I've tweaked a few of my hypothetical rosters to fit Medieval II, and written some explanations/origins for my choices. I've only bothered to do this for WoW's playable races (except Gilnean worgen and Pandaren), plus a couple of others like ogres and human bandits.
A few notes:
· These are racial rosters - Dark Irons don't have any fire elementals for instance. Its not that I don't want them to have any 'allied' units.
· I have attempted to stick to the lore and concept of the races regardless of WoW's playable classes. That means no orc warlocks fighting for the Horde or human shadow priests for the Alliance. They exist, but not in an official capacity - they are adventurers, villains and outcasts, but not part of society. The night elf military is gender-divided again and druids are totemic.
· Many units did not make the cut. Marines are just footmen on ships. Hydromancers are not different enough from regular human mages. Gnome priests and high elf druids are rare. There are many reasons why I haven't included them.
· I don't like unique units, so there aren't any for factions of the same race and culture (for example, Stromgarde and Dalaran, but not Wildhammers and Dark Irons).
· No consideration has gone into making the races balanced or how they would play - again, this is from a lore perspective.
· I've tried to go with as many unique names as possible. I don't usually like mods that do this but anything else doesn't seem to fit Warcraft. Names like 'spearmen', 'axemen', 'archers' and such are as limited as they can be.
· Though there are no units like 'veteran footmen', 'heroic grunts', or even 'Northshire clerics', I don't object to units that vary in quality only.
Human kingdoms
Spoiler Alert, click show to read:
MELEE
Peasants
Militia
Footmen
o Footmen with swords and large kite shields
Phalanx
o Footmen with spears, polearms and large tower shields. Inspired by ‘Thrall’s Vision’ and final BtDP cinematics. Name from MoP mob
Shield Guard
o Enchanted, anti-magic footmen/prison guards. Inspired by Jailor Kassan’s Elite Guards, WoW mob and Violet Hold Guards
Mercenaries
o Veteran footmen with swords and kite shields. Inspired by offhand remark in WoW about the Alliance expedition to Draenor
RANGED
Militia Archers/Archers
o Militia quality unit. Inspired by WC2 cinematics and WoW mobs
Crossbowmen
o Lighter armoured footmen with crossbows, swords and medium kite shields. WC1 unit
Infiltrators
o Bow and sword armed scouts. RPG class and WoW mob
Troll-Hunters
o Elite, medium-armoured crossbowmen. WoW mob
Huntsmen/Trappers
o Peasant hunters with bows. Inspired by WoW mobs, particularly the Northrend trappers (though they use guns)
MOUNTED
Knights
Crusaders
o Veteran knights with sanctified weapons. Cut RoC hero, TfT unit
SIEGE
Catapults
o WC1 unit
Ballistae
Cannons
o The crude type of cannon on human ships, towers, sometimes used on land. Inspired by WoW
Elemental Golems
o Elemental slaves with human-themed armour. Inspired by WC3’s metal golems, RPG golems and WoW mobs. Humans also appear to use dwarven golems
MAGICAL
Paladins
o Mounted on horses with war-mauls
Clerics
o Holy priests
Mages
Conjurors
o Mages with water elemental ‘wardogs’
Warmages
o Melee mages with swords and armour. RPG class and WoW mobs
Human bandits, pirates and renegades
Spoiler Alert, click show to read:
MELEE
Footpads
o Lightly armoured bandits with swords and small shields. WoW mobs
Enforcers
o Heavily armoured bandits, more akin to footmen. Inspired by WC3
Rogues
o Elite assassins. Inspired by WoW class, WC3
RANGED
Brigands
o Bandits with javelins and shields
MOUNTED
Riders
o Mounted Enforcers, inspired by WC3’s Bandit Lord
MAGICAL
Dark Wizards
o Rogue mages, traitorous or fleeing persecution for forbidden magic
Fallen Priests
o Representing shadow priests and cultists
Bronzebeard dwarves
Spoiler Alert, click show to read:
MELEE
Dwarves
Warriors
o Axes, maces and medium shields. Inspired by WoW guards
Mountain Kings
o ‘Thanes’, whether honorary or hereditary. Axe and hammer wielders
Steam Warriors
o RPG class
RANGED
Hunters
o Commoner rifles
Mountaineers
o All-rounder militia riflemen. WoW mobs
Riflemen
Sharpshooters
o Elite riflemen. RPG class
MOUNTED
Dragoons
o Ram-mounted rifle cavalry. Inspired by WoW mob
SIEGE
Mortar Teams
Demolition Squad
o Throw bombs
Steam Tanks
o Combined unit of RoC steam tanks with TfT siege engines
War Golems
o Stone or metal golems reminiscent of Titans’ golems
MAGICAL
Paladins
Priests
o Holy priests
Mages
FLYING
Gyrocopters
Gryphon Riders
Gunship
o WotLK-style airship
Windwarriors
o Elite gryphon riders
Aces
o Elite gyrocopter pilots
Dark Iron dwarves
Spoiler Alert, click show to read:
MELEE
Dwarves
Warriors
Mountain Kings
Steam Warriors
RANGED
Hunters
Mountaineers
Riflemen
Sharpshooters
MOUNTED
Dragoons
SIEGE
Mortar Teams
Demolition Squad
Steam Tanks
War Golems
MAGICAL
Shadowmages
o RPG class – shadow-casting mages/warlocks. ‘Shadow priest’ archetype mobs exist, but Dark Irons would probably not associate the Shadow with ‘god’, Ragnaros
Cabalists
o Fel warlocks, not persecuted by Dark Irons. Name from WoW mobs
Pyromancers
o Dark Iron fire-based mages. WoW class trainer title, WoW mobs
Priest
o Presumably worshippers of Ragnaros and as-such using divine magic. Inspired by various WoW mobs
FLYING
Gyrocopters
Aces
Gunship
Wildhammer dwarves
Spoiler Alert, click show to read:
MELEE
Dwarves
Warriors
Mountain Kings
Barbarians
o RPG class. Wildhammers fit this archetype best, as they are a nature-focused race that has cities and civilization to forsake.
