage than can be thrown their way and they can return it to a degree.

    So there's the Vampire Counts. Was this format better?

  5. #5
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    Default Re: Total War: Warhammer background and factions inteoduction

    Quote Originally Posted by Rogal Dorn 229 View Post
    So there's the Vampire Counts. Was this format better?
    Definately.

    Since you seem to be new here, just let you know that you can edit previous post anytime you want, and it will only take you a few seconds to add paragraphs in your other comments, just in case you want more people to comment here (I bet there are a lot of members running scared a soon as they come in and see the mighty wall of text )

  6. #6

    Default Re: Total War: Warhammer background and factions inteoduction

    Quote Originally Posted by HigoChumbo View Post
    Definately.

    Since you seem to be new here, just let you know that you can edit previous post anytime you want, and it will only take you a few seconds to add paragraphs in your other comments, just in case you want more people to comment here (I bet there are a lot of members running scared a soon as they come in and see the mighty wall of text )
    Yeah I bailed fast lol.

  7. #7

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    Right so, time for the next "good" faction, the Dwarfs!

    Like the men and elfs, the Dwarfs were created by the Old Ones. Like in every other fantasy universe, they're short and stubborn, with a love of beards and all things mechanical(well most of them at least). The dwarfs can be divided into two groups, the Dwarfs and the Chaos Dwarfs. The Dwarfs inhabit various holds in the Worlds Edge Mountains. Each hold is ruled by a King, who is in turn answerable(at least partly) to the Dwarf High King, who is at present Thorgrim Grudgebearer. The Chaos Dwarfs are Dwarfs who, long ago, ventured into the lands further south than the Dwarfs traditional holds. Eventually, the Dwarfs lost contact with these colonies and they were presumed to have been killed. However, what had happened to them was worse. Much worse. They had turned away from the Dwarfs own ancestor gods and begun to worship the powers of Chaos. This means that they have fused Dwarf engineering with the wierd and whacky stuff Chaos gives you, to make such things as the Demonfire hellcanon. As far as relations with other races go, the Dwarfs are the Empire of mans closest and most long standing ally. However, they have an unfriendly rivalry with the elfs, stemming from an event known as the War of the Beard. In short, this event was triggered when the elfs chopped the beard off of the Dwarf ambassadors sent to negotiate following a series of raids on elfen caravans. The High elfs believed this to have been the work of the Dwarfs, although it was actually the Dark Elfs stirring up trouble(in addition to, at around the same time, making necromancy possible. The Dark elfs have a lot to answer for. As in A LOT). Anyways back on topic, the Dwarfs, who viewed this as the ultimate insult, went to war over the matter. The war took place mostly in modern day Bretonnia and by the end of it the High elf phoenix king was dead and the elfs withdrew from the Old World back to Ulthuan, leaving behind the Elfs of Athel Loren, who became the Wood Elfs. Despite this war happening nearly 5000 years ago, both races involved have long memories(as a matter of fact the Dwarfs have a special book in which they write down every grudge their race bears against...well anyone really) so the events of the war have not been forgotten. The Dwarfs also have an especial hatred for greenskins(Orcs, goblins and anything else with green skin)and skaven(essentialy upright giant rats)due to a series of wars fought over ownership of the Dwarf holds, most famously Karak-Eight-Peaks.

