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** There is a marked divide between how people view factions that are weak on the campaign map. Either those factions are underperformers that need to be updated and brought into 'the modern age' - ItsHardSoItSucks - or new additions and updates have made many factions too powerful and they need to be nerfed down to the level of the 'weak' factions - ItsEasySoItSucks. These two groups will never agree on anything except that [[MasterOfNone the Beastmen]] desperately need help, which they eventually got. Not without a [[GameBreaker major stat misbalance]] or two, but they aren't the obnoxiously easy joke faction anymore.

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** There is a marked divide between how people view factions that are weak on the campaign map. Either those factions are underperformers that need to be updated and brought into 'the modern age' - ItsHardSoItSucks - or new additions and updates have made many factions too powerful and they need to be nerfed down to the level of the 'weak' factions - ItsEasySoItSucks. These two groups will never agree on anything except that [[MasterOfNone the Beastmen]] desperately need help, which they eventually got. Not without a [[GameBreaker major stat misbalance]] or two, but they aren't the obnoxiously easy incredibly easy-to-kill joke faction anymore.
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** There is a marked divide between how people view factions that are weak on the campaign map. Either those factions are underperformers that need to be updated and brought into 'the modern age' - ItsHardSoItSucks - or new additions and updates have made many factions too powerful and they need to be nerfed down to the level of the 'weak' factions - ItsEasySoItSucks. These two groups will never agree on anything except that [[MasterOfNone the Beastmen]] desperately need help.

to:

** There is a marked divide between how people view factions that are weak on the campaign map. Either those factions are underperformers that need to be updated and brought into 'the modern age' - ItsHardSoItSucks - or new additions and updates have made many factions too powerful and they need to be nerfed down to the level of the 'weak' factions - ItsEasySoItSucks. These two groups will never agree on anything except that [[MasterOfNone the Beastmen]] desperately need help.help, which they eventually got. Not without a [[GameBreaker major stat misbalance]] or two, but they aren't the obnoxiously easy joke faction anymore.
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** The Lizardmen, after a year and a half of being a MemeticLoser due to the lack of content, started to have more and more content given to them than anyone else. For example; The Vampire Counts, the CreatorsPet of the first game have five Legendary Lords. The Lizardmen have SEVEN Legendary Lords as of the last DLC lord pack.

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** The Lizardmen, after a year and a half of being a MemeticLoser due to the lack of content, started to have more and more content given to them than anyone else. For example; The Vampire Counts, the CreatorsPet of the first game have five Legendary Lords. The Lizardmen have SEVEN Legendary Lords as of the last DLC lord pack. Unfortunately that content hasn't necessarily been seen as ''high-quality'' content by the community, particularly their last Legendary Lord Oxyotl, threatening to pull them right back into MemeticLoser territory.



** The Beastmen faction as a whole has earned this reputation over time, being the butt of many jokes due to how notoriously neglected they have been and frequently taking a backseat to many other factions in terms of Old World updates.

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** The Beastmen faction as a whole has earned this reputation over time, being the butt of many jokes due to how notoriously neglected they have been and frequently taking a backseat to many other factions in terms of Old World updates. Their overhaul as of ''Silence and the Fury'' has moved them out of this in a big way.
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* CrazyAwesome:

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* CrazyAwesome: CrazyIsCool:



** The Skaven are the only faction to get even more DLC love than the High Elves, having three full-blown Lord packs (Prophet and the Warlock, Shadow and the Blade, Twisted and the Twilight) and a free Lord (Tretch), each of which adds a new major faction that has ''incredibly'' powerful faction mechanics (except Tretch). Ikit Claw's Forbidden Workshop is the gold standard by which all other mechanics are measured because of how insanely good it is, Deathmaster Snikch gets to ignore one of the Skaven's central drawbacks (Loyalty) while having powerful bonuses of his own in the form of Shady Dealings, and Throt the Unclean has access to the Flesh Vats, allowing for him to customize his units to a degree no other faction can. They also tend to get a lot more promotional cover than the other races, and usually in ways that make them look CrazyAwesome. Accusations of Skaven favoritism from Creative Assembly are also helped by each Skaven DLC faction being seen as much more powerful and[=/=]or better-developed than its counterpart.

