Man, I love the bantering you can do about factions :D.Total War WARHAMMER Free Download Repacklabįor the first time in a Total War game, harness storms of magical power to aid you in battle and take to the skies with flying creatures, from ferocious dragons and wyverns to gigantic griffons.
Plus Bretonnia is pretty much conned by their whole belief system on a grand scale (that part of the end times lore cracks me up :D), so again no. Also the word 'chivalrous' alone induces eye-rolling every time I read it anywhere, so yeah no. That just never did it for me in any setting, I'm human all day, let me be something else in videogames ). I realize that exactly playing as humans in setting filled with monsters is what a good portion of Warhammer fans like so much. A lizard on a bigger lizard? An edgy emo man on a big lizard? A dude on a bird with legs? A chivalrous HUMAN MAN with the power of the Lady charging into battle with a fiery lance atop his steed of legend? I know which one im going with They got what was coming to them.Ĭoolness is subjective. And if I remember my ME campaign correctly (and I do) the Bretonnians either broke on my Saurus, were mauled by my Carnosaurs, trampled down by my Stegadons or shot up by my Solar Engines. Well on the coolness-factor alone any knight on a horse will always lose against a Lizardmen/Druchii on a cold one or even an empire griffon. I’m more optimistic about a rebalancing and more Saurus variety.
So in short I’m not at all for bland design, I just think that new units wouldn’t be able to change much due to lore and faction design. They also need more ranged options, but ironically the missing dinosaurs partly should help out there.
Tehenhauin should help here.Īnd sure the dinosaurs are a core concept of their army too, but on that front (as you wrote) we're good.
But they need to be a more useful unit on the battlefield, right now they're simply too weak to fight off anything without struggling fast. I just don't see them as equally valuable units at grinding the enemy down like the Saurus, which – again – is fine. I'd be very happy if the Skinks got more useful than they're now. This could really increase the number of useful army builds. Now there can always be different kinds of Saurus, preferably with more interesting trade-offs than right now. I'm simply saying that no other Lizardmen sub-species can be as much of a core unit as these guys. I just think that their core will always be Saurus. I'm open for all kind of different ideas regarding their army and campaign mechanics. Like I wrote, I'm all for rebalancing the Lizardmen army. Or Tiktaq'to ( ) for a flying lord, though he is hexoatl based. Obviously the general theme for the units are skinks and the monsters they handle.įor FLC i hope for either Nakai ( ) For a Grombrindal style legendary lord.
If they can code it, add in a bonus for Kroxigors while fighting alongside skink units as a general lizardman upgrade. Ripperdactyl Riders ( ) skinks riding large flying beasts, melee based murder machines.Īnd finally for dlc pack - Salamanders ( ) fire breathing monstrous unit. Make it low leadership and prone to rampaging for flavor. Razordons ( ) for a pseudo short range artillery blaster with a bound ability to aoe spike blast around itself. Troglodons ( ) as a mount option for Skink Priests/Oracles. Have them reduce the chance of a unit rampaging nearby for some flavor. Also maybe give him some unique Sotek esque spells such as a snakey vortex/aoe to reflect his affinity for all things Sotek.Īdd in Skink Handlers as a hero unit, used to buff up skink reliant monsters much like a necrotect. Give him buffs that improve skinks in his factions armies much like Skarsnik and Goblins. Mostly lore based:įor starters, the legendary lord Tehenhauin ( ) as the leader of the new sub faction. My hopes for the Lizardmen side of the inevitable dlc.