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"Let Loose the Dogs of War" - a fanmade Campaign Pack concept

MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985
There’s been a lot of speculation lately about what DLC races we might get in Total War: Warhammer III, thanks in part to the recent reveal of the game’s standalone campaign map. One potential addition that has long been presented as a possibility is the Dogs of War, the mercenary hordes of the Warhammer world. The Dogs of War are one the few remaining factions that have an official, Games Workshop-made army book to their name and seem like an obvious addition given the glaring Empire placeholder faction in their native lands of Tilea. Many hope that Game III will be their time to shine, now that other more obscure races such as Kislev and Cathay have gotten a well-deserved spotlight.

In order to foster discussion about this dark horse candidate, I’ve decided to present my own concept of what a Dogs of War campaign pack for Warhammer III might look like. I acknowledge the possibility that Games Workshop might overhaul the Dogs of War for The Old World much like they overhauled Kislev and Cathay, but I’m operating off the assumption that this will not happen. Instead, my sources are primarily the 5th edition Dogs of War army book and the 6th edition “Ravening Hordes” Dogs of War army list published in White Dwarf, as well as a few other units taken from various White Dwarf articles and campaign supplements. I’ve tried to keep fan-made units to an absolute minimum, with only a few “original” units based off of pre-existing units in the roster, created to try and emulate CA’s design style. Otherwise, the roster adheres very closely to the original Games Workshop material for the Dogs of War, with only slight adjustments made to better fit the Total War format.

To avoid confusion, I will clarify that I use the term “Southern Realms” to refer to the lands south of the Black Mountains and the Vaults, and “Dogs of War” to refer to the people- both mercenary and merchant prince- who live there. I know there are many who treat the Dogs of War and Southern Realms as two separate political entities and argue that the Dogs of War are solely made up of wandering, leaderless mercenaries and that the Southern Realms are the only parts capable of becoming a playable faction. However, I would argue that the Dogs of War and the Southern Realms are effectively the same thing. The real power in the Southern Realms (primarily Tilea) are the Merchant Princes, who employ Dogs of War armies as their troops. When you look at Games Workshops’ materials for the Dogs of War, Tilea and its people are mentioned extremely frequently. In short, the Dogs of War and the Southern Realms, the globetrotting mercenaries and the lands they operate in, are fundamentally inseparable. In the end, I chose the name “Dogs of War” for the race because it is the name that Games Workshop uses for the mercenary armies described here, and because I believe it is the most recognizable term that applies to this group.

I should also clarify that this is only meant to be my idea for a potential Dogs of War campaign pack, not a proclamation that they absolutely will be added. While I would certainly love to see the Dogs of War implemented, I admit that I have uncertainties as to whether that will happen, and I definitely do not mean to imply that they will be added at the expense of another race. I’d rather the comments to this thread don’t turn into a flame war about whether or not CA will add the Dogs of War. That being said, let’s go!

LET LOOSE THE DOGS OF WAR


A fanmade campaign pack concept for Total War: Warhammer III




On the crowded and bustling docks of Miragliano, many a young sellsword seeks to join a mercenary regiment and offer their services as a warrior for hire. Wherever there are enemies to be fought, riches to be taken, songs to be written and glory to be won, these ruthless soldiers of fortune can be found plying their trade to any and all sides. Though many hail from the lands south of the Empire, the allure of gold and renown draws fighters from all over the globe, and not just men- Dwarfs, Halflings, Elves, Ogres, and more line up embark on profitable adventure. Together, they are the Dogs of War, and glory will be theirs!

And so these mercenaries congregate in the places where such calls to profitable adventure can be found, namely under the patronage of the wealthy Merchant Princes of Tilea, a fractured a land where vendettas and vagabonds flourish. These crafty and cunning nobles seek only to expand the depths of their own pockets and use their vast wealth to employ sprawling armies of mercenary soldiers who will eliminate any who stand in the way of this goal.

However, some among these Merchant Princes have even greater ambitions, and are more than willing to loan out their hired swords to others in order to gain prestige and acclaim and establish themselves as powerful and glorious leaders in the Warhammer world, to be respected, feared, or both. To achieve this end, they seek to acquire enough renown to embark on the ultimate adventure…



• New Dogs of War race playable in both the Warhammer III standalone campaign and the Grand Campaign
• Unique racial mechanics inspired by Dogs of War lore
• 4 new Legendary Lords: Borgio the Besieger, Lucrezzia Belladonna, Lorenzo Lupo, and Mydas the Mean
• Unique mechanics for each Legendary Lord
• New Lore of Magic: Lore of the Serpent
• Take mercenary contracts from other factions to expand your renown
• Embark on adventures to the farthest corners of the world
• Expand your research tree by completing contracts for other factions
• 13 new Regiments of Renown
• 6 new “Legendary Mercenaries”
• Create your own Regiments of Renown by assigning Adventurer Captains to your unit
• A brand-new roster featuring an assortment of vagabonds from all over the Warhammer Fantasy world: recruit swashbuckling Duelists, devious Halflings, fierce Amazonian warriors, and immense battleships on wheels!
• Achieve Glory and become the richest and most renowned mercenary fighting force in the world!

THE MECHANICS
Fortune and Glory



“This is a tale of the Warhammer World – of warlords and bandits, of sell-swords and freebooters, and of brave adventurers who willingly risk all upon the battlefield for the chance to win measureless riches.”

The Dogs of War are an army of ruthless mercenaries, fighting under the greedy Merchant Princes of Tilea and the Southern Realms whom they serve. They seek to expand their purses first of all, but they also seek to achieve a reputation as the greatest and most powerful of mercenary warbands. The Tilean Lords also hope to further the reputations of the mercenaries they command, as they know it reflects greatly on their wealth to command the best of the best. This is represented in-game as “Glory,” a unique currency exclusive to the Dogs of War. Glory is earned from doing that which comes naturally to a mercenary- fighting battles, going on adventures, and fulfilling mercenary contracts. Glory can then be spent on a variety of things, such as taking settlements, researching special technologies, and recruiting Adventurer Captains. However, at the end of the day, Glory is the objective of every Dogs of War faction, and filling up the Glory Bar leads to unique quests, representing contracts from powerful clientele to seek out ancient artifacts, culminating in the final battle of the campaign.

Mercenary Hubs



“Tilea is an anarchic and largely ungovernable country, where self-serving individuals rule precariously over proudly independent cities. The real power lies with wealthy Merchant Princes who plot and scheme against tax-gathering authorities and each other with almost equal enthusiasm.”

When playing as the Dogs of War, you are playing as a rich and powerful Tilean Merchant Prince who commands legions of mercenaries in lieu of a traditional army. The fiercely independent city-states are already notoriously difficult to govern in their current size, and as such the Dogs of War Legendary Lords do not seek to expand their borders (with one exception) as much as they seek to acquire wealth and respect. As such, while it possible for the Dogs of War to take settlements for themselves, it is an expensive affair and will require a price of some gold and Glory.

However, the Dogs of War can still extend their influence by establishing Mercenary Hubs in other factions’ settlements at a much cheaper price. Mercenary Hubs are similar to Skaven Undercities, Vampire Coast Coves, and Chaos Cults, but unique in that they are “benevolent” for the settlement they are attached to. They can be constructed by Mercenary Captain heroes in settlements belonging to a faction with positive relations and a non-aggression pact with the player, with a limit of 1 per province. All mercenary hubs are limited to 4 construction slots, but the buildings in these slots can reach level 5 if built in province capitals, so you’ll want to prioritize those. The buildings in these Hubs can range from Recruitment Halls to recruit units, Trade Bazaars to generate income, or Mercenary Garrisons which bolster the city’s own garrison with Dogs of War units.
If a Dogs of War faction declares war on a faction whose settlements they’ve built Mercenary Hubs in, all Mercenary Hubs with that faction are destroyed.

Mercenary Contracts



“The notable thing about mercenaries is that they will fight for anyone – anyone willing to pay them that is. They have few scruples when it comes to who they fight for, and will cheerfully pitch in against their own kinfolk so long as the money’s good.”

The meat and potatoes of the Dogs of War race. Hopefully following a diplomacy overhaul, Dogs of War factions can offer their services to nearby friendly factions as mercenaries. This mechanic is a bit more complex than the Ogre Kingdoms mercenary contracts as I felt the Dogs of War should be more focused on mercenary work than the Ogres. It works similarly to the mechanic the Bandit factions have in Three Kingdoms. When a contract is signed, you are drawn into a war with one of the faction's enemies (specified in the diplomacy menu) for 20 turns. For the duration of these 20 turns, any settlements you take belonging to the target faction can be either kept for yourself or turned over to your employer. Keeping it for yourself incurs a slight diplomatic penalty between you and your employer and costs some Glory, while turning it over gives you a large sum of gold and some glory (both corresponding to the strength of the settlement captured). You also receive a small, passive income from your employer for the duration of the contract's 20 turns. As Dogs of War factions generally do not have many settlements, this can end up being their primary income source.

Adventures



"Mercenary armies of Dogs of War fight all over the world. They are drawn to places where fortunes can be won by ruthless adventurers."

