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The second of the trilogy is set in '''the New World''' and focuses on the factions of the New World warring against each other for control over the Vortex, as well as to further their own various goals. Playable Factions include ''The High Elves'', ''The Dark Elves'', ''The Lizardmen'', and ''The Skaven''. Two paid expansions added ''The Tomb Kings'' and ''The Vampire Coast'' to the setting, while other two expansions and a free add-on re-introduced special subfactions of ''The Empire of Man'', ''The Kingdom of Bretonnia'' and ''The Greenskins'' to the setting.

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The second of the trilogy is set in '''the New World''' and focuses on the factions of the New World warring against each other for control over the Vortex, as well as to further their own various goals. Playable Factions include ''The High Elves'', ''The Dark Elves'', ''The Lizardmen'', and ''The Skaven''. Two paid expansions added ''The Tomb Kings'' and ''The Vampire Coast'' to the setting, while other two expansions and a free add-on re-introduced special subfactions of ''The Empire of Man'', ''The Kingdom of Bretonnia'' and Bretonnia'', ''The Greenskins'' and ''The Wood Elves'' to the setting.



* MassiveRaceSelection: Mortal Empires and Custom Battles have fourteen races available (Empire of Man, Dwarfs, Vampire Counts, Greenskins, Bretonnia, Wood Elves, Beastmen, Warriors of Chaos, Skaven, High Elves, Dark Elves, Lizardmen, Tomb Kings and Vampire Coast) each with at least two subfactions, some of which play radically differently from the main faction. While all the races are featured in some capacity in the Vortex Campaign, only those introduced in the second game are playable in it (which still means six different options to pick from), with the exception of Markus Wulfhart's Empire faction, Repanse de Lyonesse's Bretonnian faction and Grom the Paunch's Greenskin faction.

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* MassiveRaceSelection: Mortal Empires and Custom Battles have fourteen races available (Empire of Man, Dwarfs, Vampire Counts, Greenskins, Bretonnia, Wood Elves, Beastmen, Warriors of Chaos, Skaven, High Elves, Dark Elves, Lizardmen, Tomb Kings and Vampire Coast) each with at least two subfactions, some of which play radically differently from the main faction. While all the races are featured in some capacity in the Vortex Campaign, only those introduced in the second game are playable in it (which still means six different options to pick from), with the exception of Markus Wulfhart's Empire faction, Repanse de Lyonesse's Bretonnian faction and faction, Grom the Paunch's Greenskin faction and the Sisters of Twilight's Wood Elf faction.
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** The Khepra Guard, a Regiment of Renown for the Tomb Kings who dual-wield swords. Wile it is true that they deal quite a lot of damage and are more durable than Nehekaran warriors, they do not have any shields, which is a great part as to what makes the Tomb Guards so durable during long fights, making them very vulnerable compared to many other late-game units available for the Tomb Kings.

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** The Khepra Guard, a Regiment of Renown for the Tomb Kings who dual-wield swords. Wile While it is true that they deal quite a lot of damage and are more durable than Nehekaran warriors, they do not have any shields, which is a great part as to what makes the Tomb Guards so durable during long fights, making them very vulnerable compared to many other late-game units available for the Tomb Kings.



** The Bloated Corpses of The Vampire Coast, the first [[SuicideAttack suicide bomber]] of the series. Wile it is true that they are cheap and can be taken down very easily by getting them stuck on a single unit, casting a spell on them or firing less than volley of projectiles at them, it doesn't remove the fact that they can singlehandedly wipe out even the toughest of EliteMook squads if allowed to get in close enough for the detonation.

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** The Bloated Corpses of The Vampire Coast, the first [[SuicideAttack suicide bomber]] of the series. Wile While it is true that they are cheap and can be taken down very easily by getting them stuck on a single unit, casting a spell on them or firing less than volley of projectiles at them, it doesn't remove the fact that they can singlehandedly wipe out even the toughest of EliteMook squads if allowed to get in close enough for the detonation.
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* DecapitatedArmy: If an armies Lord is killed, all units, bar a few special ones, loose an increasing amount of morale, until they eventually route. Noticeably, High Elves get a debuff as they loose numbers and their leaders which further decreases their ''leadership'' and stats, furthering the process along.