RANGED
Hunters
Mountaineers
Sharpshooters
SIEGE
Catapults
o Inspired by WoW
MAGICAL
Elementalists
Shaman
FLYING
Gryphon Riders
Windwarriors
Gryphons
o Probably as intelligent as hippogryphs, so they should get their own unit too. Inspired by WoW’s Hinterlands Alliance-friendly gryphons
Gnomes
Spoiler Alert, click show to read:
MELEE
Gnomes
RANGED
Sentries
o Weak unit, despite armour and firearms. WoW mobs
Mechano-Walkers/Spider Tanks
o WoW mob
Steam Warriors
o RPG class and WoW mob
MOUNTED
Mechanostriders
o Mechanostriders can’t attack without orders, so these have robotic ‘gnome’ riders. WoW mobs
SIEGE
Walking Bombs
o ‘Wardog’ unit with engineer handlers. WoW mob
Steam Golems
o Purely mechanical golems. RPG, WoW mobs
MAGICAL
Techno-Mages
o RPG class
Inventors
o Not magical, but with similarly extreme abilities. Don’t know how to implement. WC2 title
FLYING
Flying Machines
Aces
High elves
Spoiler Alert, click show to read:
MELEE
High elves
Swordsmen
o Heavy armour, large kite shield
Spell Breakers
o Elite, anti-mage infantry. Large shield, glaives and precursor throwing glaives
Retainers
o Agents with swords/knives. Inspired by WoW Scryer mobs
RANGED
Woodsmen
o Peasant hunters. Inspired by WoW hunter class
Archers
o Armoured bowmen
Rangers
o Elite, lightly armoured archers. Composite of Farstriders and any other rangers the high elves might have
MOUNTED
Horsemen
o Armoured spearmen on elven horses. Inspired by WoW mobs
SIEGE
Ballistae
Arcane Golems
MAGICAL
Mage Priests
o WC3 alpha name for priests and WoW mob – explains ‘dispel magic’ ability
Sorcerers
o WC3 Sorceresses, but both genders
Battlemages
o Armoured mages with swords, staves. Inspired by art, WoW mobs and Dragonhawk Rider
FLYING
Dragonhawk Riders
o Battlemages on dragonhawks
Dragonhawk Archers
o Archers on dragonhawks. Inspired by WoW mob
Mage Priests
Sorcerers
Battlemages
Dusk Priests
o Shadow priests. Name from WoW mob
Blood Mages
o Warlocks and blood wizards
Blood Knights
o Mounted on elven horses
FLYING
Dragonhawk Riders
Dragonhawk Archers
Forsaken (Many WC3-era Scourge units are included. Seeing as they still maintain control over Abominations -which are both artificial and dim-witted- and considering Banshees’ mind control powers, they have likely retained various types of undead)
Spoiler Alert, click show to read:
MELEE
Zombies
Ghouls
Shades
Bone Golems
Deathguard
o Equivalent of Militia. WoW mobs
Deathstalkers
o Equivalent of Infiltrators. WoW mobs
Footmen
o Equivalent of human Footmen
Geists
Bone Spiders/Bane Spiders
RANGED
Crypt Fiends
Deathguard Archers
o Equivalent of human Archers
Crossbowmen
o Equivalent of human Crossbowmen
MOUNTED
Dark Knights
o Equivalent of Knights. Mentioned in RPG
SIEGE
Abominations
Meat Wagons
Catapults
o WotLK-style, or human WC1 catapults
Obsidian Statue
Ballistae
o WC2 human ballistae
Crypt Lords
MAGICAL
Dark Rangers
Banshees
Lich
o Lich with skeletal mage ‘wardogs’. The Forsaken seem to have at least one Lich, as does the Ebon Blade
Dreadlord
o The Forsaken have at least one Dreadlord, and Varimathras has demons under his command in the Battle for the Undercity. Not sure how to implement
Apothecaries
Shadow Ascendants
o Elite shades with shadow magic. RPG class
Dark Clerics
o Shadow priests. Inspired by WoW class
Soulstealers
o Warlocks. Name from WoWTCG
Lightslayers
o Elite assassins with shadow magic. RPG class
FLYING
Frost Wyrm
Gargoyles
Sky Barge
Vampire Bats
Orcs
Spoiler Alert, click show to read:
MELEE
Peons
Grunts
o Lightly armoured. Two-handed axes, some with shields
Worgs
Blademasters
Beastmaster
o Elite spirit beast ‘wardogs’ with handler. RPG class
Assassins
o Elite agents with daggers. ‘Horde Assassin’ RPG class
Gladiators
Dire Orcs
o Heavily armoured, mutated orc brawlers. Inspired by WoW mobs
RANGED
Hunters
o Rabble bowmen. Inspired by WoW class
Spearmen
o Lightly armoured with throwing spears. WC1
MOUNTED
Outriders
o Wolf-mounted bowmen. WoW mob
Raiders
SIEGE
Catapults
Kodo Beast
o Large war kodo with axe-throwing rider. Very few per unit
Demolishers
MAGICAL
Shaman
On foot
FLYING
Wind Riders
Jungle Trolls
Spoiler Alert, click show to read:
MELEE
Whelps
o Rabble. WoW mob
Primals
o Elite, unarmoured warriors with two-handed weapons. RPG class
Dire Trolls
o Mutated, lightly armoured brawlers
RANGED
Trappers
o Lightly armoured, rabble hunters.