The Dogs of War are not just concerned with mercenary work, but just about any venture that could be considered profitable. Every day, ships set sail from the ports of Miragliano to plunder the wealth of ancient Lizardmen temples, and caravans depart to the east where they hope to buy and sell exotic goods in Grand Cathay. Like the Cathayan factions, they have the ability to send caravan armies into the east, which travel along a predetermined path, facing perils along the way until they reach their destination. However, they take the mechanic a step further by being able to engage in other “adventures.” The player will occasionally be informed of the opportunity for a venture, ranging from a hidden temple of the Old Ones, a lost Nehekharan tomb, or a route to Ulthuan through pirate-infested waters. Once accepted, the player can choose to assemble an army to depart to this destination, facing encounters along the way much like a caravan to Cathay. At the end lies rich reward, either gold, Glory, or a rare and powerful item, if not all of the above.

Adventurer Captains



“Each individual Regiment is led by a famous mercenary from whom the Company is usually named after.”

A mechanic similar to the Paragon mechanic of Troy, though not exactly the same. Like in Troy, a special officer can be assigned to generic units (not Regiments of Renown) in a Dogs of War army. This officer is referred to as an “Adventurer Captain”, an experienced veteran with many tales and deeds to his name. These Adventure Captains can either be hired for a small price of gold and Glory, or found through special “Adventurer Joins” events. Once hired, they can be assigned to a unit, bolstering that unit with different benefits depending on the Adventurer, from increased stats, to special attributes, and even some with bound abilities. These units will follow their Adventurer Captain into battle, gaining experience and creating new tales. Once a unit with an Adventurer Captain attached reaches Rank 7, you will be prompted to give it a unique name and designate it as a custom-made Regiment of Renown, making the unit immortal and allowing you to recruit it from the Regiment of Renown pool if it is killed in combat.

Legendary Mercenaries



Famous mercenary regiments acquire a certain notoriety because they are remarkably successful, brutal, adventurous, or for some other reason that brings them to the attention of the world.

In addition to the regular Regiments of Renown, the Dogs of War have access to six “special” Regiments of Renown known as “Legendary Mercenaries”. The Legendary Mercenaries are powerful Regiments of Renown with no counterpart in the Dogs of War army, totally unique from the rest of their forces. They are also not unlocked from leveling up your Legendary Lord, and instead have unique requirements that must be fulfilled, from fighting armies of specific races to searching ruins for treasure.

THE ROSTER
Lords



Mercenary General

“The Mercenary General is a bold adventurer and hard-bitten campaigner. He fights for money, for conquest, and for the love of battle. This gallant figure leads the Dogs of War in pursuit of victory and plunder!”

The standard melee lord of the Dogs of War, a veteran of countless battles who has earned his weight in gold. The Mercenary General is armed with a sword and shield and able to be mounted on a Warhorse, Barded Warhorse, or Pegasus.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary General (Pistol)

“The General of a Dogs of War army is a powerful individual, feared and respected throughout the Old World.”

Same as the Mercenary General but armed with a pistol instead of a shield. Not as powerful in melee, but able to fight at ranged. Likewise, able to be mounted on a Warhorse, Barded Warhorse, or Pegasus.

Source: Warhammer Armies: Dogs of War (5th edition)

Heroes



Paymaster

“The Paymaster’s importance is indicated by the large flag that accompanies his paychest. His role is to inspire mercenaries to fight harder by reminding them what they are fighting for – namely money.”

The Paymaster is always mounted on a horse and cart, and so he is a slow-moving and tanky unit. He is well-armoured and armed with a mace and a shield for protection but should generally be accompanied by infantry, as the Paymaster carries the mercenaries’ pay chest. The mercenaries want to know the money they’re fighting for is safe and close by, and as such receive a boost to their leadership and melee attack when close to the Paymaster. He also the one-time ability to temporarily summon a unit of Paymaster’s Bodyguard with sword and shield.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Captain

“Mercenary Captains are expert leaders of men, roguish and often loved by their soldiers.”

The hero variant of the Mercenary General, armed with a halberd for anti-large purposes. Can be mounted on a Warhorse, Barded Warhorse, or Pegasus.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Hireling Wizard

“Hireling Wizards are outcasts or renegades from the Orders of Magic and live by selling their magic powers for the best offer.”

A standard caster hero, similar in function to Battle Wizards but with a higher chance of miscasts to represent their status as rogues practicing magic illegally. Able to be recruited with all 8 of the basic Lores of Magic. Can ride a Warhorse or Barded Warhorse.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Amazon Serpent Priestess

“These warrior-mystics are potent magic wielders, and wise in the ways of the jungle. Any army that can count one as an ally to their cause is fortunate indeed.”

A strong hybrid melee fighter-caster from darkest jungles of Lustria, able to use the Lore of the Serpent (detailed below.)

Source: White Dwarf #307 – “Handmaids of the Gods” (6th edition)

Melee Infantry



Pikemen

“Pikes are the infantry’s weapon of choice in Tilea.”

The first ever pike unit in Total War: Warhammer, with similar mechanics as pikes in the older games- a highly powerful spearmen unit able to keep enemies at a distance by entering formation.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Duelists

“Small units of lightly armed skirmishers are normally employed to protect the flanks of pike-armed units.”

A swashbuckling, lightly-armoured unit with dual rapiers. Glass cannons well-suited for ambush tactics but vulnerable to ranged fire.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Duelists (Bucklers)

A variant of the Duelists listed above that trades out one of the rapiers for a buckler, a small shield that affords some extra missile protection.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Dwarfs

“The Dwarf race is cursed by an irresistible lust for gold and they certainly don’t dislike fighting (especially against Greenskins).”

A unit of Dwarfs selling their services as mercenary warriors. Tanky troops armed with axe and shields.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Dwarfs (Great Weapons)

“It’s easy to understand how some young Dwarfs decide that they’d rather earn their gold fighting than spend their life scraping the underground in search of rich ore.”

Same as the Mercenary Dwarfs, but with Great Weapons.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Norscans

“Raiding and pillaging is what the berserker Norse are good at, and at times the best way of neutralising the threat they represent is to offer them a job...”

A regiment of Norscans who have travelled south to find mercenary work. Armed with axes and shields. They have the “Frenzy” rule.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Norscans (Great Weapons)

Same as the Mercenary Norscans, but with Great Weapons.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Halflings

“Halflings are not warlike people, but there are a few among them that just cannot settle in the peaceful land of the Moot.”

Halflings from the Moot who have travelled afar to meet the call of adventure. Light infantry wielding spear and shield; they have the “Strider” rule.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Armoured Pikemen

“Twice as long as a normal spear and longer than a cavalryman’s lance, the front of a unit of pikes is an impenetrable wall of steel.”

The most veteran of mercenary pikemen can afford heavy armour, forged in the style of the ancient Tilean Empire. Armoured Pikemen retain all the benefits of a regiment of pikes while affording extra durability thanks to their heavy armour.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Paymaster’s Bodyguard

“Only the oldest and most trusted veterans are selected by the Paymaster to form their own bodyguard.”

Tilean infantry with heavy armour and sword and shield. The Paymaster’s Bodyguard receive a significant boost to their leadership when nearby the Paymaster.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Paymaster’s Bodyguard (Halberds)

“These sturdy fighters are handsomely paid and that gives them extra motivation to protect the Paymaster with their lives... well, most of the time.”

A variant of the Paymaster’s Bodyguard wielding halberds and shields instead of swords and shields for additional protection against large units.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Amazon Warriors

“On occasion, one or more Amazons have appeared to guide, advise, or even aid an army fighting within Lustria.”

Brave warrior women hailing from the densest jungles of Lustria. Powerful berserker infantry wielding both spear and dagger, low armor but high damage output. They have Forest Strider and Vanguard Deployment as well. Technically, this unit did not exist on the Tabletop, but rather is extrapolated from the Anakonda’s Amazons Regiment of Renown to give the Amazons some more presence in the roster alongside the Serpent Priestess.

Source: Extrapolation of Anakonda’s Amazons from White Dwarf #308 – “Mistresses of the Jungle” (6th edition)

(Note: I initially considered adding Sartosa Free Company here, as Sartosans are noted to work often as mercenaries and the unit is already in the game. However, as Sartosan Pirates were never available as Dogs of War units on the tabletop, I decided to forego them, but you may feel differently.)

Missile Infantry

Crossbowmen

“The bulk of the missile troops in a Dogs of War army are formed by crossbowmen from Tilea, Estalia and the Border Princes.”

The most basic form of missile infantry available to the Dogs of War, Crossbowmen are an efficient and cost-effective ranged troop.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Crossbowmen (Shields)

Same as the above Crossbowmen, but with heavy shields that they carry in front of them. This unit technically did not exist on the tabletop, but rather is extrapolated from the “Braganza’s Besiegers” Regiment of Renown. They are here to make the implementation of Braganza’s Besiegers more standard, and because the Dogs of War could use another crossbow unit to emphasize their considerable usage of crossbows.

Source: Extrapolation of Braganza’s Besiegers from Warhammer Armies: Dogs of War (5th edition)

Duelists (Throwing Knives)

A variant of the Duelists who wield throwing knives instead of rapiers, acting as short-ranged skirmish infantry.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Halflings (Bows)

“These ‘adventure-loving weirdoes’, as they are referred to by other Halflings, often decide to band together and wander the world as hired bowmen.”

Halflings armed with shortbows, used as fast-moving harrying archers.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Melee Cavalry

Light Cavalry

“Scouting ahead of the army, harrying the enemy supply line, attacking vulnerable war machines and engaging the flanks of the enemy line are but a few of the roles performed by these precious troops.”

