During the eras of Rome II and Attila, you could assume that almost every unit was going to fall into a few categories: guy with a sharp object, guy with a longer sharp object, guy with some kind of missile weapon, and guy with a sharp object on a horse. The moment you introduce fantastical characters like lumbering giants, soaring pegasus knights, fireball-flinging wizards, and ancient vampires who can take on entire formations of infantry single-handed, it unleashes a bloodsoaked bounty in terms of army differentiation, unit diversity, and new tactics that makes Warhammer’s dark fantasy feel like a more natural fit for the Total War series than the real-world past ever was. These fantasy units and the factions they are bound to are the stars of the show. Lumbering “monstrous infantry” like trolls and crypt horrors add a new tier of melee fighters to the battlefield and break up the bow/spear/sword triangle. Sorcerers and melee heroes allow you to pour offensive resources to trouble spots in a scrum precisely and decisively. The true big bads like giants and vampiric vargheists can be the spearhead on or the exclamation point at the end of a successful charge, and the havoc they cause via over-the-top, almost superheroic attack animations demands gleeful close-ups. That’s something that was too often missing from Rome 2 and Attila, in which I usually felt obligated to play zoomed out for better tactical control. All the while, flyers soar into the equation and force you to question the concept of a “safe” front line, a welcome new dimension to the struggle for map control. Humans get some of the best, heavy-hitting wizards in the Old World. The mold-breaking personalities of each faction also extend to their campaigns. The noble human Empire and the stoic dwarfs operate along the lines of traditional Total War factions, with the exception that humans get some of the best, heavy-hitting wizards in the Old World and dwarfs make up for a lack of cavalry or magic with super heavy artillery, excellent frontline infantry, and mechanical gyrocopters that can rain firebombs on enemy positions from above. The warmongering Greenskins and reclusive Vampire Counts, on the other hand, play much differently than anything I was used to as a series veteran. #Total war warhammer 2 factions pros and cons series Greenskins, my personal favorite, are simply a blast to command on the strategic map. Each army having a “fightiness” value based on how much havoc they’ve caused recently low fightiness leads to attrition and infighting, but max it out and you’ll spawn a second, AI-controlled follower army called a WAAAGH! which will join in your battles and allow you to stomp across the map, overwhelming defenders with superior numbers. It’s nirvana on those days when I didn’t feel like worrying about settlements, unrest, or unit composition - I just wanted to run over some dumb humies in a one-sided slaughter, making latrines of their pretentious civilizations. This destructive power is appropriately balanced out by the total inability of the Greenskins to maintain defensive armies. Any stack that stops fighting (and winning) for more than a handful of turns is bound to collapse in on itself. My faction embodied the creeping, oncoming dread waiting at the end of a horror movie. The Vampires, by contrast, are required to spread a province modifier called Vampiric Corruption into adjacent provinces before invading, lest their troops evaporate in the harsh light of day. #Total war warhammer 2 factions pros and cons series.
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