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  • Accidental Innuendo: The list of first and last names that randomized Lords for the Vampire Coast factions pull from have so many potential funny combinations that that it's debatable if we can even call it accidental. "Dick Half-Mast" anyone?
  • Annoying Video-Game Helper: The Advisor returns from the first game, and some how manages to be even more annoying than before. Not only does he have even more tutorials to annoy the player with, he loses all story relevance (which many thought redeemed his character in the first game), and no longer exists in the universe, instead being relegated to the role of the other advisers.
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  • Anti-Climax Boss: Whilst the final battle is still a treat because of its insane visuals, atmosphere, Nightmare Fuel, and the power trip it is for the player (who gets to wield the sheer power of the Vortex against their enemies), the battle itself is rather easy, despite facing multiple stacks of armies belonging to every other race in the Vortex race. A patch later made it a good deal harder.
  • Author's Saving Throw:
    • CA revealed they were getting rid of the highly controversial regional occupation system in the second game, and would do away with it in the first game eventually.
    • The Old World races got an overhaul in the May Patch (alongside, finally, a much more complete Mortal Empires and fully restored Norsca). It was also when the much anticipated DLC released.
    • After many people reacted negatively to CA releasing the blood and gore as a separate DLC (for several games in a row), while that same DLC is present in the sequel, players who bought it for the first game automatically receive it for free in the second game. And speaking of DLC, CA have also stated that they would not continue adding the much disliked Mini-Campaigns (such as those from the Wood Elf and Beastmen DLC) to further race-packs and instead focus on delivering more complete rosters (as with the Norsca DLC), thus leading to lower prices.
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    • On a more meta-level there are hints in the game that the alternate universe of the Total War series will not include some of the most hated aspects of The End Times. In particular, Malekith managing to seize control of the Shrine of Asuryan results in the Shrine being corrupted, suggesting he is not the true Phoenix King. Malekith in general has received this, always being a controversial figure in Warhammer lore, which was later taken Up to Eleven with all the changes to him during The End Times. The game portrays him as how he was, an egotistical, revenge consumed fiend, who does display a softer side, and is more of a Noble Demon than a downright villain. He also tends to keep his word, and treat his underlings decently, as long as they serve him well...
    • After a full year of people complaining about how unfair, and unfun, auto resolve naval battles were, Creative Assembly finally added the option to manually fight naval battles in the "Aye Aye!" patch, which involves the two forces disembarking off their ships to fight on tropical islands. This also applies to the defense of Black Arks, though in this case the "island" is actually the craggy flank of the utterly gargantuan vessel.
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    • Aranessa Saltspite's Sartosa Free Company units were mocked for not looking piratey enough and for wielding just boarding axes (which people then mockingly nicknamed them "lumberjacks"). CA eventually changed them to dual wielding swords and sword-&-pistol variants, which was met positively.
    • The Prophet and the Warlock did much to content Skaven and Lizardmen fans, who felt that their factions had been neglected by the game for too long. Additionally, the accompanying Doomsayers update carried a bunch of positively-received adjustments, most notably a new mechanic for Bretonnia and the previously-generic Legendary Lord Alberic de Bordeleaux finally wielding his iconic Trident of Manaan on his in-game model.
  • Awesome Art: As in the first game, the dozens of classic character designs, armies, environments, and visual effects are stunning, showing the New World in all of its glory, with stunning detail, with special mention to the various in-house Lizardmen redesigns.
  • Awesome Ego:
  • Awesome Music: The games soundtrack is considered an improvement to the already great soundtrack of Warhammer 1, with the High Elves campaign theme being the standout.
  • Base-Breaking Character:
    • Tyrion has received a very mixed reception. Some people love him for being one of the strongest duelists in the game, and someone who is really flawed for an Elven character; others really dislike his abusive personality, and how he seemingly yells and puts down his younger brother, Teclis, all the time when he expresses his concern for the younger races, who Tyrion, at best, seems to be largely unsympathetic towards. There's also a split on people who like, or dislike, the fact Creative Assembly decided to put more emphasis on his extreme blood lust, and how he's the Warhammer character most similar to his portrayal in The End Times so far.