Axe-Throwers/Axethrowers
Headhunters
Berserkers
o Elite Headhunters
MOUNTED
Raptor Riders
o Lightly armoured with spear. Inspired by WoW
SIEGE
Golems
o Inspired by WoW mobs
MAGICAL
Shadow Hunters
Loa Priests
o Holy priests. Inspired by WoW priests
Shadow Priests
o Also loa priests, but shadow-practitioners
Witch Doctors
o Priest, shaman, alchemist hybrid
Vexmasters
o Troll mages/warlocks, presumably not picky about what ‘loa’ they gain/take their powers from. Name from WoWTCG
FLYING
Batriders
o Throwing potion ‘bombs’
Vampire Bats
o Inspired by WoW
Ogres
Spoiler Alert, click show to read:
MELEE
Ogres
o Rabble with clubs. Inspired by WC3, WoW units
Maulers
o Unarmoured brawlers. Inspired by WC2 ogres, WoW mobs, WC3 unit
Brutes
o Armoured ogres with axes. Inspired by WoW mobs, WC3 unit
Bonecrushers
o Elite Maulers. RPG class
RANGED
Hurlers
o Throwing spears. WoW mobs
SIEGE
Ettin
o Native giants who have found a place among ogre clans. Throw boulders
MAGICAL
Shaman
o Inspired by WoW mobs
Magi
o Twin-headed ogre magi
Gronn-Priests
o May not exist on Azeroth. Inspired by WoW mobs
Tauren
Spoiler Alert, click show to read:
MELEE
Youngbloods
o Rabble. WC3 unit
Longrunners
o Swift, light melee outrunners. WoW mobs
Striders
o Elite, swift scouts. ‘Holy strider’ RPG class
Warriors/Braves
RANGED
Hunters
o Rabble bowmen. Inspired by WoW
Stalkers
o Elite scouts with throwing spears. ‘Wilderness stalker’ RPG class
SIEGE
Kodo Rider/Kodorider/War Kodo
o Spearman on large war kodo – very few per unit. Inspired by WoW, art
MAGICAL
Seers
o Shamanistic healers. Inspired by WoW priest class
Runemasters
o Magically-augmented brawlers. RPG class
Druids of the Wild
o Non-shapeshifting druids
Spirit Champions
o RPG class, incorporates Tauren Chieftains
Spirit Walkers
o Elite shaman
Goblins
Spoiler Alert, click show to read:
MELEE
Goblins
Clockwerks
o Clockwork goblins ‘wardogs’ with mechanic handlers
Hobgoblins
Bodyguards
o Veteran soldiers in heavy armour with medium shields. Inspired by art, WoW mobs
Mongrelmen
o Monstrous mixed-race outcasts, accepted nowhere else. Unarmoured brawlers. RPG
Junk Golems
o Rickety wood and metal golems. RPG and WoW mobs
RANGED
Bruisers
o Thugs with firearms, maces and small shields. WoW mobs
Pirates
o Unarmoured, pistol and sword-wielding goblin pirates. Inspired by WoW mobs
Marksmen
o Elite riflemen. RPG class
SIEGE
Sappers
o Throw bombs
Shredders
Rocketeers
o Launch rockets from mortars or shoulder launchers. Inspired by WoW mobs
Blasters
o Battle-customised shredders with cannons. Unused WC3 unit
MAGICAL
Alchemists
o Riding ogre or hobgoblin slaves, which attack in melee with clubs. Alchemist model invisible in most variations
Tinkers
o Goblin engineers in ‘robo-goblin’ tanks
Blast-Mages
o Techno-mages. Inspired by WoW class, RPG class. Name from Hearthstone
Imp Masters
o Warlocks with imps (not wardogs, as they’d use the same animation). Inspired by WoW class. Name from Hearthstone
FLYING
Zeppelin
Night elves (all women unless noted)
Spoiler Alert, click show to read:
MELEE
Night Elves
o Rabble. Mixed-gender unit
Wardens
Savagekin
o Elite druids in mixed beast-form without magical abilities. RPG class
Nightblades
o Elite assassins with daggers. Inspired by WoW class, trainers, and cut/repurposed WC3 Assassin unit
RANGED
Hunters
o Rabble bowmen. Mixed-gender unit. Inspired by WoW class
Archers
o Armoured all-rounder archers with blades
Rangers
o Elite, lightly armoured archers
MOUNTED
Huntresses
SIEGE
Mountain Giants
Ballistae
Glaive Throwers
MAGICAL
Druids of the Claw
o In bear-form, with magical abilities
Druids of the Grove/Antler
o In stag-form, with magical abilities
Dryads
o With occasional Keeper, or Keeper officer
Ancients
o Mixed types
Mystics
o Mixed-gender unit. Shaman-like spellcasters. WC3 unit
Demon Hunters
o Mixed-gender unit
Priestesses of Elune
o Heavily armoured archers on Nightsabers
FLYING
Faerie Dragons
Hippogryphs
Hippogryph Riders
Chimaera
Druids of the Talon
o In storm crow-form, with magical abilities
Furbolg
Spoiler Alert, click show to read:
MELEE
Furbolg
Ursas
Champions
o Armoured warriors
RANGED
Trackers
o Hunters with throwing spears. Inspired by WoW mobs, WC3 unit
MAGICAL
Totemics
o Armoured spirit champions. ‘Ursa totemic’ RPG class
Shaman
o RPG class, WoW mobs
Wildkin
Spoiler Alert, click show to read:
MELEE
Wildkin
Savages
o Inspired by WC3’s ‘berserk wildkin’, WoW mob
MAGICAL
Moonkin
o Wildkin attuned to Elune, using divine magic
Worgen
Spoiler Alert, click show to read:
MELEE
Worgen
Stalkers/Darkstalkers
o Stealthy scouts
Tainted Ones
o Heavy berserkers
Alphas
o Elite infantry
MAGICAL
Shadow Weavers
o Shadow-practitioners
Whitescalps
o Former mages
Last edited by Pathfinder; May 09, 2016 at 08:21 AM.
Reason: Formating
Though I would suggest some slightly different ones like the mountain kings belonging exclusively to Broznebeards lorewise, some rpg classes seem kind out of place ,some Forsaken units were mostly exclusive to the Scourge, and some variation within the human kingdoms but otherwise I think it is a good layout.
Though I would suggest some slightly different ones like the mountain kings belonging exclusively to Broznebeards lorewise, some rpg classes seem kind out of place ,some Forsaken units were mostly exclusive to the Scourge, and some variation within the human kingdoms but otherwise I think it is a good layout.
Wildhammers, Dark Irons and Bronzebeards all have 'thanes', and there are Dark Irons with identical fighting styles (save for their Avatar ability - Thaurissan has a flame one). I think separating racial units rather than ones based on technological or magical differences to be gamey. If you wanted a separate unit to represent WC3's unit exactly I would suggest Avatars ('Dwarven avatar' is an RPG class based around their stoneskin ability). I didn't include them as I figured they would fall under Mountain Kings.
As for the Forsaken roster, I feel it gives them their WC3 undead feel back. I don't see why intelligent undead like shades, nerubians and frost wyrms would necessarily return to the Lich King - even Cult of the Damned members have been said to have rebelled in the RPG. What makes undead humans and high elves special after-all?
