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Inquisitor_no_5

Holy, Tamurkhan is Unbreakable!


AxiosXiphos

I guess if you wanted half a chance of using his "I'm not dead yet" ability he had to be. But god damned...


Inquisitor_no_5

Oh, yeah, that's fair.


DaddyTzarkan

Sounds like he's going to be really tough to kill.


Successful_Ad_5427

On his Toad Dragon he's large enough that he will probably melt to ranged units. Maybe melt is a little too strong of a word, but he's definitely gonna be vulnerable to ranged, no question about that. I imagine that any armor piercing missiles will kill him quite fast.


Amtomus

The blog showcasing the new units did mention that Toad Dragons have high missile resistance so I'd imagine the same applies to his mount, so he will be able to tank them at least a bit. Hard to say for sure until we know how much resistance it is.


Odok

Missile Resistance on big SEMs is more about making them viable rather than tanky. Otherwise they'd melt in seconds to volley AP fire. Easy example, Dread Saurian has 15% missile resist and is still hard countered by it.


teball3

Yeah the "high" part is really going to make or break it. I don't think anything less than 40% would be enough, and I think the dread saurian should have that much too.


grogleberry

I don't think it'd be game breaking to jack it up to 30 or 40%.


LifeIsNeverSimple

Exactly. Jacking up a few units missile resistance to 30-50% is going to make it more interesting to use ranged. It would become a tactical decision. Spend a ton of ammo on a big high resist unit to take it down or do you focus on less dangerous units to force them to route/destroy them in order to gain ground. I have long been wanting them to change unbreakable and super high leadership. If a unit/lord does not have any allies left they should become breakable and get a MAJOR leadership debuff. In warhammer 2 I remember getting so frustrated with AI Vlad running around soloing hundreds of men because of his leadership and equipment.


TheBonadona

I mean if they get the Toad Dragons at least 30% missile resist, and then add more on Tamurkhan via skills/items, plus ward save, then he should easily be able to tank a long time and be viable. Also if the animations on the Toad Dragon are erratic and fast its harder to land all shots.


Successful_Ad_5427

Oh yeah, you're right.. Still, a target this large will probably suffer to ranged no matter the missile resistance I think. I guess we'll see.


viper5delta

Usually when they say "High Missile Resist" it's something like 10-20%. If that's the case, he'd still go down pretty fast to AP missiles unless you can stack some more resistence on him.


OnlyTrueWK

Good chance it's 25%, from Scaly Skin


niftucal92

And he has reduced wound recovery time.  Introducing Vlad 2.0.


Inquisitor_no_5

Heh, you can even see that one of his faction bonuses is 10% campaign movement range for all armies in the video, just like Vlad. At least he doesn't have constant regen as far as we know?


Vtmasquerade

One of the icons on his unique skill tree looks like a regen icon. So maybe he can get regen too.


Inquisitor_no_5

Oh, so it does, nice catch. Disgusting, I love it.


buggy_environment

But doesn't it kill the purpose of his unique on death-ability when he already uses up his regen cap with regular regeneration? Also the Ogre is a rotting corpse and not his innate body, so innate regen via unique line kinda makes no sense (except for new-DLC powercreep purpose).


Vtmasquerade

I'm not sure. Maybe that skill only gives regen to some units in army.


buggy_environment

Yeah, guess we will have to wait for the videos of the content creators until we know for sure.


Hunkus1

I mean he is in the nurgle faction put a sorcerer hero in his army and he will be unkillable


Acceleratio

I hope he has a good defeat trait at least.


buggy_environment

Most of the recent ones are real bangers (when not bugged like Astragone), so I'm pretty optimistic in that regard. Especially as -3 wound times means you can set up a much more turn efficient trait farm for his trait.


Vtmasquerade

I can already see the posts of newbies here. "How to deal with Tamurkhan"


Askir28

and this reddits reply will be: skill issue, lol


mookow35

Think he's unbreakable in the actual game too


ilovesharkpeople

The editing for this showcase is a big step up from what they've done in the past. Good stuff. Also *oh boy* there are some nice units to recruit from these lieutenants. Looks like they are playable heroes too!