    • Cylostra Direfin of The Vampire Coast. Some people find her to be a rather cool lord, a nice and needed addition to the roster and a sign that CA can be trusted with creating more original characters than simply units. However, about as many fans find her story to be lackluster and that she would have been better off being replaced by some other undead pirate from the lore such as Van Gheist (who in turn tend to be argued against as well since the Vampire Coast already have more than enough melee-focused lords and needed a magic-focused lord).
  • Broken Base:
    • After over a week of buildup (tracked by a countdown timer on the Total War website), the reveal that the next game in the franchise would simply be an immediate continuation of the Warhammer trilogy, instead of a new historical title, upset many long-time Total War fans who were hoping for the teased "unexplored time period" to be revealed instead. Many are already declaring that Total War: Warhammer's rousing success compared to previous installments has resulted in the planned trilogy becoming a Creator's Pet of sorts. Others feel these fans are overreacting, that the confirmation of a new Total War based in ancient China due for release in Autumn 2018 makes concerns about the historical titles being neglected unwarranted and remain excited for CA to cap off the trilogy with the remaining races who have yet to get a look-in.
    • The much-anticipated Mortal Empires campaign produced a lot of problems. The mode combines both TWW 1 and 2 into a single map, producing the largest scale campaign ever for Total War and allowing all the factions to interact. In order to accomplish this the New World sections of the map were significantly reworked and many sections were removed entirely. Some people were okay with this as there was little of importance there while others were angry that these sections were abandoned and that the map was incomplete.
    • The second issue skewered Creative Assembly on the prongs of Morton's Fork. Integrating the two games turned out to be vastly more complicated than they had anticipated when they announced Mortal Empires. That meant either delaying the release of Mortal Empires, which would draw a lot of anger due to it being so much in demand, or release it in a state that was playable but incomplete and not fully bug tested, which would anger people because it didn't work as well as they hoped. In the end they released it a month after launch in an incomplete state with a number of major changes such as the Foundation Update to be released a month after that and the very popular Norsca faction delayed until May of 2018, fully half a year after the release of Mortal Empires. (It turned out that Norsca couldn't be ported into the TWW2 version of the game in its existing state and would have to be rebuilt from scratch.)
      • While these issues are being steadily addressed (and the devs explicitly stated they'd prefer to release the campaign early in a flawed-but-functional state and improve it over time based on player feedback, rather than delay it for several months and incur the fanbase's ire,) there are a vocal set of the fanbase who argued it would have been much better to wait... and an even smaller subfaction who outright say the devs ought not to have bothered at all.
    • People are divided over whether they would be willing to accept paying for DLC for DLC (something that was an unsaid rule of CA to not do) in order to get every single tabletop unit in the game, considering the first few DLC-exclusive races (Warriors of Chaos, Beastmen, Wood Elves) are lacking either in terms of roster or campaign mechanics. Considering they have released Rome II DLC up until 2018 and how lucrative Total War Warhammer has been, it's not entirely out of posibility. This discussion has become even more relevant ever since CA announced that Total War: Warhammer 2 would not get any more Race Packs (much to the dismay of enthusiasts of Araby and Dogs of Warnote ) but would get further Lord Packs, wich many fans speculate might be for the likes of Beastmen, Wood Elves and Warriors of Chaos.
  • Catharsis Factor: Like the first game, it's pretty awesome, especially to fans of the original tabletop, to harness the power of the Vortex to specifically stop the End Times, therefor preventing Age of Sigmar from happening in the universe.
  • Crack Ship: After Surthara Bel-Kec was implemented into the Mortal Empires as a reference to the infamous Surtha Ek, you can bet some people shipped them.
  • Crazy Awesome:
    • The Skaven, as detailed below.
    • Luther Harkon might as well be undead Jack Sparrow; an insane, cackling Vampire Pirate Captain that gets into all kinds of mischief, but that's precisely why the fandom adores him so much! Really, the entire Vampire Coast, an army of jovial Zombie Pirates, that freely engage in More Dakka and ride cannon mounted giant crabs into battle, pretty much embody this trope.
