Vampire Counts As far as I know, there is a surprising lack of impalement with these folks. It certainly also helps that they got the fairly standard Fantasy races out the way first, leaving the second game to dabble in the much weirder edges of Games Workshop's canon. While a lot of the first game's "Old World" factions feel very classic Total War (at least based on the handful of hours I spent with Shogun 2) with a twist, it's really in the second game that you see Creative Assembly getting weird with stuff and leaning more heavily into the fantasy part of Warhammer Fantasy. I just genuinely think the second game represents an improved design ethos over the first. With this part of the list, we also move from the first game's factions to the second, and I think it's worth pointing out that I didn't intentionally start ranking them this way. Certainly, having 30+ years of Warhammer Fantasy to draw upon helps, but everything I've seen of Three Kingdoms suggests it draws similar lessons with faction mechanics even as it is more bound by "Historical Realism." While other recent favorites like Age of Wonders: Planetfall offer a variety of factions and playstyles, Total War is probably the only strategy franchise with the resources to get away with something like this at this scale. One of the main reasons why I want to do this, outside of the sheer self-indulgence of justifying 200+ hours spent with my favorite strategy game in years, is to put a spotlight on the insane amount of work put into this game to make each of these factions distinctive from one another. Oh hey I'm back again with my favorite "Writing exercise disguised as a listicle disguised as a blog that people theoretically might want to read" by ranking the factions of Creative Assembly's Total War: Warhammer II from worst to best in the most scientific of fashions. will probably not be purchasing any of the Shadow Hearts games anytime soon.
#Warhammer total war unit stats ps2#
In unrelated news, I made the mistake of looking up prices for a bunch of semi-obscure PS2 JRPGs thanks to Giant Bomb's recent episode of Demo Derby. Part 1 is here if you want to see all that sweet sweet faction ranking from the top.
Cataclysm Spell: Gehenna’s Golden Globe.All units receive bonus armour and missile resistance.The flow of time is altered over a portion of the battlefield, improving allies’ reload skill, speed, and melee attack.All units gain magical attacks and immunity to psychology.A great storm develops above the battlefield, annihilating an area with lightning bolts.Cataclysm Spell: Thorsen’s Thunderstorm.All missile units deal extra damage and extra armour-piercing damage.A massive eruption protrudes from the ground, burning everything in the area in magical fire.A suffocating dust cloud chokes the life from enemies in a wide area after a short wind-up.All units gain armour-piercing melee damage.A tree sprouts from the ground as raw life-energy flows across the battlefield, providing a huge regeneration aura.The strength of the wild is imbued on one unit’s weapon damage, armour-piercing, melee attack, and physical resistance.Cataclysm Spell: Merciw’s Monstrous Regiment.All units become immune to psychology and gain charge bonuses.Its total bonus is +22 on the following turn, and it will cap out at 100 within the next few turns – if it finally stops moving. It also adopts the Channeling stance, increasing it by a further +15, and is joined by a hero with the Magical Reserves skill, giving an additional +20% gain whenever the reserves are increasing. Once again that army moves, presumably on some sort of marathon, into a new region, this time with Strong Winds of Magic, providing +5 per turn.If it is a daemon-faction army, it will eventually start to receive debuffs – with the opposite true at the other end of the scale. It will have 40 reserves at the start of the next turn and will continue to drop the longer it remains here. That same army moves into a region with Calm Winds of Magic, which reduces by 10 per turn.Assuming nothing special happens, it remains that way. It is in a region with Blowing Winds of Magic, providing +0 reserves per turn. A basic, early-game starter army begins with 50 reserves of magic.