    Karak-Eight-Peaks, known as Queen of the Silver Depths in Khazalid, language of the Dwarfs, was once a great Dwarf hold, second only to Karaz-a-karak, the Dwarfs capital. For centuries, it weathered the storms of greenskins and other such monstrosities when other holds fell. However, there are darker and more nefarious things than goblins in the deep places of the world. One day, the Dwarf miners found a series of tunnels that had been gnawed out from underneath their own tunnels. These had been made by the Skaven, who promptly attacked Karak-Eight-Peaks. As swarms of the ratmen hurled themselves at the defences of the Dwarfs, using tunnel fighting weapons like poisoned wind globadiers, Karak-Eight-Peaks was, for the first time in it's long history, hard pressed. Soon, as more and more warriors were stripped back from the upper defences amd thrown into the desperate fighting in the holds depths, the greenskins, sensing weakness, attacked again. This time, the Dwarfs did not have the manpower to fight off both assaults simultaniously. Chokepoints and well designed defences had to be abandoned due to lack of manpower. Eventually, after centuries of fighting, the Dwarfs concedes defeat. Sealing up the vaults of their ancestors, the few that were left made a breakout attempt. Few survived. Of the thousands who made that attempt, only a few hundred made it to Karaz-a-karak. Once they had left, the greenskins and skaven soon fell to infighting, fighting each other for control of the mountain. All outsiders who entered Karak-Eight-Peaks vanished, and it gained an infamous reputation for being a black hole, in whose depths foul things lurked and bred. Eventually, Belegar Ironfist, descendent of the Kings of Karak-Eight-Peaks, with the support of the Dwarf High King, organized an attempt to re take the hold. Taking advantage of the infighting of the greenskins and skaven, the Dwarfs re took the upper citadel. So far this is how it has remained, the Dwarfs holed up in their island fortress, secure but lacking the manpower to retake the lower levels. Many attempts have been made to reinforce the Dwarfs, and sometimes fresh warriors cut through the enemy and break through to the defenders. However, far more often, the reinforcements are swallowed up beneath hordes of furred or greenskinned assailants, adding to the list of grudges that need settling.

    As an army, the thing the Dwarfs have going for them is how tough they are to kill. Take a toughness 4 guy(humans are toughness 3) and stick him in a load of heavy armour and a shield and you have a Dwarf. Even the most basic unit of these guys, Dwarf Warriors, will be capable of surviving near anything you can throw at it. Even enormous(as in size of a huge bull elephant enormous) spiders dont tend to put much of a dent in a unit of these guys. Whats more, Dwarfs tend to give as good as they get in terms of attacks dealt, although chances are they'll be killing more of you than you are killing of them.

    So Dwarf infantry. These guys, in terms of defence, give you the best bang for your buck out of any armies infantry, and pack a fair punch into the bargain. The basic unit is Dwarf warriors, who just have chain mail, shield and axe. Despite this, they can go toe to toe with a lot of elite tier infantry and monsters and keep them tied up for a fair while, making them the perfect holding unit. Whats more, their morale isn't bad either, in fact, as basic units go, it's on the higher end meaning you will have to kill a fair few of them before they rout. Next are the longbeards, essentially veteran warriors. Fairly similiar but with better armour and morale. Next up we have miners, who are exactly what it says on the tin. Not the deadliest unit nor the toughest, but they can use their mining drill to pop up behind the enemy front line and take out warmachines, stuff like that. Npw we get into one of the toughest units in fantasy, the Ironbreakers. These guys are THE elite tarpit. They can tie down units three or four times their size and, in a long, slow grinding match, come out on top. Use for this purpose. If you want an enemy unit tied down, not going anywhere and dying, albeit slowly, charge it or get it to charge ironbreakers. Now we have the nearly closest the Dwarfs get to a glass hammer, the hammerers. These guys are just elite dwarf warriors armed with a runic hammer. They will kill stuff more quickly than other dwarfs but will also die faster(which, to be fair, is quite easy to do). Now we have the actuall glass hammer, slayers(Dwarfs who've sworn to die killing a great beast). These guys will murder ANYTHING they get into combat with. Trouble is getting them that far as they wear 0 armour, making them easy targets for archers.

    Next the Dwarf missiles. First up, Rangers. These guys are essentialy Dwarf scouts but are suppossed to be used more like skirmishers(although seeing as they also have a huge axe they shouldn't be too awful in cc either). Then we have quarellers, thunderers and irondrakes. Quarellers and thunderers are your two basic missile units. Quarellers are armed with crossbows, thunderers with muskets. As with the Empire, crossbows have longer range, muskets pack a greater punch. Irondrakes are elite missile units. They essentialy use little cannons that fire harpoons. Use these to take out heavily armoured target

    Then we have the Dwarfs cannons. You name it, the Dwarfs have a cannon for it. You want to take out hordes of infantry? Have an organ gun. Theres no need to go into these really, as all of them are pretty good at taking out most things and are all equally fragile.

