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  1. #1

    Default Re: Azeroth Total War

    Okay, I will give my idea for the Forsaken as well.

    1)I dont know if Forsaken have warlocks or necromancers in numbers within their ranks, so anyone who knows tell me.
    2) any units that I am not sure they fit are marked with (?)
    3) The names are awfully plain again, I know, but this is more descriptive to give suggestions and ideas and fancy names can be thought up later.

    FORSAKEN

    Spoiler Alert, click show to read: 

    Deathguard troopers
    -medium infantry, chainmail, half-plate armor, shields and swords

    Deathguard spearmen
    -
    medium infantry, large tower shields and long spears.

    Deathguard halbers
    -medium infantry, pole unit

    Dreadguard
    -Heavy infantry unit, full plate armor, shields and swords, royal guard to Sylvanas

    Deathstalkers (?)
    -undead assasins, dual daggers, light armor, heavy damage

    Abominations
    -
    monster unit


    RANGED

    Forsaken archers
    -mid armor ranged unit

    Forsaken crossbowmen

    Apothecaries
    -throw poison vials, aoe damage.

    Dark Rangers
    -heavy armor ranged unit, equal melee damage dealer


    Cavalry
    Skeletal riders
    -low armor unit, riding skeletal horse

    Forsaken heavy riders
    -barded warhorses, heavy armored unit, lances



    MAGIC


    Mage
    -arane spellcaster

    Warlock (?)
    -demonic spellcaster, demon pet

    necromancer (?)
    -skeleton pets

    Priest of the Forgotten Shadow (shadow priest)
    -uses shadow magic

    ARTILLERY

    Forsaken catapult
    meat wagon
    ballista
    mangonel(?)


    AGENTS


    spy : spymaster
    priest: priest of the forgotten shadow
    assasin: deathstalker

    Last edited by jim501; May 17, 2016 at 02:30 PM.

  2. #2

    Default Re: Azeroth Total War

    how is the mod going?

  3. #3

    Default Re: Azeroth Total War

    Nice work on the rosters there Jim. Sorry i've not been very responsive recently after next week i'll have more free time and will be working on the map again.

  4. #4

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Nice work on the rosters there Jim. Sorry i've not been very responsive recently after next week i'll have more free time and will be working on the map again.
    Thanks.
    I was curious about some things actually.

    1)In the religions you had listed "enlightment"
    What does this refer to exactly?

    2)Are you sure about High elves as a faction ? By that time they lack both the manpower of a proper faction and a proper capital.
    You could include them in the Dalaran roster since the majoirty of them live in Dalaran lorewise.
    If you are concerned about faction balance, A) what about making the Forsaken independent like they initially were, or B) give the Wildhammers to the Alliance since they were pretty much allied by this point ?

  5. #5

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    Thanks.
    I was curious about some things actually.

    1)In the religions you had listed "enlightment"
    What does this refer to exactly?

    2)Are you sure about High elves as a faction ? By that time they lack both the manpower of a proper faction and a proper capital.
    You could include them in the Dalaran roster since the majoirty of them live in Dalaran lorewise.
    If you are concerned about faction balance, A) what about making the Forsaken independent like they initially were, or B) give the Wildhammers to the Alliance since they were pretty much allied by this point ?
    Enlightenment is the religion or belief in progress through understanding (logic and magic) and will be used by Dalaran, High Elves, Theramore. Basically magic factions that don't really have established religions.

    It's the choices i like. Two options for Elves (Three with nelf but they will be very different) on different standings. Much like there are three choices for Dwarves with different religions, allegiances and units. For Forsken although from Warcraft 3 it seems so odd the fact they end up with the horde i quite like what the Horde becomes:

    "Misunderstood and cast aside, these diverse and powerful races strive to overcome their differences and unite as one in order to win freedom for their people and prosper in a land that has come to hate them."

    unlike the Alliance

    "Proud and noble, courageous and wise, these races work together to preserve order in Azeroth. The Alliance is driven by honor and tradition. Its rulers are champions of justice, hope, knowledge, and faith."