Lightly-armoured Tilean cavalry armed with swords and shields.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Light Cavalry (Spears)

The same as Light Cavalry, but armed with spears instead of swords and shields for extra charge damage.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Heavy Cavalry

“Cadet sons of nobles from Bretonnia, the Empire and Tilea form the shock cavalry of most mercenary armies.”

Heavily-armoured Tilean cavalry mounted on barded warhorses, carrying heavy lances and shields.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

(Note: “Light Cavalry” and “Heavy Cavalry” are the names of these units in their army list. Since they are rather non-indicative, it’s possible they could be renamed to “Free Lances” and “Tilean Condottieri,” respectively. These were the names of very similar units from the Warhammer Fantasy RPG 1st Edition and Warhammer Fantasy Battles 3rd edition.)

Missile Cavalry

Light Cavalry (Bows)

Light Cavalry armed with longbows for skirmishing purposes.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Tilean Flyers

Humans carrying crossbows and flying with the aid of steampunk wings on their backs. This unit was also not present on the tabletop but is instead based off the “Birdmen of Catrazza” Regiment of Renown. This has been a controversial topic in the past, but seeing as CA would likely have to create new animations for this (very iconic) Regiment of Renown, I believe they would want it to be used for more than just one Regiment of Renown and seek to create another unit that could use it. It would also serve to add another bit of unique flair to the faction’s roster.

Source: Extrapolated from Birdmen of Catrazza from Warhammer Armies: Dogs of War (5th edition)

Beasts and Monsters

Mercenary Ogres

“Massive, ferocious, resilient and not too bright, Ogres make perfect mercenaries.”

A regiment of Monstrous Infantry composed of Ogre mercenaries, armed with dual hand weapons. These units are powerful, but not as powerful as the absolute beasts that are the Maneaters, exclusive to the roster of the Ogre Kingdoms. Since these Ogres are still creating their stories instead of going back to tell them, they could be considered Maneaters in training.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Ogres (Great Weapons)

A variant of the Mercenary Ogres wielding Great Weapons instead of dual weapons.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Mercenary Giant

“Many Dogs of War Giants are first recruited when they wander into civilized lands from the mountains they inhabit. It is, after all, better to have a useful soldier than to have a 30-foot tall menace wandering around the countryside eating shepherds and being a nuisance.”

More “cooperative” Giants who have opted to join mercenary armies for plunder and drink rather than rampage through the land. These brutes are highly valued for their strength and power.

Source: White Dwarf #316 – “Giants for Hire” (6th edition)

Artillery and War Machines

Light Cannons

“Since Dogs of War armies are always on the move, they cannot afford to carry and maintain the massive Great Cannons typical of the Empire. For this reason, lighter, easy to move, small calibre guns are a treasured element of many mercenary armies.”

A group of small cannons, not as powerful as the Empire’s Great Cannons but able to move faster on the battlefield.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Halfling Hot Pot

“Mercenary Generals know very well that Halfling cooks are an important element in attracting freelance fighters to their army. Another advantage of hiring such refined chefs is the access to the Hot Pot, a weird catapult-like device that uses a cauldron full of hot soup as a projectile. This improvised form of artillery is used only in the direst circumstances (persuading a Halfling to give up his food is not an easy task to accomplish!).”

A pot of hot soup affixed to a massive slingshot to lob at the enemy, crewed by Halfling chefs. Launches fresh soup with a consistency and temperature similar to boiling oil, capable of burning enemy troops.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Marienburg Land Ship

“Something of a poor imitation of a true Steam Tank in terms of sophistication, the Land Ship does at least have size and ambition in its favour - from its bulky armoured and over-decorated hull to its oversized, life-threatening boiler and a steerage mechanism that can only be described as the fruits of an unhinged mind.”

An enormous battleship mounted on wheels for land combat, this weapon of war was commissioned by the merchant princes of Marienburg and has fallen into the hands of mercenary armies. While originally an Empire unit, the line between Marienburg and the Southern Realms is thin- they both use mercenary armies, after all. CA will likely want to have at least one large, impressive unit for the Dogs of War and I could think of none better than this.

Source: Tamurkhan: The Throne of Chaos (8th edition)

REGIMENTS OF RENOWN
Regiments of Renown are the heart and soul of the Dogs of War. These ones are recruited in the same manner as other factions, by leveling up your Legendary Lord.

Pirazzo’s Lost Legion (Pikemen)



"ARE YOU A POVERTY-STRICKEN YOUTH?... Do you want riches beyond your wildest dreams?... JOIN PIRAZZO'S LOST LEGION... (trained in Lustria)... Recruiting now at the sign of the Upturned Half-ling... WE KNOW WHERE THE GOLD IS!"

A hardy band of Tilean sellswords that famously got lost in the damp jungles of Lustria and survived. Pirazzo’s Lost Legion is a unit of Pikemen that also carry crossbows, functioning as hybrid infantry like the Lothern Sea Guard.

Source: Warhammer Armies: Dogs of War (5th edition)

Marksmen of Miragliano (Crossbowmen)



"JOIN US....are you good enough to fight alongside the best warriors in the world?.....THE MARKSMEN OF MIRAGLIANO ARE LOOKING FOR MORE MEN TO JOIN THEIR RANKS!.....if you can handle a crossbow and a life of adventure come to the Merry Archer at noon!.....WE HIT THE RIGHT SPOT EVERY TIME!"

The Marksmen of Miragliano are a group of Tilean soldiers who have mastered the deadly art of the crossbow. In-game, they are a unit of Crossbowmen with increased range and damage.

Source: Warhammer Armies: Dogs of War (5th edition)

Vespero’s Vendetta (Duelists)



"A poisoned knife between the ribs is the sort of gift that most mercenary generals wish on their foes, but few would relish themselves. This keeps assassins like Vespero in constant employment, if only to make sure they're not working for the other side!"

A band of skilled and deadly duelists who have made a reputation for themselves by carrying out acts of revenge at the behest of their employers. Vespero’s Vendetta is a unit of Duelists with extra Melee Attack and the Stalk special rule.

Source: Warhammer Armies: Dogs of War (5th edition)

Al Muktar’s Desert Dogs (Light Cavalry)



"We never had a chance sir. They came out of nowhere. Before we could turn they were in among us, shouting their chilling battle-cries as they cut us down. It's true we ran from them sir, but these were not men - they were demons on horseback."

Al Muktar is a man of the Empire by birth, but fate has brought him to the harsh deserts of Araby, where he learned the Arabyan art of fighting and now commands a band of Arabyan horsemen. Light Cavalry with extra speed and melee attack, along with a unique, Arabyan flair.

Source: Warhammer Armies: Dogs of War (5th edition)

Braganza’s Besiegers (Crossbowmen (Pavises))



"INVINCIBILITY AT NO EXTRA COST!.....Braganza's Besiegers....Late of the service of the prince Borgio the Besiegers. Besiegers now seek the patronage of a noble Lord or famed adventurer.....They are Veterans of a THOUSAND BATTLES....Their EXPERIENCE in siege warfare is UNSURPASSED....Accept no Substitute!"

Braganza’s Besiegers proved their worth by fighting in many of the legendary sieges of Borgio, the Merchant Prince of Miragliano. They are a unit of Crossbowmen (Shields) with extra armour and better accuracy. These units are deadly at ranged, and capable of holding their own in melee.

Source: Warhammer Armies: Dogs of War (5th edition)

Leopold’s Leopard Company (Armoured Pikemen)



"Stiffen the Sinews, summon the blood, disguise fair nature with hard - favoured rage and imitate the actions of the Leopard!"

A band of elite Luccinian pikemen who revere the Leopard of Luccini, a legendary beast in Tilean history. In-game, they are a regiment of Armoured Pikemen with increased melee attack and immune to psychology.

Source: Warhammer Armies: Dogs of War (5th edition)

Lumpin Croop’s Fighting Cocks (Mercenary Halflings (Bows))



"Ye World Renown... HALFLING FIGHTING COCKS... Expert Marksmen... Trackers and Woodsmen... Baggage train guarding a speciality... Ask for Lumpin at the sign of the Fat Pig!"

Lumpin Croop is a highly unusual Halfling who came to be the leader of the Fighting Cocks, a band of nimble and deadly archers from the Moot. They’re a unit of Mercenary Halflings (Bows) with increased speed and damage.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Ricco’s Republican Guard (Paymaster’s Bodyguard)



“No, they didn't look dangerous, more like a bunch of rich kids out to show off in their new armour. Very flashy they were, all gems and silk. We'll have a bit of fun, we thought. Easy pickings, we thought. Well anyone can make a mistake. Poor old captain Malvino, last mistake he ever made...”

Ricco’s Republican Guard made a name for themselves during a tumultuous revolution in the city of Remas, where they claimed victory against incredible odds. This is a unit of Paymaster’s Bodyguard clad in ultra-heavy armour, and uniquely equipped with pikes rather than swords or halberds.

Source: Warhammer Armies: Dogs of War (5th edition)

Anakonda’s Amazons (Amazon Warriors)



“Tales of Anakonda first reached Old Worlders on Lustria when a band of Tilean explorers became lost in the depths of the jungle and were set upon by Skinks. Deadly poison darts spat out of the jungle, taking a heavy toll upon the hapless men, but when death seemed assured, the Skinks scattered. Out of the darkness the Amazons emerged.”

An extremely ferocious band of Amazons commanded by Anakonda, one of L.ustria’s fiercest warriors. They are Amazon Warriors with extra melee attack and ward save, as well as a special bound ability: “Blades of the Ancients”, which allows them to fire a magic missile.