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** The Skaven are the only faction to get even more DLC love than the High Elves, having three full-blown Lord packs (Prophet and the Warlock, Shadow and the Blade, Twisted and the Twilight) and a free Lord (Tretch), each of which adds a new major faction that has ''incredibly'' powerful faction mechanics (except Tretch). Ikit Claw's Forbidden Workshop is the gold standard by which all other mechanics are measured because of how insanely good it is, Deathmaster Snikch gets to ignore one of the Skaven's central drawbacks (Loyalty) while having powerful bonuses of his own in the form of Shady Dealings, and Throt the Unclean has access to the Flesh Vats, allowing for him to customize his units to a degree no other faction can. They also tend to get a lot more promotional cover than the other races, and usually in ways that make them look CrazyAwesome.awesome. Accusations of Skaven favoritism from Creative Assembly are also helped by each Skaven DLC faction being seen as much more powerful and[=/=]or better-developed than its counterpart.



** Crossed with CrazyAwesome, the Skaven. A horde of traitorous ratmen that [[EvenEvilHasStandards even the Greenskins think are scum]] who wield ''World War One era technology'' in a fantasy setting, use biological gas weapons, have legions of disgusting {{Flesh Golem}}s, are all ''insane'' and have [[spoiler: '''space technology''']]!

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** Crossed with CrazyAwesome, CrazyIsCool, the Skaven. A horde of traitorous ratmen that [[EvenEvilHasStandards even the Greenskins think are scum]] who wield ''World War One era technology'' in a fantasy setting, use biological gas weapons, have legions of disgusting {{Flesh Golem}}s, are all ''insane'' and have [[spoiler: '''space technology''']]!



** [[CrazyAwesome Luthor Harkon]] and his band of merry Zombie Pirates have ''very'' quickly become a fan favourite.

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** [[CrazyAwesome [[CrazyIsCool Luthor Harkon]] and his band of merry Zombie Pirates have ''very'' quickly become a fan favourite.



** A lot of fantasy fans of ''VideoGame/TotalWar'' were getting very upset with the perceived lack of content, and focus on historical games in the franchise the last year or so... and then [[EnsembleDarkhorse the]] [[CrazyAwesome Vampire]] [[CreepyAwesome Coast]] was announced...

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** A lot of fantasy fans of ''VideoGame/TotalWar'' were getting very upset with the perceived lack of content, and focus on historical games in the franchise the last year or so... and then [[EnsembleDarkhorse the]] [[CrazyAwesome [[CrazyIsCool Vampire]] [[CreepyAwesome Coast]] was announced...
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** The Scourge of Aquitaine Rogue Army isn't that bad to fight on the field, owing to it fielding exclusively heavy cavalry and being very easy to counter, especially in sieges. The problem? Bretonnian and Vampire Count heavy cavalry is ''very'' powerful in autoresolve. If you're unlucky and they manage to take a settlement in a part of the map you have no presence in, they can really start to become a problem that other factions won't have easy answers for due to the AI being forced to take autoresolve results over everything else.

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* MemeticBadass: The Lizardmen, after a year and a half of being a MemeticLoser due to the lack of content, started to have more and more content given to them than anyone else. For example; The Vampire Counts, the CreatorsPet of the first game have five Legendary Lords. The Lizardmen have SEVEN Legendary Lords as of the last DLC lord pack.

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* MemeticBadass: MemeticBadass:
** Tyrion, due to his [[HotBlooded aggressive]] BloodKnight dialogue crossed with an [[https://www.youtube.com/watch?v=8L99aZwGhFs absolutely busted]] combat skill tree. It helps that the faction he heads was universally agreed to be the strongest in the game at launch, though subsequent DLC power creep has changed that.
**
The Lizardmen, after a year and a half of being a MemeticLoser due to the lack of content, started to have more and more content given to them than anyone else. For example; The Vampire Counts, the CreatorsPet of the first game have five Legendary Lords. The Lizardmen have SEVEN Legendary Lords as of the last DLC lord pack.
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* MemeticBadass: The Lizardmen, after a year and a half of being a MemeticLoser due to the lack of content, started to have more and more content given to them than anyone else. For example; The Vampire Counts, the CreatorsPet of the first game have five Legendary Lords. The Lizardmen have SIX Legendary Lords.