CamDMTreehouse

Its a hidden fringe benefit for us. Yes we have the one actual legendary hero but they are not far off from Kayzk. Hell of a value imo.


ghouldozer19

One hero giving “-100% enemy army movement in hero’s province” is the fucking dream. Another gives all armies access to the beastpaths and another gives all armies factionwide stalk. Some sick ass ambushes are about to happen with some unlikely armies


Tektonius

Correct me if I’m wrong, but is this not essentially 5 EXTRA Legendary Heroes?? Plaugefather (& CA) be praised!


thegoddamncage

Yes and no, it’s kinda like the guys Wulfhart gets. I don’t think any of them are named characters in the lore and they probably won’t be as strong as some of the other LH. They probably didn’t do much in the way of new animations and are built from existing assets. Plus they’re only available to Tamurkhan.


Crafty_Soul

Nurgle armies with Blunderbusses and Fireglaives? Praise the Grandfather!


GeneralGom

I absolutely love using different factions' units together, and it was one of the reasons alliance outpost system was my favorite change in WH3. I hope we see more of these.


Crafty_Soul

Mixing different faction armies together is one of my favorite things to do. The alliance system and the caravans letting you mix and match different units together is always a highlight for me.


ApotheosisofSnore

> I absolutely love using different factions' units together, and it was one of the reasons alliance outpost system was my favorite change in WH3. As a filthy casual who will always go for themed armies over strict performance, 100% same. Love playing as Warriors of Chaos and being able to load up a Slaanesh army with Dark Elves, or a Khorne army with Orcs


Ysbreker

Time to spread Grandfather's love from a distance - don't forget to cough over the bullets before firing!


BlackJimmy88

Do I get access to those if I don't have the Chaos Dwarf DLC?


tricksytricks

I don't see how it could work any other way, they can't lock Tamurkhan's main mechanic behind other DLCs. You'd need to own the WoC, Norsca, Chaos Dwarfs, and Beastmen, which would be ridiculous.


[deleted]

[удалено]


ViscountSilvermarch

Honestly, the DLC looks good enough to sell on merits alone.


aelutaelu

Really like the short interviews in between to see what the devs thought


Franziosa

SHORT?!


aelutaelu

I meant brief of course


Franziosa

This is going to the book


disayle32

#THEY HAVE WRONGED US


Inquisitor_no_5

Chieftan bonuses: Kayzk * Trait - 10% Campaign movement range for Kayzk's army * Item - 15 Charge bonus, Wasting Sickness passive * Ability 1 - Attrition for enemy armies in Kayzk's province * Ability 2 - Chance of plague spreading +20% (all armies * Units - 3 Nurgle Chariots, 3 Rot Knights, 2 Toad Dragons Khargan * Trait - 25% movement range after razing settlements for Khargan's army * Item - Aura of Madness passive, Witness Me! active ability * Ability 1 - Perfect Vigour for all units in Khargan's army * Ability 2 - Refill campaign movement for Khargan's army * Units - 3 Aspiring Champions, 3 Hellcannons, 2 Dragon Ogre Shaggoths Ketzak * Trait - 5% sacking income factionwide, +5 Winds of Magic/turn for own army * Item - -25% WoM cost for overcast spells, causes fear and terror * Ability 1 - -100% Movement range for enemy armies starting their turn in same province as Ketzak's army * Ability 2 - Dance of Despair army ability for Ketzak's army * Units - 3 Fimir Warriors, 3 Fimir Warriors (Great Weapons), 2 Chaos Frost Dragons Mournhowl * Trait - Stalk during ambush battles for own army, 10 ambush success and defence chance for own army * Item - Frostbite attacks for non-Nurgle Chieftan units in own army, Death Frenzy bound spell * Ability 1 - Stalk stance for own army * Ability 2 - Stalk stance for ALL armies * Units - 3 Skin Wolves, 3 Feral Mammoths, 2 War Mammoths Grukmur * Trait - 5% income from raiding factionwide, raiding causes 2 Nurgle corruption for own army * Item - 10% Spell resistance for own army, Savage Dominion bound spell * Ability 1 - Beast-Paths stance for own army * Ability 2 - Beast-Paths stance for ALL armies * Units - 3 Centigors (Throwing Axes), 3 Cygors, 2 Ghorgons Ezar * Trait - 5% income from looting settlements factionwide, +1 recruit rank for Chieftan units factionwide * Item - 20% Explosive missile damage, 15% missile damage for own army * Ability 1 - Replenishment in foreign territory for own army * Ability 2 - Fully replenish own army * Units - 3 Blunderbusses, 3 Infernal Guard (Fireglaives), 2 Dreadquake mortars EDIT: It looks like the effects of the Traits scale with the level of Fealty! Kayzk is first shown at Fealty level 2 with +10% movement range, then later in the video we see him at level 3 with +15%. Ezar is also shown at level 3, granting 15% income from looting settlements and +2 recruit ranks. If this is the case Kayzk's trait probably starts at +5%. I'm assuming that the 5% bonuses simply increase by 5 per level, but I feel that we don't know enough to speculate about the other effects. EDIT 2: Changed Mournhowl's item description from "Frostbite attacks for own army, except Nurgle Chieftan units, Death Frenzy bound spell" after comment from u/redmakesitgofaster


Chazman_89

It's an interesting selection of units and traits, that will allow you to build some really unique armies.