  • Creepy Awesome:
    • Lord Mazdamundi is a Knight Templar of the highest order, quite literally thinking he knows everything and is right about everything. He ultimately wants to commit genocide against the other races, and follows his own twisted code of ethics, and speaks in an impossibly deep voice. He's also a Slaan mage-priest who can tear apart entire formations by ripping open the earth's tectonic plates, flatten everything that survives atop his giant armored Stegadon, Zlaag, and give roaring speeches to his Lizardmen armies. In his own way, he even doubles as Creepy Good. And the fandom loves him.
    • Crossed with Crazy Awesome, the Skaven. A horde of traitorous ratmen that 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 Golems, are all insane and have space technology!
    • The Curse of the Vampire Coasts DLC adds undead pirates to the game!
  • Demonic Spiders:
    • Rogue Armies tend to have some sort of discernible theme to them. Some might regard a few of them including a theme of "Fuck you and die" with armies consisting of very powerful units that will sweep away the unprepared.
    • Also, because the team that worked on II was on a different work stream than the one that completed the Norsca DLC, Surtha Ek's memetic shenanigans returned on release.
    • Armies spawned by the rituals beginning are typically made up of very high units and after the first few almost always spawn in the middle of your empire where previously there were no threats. Being made up of high tier units like Hellcannons and Doomwheels led by level 40 lords, even a city with every possible garrison upgrade will be simply burned down by sheer numbers.
    • In Mortal Empires, any of the Chaos host armies (the ones that randomly spawn, not Archaon's crew) count; imagine the ritual armies from the main Vortex campaign turned Up to Eleven, resulting in multiple full stacks of high-end Chaos units spawning completely without warning and going on a rampage... as early as Turn 40. Worse, thanks to a bug, the Chaos hosts would target the player's faction exclusively, which led to the hilarious-slash-horrifying sight of multiple throngs of Chaos armies spawning all over the old and new worlds... and immediately ignoring everything to beeline for some small Lizardman or Bretonnian faction in the middle of nowhere.
    • 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 and of themselves.
    • Warplock Jezzails of the Skaven. Insane range? Check. High accuracy? Check. Great armor-piearcing damage? Check. Lords, heroes, monsters, heavy infantry and cavalry are all doomed against these guys and they are a massive pain in the ass to fight against if one can't reach them quickly enough. And don't bother trading fire with them without artilery since they have big shields that block most projectiles. And even then, their bullets can reach much of the target artilery crew.
  • Ear Worm: Good luck getting the sea-shanty from the Curse of the Vampire Coast DLC trailer out of your head. HAAAIL the mighty! / He's a-risin' from the deep...
  • Ensemble Dark Horse:
    • Despite having no unique lines, Alastar the White Lion, is extremely popular. It might because he's an Elven Warrior wielding a a massive axe, or the fact he has an entirely unique skill tree, but it seems that a large part of his appeal is how handsome he is.
    • When he was announced Tretch Craventail was met with highly mixed reactions, being a very obscure Skaven character, especially, compared to Fan Favorites such as Thanqoul, and Throt. When he was released, however, his popularity skyrocketed for his unique, and highly fun gameplay (which exemplifies the Skaven race as a whole) and his badass design.
    • Luthor Harkon and his band of merry Zombie Pirates have very quickly become a fan favourite.
  • Even Better Sequel: Upon release, the game was heralded by both critics and fans as a fantastic sequel to an already great game, improving on essentially all aspects of the gameplay, and one of the best in the Total War series.
    • The first game included a mechanic where different races were locked out of occupying certain territories, depending on their biome suitability (humans could not inhabit mountain regions for example). Long-time fans were angered by this because it interfered with their desire to simply conquer the entire world, but CA felt strongly that, for lore reasons, certain factions should shun settling in certain areas while heavily coveting others. They split the difference in Total War: Warhammer II whereby now any faction can occupy any area, but certain areas are less hospitable to them than others and settlements there will have negative effects. This makes permanently holding onto those territories an unattractive proposition without simply disallowing it outright.