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* MemeticBadass: The Lizardmen, after a year and a half of being a MemeticLoser due to the lack of content, started to have more and more content given to them than anyone else. For example; The Vampire Counts, the CreatorsPet of the first game have five Legendary Lords. The Lizardmen have SIX SEVEN Legendary Lords.Lords as of the last DLC lord pack.
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*** On the subject of Eltharion, almost every build with him will follow the above rule of thumb - buffing his blue skills - until he's a high enough level to get one of his unique skills that lets his missile units refill their ammo. This skill is always active, regardless of the battle type, meaning that one of the most fundamental problems with archers (the fact that they run out of arrows and drop in the "balance of power" measurements while it happens) is now solved. Having Eltharion run around with a doomstack of Sisters of Avelorn or his unique Mistwalker units, firing arrows for eternity, can absolutely bend the balance of the game over his knee. It doesn't hurt that using Eltharion's unique campaign mechanic, capturing enemy Lords, is made much easier by having the ability to have up to nineteen units of archers focus them down before the capture's timer runs out.
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** While many expected the skink Oxyotl to appear in the games, most thought he'd show up in the ''third'' one (as Oxyotl's lore has him wander the chaos wastes and mainly fighting Daemons). Very few people expected him to show up in ''this'' game, opposing Taurox.
** Thorek Ironbrow was rather surprising to see as the FLC lord released in accompaniment with the above DLC.

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** While many expected the skink Oxyotl to appear in the games, most thought he'd show up in the ''third'' one (as Oxyotl's lore has him wander the chaos wastes Realm of Chaos and mainly fighting Daemons). Very few people expected him to show up in ''this'' game, opposing Taurox.
** Thorek Ironbrow was rather surprising to see as the FLC lord released in accompaniment with the above DLC.DLC, by virtue of expecting the FLC to be another Beastman Lord.
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** ''The Silence and the Fury'' made the same for the long-time memetic loosers Beastmen. With all of their mechanics reworked, herdstones now actully serving as pseudo-settlements and ability to prevent ruin-dwelling unless the herdstone is destroyed and hire troops for free similar to Tomb Kings, Bestmen are now not only the best horder factions but, in the hands of the player, can be stronger than many settled races.

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** ''The Silence and the Fury'' made the same for the long-time memetic loosers Beastmen. With all of their mechanics reworked, herdstones now actully serving as pseudo-settlements and ability to prevent ruin-dwelling unless the herdstone is destroyed and hire troops for free similar to Tomb Kings, Bestmen are now not only the best horder factions horde faction but, in the hands of the player, can be stronger than many settled races.
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** ''The Silence and the Fury'' made the same for the long-time memetic loosers Beastmen. With all of their mechanics reworked, herdstones now actully serving as pseudo-settlements and ability to prevent ruin-dwelling unless the herdstone is destroyed and hire troops for free similar to Tomb Kings, Bestmen are now not only the best horder factions but, in the hands of the player, can be stronger than many settled races.
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** The game has also taken pains to apply this to the Game 1 races via "Old World Updates" which are designed to bring those factions up to roughly the same level as the Game 2 races with DLC packs to expand their rosters and new mechanics. The Greenskin and Wood Elf updates inparticular have garnered significant praise for turning their factions from barely playable to rather fun and unique. And the upcoming Beastmen update appears to be on track to provide a significant facelift.
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** A fair number of fans felt that the Dawi were lagging behind other factions towards the end of Warhammer II's lifecycle. So as part of the same update that reworked the Beastmen, the Dwarfs have received a fair number of changes, most notably to their characters (adding a number of skills) and redesigning runes to function more akin to normal magic (albeit with enough differences to make it very distinct).


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** Thorek Ironbrow was rather surprising to see as the FLC lord released in accompaniment with the above DLC.
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** The Lustriabowl/Lustria [[TheThunderdome Thunderdome]]: Lustria, particularly in the Vortex Campaign, is the part of the map most populated by Legendary Lords at a whooping ''ten''[[labelnote:Note]]Teclis, Lokhir Fellheart, Skrolk, Ikit Claw, Tehenhauin, Gor-Rok, Nakai, Khalida, Luthor Harkon and Markus Wulfhart[[/labelnote]] which tends to cause a particularly bloody early-game for all involved, leading to jokes in every new Lord Pack about yet another faction joining the Lustriabowl. These jokes often include all the Lords ganging up on Teclis.

