https://www.youtube.com/watch?v=kZjMS82En28As has already been discussed many times on this forum, its very likely the Wood Elves of Athel Loren will be the next DLC race for Total War Warhammer. I think at this point most of us are expecting that official announcement to come in the next few weeks. This video will cover the origins of the Wood Elf race and the effect the Sundering and the War of Vengeance played in their inception, their Legendary Lord choices, army compositions, tactics and unit roster.
My ideas for their race mechanics are relatively straightforward and straight from the lore, and echo some of the ideas I've seen on Reddit and TW Forums. Incorporating World Roots and the Wild Hunt are incredibly important in making the Wood Elves actually play like Wood Elves.
LEGENDARY LORD CHOICES: Durthu – Eldest of Ancients, Orion – the King in the Woods, and Prince Araloth – Lord of Talsyn are the most likely legendary lord candidates. The Sisters of Twilight and Drycha – Briarmaven of Woe are also lord choices in 8th edition, but they’re smaller players and I don’t really see them getting added, as much as I would love to see them. Orion is THE head honcho, a literal demigod Avatar who could have some really cool mechanics differentiating him substantially from any other legendary lord. Durthu is the most important forest spirit and one of only two remaining ancients, the other being Coeddil, still imprisoned within the Wildwood. And Prince Araloth is the champion of the Avatar of Isha, and lord of Talsyn, the realm that houses the Oak of Ages in the heart of Athel Loren. These three are without a doubt the most important Wood Elf lord characters, and most likely to be added as legendary lord choices. I really want to see Durthu brought to life though, he’s a gigantic Treeman with a huge sword and a special ability called Lamentation of Despairs where he literally shoots out manifestations of his endless sorrow in the form of ethereal spite creatures. Now CA is in a bit of a predicament, because the Wood Elves civilization, military, and economy all completely revolve around the changing of the seasons, and at the current moment, seasons don’t exist in Total War Warhammer. My hope is that seasons are introduced alongside the Wood Elves DLC, because it would make Asrai mechanics much more logical. Mechanics like the Wild Hunt, called by Orion every midsummer, where Wood Elf armies could get huge morale and attack increases while getting double the movement range, similar to Crusading armies in Medieval 2. Winter could cause debuffs to Wood Elf recruitment capabilities, preventing the player from recruiting forest spirit units like Treemen or Dryads. Winter could cause King Orion to disappear off the map for 4 turns, waiting to be reborn in the Spring, but to compensate, he could be one of the strongest lords in the game during the time he is awake, massively buffing Wood Elf military capabilities and economy.
NEW MECHANICS: There are two mechanics I think Creative Assembly HAS to implement to make the Wood Elves feel really unique, and accurately reflect the lore. The Wild Hunt is extremely important to Asrai culture and needs to be in Total War Warhammer. It should be implemented like a Blitzkrieg crusade mechanic, where the Wood Elves get a ton of battlefield and recruitment buffs and large increases to the amount of ground they can cover for a limited amount of turns. There should be a list of 2 or 3 settlements somewhere on the map that you’re tasked with looting or razing, you’ll have a certain amount of turns to get the job done, and then return to Athel Loren. It would be really nice if you got reduced or negated diplomatic penalties during the Wild Hunt, things like trespassing penalties shouldn’t be a thing, because it should allow you to strike out through neutral territory to get to your objective, and hopefully allow you to fight a variety of races. Otherwise you’d always end up running through Bretonnian territory and racking up diplomatic penalties, which would be annoying and always lead to war with your neighbors. The other mechanic I’d really like to see is something meaningful tied to the World Roots. The World Roots are the tendrils from the Oak of Ages that stretch throughout the Warhammer world, some of them reaching as far as Ulthuan, and these allowed Durthu to make contact with the Elves of Avelorn long before they ever came to the Old world. The World Roots could be tied to your spellweaver or mage characters. Basically, you send them out to a territory you want to attack, and for 5 or 10 turns they channel their magical energies, funneling them into the World Roots and effectively bringing them back online in that location. This action would create a portal, through which Wood Elf armies could effectively teleport, quickly striking out to attack a settlement, and then warping back to Athel Loren. At the same time, your economy could be tied to bringing these World Roots back online, creating magic forest wherever these portals spring up, supplying the world with powerful spirits that boost the amount of money you make. As the Wood Elves care much more about their connection with the natural world, rather than how much gold is in their coffers, I think it makes sense to have their economy based on this connection. The more World Roots and forest you’ve spread, the more “quote unquote” MONEY you make.