Source: White Dwarf #308 – “Mistresses of the Jungle” (6th edition)

Voland’s Venators (Heavy Cavalry)



"For Hire – Voland’s Venators. The Answer to all your … Outstanding Territorial Claims, Pretensions to Power, Political Opposition, Ungrateful Subjects, Treacherous Relatives, Noisy Neighbors? No questions asked! The cost? Very reasonable. Find us at the sign of the Slaughtered Orc.”

A group of exiled and disgraced nobles who have made a new name for themselves by becoming dangerous Dogs of War mercenaries. In-game, they are a regiment of Heavy Cavalry with extra melee attack and armour.

Source: Warhammer Armies: Dogs of War (5th edition)

Birdmen of Catrazza (Tilean Flyers)



"They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we could react they’d flown off only to return from a different angle, emptying their quivers into our unprotected backs once more. Of course we surrendered.”

The ingenious Tilean inventor Dadallo created the wingsuit now used by him and his mercenary outfit, the Birdmen of Catrazza. They are a regiment of Tilean Flyers with extra speed and armour-piercing missiles.

Source: Warhammer Armies: Dogs of War (5th edition)

Bronzino’s Galloper Guns (Light Cannons)



"Just put down your swords and surrender... It’s worse if you fight or you run... You can do what you please... you can climb up a tree... But you can't get away from the guns!"

Bronzino’s fast and deadly batteries have gained him much fame in Tilea, Lustria, and Araby. These are a unit of Light Cannons being pulled by horses. Due to the attached horsemen, these cannons are much faster on the move, but have to be “deployed” to fire much like Empire War Wagons.

Source: Warhammer Armies: Dogs of War (5th edition)

Giants of Albion (Mercenary Giant)



"I say! It was most unsporting. My fellows and I harried Ranoldo and his band of ruffians all the way to the Trantine Hills. Then Ranoldo unleashed those horrid Albion Giants upon us, led by a rather hairy looking fellow. They smashed our line, squashed poor old Hoskins Hotshot, whilst shouting the loudest uncouth word I have ever heard. If those Giants are typical of that island, I for one am glad it remains unexplored."

While not the only giants native to the mysterious isle of Albion, the Giants of Albion are unique in the fact that they have left the shrouded island to seek war and plunder as mercenaries. This Regiment of Renown is made up of two giants working as one unit. Riding on the shoulder of the larger of the two giants is Hengus the Druid, who grants the Regiment of Renown several bound spells from the Lore of Beasts, such as Flock of Doom and the Amber Spear.

Source: Warhammer Armies: Dogs of War (5th edition)

LEGENDARY MERCENARIES
There are also six “special” Regiments of Renown that are not unlocked by leveling up your Legendary Lord, but by completing special objectives.

The Cursed Company – Unlocked by winning 5 battles against Vampire Counts, Tomb Kings, or Vampire Coast factions.



“The campfires of the Old World have long played host to dark rumours of an Undead Legion whose deadly swords can enslave their victims to eternal servitude.”

An undead regiment made of skeletons belonging to men, elves, dwarfs, orcs and lizardmen alike, cursed to wander the Warhammer world forever behind their master, the former mercenary Richter Kreugar. They are a powerful melee unit wielding swords and shields, and cause Terror as well as being Immune to Psychology. As an undead unit, they do not route when their morale breaks, and crumble instead.

Source: White Dwarf #261 – “The Cursed Company” (6th edition)

Tichi Huichi’s Raiders – Unlocked by successfully completing three Puzzles of the Old Ones while searching ruins.



"Tupyn tzlaga anapaq quito qrizliz. (Rough translation: Get out of the way because the Horned Ones are thirsty!)"

Tichi Huichi and his skink riders were tasked by their Slaan master to search the world for lost Lizardmen artifacts. To accomplish this end, they have joined up with bands of Dogs of War mercenaries. A unit of Skinks mounted on Cold Ones and armed with spears and shields.

Source: White Dwarf #251 – “Dogs of War – Army for Hire” (6th edition)

Ruglud’s Armoured Orcs – Unlocked by staying in the “Raid” stance for 5 turns.



"Gobbos fer dinner! Gobbos fer tea! Gobbos when u want ‘em! Gobbos for me!"

A uniquely intelligent group of Orcs who have realized that they can fight more and get paid for it by becoming mercenaries. Disturbingly, they know how to use crossbows. They are powerful ranged attackers who carry Choppas as well, making them more than capable of holding their own in melee.

Source: Warhammer Chronicles 2003

Long Drong’s Slayer Pirates – Unlocked by completing three Treasure Hunts at sea.



"Fifteen Dwarfs and a dead Dwarf's chest,
Yo, ho, ho and a flagon of ale.
Each one a goner means more for the rest!
Yo, ho, ho and a barrel of ale."


A dwarf seafarer who took the Slayer oath, along with his remaining crew, after a disastrous shipwreck. He now seeks to earn his honorable death on the high seas, fighting as a corsair. They are a unit of Dwarf Slayers armed with cutlasses and pistols. Fast and deadly skirmishers.

Source: Warhammer Armies: Dogs of War (5th edition)

Oglah Khan’s Wolfboyz – Unlocked by attacking a faction you currently have a Mercenary Contract with.



"You payz, we slayz!"

Oglah Khan is a Hobgoblin Warlord who fled from the Eastern Steppes when he and his boyz attempted to betray the Hobgobla Khan and failed. A unit of Hobgoblin Wolf Riders capable of switching between spears and bows. Some of the fastest and most deadly skirmisher cavalry in the game.

Source: Warhammer Armies: Dogs of War (5th edition)

Asarnil the Dragonlord – Unlocked for a hefty price of 5000 Glory.



"Victory was finally within our grasp. Then, without warning, a vast green Dragon fell from the skies to bar our way. Its teeth were like scythes, bilious green fumes leaked from its nostrils, and on its back rode a proud warrior. This was the first we saw of Asarnil..."

A powerful and proud noble of Caledor, Asarnil was exiled from Ulthuan by the Phoenix King, Finubar. He took his Star Dragon, Deathfang, with him to the Old World, where he now seeks to achieve new glory by assisting mercenary armies in battle. An extremely powerful Star Dragon mounted by a veteran High Elf, the pair form one of the most powerful units in the Dogs of War roster.

Source: Warhammer Armies: Dogs of War (5th edition)

LEGENDARY LORDS
Borgio the Besieger.



“Borgio, Prince of Miragliano, was nicknamed ‘The Besieger’ because of his unsurpassed expertise in siege work. It was said that no city, not even the ingenious ramparts of Miragliano itself, could defy him.”

Borgio is a mighty Merchant Prince who commands the great city-state of Miragliano. faction. He is a powerful fighter, clad in heavy armor and wielding a huge mace and shield. He has the “Difficult to Slay” rule, giving him a chance to regain a fraction of his health when he would otherwise be killed (much like a Phoenix or Hell Pit Abomination). He is able to be mounted on a Barded Warhorse.

Borgio the Besieger commands the “Principality of Miragliano” faction and has many buffs to Crossbowmen and Pavise Crossbowmen, as well as a faction effect that reduces the time for starvation to begin when besieging enemy settlements. His unique campaign mechanic is “Master of Sieges,” which increases the amount of the Glory resource he receives from winning siege battles. It also grants him the ability to spend Glory to create breaches in the walls of any settlements before battles.

In the Warhammer III standalone campaign, Borgio starts at The Sentinels, a trading post built into a massive rock formation that he has recently wrestled from Malron Eyebiter, the Ogre Tyrant of the Eyebiter tribe, in order to reap wealth from the caravans passing in and out of the Ivory Road. In the Grand Campaign, he starts in the great city-state of Miragliano, which he rules with an iron fist.

Source: Warhammer Armies: Dogs of War (5th edition)

Lucrezzia Belladonna



“The most beautiful woman in all Tilea, and some say even the whole of the Old World, she is also the most dangerous to know! Lucrezzia is a renowned sorceress and rumoured to be an arch poisoner, mistress of many assassins!”

Lucrezzia is said to be the most beautiful woman in the Old World, though few know she is also a master poisoner. She is a wizard who is skilled in the Lore of Death. She also comes equipped with many poisons as one-time use bound abilities, capable of inflicting serious debuffs and damage against her enemies. She also has the “Stunning Beauty” ability, making units near her unbreakable as they are ashamed to flee in her presence. Lucrezzia comes armed with a sword, and is able to mount a Warhorse.

Lucrezzia Belladonna commands the “Poison Blades of Pavona” faction, which buffs Duelists and Amazon Warriors and enables all melee units to upgrade their weapons with poison tips. Her unique faction effect is “The Many Husbands of Lucrezzia”, allowing her to marry one of her Mercenary Generals. This brings many bonuses to her faction and said Mercenary General, but if he becomes a failure (loses a battle), these bonuses will instead become maluses. At this point, Lucrezzia has the option to “Arrange an Accident”, permanently killing the Mercenary General and giving major buffs to the entire faction. Lucrezzia does not mourn long and may marry again the start of the next turn.

In the Warhammer III standalone campaign, Lucrezzia starts in the Dragon Isles, where she is poised to recover ancient wealth from the Old Ones and discovery new kinds of poison in the steaming jungles. In the Grand Campaign, Lucrezzia starts in the far-away New World Colonies, where she has inherited her most recently deceased husband’s territory in the New World and now has ample opportunity to plunder the lost temples of the Lizardmen.

