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Game 2 Minor factions

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  • CnConradCnConrad Senior Member Registered Users Posts: 3,194
    edited March 2017
    For arguments sake et's use game 1 as a guide. 4 main factions. 1 free dlc 1 timed dlc 2 paid dlc

    Game 2 main factions

    Delf
    helf
    Lizards
    Deamons

    Game 2 dlc factions
    Estalia - conquistadors paid dlc
    Amazon's - fill in for South America early access dlc.
    Undead pirate - free dlc

    I can not picture what the other faction might be.

    Possibly Albion
    Possibly Norska


  • CintegoCintego Registered Users Posts: 192
    Well im just going to say it...Team Amazon
  • BiesBies Junior Member SwedenRegistered Users Posts: 4,429
    Cintego said:

    Well im just going to say it...Team Amazon


    "I shivered at the sight of her - her beauty far beyond that of mortal man. But her soul glowed with an inner darkness that chilled my very core."









  • CanuoveaCanuovea Registered Users, Moderators Posts: 15,480
    I'm still pretty sure its Skaven, which opens the door for some King and the Warlord stuff that would make various Skaven factions capable of fighting each other.
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  • SteppelordSteppelord Junior Member Registered Users Posts: 2,315
    Really guys? Minor factions again? I just don't understand, so many factions to play already, why would you want minor factions? Why not ask for interesting new features instead?
  • CanuoveaCanuovea Registered Users, Moderators Posts: 15,480
    Minor factions means more variety in armies and factions. This variety is Total War Warhammer's strength, in my mind, so more of it is welcome.
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  • ChaosDragonBornChaosDragonBorn Registered Users Posts: 1,487

    Really guys? Minor factions again? I just don't understand, so many factions to play already, why would you want minor factions? Why not ask for interesting new features instead?


  • Mohawk_RoshiMohawk_Roshi Registered Users Posts: 1,766

    Really guys? Minor factions again? I just don't understand, so many factions to play already, why would you want minor factions? Why not ask for interesting new features instead?

    It's almost like when threads kept coming up about regional occupation and now it's changed to something new and better. The community is finally letting CA know this game is great we know the incoming races are great but we want the whole thing. Leaving out Kislev or Araby won't mean we get better sieges or an Empire that feels unique. The fact you think that minor factions and better mechanics are separate schools of thought is the same as those who think you can't like historical and warhammer total wars.
    A WIZARD SHOULD KNOW BETTER!
  • Arcani_4_EverArcani_4_Ever Junior Member Registered Users Posts: 2,754
    edited April 2017
    There is a lot of potential for minor factions for Part 2. Specially if the map goes into the Dark Lands for the Chaos Dwarfs and Ogre Kingdoms as DLC races.

    This is the majority of minor factions that are unique enough to be DLC

    - Amazons
    - Bloody Sun Boyz (a Greenskin Horde that is allied with the Dark Elves)
    - Vampire Coast
    - Amazons

    And in the Old World

    - Araby
    - Tilea
    - Estalia
    - Kislev
    - Norsca
    - Karak Kadrin
    - Karak Azul
    - Silver Pinnacle
    - Clan Mors

    And if the Dark Lands is added

    - Clan Rictus
    - Eastern Beastmen
    - Hobgoblins
    - Kurgan
    - Ghoul Kingdom
    - Dragon Isles (Savage Lizardmen)

    Pretty sure the factions will appear, but whether they will become playable is a different thing.

    I would definitely love some Kurgan and Hobgoblins. We need Chaos Mongols and Greenskin Huns.

    Karak Kadrin is a must. Ungrim deserves his own faction like Vlad!
  • obippoobippo Member Registered Users Posts: 2,676

    Really guys? Minor factions again? I just don't understand, so many factions to play already, why would you want minor factions? Why not ask for interesting new features instead?

    Like what features? And, please, be precise.

    Because that "resources would be best invested in other fields than minor factions/naval combat/whatever" stuff is getting SO old when you guys just say that without specifically pointing to that fantastic, new and shiny feature that should come instead of the ones other people are actually proposing.
    Always be aware when a Content Refusing Troll Brigade (CRTB) representative is near. Contact your local Witch Hunter for further info.


  • ZerglesZergles Member Registered Users Posts: 3,014

    Because getting a faction like the Fimir would essentially be impossible because some people are way too sensitive about them and their lore.

    Fimir examples

    cdn.net/5022456/uploads/editor/vs/lw4v72z14yvb.jpg" alt="" />














    Duuude...

    Those are cool. Why won't SJW's let me have them?
  • natethegreat1112natethegreat1112 Junior Member Registered Users Posts: 321
    Ok I'm going to say this. Skaven are 99.9% the 4th base factions in the game. The hints at the end of the trailer with the rat and the symbols of skaven clans on the logo. So it is not tomb kings. As for minor factions I would see Luther Harkon in the vamp coast. On the northern coast of lustria there are the jungle orc tribes (essentially savage orcs in the jungle.) Estalian, empire, maybe brettonian outposts around lustria. Last in lustria could be some amazons but I highly doubt it. Nagoroth could have some orc tribes as in the lore the DE tried to make them slaves but some escaped and now roam the wilderness of nagaroth. Chaos and Norse roam the area in the north. As for Ulthuan it's really just high elves except for the remenats of grom the paunches waaagh. The southlands have lost of beatmen who look like gorrilas and other jungle animals as well as minor lizardmen city's. Depending on how far north we go we could see Araby.
    Fear is wisdom in the face of danger.
  • hendo’hendo’ Registered Users Posts: 2,833
    Is SJW the new fill in for blame? Made up phrase, with loose definition that can be applied for everything you don't understand ....perfect scapegoat.