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** The Lustriabowl/Lustria [[TheThunderdome Thunderdome]]: Lustria, particularly in the Vortex Campaign, is the part of the map most populated by Legendary Lords at a whooping ''ten''[[labelnote:Note]]Teclis, ''eleven''[[labelnote:Note]]Teclis, Lokhir Fellheart, Skrolk, Ikit Claw, Tehenhauin, Gor-Rok, Nakai, Khalida, Luthor Harkon and Harkon, Markus Wulfhart[[/labelnote]] Wulfhart, and Thorek Ironbrow[[/labelnote]] which tends to cause a particularly bloody early-game for all involved, leading to jokes in every new Lord Pack about yet another faction joining the Lustriabowl. These jokes often include all the Lords ganging up on Teclis.
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** Fans were wondering if the Ogres would ever appear in the games despite having a rather limited army roster. The appearance of Ogre mercenaries has now left them wondering if the debut of the Ogre Kingdoms has been guarateed for ''Warhammer III''.

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*** One point of contention about Rogue Armies isn't the armies themselves; they're fairly manageable. No, what's at issue are the ''garrisons'' they get when they capture cities, consisting of large numbers of high-end units from ''multiple factions''; leading to the horrible sight of Chosen, Black Dragons, Varghulfs, Rat Ogres, and Dragon Ogres ''all in the same army''. While they usually just sack or raze, the armies will sometimes occupy instead, and it's not unheard of for them to use the nearly impenetrable defenses and large economy spike to become full-blown factions in of themselves.
*** Among the Rogue Armies, Vashnaar's Conquest is by far the most infamous. Their infantry comes in the form of Chaos ''Chosen'' backed by Dark Elf Darkshards, backed by Chaos Knights, Cold One cavalry, unbreakable Hellcannons and Black Dragons. It's not uncommon for Vashnaar to spawn and proceed to carve a large empire for himself, with garrisons filled with elite Chaos and Dark Elf units; at this point, the best course of action is to try and get him on your side before he decides to make you his next target.



** Once more, Rogue Armies. No, not the simple horde armies themselves; they're fairly manageable. No, what's at issue are the ''garrisons'' they get when they capture cities, consisting of large numbers of high-end units from ''multiple factions''; leading to the horrible sight of Chosen, Black Dragons, Varghulfs, Rat Ogres, and Dragon Ogres ''all in the same army''. While they usually just sack or raze, the armies will sometimes occupy instead, and it's not unheard of for them to use the nearly impenetrable defenses and large economy spike to become full-blown factions in of themselves.
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** There is a marked divide between how people view factions that are weak on the campaign map. Either those factions are underperformers that need to be updated and brought into 'the modern age' - ItsHardSoItSucks - or new additions and updates have made many factions too powerful and they need to be nerfed down to the level of the 'weak' factions - ItsEasySoItSucks. These two groups will never agree on anything except that [[MasterOfNone the Beastmen]] desperately need help.
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*** Two of the three Vampire Counts campaigns suffer the same problem after the Wood Elf update because Drycha now starts in close proximity to Sylvania and begins with a ''massive'' relationship penalty towards them. It's not unusual for her to declare war on them in the first 10 turns and attack with Treemen and Tree Kin, which the Vampire Counts have a very hard time dealing with that early in the game. The Vampires tend to not last long in general due to universally unfavorable autoresolve odds, a generally weak unit roster, disjointed and scattershot recruitment buildings, most of their units coming at higher recruitment tiers than their equivalents in other factions, and a complete absence of ranged units or artillery.
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** After the Total Waaagh! update brought an end to the Dwarfentide in Mortal Empires their torch has been taken up by Grimgor's 'Ardboys (the Greentide) and Clan Mors (the Vermintide). Starting in similar locations, these two factions will inevitably wind up at war with each other with the winner becoming the TrueFinalBoss of many a campaign that doesn't start near enough to stomp them both before they get out of control. Both factions have access to Underway movement that lets them hop around the mountains and over narrow bodies of water while dodging attrition and both also have access to easily and cheaply-recruited horde armies that they use to overwhelm the other AI factions and will throw at you in endless waves. The heart of their territory is the Badlands, one of the most rage-inducing areas of the game (only behind Norsca and Ulthuan) to operate in without access to the Underway, making rooting them out a chore, and since both factions are inherently belligerent they ''will'' declare war on you eventually. Seeing the survivor have 60-80 settlements by the time Archaon is defeated is not unusual.
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** While many expected the skink Oxyotl to appear in the games, most thought he'd show up in the ''third'' game (as Oxyotl's lore has him wander the chaos wastes and mainly fighting Daemons). Very few people expected him to show up in ''this'' game, opposing Taurox.