PLEASE GOD NO MORE CORRUPTION MECHANICS: I don’t want the forest spreading to be a corruption mechanic that leads to attrition or public order penalties for other factions. Enemy units should DEFINITELY take attrition in Athel Loren itself, but I don’t think that’s necessary in the regions you bring the World Roots back online. I think the idea of a “Forest corruption” mechanic is tired and rehashed, doesn’t make much sense given the lore, and would be a really bad gameplay choice. I have no desire to see Wood Elf armies marching through human lands “corrupting” it in the same way Vampire Counts or Chaos armies do. In fact I will literally cry if CA makes forest corruption the same as Chaos and Vampires. I'll be really, really sad. I dont want this to happen.
And I think the World Roots feature would answer how to handle the Wood Elves and the regional occupation mechanic. They cannot be a horde race, because they have many settlements in the realms of the great forest. But by the same token, they really shouldn’t be occupying human settlements or Dwarf holds either. This is why I think the World Roots mechanic could be so important. They buff your economy, encourage you to strike out and explore the Warhammer world, and interact and attack many different races. In this way they aren’t tied to any particular nemesis faction to occupy, its pretty lore friendly, but also makes sense in the scheme of Total War Warhammer gameplay as well.
Now the idea obviously needs refinement, there are I’m sure better ways to implement it, but I think the core idea of the World Roots is very sound and could make for a very interesting, dynamic, and diverse campaign. And its definitely a better solution than reskinning the already existing mechanics in Warhammer and trying to fit them somehow into the Wood Elves faction. I don’t need to see another Corruption feature or another Brayherd/Waaagh reskin.
I really want to see evolution and continuous improvement as these DLCs roll out, and that means not rehashing the same mechanics over and over. The Wood Elves should not play or behave like any other race currently in Total War Warhammer.
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0 · Disagree AgreeA way better elf choice for LL would be the Sisters of Twilight. 2 mount choices and 2 magic weapons, besides their more interesting special rules and the fact that they're representatives of the second part of the Wood Elf regime: Ariel the queen.
Agreed on Orion, not a massive fan but he kind of needs to be in, in what fashion I'm not sure. Since Athel Loren has its own weird cycle (and non-cycle, depending on where you are) I think it would be kind of cool to have the seasons take place within Athel Loren rather than everywhere else, make it a bit magical...
Durthu is another character I too would want to see. I'd prefer Drycha because she's more interesting, but I get why she's a low-chance choice.
On the Wild Hunt: I'd almost liked it if the Wild hunt was a spawned army of strong troops that are controlled by the AI and unlike waaaghs and such, it would be a very aggressive defensive ally you can't break away from. So it gets into fights that not necessarily drags you into the war, though makes those exposed to it dislike you, then fades away with the season, only to come back and prod someone else, most likely.
On the world roots: Still hoping they're connecting Athel Loren like teleporters to these things that seem to be spread across the map.
Also hoping that perhaps others can use them to go to Athel Loren with some form of powerful malus to make the forest a little more threatened (though not sure about that one) as well as being a way through which corruption can seep into the forest, forcing the WE to keep an interest in the outside world.
Yeah, don't want some kind of wood elf corruption either, to be honest.
So overall I'm pretty much in agreement with Indypride, bar a few minor things.
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2 · Disagree AgreeWAAAAAAAAAAAAAGH: forest elves stack will join your forces one you gight enough
Forest stance: special scenario and battle triggers if you fight during this stance.
some mechanic no one cares about, like for example forest corruption, forest grow as wood elves expand
yeah , beastmen originality level
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2 · Disagree AgreeOff topic, the Waaagh mechanic would suit a crusade type feature in my opinion, why come up with something new when you already have a mechanism and associated AI routines already developed.
Wood Elves do seem to pose quite a few issues in that they really don’t seem to fit in with the total war style of conquest. Maybe more suited to a mini campaign on a map more tailored to their geography while in the GC having limited/novel victory conditions, more a race to interact with rather than play several campaigns with.
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0 · Disagree AgreeRegardless, I think Orion and Durthu will end up being the first 2 legendary lords, and we have nothing to go off of in terms of adding additional lords for DLC factions yet.
I was actually at a loss because I dont know what Durthu's quest chains would be. Orion has the Spear of Kurnous and Hawk's Talon, but Durthu has no magical items that I can see in 8th edition. Araloth has the Hawk but that wont be a quest I wouldnt think, and Drycha doesnt have items either. That's the only thing I think that gives the Sisters a slight glimmer of hope, that they actually have items that could be Quest battles and named mounts. Perhaps Durthu has items in previous editions they could draw inspiration from, but in 8th his sword isn't named, at least not in army book.