    That said High Elves arn't set in stone they could be moved to units for dalaran roster if a better alliance race is suggested. Much like how i decided to replace centaur with Grimtotem on suggestion.

  6. #6

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Enlightenment is the religion or belief in progress through understanding (logic and magic) and will be used by Dalaran, High Elves, Theramore. Basically magic factions that don't really have established religions.

    Ah ok then.

    Although I think the factions you mentioned still have the Light as their religion.
    The blood elves worshipped the Light alongside humans even before the Third War, Theramore is made up of refugees from Lordaeron and Kul Tiras armies who also rever it and Dalaran as a human kingdom revered it as well.
    But it is your decision.

    Quote Originally Posted by Darrowmere View Post

    It's the choices i like. Two options for Elves (Three with nelf but they will be very different) on different standings. Much like there are three choices for Dwarves with different religions, allegiances and units.
    That said High Elves arn't set in stone they could be moved to units for dalaran roster if a better alliance race is suggested. Much like how i decided to replace centaur with Grimtotem on suggestion.
    Okay, I just suggested Wildhammers as a possible replacement since they were already friendly with the Alliance, have an army, and have their own capital.

  7. #7
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Azeroth Total War

    I think that Jim is right about the High Elves. Why to replace something that is just obsolete? Its not like the alliance will be any weaker without that faction being included. Do you really think you need to have 31 factions because that is the limit? I checked the faction list now you could have half the number of factions and make a really cool mod twice as fast (meaning still in this decade). You may think like its a great idea to have all this variety but in reality you are making the mod much more difficult to be completed as a result. Like why even to have Warsong and Fronstwolves separate from Durotar/Orgirimmar? They have no separate agendas really, they are sub-factions, clans. Warsongs are very close with Orgimmar, and Frostwolves are pretty small compared to Durotar. Besides, Durotar is the name of one region only and not the proper faction name. You can always add more factions later. Now I know what youre going to say, that this is your concept and you have given it a lot of thought, but that is not practical approach mate. Ofc I wish you all the best, but with so many factions (insane amount of work), this mod may never come to life - just like all previous WoW/Warcraft mods before it...

  8. #8

    Default Re: Azeroth Total War

    Quote Originally Posted by Vladyvid View Post
    I think that Jim is right about the High Elves. Why to replace something that is just obsolete? Its not like the alliance will be any weaker without that faction being included. Do you really think you need to have 31 factions because that is the limit? I checked the faction list now you could have half the number of factions and make a really cool mod twice as fast (meaning still in this decade). You may think like its a great idea to have all this variety but in reality you are making the mod much more difficult to be completed as a result. Like why even to have Warsong and Fronstwolves separate from Durotar/Orgirimmar? They have no separate agendas really, they are sub-factions, clans. Warsongs are very close with Orgimmar, and Frostwolves are pretty small compared to Durotar. Besides, Durotar is the name of one region only and not the proper faction name. You can always add more factions later. Now I know what youre going to say, that this is your concept and you have given it a lot of thought, but that is not practical approach mate. Ofc I wish you all the best, but with so many factions (insane amount of work), this mod may never come to life - just like all previous WoW/Warcraft mods before it...
    I agree with this - the mod could be greatly compressed to fewer factions. This allows for better balance, more interesting units and half the work load. Seriously Darrow, you're doing so much yourself, you're going to burn out your interest in the mod. I don't think that losing factions such as the Wildhammer and Grimtotem Clan is going to affect the game too much.

    Btw, I can start coding soundfiles for you as soon as you say the word. I was thinking we could use as much of the WC3 dialogue/unit speech as possible, but it won't be enough role - I'm going to have to look for usable recorded dialogue from WoW too and perhaps be open to the possibility to use some of the Vanilla soundtrack for certain agents and so forth.

