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DLC for Greenskins in Warhammer 3

Lowca12Lowca12 Registered Users Posts: 29
Greenskins need dlc to fill gaps in their roster, and could get 1 cool mechanic as flc. They need some units, without which they will become just worse ogre faction (aka little, **** ogres). The units would be useful but mostly reskins so not much effort and thanks to that the other part of dlc could get cool models and animations for monsters and for example nurgle chaos chosen.

LL Morglum Necksnapper https://warhammerfantasy.fandom.com/wiki/Morglum_Necksnapper (can have several mounts).

Lord Black Orc Warboss (better duelist than regular orc, so just average Grimgor)

Units:
- savage orcs with Big Stabba https://www.reddit.com/r/totalwar/comments/7l5yu1/random_obscure_thing_i_really_want_but_will/ anti large, armour piercing, def against charge, melee weapon team, and traits typical for savage orcs

- spear chucka - reskinned dwarf ballista, anti large artillery https://warhammerfantasy.fandom.com/wiki/Goblin_Spear_Chukkas

- black orcs with silver shields

- big uns with bronze shields

- orcs with spears and shields

FLC new greenskin feature - spore infestation (corruption), based on lore. Greenskin buildings (maybe recruitment ones) and armies presence in any area should accumulate spore infestation. Also winning and even losing battles should accumulate big ammount of infestation.
The infestation should increase replenishment, growth, and decrease recruitment cost.
The most important, it should start rebellions for enemy factions, but not like all other corruptions, slowly reducing public order. Instead there should be a percentage chance, based on level of infestation, every turn to start a rebellion.
For example a greenskin faction has a settlement Barak Var and had accumulated 40% of infestation, when it was attacked and occupied by a dwarf faction. Infestation starts declining like other corrupiton but in the next turn there is, let's say, 39% infestation and 39% chance of immediate rebellion with full 20 unit army. If rebellion is destroyed infestation falls to 0%.
Winning and losing battles should give big, immediate bonus to infestation, based on units killed.
Units taking part in rebellion should depend on level of infestation. For example: infestation to 20% units are 1 tier, infestation to 40% units are 1 and 2 tier, infestation 100% units of all tiers.
So for example, a greenskin army has 1 settlement in a province, and accumulated 20% of infestation. It wins a battle and infestation jumps to 60%. There is now 60% chance of rebellion in an enemy province.

Comments

  • AraethonAraethon Registered Users Posts: 835
    A DLC like this wouldnät sell all that well is the thing, like the majority of units here are variants. As well as the fact that we definitely don't need a Black Orc Warboss. Like either he's be than the other Orc Warboss making the latter redunant or he's the same and just took up a generic lord slot.
    We've also got so many other interesting units to add that definitely have a higher priority than orc variants:
    - Mangler Squigs
    - Squig Gobba
    - Colossal Squig
    - Great Orc Shaman
    - Various Forest Goblin Units

    Though the Big Stabba and Spear Chukka should both definitely get in.
  • SultschiemSultschiem Registered Users Posts: 3,021
    Squig Gobbas are a must, they are too awesome.

  • MiniaArMiniaAr Registered Users Posts: 1,663
    I'm not really convinced by the "new" units of just weapon variants of existing units as part of a paid DLC.
    So I'm all for Big Stabbas and Spear Chukkas, but not really the rest.

    As Monstruous Arcanum is a reliable source for DLC units, I would really like it if Greenskins could get either the Colossal Squig or Squig Gobba.
    Another option are Gigantic spiders as mounts for Goblin characters and a unit of Gigantic Spiders riders (same principle as Great Stag Knights)

    Finally, I would prefer the Orc Great Shaman as the generic character for the DLC over the Black Orc Warboss.

    Ideally there would be another GS rework with both an expansion and simplification of the character choice. Something like this:
    Lords: Orc Warboss, Orc Great Shaman, Goblin Warboss, Goblin Great Shaman
    Heroes: Orc Boss, Orc Shaman, Goblin Boss, Goblin Shaman (And river Troll Hag)

    And then for each character, you could chose the sub-race your character should belong to with the same interface as chosing the lore for a caster character.
    Orcs: Regular, Black Orc (Boss & Warboss only, no shaman), Savage Orc
    Goblins: Regular, Night Goblin, Forest Goblin

    This way the full range of the GS characters would be in, without bloating the roster (4 generic lords and 5 generic heroes). There is no overlap with using the lore of magic interface for the sub-race function because all Goblin Shamans will be Lore of Little Waagh and all Orc Shamans Lore of Big Waagh.

    The differentiation between the sub-races characters will be on mount access and units buffs ( for example a special skill in the skill tree that already exist for the NG Warboss for example)
  • Ben1990Ben1990 Registered Users Posts: 1,664
    Lowca12 said:

    Greenskins need dlc to fill gaps in their roster, and could get 1 cool mechanic as flc. They need some units, without which they will become just worse ogre faction (aka little, **** ogres). The units would be useful but mostly reskins so not much effort and thanks to that the other part of dlc could get cool models and animations for monsters and for example nurgle chaos chosen.