Source: Warhammer Armies: Dogs of War (5th edition)

Lorenzo Lupo



“Lorenzo wears armour of the old-fashioned style and fights on foot in the manner of his ancestors. This is a strange eccentricity of his and would be considered quaint and maybe even ridiculous by his rivals if he wasn’t so good a general and didn’t beat them so regularly.”

Lorenzo is a great warrior who hails from the city-state of Luccini. He values nothing more than his family history and seeks to recreate the ancient Tilean Empire of old, as he believes himself to be descended from Lucan and Lucina, the founders of his city. He is a powerful duelist, wielding sword and shield, and cannot take a mount as he prefers to fight on foot as his ancestors did many centuries ago.

Lorenzo commands the “Empire of Luccini” faction, which has significant buffs for Pikemen, Armoured Pikemen and Heavy Cavalry. Uniquely, Lorenzo receives 50% less income and 50% less Glory from fulfilling mercenary contracts, but instead gains Glory by taking settlements. This encourages him to prioritize building a grand and mighty empire rather than doing common contract work, and as a result he play much more like a “typical” Total War faction than most other Dogs of War lords.

In the Warhammer III standalone campaign, Lorenzo starts in the frozen lands of Norsca, where he hopes to bring civilization to the foul barbarians through the sword and create a northern bastion for the Tilean Empire. In the Grand Campaign, he starts in his homeland of Luccini (now the capital of its own province, see below) just below Borgio, although the two Merchant Princes have drastically different goals…

Source: Warhammer Armies: Dogs of War (5th edition)

Mydas the Mean


(Mydas on the left, Sheikh Yadosh on the right)

“The most notorious paymaster ever to come out of Tilea is Mydas the Mean. His origins are obscure. Some say he was the sheikh of Araby who embezzled a fortune from the Sultan and had to flee.”

Mydas is a cruel and conniving Paymaster hailing from the golden sands of Araby, from where he was exiled for his greed. In combat, he is not the best fighter but rather excels as a support lord, buffing his troops with his many promises of rewards. At all times he is mounted on his pay cart, a horse-drawn cart carrying a chest of gold as well as his right-hand man, Sheikh Yadosh. Like other Paymasters, he has the ability to summon a unit of Paymaster’s Bodyguard with swords and shields, but he also has three special abilities known as “promises”: using any one of them activates the cooldown for the other two as well.

“A bonus for all my loyal and trusty henchmen!” This is a promise which Mydas often makes to his pay chest bodyguards. The mercenaries become even more determined to defend the pay chest and Paymaster to the death. Gives a hefty bonus to Melee Defence for all nearby units.

“The pay chest is safe with me, lads!” The mercenaries become confident that Mydas will look after their pay beyond the call of duty. Increases the leadership of all units map-wide.

“If we win the battle, all mercenaries will receive a bonus!” This encourages all mercenary regiments to fight harder and with more determination. Gives a hefty bonus to Melee Attack for all units map-wide.

Mydas the Mean commands a faction known as “The Golden Sheikhdom.” His faction effects grant him increased income from caravans and taxation, and buffs to Paymaster’s Bodyguard as well as all non-Tilean mercenary units. The Golden Sheikhdom has a unique faction mechanic called “False Promises.” Mydas can spend money to designate any enemy settlement as the site of buried treasure, spawning an uncontrollable army of Dogs of War mercenaries nearby to assail the settlement to find said treasure. However, if they are successful in capturing the settlement, they will realize that they’ve been tricked and immediately declare war on Mydas. This is a good way to weaken enemy garrisons or clear out a troublesome settlement, with the risk of having to deal with the mercenaries you’ve betrayed… although, of course, you can gain money and experience from fighting them.

In the Warhammer III standalone campaign, he starts in the exotic lands of Cathay to ply his services as a caravan master. In the Grand Campaign, he starts on the coastline of Araby, where he seeks to use his wealth to reclaim his former lands.

Source: Warhammer Armies: Dogs of War (5th edition)


CONTINUED IN THE FIRST REPLY

There is a poll included with this thread. Please note that the poll is asking how you want CA to add the Dogs of War, not how you think CA will add the Dogs of War.
Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

Let Slip the Dogs of War - A fanmade Campaign Pack concept
https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept

"Let Loose the Dogs of War" - a fanmade Campaign Pack concept 62 votes

I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
29%
Crajohcabans33SaurianDruidFinishingLastPippingtonVeldrinargates1ebdBeastpathCortes31JomarethLoreguyYurisusukiluiscal2012DeadpoolSWClsmith88Golczyk57Crystalking52Ironhawk97 18 votes
I want CA to add the Dogs of War as a playable race. I agree with some parts of this post but disagree with some others.
30%
IokkoSerkeletAxiosXiphosmw51630joproulx99Xenos7777YakintonMasterSayo01Omega_WarriorRikisMkeefe78YitterbumWyvaxJ4R0D_X99X_00BesidesToDarthEnderXTheJef3Moksha_1 19 votes
I want CA to add the Dogs of War as a playable race, but I disagree with how this post suggests it.
6%
ValkaarMr_Finley7MattockSaintCorn 4 votes
I want CA to add the Dogs of War as a mercenary mechanic, not a playable race.
9%
davedave1124apostolispTheChocolateJesussitarkos21dan_eldarJoeleth 6 votes
I have no strong feelings about the Dogs of War.
11%
Pr4vdaHondlismewade44saweendraDrawVidsDragonbroodlingsmore-morewarpstone 7 votes
I do not want CA to add the Dogs of War in any capacity.
11%
warhydra1313Anedon26Bloodydaggerlegacy1200Leviathan1991jokin55Oddzilla 7 votes
Other
1%
hillbillymachinegun 1 vote
«1

Comments

  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985
    NEW MAGIC LORE: LORE OF THE SERPENT
    The Dogs of War have access to a new magic lore, the Lore of the Serpent, through their Amazon Serpent Priestess hero. The Lore of the Serpent is an ancient and mysterious school of magic that emerged from the depths of the jungle and spells doom for the enemies of the Amazons. It is focused on fast, offensive power and enhancing the combat capabilities of the Serpent Priestess herself.

    Spells

    Singing Wind

    “The Priestess calls to her the spirit of the divine wind, whipping the jungle into a frenzy and lashing her foes without mercy.”

    A basic, tear-shaped breath attack spell that summons strong wind to damage the enemy.

    Serpent’s Strength

    “Calling wildly to the ancients, the Priestess calls forth the strength of the jungle, its essence filling her with primal fury.”

    The Priestess and those around her become filled with berserk strength. Gives the Priestess and nearby allies an increase to melee attack and weapon strength.

    Wendala’s Maelstrom

    “The Priestess is surrounded by a swirling tropical storm, the harsh winds protecting her from enemy shooting.”

    The Serpent Priestess and nearby allies are surrounded by tropical storm winds, protecting them from enemy missile fire and reflecting enemy projectiles back at them (similar to the Missile Mirror spell from the Lore of Yin.)

    Siren’s Dream

    “The Priestess sings hauntingly, mesmerising all who hear her.”

    All enemies close to the Serpent Priestess (aside from those who are Immune to Psychology) receive significant debuffs to their Melee Attack, Weapon Strength, and Speed.

    The Living Jungle

    “In a whirl of graceful motion, the Priestess calls forth the denizens of the jungle, binding them to aid her against her foes.”

    The Serpent Priestess casts a powerful magic missile made up of the spirits of venomous snakes. Fast, and deals high damage.

    Shield of Thorns

    “Calling upon the very plants of the jungle to protect her, the Priestess is surrounded by a wall of writhing undergrowth.”

    The Serpent Priestess summons a writhing undergrowth of vines and carnivorous plants, damaging all enemies in the radius of the spell.

    TECHNOLOGY
    The Dogs of War have a technology tree like any other, accessible from the start of the campaign and enabling them to improve their battle and campaign capabilities. However, they also have a number of special technologies, unlocked by accepting Mercenary Contracts from the other races. For instance, accepting a Mercenary Contract from an Empire faction unlocks the “Secrets of Statecraft” technology, improving public order and the taxation rate, and accepting a Mercenary Contract from a Dwarf faction unlocks the “Dwarven Craftsmanship” technology, increasing the siege holdout time and reducing construction cost, etc. and so on for every race, encouraging the player to seek out Contracts from every disparate group possible.

    FLC UPDATE
    New Mechanic – Mercenary Camps

    Mercenary Camps are a new mechanic coming as part of a free update to all factions. They are essentially the Ogre Mercenaries mechanic expanded to include Dogs of War units. Much like the Ogre Camps, these camps would allow other factions to add a few Dogs of War units to their mercenary pool, mainly low-tier Tilean units such as Pikemen, Crossbowmen, Light Cavalry, Light Cannons, etc. with the player getting the choice of one of three different groups of units. Like the Ogre Mercenaries for the Ogre Kingdoms, this would give players a “taster” of the Dogs of War, something to entice them into purchasing the full campaign pack.

    Map Update – Southern Realms reworked



    (Credit should go to @Crossil for this section as he made the image and concept with some minor additions by me, see his post here: https://forums.totalwar.com/discussion/comment/2587653/#Comment_2587653)

    With the Dogs of War campaign pack would come with a slight overhaul to the map, revisiting the lands of Tilea, Estalia, and the Border Princes and expanding the number of settlements to be found there as otherwise they are rather sparse.