Maybe the Sisters will make it in after all, I'd definitely be happy if they did. Not sure if I'd prefer them over Durthu though. Durthu is pretty awesome ;P
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0 · Disagree AgreeIf they make 3 LL's, I would think a good combination would be Orion (the king), Durthu (the representative of the forest spirits) and the Sisters (representatives of Ariel, the queen). I'd love that.
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0 · Disagree Agree@Indypride I feel you world roots solution is overly complex for a TW game (do this, then that, then wait, then only go there), quite lore friendly in a way but it would just get over looked as a wood elf army could stealth its way to an objective far more straight forwardly or even just ignore any reason to go there.
Remember that a spell-waver is a reasonable investment at the points of the game you would want to use world roots, to not have it for ~10 turns is not a winning plan.
Teleport system in general seems ok though.
boyfights loves wood elves.
"Heaven forbid that under the Vail of military training we should subject our young men to the lust of our general" - Hanno to the Carthaginian senate on the future of Hannibal.
"Guard mode is back in Warhammer
"It's amazing how many mistakes your enemy will make in haste after seeing that he's outgunned" -The Organ King
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0 · Disagree AgreeWhat about winning conditions? I think exterminating beastmen is essential. But they keep respawning, right? Perhaps a horde slain by Wood Elves does not respawn. Or they have a way of preventing Beastmen from spawning.
Secondarily, once Skaven are added, they should be considered enemies to be exterminated as well.
I like the World Root concept. Perhaps restoring the network will end up being a series of quests with unique quest battles. That could be fun.
Finally, as all non-chaos faction, you would have the "Archaon dead" condition.
So your average WE campaign would be:
1) reunite the realm. Athel Loren should start fragmented, with beastmen roaming and what not.
2) once you do that, you start restoring the World Root, all the while chasing and defeating beastmen and skaven, protecting your own territories (since you can't conquer anything else) and dealing with the yearly Wild Hunt.
3) at some point you help fight back the Chaos invasion (that should at this point feature more beastmen spawning randomly in the world)
4) you finish cleaning up beastmen and skaven around the world.
It would be different and funny, I think, with a sort of "seek and destroy" feeling to set it apart from any other campaign.
I don't think we're going to see a "spread the forest" mechanic. It would suck, be completely against the lore, probably require a lot of work to allow the map to be covered in forest (and it would not look good anyway).
A note regarding Athel Loren itself: I can see it done as a separate map, accessible from the world map; or simply as a world region with three provinces and maybe nine settlements. In the latter case, there should be attrition and reduced movement for anyone entering it, except wood elves and beastmen.
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0 · Disagree AgreeYou see, the WE have 3 generic Lord choices,
Glade Lord (General character)
Spellweaver (Major Caster)
Treeman Ancient (monster lord)
Now we can assume we get all three (best case).
We can assume that Treeman Ancient gets cut, because he renders the Glade Lord a bit irrelevant and is hard to balance with him, similar to the Doombull of the Beastmen.
I assume that, also similar to the Doombull, they won't give us the Treeman Ancient at the start, because they are planing a Lord pack featuring WE. Why is that important for Durthu? Well... who would be the best possible LL to go with Treeman Ancient? Perhaps the guy who is one?
In fact:
I could imaging that the Lord pack after WE is one that features Durthu against Taurox, bringing the TA and the DB as generic Lord choices respectively (with a number of units missing and RoR's).
Hence I would guess that the twilight sisters, which have uniqueness compared (RANGE!) to other LL's and coolness factor to them, are more likely to be one of at least two starting LL's.
Orion is a grantee since he is the race leader without a doubt.
I like the idea to make the Wild Hunt also about movement.
Athen Lorel should be kinda a "safe zone" for WE where they get buffs, alot of them, and everyone else gets mali.
100% with you about corruption. It doesn't fit them and gameplay wise, another corruption? That messes in doubt with the mechanics of corruption.
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0 · Disagree AgreeSo far, CA has been reasonably respectful of the lore. I don't see them making a move like that.
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0 · Disagree AgreePlus, in this instance it's about spreading the woods and that just doesn't tickle my fancy.