  9. #9

    Default Re: Azeroth Total War

    I knew that i set the goals very high and i want to reach it but i have thought it might be better create a smaller more plausable faction list to work towards and keep the original as something to work on after version 1 is reached. I will put some thought into it and post a version 1 list later in the day.

  10. #10

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    I knew that i set the goals very high and i want to reach it but i have thought it might be better create a smaller more plausable faction list to work towards and keep the original as something to work on after version 1 is reached. I will put some thought into it and post a version 1 list later in the day.
    Yeah, first create a playable game - then maybe you'll get a team of skilled model workers working with you to improve on it, after they can witness that the game is actually going to happen.

  11. #11

    Default Re: Azeroth Total War

    Suggestions for the United Tauren Tribes, based on tribal profiles.


    Strengths: The strongest hand-to-hand fighters in Azeroth. Makes good use of gunpowder weapons.
    Weaknesses: Lacking armor, numbers and missile units. Cavalry prone to running amok.

    Spoiler Alert, click show to read: 
    Missile
    __________________________________
    Thunderhorn Bravelings
    Javelins
    Effective against armour

    Description
    The youngest members of the Thunderhorn Tribes form the primary strikeforce of the Tauren armies. The braveling hunters primarily consists of Thunderhorn Tauren who are so young they cannot successfully enter direct combat. These young bravelings therefore use their experience with the hunting javelin on the plains of Kalimdor to harass the enemy before the main engangement.
    __________________________________
    Thunderhorn Hunters
    Longbows
    May place stakes

    Description
    Living a peaceful life in the tauren tribes is not shameful, but sometimes duty calls even for the pacifist. The Thunderhorn Hunters are fully grown tauren males who have little experience in combat, but who have hunted with the bow for many years. They may not be the most professional troops, and they certainly don’t hold up for long in close quarters, but their massive bow have an excellent range and cunningly they know how to place traps on the field.
    __________________________________
    Thunderhorn Braves
    Musket
    Gunpowder

    Description
    The famous hunters of The Thunderhorn tribe was quick to adapt the gunpowder technology brought to Mulgore by the encroaching excavators of the Bael’Dun expedition. The musket was a welcome addition in the Tauren ranks as their bows lacked the armor penetration and their javelins lacked the range to allow them to be effective in their deployment of missile weapons. The musket gave them both deadly penetration and range while being an easy weapon to master. It is still slow and cumbersome to reload, however.
    __________________________________
    Cavalry
    __________________________________
    Kodo Herd
    Riderless Heavy Cavalry
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok

    Description
    The Kodo of the plains are generally a tranquil lot; simple herbivore reptiles that only wishes graze in peace. The Tauren often use the kodos as simple beasts of burden for their caravans, as most of the kodos are unfit for war. When it’s called upon, in desperate measures, the pack kodos are implemented into the ranks of the Tauren army as a stampeding force to be released upon the enemy. Most often the tauren lose control over this stampede themselves, and must be careful not to let the stampede affect their own troops.
    __________________________________
    Bloodhoof Beastmasters
    Heavy Cavalry
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok
    Armour Piercing
    Inspire Nearby Troops
    May Charge Without Orders

    Description
    While the kodo mostly refrains from aggression, the bulls do not. The Beastmasters of the Bloodhoof Clan ride atop the young kodo bulls who have yet to sieze females and establish their own herd. The young bulls are viciously aggressive and eager to prove themselves, as the riders atop carry with them flasks of scents that is extracted from females in heat, to manipulate their mounts. The riders wield armour piercing javelins and pound war drums to inspire nearby allies, as they rush the enemy in a fearsome charge that often escalates to total chaos as the bulls may run completely amok.
    __________________________________
    Mounted Thunderhorn Braves
    Heavy Cavalry/Artillery
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok

