for lizardmen don't forget mages (Skink mages and slaans)
for lizardmen don't forget mages (Skink mages and slaans)
Lizardmen would be awsome, but how would Slann be done even harder lord kroak for they are ment to have super powerful magic, and kroak makes earthquakes! They could be elephants that are on there own like the balrog in third age total war, Slann could fire multiple flaming catapult shots because it is elephants joined together, and send in lightning bolts which are flaming ballista shots. kroak could fire a hell of allot of cannons to make the entire thing shake.
The snake Archer
and unfortunately this is impossible
And, even if Lizardmen will be maybe added, Kroak has no role in the SoC, so it wouldn't be present at all
Im sure it could be done. Maybe not what he's talking about but they could probably make a slann with say a flaming catapult as the slann and temple guard as crew.
As much as i would like to see Lizardmen it probably won't be done. If they did do it they would probably be better off as southlands skinks with limited saurus or albion faction with no slann.
Would be awesome if someone did a sub mod Lustria campaign based on america's campaign.
As for suggestions most of the ones i'd like have already been said. More ogre units, skaven etc.
I would like to have a corpse cart for Vampire counts. Sort like the empire war altar chant type unit. Could maybe come with a necromancer weak spell caster if possible.
About tomb kings i hope they eventually add them. Even if only as a small faction in the bottom right corner of the map. Those two hidden cities the one with the english translators name Bergond ( <spelling?) and the other named hey cheater! lol
I saw the submod for them and those units look nice. I think they should add them even if it means they have to kill off say border princes because faction slots are getting tight.
"One more question about troll and i became troll myself." - Timorfeys
This mod needs lizardmen otherwise they made it for nothing, no warhammer game is complete without lizardmen. Thats why mark of chaos was such a flop.
MOC flopped because the game plain sucked with or without LM it was balls.
I would like to have lizardmen as well even if only for custom battles. Unfortunately the team seems to be against it.
Not sure why they do border princes, and are working on Tilia, and Estalia of all things but not Lizardmen.
If they add some sub mods in progress such as Bretonnia, TombKings and Woodelves and finish Skaven then Lizardmen will be the only faction completely left out.
I would like to get an official answer of why not.
"One more question about troll and i became troll myself." - Timorfeys
Lizardmen have no real place in the Storm of Chaos and it is hardly worth the effort just for custom battles. I would think the team will wait until their next warhammer campaign project to include them officially, when there will be a larger map which will not be focused on the Old World and Storm of Chaos.
Another reason would be the amount of work involved in adding the full faction to the game. It is far quicker and easier to add Border Princes, Tilia, Estalia and any other human factions because they can use current animations. Lizardmen would require a new set of animations. Animations are the most time consuming and difficult step in creating entirely new units and likely the same reason Skaven have not seen much effort yet other than what was added in a sub-mod last year (Not included officially in campaign because of lack of proper animations, plus the models and skins are not great). The teams time is better spent on units and factions which are supposed to be a part of the Storm of Chaos but are still missing.
All isilendil will say about this is: 'If you want them make them yourself'.
Or wait for the team to do it, which could be a very long time.
I have a couple ideas to expand the choice of units for Kislev.
Some sort of Partisan unit. This could either be a unit of crossbowmen or a light skirmishing unit.
If the Partisan's are skirmishers then Kislev Crossbowmen.
I also feel Kislev could do with some sort of medium infantry in-between its line infantry (spearmen, Halberdiers) and elite heavy infantry/shocktroops (Kreml Guard/Droyashki). So maybe some sort of unit wielding handaxes and shields possibly with a throwing axe into the bargain, I beleive throwing axes were used in Kislev. Start with leather armour with an possible upgrade to mail.
Just a couple ideas here, not much idea how lore-friendly they are or anything.
Last edited by Lynx54321; July 17, 2011 at 05:48 PM.
Marienburg City
I saw that in Marienburg stationed two types of units - infantry and archers. They were created specifically for the game. So it is good.
I only will put what I found and can be used:
WFRP ed.1 - "Marienburg - Sold down The River"
THE BLACK CAPS
Officially known as the Honourable Company
of Lamplighters and Watchmen,
Marienburg's city Watch is better known
for the distinctive floppy black hats they
wear. They are charged with the protection
of property and public order, and the
investigation of all crimes that occur on
land. They are also empowered to administer
spot justice in small cases such as public
drunkenness, disturbing the peace and
breaking ward laws. Such matters are usually
dealt with by the sergeant of the local
Watch house, with punishments ranging
from a small fine (no more than 5 Gu) or a
night in jail, to a few hours in the stocks or
even up to ten lashes if the sergeant is in a
particularly bad mood.
The Black Caps are organized into Watch
Barracks, one for each named district in
the city except for the foreign ghettos, which
are under the jurisdiction of a
barracks in a neighbouring area.
The size of each barracks varies
from ward to ward, depending
on the area covered and its
local character. Small, relatively
peaceful areas like Schattinham
have a correspondingly small
presence, while Suiddock rates the largest
Watch presence in the City and a barracks
that looks more like a fort. Headquarters
is in a large building in the Palace District
near the High Court. Typically, though, each
barracks is left to handle its own affairs.