    LL Morglum Necksnapper https://warhammerfantasy.fandom.com/wiki/Morglum_Necksnapper (can have several mounts).

    Lord Black Orc Warboss (better duelist than regular orc, so just average Grimgor)

    Units:
    - savage orcs with Big Stabba https://www.reddit.com/r/totalwar/comments/7l5yu1/random_obscure_thing_i_really_want_but_will/ anti large, armour piercing, def against charge, melee weapon team, and traits typical for savage orcs

    - spear chucka - reskinned dwarf ballista, anti large artillery https://warhammerfantasy.fandom.com/wiki/Goblin_Spear_Chukkas

    - black orcs with silver shields

    - big uns with bronze shields

    - orcs with spears and shields

    FLC new greenskin feature - spore infestation (corruption), based on lore. Greenskin buildings (maybe recruitment ones) and armies presence in any area should accumulate spore infestation. Also winning and even losing battles should accumulate big ammount of infestation.
    The infestation should increase replenishment, growth, and decrease recruitment cost.
    The most important, it should start rebellions for enemy factions, but not like all other corruptions, slowly reducing public order. Instead there should be a percentage chance, based on level of infestation, every turn to start a rebellion.
    For example a greenskin faction has a settlement Barak Var and had accumulated 40% of infestation, when it was attacked and occupied by a dwarf faction. Infestation starts declining like other corrupiton but in the next turn there is, let's say, 39% infestation and 39% chance of immediate rebellion with full 20 unit army. If rebellion is destroyed infestation falls to 0%.
    Winning and losing battles should give big, immediate bonus to infestation, based on units killed.
    Units taking part in rebellion should depend on level of infestation. For example: infestation to 20% units are 1 tier, infestation to 40% units are 1 and 2 tier, infestation 100% units of all tiers.
    So for example, a greenskin army has 1 settlement in a province, and accumulated 20% of infestation. It wins a battle and infestation jumps to 60%. There is now 60% chance of rebellion in an enemy province.

    Morglum...NOT GORBAD...YOU HAD ONE JOB.
  • Lord_ZarkovLord_Zarkov Registered Users Posts: 1,291

    Lowca12 said:

    Greenskins need dlc to fill gaps in their roster, and could get 1 cool mechanic as flc. They need some units, without which they will become just worse ogre faction (aka little, **** ogres). The units would be useful but mostly reskins so not much effort and thanks to that the other part of dlc could get cool models and animations for monsters and for example nurgle chaos chosen.

    LL Morglum Necksnapper https://warhammerfantasy.fandom.com/wiki/Morglum_Necksnapper (can have several mounts).

    Lord Black Orc Warboss (better duelist than regular orc, so just average Grimgor)

    Units:
    - savage orcs with Big Stabba https://www.reddit.com/r/totalwar/comments/7l5yu1/random_obscure_thing_i_really_want_but_will/ anti large, armour piercing, def against charge, melee weapon team, and traits typical for savage orcs

    - spear chucka - reskinned dwarf ballista, anti large artillery https://warhammerfantasy.fandom.com/wiki/Goblin_Spear_Chukkas

    - black orcs with silver shields

    - big uns with bronze shields

    - orcs with spears and shields

    FLC new greenskin feature - spore infestation (corruption), based on lore. Greenskin buildings (maybe recruitment ones) and armies presence in any area should accumulate spore infestation. Also winning and even losing battles should accumulate big ammount of infestation.
    The infestation should increase replenishment, growth, and decrease recruitment cost.
    The most important, it should start rebellions for enemy factions, but not like all other corruptions, slowly reducing public order. Instead there should be a percentage chance, based on level of infestation, every turn to start a rebellion.
    For example a greenskin faction has a settlement Barak Var and had accumulated 40% of infestation, when it was attacked and occupied by a dwarf faction. Infestation starts declining like other corrupiton but in the next turn there is, let's say, 39% infestation and 39% chance of immediate rebellion with full 20 unit army. If rebellion is destroyed infestation falls to 0%.
    Winning and losing battles should give big, immediate bonus to infestation, based on units killed.
    Units taking part in rebellion should depend on level of infestation. For example: infestation to 20% units are 1 tier, infestation to 40% units are 1 and 2 tier, infestation 100% units of all tiers.
    So for example, a greenskin army has 1 settlement in a province, and accumulated 20% of infestation. It wins a battle and infestation jumps to 60%. There is now 60% chance of rebellion in an enemy province.

    Morglum...NOT GORBAD...YOU HAD ONE JOB.
    Gorbad is long dead…

    He’s more TOW time period than WFB time period.
  • DTAPPSNZDTAPPSNZ Registered Users Posts: 1,070
    edited December 2021
    I think

    Snagla Grobspit
    Gorfang Rotgut

    Could possibly be LLs. Snagla being the only forest goblin rep and Gorfang be the only generic Warboss/Cheiftan rep.