    Description
    The Kodo is easily startled and should for the most part avoid any close contact with any gunpowder weapons. However the most ancient matriarchs of the caravans are as calm as rocks, knowing full well that their humongous size and the numbers in their herds will deter most attackers. The kodo matriarchs therefore make excellent mobile artillery units, carrying small cannons on their backs able to quickly shift their positions to continually harass the enemy. They need no support to handle themselves in the open, but should be wary of enemy artillery firing back.
    __________________________________
    Infantry
    __________________________________
    Bloodhoof Bravelings
    Light Inf - Mace + Shield
    May Charge Without Orders

    Description
    The bravelings of the Bloodhoof Tribe are bands of adolescent tauren who have come of fighting age and are ready enter combat. The bravelings are not fully grown and lack the experience and wisdom of the elder taurens, often making them hotheaded and disorganized when entering battle. After stability in Mulgore was achieved with the help of the Orcs, The Bloodhoof experienced a population boom with many new, young members to fight for them. They are perhaps smaller than the fully grown tauren, but they are still larger and stronger than most military units in Azeroth.
    __________________________________
    Highmountain Braves
    Heavy Inf - Axe + Shield

    Description
    The Highmountain Tribe, vanquishers of The Legion - a true veteran warrior society in the Tauren confederacy. Their track record involves many great feats, and they were among the few tribes present in the defense of the World Tree against Archimonde's invasion. Wielding shields and maces, the Braves of the Highmountain Tribe always stand ready to root out the evils that endanger the Earthmother's creation.
    __________________________________
    Ragetotem Braves
    Heavy Inf - 2h Axe
    Powerful Charge
    Armor Piercing

    Description
    The Ragetotem is renowned for their prowess in battle, as they are one of the few Tauren tribes who subscribe to aggression and warfare as their chosen path to resolving conflict and ensuring safety for their people. The Tauren tribal confederation makes great use of their impetuous and fearless warriors, who serve as shock troops in the Tauren army. They prefer mobility over armor, and wield large axes who may cleave lesser enemies in half. Though they may not be as wise or as calm as their counterparts in other tribes, they are vital to the Tauren war effort.
    __________________________________
    Mu’shas Chosen
    Spearmen
    Inspire Nearby Troops
    Bonus Fighting Cavalry
    Excellent Morale

    Description
    Mu’sha, commonly known as Elune, the left eye of the Earthmother, is a vital part of Tauren druidic lore. These units stem from the Wildmane and Runetotem Tribes – the two primary tribes seeking to reestablish the druidic orders of the Tauren. These units choose to wear mail armor along with large shields and long spears, in their quest to combat the centaur threat who still remain as a looming threat on the horizon to the West and even in Mulgore. They are calm and devout troops, who often serve as a last line of defense, or to support the infantry flanks in defeating cavalry.
    __________________________________
    Ragetotem Tallstriders
    Heavy Infantry - Totem Maces
    Powerful Charge
    Frighten Nearby Enemy
    May Charge Without Orders
    Armor Piercing

    Description
    “The Tallstriders” is the denomination not only for the great flightless birds of the plains, but also for the largest individuals of the powerful and aggressive Ragetotem tribe. These soldiers are one of the few Tauren troops driven solely by rage and bloodlust. The Tallstriders are excellent shock troops, crushing men and mounts alike with their hooves and swing great totems that negates any armor. The Tallstriders can easily cut through most battle lines, but is not immune to sustained missile fire or isolation by elite enemies.
    __________________________________
    Sunwalker Infantry
    Heavy Infantry - Mace + Shield
    Armor Piercing
    Excellent Morale

    Description
    Although most tauren gather their strength from the moon and the Earthmother, an intertribal Tauren warrior society has begun imbuing itself with the light of the sun. The Sunwalkers take inspiration from the Alliance paladins and follow the teachings of the holy light. These warriors are armored in gilded plate and wield an armour piercing mace with their huge shields. The sunwalkers are a formidable defensive force, and a single party is able to withstand a vast host of enemies on their own.
    __________________________________
    Chieftains Bodyguard
    Heavy Infantry - Poleaxes
    Excellent Morale
    Bonus Fighting Cavalry