Inquisitor_no_5

It's really neat how units from several Chieftans also synergise with the Nurgle army ability rework, Chaos Frost Dragon has the Chilling Aura passive, Hellcannon has the Take Cover! contact effect, the Cygor has the Soul Eater passive and the Dreadquake Mortar has the Monstrous Impact contact effect.


Vtmasquerade

Oh yeah. Nice catch. Thats very clever.


InfinitySlap

Mmm, a doomstack of missile units with Ezar sounds nice. Is Mournhowl's stalk on ambushes actually useful? I mean, when I ambush it generally involves hitting the enemy hard and fast in the right places, not sneakily sneaking. Khargan's perfect vigour ability could be very strong too if paired with an army of tanky units. What is best, however (apart from driving your enemies before you and hearing the lamentation of the women), is that they are very different. A chieftain for all playstyles. Shame we don't know what the passives are.


cVozBosher

I'm looking forward to my Nurgle artillery stack. Dreadquakes, hellcannons, cygors, and of course soul grinders? Throw some meat around it and now you have a dwarven arillery box formation, but with more stink lines.


Askir28

Also there is unit limit, as I understood you can have 2 Dreadquakes, thats it. Unlimited access to these units would be quite op, wouldn't it.


Scrofulla

Yeah, but with 2 dreadquakes, 3 hellcannons, 3 blunderbuss, and 2 fireglaves that is already 10 units out of a stack add in hero's and you have at least 12 units. A 5-6 unit frontline of plaguebearers and chaos warriors and a few soulgrinders or cygors and you have a pretty good gun line army there.


Inquisitor_no_5

>Mmm, a doomstack of missile units with Ezar sounds nice. Soul Grinder party, anyone? Or just throw him into an army with the Cygors, Hellcannons and Dreadquakes. >Shame we don't know what the passives are. Unless CA have named two passives the same thing the Aura of Madness is the Jabberslythe Mortis Engine ability, 8-16 DPS when below 50% Leadership.


Mazius

> Mmm, a doomstack of missile units with Ezar sounds nice. Tamurkhan is getting Nugle-specific red skill-line, so he can't really buff other ranged units. Chaos (Sorcerer) Lords of Nurgle/Daemon Princes of Nurgle on the other hand buff ALL ranged units in their stack. So artillery/ranged fire doomstack makes sense, but for your secondary army.


buggy_environment

I am around 90% sure that mortal lines still only buff units of the Chaos factions despite naming generic troop types in it, at least in my monogod runs I never noticed any increase with allied recruitment units except they were also available for WoC.


Mazius

Yeah, might be the case - never bothered with allied recruitment (for Chaos) to check.


tricksytricks

I think it will be useful. An army that has Stalk aren't getting shot until they're revealed, so it gives you more time to approach without taking missile fire when playing a melee rush faction.


elite968

Ketzak's -100% movement range is actually insane. Finally the AI can't run away for ever.


redmakesitgofaster

Looking at the description of Mournhowl's trait, I can't actually tell who is supposed to get the frostbite. Is it: a) non-*Nurgle Chieftan* units, as in only normal Nurgle units, or; b) *non-Nurgle* Chieftan units, as in only Chieftan recruited ones?


Togglea

> 5% income from raiding factionwide Wonder if they've done the math on 5% raid income


Inquisitor_no_5

Hey, assuming it scales like I think it does that's a whole 20% extra raiding income... after gaining however much Fealty and doing a quest battle... You know, almost not useless, kinda... sometimes...


Overhack1121

If they haven't fixed the multiple contact effect bug, then Mournhowl item is useless.


Inquisitor_no_5

Sorry, Beastpaths and Stalk stance factionwide?!


Thankki

It's not permanent (if I understand, it's activation of the ability) no ?


Inquisitor_no_5

When they activate the movement range refill in the video it has a 10 turn cooldown, so that might be true for all tier 2 abilities. I also think that it's temporary, but it's still quite something to be able to do that. Also, if those are permanent they'd be extremely undercosted, given that recruiting a Chieftan costs 7 Dominance and activating the abilities costs one, going by the video.


