About This Content The King & The Warlord is the second Lords Pack for Total War: WARHAMMER. Bolstering the forces of both The Greenskins 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 treesTwo new additional Lord typesSix all-new battlefield units22 all-new elite Regiments of RenownThe 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 Belegar’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 LordsBelegar Ironhammer, True King of The Eight PeaksAncestral heir of Karak Eight Peaks, King Belegar 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 Belegar 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-positionBelegar begins the Grand Campaign with ownership of the walled settlement of Karak Izor in Border Princes territory.Campaign bonusesWhen 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.QuestsBelegar 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 PeaksSkarsnik 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. Unique start-positionSkarsnik begins in Karak Azgaraz in the West Grey Mountains, having left Karak Eight Peaks to go Squig hunting. Campaign bonusesWhen 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.QuestsSkarsnik 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 LordsRunelordDwarfen 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 WarbossSpiteful, 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 unitsCrooked MoonSquig herd War beasts, Anti-infantry, Vanguard DeploymentFound 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 HoppersCavalry, 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 SkulkersSneaky infantry, Vanguard Deployment, Stalk, Armour PiercingNobody 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 AngrundRangers (upgradeable with Great Weapons)Ranged/melee, fast, Vanguard Deployment, can StalkThe 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 RangersRanged/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 ThrowerField artillery, armour-piercingTried 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 ChainThe 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 ChainRanger 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 TechsVanguard Proficiency: improves melee defence and speed for Ranger unitsRat Poison: reduces factionwide corruption, improves income from mines and quarries, and keeps fabled ‘man-sized rats’ at bayNew Greenskin BuildingSquig Cages (T3)The new Squig Cages building enables recruitment of Squig Herds and Night Goblin Squig Hoppers.New techsSquig Ridin’: in concert with the Squig Cages building, unlocks recruitment of Night Goblin Squig Hoppers.Regiments of RenownThese 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.DwarfsUlthuar’s Rangers (Rangers w/Great Weapons)Decreases enemy missile deflection and resistancePeak Gate Guard (Hammerers)Magic attacks, Immune To Psychology, Sunder ArmourGob-Lobber (Grudge Thrower)Enhanced Morale, reduces target Morale on impact, screaming Goblin ammoSkyhammer (Gyrobomber)multiple bombs per dropEkrund Miners (Miners w/Blasting Charges)Frenzy, increased Blasting Charge ammoWarriors of Dragonfire Pass (Dwarf Warriors)Anti-infantry, Flaming AttacksThe Skolder Guard (Irondrakes)Armour Piercing projectiles, Physical ResistanceNorgrimling’s Ironbreakers (Ironbreakers)Vanguard Deployment, Immune To Psychology, increased unit sizeDragonback Slayers (Slayers)Charge Defence, Physical Resistance, Fire Resistance, reduces targets speed, increases target flammability The Old Grumblers (Longbeards w/Great Weapons)AOE ally Fatigue augmentGreenskinsDa Rusty Arrers (Night Goblin Archers) Armour sundering ranged attacks, Poison melee attacksMoon-Howlers (Goblin Wolf Riders)FearDeff Creepers (Goblin Spider Riders) Regeneration, StalkTeef Robbers (Goblin Wolf Chariot)Vanguard Deployment, Hide In ForestMorgrub’s Mangy Marauders (Goblin Wolf Archers)Immune to psychology, Armour-piercing projectilesHammer 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 ResistanceDa Eight Peaks Loonies (Nigh Goblin Fanatics)Unbreakable, Dwarf-on-a-chain!Broken Tusks Mob (Orc Boar Boy Big ‘Uns) Armoured, EncourageKrimson Killerz (Black Orcs) Anti-Infantry, dual-wielding Great Weapons, AOE attacksDa Warlord’s Boyz (Night Goblins)Immune To Psychology, Sunder ArmourVenom Arachnarok Queen (Arachnarok Spider) Can summon spider hatchlings unit to battle 7aa9394dea Title: Total War: WARHAMMER - The King