    Description

    Wisdom and resolve are the primary virtues of most taurens, and the chieftains must be a prime examples of these virtues. To ensure that a chieftain does not succumb to the temptation of breaking these virtues, he surrounds himself with elite veteran warriors who have displayed them on the battlefield time and time again. The Chieftains Bodyguard are an unwavering band of loyal soldiers willing to sacrifice their life for their leader and their tribe. They are the chieftains closest associates and often provide him with council in times of peace.
    __________________________________
    Artillery
    __________________________________Ballista
    Catapult
    Bombard
    Grand Bombard
    Monster Bombard

  12. #12
    MacCarthy's Avatar Miles
    Join Date
    Dec 2011
    Location
    Bluegrass State
    Posts
    315

    Default Re: Azeroth Total War

    Quote Originally Posted by Molochwalker View Post
    Suggestions for the United Tauren Tribes, based on tribal profiles.


    Strengths: The strongest hand-to-hand fighters in Azeroth. Makes good use of gunpowder weapons.
    Weaknesses: Lacking armor, numbers and missile units. Cavalry prone to running amok.

    Spoiler Alert, click show to read: 
    Missile
    __________________________________
    Thunderhorn Bravelings
    Javelins
    Effective against armour

    Description
    The youngest members of the Thunderhorn Tribes form the primary strikeforce of the Tauren armies. The braveling hunters primarily consists of Thunderhorn Tauren who are so young they cannot successfully enter direct combat. These young bravelings therefore use their experience with the hunting javelin on the plains of Kalimdor to harass the enemy before the main engangement.
    __________________________________
    Thunderhorn Hunters
    Longbows
    May place stakes

    Description
    Living a peaceful life in the tauren tribes is not shameful, but sometimes duty calls even for the pacifist. The Thunderhorn Hunters are fully grown tauren males who have little experience in combat, but who have hunted with the bow for many years. They may not be the most professional troops, and they certainly don’t hold up for long in close quarters, but their massive bow have an excellent range and cunningly they know how to place traps on the field.
    __________________________________
    Thunderhorn Braves
    Musket
    Gunpowder

    Description
    The famous hunters of The Thunderhorn tribe was quick to adapt the gunpowder technology brought to Mulgore by the encroaching excavators of the Bael’Dun expedition. The musket was a welcome addition in the Tauren ranks as their bows lacked the armor penetration and their javelins lacked the range to allow them to be effective in their deployment of missile weapons. The musket gave them both deadly penetration and range while being an easy weapon to master. It is still slow and cumbersome to reload, however.
    __________________________________
    Cavalry
    __________________________________
    Kodo Herd
    Riderless Heavy Cavalry
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok

    Description
    The Kodo of the plains are generally a tranquil lot; simple herbivore reptiles that only wishes graze in peace. The Tauren often use the kodos as simple beasts of burden for their caravans, as most of the kodos are unfit for war. When it’s called upon, in desperate measures, the pack kodos are implemented into the ranks of the Tauren army as a stampeding force to be released upon the enemy. Most often the tauren lose control over this stampede themselves, and must be careful not to let the stampede affect their own troops.
    __________________________________
    Bloodhoof Beastmasters
    Heavy Cavalry
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok
    Armour Piercing
    Inspire Nearby Troops
    May Charge Without Orders

    Description
    While the kodo mostly refrains from aggression, the bulls do not. The Beastmasters of the Bloodhoof Clan ride atop the young kodo bulls who have yet to sieze females and establish their own herd. The young bulls are viciously aggressive and eager to prove themselves, as the riders atop carry with them flasks of scents that is extracted from females in heat, to manipulate their mounts. The riders wield armour piercing javelins and pound war drums to inspire nearby allies, as they rush the enemy in a fearsome charge that often escalates to total chaos as the bulls may run completely amok.
    __________________________________
    Mounted Thunderhorn Braves
    Heavy Cavalry/Artillery
    Frighten Nearby Infantry
    Bonus Fighting Cavalry
    Animals May Run Amok