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* DecapitatedArmy: If an armies Lord is killed, all units, bar a few special ones, loose lose an increasing amount of morale, until they eventually route. Noticeably, High Elves get a debuff as they loose lose numbers and their leaders which further decreases their ''leadership'' and stats, furthering the process along.
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** The Tomb Kings are the most altered faction so far. Creative Assembly created two homebrew units: the Nehekhara Warriors (Skilled soldiers duel-wielding two Khopeshes that serve as aggressive medium infantry), and the Nehekhara Horsemen (Riders who are more well-armored than the fragile Skeleton Horsemen) who fulfill the role of medium-tier infantry and cavalry, respectively. The monstrous Hierotitans, and the Legendary Lord Khatep, had rules but never had models, which Creative Assembly fixed.

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** The Tomb Kings are the most altered faction so far. Creative Assembly created two homebrew units: the Nehekhara Warriors (Skilled soldiers duel-wielding dual-wielding two Khopeshes that serve as aggressive medium infantry), and the Nehekhara Horsemen (Riders who are more well-armored than the fragile Skeleton Horsemen) who fulfill the role of medium-tier infantry and cavalry, respectively. The monstrous Hierotitans, and the Legendary Lord Khatep, had rules but never had models, which Creative Assembly fixed.

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*** ''Master Moulder'' (Lord)



*** Packmaster (Hero)



*** Packmaster (Hero)
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** AI Skaven armies tend to recruit large numbers of Warp-Grinders, extremely specialized wall-breaching troops, and then use them as front-line infantry, where their weak stats, low health, and small model count cause them to fare exactly as badly as you'd expect. While their abilities would make them at least mildly threatening, the AI never seems to use them.


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** Zombie Pirate Gunnery Mobs with Handguns are a staple of Vampire Coast armies. They're not that strong for gunpowder units, and an individual zombie couldn't hit the fattest part of an obese Slann at fifty paces, but you get a ''lot'' of them per unit and all that gunfire is armor-piercing. Groups of them are a serious threat to anything in the game without a lot of shielding or missile resistance.
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* TacticalWithdrawal: ''The Twisted & The Twilight'' introduces a new mechanic called "abandoning settlements" which is potentially helpful for a variety of reasons. Uninhabitable climates, imminent dangers of being attacked and captured, untenability due to lack of defenses and provincial instability and being too deep in hostile territory just to name a few.
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** The Skaven field horrible, twisted abominations that have been strewn together through a mixture of science and magic, and turned into living weapons, like the Rat Ogres, and the Hell Pit Abomination. The Twisted and the Twilight adds even more monsters from the pits of Clan Moulder, such as Brood Horrors and and Mutant Rat Ogres.

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** The Skaven field horrible, twisted abominations that have been strewn together through a mixture of science and magic, and turned into living weapons, like the Rat Ogres, and the Hell Pit Abomination. The Twisted and the Twilight adds even more monsters from the pits of Clan Moulder, such as Brood Horrors and and Mutant Rat Ogres.



** After the Empire overhaul Reikland and The Golden Order can no longer confederate Marienburg, but they forgot to remove the AI's ability to do this.

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** After the Empire overhaul overhaul, Reikland and The Golden Order can no longer confederate Marienburg, but they forgot to remove the AI's ability to do this.
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*** Packmaster (Hero)

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Updated for Twisted and Twilight


** The Skaven field horrible, twisted abominations that have been strewn together through a mixture of science and magic, and turned into living weapons, like the Rat Ogres, and the Hell Pit Abomination.

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** The Skaven field horrible, twisted abominations that have been strewn together through a mixture of science and magic, and turned into living weapons, like the Rat Ogres, and the Hell Pit Abomination. The Twisted and the Twilight adds even more monsters from the pits of Clan Moulder, such as Brood Horrors and and Mutant Rat Ogres.



* TheBeastmaster - The Dark Elves have access to literal Beastmasters as Lord options.

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* TheBeastmaster - The Dark Elves have access to literal Beastmasters as Lord options. This is also the gist of Clan Moulder, given their penchant for creating and mutating horrible beasts of war.


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*** '''Throt the Unclean''' (Legendary Lord)
*** '''Ghoritch''' (Legendary Hero)


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*** ''Master Moulder'' (Lord)


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*** Chieftain (Hero)

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* RandomNumberGod: There are two types of weather in the campaign: Magic and Oceanic. Both are subject to change with every turn.