Wildhammers, Dark Irons and Bronzebeards all have 'thanes', and there are Dark Irons with identical fighting styles (save for their Avatar ability - Thaurissan has a flame one). I think separating racial units rather than ones based on technological or magical differences to be gamey. If you wanted a separate unit to represent WC3's unit exactly I would suggest Avatars ('Dwarven avatar' is an RPG class based around their stoneskin ability). I didn't include them as I figured they would fall under Mountain Kings.
As for the Forsaken roster, I feel it gives them their WC3 undead feel back. I don't see why intelligent undead like shades, nerubians and frost wyrms would necessarily return to the Lich King - even Cult of the Damned members have been said to have rebelled in the RPG. What makes undead humans and high elves special after-all?
Im not sure, the rest have "thanes" but not the same as mountain kings which even in the player guides are described as being Bronzebeard only while the only similar Dark Iron is their leader.
I think it makes their roster more unique if they have special units. ( I dont really get the "gamey" comment on racial units though).
As far as Forsaken are concenred my comment referes to crypt fiends,crypt lords,wyrms,liches and gargoyles because lorewise they were only found in Northrend and only made by the Lich King.
Their WC3 units had them for gameplay purposes, Blizzard just reused the Scourge roster because they were undead as well.
Plus if Forsaken have them it makes them very similar to the Scourge, while this way they can be differentiated by being the more humanoid based undead faction.
It's not that humans-elves are special, it is they were the majority of Sylvanas army during the rebellion and are the only source of corpses to reanimate at the timeline.
Of course Banshees,abominations, bats etc and the rest of the roster are present both in WC3 and WoW so I think they are perfect.
I have some roster ideas, for the human kingdoms like Stromgarde and Dalaran (stormwind roster is excellent) that can offer some good variety while also exhibiting the character of said kingdom without being very similar to each other.
If you are interested I can write them later at night that I will have time, just to give some ideas and can pick whichever you deem good.
Im not sure, the rest have "thanes" but not the same as mountain kings which even in the player guides are described as being Bronzebeard only while the only similar Dark Iron is their leader.
I like the RPG fluff a lot but I try to take it with a grain of salt. The RPG frequently says that certain classes are mostly or even uniquely of one or two races, then goes on to contradict that statement in a couple of paragraphs. The Alliance Player Guide says the Dark Irons may have their own version of Mountain Kings, even after saying they are exclusively Bronzebeards. It is after-all described as an ancestral style of fighting. Seeing that Wildhammers are so fond of stormhammers I don't think that much of a stretch that they all have them - I'd even include the Frostborn. It isn't a magic school, but a fighting style that fits the race's concept.
Originally Posted by jim501
I think it makes their roster more unique if they have special units. ( I dont really get the "gamey" comment on racial units though).
For example, I originally had Conjurers and Brotherhood Knights as unique units for Azeroth/Stormwind, Marines and Hydromancers for Kul Tiras and so on. But even these are just boring, 'upgraded' units no different from 'Stromgarde Footmen'.
Gilneas got cannons as a unique unit and things started to feel wrong - how come no other human faction could ever get this type of unit? Why does Stormwind get better knights than Lordaeron? Medieval 2's rosters are silly - Scotland isn't allowed crossbows, Egypt isn't allowed heavy infantry, only Spain and the Turks gets javelins. I've come to prefer historical (or in this case lore) units with nothing cut or 'buffed' for the sake of unique gameplay.
Originally Posted by jim501
As far as Forsaken are concenred my comment referes to crypt fiends,crypt lords,wyrms,liches and gargoyles because lorewise they were only found in Northrend and only made by the Lich King.
Their WC3 units had them for gameplay purposes, Blizzard just reused the Scourge roster because they were undead as well.
Plus if Forsaken have them it makes them very similar to the Scourge, while this way they can be differentiated by being the more humanoid based undead faction.
It's not that humans-elves are special, it is they were the majority of Sylvanas army during the rebellion and are the only source of corpses to reanimate at the timeline.
Of course Banshees,abominations, bats etc and the rest of the roster are present both in WC3 and WoW so I think they are perfect.
Maybe that is the case - I do consider the possibility of units being in the RTS only for gameplay's sake (forest trolls on Draenor!). But Nerubians were in Lordaeron at this time, and from what I gathered it was a question of mental strength that decided who stayed under the Lich King's control. Considering their hate for the Lich King I doubt they would have refrained from to changing sides. I don't suggest having them be common under the Forsaken - only the possibility of having them. Gargoyles and bone spiders are just beasts - so far from Northrend I imagine they can be influenced by any necromantic power.
Originally Posted by jim501
I have some roster ideas, for the human kingdoms like Stromgarde and Dalaran (stormwind roster is excellent) that can offer some good variety while also exhibiting the character of said kingdom without being very similar to each other.
If you are interested I can write them later at night that I will have time, just to give some ideas and can pick whichever you deem good.
I will happily consider them. I do consider the kingdoms and clans to have different characters, but again, restricting units like Total War games do in the name of uniqueness does not sit right with me.
Gilneas got cannons as a unique unit and things started to feel wrong - how come no other human faction could ever get this type of unit? Why does Stormwind get better knights than Lordaeron? Medieval 2's rosters are silly - Scotland isn't allowed crossbows, Egypt isn't allowed heavy infantry, only Spain and the Turks gets javelins. I've come to prefer historical (or in this case lore) units with nothing cut or 'buffed' for the sake of unique gameplay.
Well I personally like unique units because
1) it is a game after all so even if they are gamey they are fine within that context.
2) they add variety and character to factions
3) it isnt far fetched from reality. (for example horse archers or even heavy armored horse archers were almost exclusively used in eastern armies,zweihander weapons were also motly used in European armies etc.)
For example in the Second War the only Kingdom with access to paladins was Lordaeron since they originated from there.
Similarly Gilneas had cut all ties with them and likely never had a paladin order of their own.
Also Stormwind having better knights isnt far fetched either since they can just have a superior breed of horses or better trained and equipped troops.
Originally Posted by Pathfinder
Gargoyles and bone spiders are just beasts - so far from Northrend I imagine they can be influenced by any necromantic power.