    The Province of “Tilea” has now been split into Northern Tilea and Southern Tilea, and all of the country’s city-states are now represented on the map. Northern Tilea retains Miragliano as its capital, with the cities of Remas, Pavona, and Trantio being added as minor settlements. Southern Tilea has Luccini as its capital as well as two new minor settlements- Verezzo to the north, and Monte Castello to the east.

    Tobaro is removed from the Estalia Province and becomes the capital of a two-settlement province, joined by the Isles of the Sirens to its south. Estalia itself is split into two provinces, Northern Estalia and Southern Estalia. Southern Estalia keeps its capital of Magritta while gaining two new settlements, Muros and Zaraguz. Northern Estalia is a two settlement province containing Bilbali, the capital, and Vizeaya, a new minor settlement bordering Bretonnia.

    The Border Princes are now split into three provinces instead of two. The Eastern Border Princes receive a new settlement named Masserschloss as well as Varenka Hills, formerly part of the Blood River Valley province. The Central Border Princes are a new province with a new capital city in Wissenheim, as well as new settlement Khypnia and Matorca, which is relocated from the Eastern Border Princes. Finally, the Western Border Princes keep Myrmidens and Zvorak, and gain Scarosio as a new settlement in the southwest. These lands are no longer controlled by a single “Border Prince Confederacy” faction, but are instead occupied by four minor factions belonging to the Empire, Bretonnia, Kislev, and the Dogs of War, respectively, to represent the fractured nature of the Border Princes and their diverse origins.

    Beyond the settlements, the land itself will be overhauled with a new look. They will be made slightly bigger, and receive new, more unique visuals- the lush plains of Tilea will now be dotted with grand villas and wine vineyards, and cities such as Mirgaliano will have new and unique architecture highly distinct from the cities of the Empire.

    FURTHER SUPPORT
    I’d like to imagine that this hypothetical campaign pack would not be the end of Dogs of War related content. While this list compiles most official Dogs of War content from the tabletop game, not every unit and character can fit into the scope of the Total War: Warhammer campaign pack format, and some omissions were inevitable.

    For instance, I chose to cut the Hireling Wizard Lord because most campaign packs have only one option for generic lord types + variants, and because CA seems to have some hesitancy when it comes to caster lords. Seeing as the Dogs of War are not an especially magic-focused faction, I opted to remove this particular lord because I believe it is what CA would do. However, I would hope that they’d eventually be added down the line as TW Access FLC, seeing as there is a precedence for caster lords being added in this manner, just so that the roster is not left without these surreptitious sorcerers.

    Likewise, there are certain mercenary characters I did not include because I wanted to limit myself to characters introduced in the Dogs of War army book from the 5th edition. One of these characters was Morgan Bernhardt, a darkhorse fan favorite from the Shadow of the Horned Rat and Dark Omen video games. While not technically a “Dog of War”, he is a mercenary commander and historically significant Warhammer character as he starred in some of the first Warhammer video games ever developed. While not included among the core lineup, I’d like to think that CA would eventually include him and his Grudgebringers as an FLC for the Dogs of War.


    CLOSING THOUGHTS

    I’ve worked on this post on-and-off since before Total War: Warhammer III, and I’m happy to finally be able to present it to the good people of the Total War forums. Since then, we’ve had a lot of revelations, such as what factions will make up the core lineup and preorder for the third installment, and the fact that Games Workshop is able and willing to revitalize older factions and concepts in the setting for Warhammer: The Old World. While I acknowledge that it is possible that Games Workshop will totally rework the Dogs of War faction, I felt that even the older editions have enough material to make the Dogs of War a reality in Total War. Still, I would be very interested in seeing what Games Workshop might come up with for the Dogs of War in The Old World.

    If you are among those who believe that the Dogs of War would fundamentally not work as a Total War faction, I hope I was able to change your mind, or at least help you to see what others see in them. If you are among those who want the Dogs of War as a faction, please let me know what you think of this post, what you agree with and what you disagree with. To everyone, I hope you enjoyed it!
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • WarlockeWarlocke Senior Member Registered Users Posts: 4,083
    The quote is “let slip the dogs of war.”
    ò_ó
  • Vanilla_GorillaVanilla_Gorilla Registered Users Posts: 34,628
    The Beast likes the dogs.
    "There's no fun in picking on the weak. If you must, go for the mountain high, the language most foreign, target the strong." - Kenny Florian

    #JusticeForCathay

    "I like small words" - Winsy C

    Forum Terms & Conditions

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  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985
    Warlocke said:

    The quote is “let slip the dogs of war.”

    ****

    Now I have to remake the thread :p
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • WarlockeWarlocke Senior Member Registered Users Posts: 4,083

    Warlocke said:

    The quote is “let slip the dogs of war.”

    ****

    Now I have to remake the thread :p
    😂🤣😂🤣
    ò_ó
  • DjauDjau Registered Users Posts: 9,952
    edited December 2021
    No Truthsayer or Fenbeast? Naaah.

  • Cortes31Cortes31 Registered Users Posts: 2,183
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    That is a very good post there and I would not mind getting Dogs of War like this.

    Still though, there is this small part of mine who hopes GW and CA would go neckdeep into Da Vincis concepts about weapons and aircraft and use them to flesh out Tilea in an steampunk-esque manner.
  • DeadpoolSWDeadpoolSW Registered Users Posts: 3,068
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    This is great, although I do have a soft spot for Gashnag as a DoW LL.
    Nagash will rule again!

    Justice for Chaos Dwarfs, Araby, Albion, Amazons, Halflings, Nippon, Ind, Khuresh & the Hobgoblin Khanate!
  • AxiosXiphosAxiosXiphos Junior Member Registered Users Posts: 8,218
    I want CA to add the Dogs of War as a playable race. I agree with some parts of this post but disagree with some others.
    As a pessimistic / realist; this seems too good to be true.

    I imagine DoW will reuse many of the existing mechanics of other races much like Coast did.
  • RikisRikis Registered Users Posts: 1,682
    I want CA to add the Dogs of War as a playable race. I agree with some parts of this post but disagree with some others.
    I like what I'm seeing personally! Although I would rather have Lietpold the Black instead of the paymaster or Lorenzo.

    He would have special abilities where he can betray his employers (similar to switching sides mid contract in 4 kingdoms) and be more inclined to accept contracts for more disorder factions like the vamp counts.
  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985

    As a pessimistic / realist; this seems too good to be true.

    I imagine DoW will reuse many of the existing mechanics of other races much like Coast did.

    Oh yeah, I definitely acknowledge that even if they are added, a lot of this probably won't make it.

    Technically speaking, most of the mechanics are reused. Glory is pretty similar to Infamy. The Mercenary Contracts, while hopefully more like they were in Three Kingdoms, would probably just end up repurposing the Ogre ones. Mercenary Hubs are a slight twist on the Undercity mechanic, and Adventures basically just build off of Cathayan caravans. The only truly "new" mechanic are the Adventurer Captains, which are heavily based off of the Paragons from Total War: Troy.
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985
    Rikis said:

    I like what I'm seeing personally! Although I would rather have Lietpold the Black instead of the paymaster or Lorenzo.

    He would have special abilities where he can betray his employers (similar to switching sides mid contract in 4 kingdoms) and be more inclined to accept contracts for more disorder factions like the vamp counts.

    That's a pretty cool idea. I definitely considered Lietpold for the fourth lord, and it'd be awesome to have him with a Border Princes start location, but I ultimately went with Mydas seeing as that Araby start position was too good to pass up.
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • Clsmith88Clsmith88 Registered Users Posts: 220
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    I like much of the OP, but I have some issues with the roster. Pikemen without arquebusiers or gunners is off when part of Southern Realms battle gameplay should involve psuedo pike & shot. I'd also like to see some mounted crossbowmen or arquebusiers too rather than tired old bow-armed horse archer cavalry as some Italian Condottieri companies were equipping units in such a way. I know the armybook list is generic with some unit names and functions, but instead of seemingly bland and samey "Light Cavalry" it'd be cool to see a more unique unit based on the famous Stradiots mercenary cavalry. Not a big fan of Duelists with Throwing Knives, so I'd rather see something more like a javelin / skilled melee unit based on the Almogavars mercenaries for a short ranged skirmisher with melee capability.
  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985
    Clsmith88 said:

    I like much of the OP, but I have some issues with the roster. Pikemen without arquebusiers or gunners is off when part of Southern Realms battle gameplay should involve psuedo pike & shot. I'd also like to see some mounted crossbowmen or arquebusiers too rather than tired old bow-armed horse archer cavalry as some Italian Condottieri companies were equipping units in such a way. I know the armybook list is generic with some unit names and functions, but instead of seemingly bland and samey "Light Cavalry" it'd be cool to see a more unique unit based on the famous Stradiots mercenary cavalry. Not a big fan of Duelists with Throwing Knives, so I'd rather see something more like a javelin / skilled melee unit based on the Almogavars mercenaries for a short ranged skirmisher with melee capability.

    Thanks for the feedback! These were all definitely things that I considered early on when developing the concept, back when I had included a lot of fanmade units. Arquebusiers, Conquistadors, Ballistas- I even had things like Arabyan Knights and War Elephants to round out the foreign mercenaries. Eventually, I decided to try a roster made up almost exclusively of what Games Workshop had made to limit myself, and I was surprised at how well it worked.

