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Total War: WARHAMMER – The King & the Warlord Steam

Total War: WARHAMMER – The King & the Warlord Steam

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£8.09

Description






NOTICE: Requires the base game
Total War: Warhammer in order to play.

Total War: WARHAMMER – The King & The
Warlord

The King & The Warlord is the second Lords Pack for Total War:
WARHAMMER. Bolstering the forces of both The Greenkins and The
Dwarfs, it introduces famous rival characters, new iconic units and
new battle maps from the world of Warhammer Fantasy Battles to your
Grand Campaigns and Custom/Multiplayer battles.

Two new Legendary Lords…
…with new quest chains, magic items and skill trees
Two new additional Lord types
Six all-new battlefield units
22 all-new elite Regiments of Renown

The time is nigh for Clan Angrund to reclaim Karak Eight Peaks
from the Grobi despoilers! Belegar Ironhammer, clan leader and
direct descendant of King Lunn, the last Dwarf to rule the
ancestral hold, has inherited a bitter legacy of hatred and
resentment. Even now he marshals his throng, making ready to strike
out from Karak Izor. With the spirits of his fabled ancestors
returned to fight by his side, Belegar will see his oaths
fulfilled, and pass into legend himself.

Meanwhile Skarsnik, the self-proclaimed Night-Goblin warlord of
Karak Eight Peaks, has taken leave of the hold. On a squig-hunting
excursion in the Grey Mountains east of Brettonia, he operates from
his base at Karak Azgaraz when word reaches him of Belagar’s
intent. Worse still, the tricksy Goblins minding Karak Eight Peaks
have taken the hold in defiance of Skarsnik’s iron will.
Intolerable, sneaky, mutinous gits!

Two legends, then: both hell-bent on claiming the ancient
Dwarf-Hold for themselves. Their destinies entwined, The King and
the Warlord must face one another in a final, desperate battle to
determine the true ruler of Karak Eight Peaks.

New Legendary Lords
Belagar Ironhammer, True King of The Eight
Peaks

Ancestral heir of Karak Eight Peaks, King Belagar has a terrible
and glorious destiny to fulfil. He has sworn an oath to reclaim the
fallen Dwarf Hold from the Greenskin usurpers, despite the
mountainous odds he faces.

Karak Eight Peaks represents more than Belegar’s birthright
however. In terms of prestige and wealth it is second only to
Karaz-a-Karak itself, and if Belagar can reclaim it in the name of
Clan Angrund, he will gain access to the ancestral tombs and the
rich trove of ancient and powerful rune-weapons which lies
within…

Unique start-position
Belegar begins the Grand Campaign with ownership of the walled
settlement of Karak Izor in Border Princes territory.

Campaign bonuses
When chosen to lead a Grand Campaign, Belegar begins play with the
spirits of his Ancestors as his companion Heroes. King Lunn The
Ironhammer (Thane), Halkenhaf Stonebeard (Thane), Dramar Hammerfist
(Master Engineer) and Throni Ironbrow (Runesmith) are Ethereal
Heroes, with all the benefits the Ethereal trait provides.

Belegar gains early access to the new Dwarf Rangers through the
Ranger Outpost building. He also has the Siege Attacker trait,
enabling him to attack walled cities without building siege
equipment first. Until he captures Karak Eight Peaks however,
Belegar suffers increased unit upkeep costs to his army.

Quests
Belegar may embark on quests to attain his two legendary items, The
Shield of Defiance, and the powerful ancestral rune-weapon The
Hammer of Angrund.

Skarsnik, Warlord of The Eight Peaks
Skarsnik is the chieftain of the Crooked Moon Tribe, and is widely
acknowledged as the most powerful Night Goblin in the World’s Edge
Mountains. This reputation was earned through devious machinations,
relentless spite, and a wholesale brutality rare even among his
pernicious race.

A vicious melee fighter in his own right, what makes him truly
formidable is his favoured pet, the Giant Cave Squig Gobbla. The
beast’s colossal teeth and voracious appetite make it a horrifying
spectacle on the battlefield; to Gobbla, enemy units are as much a
perambulating smorgasboard as a physical foe.

Campaign bonuses
When chosen to lead a Grand Campaign, Skarsnik begins play with his
vicious Giant Cave Squig Gobbla, who never leaves his side, and a
Goblin Big Boss hero. Skarsnik also has unique skills which buff
Goblin units, bring reduced upkeep costs for Goblin units, and his
particularly sneaky nature means his Heroes’ actions cost less and
garner greater experience gains.

Skarsnik can only recruit Orcs in Karak Eight Peaks however,
which he must first recapture from mutinous elements of his
tribe.

Quests
Skarsnik may embark upon a quest for his legendary weapon,
Skarsnik’s Prodder. This vicious, halberd-style weapon is capable
of unleashing an area-affect burst of powerful magic missiles.