and the WarlordGenre: Action, StrategyDeveloper:CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)Publisher:SEGA, Feral Interactive (Linux), Feral Interactive (Mac)Franchise:Total War, WarhammerRelease Date: 20 Oct, 2016 Total War: WARHAMMER - The King And The Warlord Patch 8 Download Pc I liked Grim and The Grave but that felt more like a small addon, in fairness it was and so is this, but it didn't add too much to make the campaign more interesting.However where Grim and the Grave just added units and Lords to existng factions this one has a bit more purpose behind it.The seperate factions and their own individual goals within the campaign add something fresh if you're getting a little bored with the usual objectives.I haven't played past 50 turns with Clan Angrund so I'll probably update this when I can give some real thoughts other than playing as them is really hard.I primarily got this specifically for Skarsnik what with him being one of my favorite lore characters, and you actually have to think quite a bit when you play his faction until you claim Karak Eight Peaks, because you only have access to goblin units. So you need to be a proper cunning warboss and out think every situation, using a Waaagh to separate large groups of armies and so on, the quest to reclaim the karak is pretty hard for the goblins but with the right amount of thought you can get there without spreading your power too much.If none of this rambling has convinced you I'll leave you with this:There's a night goblin fanatic regiment that hits people with dwarves.. All these paid DLCs are a very bad and shameful practice from the developer & publisher. Even more so that the game is already pretty expensive. Although I disagree with this practice, I have to admit that "The King and the Warlord" is pretty good. The Crooked Moon campaign is challenging and a lot of fun so far!. Ok here my review\/ opinion on this DLC. i based my review on the normal grand campaign.i finished Clan Angrund and i am currently finishing Crooked Moon. Like all my reviews its long, but detailed the best as i can described i am goind to compare this whit the Grim and the Grave(for this purpose it will abreviated as Grim\/grave) since its the most similar DLC. Ok ,for this DLC you will get units of Renown for Greenskins and Dwarfs also you will get 2 new legendary Heroes Skarnick and Belegar Iron Hammer same as grim\/grave but additionally each have their own campaigns as a separate factio this is where the value truly shines and it content is more than Grim\/Grave DLC and the Chaos DLC ill explain whti detail below. It also adds new units to the exisiting factions of Greenskins and Dwarfs. The unique thing about this DLC is that unlike previous DLC (grim\/grave) the new Lords start in different locations than their parent company and play differently and dont have access to the rest of the Legendary Heroes of the parent faction unless you confederate, both factions have heavy penalty on them beacuse they dont hold Karak Eight peaks. the main difference is that you need to retake Karak Eigh Peaks which in turn eliminates their penalty.ill explain below New Units, 3 for the GS 2 for the Dwarfs. and one new lord for each faction. i wont explainthis beacuse it says on the DLC description.CLAN ANGRUND Penalty- you dont hold Karak Eight peaks you suffer 50% upkeed to units if you dont hold Karak Eight peaks. very harsh but a fun challenge at least to me since Dwarfs were to damn easy due to their quality troops combined whit their various economic Upgrades.Unique bonus- You start whit 4 Etheral(cause fear and almost inmmune to physical damage and they dont break) Dwarfs heroes 2 thanes, 1 engenier, 1 runelord these heroes are etheral which they cannot die only by ONE WAY and that is if the army is eliminated that its attached to it will die, also they dont cost upkeep. take care of them well once dead you cannot recruit them back and they are KEY to make bearable Clan Angrund 50% upkeed.these faction also has bonus the new units Rangers.CROOKED MOONPenalty- NO ORKS ,only Goblin until karak eight speaks is captured. even then you will get a unique building that lets you recruit Orks only on Karak Eight Peaks and by levels each level unlocks a new Ork unit. be warned these levels are expensive an take a lot of time so even them you will play whit Orks very late.Unique Bonus- you start