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** While many expected the skink Oxyotl to appear in the games, most thought he'd show up in the ''third'' game one (as Oxyotl's lore has him wander the chaos wastes and mainly fighting Daemons). Very few people expected him to show up in ''this'' game, opposing Taurox.
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Added DiffLines:

** While many expected the skink Oxyotl to appear in the games, most thought he'd show up in the ''third'' game (as Oxyotl's lore has him wander the chaos wastes and mainly fighting Daemons). Very few people expected him to show up in ''this'' game, opposing Taurox.
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** The Lustriabowl: Lustria, particularly in the Vortex Campaign, is the part of the map most populated by Legendary Lords at a whooping ''ten''[[labelnote:Note]]Teclis, Lokhir Fellheart, Skrolk, Ikit Claw, Tehenhauin, Gor-Rok, Nakai, Khalida, Luthor Harkon and Markus Wulfhart[[/labelnote]], leading to jokes in every new Lord Pack about yet another faction joining the Lustriabowl. These jokes often include all the Lords ganging up on Teclis.

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** The Lustriabowl: Lustriabowl/Lustria [[TheThunderdome Thunderdome]]: Lustria, particularly in the Vortex Campaign, is the part of the map most populated by Legendary Lords at a whooping ''ten''[[labelnote:Note]]Teclis, Lokhir Fellheart, Skrolk, Ikit Claw, Tehenhauin, Gor-Rok, Nakai, Khalida, Luthor Harkon and Markus Wulfhart[[/labelnote]], Wulfhart[[/labelnote]] which tends to cause a particularly bloody early-game for all involved, leading to jokes in every new Lord Pack about yet another faction joining the Lustriabowl. These jokes often include all the Lords ganging up on Teclis.
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** Once more, Rogue Armies. No, not the simple horde armies themselves; they're fairly manageable. No, what's at issue are the ''garrisons'' they get when they capture cities, consisting of large numbers of high-end units from ''multiple factions''; leading to the horrible sight of Chosen, Dark Dragons, Varghulfs, Rat Ogres, and Dragon Ogres ''all in the same army''. While they usually just sack or raze, the armies will sometimes occupy instead, and it's not unheard of for them to use the nearly impenetrable defenses and large economy spike to become full-blown factions in of themselves.

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** Once more, Rogue Armies. No, not the simple horde armies themselves; they're fairly manageable. No, what's at issue are the ''garrisons'' they get when they capture cities, consisting of large numbers of high-end units from ''multiple factions''; leading to the horrible sight of Chosen, Dark Black Dragons, Varghulfs, Rat Ogres, and Dragon Ogres ''all in the same army''. While they usually just sack or raze, the armies will sometimes occupy instead, and it's not unheard of for them to use the nearly impenetrable defenses and large economy spike to become full-blown factions in of themselves.
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** Alarielle the Everchosen. [[labelnote:Explanation]]The Averlorn AI has the unusual tendency of giving Alarielle the Everqueen, the supposed IncorruptiblePurePureness of the setting, the [[EvilWeapon Sword of Khaine]] and having her go on a rampage with it. The playerbase ran with this.[[/labelnote]]
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** The Skaven Plague that they can spread through the Pestilens Scheme. Save for killing the special agent before he can actually spread it (which is a LuckBasedMission due to not only needing to rely on the RandomNumberGod for the assassination to succeed, but that's even assuming you can get a Hero to the agent in time AND that you need to spot the agent in advance in the first place), there is no counter to what will reduce any city garrison and/or army unlucky enough to get it to uselessness in a few turn, and then you will need to wait for the troops to replenish. You cannot end it early, you cannot reduce the damage it does to your troops, and once infected you can only wait for the timer to end to be rid of it and pray that it does nto spread to too many of your cities.