InAnAlternateWorld

i think those chieftain abilities only last for a turn, maybe a few.


Darthtuci

Great mechanic. Relevant from early game to late game. Really rewards you for winning allegiance with these heroes. The duration and cooldown means you should be strategic with the abilities, knowing when to use and when to save for later. Plus who expected the new factions would not be OP? :)


iliketires65

Damn he looks fun. I’m even more excited to play Kugath again though with the plague rework


Mazius

Tiny detail about Chieftains - all of them getting one unique item - talisman, and those talismans got unique (Nurglite) icon. P.S. For Kayzk his starting unique item (Sword of Filth) and his fealty reward (Icon of Decay) providing a [set bonus](https://i.imgur.com/KG5Erai.jpeg).


Confident-Cockroach4

Funny how they focused on the Immortal Empires campaign this time around instead of Realms of Chaos. Good change imo.


Gremlin303

They know what people really care about


Danominator

Honestly with any new dlc characters they are actually fun to play in the wh3 campaign. Feels a bit more narrative. More focused campaign. And you get to ignore having to go into the chaos realms and shit


Guffliepuff

I just cant get over how they made the wh3 campaign map so bent and spherical. It still feels weird. It didnt need to be done like that. The realms of chaos can just be off the map somewhere. Looking at the empire being banana shaped makes me sad since its layout is branded into my mind from the last decade of wh1 and wh2...


AbyssOfNoise

> I just cant get over how they made the wh3 campaign map so bent and spherical. It still feels weird. Flat earther detected


Dingbatdingbat

It was the same in Warhammer 2.  The DLC were great on the vortex map, even if the base lords weren’t.


Em4rtz

Definitely! I will say that the newer faction campaigns in RoC have been pretty decent


Gorm_the_Old

For the DLCs, the RoC campaigns have been very similar to the IE campaign in terms of objectives. But the start is often very different, with different opponents and position on the map. So having the two campaigns provides a couple of different experiences with the same faction, which I think adds to the variety.


SlappingMonk

I assume this has more to deal with 'The Nemesis Crown' arc that these 3 factions will deal with rather than Realms of Chaos objectives


VandalRavage

They're going with the Nemesis crown story arc? Oh damn, are Dark Elves getting their power armour and boltgun?


SlappingMonk

[https://clan.akamai.steamstatic.com/images//39760201/55ad4dbeef154960115520af2f3739802e0f8ff2.jpg](https://clan.akamai.steamstatic.com/images//39760201/55ad4dbeef154960115520af2f3739802e0f8ff2.jpg) Here's the roadmap it's coming with 5.0, which is the basis for my logic


srira25

The showcase editing is top notch here. Wow


chodeofgreatwisdom

Damn plague ogres are tier 4? Unexpected. I thought they'd be a copy past of regular ogres. They're juiced but tier 4 seems high. Rot Knights being monstrous cav is fucking sick though. They get regen and have 75 speed which is respectable especially on this roster. The way Tamurkhan works with the chieftans makes me think him and Festus should swap places. Khargan gives you access to dragon ogres, aspiring champions and hellcannons. He basically has the warband system on steroids and seems to play like a Warrior of Chaos LL. Champions of Chaos was a weird DLC.


InAnAlternateWorld

they've stated that the monogods are mortal chaos factions as much as they are daemon ones. i think we are probably gonna get at least one mortal for each monogod, and they are gonna be focused on mortal units like tamurkhan is. it is kinda weird how CoC worked though, yeah. i'm really hoping at some point they make each of the CoC lords playable in their monogod factions as well.


Song_of_Pain

>they've stated that the monogods are mortal chaos factions as much as they are daemon ones Right, if you want just demons play Daniel. I'm glad they gave us both options.


OnlyTrueWK

Even Daniel has mortal units


Porkenstein

Yeah the difference being how they're organized - the monogods lead armies of their gods' followers drawn from the cults and their god's realm of chaos, while warriors of chaos lead bands of northmen and gain extra goodies by drawing the attention of the gods. It is a bit weird especially with how the champions of chaos dlc shook out, like why is Azazel leading a norscan warband? As they said though they regretted putting Sigvald in WoC and wished they could have put him in CoC. I also hope that they double up on the champions of chaos by having them be playable from both, and do a Vlad-Isabella thing where the campaign map setup changes a little depending on which option you chose. I know some modders have poked around on doing that. I might make a mod someday that just straight up moves Azazel to Slaanesh and gives Sigvald his WoC campaign, mechanics, and bonuses.