    Description
    The Kodo is easily startled and should for the most part avoid any close contact with any gunpowder weapons. However the most ancient matriarchs of the caravans are as calm as rocks, knowing full well that their humongous size and the numbers in their herds will deter most attackers. The kodo matriarchs therefore make excellent mobile artillery units, carrying small cannons on their backs able to quickly shift their positions to continually harass the enemy. They need no support to handle themselves in the open, but should be wary of enemy artillery firing back.
    __________________________________
    Infantry
    __________________________________
    Bloodhoof Bravelings
    Light Inf - Mace + Shield
    May Charge Without Orders

    Description
    The bravelings of the Bloodhoof Tribe are bands of adolescent tauren who have come of fighting age and are ready enter combat. The bravelings are not fully grown and lack the experience and wisdom of the elder taurens, often making them hotheaded and disorganized when entering battle. After stability in Mulgore was achieved with the help of the Orcs, The Bloodhoof experienced a population boom with many new, young members to fight for them. They are perhaps smaller than the fully grown tauren, but they are still larger and stronger than most military units in Azeroth.
    __________________________________
    Highmountain Braves
    Heavy Inf - Axe + Shield

    Description
    The Highmountain Tribe, vanquishers of The Legion - a true veteran warrior society in the Tauren confederacy. Their track record involves many great feats, and they were among the few tribes present in the defense of the World Tree against Archimonde's invasion. Wielding shields and maces, the Braves of the Highmountain Tribe always stand ready to root out the evils that endanger the Earthmother's creation.
    __________________________________
    Ragetotem Braves
    Heavy Inf - 2h Axe
    Powerful Charge
    Armor Piercing

    Description
    The Ragetotem is renowned for their prowess in battle, as they are one of the few Tauren tribes who subscribe to aggression and warfare as their chosen path to resolving conflict and ensuring safety for their people. The Tauren tribal confederation makes great use of their impetuous and fearless warriors, who serve as shock troops in the Tauren army. They prefer mobility over armor, and wield large axes who may cleave lesser enemies in half. Though they may not be as wise or as calm as their counterparts in other tribes, they are vital to the Tauren war effort.
    __________________________________
    Mu’shas Chosen
    Spearmen
    Inspire Nearby Troops
    Bonus Fighting Cavalry
    Excellent Morale

    Description
    Mu’sha, commonly known as Elune, the left eye of the Earthmother, is a vital part of Tauren druidic lore. These units stem from the Wildmane and Runetotem Tribes – the two primary tribes seeking to reestablish the druidic orders of the Tauren. These units choose to wear mail armor along with large shields and long spears, in their quest to combat the centaur threat who still remain as a looming threat on the horizon to the West and even in Mulgore. They are calm and devout troops, who often serve as a last line of defense, or to support the infantry flanks in defeating cavalry.
    __________________________________
    Ragetotem Tallstriders
    Heavy Infantry - Totem Maces
    Powerful Charge
    Frighten Nearby Enemy
    May Charge Without Orders
    Armor Piercing

    Description
    “The Tallstriders” is the denomination not only for the great flightless birds of the plains, but also for the largest individuals of the powerful and aggressive Ragetotem tribe. These soldiers are one of the few Tauren troops driven solely by rage and bloodlust. The Tallstriders are excellent shock troops, crushing men and mounts alike with their hooves and swing great totems that negates any armor. The Tallstriders can easily cut through most battle lines, but is not immune to sustained missile fire or isolation by elite enemies.
    __________________________________
    Sunwalker Infantry
    Heavy Infantry - Mace + Shield
    Armor Piercing
    Excellent Morale