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0 · Disagree AgreeDwarfs - Muster the Throng
Greenskins - WAAAGH
Vampire Counts - Raise dead something dunno
Warriors of Chaos - Storm of Chaos
Beastmen - Brayherds
Wood Elves - Wild Hunt
Bretonnia - Errantry War
Skaven - Vermintide
Chaos Dwarfs - Rally Slaves or something
Ogre Kingdoms - something Mercenary
High Elves - Time of Need? dunno
Dark Elves - something Raid
Lizardmen - something with Spawning Pools probably
Daemons of Chaos - something like Chaos Rift
Yeah, I think every relevant faction could potentially have a WAAAGH mechanic
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1 · Disagree AgreeI also think that forest expansion is not so rigidly prohibited by lore as some. Granted the denizens of Athel Loren have never attempted to expand the forest, but if it were to happen, I doubt you'd see Drycha or Durthu on the picket line demanding that it stop. Forest expansion isn't something the lore specifically prohibits to my knowledge, rather it is something that has never happened.
Whatever choices CA make I will be fascinated to see how it compares to the wide range of speculative ideas that have found their way onto the forum. There is certainly a very wide range of options for ways the wood elves could be implemented, and you can easily make a strong case in support of most of them, even those that are contradictory.
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0 · Disagree Agreeor reason burns or acid bruises anyone,
stop your gladiator love for agressions.
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0 · Disagree Agreeor reason burns or acid bruises anyone,
stop your gladiator love for agressions.
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0 · Disagree Agreethen let's hope that my theory with the BM/WE Lord Pack isn't off
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0 · Disagree Agreeor reason burns or acid bruises anyone,
stop your gladiator love for agressions.
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0 · Disagree Agree- Report
0 · Disagree Agreeor reason burns or acid bruises anyone,
stop your gladiator love for agressions.
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0 · Disagree AgreeWild hunt = Waagh mechanic.
World roots = underground stance mechanic.
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2 · Disagree AgreeWorld roots = teleportation madness so many people ask for.
Making it similar to underground/beastpath stance would be a rather fitting solution in comparison and working gameplay wise. At the end the only real downside to this is that CA didn't create zones where those abilities work on the Campaign Map but make them work everywhere.
That would be a big improvement of the standpoint of feeling and variety. Thou it would "railroad" the races more.
Wild hunt being Waaagh similar would be odd. Unlike the Beastmen and Orcs, which are both famous for great numbers (and hence it fits both times) and a certain "snowballing", WE aren't famous for numbers or "snowballing" even inside the hunt.
One thing I think they will "copy" is the "morslieb" event circle with the difference that it would be season.
The Wildhunt should be connected to those (and actually, connected to Orion, since he kinda always leads them).
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1 · Disagree AgreeI would like to see Durthu as a LL if we could have three, though. Drycha could also be interesting.
I agree nobody actually wants to see Araloth. You could take a recruitable Highborn, name him Araloth, and only really be missing the hawk.
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0 · Disagree AgreeA separate map with all 12 kingdoms (12 provinces with multiples settlements in each). This would solve the "no conquering" race issue. Add lots of BM/GS/Dwarfs/Tree Spirits army spawns to challenge the player all game long.
This way Athel Loren would be a second map, with lots of things to do for Wood Elves. Add lots of objectives outside of Athel Loren like many people already sugested and their gameplay would be fun I think.
I also would like to see Twilight Sisters as LL. With Orion obviously, and Durthu later if there's only 2 LL at release.
For World Roots, they could do a stance similar to underway/beastpath but you could only access this stance in Athel Loren and various small areas all around the world. Teleportation but only for great distances. There's also World Roots in Nagaroth as far as I know.
This way It would be quite different from underway/beastpath but easy to implement.
Seasons could be a new mechanic for Athel Loren map only with various buffs/debuffs.
Finally, please no copy/pasted mechanics like Beastmen DLC.
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3 · Disagree AgreeSeems reasonable might need some play testing as it could make them too powerful like setting up an ambush on the border of kislev the turn after chaos arrive. do the elves change their outfits for each season? but I like pasta.
boyfights loves wood elves.
"Heaven forbid that under the Vail of military training we should subject our young men to the lust of our general" - Hanno to the Carthaginian senate on the future of Hannibal.
"Guard mode is back in Warhammer
"It's amazing how many mistakes your enemy will make in haste after seeing that he's outgunned" -The Organ King
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0 · Disagree AgreeI would just like to add that the Warhawk riders you show are converted ones. Since they propebly have been made after the origanal models where discontunied.
The original ones look like this:
Otherthan that:
Team Brettonnia
Team Tomb Kings
Team High Elf
Team Averland
Leitdorf for Emperor!
Original Regiments of Renown and Dogs of War
Make Marious Leitdorf a playable Legendary Lord
Warhammer Fantasy Novels in Black Library
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1 · Disagree Agree