    So, what should a Dwarf army be? Your front line should be a shield wall of warriors, longbeards amd ironbreakers. Behind them there should be a gun line of cannons and thunderers/quarellers. On your flanks you should have hammerers and slayers if you can afford them but dwarfs are first and foremost a defensive army so offensive units aren't necassery in a basic dwarf army, so if you need the money for more cannons or another building, slayers and hammerers should be the first to go.
    Last edited by Aikanár; May 10, 2015 at 02:56 PM. Reason: consecutive postings

  8. #8

    Default Re: Total War: Warhammer background and factions inteoduction

    Awesome job Rogal. Keep it going.

  9. #9

    Default Re: Total War: Warhammer background and factions inteoduction

    For those of you that aren't familiar with the board game there are a playlist of videos here that are quite accessible with some good presenters-

    Ogres vs Dark Elves-



    Playlist of games-

    https://www.youtube.com/watch?v=x1xS...2mL30&index=26
    'When people stop believing in God, they don’t believe in nothing — they believe in anything. '

    -Emile Cammaerts' book The Laughing Prophets (1937)

    Under the patronage of Nihil. So there.

  10. #10

    Default Re: Total War: Warhammer background and factions inteoduction

    And here are some more videos about Warhammer lore!

    https://www.youtube.com/watch?v=E39Ne07qo4k

    https://www.youtube.com/watch?v=E39Ne07qo4k

    For those interested, go check out other videos on these channels, they're all very informative and detailed.
    Last edited by frenchyvinnie; May 08, 2015 at 04:17 AM.

  11. #11
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: Total War: Warhammer background and factions introduction

    Anything about Bretonnia and Nippon and China?





















































  12. #12

    Default Re: Total War: Warhammer background and factions introduction

    I was originally only intending to cover the four factions that CA has said will be playable on release(Empire, Vampire Counts, Dwarfs and Orcs&goblins). However, if people would like to know, I could continue and do factions like Bretonnia, Nippon, Cathay etc.?
    Warning: the faction like Nippon&Cathay have never recieved an lfficial army book, so much of their army analysis will be guesswork

  13. #13
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    Default Re: Total War: Warhammer background and factions introduction

    I really appreciate your thread, Rogal. Never got interested in Warhammer and hearing it is going to be the next TW, I thought first, death of the game, at least for me as a fan of history. The more I read about the Warhammer setting the more I get interested in the future TW version. I tried to get a compact info about the Warhammer world and your article is very satisfying.

    It's a pity that the elves do not seem to be playable at release. Aren't they so important in Warhammer? Is there a human or elvish faction or are there units of "naked barbarians" or are all civilized and armoured more or less?

  14. #14

    Default Re: Total War: Warhammer background and factions introduction

    @geala, I wouldn't worry too much. The elfs aren't central to warhammer, but they're important enought that it's my belief that at least one kf the three elvish factions will sow up later in an expansion or DLC. I couod do an article on each of them.if you wish?
    As to your next two questions, there are mutiple human(the Empire, Bretonia, Tilea, Cathay etc.) and elf(High, Dark and wood elfs) there is no single human or elf faction. They're both divided into multiple factions. To my knowledge there are no barbarians without aermour. Theres the warriors of chaos, whose basic unit(marauders) have little to no armour, but even their better units have plate armour as do most factions.

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    Default Re: Total War: Warhammer background and factions introduction

    Thanks. I seem to be a bit biased to the Wood Elves, I don't see a sense in High Elves and I never liked to play dark factions. Mister DLC will hopefully solve the problem. If not I will have to play with the Empire which is fine cause I like advanced technics too. A bit strange to have all those "German" names for one of the most important faction. Who invented Warhammer first?