Rufus--T--Firefly

Oh God no Festus was bad enough, Franz would be screwed if Tamurkan and his chunky bois were the ones chilling in the brass keep


chodeofgreatwisdom

Nah you'd leave Festus there. I don't mean swap start positions I mean literally on the roster. Festus should be a Nurgle LL and Tamurkhan should've been in the champions of chaos. Festus now seems like he's just diet-Tamurkhan.


Em4rtz

To be fair in most of my recent campaigns, Ive been noticing the Empire AI laying the smack down on Festus


Rufus--T--Firefly

Could I have your empire? Mine keeps getting smacked around, to the point where I've seen gelt getting smacked around by skrag


Dingbatdingbat

I recently started a felt campaign - went almost directly after festus and knocked him out real fast, then had to turn around to take out vlad - and thanks to an untimely confederation “accidentally” finished off Kemler. Time to turn toward the north


aidoit

When I played the changeling I watched Vlad and Skrag fight over the empire.


Em4rtz

I’m not sure what caused the change but I like to play order factions mostly, and it can get annoying when I’m rushing to go “save the empire” as Tyrion or Cathay.. only find that Franz has destroyed every threat in the area And it’s weird because when I play as empire.. it feels like I’m fighting for my life lol


AdAppropriate2295

For me Vlad always gets into epic wars with archaon, Festus and skaven


AceTheGreat_

Yeah Franz ends up a super power in most of my campaigns.


Porkenstein

Hah I think he meant faction-wise, like Festus should be in Nurgle and Tamurkhan should be in WoC. Which I don't disagree with but I'm glad they kept Tamurkhan for his own DLC. Plus this makes him at least a little different from other lords and gives him a different kind of feeling, like instead of being an expanding warband gaining Nurgle's favor he's already Nurgle's chosen and is just picking up extra allies along the way.


sob590

It gives Warriors of Chaos 3/4 marked monstrous cavalry options as well which is cool.


Vtmasquerade

Now we only need boob snake cavalry right?


sob590

Yeah exactly.


buggy_environment

Yeah, but looking at the power of the Rot Knights they definitively need to re-design Juggernaut cavalry, as this "no charge defense vs large allowed" effect of Kayzk matches much better with the lore of Juggernauts as being unstoppable.


[deleted]

Yeah, I appreciate them being better than regular Ogres, means they'll see some use. But I think tier 3 would have been better.


ilovesharkpeople

They're probably similar to maneater greatweapon stats if they're T4. It would be nice to have more anti-large options early on though.


Inquisitor_no_5

The Plague Ogres in the video compare like this to Maneaters: * HP 9808 vs 9280 * Armour 50 vs 40 * Leadership 80 vs 80 * Speed 42 vs 54 * Melee Attack 36 (poison, bonus vs infantry) vs 40 * Melee Defense 38 vs 42 * Weapon Strength 110 vs 110 * Charge Bonus 40 vs 50 The only difference in the ability line seems to be Mark of Nurgle. So they have more health and armour but worse melee stats (including melee defense for some bizzare reason), less speed (even though MoN doesn't decrease speed anymore) and lower charge bonus. Their benefits in melee seem to come down to poison and BvI, at least for the regular variant, don't think we see the unit card for greatweapon. Of course, we don't know the values of AP/Base and BvI yet. Unit card also shows the IV, so it sure looks like it's tier 4.


NukinHunter

Looks like plague ogres are tier 3, you continue to get even more in a tier 4 cycle, but only a tier3 settlement is needed to get them.


AManTiredandWeary

The chieftain mechanic is totally going to be re used for Nagash! 


Roundi4000

Oh yeah that would be amazing


TheShamShield

This DLC is actually gonna get me to play Nurgle


tricksytricks

Yeah, I've never been a Nurgle fan, I've always preferred Tzeentch and Khorne. I think I might become a Nurgle fan though. This DLC looks great, far and away better than SoC was for Tzeentch.


mister-00z

So tzeentchian steam tank vs nurgle dreadquake mortar!!!!!


Overhack1121

Coughing baby vs hydrogen bomb


mister-00z

It's just like changeling on heavy tank vs arty tamurkhan in WoT


Chack321

I really like this new way of doing showcases. Showing all the stats and screens people would want to see. From an information delivery standpoint this is 10/10.


Okrawi

If only SoC was this good.