    Description
    Although most tauren gather their strength from the moon and the Earthmother, an intertribal Tauren warrior society has begun imbuing itself with the light of the sun. The Sunwalkers take inspiration from the Alliance paladins and follow the teachings of the holy light. These warriors are armored in gilded plate and wield an armour piercing mace with their huge shields. The sunwalkers are a formidable defensive force, and a single party is able to withstand a vast host of enemies on their own.
    __________________________________
    Chieftains Bodyguard
    Heavy Infantry - Poleaxes
    Excellent Morale
    Bonus Fighting Cavalry

    Description

    Wisdom and resolve are the primary virtues of most taurens, and the chieftains must be a prime examples of these virtues. To ensure that a chieftain does not succumb to the temptation of breaking these virtues, he surrounds himself with elite veteran warriors who have displayed them on the battlefield time and time again. The Chieftains Bodyguard are an unwavering band of loyal soldiers willing to sacrifice their life for their leader and their tribe. They are the chieftains closest associates and often provide him with council in times of peace.
    __________________________________
    Artillery
    __________________________________Ballista
    Catapult
    Bombard
    Grand Bombard
    Monster Bombard

    They use to not have kodos as mounts, was a "plains-running" ability. Ditching any cavalry and modding the infantry to be faster than other factions would be interesting.
    Not sure about the cow paladins.
    From the Apache in the America's Campaign, to gain Thunder Braves (gun powder) units you would have to defeat an enemy army that contains a firearms unit.

  13. #13

    Default Re: Azeroth Total War

    Quote Originally Posted by MacCarthy View Post
    They use to not have kodos as mounts, was a "plains-running" ability. Ditching any cavalry and modding the infantry to be faster than other factions would be interesting.
    Not sure about the cow paladins.
    From the Apache in the America's Campaign, to gain Thunder Braves (gun powder) units you would have to defeat an enemy army that contains a firearms unit.
    Yeah, but they ditched the plainsrunning in favor of the Kodo.
    Since Tauren already used in Warcraft 3, they can use it here as well.
    I personally wouldnt prefer sunwalkers nor gunpowder for tuaren.

  14. #14

    Default Re: Azeroth Total War

    Quote Originally Posted by jim501 View Post
    Yeah, but they ditched the plainsrunning in favor of the Kodo.
    Since Tauren already used in Warcraft 3, they can use it here as well.
    I personally wouldnt prefer sunwalkers nor gunpowder for tuaren.
    Sunwalkers are "druids" worshipping An'she, the right eye of the earth-mother. They are an ancient order, and emerges in the game, so I see no problem with them if the general idea of the mod so far has been to be true to WoW aswell as lore, but I know that the fan reception of Tauren paladins were never good so they can be scratched.

    The gunpowder troops are a in no way essential, but I thought it would be a cool addition considering tauren hunters are the only horde hunters to wield a gun at character roll, and it would surely make the tauren a more interesting and unique faction. They are like the Thunder Braves from the apachean tribes in the Americas campaign, and seeing as the Tauren are well inspired by these tribes it would make a lot of sense. Lorewise it make sense too, as the Bael'Dun Expedition is present in Mulgore and Southern Barrens.

    I just think that these units, though controversial, are a great way to create factions that are truly distinct and opens for memorable gameplay experiences with each playthrough.

  15. #15

    Default Re: Azeroth Total War

    Quote Originally Posted by Molochwalker View Post
    Sunwalkers are "druids" worshipping An'she, the right eye of the earth-mother. They are an ancient order, and emerges in the game, so I see no problem with them if the general idea of the mod so far has been to be true to WoW aswell as lore, but I know that the fan reception of Tauren paladins were never good so they can be scratched.