    Fimir look crazy, kind of like a cross between a pterodactyl and a cyclops. Were they a legitimate race-when did they die out in warhammer world?

    On the whole feature vs minor factions:
    I wouldn't really call RO a feature. It's only unique in TWW because it adds flavor to the races (limiting/penalizing where races can expand).
    I want minor races to be unique and playable, but I don't want the game too dependent on new content to be interesting. New features would be neat, but I mean new, not just recycled or limited. I would prefer if CA "tuned" already present features than create new features tbh (e.g. Give alternative battle mode for a different battle experience).

    New world factions:
    Thanks to those posting info on minor factions of the new world-do the majority of them reside in the west and south areas of new world? Part of me was hoping old world races present in NW would be the factions cut, but OW races with "new world flavor" would be neat.

    Did anyone else think/hope for a second, in the trailer, the witch elves were amazons?
  • obippoobippo Member Registered Users Posts: 2,676
    edited April 2017

    Because getting a faction like the Fimir would essentially be impossible because some people are way too sensitive about them and their lore.

    Fimir examples

    cdn.net/5022456/uploads/editor/vs/lw4v72z14yvb.jpg" alt="" />












    What's with their lore? never heard of them
    Always be aware when a Content Refusing Troll Brigade (CRTB) representative is near. Contact your local Witch Hunter for further info.


  • BiesBies Junior Member SwedenRegistered Users Posts: 4,429
    obippo said:

    Because getting a faction like the Fimir would essentially be impossible because some people are way too sensitive about them and their lore.

    Fimir examples

    cdn.net/5022456/uploads/editor/vs/lw4v72z14yvb.jpg" alt="" />












    What's with their lore? never heard of them
    They only problem is that they kidnap young fertile human women to use as breeding stock. Remove it and we have another awesome faction.

    The Fimir inhabit the wetlands of the Warhammer world, typically within crudely constructed fortifications resembling nothing more than a pile of rocks. From these locations, the Fimir raid the homes of humans, taking captives for daemonic sacrifices. The Fimir loathe sunlight, and are followed by wreaths of mist to shield them from it, and their homes are always shrouded by it.

    Fimir society is divided into a caste system, consisting of Meargh, the Dirach, the warriors, and the Shearl. The Meargh - also known as witch-hags - are the leaders of Fimir colonies, as well as the only females.[1] A Meargh would typically also be a very powerful user of magic. The Dirach - described as "daemon-friends" - are a caste of wizards specialising in the worshipping of Daemons. The warrior caste - consisting of Fimm (warriors), Fianna Fimm (elite warriors), and the various nobles - take the brunt of raiding and fighting. The Shearls - the slaves of a Fimir settlement - exist only to work and die

    https://www.scribd.com/document/290511483/White-Dwarf-102



    "I shivered at the sight of her - her beauty far beyond that of mortal man. But her soul glowed with an inner darkness that chilled my very core."









  • BiesBies Junior Member SwedenRegistered Users Posts: 4,429
    Araby by The Inept General :)

    "I shivered at the sight of her - her beauty far beyond that of mortal man. But her soul glowed with an inner darkness that chilled my very core."









  • DraxynnicDraxynnic Registered Users Posts: 10,968
    I suspect the lore issues with the Fimir would have been solved (retconned if needed, the lore was pretty plastic back then) if they'd been a little more popular at the time.

    From what I hear, the main problem was that there was a communications mishap between the rules guys and the sculptors. The rules guys had the idea of the basic Fimir Warrior being on a 25mm base and being around the level of a Black Orc in power, and designed the rules that way. The sculptors then made what were basically Chaos Kroxigors (although I don't think Kroxigors existed back then) which needed a 40mm base.

    Imagine Black Orcs on 40mm bases. Now, imagine that unit fighting a regular unit, which can fit twice as many models in the same frontage, or at worst, 60% more. It's just not going to go well, is it? Ogres, trolls, and other humanoid monsters on large bases have the stats to allow them to beat those odds, the Fimirs simply didn't.

    This made them a horrendously underpowered army, which made them an unpopular army... sufficiently so that Games Workshop dropped them like the proverbial hot potato.

    As for Ulthuan it's really just high elves except for the remenats of grom the paunches waaagh.

    I wouldn't necessarily assume there are any survivors there to speak of - none of the lore has talked about the greenskins being an ongoing problem in Yvresse. The demons probably ate those the High Elves didn't get.

    The bigger internal issue for the High Elves are demons and monsters coming down from the Annulii (oh, and Dark Elf infiltrators). The coastline also has problems with Norse raiders - it'll be interesting to see how or if CA handles that aspect. Mind you, CA might change things around a bit for gameplay purposes.
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