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Thread: New units ideas

  1. #161

    Default Re: New units ideas

    for lizardmen don't forget mages (Skink mages and slaans)

  2. #162

    Default Re: New units ideas

    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

  3. #163
    Grymloq's Avatar Domesticus
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    Default Re: New units ideas

    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

  4. #164

    Default Re: New units ideas

    Quote Originally Posted by Grymloq View Post
    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

  5. #165

    Default Re: New units ideas

    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.

  6. #166

    Default Re: New units ideas

    Quote Originally Posted by funkidud3 View Post
    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

  7. #167
    Reiksfart's Avatar Senator
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    Default Re: New units ideas

    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.

  8. #168

    Default Re: New units ideas

    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.

  9. #169

    Default Re: New units ideas

    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/
    Last edited by Martin von Carstein; August 01, 2011 at 07:16 AM.

  10. #170

    Default Re: New units ideas

    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 !!!

  11. #171

    Default Re: New units ideas

    Dark Elves' hydra. The Dark Elves Expedition have too few units and hydra is a classic.

    Orcs And Goblins' spiders.

  12. #172
    Valiant Champion's Avatar Praepositus
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    Default Re: New units ideas

    use memory editing to create massive units of zombies, skaven slaves etc etc

    BETTER PIKES
    https://www.twcenter.net/forums/show...2#post16143112

    THE PIKE WARS HAVE BEGUN!

  13. #173

    Default Re: New units ideas

    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

  14. #174

    Default Re: New units ideas

    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.

  15. #175

    Default Re: New units ideas

    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.

  16. #176

    Default Re: New units ideas

    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

  17. #177

    Default Re: New units ideas

    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.

  18. #178

    Default Re: New units ideas

    I want That!

    WAR HYDRA! FOR THE DARK ELVES


  19. #179

    Default Re: New units ideas

    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.

  20. #180

    Default Re: New units ideas

    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.

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