First time I hear about bone spiders honestly
My comment about Gargoyles or Obsidian statues is again mostly because they are native to Northrend and therefore only the Lich King has access to them.
Perhaps if there is a limit to the number of units that the Forsaken have at any given time
this can be both lore-friendly and give them more units
I will post some some more detailed roster suggestions later at night since I have some work in the meantime.
1) I havent given the humans any gunpowder units for now,in case Darrowmere wants a more "pure" medieval aesthetic. Otherwise, I would suggest 1 cannon and 1 musketeer unit for all human nations except Dalaran.
2) the names are mostly completely descritpive and not quite imaginary on my part
3) any units with "?" next to them are units that I dont really know if they fit or not so they are mostly a throwaway idea.
4) any holy priest unit offers morale bonus, I thought the same for Paladins but that would make them too OP I think.
5)The elven cavalry uses horses in my idea as I am not too fond of chicken cavalry
Also, the hawkstriders were created solely so that 2 playable races wont share the same mount and since there exists a horse for high elves (quel'dorei steed), I think it is faithful lorewise.
-Spear infantry with each of them recruited in each of the respective regions,given that they will exist in-game of course.
Each will have different bonus ( darkshire better suited at night, stormwind militia better equipped etc)
Stormwind footmen
- the iconic heavy armored footmen from art and cinematics, backbone of Storwmind military, use swords.
Stormwind Spearmen
- the spear version of the footmen but they will use tower shields (roman like), similar to the ones we see in the warcraft 3 cineamtic
dismounted knights
- heavy infantry
Halberdiers
-Pole weapon unit inspired by the designs of the movie.
No shields but long pole weapons
paladins
- the iconic defenders of the faith of the Light, have 2-handed warhammers
RANGED
westfall/darkshire/lakeshire/stormwind militia bowmen
-same as the militia above but ranged units
stormwind archers
-more heavily armored archers
stormwind crossbowmen
-crossbow ranged unit
CAVALRY
Militia cavalry
- lightly armored cavalry with spears
stormwind state riders
-heavy cavalry essentially the footmen riding horses
stormwind knights
-heavy shock cavalry with heavier armor/barding for the horses
mounted paladins ?
- the mounted version of the paladin, they wield 1-handed warhammers,
MAGIC Priests of the holy light
- members of the Church they can offer morale bonus and use the Light as an attack force.
mages
-use potent magic to crush enemies
ARTILLERY catapult ballista mangonel ?
Stromgarde
Spoiler Alert, click show to read:
Melee
Stromgarde militia
-light/no armor militia unit with swords or axes
stromgarde spear militia
-light/no armor spear unit
Stromgarde Defenders
-medium armored sword unit, inspired by WoW mob.
Stromgarde warriors
-heavier infantry with chainmail and plate, 2-handed axes/maces
Stromgarde knights
-the elite noble of Stromgarde with warhammers and shields
halberdiers
-poleweapon unit
Royal Guard
-Heavy armor units with horned helmets, wielding 2-handed greataxes
(inspired by the picture of Throras Trollbane in warcraft 2 manual and the horned crusader/barbarian armors in Diablo 3)
RANGED
javelinmen
-mid-range skirmish unit, has axes in melee
militia bowmen
-unarmored bowmen
guard archers
-armored archers with swords
troll hunters
-light axe wielding infatry,use bows
( I am not sure about the details for this unit)
CAVALRY
militia cavalry
-light cavalry with spears
stromgarde cavalrymen
-heavier cavalry with lances
Stromgarde Knights
-heavy cavalry with warhammers (inspired by warcraft 2 manual knight)
MAGIC
priests mages
Artillery
catapult ballista mangonel ?
Gilneas
Spoiler Alert, click show to read:
MELEE Gilnean town militia
-light armored, axe unit
Gilnean sword militia
-light armored sword infantry, small kite shields
gilnean spearmean
-medium armored spearmen with kite shields
gilnean footmen
-heavily armored sword unit
gilnean city guard
- heavy mace/axe unit
Gilnean Royal Guard
-heavily armored sword unit
RANGED
gilnean bowmen
-medium armored(chainmail) bow unit, axe in melee
crossbows
-medium armored crossbows, swords
gilnean hunters
-lightly armored crossbows with mastiffs as pets, axes in melee
CAVALRY
bow cavalry
-lightly armored horse archers (the reasoning behind this is the hunter culture of Gilneas, to combat wolves worgen or other threats they could ahve developed this tactic)
Gilnean cavalrymen
-lance riders
Gilnean heavy cavalry
-heavy shock cavalry
MAGIC
Priests mages
ARTILLERY
catapult ballista mangonel ?
Blood Elves
Spoiler Alert, click show to read:
Melee
elven sword militia
-lightly armored unit with scimitars
elven spear militia
-ligtly armored spears
elven infantry
-heavy unit with shield and swords/maces.
elven spears
-heavy spearmen with kite-like shields
spell breakers
-medium/heavy armored unit, large shield and sword, reisistant to magic
Blood Knights
-heavy infantry with swords,
Royal Guard
-heavy poleweapon unit (inspired by Burning Crusade art)
Arcane Guardians
-golems, monster unit
RANGED
elven bow militia
-light archers, scimitars in melee
elven bows
-medieum armored archers
Farstriders
-heavy archers, equally good in melee, use scimitars.
elf javelins
-spear throwers, axes in melee
CAVALRY
elf bow cavalry
-light horse archers
elf mounted javelinmen
-light javelins
light cavalry
-spear cavalry
Silvermoon lancers
-heavier cavalry with lances,maces in melee
Silvermoon Nobles
-lance cavalry, swords in melee
Mounted Blood Knights ?
-mounted heavy knights, use swords
MAGIC priests magisters
Battle-mages
(medium/heavy armored sword unit, the ranged attack is like the flamethrower animation while in melee they are equally capable)
Blood mages ?
(Dunno how Blood mages can be made different from causal mages (magisters).Can be worked on)
ARTILLERY
ballista catapult?
Bronzebeard Dwarves
Spoiler Alert, click show to read:
MELEE
dwarf citizen militia
-chainmail/leather unit, axes,maces,swords (throwing axes)
Ironforge Guard
-heavy armored shield,axe/mace unit, based on the WoW Ironforge guards.
Dwarven warriors ?