whit a goblin big boss hero,they have cheap recruitment and cheaper upkeep on goblin units only normal goblinsGobs,Gobs, archers, Gob Wolf rider, Gob Wolf Archer. i love playign whit goblins so to me this factions was the most fun of the two. but in late game makes it very difficult to fight Chaos thats where it get intesresting and hard. your two banes in this faction are the Chaos Warriors and the Dwarfs Gobs are awesome to me but they lack againts armored units. this factions requires you to play more whit tactics and make the most out of your gobs. Even if you dont play much whit Greenskisn and Dwarfs i recommend you get it, beacuse you have 2 different way of playing one of the main factions. And for Greenskins and Dwarfs players i highlty recommend it for 8$ it pack a lot of content compared whit the Grim\/Grave.one of the best DLC so far released.OPTIONAL READTIPS FOR THE NEW FACTIONS- i do this beacuse many of the newer players found it hard and i want them to ease into it.CLAN ANGRUND-Here is what worked for me .1- Research quickly all economic\/ public order bonuses firts. 2- Make a Thane Hero scout, and so you can meet factions and make trade agreements you will need it. the other thane for public order, the Runelord attach to Belegar army. the Engeneir deploy on the settlements you want to build since he efforts a discount.3- makes friednship and trade agrements BUT not military alliance whit nearby dwarfs you cant to confederate whit them.3- Quickly take the rest of your providence from the nearby Broken Nose Greenskins.4- Make your firts providence into a military providence whit some economic buildings,keep your army very small only one army for now.5-quickly take out crooked moon in the east and take its providence once you take it turn it into your Economic providence whit WALLS. if it Skarnicks takes the providence to the east you will have problems, he can spawn 3 fully stackked goblin army that cause a lot of trouble.7- try to confederate by now the nearby Karak Hirn dwarfs to the west the one whit the green rune flag and eliminate the one settlement green skin. turn that providence into economic providence whit WALLS.by now ill be easier.8- By now you can field a CHEAP second army and open some research on military.6- Dont make lot of enemies, 2 enemies max.7- Dont let Grudges pile up it will be a nightmare lot of rebellions.8- you can leave the cheap army home if you have lot of rebellions, if not take it whit you on the next step.9-by now you can cross the sea and take the Ekrund providence to the west and turn the entire providence into a military walled settlement that will be your beach point to take Karak Eight Peaks.10-take Karak Eigth peaks by now you can play however you want.11-DONT LET YOUR 4 ETHEREAl HEROES DIE!12- When chaos message appear leave and army on your home providences as defence.CROOKED MOON-i havent finished yer but there only one terrain left.1-Quickly take the firts providence this wil be your home, turn it into a military providence and walled it.2-send your Goblin big boss to scout and isolated GS tribes like the Red Eye tribe to the far west near the vampire counts. it tend to confederate quickly and then make contact whit the Skullsmahers in the far east near Brettonia3-Since goblins are cheap spawn armies up to 3.early game is no problem for you expand quickly one army to the Empire and the 2 to retake the Karak Horn setlements.4-Dont let The Empire gain ground defeat their early armies and raze their setlements for money. leave altdorf alone by that time they will be seriuosly weak and likely sue for peace later.5-Quickly go for Angrund take him out as fast as you can.this providence turn it into military since Estalia and border princes tend to attack.5-move into Karak Hirn if you are at war whit them already when you take it turn it into a Economic providence.6- By now confederate Red eye that pace is rich turn it into walled Economic providence the army you will adquire for them use it to put out rebellions this wil be yoru cash cow.if Spider venom is not done declare war on then or confederate. you can also confederate7-When you ahve yoru home providences secure(Black mountains,the vaults,souther grey mountains) like take the western badlands and turn that whole providence into military buildings especially Ekrund where you can spawn much needed Savage Orks agaitns the