New Lords
Runelord
Dwarfen Runelords are among the most skilled practitioners of the
Runic Arts. As they lead their armies into battle, they call upon
the power of these runes to invigorate friendly units and hinder
their foes. Runelords also have access to a new mount; at level 6,
they may unlock and ride The Anvil of Doom into battle. This unique
chariot empowers the Runelord’s runic abilities and increases his
damage resistance.

Night Goblin Warboss
Spiteful, conniving and capricious, Night Goblin Warbosses can
unlock unique skills which enhance the capabilities of Goblin,
Night Goblin and Squig units, and imbue their entire army with
poison attacks. At level 12, they can be mounted on Great Cave
Squigs, providing the Warboss with greater damage resistance, speed
and attack power.

New units
Crooked Moon
Squig herd
War beasts, Anti-infantry, Vanguard Deployment

Found in the caves deep beneath the World’s Edge Mountains,
Squigs are improbable beasts. Part fungus and part flesh with
spheroid bodies and a hopping gait, one might view them from a
distance as comical. In close proximity however, they are anything
but. As their beady eyes fasten on a target, they bound forward
pell-mell, opening their gaping maws to reveal row upon row of
dagger-like teeth. Prodded into battle by their Night Goblin
herders, they make a swift and vicious anti-infantry force.

Night Goblin Squig Hoppers
Cavalry, anti-infantry, Vanguard Deployment, Poison Attacks

It takes a particularly unhinged individual to leap atop a Squig
and ride it into battle. Fortunately, this is a defining
characteristic of Night Goblins. Goaded onward by their squawking,
cackling riders, such Squigs are driven at breakneck speed –
swifter than their unsaddled counterparts – and consequently strike
with renewed ferocity.

Nasty Skulkers
Sneaky infantry, Vanguard Deployment, Stalk, Armour Piercing

Nobody skulks like a Goblin, and the Nasty Skulkers are the very
skulkiest. Armed with razor-sharp daggers, they sneak deep into the
field before a battle and lie in wait. When the time is right, they
leap out and strike, causing lethal armour piercing damage before
scurrying away under a confounding cloud of smoke. It’s all too
easy to dismiss the average goblin as a spineless wretch, but when
a Nasty Skulker springs from nowhere to land on your shoulders,
it’s enough to challenge your assumptions… should you survive the
encounter.

Clan Angrund
Rangers (upgradeable with Great Weapons)
Ranged/melee, fast, Vanguard Deployment, can Stalk

The long-range eyes and ears of a Dwarf Throng, Rangers are
accustomed to operating alone, often deep in enemy territory.
Expert crossbowmen, they make superb ambushers – waiting patiently
for the enemy to manoeuvre into their firing lines before letting
fly with a cloud of thudding bolts. Should the enemy draw close,
they are well-drilled melee combatants too, especially when armed
with Great Weapons.

Bugman’s Rangers
Ranged/melee, fast, Vanguard Deployment, can Stalk

Eternal vengeance-seekers for the destruction of their master’s
fabled brewery, these veteran warriors often arrive unannounced
before a battle to bear grim tidings, before joining the Throng for
the fight ahead. They are peerless Rangers in their own right,
though the unit never travels without the fortifying power of
Bugman’s most potent brews. Such liquid fortification can transform
their fighting abilities.

Bolt Thrower
Field artillery, armour-piercing

Tried and true, many clans still employ the Bolt Thrower, a war
machine the Dwarfs have used since the days of the Ancestor Gods.
Essentially oversized crossbows, they are accurate and reliable,
hurling massive, razor-sharp bolts capable of piercing even the
toughest armour.

New Unique building Chain
The settlement of Karak Eight Peaks offers a unique Karak Eight
Peaks building chain, the benefits of which differ depending on
whether it is captured by Clan Angrund or The Crooked Moon
Tribe.

If built by Clan Angrund, the benefits are as follows:

  • level 1 focuses on making Karak Eight Peaks more defensible,
    giving unit stat bonuses when under siege.
  • Level 2 focuses on rebuilding the Karak, giving large public
    order bonuses, unit experience for various units and reductions in
    corruption.
  • Level 3 marks the recovery of the Ancestor Tombs, and supplies
    Ancestor Weapons for military units in nearby provinces, imbuing
    them with magical attacks. Level 3 also ramps up unit experience
    and public order bonuses.

If built by The Crooked Moon Tribe, the benefits are as
follows:

  • Level 1 focuses on making Karak Eight Peaks unassailable, as
    The Tribe expects Clan Angrund to attempt to retake it. This
    confers a massive siege holdout time bonus and zero attrition
    suffered during sieges.
  • Level 2 confers Obedience bonuses to the region and enhances
    unit experience for Goblins.
  • Level 3 gives starting-level bonus experience to heroes, global
    experience gains for all units and reduces Dwarf morale in
    surrounding regions.