-heavy sword/axe unit with round shields, sword and shield design based on Ulduar weapon drops.
Dwarven halberdiers
-heavy poleaxe unit
Paladins
-
Mounain Kings
-heavy armor, big horned helmets, dual wielding axe and hammer
Royal Guard
-heavy armor, (honestly Im not too sure what weapons would suit them, dwarves usually use axes and hammers, but the one mob royal guard uses a shield/spear combination)
RANGED
citizen crossbows
-light ranged unit,hammers/axes in melee
dwarven mountaineers
-medium armor, blunderbuss firearms (short range,lot of damage), bayonets on rifles
dwarven musketeers
-medium armor, muskets ( long range, less damage), bayonets on rifles
Ironforge crossbows ?
-heavy crossbows,axes/hammers in melee
bombardiers
-throw bombs/dynamite,have axes in melee
ARTILLERY
cannons
-less accurate,big damage culverins
-more accurate,less damage mortars mortar team ?
-2-man team with small mortar, faster than the artillery, faster reloading,much less damage (based on warcraft 3 morat team) rocket launchers
(Essentially the rocket launchers the Timurids use in Medieval 2)
Hey guys good work on factions there i'll lay down my views on rosters and cover whats been mentioned.
I like the idea of certain subservient races (Dark Iron Empire and Dark Horde) having their most elite units as Fire Elementals/Flamewalkers and Black Dragons/Chromatic Dragons but having them as only trainable in Blackrock depths and spire.
This mod will stick to factions traditional classes. Eg:
Paladins for Stormwind, Khaz Modan, Scarlet Crusade and Quel'thalas.
Shamans for Durotar, Frostwolf Clan, Warsong Clan and Wildhammer Clan.
Druids for United Tauren, Night Elves and Gilneas.
Each faction should have a couple unique units atleast if not a mostly unique roster so that each faction has a different feel.
Flying units are not a possibility and the only exception would be that Gryphons could be made like cavalry on the ground for Wildhammer.
Forsaken's roster should reflect the WoW so include undead humanoids, abominations, banshees, and dark rangers. They should have undead humanoids as most of their units much like human factions have humans as most unit types. The reason i feel no other undead species should be part of their faction is that none are shown in WoW, the fiends are loyal to their traitor king (Anub'arak) who remained loyal to the Lich King and helped save him in Warcraft TFT.
Unsure on Mountain Kings and Thanes. Thinking of making one unique to Khaz Modan and the other to Wildhammer. But i'll think on it.
Frosthold will be the one place any dwarven faction can train Frostborn. Although it will be given to Khaz Modan upon the Lich Kings awakening.
Gunpowder will be limited to Khaz Modan, Dark Iron Empire, Trade Coalition, Gilneas and Scarlet Crusade. But the ranged gun units will not have far superior damage to archers and same with gunpowder seige weapons. It is essentially just a cosmetic difference.
Never was a fan of the Hawkstriders. Quel'Dorei steeds for High Elves and Blood Elves sounds good. Excluding Blood Knights with their Thalassian Chargers/Warhorses.
I can't say I agree with your rosters Jim, but I think its because we've approached from different angles. You've tackled the weaponry and armour first, whereas I've thought first about 'character class'. Yours is more medieval, and mine is a more fantastical. If humans have axes, they need an axe unit - from a thematic view I disagree.
In regards to humans I don't have any problem with militia spearmen or foot knights, but object to cavalry being anything but knights or having horse archers. I imagine them as an Arthurian fantasy race, and peasant cavalry and fighting styles you wouldn't find in Ivanhoe clash with this. In other words I try to envision humans as a fantasy race with its own military style - where even the foot soldiers are knights, and the knights are super-knights.
WoW's take on humans has definitely moved away from this, with rifles, parachutists, a professional military with ranks and many more. Cataclysm's Gilneas isn't even a medieval society anymore. Most races have guns, even the elves and tauren. I can't help but want to stick closely to the original concept of the races.
As for faction 'character', I'd prefer to have it delivered by unique skins and model details. Gilneas having darker metal, maybe with an angular, mass-produced feel. Stromgarde being archaic with more horned helmets, furs and and axe-headed lances. Lordaeron (or in this case, Theramore) being shiny and minimalist. A tall order considering its a mod, but unique units take time too.
When I think about the Dark Iron clan. They seem to be more about having enslaved beings to do their dirty work and they would rather to strike from the shadows than charge head-on.
Houndmasters w/ demon bloodhound mastiffs
Stone and dark iron golems
Fire elementals
Elite Assassin Dark Iron Dwarf melee like Rome:TW Arcani
Slavers with cannon fodder slaves
Perhaps gladiators recruitable only in BRD Ring of Law
This mod will stick to factions traditional classes. Eg:
Paladins for Stormwind, Khaz Modan, Scarlet Crusade and Quel'thalas.
Shamans for Durotar, Frostwolf Clan, Warsong Clan and Wildhammer Clan.
Druids for United Tauren, Night Elves and Gilneas.
Should Gilneas have druids since they werent really widespread or accepted prior to the Cataclysm ?
Originally Posted by Darrowmere
Flying units are not a possibility and the only exception would be that Gryphons could be made like cavalry on the ground for Wildhammer.
Are you certain ?
Call of Warhammer modeers managed to incorporate them
I thik they essentially used elephant units but made the ground part invisible and tweaked the top or something.
But I understand if you think they wont be easy.
Besides flying units arent the most important for me persoanlly.
Originally Posted by Darrowmere
Gunpowder will be limited to Khaz Modan, Dark Iron Empire, Trade Coalition, Gilneas and Scarlet Crusade. But the ranged gun units will not have far superior damage to archers and same with gunpowder seige weapons. It is essentially just a cosmetic difference.
Shouldnt the gun units have at least some more damage than archers ?
I can understand it however if most other factions dont have access to gunpowder.
Originally Posted by Darrowmere
Never was a fan of the Hawkstriders. Quel'Dorei steeds for High Elves and Blood Elves sounds good. Excluding Blood Knights with their Thalassian Chargers/Warhorses.
Basically I had 2 ideas.
Either :
1)give Quel'dorei steeds to all cavalry units
2) give low tier cavalry normal horses and reseve Quel'dorei steeds for upper tier (Lancers, Nobles,BLood Knights)
Essentially the Thallasian Chargers are Quel'droei steeds in armor.