      • Amusingly although people like having the option to make settlements anywhere in the world the new system is arguably harsher than the original one. Uninhabitable environments have penalties so extreme that maintaining control of them is nearly impossible, generally making them a serious liability.
  • Evil Is Cool:
    • When the first trailer debuted Malekith's design quickly garnered a great deal of appreciation from the fandom. The sentiment only increased with the release of the Dark Elves cinematic trailer, which portrayed him as an nigh unstoppable killing machine with an incredibly intimidating voice to match. When the game released, he got even more fans being portrayed as a highly amoral yet honorable warrior-king, while the game reversed all of his Badass Decay from The End Times.
    • And of course the new evil factions as a whole are just as prone to this as their counterparts from the first game.
    • Just like Norsca before it, the Vampire Coast became the game's epitome of concentrate evil awesomeness, mostly for how awesome their flavor is. A band of zombies pirates, equipped with loads and loads of gun, supported by horrifying abominations of the sea, like primeval giant crabs', Wendigo's, Giant Ship Mech's powered by Black Magic, and a host of other horrors from the deeps. Not to mention their led by an Ax-Crazy, completely insane, Vampire Pirate Captain! It's gotten to the point, many tabletop players are begging for an official model line.
  • Evil Is Sexy: Morathi, in the best way. Witch Elves get in on the fun too.
  • Goddamned Bats:
    • The Chameleon Skinks. It's true that they do not deal all that much damage and that their range is quite short compared to most other ranged units, but considering how they have slowing poison in their darts, how they have stealth so they won't be discovered until it is too late, how they run faster than much of the cavalry in the game and how they can run and shoot at the same time, it can become incredibly annoying to try pinning them down.
    • As a faction, Mung is this for Naggarond in Eye of the Storm, being a Norscan faction at the very northern edge of the map and bordering pretty much the entirety of that end of the Dark Elf territory. The faction itself is not particularly dangerous, but pacifying the region is an almost nightmarish slog as the settlements are spaced fairly far apart from one another, meaning your units are going to be subject to attrition as the entire province is at 100% Chaos Corruption that is extremely difficult to reduce without driving Mung out entirely, which also plays havoc with Public Order. Of course, one could be tempted to just ignore the region until one is ready dedicated all their efforts to it much later in the game... except Mung is an extremely aggressive faction that will try and pick a fight with you as early as possible and has so many diplomatic penalties that any non-aggression pact you form with it will get broken sooner or later. It's actually recommended that, if trying to take the province, to just raze the settlements to the ground so you don't have to deal with the public order until Mung is fully wiped out and you can dedicate all your efforts to it.
  • Hilarious in Hindsight: The author of this Thread predicted that the Lizardmen would be added in the game with their own unique Campaign. The prediction turn out to be partly right but right nonetheless.
  • "Holy Shit!" Quotient: The final battle of the Vortex Campaign has a rather impressive premise, with every enemy faction joining forces to fight you in a desperate attempt to keep you from gaining control over the Vortex, with you harnessing its powers to gain rather powerful unique magical spells to unleash upon them, while the Great Horned Rat himself is visible in the skybox, breaching into the Material while taunting you along the way. And if you're playing as the Skaven, he wins!
  • Memetic Badass: The Lizardmen, after a year and a half of being a Memetic Loser due to the lack of content, started to have more and more content to them than anyone else. For example: The Vampire Counts, the Creator's Pet of the first game have five Legendary Lords. The Lizardmen have SIX Legendary Lords.
  • Memetic Loser: Despite being the epitome of Evil Is Cool, the fans will always remember that Malekith has been living with, and fucking, his mother for centuries.
  • Memetic Mutation:
    • Due to the focus of the early marketing on the 'Fallen Gates' quest battle many have begun to joke that the game consists of nothing but this battle, referring to it as Total War: Warhammer 2: The Battle of the Fallen Gates, and similar titles. In addition many have also started to bring up the aforementioned battle in any situation they can think of.