Dwarfs.8- Unlike Angrund if your tatcics are good you dont Karak Eight peaks that much, you can take that time to try and eliminate Dwarfs they will make your life imposible make friends whit Greenskins and help them out since you have gobs only.later squash Green skins truste me they are easier to deal whit than Dwarfs.9- chaos comes that when it gets hard if they target you. units cuase fear and are armoured but your units are cheaper and you can wither the enemy ina defensive war. leave 2 armies in yoru Home prodividences.they will rarely attack the Badlands firts.Other TIPS for Crooked moon1- Use Skulkers(must have) Night goblin Fanatics,Spider Riders, Aracnnoks ,Giants,trollss and catapults. againts Chaos and Dwarfs.2- Normal Gobs,Gobs archers,Wolf Riders, againts Empires providences, Estalia, Tilea, Brettonia other Greenskins.. I wish steam let me do a mixed review, however it forces me to say either yes or no. This is not so much a no as it's a mixed. I loved the campgin it added. It really added value to the game and was really fun. It was hard, and dwarfs aren't known for being super hard in this game. My rant comes mostly from these are units that should have already been in the game at luanch. Even after two dlc, the empire, dwarf's, greenskins and vampires still aren't finished with rosters. It's not right. I shouldn't have to pay twice. this is getting absurd! However the gameplay is fun so like I said I am mixed here. However since their is no mixed I put this to a no review!. King and the Warlord is an amazing peice of content. Unlike Grim and the Grave that changes nothing meaningful and gives you very little new content to play with King and the Warlord gives you two completely new campaigns with an interesting mechanic.Featuring 2 new legendary lords, 2 new start positions, 1 new campaign mechanic, 6 new units and 22 regiments of renown this DLC may look similar to Grim and the Grave.The power of new start positions is it gives you completely different experiences when you play the campaign. Even if you completed a Greenskin and a Dwarf campaign this DLC gives you a really unique set of campaigns.The regiments of renown are nice and have a few new mechanics making them far more interesting than the Grim and the Grave set.Amazing peice of DLC and a great evolution on the Grim and the Grave style of DLC. Must buy!. Best DLC in a while for CA. Last time they released something this good was during Shogun 2 and their Ikko Ikki Pack.If CA keeps DLC of this price with this amount of content and quality, you will happily get my money.Do not disappoint me with the Wood Elves plz. I want substantial content and I don't want a separate mini campaign.You have regained my trust CA. If 7 bucks gives me this, then 20 bucks must be giving me something pretty good. Do not disappoint me plz!. Very enjoyable add-on.I can't comment on the Angrund campaign as I've yet to get more than a couple of turns in, but the Crooked Moon campaign is excellent. Skarsnik's armies feel very different from the Greenskins. You'll spend most battles with a monster or two holding the centre, before hordes of highly buffed goblins spring from nowhere to poison your enemy and break their flanks. It is a very satisfying feeling to see a unit of elite dwarf ironbreakers fall to a couple of your cheap and chearful Nasty Skulkers.I'm a little concerned about the Regiments of Renown. Although it is fun to add a unique unit or two into your army's lineup, they do feel a little overpowered in the campaign (Skarsnik's or the vanilla Greenskins). The inclusion of Regiments of Renown does make the game feel a little pay-to-win.. A quality slice of DLC. I enoy the Regimenst of Renown for the addded flavour and the two new Legendary lords are great. They each are pretty unique and both have a really challenging start. The meat of this DLC however is the two new sub factions that accompany the new lords. This is great especially for Co Op Campaigns when you both want to be Dwarves or Orcs. The fact that this DLC costs the same as 'The Grim and the Grave' is ridiculous. Two new Sub Factions make this much better value for your money and I highly recommend this DLC.Thumbs up from me.
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Total War: WARHAMMER - The King And The Warlord Patch 8 Download Pc
Updated: Mar 15, 2020
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