    Not sure about Morglum because we already got Grimgor as the Black Orc rep. Could be interesting tho.

    I just want the different representation of greenskin culture filled out and then they’re done. Maybe throw a Colossal Squig in there for good measure.

    Gorbad is dead guys.

  • orpusristoorpusristo Registered Users Posts: 120
    Greenskins are fine as hell, they don't have gaps and compared to the other tww1 races they are the some of the if not the most complete faction out of the bunch, unit and mechanics-wise.
  • MattockMattock Registered Users Posts: 1,510
    I really wouldn't want to buy weapin variants thar modders created years ago. DLC should be for units with unique assets, animations or completely new skeletons.

    Collosal squigs, sqiog gobbas, maybe even a squigaddon, big stabba etc.

  • Red_DoxRed_Dox Junior Member Registered Users Posts: 5,823
    If we look to Grim&Grom it was already a bit *meh*
    • River Troll Hag Hero, which was a disgrace since a MONSTER unit was shrunk down a lot to fill a hero spot.
    • We got the Snotling Pump Waggon, which was fine. Not sure however if we really needed three variants here.
    • We got river Trolls, which were fine.
    • We got Stone Trolls, which form the missing unit point are good. But since CA **** up their visuals and gave us Trolls here it was a shamefur dispray. And its still not fixed officially. We have a mod to do the job but seriously CA??
    • Rogue Idol as big centerpiece was good.
    so there is no need to give us a game#3 DLC which gets worse and wants to sell us Orc/Black Orc weapon variants. I agree that they are missed and should be coming, but rather with a free patch.


    From the "missing" priority stuff to choose we would end with
    • Colossal Squig


    • Squig Gobba

    • Mangler Squigs

    • Spear Chukka

    • Snotling Swarm! We just saw with Nurglings they *can* do it, if they want it...

      And while Snotlings might not be forming magical Voltrons or clumping up to balls to roll around, since they are mortal creatues of flesh and bone in the end, a "swarm and in your face" animation migth still be doable when a bunch of them climb a larger foe and try to kill him with a dozen little stab wounds.
    Of course this short list is a bit Squig-heavy. Probably a result of Skarnsik+Squigs coming so early that young-CA just was not prepared to go all out then. We can still spice things up further with other stuff, but that is probably the center to pick from when going with a generic LL like Morglum. Without a certain theme in mind. Of course we could still try and spin a DLC around Forest Goblins with Snagla ;)

    -----Red Dox
  • MiniaArMiniaAr Registered Users Posts: 1,663
    I wouldn't mind if the next GS doesn't have any focus on the units it brings and gives us Big Stabbas (savage Orcs weapons team), Spear Chukka (Goblin artillery piece) and one of the Big Squig (Colossal or Gobba) as well as the missing Orc Great Shaman generic lord.

    This has been done in the past with Malus DLC (S&B) with Scourgerunners Chariots, Masters, High Beastmaster, Bloodwrack Medusa & Shrine (Actually there would have been a focus if Rakarth had been the titular LL).


  • MalruirMalruir Junior Member Registered Users Posts: 570
    I'm open to all of them, but they need to give the orcs Snotlings as a swarm unit. The Nurglings give the Nurgle armies such a unique sense of craziness that I'm missing from the Orcs so far (okay the Snotling wagons were a good start).
  • DrJammatDrJammat Registered Users Posts: 263
    DTAPPNZ said:

    I think

    Snagla Grobspit
    Gorfang Rotgut

    Could possibly be LLs. Snagla being the only forest goblin rep and Gorfang be the only generic Warboss/Cheiftan rep.

    Not sure about Morglum because we already got Grimgor as the Black Orc rep. Could be interesting tho.

    I just want the different representation of greenskin culture filled out and then they’re done. Maybe throw a Colossal Squig in there for good measure.

    Gorbad is dead guys.

    Morglum does give a cavalry focus, which is different enough to Grimgor, and some Black Orcs to take on the Chaos Dwarfs would be fitting. An outside chance for a unit could be Black Orc Boar Boys, which would be an elite cavalry unit.
  • XxXScorpionXxXXxXScorpionXxX Registered Users Posts: 4,889
    All I know is that after seeing Nurgle I want Snotlings added to GS.
    Request scorched body textures, poisoned dying animations for infantry's skeletons, a blood slider that allows us to control how much blood appears in battle and make proper death animations for all ethereal units so they vanish for Blood for the Blood God 3.
  • busbee247busbee247 Registered Users Posts: 1,307
    There's enough gs content for 1 beefy lp or 2 lesser LPs. Big stabbas, colossal squid, mangler squig as big deal units, and spear chuckas and various missing variants as possible filler. Personally I don't care what units come or if they fit with the lord I don't want another dumb goblin LL
  • drclaw_twdrclaw_tw Registered Users Posts: 275
    So the DLC units would just be variants of melee infantry? I don't think the shields are that necessary. Greenskins are powerful in terms of mechanics like their Waaghs. I don't really agree they'll just become a worse version of ogres.
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