That is done to showcase that the "superior" elven breed is rserved for more elite troops.
That is up to you to see which version you like most.
Sorry for double post, I just didnt want to make one gigantic post.
Originally Posted by Pathfinder
If humans have axes, they need an axe unit - from a thematic view I disagree.
Can you explain this bit ,didnt quite catch it
Originally Posted by Pathfinder
In regards to humans I don't have any problem with militia spearmen or foot knights, but object to cavalry being anything but knights or having horse archers. I imagine them as an Arthurian fantasy race, and peasant cavalry and fighting styles you wouldn't find in Ivanhoe clash with this. In other words I try to envision humans as a fantasy race with its own military style - where even the foot soldiers are knights, and the knights are super-knights.
I also somewhat Imagined them like that, but still I thought some variation in cavalry would be interesting.
I dont really care for the militia cavalry for humans (I would liketo see them in elves though), but I would suggest in favor of bow aarchers for Gilneas.
My reasoning is this:
1)Variation in the rosters
2)Gilneas is based on a combination of England/Russia (architecture,troops' helmets) with the latter having horse archers in their armies so I thought they could be ideal for Gilneas.
Originally Posted by Pathfinder
WoW's take on humans has definitely moved away from this, with rifles, parachutists, a professional military with ranks and many more. Cataclysm's Gilneas isn't even a medieval society anymore. Most races have guns, even the elves and tauren. I can't help but want to stick closely to the original concept of the races.
I'm with you on this one, I never really liked how even the NPC's of the various races didnt at least stick to their iconic culture.
Originally Posted by Pathfinder
As for faction 'character', I'd prefer to have it delivered by unique skins and model details. Gilneas having darker metal, maybe with an angular, mass-produced feel. Stromgarde being archaic with more horned helmets, furs and and axe-headed lances. Lordaeron (or in this case, Theramore) being shiny and minimalist. A tall order considering its a mod, but unique units take time too.
I agree, I have some idea for the aesthetic of each kingdom, although as you saw I took it a step further with the rosters.
For me looks are important, but I didnt want to make them all just reskins, that's why I gave them some variation.
Thee reasoning behind the variation is also based somewhat on the character of each kingdom.
Stormwind for example is a rich kingdom which means it have the capabaility to arm their troops with a lot of armor hence the many heavy troops. They are also the only ones shown to have Paladins in contrast to Stromgarde which dint adopt and Gilenas which isolated itself and dint establish their own order.
Stromgarde and Gilenas are rich too, but not as much.
Stromgarde is a more war-like nation that's why I envisoned them as Gaul/Viking warriors.
Gilneas on the other hand gives a more Russian vibe.
It might be difficult to make, but the result will be quite satisfactory if mods like Third Age are anything to go by.
Here are a few more:
Dark Iron Dwarves
Spoiler Alert, click show to read:
MELEE
Dark Iron warriors
-medium infantry,1-handed axes/hammers and shields, swords(?)
dark iron assasins
-dual wielding daggers, high damage,low armor, have pistols with low(?) ammo
dark iron dragoons
-heavy armor,axes,swords(?)
halbers ?
Emperor's Guard
-heavy armor, 2 handed axes
Flamewakers
-monster unit
War Golem
-monster unit
Molten Giant
-monster unit
fire elementals ?
core hounds ?
RANGED
riflemen
-medium armor, ranged unit, small rage big damage
muskteers
-long range, less damage
houndmasters
-ranged unit with, "bloodbound mastiffs" as pets
flamethrowers
-heavy armor unit, essentially the Byzantine flamethroers, fits wit the fire theme
Magic
Fire Elementalist
-throws fireballs, has fire elemental pets (?)
.
.
.
(Dunno what else would fit them)
Artillery
Cannons
ballista
Darskpear Trolls
Spoiler Alert, click show to read:
MELEE
young trolls -unarmored axe infantry, throw spears
troll spearmen
-light infantry, with shields
wilderness stlakers -light unit,exceptionally good at killing horsemen when enganged but not good at taking charge like spearmen (name inspired by RPG, unit inspired by the "horse slayers" of the Longobards in ATTILA TW.)
I meant that just because humans have been shown to have axes doesn't mean they should have units of axemen. Orcs have bows, but should they have bow-equiped shaman? Of course I'm being facetious. I support starting with unit type, not weapon or armour.
Say one unit:
Myrmidons (but with what weapons? Various polearms mainly, but they're also frequently shown with two handed swords. A mixed unit of all then, if the animation would still work)
Not three:
Sword Naga, Spear Naga and Halberd Naga
If some weapons fall through the cracks here - axes, maces, small swords. I say ignore them, or have some as sidearms, rather than make new units to use them. I'd have armour be mixed too. That's why I have just 'Grunts', not 'Sword Grunts', 'Heavy Grunts' etc.
Originally Posted by jim501
I'm with you on this one, I never really liked how even the NPC's of the various races didnt at least stick to their iconic culture.
I agree, I have some idea for the aesthetic of each kingdom, although as you saw I took it a step further with the rosters.
For me looks are important, but I didnt want to make them all just reskins, that's why I gave them some variation.
Thee reasoning behind the variation is also based somewhat on the character of each kingdom.
Stormwind for example is a rich kingdom which means it have the capabaility to arm their troops with a lot of armor hence the many heavy troops. They are also the only ones shown to have Paladins in contrast to Stromgarde which dint adopt and Gilenas which isolated itself and dint establish their own order.
Stromgarde and Gilenas are rich too, but not as much.
Stromgarde is a more war-like nation that's why I envisoned them as Gaul/Viking warriors.
Gilneas on the other hand gives a more Russian vibe.
I'm glad we're basically on the same page, but I feel there's a problem with assigning real world countries to the varies races and factions. A little British visual influence for Gilneas is fine, and ideas for others are cool, but diverging their society and military I don't like (and didn't in Cata). Other than onion domes I never saw any Russian inspiration for Gilneas anyway. Their guards had darkened plate like Stormwind's in the beta, then changed them to gladiator-style armour which personally looked like it was Naga themed (its Vashj'ir gear too).
