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Thread: Azeroth Total War

  1. #121

    Default Re: Azeroth Total War

    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


    Blood elves
    Spoiler Alert, click show to read: 

    MELEE
    Blood elves
    Guardians/Sentinels
    Swordsmen
    Spell Breakers
    Retainers
    RANGED
    Woodsmen
    Archers
    Rangers
    MOUNTED
    Horsemen
    SIEGE
    Ballistae
    Arcane Golems
    MAGICAL
    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

  2. #122

    Default Re: Azeroth Total War

    That's quite the detailed roster,good work!

    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.

  3. #123

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    That's quite the detailed roster,good work!

    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?

  4. #124

    Default Re: Azeroth Total War

    Quote Originally Posted by Pathfinder View Post
    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.

  5. #125

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    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.

    Quote Originally Posted by jim501 View Post
    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.


    Quote Originally Posted by jim501 View Post
    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.

    Quote Originally Posted by jim501 View Post
    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.

  6. #126

    Default Re: Azeroth Total War

    Quote Originally Posted by Pathfinder View Post





    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.


    Quote Originally Posted by Pathfinder View Post
    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.
    Last edited by jim501; May 10, 2016 at 09:50 AM.

  7. #127

    Default Re: Azeroth Total War

    Here are my suggestions with a few notes.

    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.




    Stormwind
    Spoiler Alert, click show to read: 


    Melee
    westfall/lakeshire/darkshire/stormwind militia

    -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

    Zweihander regiment
    -heavy warriors wielding 2-handed greatswords.

    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)

    MAGIC
    priests
    Last edited by jim501; May 10, 2016 at 05:37 PM.

  8. #128

    Default Re: Azeroth Total War

    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.

    Sorry if i missed anything.

  9. #129

    Default Re: Azeroth Total War

    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.

  10. #130
    MacCarthy's Avatar Miles
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    Default Re: Azeroth Total War

    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

  11. #131

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post

    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 ?

    Quote Originally Posted by Darrowmere View Post


    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.



    Quote Originally Posted by Darrowmere View Post

    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.

    Quote Originally Posted by Darrowmere View Post
    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.

  12. #132

    Default Re: Azeroth Total War

    -deleted
    Last edited by jim501; May 11, 2016 at 06:29 AM.

  13. #133

    Default Re: Azeroth Total War

    Sorry for double post, I just didnt want to make one gigantic post.



    Quote Originally Posted by Pathfinder View Post
    If humans have axes, they need an axe unit - from a thematic view I disagree.
    Can you explain this bit ,didnt quite catch it

    Quote Originally Posted by Pathfinder View Post
    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.

    Quote Originally Posted by Pathfinder View Post
    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.


    Quote Originally Posted by Pathfinder View Post
    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.)

    troll berserkers
    -heavy troops, throw spears, dual wield axes

    Chieftain's watchers
    -
    heavy troops with wood armor, shield and axe unit


    RANGED

    hunters
    -low armor, use bows

    headhunters
    -spear throwers, axe in melee

    bomb throwers
    -they are the "bat riders" dismounted, throw bombs, similar to medieval 2 naffatuns


    CAVALRY

    raptor riders
    - low tier unarmored troll riders, use axes,sickles

    raptor outriders
    -spear throwers,unarmored

    raptor bowmen
    -mounted archers, unarmored

    heavy raptor riders
    -armored raptors, use spears,axes, combat sickles, can throw axes



    MAGIC

    witch doctors
    -priest unit,offer morale bonus

    shadow hunter
    -melee unit, has cobras as pets


    artillery
    ballista
    -taken from wow model

    Last edited by jim501; May 11, 2016 at 03:46 PM.

  14. #134

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    Can you explain this bit ,didnt quite catch it
    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.

    Quote Originally Posted by jim501 View Post
    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.

  15. #135

    Default Re: Azeroth Total War

    Quote Originally Posted by Pathfinder View Post
    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.

    Quote Originally Posted by Pathfinder View Post
    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.

    Quote Originally Posted by Pathfinder View Post
    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

    Quote Originally Posted by Pathfinder View Post
    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.
    Last edited by jim501; May 11, 2016 at 07:36 AM.

  16. #136

    Default Re: Azeroth Total War

    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.

  17. #137
    MacCarthy's Avatar Miles
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    Default Re: Azeroth Total War

    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.

  18. #138
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    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.

  19. #139

    Default Re: Azeroth Total War

    Quote Originally Posted by MacCarthy View Post
    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.


    Quote Originally Posted by Vladyvid View Post
    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 ?
    Last edited by jim501; May 13, 2016 at 06:40 AM.

  20. #140

    Default Re: Azeroth Total War

    Quote Originally Posted by Vladyvid View Post
    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.

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