Ward Captains only request help from headquarters
when a case requires specialized
investigators or resources.
Watch Posts are placed at strategic points
in each of the city's districts. Each post is
manned by anywhere from four to twelve
Watchmen, depending on the Ward Captain's
judgement. The staff of each post are
responsible for patrolling their area and
enforcing any laws and bylaws, referring
serious crimes to higher authorities. In some
areas, these patrols are supplemented by
citizen volunteers who help by lending
numbers to the Watch patrol and acting as
impartial witnesses. In poor quarters like
Suiddock or the foreign quarters, anyone
doing this is seen as little better than a traitor
and a spy, and had better not be caught
alone near a convenient canal.
The Black Caps also form the core of
Marienburg's militia. Dating back to the
patriotic fervour that followed the expulsion
of the Bretonnians, the law requires
that each ward shall provide a certain
number of volunteer crossbowmen to fill
out the ranks of the Watch in times of emergency.
Since the secession, though, the city
has come to rely on mercenaries and the
alliance with the Sea Elves, and the Watch's
militia roles have been allowed to atrophy
until its monthly crossbow drills are little
more than social events and contests.
River Watch
MARIENBURG SECRETARIAT
FOR TRADE EQUITY
This office, located within the Admiralty
Building on High Tower Isle, operates both
the Excise Service and the River Watch. It
is charged with making sure that the city
gets the tax money it demands from its
inhabitants and with enforcing Port Law -
the body of law that governs ship traffic
within Marienburg and any crimes that are
committed on the water. It has the responsibility
to stop smuggling, and has jurisdiction
over any crimes in the harbour or
on the canals.
The River Watch functions as the Secretariat's
enforcement arm, always at the service
of the excisemen. As a body they are
zealous, but undermanned, underpaid and
overworked. They have city-wide power to
arrest suspected tariff-dodgers,
though an ancient statute limits
this authority to within 100
feet of any canal. Creative River
Watch officers have been known
to interpret this to include the
sewers, much to the irritation
of the Black Caps. Arrested suspects
are held in the Lord Harbourmaster's
jails under the Admiralty Building.
At the order of the Excisemen, the River
Watch also has the power to collect taxes
by force, impound vessels and cargoes, and
auction the properties of anyone defaulting
on their payments. They can also order
fines, imprisonment or even the destruction
of the vessel of any captain whose
craft is impeding traffic in the harbour. (The
Directorate will not tolerate any impediments
to the free flow of commerce!)
The Secretariat can also commandeer
the services of the Watch at any time. This
leads to mutual dislike and resentment
between the two forces, since the Black Caps
hate being associated with the unpopular
tax collectors, while the River Watch consider
their land-bound cousins to be a bunch
of corrupt slackers.
It isn't fisch.
The Mannikins
ELFTOWN LAW
Elftown (Elfsgemeente), while technically
a part of Marienburg, is governed under
Sea Elf (Allies of Marienburg - MvC) law. By the Treaty of Amity and Commerce,
all crimes involving Elves - even
Wood Elves from the interior of the continent
- fall under the authority of the Phoenix
King of Ulthuan through his regent, the
Exarch of Sith Rionnasc' namishathir.
Similar to the Star Chamber, the Exarch
claims authority over crimes committed by
non-Elves against Elves, even if said crime
happened in Marienburg proper. Sea Elf
law is different to Marienburg's, more subtle
in many ways, and many lawyers have found
themselves entangled in it and their clients
unexpectedly found guilty.
People accused are brought before the
Exarch for judgment under the laws of
Ulthuan. Those convicted in Elftown face
punishments roughly similar to those in
Marienburg: minor offences warrant fines
or floggings, while serious crimes such as
murder and arson earn the culprit a sentence
of death by drowning. The Elves do
not maintain jails.
Elftown's Watch is known around
Marienburg as the Mannikins, a corruption
of the Tar-Eltharin word Manniocs-quinsh,
or 'Guardians of the Peace'. Though they
have the authority to make arrests for crimes
involving Elves anywhere in the Wasteland,
under most circumstances they do not leave
Elftown - not since the riots of 2391, which
erupted after the arrest and execution of
two men who had killed an Elf in a fight.
More often they rely on the City Watch to
arrest and extradite suspects. Anxious to
maintain good relations with the Elves, the
Directorate has ordered that this be done
as efficiently as possible. This means that
the suspect is often arrested, hauled across
the Elfgate bridge and handed over within
hours, with no way to appeal for help.