    • After the Dark Elves trailer, many users have been comparing Malekith to Darth Vader (Either outright calling him that or derivative nicknames like Darth Malekith). Mostly due to their similar backgrounds, but what hammered it down was a scene in said trailer mimicking the airlock scene from Rogue One. One user from Youtube even edited the scene to include the music from Rogue One.
      • The parallels were heightened when players actually played as him and found he had a unique voiceline while traveling on winter terrain wherein he complains that he hates snow, which is practically an inverse to Anakin's infamous dislike of sand.
    • The Hype Train goes beep beep! Explanation 
    • Many comparisons to The Slann and Pepe The Frog have been made.
    • Teclis joined Orion in the Comic-Book Fantasy Casting jokes with people finding he strongly resembled Benedict Cumberbatch.
    • High Elves being killed in the trailers, even their own. Note 
    • The Dwarfentide: Dwarfs in this game have such an overwhelming advantage (second-best economy, extremely powerful politics that guarantees the various Dwarfen factions will be closely allied and eventually confederate, strong units from low-tier up to high who are ALL favored heavily by autoresolve) that they almost always become a dominant (if not THE dominant) superpower in lategame in Mortal Empires. It's not unheard of for New World players to eventually cross the sea after finally dominating their continent, only to find the Old World completely overrun with the stunty bastards, with maybe one or two empire or VC holdouts left over.
    • Khemri TV. Note 
    • A lot of comparisons of the Vampire Coast to a certain movie series have been made...
    • The reveals of the Vampire Coast legendary lords began with a set of black silhouettes, leading many to ask "Who's that Pokémon?
    • The Prophet and The Warlock trailer, due to having a proeminent Shout-Out to Predator, coupled with the Lizardmen being jungle fighters, saw a brief resurgence in vietnam memes.
    • Much like Durthu before him, fans seem to enjoy referring to Tehenhauin as Lizard Hitler, due to the fact that one of the abilities gained through rituals done by Tehenhauin allows him to start a race war between the Lizardmen and the Skaven.
  • Scrappy Mechanic:
    • The game's autoresolve is infamously broken and imbalanced, putting heavy weight on ranged units, high melee attack/defense, and armor, putting little weight on things like movement speed, and completely disregarding potentially-gamechanging special powers and magic entirely. Not only does this mean autoresolve is unreliable at best and completely broken at worst, since AI.vs.AI engagements are always settled with autoresolve, this leads to factions like the Greenskins and the Skaven (who get the worst autoresolve shafting) being swept aside by much weaker armies and factions, and the Dwarfs (who are heavily favored by the system) almost always becoming a dominant superpower.
    • Confederation in this game is notoriously opaque and unreliable compared to the first, making it very difficult for the new factions to bring their racial allies into the fold. This is especially annoying for the Skaven and the Lizardmen, who can find themselves stuck in alliances with minor factions taking up valuable territory, but who refuse to confederate, leaving the only option being to break the alliance and take a reputation hit.
      • This helps contribute to the Dwarfen Tide problem in Mortal Empires, since the Dwarfs not only use the old system, but have a laundry list of positive relation modifiers and technologies that make confederating far easier (and far more common, in the AI's case) for them. This can even sink entire campaigns if you happen to be at war with a minor Dwarfen faction and they suddenly get confederated, leaving you at war with a mighty juggernaut you can't possibly overcome.
    • Vampiric Corruption became this with the Aye-Eye! Patch due to how quickly it spreads, particularly in Mortal Empires. Not only do the Vampire Counts spread it, but Heinrich Kemmler was moved to the mountains south of Bretonnia with his own faction (the Barrow Legion), which also spreads corruption, and of course, the then-newly added Vampire Coast also spreads said corruption from their pirate coves thanks to being a hybrid of normal and horde faction. Many players noted that late-game Mortal Empires tends to devolve into the Old World and the coast of Lustria being overrun with Vampiric Corruption, making traversing the areas a hassle as it causes attrition to most other factions.