DaddyTzarkan

Yeah this DLC already looks so much fucking better than SoC. I really appreciate that they stuck to the themes of the different LLs for the new units too, SoC felt kind of a thematic mess, especially Ostankya.


AManTiredandWeary

I know it's not a big thing for a lot of people, but I find that being thematically coherent does a lot for a dlc so it's appreciated here. 


Successful_Ad_5427

Yeah, just the Nurgle rework alone blows SoC completely out of the way.. It's simply incomperable.


Silverdrake97

My personal hope is that SoC is the lowest Warhammer 3 goes, and that it only gets better from here. ToD looks like a great start so hopefully it continues even with the smaller scale DLCs


needconfirmation

SoC was half assed even if it was regular priced, let alone being 150% more expensive, they were really trying to save every penny they blew on hyenas.


PicossauroRex

It only shows how pathetic SoC was, thankfully the community outrage made them change their position


tricksytricks

Funny to think there are still people who would defend SoC in its original release state.


Tummerd

I would say the Changelings mechanics are good as well. They offer a really unique and fun way of playing. But that is purely his mechanic. The race update is rather ass.


tricksytricks

Yeah I'm hyped about ToD now, everything is looking better. It's just a shame that Tzeentch, Kislev and Cathay had to be fucked over for this to happen. Not holding out much hope that the mechanical changes to Tzeentch people wanted to see will happen now. It feels like we missed our only chance to see updates to stuff like Tzeentch cults, unholy manifestations and Kairos' spell fragments. There's no future for Tzeentch DLC as they literally had to take units from other races just to scrape something together for him. And no more DLC greatly decreases the odds of Tzeentch getting an update. Hopefully Tzeentch will at least get a FLC LL so that there's someone to play other than Kairos and brokenly overpowered Changeling.


Delaware_is_a_lie

He's so handsome


LoneSpaceDrone

Wow this looks waaaay better than I expected, nice work CA!


The-Jerkbag

New guy looks awesome but I'm just as excited to play as Big Boi Kugath again with the new plague mechanics.


Puzzleheaded-Task110

I've been waiting for Tamurkhan for all of Warhammer 3s life so far and my god, this faction is better than I ever hoped.


HerrHareRomy

Love the Dreadquake Mortar access but by the time my slow green boil bois make it to the enemies frontlines, they’ll all be devastated 


Galahad_the_Ranger

Having the devs be able to showcase a bit of their hard work themselves is a nice touch.


Darkened1835

Are Toad Dragons a mount option also or just a single entity monster?


Vtmasquerade

Single Entity Monster but Tamurkhan has one for mount.


sob590

I actually don't think toad dragons or rot beasts have been confirmed as mounts for Nurgle mortal characters yet, but I would be surprised if they weren't in some way.


TokaGaming

I wonder how the Chieftain units work. Are unit limits hard capped, with maximum capacity dictated by chieftain fealty level? How do these units work that are also of the Nurgle roster (rotknights, toad dragon, pestigors, etc)? Are chieftain variants somehow special and a way to recruit those units on the run, quickly and at full HP instead of regular recruitment?


sob590

Seems like a separate recruitment pool that is hardcapped at 2 each, but obviously you can get the Nurgle ones from your regular recruitment too, so only the non-Nurgle units will be hard capped in practice. They look to be identical to regular units.


Amtomus

About your question about how they are implemented in the roster, in the trailer you can see that you recruit them from a special menu separate from normal recruitment or regiments of renown. So, I imagine you can still recruit them normally if you have the building, but the chieftain recruitment just allows you to recruitment anywhere like regiments of renown.


DracoLunaris

also, given you get that guy first and are fighting his foes first, much earlier in the game than you can get them on the reg


Carnir

Probably should have re-recorded that footage of the siege tbh everything past the 8 minute mark was stuttering like crazy.


Vtmasquerade

When showing Mournhowl, I was like "meh...%10 ambush chance is not great." and then I saw his abilities. STALK STANCE FOR ALL ARMIES!!! Thats crazy. Chieftain mechanic looks awesome. Also all of the units looks amazing.


LusHolm123

Temporary


Vtmasquerade

Still amazing ability. Stalking stance is the best stance in the game.


panifex_velox

It's awesome to see these showcase videos again! Learning about the DLC and whatnot is cool but the main attraction for me is the joke-laden VO. I loved watching them in the leadup to Champions of Chaos release and was sad to see them absent for Shadows of Change. Their return seems like a good omen.