If a case is important and the need is
urgent, the Mannikins will operate undercover
outside their own quarter. Though
the Watch has no love of them for this, their
orders are to stand aside rather than risk
an incident
Internet
Mannan’s Blades
The infamous Manann’s Blades are a powerful mercenary regiment owned, outfitted and operated via intermediaries sworn to the shadowy Merchant Lords of Marienburg. This gang of ne’er-do-wells gather around a core of hardened fighters, veteran marines from the Marienburger merchant fleets who are utterly without honour. They have seldom sold their blades for gold in the Empire, and it is doubtful that anyone so feared (and as born a survivor) as Edvard Van Der Kraal could keep them in check.
photo
http://www.beastsofwar.com/warhammer...annans-blades/
Outlaw Pistoliers (Merc for Kislev and Border Princes)
These young mercenaries are fairly inexperienced, but make an exceptional rapid response force. Under the guidance of their disillusioned leader they have abandoned the Empire to fight outside the law. In combat their skills are average but they carry pistols, which only have a very short range yet are powerful enough to penetrate most armour.
Helmgart Bowmen (Merc for Empire)
Like all warriors of the Empire these bowmen are highly trained in their art. They are armed with standard bows which have a medium range. Although they wield their bows with skill they are not particularly effective in hand-to-hand combat
Last edited by Maha Moggalana; June 09, 2012 at 04:48 AM.
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This is Total War !!!
Dark Elves' hydra. The Dark Elves Expedition have too few units and hydra is a classic.
Orcs And Goblins' spiders.
use memory editing to create massive units of zombies, skaven slaves etc etc
this is undoubtedly my favourite total war mod/game ever.. one suggestion for units, the chaos daemon princes/lord of change look fantastic but i think they should be individual units, similar to troll/ogre etc. but perhaps slightly larger and stronger. i dont think this would be overpowered as the empire have so many really strong units but chaos are lacking a little bit. the models for skaven look perfect you should integrate them into the game.. pleeeeaaase? as always i commend you guys on making the best mod ive ever played. cheers
Thought I'd post some more unit suggestions in light of 1.6.
Theres already so many great units, I just thought I'd put some more ideas out there. These suggestions are things I think aren't too far-fetched and are as follows:
Empire:
Demigryph knights - could be really awesome rare cavalry
Battle mages - Not neccesarily that important considering bright wizards kick ass (and look great)
High Elves:
Perhaps some white lions could be cool they are one of the better looking things in the sundering (dragons look silly)
Dark Elves:
Doomfire warlocks - A cool looking cavalry unit that could add to the Dark elves nicely
Dwarves
Irondrakes
Sylvania:
Crypt horros
Vargheists - I think this faction could benefit from some cool war beasts (kinda like trolls)
Hexwraiths - Pretty cool looking cavalry unit
Chaos:
Chaos giants - With those epic claw weapons... perhaps as an upgrade
Beastmen:
Centigor archers
Ungors with bows - Just to mix it up a bit give them a bit of range
Razorgors - would be cool
Ghorgon - For a really tough beast man army should have one of these giants!
Doombulls - A smaller but even tougher unit of minotaurs with full armour and two handed weapons
Orcs & Goblins:
Wolves - You guys could make the dire wolves (sylvania) look more skeletal and use their current model for normal wolves
Tomb kings:
Ushabti with great bows - Would be an epic ranged unit, fire projectiles similar to a ballista
Khemri war sphinx - Considering elephants already exist perhaps this would be a possibility?
Norsca:
Werewolves - Theres 2 types of werewolf described for these guys... could be cool!
Kislev:
Armoured war bear - Nuff said
Anyway just thought I'd share some suggestions, keep up the epic work guys.
Also for the chaos gods, instead of having multiple of them why don't you have one and a bodyguard that follows or surrounds them (plaguebearers, daemonettes etc.) Also you should make the lord of change a mage (ranged) with super powerful attacks.
One unit that I would like to see added is the Bull Centaur for the Chaos Dwarfs. It seems really strange for them not to have Bull Centaurs cause...well they are chaos dwarfs. lol
http://www.forgeworld.co.uk/Warhamme...GUE-OGRES.html these guys would be awesome, theres a few things on forgeworld that are already in the game but still some other cool potential units are there.
I want That!
WAR HYDRA! FOR THE DARK ELVES
Grauman things like war hydra are probably nearly impossible to create and animate... if one was made it would look awful.. you should play the sundering if you want giant beasts and dragons but for me personally it put me off them because they don't look very good at all.
To the devvs hey guys still hyping the mod going to put up a skaven lets play and get some hype for 1.6!!!!! It's amazing to read through this thread and see that most of (almost all of) the suggestions have been added to the game by you guys!! Great work!! I have been trawling the internet for cool units and thought this guys site had some great ones http://bloodybeast.com/category/pain...antasy/page/9/
Also I think at this point sylvania, chaos, orcs and all evil factions need more units added as the empire has soooo many (also elves could do with one or two more). I also think the lesser daemons of chaos need recolouring and maybe a bit of a redoing as they don't look as awesome as they should do. Maybe you should take some of the models from the sundering bloodletters look really cool in that game (unlike a lot of the other units).
Anyway obviously this is just a suggestions thread and I hope you take some of into account.
Amazing mod keep adding awesome content please and in the future this will be the complete thing!!! it's already bigger than warhammer total war (by CA) will ever be i'm sure. Cheers guys.
http://www.forgeworld.co.uk/en-GB/Ir...mon-War-Engine this and the skullcannon of khorne should be added to chaos and chaos dwarves... then they would have tanks similar the steam tank.