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Tote War Warhammer 2 Tomb Kings DLC Report
At least I can sympathize a little with the old Egyptian Undeads, known as the Tomb Kings, who are Total War: Warhammer 2's newest group. Featuring a chipping on their boney collars and an aperitif of might and capture, the Tomb Kings are well equipped for total war, even more than their many warrior opponents.
However, this new group has a certain flavor, with unequal involvement in the camp - but still the Tomb Kings are a startlingly forgiveable point of departure for new arrivals. As a leader of the Tomb Kings you can be extremely agressive from the beginning and take much more risk than the Total Warhammer standard.
Featuring rows of dedicated Undeads and magic constructions, there is no expense to recruit them. Lords need lords; there are few ways to lift the lord's hat, and the vast majority are restricted by the number of outposts. For example, if you want to deploy more than two top level troopers, you must build the enlistment house in another town.
There are all the basics of the Total War Group, but few have not been changed to suit the Tomb King's music. There is a swimmingpool with chance lords and especially remarkable kings with story and unusual moves that can be excavated and used.
The research tree-don't aim to make new inventions - instead, it's about discovering old wisdom, lifting lords and opening up more heroic places by giving out the fraction primarily resources of the group. While the TWW research trees are so often full of statistics changes - and there are still many in the Tomb Kings trees - that don't seem like palpable, useful enhancements, it's a way to get your hand on mighty, one-of-a-kind entities and harass your enemies with a variety of clues.
Whilst other fractions expand their stock of mighty artifacts with battles, quests and explorations, the Tomb Kings are far too arrogant to depend on accidental weaponry stolen from a damp cavern (or hostile corpse). It also unlocks the Legend's tenacious legions (essentially Regiments of Renown) and raises the Lord's Hat so you can raise more troops.
Seeing you winning objects in the usual way - which the burial kings still can, but to a smaller extent - means you are at the mercy it is. As burial kings, you are working proactively on certain weaponry that will be included in the death cult and already know which lords will best congratulate you.
More broadly, the burial kings were thrown into the Warhammer 2-Vortex Campaign, but instead of teaming up with the High Elves, Dark Elves, Lizards and Skavians in their quest to take command of the vortex, this wild corpse breed has its own unparalleled goal. Basically, it inspired the whole damn thing.
The Tomb Kings as such may have the feeling that they are performing a completely different kind of promotion than everyone else, a little away from the actual game. Obviously, since this is total combat, you can declaring combat to anyone, regardless of the goal. All I wish is that the Core Reality will inspire this kind of thing more - after all, it is one of the key attractions of the Vortex battle.
It is a landmark that the four legendary lords of the tomb king are scattered over several different parts of the world. Legendary standard gentleman Settra the Relentless, who reigns from Khemri, the ancient kingdom of burial kings. The Creative Assembly devotes itself to a small incarnation of the Holy cross for the 4th Legendary Lord. Nagash FANBY, Arkhan the Black, is the best buddy of TWW's other dead fraction, allowing him to enlist some of the vampire-grave entities and not get shot by vampire corrupt.
He is the infamous boy, with the other Tomb Kings not loving the cut of his outrigger, but his other duty schedule gives him an advantage when he finally encounters them. He is the first legendary lord to be recruited from two different fractions, and the two under dead breeds are notably complimentary.
Adding fur mice means you don't have to depend on the only other airborne troops, while the Hexwraiths are fast attackers capable of taking and assaulting laggards from undercover. Complementing them are Direwolves, who are good at pestering foes and hunting annoying bowmen, and toxic Crypt Ghouls, because if you want to make sure your foes are feeling like shit before they perish.
Other burial kings have a wide range of troops - among them archery, unlike the vampire counts and their few range combat choices. Lower armies can fight in single combat, but since they are dead, they never roll, which gives them extraordinary endurance. As so often in Warhammer, the biggest entities are the true tidbits.
Enormous, treacherously quick warsphinx can enter opposing forces and make them pack immediately, while the enormous Hierotitan can stomp on things and cast spells just as well. Of course there is an untote variation of the Warsphinx and a gigantic Scorpio with an armor-piercing sting. However, the under-dead are not only a learned flavour because of the rot.
When you play the Vampire Counts, you will know how you felt about the absence of a moral system. As a vampire or mummy, I appreciate that I don't have to bother them getting the funk and laying it, but they can be a little annoying as enemies, with fights that sometimes turn into a match of pursuing the hostile master.
Although the kings will not flee, they are still affected by low command, so take out the hostile master and it is simpler to shatter and shatter their warfare. However, it is the wood elves rather than the vampire counts who felt like the next of kin of the burial kings. Tomb Kings are a great complement to Warhammer's ever angry groups, but their bad incorporation into the Vortex initiative indicates that the Creative Assembly hasn't quite found out how to include groups that don't agree with the goals of key people.
The Tomb Kings is expected at Steam and the Humble Store on 23 January for £12.59/$17.09/?15.74.