  • They Changed It, Now It Sucks!:
    • When the Dark Elf trailer was shown, many praised Malekith's deep gravelly voice for being impressively intimidating and sinister. However, when a quest battle video was shown over a month later many complained over his in-game VA sounding too similar to Balthasar Gelt, and wishing that CA would change it to being more similar to the trailer. As it turns out, Malekith sounds exactly how he did in the trailer on the campaign, pleasing the fanbase, but at the same time, for some reason, the voice actor switches to the "Gelt voice" during Quest Battles, which irkes some.
    • In a similar vein, many have noted that the voice of Queek Headtaker sounded a good deal deeper in the campaign intro than the game itself, though the backlash against this hasn't been anywhere near as intense or widespread as the Malekith example (possibly because he's a rat).
  • That One Level: Trying to take Ulthuan. Period. Being a completely separate continent you must sail all your forces there, with the east side being full of treacherous rocks that cause attrition and only a scant few places to land. The only way to get at the inner provinces other than fighting through Ulthuan directly is the gates: Special provinces occupying choke points with twenty unit garrisons of elite high tier units, which you must fight while holding off the High Elves's actual armies that will inevitably be reinforcing them. Being populated by just one race they are very likely to either all declare war on the invader very fast, or have confederated into one faction as well. The only ones who can reliably take Ulthuan are the Dark Elves whose Black Arks allow them to reinforce and recruit units as they go. Even then it takes a while for the Arks to expand enough to access their late-tier units and are vulnerable to attack. The ritual required to recruit one has a 25 turn cooldown as well, so if one is lost it'll be a long time before it can be replaced, and must be grown and rebuilt from scratch.
  • Tough Act to Follow: Every DLC being released after the Tomb Kings is getting this, as the Tomb Kings quality and quantity (a particularly prominent criticism of past race packs was that they lacked alot of their monster options, and Tomb King's eventually got all of them) was far better then any expansion before it. Most people would say Queen and the Crone was very decent, but it lacked in many ways compared to the thing that came before it. And even Curse of the Vampire Coast, which was heavily praised and considered a worthy follow up, still had parts negatively received because they were compared to the Tomb Kings. It doesn't help the faction itself has remained a fan favorite race to this day despite being discontinued.
  • Ugly Cute: For many fans, the Skaven Scribe is this. The little round glasses help.
  • Unexpected Character:
    • Some were surprised by the inclusion of Arkhan in the Tomb Kings roster as he is usually associated more with Nagash's undead legions, and even the Vampire Counts, more than the Tomb Kings. To reflect this, Arkhan's faction gets the unique ability to recruit a selection of Vampire Count units into their army.
      • Of course Arkhan was a playable character in the latest Tomb Kings army book, and the term Tomb King doesn't solely refer to followers of Settra.
    • Tretch Craventail announcement also led to people shouting, "Who?!". As it turns out, Tretch was actually featured in the 7th edition Skaven rulebook, though fans were still confused Creative Assembly choose Tretch instead of a more popular Skaven character. Others joke that Tretch taking the place of another popular Skaven is truly as Skaven-y as his faction bonuses.
    • Almost nobody was expecting Creative Assembly to turn the Undead Pirates - a sub-faction originating from White Dwarf with no official models whatsoever - into a fully fleshed-out faction of their own.
    • Most of the conversation surrounding the Lizardmen's FLC Legendary Lord was about Na'kai The Wanderer or Gor'Rok, as those two seemed like the most obvious choices. Then it was announced that it would be Tiktaq'to.
  • Win Back the Crowd: A lot of fantasy fans of Total War 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 the Vampire Coast was announced...
    • Lizardmen and Skaven fans were more than a little pissed off that their Lord Pack was delayed for as long as it was, but after the trailer for the Prophet and the Warlock dropped and the subsequent Everchosen Invitational Stream where all their new units were showcased, the comunity's reaction was quite positive (apart from people disappointed there was no Troglodon or Verminlord). Pre orders even made it the top twenty seller on steam, and it has an absolutely massive like to dislike ration on youtube. Lizardmen fans were even more ecstatic when Lord Kroak was announced to be coming as a new Hero Unit/campaign mechanic alongside the free Legendary Lord that they had been waiting so long for.

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