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* RandomNumberGod: There are two types of weather in the campaign: Magic and Oceanic. Both are subject to change with every turn. And there's also the matter of the Loyalty mechanic for factions that have it.


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** When recruiting a new Lord as Dark Elves, Skaven or Vampire Coast, a numeric range on the top right corner of a Lord's recruitment button shows how much Loyalty they'll initially start with upon being recruited. With some really bad luck, you could end up getting the minimum value and thus already be in danger of having them rebel against you.
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** Destroying Louen's faction as a Bretonnia one gives you, the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description references "Hurt" by Music/NineInchNails or Music/JohnnyCash.

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** Destroying Louen's faction as a Bretonnia one gives you, you the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description references "Hurt" by Music/NineInchNails or Music/JohnnyCash.
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** Destroying Louen's faction as a Bretonnia one gives you, the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description referenes "Hurt" by Music/NineInchNails or Music/JohnnyCash.

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** Destroying Louen's faction as a Bretonnia one gives you, the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description referenes references "Hurt" by Music/NineInchNails or Music/JohnnyCash.
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** Destroying Louen's faction as a Bretonnia one gives you, the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description referenes "hurt" by Music/NinrInchNails or Music/JohnnyCash.

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** Destroying Louen's faction as a Bretonnia one gives you, the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description referenes "hurt" "Hurt" by Music/NinrInchNails Music/NineInchNails or Music/JohnnyCash.
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** Destroying Louen's faction as a Bretonnia one gives you, the [[https://imgur.com/av7VVAX Kingslayer]] trait, whose description referenes "hurt" by Music/NinrInchNails or Music/JohnnyCash.

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* TheComputerIsACheatingBastard: When it comes to casting magic in battle the AI has an uncanny ability to dodge and avoid offensive spells. Moving the target unit out of harms way the instant a spell is cast. Its own spells meanwhile always strike with impossible accuracy to devastating affect. The same problem exists for artillery; when a players artillery fires on the enemy, they have a ''very'' annoying ability to reform, and skirt away from most of the splash damage. Thankfully, both these AI quirks have been fixed.
** When performing a Vortex Ritual, players must guard specific cities from the forces of Chaos, which spawn armies to attack those cities...only for the armies to automatically spawn in areas away from your armies and in the weakest parts of your civilization, where they will raze as much as they can while ignoring their objective.

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* TheComputerIsACheatingBastard: In a game this complex, it's inevitable.
**
When it comes to casting magic in battle the AI has an uncanny ability to dodge and avoid offensive spells. Moving the target unit out of harms way the instant a spell is cast. Its own spells meanwhile always strike with impossible accuracy to devastating affect. The same problem exists for artillery; when a players artillery fires on the enemy, they have a ''very'' annoying ability to reform, and skirt away from most of the splash damage. Thankfully, both these AI quirks have been fixed.
** When performing a Vortex Ritual, players must guard specific cities from the forces
fixed... somewhat. They still do both of Chaos, which spawn armies to attack those cities...only for the armies to automatically spawn in areas away from your armies and in the weakest parts of your civilization, where they will raze as much as they can while ignoring their objective.these things during siege battles.


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** The AI will beeline for settlements with weak garrisons even if they've never seen that region before, but the player needs to get somewhat close to a settlement to see what its garrison is.


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** When performing a Vortex Ritual, players must guard specific cities from the forces of Chaos, which spawn armies to attack those cities...only for the armies to automatically spawn in areas away from your armies and in the weakest parts of your civilization, where they will raze as much as they can while ignoring their objective.
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** The Broken Axe campaign on Mortal Empires does a lot to nudge the player into sailing to Ulthuan as quickly as possible, with the biggest one being that they start surrounded by Unpleasant climate. While not universally agreed on, many players consider it a mistake to do that since the time you spend moving your early-game army across the ocean will be time the High Elves spend recruiting more units. It also gives Bretonnia more time to build up, and a late-game Bretonnian army is much more dangerous to Greenskins than a late-game High Elf army due to the Greenskins' lack of anti-large. It's much safer to take Bretonnia first, despite the climate, and hold off the High Elves until other fights start breaking out on Ulthuan.
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** High Elf Sisters of Avelorn are powerful long-reaching archers who inflict magical flaming armor-piercing damage, making them effective against almost everything at range. With the right technologies and leadership traits they're also one of the best ''melee'' units in the High Elf roster, often able to stand up to mid-tier infantry and cavalry all on their own. While they're not as 'perfect' as the other two units, since they can't break walls and towers, can't trade well against enemy artillery, and are vulnerable to Lords and Heroes with very high magic resistance, they make up for it by being ''frighteningly'' cheap (for a high-tier High Elf unit) and easy to recruit in droves.
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* CurbStompBattle: Very possible for a skilled player. If one lays a one sided beat down upon their foe, they're usually rewarded with a "Decisive" or "Heroic" victory.