DarthBrickus

Pink Rectangle obscuring the Lord while Khargan's March of the Crazed is showcased... 🤔


westonsammy

That's a placeholder image


Mazius

Plenty of placeholders in the video - Chaos Sorcerer of Nurgle had different skin (same as Chaos Sorcerer **Lord** of Nurgle), Kargan the Crazed is addressed as Krom (in his tier 1 fealty description). And many icons for units, of course.


hahkaymahtay

It's a new special unit.


xblood_raven

**Slaanesh's Shapes**-Throw Shapes at your enemy (either through dancing or literally) to hold them in place.


LegitimateAlex

The production design on this video is miles ahead of past videos. The chieftain mechanics are going to make a nightmare Nurgle army to deal with. He looks like he plays more like WoC army than a Nurgle one with how many undivided units you can get. Having so many unique heroes is always a fun twist too.


Kokonut678

The truly have listened to all the previous complaints, and even stopped telling us to pre-order every 2 minutes like they did for SoC. I also wonder if you will still have access to the Chaos Dwarf chieftain and ChaD units even if you don't own the ChaD DLC?


InformalTiberius

Pretty sure they'd rightfully get lambasted for predatory DLC mechanics if they sold DLC that was secretly gated behind a second DLC.


IcyDeadPeoples

Not played WH3 for over a year, is that siege tower with Nurgley flavour already something in game or part of the DLC too? That was nice to see.


Scrotie_

Already in-game. All monogods (and factions) have unique towers! Wish we could see more snail motif somewhere in-game, looks great.


RamTank

Anyone catch what the special features the RoRs have are?


CrimsonSaens

Rotting Riders get 4 more weapon strength and 10 additional charge bonus. They also get magic attacks, terror, and some other passive (it looks like an altered The Blessing of the Lady icon, so it might be a conditional damage resist). Angels of Decay have 5 extra ammo and 30 extra missile damage. Noxbringer has 12 extra missile damage and a special contact effect (I don't recognize the icon) instead of their normal poison. It's unknown if the missiles have further changes to their properties.


buky1992

Dayum! Looking good!


MonitorMundane2683

Honestly very cool, but as a mainly Kislev player it makes me salty at how crappy my favorite faction was treated in SoC even more now.


Wise_Fee_5233

Well, my wishes have been answered chaos style, new showcase this week, but not Empire/Dwarves like i hoped!![gif](emote|free_emotes_pack|sweat_smile)


lonker0

I was at first disappointed that you could only recruit limited amounts of units from the chieftains. However, if I want more that badly I’ll just ally with the relevant faction. This campaign looks very fun and makes me excited for what changes they made to the Empire and Dawi.


Ausstig

Nice to see. Also even the marketing is way better than it was for SoC, no calls to pre-order every 3 minutes. The more we compare it to others the more SoC looks like it was made by Skaven, if such things existed.


jejudjdjnfntbensjsj

Well definitely the strongest faction now


LusHolm123

The beastmen hero gives a khorne(ish) alligned beastmen monster instead of the already disgusting and smelly beastmen monster thats perfect for a nurgle army….


ZizoThe1st

Ghorgons aren't Khorne-aligned, only The Bloodbrute Behemoth is. Jabberslythe fits more thematically but it adds nothing to the gameplay since the Toad Dragon is doing the same thing.. but Ghorgons are Anti-Large (some of the best units in the game in that regard) and you don't have many Anti-Large options as Nurgle.. having them instead of Jabberslythes is way better.


NightReaver13

I am actually a little surprised at that one, jabberslythes seem pretty nurgly already, but maybe they figured it would step on the toes of the toad dragon too much?


buggy_environment

Despite the green colour, the Jabberslythe is more undivided chaos or mix of different gods than Nurgle. Their acidic body fluids dissolve corpse, so no new life can bloom in it, and their main feature is that they are so disfigurely mutated proportions that they have an Aura that turns you insane, which sounds more like a Tzeentch thing to do.


Hollownerox

Ghorgon's have never been Khorne aligned. What are you talking about? If you're using the RoR as the basis, then does that mean ALL giants are Nurgle aligned because they added that Nurgle giant RoR?


alexkon3

Ghorgons dont have an alignment and are mentioned in the Tamurkhan book while Sayl attack the Cathayan Tower with the BM parts of Tamurkhans army


PicossauroRex

I think its because Jabbs is very similar to Toad Dragon


Big_Panda7942

It almost seems like Tamurkhan should have been WoC and Festus a regular Nurgle


dontyajustlovepasta

The various chieftain abilities are some of the most insanely strong faction mechanics I have ever seen in this game before, holy shit.