As a feudal people humans would arm themselves - I don't like the idea of 'state troops'. There's a snippet in the RPG that implies they do and they appear to own their gear at points in WC3 ("We'll fight for Lordaeron! Get your swords!") Admittedly recruits are shown in WotLK being given equipment. I imagine footmen running the gamut between rusty, half-plate and full plate depending on the individual's purse, but fighting side-by-side. Any less than that and they'd have to serve in some other manner.
And Stromgarde does have paladins, 'Stromgarde Vindicators' in the ruins outside the church. Kul Tiras also has paladins in TfT. That's not to mention paladins throughout WC2. Other than Gilneas (as it was arrogant and isolationist) I would argue that all human nations have them. Even then I don't mind the idea of Gilnean paladins.
I meant that just because humans have been shown to have axes doesn't mean they should have units of axemen. Orcs have bows, but should they have bow-equiped shaman? Of course I'm being facetious. I support starting with unit type, not weapon or armour.
Well, the shaman example is a little differnt since shamans are a specific clas within orc society and they dont have ranged weapons.
Anyway, indeed it doesntmean they should have but they could have since Stromagrde for example is "war-like" and the typical waepon for such a theme is the axe.
Originally Posted by Pathfinder
I'm glad we're basically on the same page, but I feel there's a problem with assigning real world countries to the varies races and factions. A little British visual influence for Gilneas is fine, and ideas for others are cool, but diverging their society and military I don't like (and didn't in Cata). Other than onion domes I never saw any Russian inspiration for Gilneas anyway. Their guards had darkened plate like Stormwind's in the beta, then changed them to gladiator-style armour which personally looked like it was Naga themed (its Vashj'ir gear too).
I mention real world countries mostly for the visual part honestly.
I prefer different aesthetics rather than the reskins that Blizzard used.
I use the character/theme of the nation in combination wit the existing armor they are portrayed to have and see which country fits that so that we can have concepts for armor varaition.
For example the Gilnean Guard armor reminds me of these:
That's why I talked about Russian influence.
I was thinking that the latter 2 especially would be very fitting for Gilnean heavy cavalry.
Originally Posted by Pathfinder
As a feudal people humans would arm themselves - I don't like the idea of 'state troops'. There's a snippet in the RPG that implies they do and they appear to own their gear at points in WC3 ("We'll fight for Lordaeron! Get your swords!") Admittedly recruits are shown in WotLK being given equipment. I imagine footmen running the gamut between rusty, half-plate and full plate depending on the individual's purse, but fighting side-by-side. Any less than that and they'd have to serve in some other manner.
Well, in medieval armies that is true, but again this is fantasy, and since Stormwind is quite rich they could have the money for it just like the Roman Empire which provided the equippment for their troops.
The only "state troops" I really would like to see personally are the Stormwind ones since they are always portrayed in uniform armor, that's why I have mentioned the rest of the kingdoms could have mix and match types of armors.
As far as WC3 is concerned remember 2 things:
1) that is Lordaeron
2)they just did because they wouldnt make an entire new texture just to show off recruit armor
Originally Posted by Pathfinder
And Stromgarde does have paladins, 'Stromgarde Vindicators' in the ruins outside the church. Kul Tiras also has paladins in TfT. That's not to mention paladins throughout WC2. Other than Gilneas (as it was arrogant and isolationist) I would argue that all human nations have them. Even then I don't mind the idea of Gilnean paladins.
I dont think they are supposed to reprsent Paladins.
They had the name Vindicators because Blizzard liked it, but changed it when Draenei came in and renamed them just "soldiers".
I personally didnt give them Paladins because I wanted to suggest for for the Royal Guard to be very heavy hitters and maybe offer morale bonus(?).That's why I had the idea to make them like the Diablo 3 crusader/barbarian horned armor sets with intimidating looks and big axes.
I suppose we will have to agree to disagree, especially as we are beginning to go wildly off-topic and Darrowmere has his own ideas that sound pretty resolute.
My reasoning for sharing my rosters was partially to show how extraordinary difficult a whole WoW mod would be to model and texture. Jim's are no less ambitious. I don't mean to be a downer, but making a mod on this scale that would satisfy real fans is a herculean task and frankly futile. At the very least you'd need to start with very small, basic rosters for a few key races and build from there. I'm talking 5 or so units small.
When I played the questline though Gilneas, the citizens seemed to use rapiers and firearms.
Gilneas is much more industrialized that other human factions. It's seemed to be a blend on early industrialized western Europe surrounded by Germany's Black Forest.
They had a sophisticated flair in clothing. The Conquistadors and HRE units would be a good place to start , pikes, crossbows and firearms.
Last edited by MacCarthy; May 13, 2016 at 12:55 AM.
What a debate! Dont really want to interrupt but I just want to point out one thing regarding the possible roster for orcs - Peons - they are not a military unit and I think should not be included in any roster. They are the equivalent of human peasants but with a much worse social stigma - I imagine no orc would fight alongside any peon.
When I played the questline though Gilneas, the citizens seemed to use rapiers and firearms.
Gilneas is much more industrialized that other human factions. It's seemed to be a blend on early industrialized western Europe surrounded by Germany's Black Forest.
They had a sophisticated flair in clothing. The Conquistadors and HRE units would be a good place to start , pikes, crossbows and firearms.
These pictures show exactly how I imagined Kul Tiras to be like, being a naval nation and all that.
Or in this case Theramore which is built from Lordaeron refugees and Kul Tiras troops.
Originally Posted by Vladyvid
What a debate! Dont really want to interrupt but I just want to point out one thing regarding the possible roster for orcs - Peons - they are not a military unit and I think should not be included in any roster. They are the equivalent of human peasants but with a much worse social stigma - I imagine no orc would fight alongside any peon.
Well, I doubt many will miss them
I hadnt included them either in my hypothetical roster (havent written here for now).
Why dont you post an orc roster you would like t see and give ideas ?
What a debate! Dont really want to interrupt but I just want to point out one thing regarding the possible roster for orcs - Peons - they are not a military unit and I think should not be included in any roster. They are the equivalent of human peasants but with a much worse social stigma - I imagine no orc would fight alongside any peon.
Ideally you'd have them only as a garrison unit, same with most of the similarly garbage, 'last ditch' units. You could get rid of them, but only if you did the same for peasants etc.