I asked if we'll see something similar in the Custom Battles themselves. Regardless, it sounds like this will provide some really unique battle setups. Elsewhere, there are mercenary bands and rebel forces that have offered inspiration. Roxburgh described an example he liked of a goblin beastmaster that had collected creatures from each of the different races and brought them under his control. These armies are also meant to make sense from a lore perspective, we're told. "But it also generates lots of cool battles that you'd never usually see." "It's an interesting campaign mechanic," said Roxburgh. Okay, this is really exciting! The campaign map of Warhammer 2 will feature armies made up of units from different races, which you'll need to deal with before they become a threat to your settlements. Creative Assembly hasn't needed to take too many liberties when it comes to the Warhammer fiction, said Roxburugh. We're told there are plenty of examples of this happening in the lore itself, with Old World races like the Empire sending expeditionary forces into the New World. These factions won't be seeking to control the Great Vortex, but you'll be able to interact with them, through conflict or diplomacy, as you would any other race. Old World racesĪlongside the High Elves, Dark Elves, Lizardmen and yet-to-be-ratified races, you'll also find the Old World races from Warhammer 1 have a presence in the New World. If you want to recruit them, it'll require some shrewd diplomacy and an eventual confederation.
Interestingly, the legendary lord that you choose not to control will still exist on the campaign map, leading an entirely separate faction. "That means, effectively, we've got four new playable races but we've got eight unique factions," said Roxburgh. Those two campaigns will inevitably play very differently, as your initial goals, enemies and allies change as a result. If you're playing as the High Elves, for example, you can go for Prince Tyrion and start your campaign with a city in Ulthuan surrounded by other High Elf factions, or instead select his brother Teclis and find yourself on an entirely different continent. Each race offers two legendary lords for you to choose between and they have entirely different starting locations. Other than the unit leading your first army and the abilities they can unlock, not a lot really changes. In the first Total War: Warhammer, selecting a legendary lord is simply a case of deciding which hero you want to begin your campaign with. "It changes the whole atmosphere of playing through the campaign." Legendary lords and starting positions "The end-game is the really big thing," said game director, Ian Roxburgh.
I imagine there'll be a relatively large battle involved. You'll know it when the Vortex is being tampered with, we're told. There's also meant to be some kind of big finale planned as one of the races approaches victory. It's going to be really important to keep an eye on how your neighbours are getting on with the Vortex each turn and we're told the UI will make it very clear who's currently in the lead. The AI-controlled races will be pursuing this goal too, just like the player, meaning that it's entirely possible to lose the campaign even if you have the largest armies in the game.
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"To build a crashing crescendo to the end-game, rather than owning half the map, painting it your colour and knowing that nobody can beat you."Įach of the four races has ambitions to either stabilise or corrupt a big magical whirlpool called the Great Vortex, requiring them to complete a series of rituals across the various continents of the New World. "This is our interesting experiment," explains Bickham. Watch on YouTube Let's talk about the end-gameĪlthough you can win the campaign in standard Total War fashion through conquest of the other races on the map, Warhammer 2 has an alternative objective that you'll want to be thinking about.