  16. #16
    HigoChumbo's Avatar Definitely not Jom.
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    Default Re: Total War: Warhammer background and factions introduction

    Quote Originally Posted by geala View Post
    Who invented Warhammer first?
    Well, it was created by a British company, so I guess they found the German names to suit a sense of fantasy and exotism better.

    I personally like it. I imagine it could be a little weird for native speakres (I do find Estalia, the Warhammer equivalent to Spain, a bit weird at times too).


    Oh, and I'd say The Empire is THE most important faction, not in vain is the whole game named after the Emperor's own hammer of war (although it was made by the dwarfs):




    Ah, and about the Wood Elves, it's funny because I've never been an elves fan myself and I find myself liking them more and more, to the point that currently they are the faction I'm most interested in seeing (I've always been fond of agility, speed, control and maneuverability over amor and raw force, but I'm not too fond of either the "we are rich, posh, shiny and clean" High Elves or the "we come from a bad dream David Bowie had in the 80s" Dark Elves, so I kind of dig the darker, more twisted feel of their Silvan kin.).
    Last edited by HigoChumbo; May 18, 2015 at 09:08 AM.

  17. #17

    Default Re: Total War: Warhammer background and factions introduction

    The Empire is far from the most important state. They would have beem destroyed many times over the course of their history if it weren't for the dwarfs. Cathay and Ind are also probably equally important and when the Lizardmen come out of Lustria they're important too. The Skaven under empire is larger than the Empire and also quite important. My point is that there is no one most important faction.

  18. #18

    Default Re: Total War: Warhammer background and factions introduction

    Quote Originally Posted by HigoChumbo View Post
    Oh, and I'd say The Empire is THE most important faction, not in vain is the whole game named after the Emperor's own hammer of war
    You're mostly correct, but this is merely the current mythos attached to the name. Warhammer owes its name to Harald Hammerstorm, aka Harry the Hammer. So basically the modern mythos is crafted around the name, while the name was derived from the character i linked to.

    Quote Originally Posted by Rogal Dorn 229 View Post
    The Empire is far from the most important state. They would have beem destroyed many times over the course of their history if it weren't for the dwarfs. Cathay and Ind are also probably equally important and when the Lizardmen come out of Lustria they're important too. The Skaven under empire is larger than the Empire and also quite important. My point is that there is no one most important faction.
    The empire is very much the "most important" faction in the setting. Calling them so doesn't make them the biggest, the strongest or the smartest (far from it).

    It is very obvious that they've got the most fleshed out fluff and a large majority of the lore is told from their point of view. They are the poster boys of the brand, much like the ultramarines are to 40k. In a way, they are the beach head into Warhammer. Their calendar is also the most cited one.

    Sure, you can argue about them being unable to resist a big impending doom invasion without others' help. But that holds true for exactly every static/traditional-state faction in the setting.
    Last edited by Vardeus; May 18, 2015 at 05:00 PM.

  19. #19

    Default Re: Total War: Warhammer background and factions introduction

    Isn't the whole planet it's set on called Warhammer? I've never heard it referenced as anything else aside from the Old, New World, Darklands, Cathay etc for the main areas.
    'When people stop believing in God, they don’t believe in nothing — they believe in anything. '

    -Emile Cammaerts' book The Laughing Prophets (1937)

    Under the patronage of Nihil. So there.

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    HigoChumbo's Avatar Definitely not Jom.
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    Default Re: Total War: Warhammer background and factions introduction

    Quote Originally Posted by Rogal Dorn 229 View Post
    The Empire is far from the most important state. They would have beem destroyed many times over the course of their history if it weren't for the dwarfs. Cathay and Ind are also probably equally important and when the Lizardmen come out of Lustria they're important too. The Skaven under empire is larger than the Empire and also quite important. My point is that there is no one most important faction.
    Never said it's the most powerful state. I said it's the most important one in terms of fluff and marketing. Say "central" if you wish. It's pretty much undeniable that Greenskins and Imperials (Orks & Humans anyone?) are the main factions in the game. In those terms, saying that Cathay or Ind (factions that don't even have miniatures or a codex) are equally important to the Empire is just a big no.

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