    I suspect that the Dogs of War were originally designed to use gunpowder minimally to greater distinguish them from the Empire. Stuff like Handgunners aren't present in any of the Dogs of War lists or supplementary materials even though it'd make sense. I think there's some lore blurbs out there about crossbows being massively important to Tilea. At a very recent point, the OP had Light Cavalry with Crossbows instead of Bows because I felt like it'd be best to further emphasize Crossbows, but I ended up changing it to Bows so as to be closer to the source.

    I hope GW emphasizes the pike and shot playstyle if they revisit the Dogs of War like they did Kislev and Cathay. Feels like a good design principle.
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • Ironhawk97Ironhawk97 Registered Users Posts: 230
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    In my opinion, I think the 'Dogs are a likely second DLC Race pack to follow the Chaos Dwarves, much in the same way that the Vampire Coast followed the Tomb Kings; A pseudo-horde faction that plays radically differently from the conquests and indiscriminate desecration concerning the others.
  • SaurianDruidSaurianDruid Registered Users Posts: 1,705
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    Wow, you clearly put a lot of thought into this! Good job.

    I really enjoy all your mechanic choices. I feel like it'd make for a very fun and unique campaign experience and capture that roaming mercenary feel of the race quite well.

    The roster looks solid as well. Only criticism there is the cavalry section is a bit lacking in flavor. I might suggest making one of the light cavalry variants and the cavalry bowmen Arabyan units to give Araby a little more presence in the army.

    I might have also chosen the infantry choices a bit differently. I know in the Armybook Norsca as it exists in Total War didn't exist yet, but it'd make more sense to take Norscan units that fill unique niches within the Dogs of War army list rather than another infantry line unit. Like maybe the Norscan harpoon throwers rather than their basic infantry.
  • MattockMattock Registered Users Posts: 1,516
    I want CA to add the Dogs of War as a playable race, but I disagree with how this post suggests it.
    Its a really good post, and its a matter of opinion, but I'm not sure id buy this. Mechanics wise i really dont think the dow should own territory, they're traveling mercenairies that don't govern cities. Yeah some famous characters are princes of certain cities but they spend their time adventuring around the world and earning gold not building empires. This is especially true with game 3s map. I could see a DoW faction starting in cathay for example, but as a army for hire, not as a conquering force occupying cathayan territory.

    and the roster isn't great. I want tilean and estalian troops but it needs more than pikemen, pavise crosbowmen, and units from existing factions. I would want the pikemen and crossbowmen, but it needs way more units from minor factions to make the roster interesting. Then no dwarfs, norscans. I can see oges maybe.
  • Mr_Finley7Mr_Finley7 Junior Member Registered Users Posts: 7,972
    I want CA to add the Dogs of War as a playable race, but I disagree with how this post suggests it.
    Mfs should get an entire new lore of magic just because they have a handful of half naked tarts running through the ranks
  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985

    Wow, you clearly put a lot of thought into this! Good job.

    I really enjoy all your mechanic choices. I feel like it'd make for a very fun and unique campaign experience and capture that roaming mercenary feel of the race quite well.

    The roster looks solid as well. Only criticism there is the cavalry section is a bit lacking in flavor. I might suggest making one of the light cavalry variants and the cavalry bowmen Arabyan units to give Araby a little more presence in the army.

    I might have also chosen the infantry choices a bit differently. I know in the Armybook Norsca as it exists in Total War didn't exist yet, but it'd make more sense to take Norscan units that fill unique niches within the Dogs of War army list rather than another infantry line unit. Like maybe the Norscan harpoon throwers rather than their basic infantry.

    Thanks for the feedback! I could definitely make the Light Cavalry Arabyan. It's mentioned in the lore that Arabyan horse riders are often part of their ranks, so it wouldn't be unheard of. At one point I wanted to add some kind of elite Arabyan cavalry to the roster, as well as War Elephants, to give Araby more of a presence, but I wanted to stick close to the army list.

    Norsca... yeah, there are a lot of infantry line units. As it stands, I was hoping to have a situation where each unit fills a niche but also allow the player a fair bit of leeway in how they want their army to look. As it stands, I probably could swap out the regular Marauders + Great Weapons for Javelins + Berserkers or some other combination.
    Mattock said:

    Its a really good post, and its a matter of opinion, but I'm not sure id buy this. Mechanics wise i really dont think the dow should own territory, they're traveling mercenairies that don't govern cities. Yeah some famous characters are princes of certain cities but they spend their time adventuring around the world and earning gold not building empires. This is especially true with game 3s map. I could see a DoW faction starting in cathay for example, but as a army for hire, not as a conquering force occupying cathayan territory.

    and the roster isn't great. I want tilean and estalian troops but it needs more than pikemen, pavise crosbowmen, and units from existing factions. I would want the pikemen and crossbowmen, but it needs way more units from minor factions to make the roster interesting. Then no dwarfs, norscans. I can see oges maybe.

    Thanks for the feedback. I've seen a lot of different opinions on the idea of Dogs of War city occupation and I hoped to strike a compromise but maybe I didn't hit the mark. I considered making them pure hordes but since most of the Legendary Lords are the rulers of city-states, and those city-states are on the map, I didn't want to leave them homeless. The way I have it currently is that occupying settlements outside of their capital costs them as fair bit of their unique "Glory" resource, enough to hurt them, to discourage them from expanding from their home settlement except when absolutely necessary. The only exception is Lorenzo Lupo, who wants to empire-build and thus can take as much territory as he likes.

    This is where opinions really come in. It seems like most people either want a roster that's 90% Tilean humans and others want a roster that has way more mercenary elements. I thought the 6th edition list was a nice compromise but unfortunately in some areas it might not go far enough in either direction.

    Mfs should get an entire new lore of magic just because they have a handful of half naked tarts running through the ranks

    Wasn't super thrilled with that but every campaign pack so far has had a new Lore of Magic and Serpents seemed like the best fit to me. ;)
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • HondlisHondlis Junior Member Registered Users Posts: 1,479
    I have no strong feelings about the Dogs of War.
    So that's it? Pikes is all that novelty? And how much would that DLC cost? 3 dollars?

    I don't know what am i doing wrong but this roster wouln't be anything special even in Rome or Attila.
  • SerkeletSerkelet Member Registered Users Posts: 911
    I want CA to add the Dogs of War as a playable race. I agree with some parts of this post but disagree with some others.
    I deeply dislike how we are pretending Estalia isn't a thing.

    I also don't agree with mixing halflings in. If they should be present anywhere is in the Empire, since there lies the Moot, their homeland.

    I don't know about the amazons either, to be honest.

    Other than that, with little tweaks here and there, I am pretty fine with your list. My hope, though, is that GW updates and revamps the faction, just as they did with Kislev (although with a little more inspiration, like with Cathay), and we see new ideas, like new monsters or devices, brought onto the table.
  • YurisusukiYurisusuki Somewhere in LustriaRegistered Users Posts: 1,039
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    What amazing work, the world shall see the rise of the dogs of war
    We Live in a Society.



  • Omega_WarriorOmega_Warrior Registered Users Posts: 1,359
    I want CA to add the Dogs of War as a playable race. I agree with some parts of this post but disagree with some others.
    It’s so close to perfect, but why settle for the generic copy and past dwarves, Norscans, “cavalry” from the generic roster that was done out of necessity when you already made a generic version of the Birdmen RoR.

    Just use the other RoRs to make better genric units like the slayer pirates and the bear norscans. Leave out the overly generic stuff.
  • mw51630mw51630 Member Registered Users Posts: 2,157
    I want CA to add the Dogs of War as a playable race. I agree with some parts of this post but disagree with some others.
    I'd prefer Leitpold the Black or Edvard Van Der Kraal compared to Mydas the Mean, but I agree with the rest of this post.
  • Commissar_GCommissar_G Senior Member Registered Users Posts: 15,342
    mw51630 said:

    I'd prefer Leitpold the Black or Edvard Van Der Kraal compared to Mydas the Mean, but I agree with the rest of this post.

    Mydas is pointless without Araby on the map.
    MarcusLivius: You are indeed a lord of entitlement.
  • SaintCornSaintCorn Registered Users Posts: 2,589
    I want CA to add the Dogs of War as a playable race, but I disagree with how this post suggests it.
    I would like to preface this with that I appreciate the hard work and effort that went into the post and the mechanics descriptions. It is good to see such a solid look at a potential race that covers basically all aspects of it.

    The sixth edition roster was fairly generic, and this roster doesn't really deviate too far from it which also makes it feel fairly generic.
    It makes it feel like just the most grounded faction in the game really with even Bretonnia or the Empire having more overt and unique fantastical elements.

    The Dogs of War could really utilize some different infantry options that are either more reflective of Tilea (something from an Ancient Tilean Empire theme, a Myrmidian theme, or Da Vinci inspired) or just more exotic (stuff from Ind, Nippon, or Estalia) instead of the relatively generic Ogre, Norscan, and Dwarf options that it has.

    The Marienburg landship also really feels tacked on to the list.

    A tank or machine based vehicle is a fine idea, but it should be, in my opinion, something more unique like the following which would really play into a Da Vinci inspired aesthetic.


    Overall, it just feels like it could use more unique elements in the roster that are hopefully addressed and fleshed out.

  • Clsmith88Clsmith88 Registered Users Posts: 220
    edited December 2021
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    SaintCorn said:

    I would like to preface this with that I appreciate the hard work and effort that went into the post and the mechanics descriptions. It is good to see such a solid look at a potential race that covers basically all aspects of it.