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** The Skaven Plague that they can spread through the Pestilens Scheme. Save for killing the special agent before he can actually spread it (which is a LuckBasedMission due to not only needing to rely on the RandomNumberGod for the assassination to succeed, but that's even assuming you can get a Hero to the agent in time AND that you need to spot the agent well in advance in the first place), there is no counter to what will reduce any city garrison and/or army unlucky enough to get it to uselessness in a few turn, and then you will need to wait for the troops to replenish. You cannot end it early, you cannot reduce the damage it does to your troops, and once infected you can only wait for the timer to end to be rid of it and pray that it does nto not spread to too many of your cities.

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** Hag Graef's faction mechanic centered around Malus Darkblade is quite disliked, as going on either side of the possession meter used to give heavy penalties as well as some nice bonuses, but the penalties were so crippling (no replenishment whatsoever for ''every single one of your armies'' if you went full possession, all your units suffer a heavy debuff to their melee attack if you go full control) that the best way to play Malus is generally acknowledged to be to play as another Dark Elf faction and confederate him. After a patch, the full control does not give penalties anymore, but just remaining at full control is an exceedingly difficult thing in itself (and unless you go full posession, Malus's unique battle ability of letting Tz'arkan taking over is unaviable).

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** Hag Graef's faction mechanic centered around Malus Darkblade is quite disliked, as going on either side of the possession meter used to give heavy penalties as well as some nice bonuses, but the penalties were so crippling (no replenishment whatsoever for ''every single one of your armies'' if you went full possession, all your units suffer a heavy debuff to their melee attack if you go full control) that the best way to play Malus is generally acknowledged to be to play as another Dark Elf faction and confederate him. After a patch, the full control does not give penalties anymore, but just remaining at full control is an exceedingly difficult thing in itself (and unless you go full posession, Malus's unique battle ability of letting Tz'arkan taking over (which would be a big draw of playing malus in the first place) is unaviable). unaviable).
** The Skaven Plague that they can spread through the Pestilens Scheme. Save for killing the special agent before he can actually spread it (which is a LuckBasedMission due to not only needing to rely on the RandomNumberGod for the assassination to succeed, but that's even assuming you can get a Hero to the agent in time AND that you need to spot the agent in advance in the first place), there is no counter to what will reduce any city garrison and/or army unlucky enough to get it to uselessness in a few turn, and then you will need to wait for the troops to replenish. You cannot end it early, you cannot reduce the damage it does to your troops, and once infected you can only wait for the timer to end to be rid of it and pray that it does nto spread to too many of your cities.



* TaintedByThePreview: The Sisters of Twilight's "Gift from Lord Daith" mechanic, was horribly received after its showcase, due to looking extremely basic (using the exact same "choose one of two choices" dilemma that ''every single race in the game'' gets regularly as part of a normal game), effects being apparently underwhelming (getting a rare item or a purple one temporarily) and generally seeming like a worse Invocation of Vaul in every single way despite being supposed to be the Sisters' equivalent to Throt's Flesh Lab, which had a custom interface, many more effects, and player agency.

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* TaintedByThePreview: The Sisters of Twilight's "Gift from Lord Daith" mechanic, mechanic was horribly received after its showcase, due to looking extremely basic (using the exact same "choose one of two choices" dilemma that ''every single race in the game'' gets regularly as part of a normal game), effects being apparently underwhelming (getting a rare item or a purple one temporarily) and generally seeming like a worse Invocation of Vaul in every single way despite being supposed to be the Sisters' equivalent to Throt's Flesh Lab, which had a custom interface, many more effects, and player agency.