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* CurbStompBattle: Very possible for a skilled player. If one lays a one sided beat down upon their foe, they're usually rewarded with a "Decisive" or victory. Laying down one of these ''despite being outmatched'' nets you the rare and coveted "Heroic" victory.
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TRS has renamed Our Elves Are Better to Our Elves Are Different. Links changed accordingly.


[[TheHero Prince Tyrion]], Defender of Ulthuan, guides the [[OurElvesAreBetter High Elves]] in their desperate efforts to stabilise the vortex as it roils above their home continent.

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[[TheHero Prince Tyrion]], Defender of Ulthuan, guides the [[OurElvesAreBetter [[OurElvesAreDifferent High Elves]] in their desperate efforts to stabilise the vortex as it roils above their home continent.



* OurElvesAreBetter: Game two introduces the remaining elven factions of the Warhammer world, the haughty but noble High Elves and the bloothirsty, sadistic Dark Elves.

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* OurElvesAreBetter: OurElvesAreDifferent: Game two introduces the remaining elven factions of the Warhammer world, the haughty but noble High Elves and the bloothirsty, sadistic Dark Elves.
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* {{Nerf}}: A few items from the first game have been tweaked to be less useful or powerful than they were. For example, The Red Ruby Ring of Ruin, which gave its wielder the ability to launch a fireball every 45 seconds for the entire battle in the first game, now allows its owner to fire only four fireballs per battle.

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* {{Nerf}}: A few Most items from the first game have been tweaked to be less useful or powerful than they were. For example, The Either by tweaking their effect themselves (the Trickerster's Other Bag now only makes nearby enemies more vulnerable to magic damage rather than to all type of damage), or by giving them a limited number of use per batte (The Red Ruby Ring of Ruin, which gave its wielder the ability to launch a fireball every 45 seconds for the entire battle in entirety of the first game, battle, now allows its owner to fire only four fireballs per battle.fight).
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* {{Nerf}}: A few items from the first game have been tweaked to be less useful or powerful than they were. For example, The Red Ruby Ring of Ruin, which gave its wielder the ability to launch a fireball every 445 seconds for the entire battle in the first game, now allows its owner to fire only four fireballs per battle.

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* {{Nerf}}: A few items from the first game have been tweaked to be less useful or powerful than they were. For example, The Red Ruby Ring of Ruin, which gave its wielder the ability to launch a fireball every 445 45 seconds for the entire battle in the first game, now allows its owner to fire only four fireballs per battle.

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* ArtificialStupidity: Skaven controlled by the AI have a nasty tendency of using Menace Below nowhere near the enemy troops during battles.

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* ArtificialStupidity: Despite being considered an improvement, the AI still has its faults.
**
Skaven controlled by the AI have a nasty tendency of using Menace Below nowhere near the enemy troops during battles.


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** Ranged units that get in melee are extremely difficult to get ''out'' of melee no matter how many orders you give them. Because units prioritize staying cohesive over everything other than routing, if only a few members of the unit are stuck in melee they're ''all'' considered to be in melee and will not use their ranged attacks, instead turning around and charging back in, [[CycleOfHurting getting more of them stuck and making it even harder to get them to break off]].
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* {{Nerf}}: A few items from the first game have been tweaked to be less useful or powerful than they were. For example, The Ruby Ring of Ruin, which gave its wielder the ability to launch an unlimited amount of fireballs in the first game, now allows its owner to fire only four fireballs per battle.

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* {{Nerf}}: A few items from the first game have been tweaked to be less useful or powerful than they were. For example, The Red Ruby Ring of Ruin, which gave its wielder the ability to launch an unlimited amount of fireballs a fireball every 445 seconds for the entire battle in the first game, now allows its owner to fire only four fireballs per battle.
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** Skaven Slaves. Just like Zombies, there's nothing better for soaking up fire and charge damage, but they won't be winning any battles soon.