    The sixth edition roster was fairly generic, and this roster doesn't really deviate too far from it which also makes it feel fairly generic.
    It makes it feel like just the most grounded faction in the game really with even Bretonnia or the Empire having more overt and unique fantastical elements.

    The Dogs of War could really utilize some different infantry options that are either more reflective of Tilea (something from an Ancient Tilean Empire theme, a Myrmidian theme, or Da Vinci inspired) or just more exotic (stuff from Ind, Nippon, or Estalia) instead of the relatively generic Ogre, Norscan, and Dwarf options that it has.

    The Marienburg landship also really feels tacked on to the list.

    A tank or machine based vehicle is a fine idea, but it should be, in my opinion, something more unique like the following which would really play into a Da Vinci inspired aesthetic.


    Overall, it just feels like it could use more unique elements in the roster that are hopefully addressed and fleshed out.

    Keeping the OP, 6th edition, and some comments in mind, I've stripped away the generic mercenaries, and some of the original roster units / variants, and made a base Southern Realms list to which foreign mercs should be added to fulfill roles and add exoticness / fantasy, though I'd defnitely be keen on more original clockwork stuff for that than minor faction units.

    Mercenary General (Melee)
    Mercenary General (Pistol)

    Paymaster
    Mercenary Captain
    Hireling Wizard

    Pikemen
    Armoured / Veteran Pikemen
    Duelists (Rapier & Parrying Dagger)
    Duelists (Rapier & Buckler)
    Paymaster Bodyguard (Halberds)

    Pavise Crossbowmen
    Arquebusiers
    Almugavares (Javelins)
    Winged Crossbowmen

    Estradiotes
    Broken Lances / Myrmidian Order Knights

    Mounted Crossbowmen
    Mounted Arquebusiers

    Light Cannons
    Miragliano Da Vinci Vehicle (Land & Air?)
    Post edited by Clsmith88 on
  • MisterSquidMisterSquid Florida, USARegistered Users Posts: 1,985
    Serkelet said:

    I deeply dislike how we are pretending Estalia isn't a thing.

    I also don't agree with mixing halflings in. If they should be present anywhere is in the Empire, since there lies the Moot, their homeland.

    I don't know about the amazons either, to be honest.

    Other than that, with little tweaks here and there, I am pretty fine with your list. My hope, though, is that GW updates and revamps the faction, just as they did with Kislev (although with a little more inspiration, like with Cathay), and we see new ideas, like new monsters or devices, brought onto the table.

    Thanks for the feedback! The reason I added Halflings is because they're present in the 6th edition Dogs of War army list. I agree though that the Empire should have access to them as well. Ideally, I'd have a special landmark faction in the Moot that lets select factions that control it (namely the Empire, Dwarfs, Dogs of War and Ogre Kingdoms) recruit Halfling Spearmen, Halfling Archers and the Hot Pot.

    But like you, I hope to see Games Workshop overhaul the Dogs of War!
    SaintCorn said:

    I would like to preface this with that I appreciate the hard work and effort that went into the post and the mechanics descriptions. It is good to see such a solid look at a potential race that covers basically all aspects of it.

    The sixth edition roster was fairly generic, and this roster doesn't really deviate too far from it which also makes it feel fairly generic.
    It makes it feel like just the most grounded faction in the game really with even Bretonnia or the Empire having more overt and unique fantastical elements.

    The Dogs of War could really utilize some different infantry options that are either more reflective of Tilea (something from an Ancient Tilean Empire theme, a Myrmidian theme, or Da Vinci inspired) or just more exotic (stuff from Ind, Nippon, or Estalia) instead of the relatively generic Ogre, Norscan, and Dwarf options that it has.

    The Marienburg landship also really feels tacked on to the list.

    A tank or machine based vehicle is a fine idea, but it should be, in my opinion, something more unique like the following which would really play into a Da Vinci inspired aesthetic.


    Overall, it just feels like it could use more unique elements in the roster that are hopefully addressed and fleshed out.

    Thanks for the feedback! While I think the early lists are perfectly serviceable, I don't deny that the best case scenario is Games Workshop giving the Dogs a new coat of paint to make them really stand out. I'm unfortunately not optimistic that it will happen. The Old World is a specialist game that will likely have relatively few new models, and I'm guessing that in the first release Games Workshop will have its hands full with Kislev, Bretonnia, and the Tomb Kings. If they get to the Dogs of War, it may be years after Total War Warhammer's DLC cycle has ended.

    I'm also a bit worried that if they were overhauled, Games Workshop would throw out a lot of the original characters. I haven't had a problem with their OCs, I really like Miao Ying and Zhao Ming Kostaltyn is cool as long as he isn't replacing Boris. It'd be a real shame though if a new release meant new characters at the cost of, say, Lucrezzia and Lorenzo.

    As for the Land Ship, I'll admit it's a bit of a stretch but I think thematically a ship on wheels feels very fitting for the Dogs of War. The Dogs have always had an air of adventure to them, usually of the maritime variety due to their conquests of Lustria in the New World. There are few greater symbols of adventure than a wooden galleon, sails high and cannons roaring as it plunges into battle and the unknown. Still, I wouldn't mind seeing a Da Vinci-style turtle tank, or something even crazier.
    Clsmith88 said:

    SaintCorn said:

    I would like to preface this with that I appreciate the hard work and effort that went into the post and the mechanics descriptions. It is good to see such a solid look at a potential race that covers basically all aspects of it.

    The sixth edition roster was fairly generic, and this roster doesn't really deviate too far from it which also makes it feel fairly generic.
    It makes it feel like just the most grounded faction in the game really with even Bretonnia or the Empire having more overt and unique fantastical elements.

    The Dogs of War could really utilize some different infantry options that are either more reflective of Tilea (something from an Ancient Tilean Empire theme, a Myrmidian theme, or Da Vinci inspired) or just more exotic (stuff from Ind, Nippon, or Estalia) instead of the relatively generic Ogre, Norscan, and Dwarf options that it has.

    The Marienburg landship also really feels tacked on to the list.

    A tank or machine based vehicle is a fine idea, but it should be, in my opinion, something more unique like the following which would really play into a Da Vinci inspired aesthetic.


    Overall, it just feels like it could use more unique elements in the roster that are hopefully addressed and fleshed out.

    Keeping the OP, 6th edition, and some comments in mind, I've stripped away the generic mercenaries, and some of the original roster units / variants, and made a base Southern Realms list to which foreign mercs should be added to fulfill roles and add exoticness / fantasy, though I'd defnitely be keen on more original clockwork stuff for that than minor faction units.

    Mercenary General (Melee)
    Mercenary General (Pistol)

    Paymaster
    Mercenary Captain
    Hireling Wizard

    Pikemen
    Armoured / Veteran Pikemen
    Duelists (Rapier & Parrying Dagger)
    Duelists (Rapier & Buckler)
    Paymaster Bodyguard (Halberds)

    Pavise Crossbowmen
    Arquebusiers
    Almugavares (Javelins)
    Winged Crossbowmen

    Estradiotes
    Broken Lances / Myrmidian Order Knights

    Mounted Crossbowmen
    Mounted Arquebusiers

    Light Cannons
    Miragliano Da Vinci Vehicle (Land & Air?)
    One of my original concepts before I decided to tackle the 6th edition list was a sizable roster (not too different from yours) of exclusively Tilean/Southern Realms units that would make up the "core roster" of the Dogs of War in their building chain and multiplayer. In addition to this there'd be a campaign mechanic allowing the Dogs to recruit "Auxiliaries," either as a sort of "Raise Dead" mechanic in foreign territory or from the Mercenary Hubs in foreign settlements, which would basically allow the Dogs to recruit a selection of any other race's most basic units. I think this would be a good angle to pursue post-overhaul (if it happens) because it'd strike a good compromise between those who want a pure Tilean roster and those who want a highly mixed roster.
    Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.

    Let Slip the Dogs of War - A fanmade Campaign Pack concept
    https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
  • Cortes31Cortes31 Registered Users Posts: 2,183
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    Cortes31 said:

    That is a very good post there and I would not mind getting Dogs of War like this.

    Still though, there is this small part of mine who hopes GW and CA would go neckdeep into Da Vincis concepts about weapons and aircraft and use them to flesh out Tilea in an steampunk-esque manner.

    Actually, why wait for others to do it?
  • Clsmith88Clsmith88 Registered Users Posts: 220
    edited December 2021
    I want CA to add the Dogs of War as a playable race and I agree with most or all of this post's suggestions.
    Cortes31 said:

    Cortes31 said:

    That is a very good post there and I would not mind getting Dogs of War like this.

    Still though, there is this small part of mine who hopes GW and CA would go neckdeep into Da Vincis concepts about weapons and aircraft and use them to flesh out Tilea in an steampunk-esque manner.

    Actually, why wait for others to do it?
    Good overview video of what potential warmachines and inventions there are to draw from.
    In the OP he made the generic Birdmen unit so we already have a place for Da Vinci's glider and wing apparatus, of course the next step is his Air Screw for greater Tilean air power. The Armoured Car is an easy single entity unit akin to the Empire Steam Tank, the Scythed Whirligig Chariot (0:27) could also be an option. There can be more mundane artillery like catapults, but even then they can get exotic as a multi stone throwing flywheel, giant ballistae, organ guns, but there also can be exotic things like a crossbow machine gun . Of course there are also the fusions of anatomical and engineering knowledge, the mechanical knight, and mechanical lion.
    Post edited by Clsmith88 on
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