** Arkhan the Black is considered the worst of the Tomb Kings faction from a campaign angle. Arkhan is a decent MagicKnight with some good spells and the ability to recruit some Vampire Count units to bolster his army, but he also has a poor starting location with a powerful Bretonnia faction in front of him that can easily crush his weak army, and has several gaping holes in his territory that allow other factions to attack from. Not only that, but being the TokenEvilTeammate for the Tomb Kings means he naturally will be targeted by other factions, and most of the other Tomb Kings will never even bother to treat with you, and while you get bonuses to diplomacy with the Vampire Coast and Counts (on the Mortal Empires), good luck expecting their aid when your so far away. Plus, being unaffected by Vampire Corruption isn't really helpful when there are no Vampires nearby to spread it, and the few units from the Vampire Counts he gets are really weak once you get past the first few turns, with Hexwraiths being the only one of note later on, and his campaign goal of getting the Books of Nagash is very hard when all of the books are located in hard to fight to areas such as against Dwarfs. As a result, many see him as the worst faction for the Tomb Kings and hope that he gets buffed, or at least gets more unique units.

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** Arkhan the Black is considered the worst of the Tomb Kings faction from a campaign angle. Arkhan is a decent MagicKnight with some good spells and the ability to recruit some Vampire Count units to bolster his army, but he also has a poor starting location with a powerful Bretonnia faction in front of him that can easily crush his weak army, and has several gaping holes in his territory that allow other factions to attack from. Not only that, but being the TokenEvilTeammate for the Tomb Kings means he naturally will be targeted by other factions, and most of the other Tomb Kings will never even bother to treat with you, and while you get bonuses to diplomacy with the Vampire Coast and Counts (on the Mortal Empires), good luck expecting their aid when your you're so far away. Plus, being unaffected by Vampire Corruption isn't really helpful when there are no Vampires nearby to spread it, and the few units from the Vampire Counts he gets are really weak once you get past the first few turns, with Hexwraiths being the only one of note later on, and his campaign goal of getting the Books of Nagash is very hard when all of the books are located in hard to fight to areas such as against Dwarfs. As a result, many see him as the worst faction for the Tomb Kings and hope that he gets buffed, or at least gets more unique units.
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** From the perspective of the tabletop game, many of the units are this. Some units such as tomn king sphynxes and empire demigryphs were hated for not fitting in, and a several units like scourge-runner chariots were TierInducedScrappy. The former catagory of units are often iconic in the game, and the latter are often much more deadly than in the tabletop.

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** From the perspective of the tabletop game, many of the units are this. Some units such as tomn king Tomb Kings' sphynxes and empire demigryphs Demigryphs Knights were hated for not fitting in, and a several units like scourge-runner Scourge-runner chariots were TierInducedScrappy. The former catagory of units are often iconic in the game, and the latter are often much more deadly than in the tabletop.
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** From the perspective of the tabletop game, many of the units are this. Some units such as tomg king sphynxes and empire demigryphs were hated for not fitting in, and a several units like scourge-runner chariots were TierInducedScrappy, in the tabletop. The former catagory of units are often iconic in the game, and the latter are often much more deadly in the videogame than the tabletop.

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** From the perspective of the tabletop game, many of the units are this. Some units such as tomg tomn king sphynxes and empire demigryphs were hated for not fitting in, and a several units like scourge-runner chariots were TierInducedScrappy, in the tabletop. TierInducedScrappy. The former catagory of units are often iconic in the game, and the latter are often much more deadly in the videogame than in the tabletop.
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** From the perspective of the tabletop game, many of the units are this. Some units such as tomg king sphynxes and empire demigryphs were hated for not fitting in, and a several units like scourge-runner chariots were TierInducedScrappy, in the tabletop. The former catagory of units are often iconic in the game, and the latter are often much more deadly in the videogame than the tabletop.
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** The Sisters of twilight's initial gameplay showcase in the leadup to ''The twisted and the twilight'' release drew massive ire from the fanbase for how barebones their special mechanic looked (being viewed by many as being nothing more than a slightly tweaked High Elves's Invocation of Vaul rite) , especially compared to Throt's. When the DLC launched, the Sisters's specific items were given extremely potent buffs, and the Forge of Daith was reworked in the following months (while some argue that it still is less elaborate/impressive than Throt's Flesh Laboratory, everyone agrees that it is a massive improvement).

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