    The gunpowder troops are a in no way essential, but I thought it would be a cool addition considering tauren hunters are the only horde hunters to wield a gun at character roll, and it would surely make the tauren a more interesting and unique faction. They are like the Thunder Braves from the apachean tribes in the Americas campaign, and seeing as the Tauren are well inspired by these tribes it would make a lot of sense. Lorewise it make sense too, as the Bael'Dun Expedition is present in Mulgore and Southern Barrens.

    I just think that these units, though controversial, are a great way to create factions that are truly distinct and opens for memorable gameplay experiences with each playthrough.
    Dunno, I never really liked the idea of Sunwalkers.
    Plus, their order isnt ancient, they were established during Cataclysm and since the mod takes place before I think we can skip them.
    As for Gunpowder, I personally prefer the horde races using "traditional" ranged weapons like bows, crossbows or javelins since that is how their culture was.

    I dont think you require them for distinctiveness, they can be made unique another way.
    Plus I think Darrowmere intends only dwarves and Gilneas to have gunpowder.

    Here is my idea for Tauren

    TAUREN
    Spoiler Alert, click show to read: 


    MELEE

    -YOUNGBLOOD
    >mob, unarmored, spears or a maces

    -BRAVES
    >Light armor, shield and 1 handed weapons (swords,maces etc)

    -BLUFFWACTHERS (?)
    >Light,medium armor, 2 handed axes

    -TAUREN WARRIORS/RAGETOTEM WARRIORS(?)
    >medium armor, 2-handed mace-totems (inspired by WC 3 tauren)

    -CHIEFTAIN'S BODYGUARD
    >medium armor, 2-handed maces (the same ones Baine's model is holding), (perhaps heavily armored)

    RANGED

    -TAUREN SKIRMISHERS
    >JAVELINS, no armor

    -TAUREN/THUNDERHORN HUNTERS
    >No armor, archers


    CAVALRY

    -KODO RIDERS
    >Unarmored kodo, axe rider (Has drums, offers morale)

    - ARMORED KODO RIDERS
    >Armored kodo, axe rider, (has drums, offer morale)



    MAGIC


    -DRUIDS
    >Ranged magic caster.

    -SHAMANS/SPIRITWALKERS

    >melee magic user, medium armor, offers morale


    ARTILLERY

    -CATAPULT


    AGENTS

    -priest : spiritwalker
    -spy : longwalker
    -assassin : Grimtotem assassin(?)
    Last edited by jim501; May 26, 2016 at 01:54 PM.

  16. #16

    Default Re: Azeroth Total War

    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.

  17. #17
    Indefinitely Banned
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    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.

    It looks like you did a great job with the list. No problems with it I believe.

  18. #18

    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.
    It seems much more feasible.
    Factions like the Darkspear and the Blood elves can abe added at a later point and arnet too important for now.

    They offer a balanced challenge in each continent as well.
    Maybe add Theramore as well, so that the orcs and tauren have 1 more challenge in Kalimdor.

  19. #19

    Default Re: Azeroth Total War

    Does Durotar have warsong and darkspear units in 1.0? And as the faction fragment these troops are moved to the new factions?

  20. #20
    MacCarthy's Avatar Miles
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    Default Re: Azeroth Total War

    Quote Originally Posted by Darrowmere View Post
    Thinking the starting faction list should be:

    Kingdom of Stormwind
    Kingdom of Khaz Modan
    Night Elves

    Nation of Durotar
    United Tauren Tribes
    Forsaken

    The Scarlet Crusade
    The Undead Scourge
    The Dark Iron Empire
    The Dark Horde
    The Drakkari Empire
    Dalaran
    Rebels

    13 factions is a more achievable target.

    mostly balances out with the continents except Kalimdor. Let me know what you think.
    Looks good. It gives the core allied factions of the Horde and Alliance more room to expand without being in to much competition.
    Factions like Blood elves and Stromgarde can be represented by troops available in a liberated city.
    Silvermoon city could supply Blood knights and mages Horde faction, maybe even Alliance and Dalaran if they purge it of scourge.

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