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** Skaven Slaves. Just like Zombies, there's nothing better for soaking up fire and charge damage, but they won't be winning any battles soon. With how cheap, numerous, and expendable they are they make a great tarpit for enemies to get stuck in while your weapons teams rip them apart, and because they're just skaven slaves nobody cares how many of them die.



** Nagarythe is the hardest of the High Elf factions to get started with due to their terrible starting position. They're surrounded by aggressive, expansionist enemies, one of whom spreads huge amounts of Chaos corruption, and they start in a tax-poor region, which is a problem because High Elf units are ''expensive.'' They also consider Ulthuan's climate [[NoPlaceForMeThere 'Unpleasant']] which means they don't get as much of an economic boost from confederating other High Elf factions. Survive their rough early start and get the economy stable, however, and you get to combine the High Elves' extremely powerful unit roster with the Underway movement mechanic ''and'' the chance to ambush on attack normally reserved for Skaven and Beastmen, creating armies that can ambush and kill almost everything and run away from almost everything else.

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** Before the Greenskin update added Imrik and the Knights of Caledor, Nagarythe is was the hardest of the High Elf factions to get started with due to their terrible starting position. They're surrounded by aggressive, expansionist enemies, one of whom spreads huge amounts of Chaos corruption, and they start in a tax-poor region, which is a problem because High Elf units are ''expensive.'' They also consider Ulthuan's climate [[NoPlaceForMeThere 'Unpleasant']] which means they don't get as much of an economic boost from confederating other High Elf factions. Survive their rough early start and get the economy stable, however, and you get to combine the High Elves' extremely powerful unit roster with the Underway movement mechanic ''and'' the chance to ambush on attack normally reserved for Skaven and Beastmen, creating armies that can ambush and kill almost everything and run away from almost everything else.
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** To avoid the pitfall of enemy armies suffering so much damage from attrition that fighting them becomes always trivial (and because enemy armies are extremely bad at fighting attrition in general), AI gets massive reduction to the damage they take from attrition, even on the lowest difficulties. It has the flipside of making attrition almost useless for the player.

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* Kaiju: The Dread Saurian, a monstrous dinosaurian reptile that is described as the largest unit in any Total War game to date.

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* Kaiju: {{Kaiju}}: The Dread Saurian, a monstrous dinosaurian reptile that is described as the largest unit in any Total War game to date.


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* MasterOfAll: Just like in the first game, some factions have units that are effective at everything and have no real weaknesses to exploit.
** The Vampire Coast Necrofex Colossus. Not only one of the faction's most durable units but also one of its hardest-hitting, being a walking artillery piece that is no slouch in melee either. It's also one of the quicker units in the generally-slow Vampire Coast roster. At half health it even spawns a unit of Deckhands to tie up and annoy whatever is dealing damage to it so it can escape. Its only drawback is the three-turn recruitment time, which can be reduced to two with a technology and further down to ''one'' by playing as the Dreadfleet.
** The Lizardmen Stagadon, for much the same reasons as the Necrofex Colossus. It's a dinosaur with a ballista mounted on it, functioning both as a big stompy monster and the primary Lizardmen artillery unit. While it doesn't spawn its own distraction when its health starts dropping it makes up for this by being easier to recruit, as it's a Tier 4 unit rather than a Tier 5 one.
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* MundaneUtility: Forts and Gates don't have any income or public order to worry about, which makes them great sanatariums for insane Lords and Heroes, who cause large public order penalties, to recover in. Skaven that take control of a Fort or Gate also gain a region they can raid indefinitely for food without any drawbacks, while Greenskins gain a spot they can park in Raidin' Camp stance to build up without any of the problems that would normally cause.
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** The SpitefulAI tendency to focus on the player can result in a faction committing suicide as it may choose to send its armies across the ocean/continent to attack the player, only for their immediate neighbor to take all their now-undefended territory before they get back.
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** The battle AI has a very specific problem with it that can make killing Lords and Heroes very difficult. When chasing a Lord or Hero with faster and larger units like cavalry, it's possible for one of those units to get stuck directly behind the Lord or Hero but instead of attacking it keeps trying to move forward. This effectively pushes the enemy Lord or Hero safely off the map using the faster unit's speed.

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