New Dwarf Building Chain
Ranger Outpost (T1) -> Ranger Barracks (T3)
The Ranger chain initially provides recruitment of
crossbow-wielding rangers, and later, Rangers armed with Great
Weapons, and the elite Bugman’s Rangers.

New Dwarf Techs
Vanguard Proficiency: improves melee defence and speed for Ranger
units
Rat Poison: reduces factionwide corruption, improves income from
mines and quarries, and keeps fabled ‘man-sized rats’ at bay

New Greenskin Building
Squig Cages (T3)
The new Squig Cages building enables recruitment of Squig Herds and
Night Goblin Squig Hoppers.

New techs
Squig Ridin’: in concert with the Squig Cages building, unlocks
recruitment of Night Goblin Squig Hoppers.

Regiments of Renown
These are elite units – legendary within the annals of the Old
World – whose statistics are much-improved over those of their
standard counterparts. They can be unlocked for recruitment when
the Lord under your command has attained the sufficient skill
level, and are instantly recruited from the special Regiments of
Renown recruitment menu into his army. In this respect they differ
from standard units, which spend at least one turn in the
recruitment queue.

Alongside enhanced stats and top-tier (level 9) veterancy, each
Regiment of Renown also has one or more special abilities its
standard-roster counterpart does not.

Dwarfs:

  • Ulthuar’s Rangers (Rangers w/Great
    Weapons)

    Decreases enemy missile deflection and resistance
  • Peak Gate Guard (Hammerers)
    Magic attacks, Immune To Psychology, Sunder Armour
  • Gob-Lobber (Grudge Thrower)
    Enhanced Morale, reduces target Morale on impact, screaming Goblin
    ammo
  • Skyhammer (Gyrobomber)
    multiple bombs per drop
  • Ekrund Miners (Miners w/Blasting Charges)
    Frenzy, increased Blasting Charge ammo
  • Warriors of Dragonfire Pass (Dwarf
    Warriors)

    Anti-infantry, Flaming Attacks
  • The Skolder Guard (Irondrakes)
    Armour Piercing projectiles, Physical Resistance
  • Norgrimling’s Ironbreakers (Ironbreakers)
    Vanguard Deployment, Immune To Psychology, increased unit size
  • Dragonback Slayers (Slayers)
    Charge Defence, Physical Resistance, Fire Resistance, reduces
    targets speed, increases target flammability
  • The Old Grumblers (Longbeards w/Great
    Weapons)

    AOE ally Fatigue augment

Greenskins:

  • Da Rusty Arrers (Night Goblin Archers)
    Armour sundering ranged attacks, Poison melee attacks
  • Moon-Howlers (Goblin Wolf Riders)
    Fear
  • Deff Creepers (Goblin Spider Riders)
    Regeneration, Stalk
  • Teef Robbers (Goblin Wolf Chariot)
    Vanguard Deployment, Hide In Forest
  • Morgrub’s Mangy Marauders (Goblin Wolf
    Archers)

    Immune to psychology, Armour-piercing projectiles
  • Hammer Of Gork (Goblin Rock Lobber)
    Debuff to target’s Missile Accuracy Melee Defence and Melee Attack,
    Poison Attacks)
  • Durkit’s Squigs (Night Goblin Squig
    Hoppers)

    Missile Resistance
  • Da Eight Peaks Loonies (Nigh Goblin
    Fanatics)

    Unbreakable, Dwarf-on-a-chain!
  • Broken Tusks Mob (Orc Boar Boy Big ‘Uns)
    Armoured, Encourage
  • Krimson Killerz (Black Orcs)
    Anti-Infantry, dual-wielding Great Weapons, AOE attacks
  • Da Warlord’s Boyz (Night Goblins)
    Immune To Psychology, Sunder Armour
  • Venom Queen (Arachnarok Spider)
    Can summon spider hatchlings unit to battle

System requirements



Minimum:

  • OS: Windows 7 64Bit
  • Processor: Intel® Core™ 2 Duo 3.0Ghz
  • Memory: 3 GB RAM
  • Graphics: (DirectX 11) AMD Radeon HD 5770 1024MB | NVIDIA GTS 450 1024MB | Intel HD4000 @720P
  • DirectX: Version 11
  • Storage: 35 GB available space
  • Additional Notes: *PC Integrated graphics chipsets require 4 GB RAM, e.g. Intel HD series.
Recommended:

  • OS: Windows 7/8.1/10 64Bit
  • Processor: Intel® Core™ i5-4570 3.20GHz
  • Memory: 8 GB RAM
  • Graphics: (DirectX 11) AMD Radeon R9 270X 2048MB | NVIDIA GeForce GTX 760 2048MB @1080P
  • DirectX: Version 11
  • Storage: 35 GB available space
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