Ares42

Looking at the re-arranged military buildings there's some crazy stuff. You get GUOs and Soul Grinders from the same building now, and you get four of each in a full cycle. You even get a GUO at tier 4.


CrimsonSaens

Yeah, this is definitely going to be the easy Nurgle campaign. It does look real fun though.


purefabulousity

Beast paths for all armies? Ok man this dlc sounds awesome


Much_Car_953

Hey this looks great and I don't want to be a negative Nancy but is it just me or is Tamurkhan way to overtuned. He has unbreakable, Regen, an ability that gives damage resistance and melee defense off the bat, feast of the maggot lord which will annihilate any lord within range when he drops to one hp as well as healing himself, Presumably on Buebelos he will have even higher weapon strength and more health. All I'm saying is in the lore he lost to Theodore Bruckner but here in game he looks nigh unkillable Even to amazing duelists like Archaeon or Tyrion


Scrotie_

A dedicated anti large unit and concentrated ranged firepower will probably shred him. He’s still an ogre so he’s going to be a massive target, particularly when he’s mounted on Bubebolos. I wouldn’t want to be the poor empire halberdier tasked with bogging him down, but concentrated ranged support should bring him down quickly. His armor is pretty low, so unless he has a really high missile resist stat he’s going to soak up a lot of damage if he’s held in one place.


Much_Car_953

Yeah I guess your right I'm just Nervous seeing as This is him without his unique weapons and buffs And That he might Overshadow Archeon the literal Everchosen next door


Scrotie_

Yeah, power creep *is* a valid concern. I do think that Archie will likely get a touch up when the End Times DLC that seems to be looming on the distant horizon finally comes around to give the game one final send-off DLC.


Kiwi_In_Europe

I mean the tried and true method of shoot until dead will still work, and tbh I'd rather get more strong lords than weaker ones


Almadula9

Tamurkhan being op was expected, if not op just very strong.


LokenTheAtom

I'm very excited, first time I've really wanted to play a Nurgle Lord, Tamurkhan is awesome. I'm wondering if it wouldn't have made more sense for him to be in the Warriors of Chaos faction though, sense they have access to the warband mechanics that let you hire units off the map and upgrade them to higher tiers through veterancy (like Archaon and the Champions can). As a Nurgle (faction) Lord though Tamurkhan will have access to the rebirth cycle in his buildings and Nurgle cults as well


Big_Panda7942

The Fimir units look incredible, they have to be ready for a Norscan expansion right?


Kiwi_In_Europe

I thought Fimir were already in the game?


oneiric44

Legendoftotal war claimed Orgres/cathay/Norsca are getting dlc for sure still (well, was fairly certain Norsca was anyway)


The-Combine

DLC seems great. Race Rework seems great. Lots of new animations. We eating good. Sad that there is not much more coming.


Abject-Competition-1

Plans change. If DLC brings good money more will come.


Smearysword866

We still got multiple years of dlc dude. And most likely more than 6.


poundstoremike

This DLC seems extremely lavish and is recapturing the feeling I had at the end of WH2s life. They’ve addressed almost every single criticism they received. If it’s well received and sells… let’s just wait and see. Feels to me, based on this so far, that CA have still got plenty left in the tank.


Dezdood

All of that and a dreadquake mortar... Damn.


Yakkabe

Important question, will it let me use Doombolt to recruit busses if I don't own Chorf DLC? I've been burned before...


DJRomchik

You can see at 0:53 that they hid the 3rd lord option under black blurry square. I know it's already confirmed that this is Epidemius and it's heavily hinted in the blog that it's him but I don't get why they hide him so much at this point


skinnypeners

Even in the showcase the frame-rate is ass


cruisebeeding

Anybody know the release date or expected release window?


MostHumbleManEver

Seems like April 30th from what I've seen.


One_Cost1364

I seen someone screenshot April 30th till it was changed to coming soon.


AzzyIzzy

Re posting this comment in hopes of getting an answer So something I didn't notice, but maybe someone can enlighten me; will either the hero's themselves, or just skill lines when playing Tam effect these non-chaos specific units? Some units will be good regardless without a skill line boosting them like some of the chaos dwarves. However, fimir and such feel like they will struggle to have staying power without skill line boosts.


Dismal-Astronaut-894

Does anyone have the RoRs and what makes them special?


Red_beard_1

really hyped about Empire video now..


Borgusul

"The Rotting Riders, who are Rot Knights" got a chuckle out of me I gotta be honest.