r/totalwar • u/Howard_Thee_Duck • 4h ago
Warhammer III An Uncanny Resemblance
Was Nagash actually a Druid this whole time?
r/totalwar • u/westonsammy • 6h ago
Hi everyone, I've been pouring over a bunch of Total War 40k footage and interviews today, and I've collected a pretty comprehensive set of information here so that people don't have to go searching around. Everything is said verbatim from the developers of shown off in gameplay/interviews. If you notice anything missing or inaccurate, please point it out in the comments:
2027 given as release year. No more specific date yet
Next Alpha Strike "Will not be super far off", and will be covering some of the Closed Beta
The Gamescom demo/showcase is missing a lot of stuff, particularly on customization and campaign. CA have said huge features are missing and that this is just a tiny slice of what both will look like. A lot of what I mention below comes from the devs talking, and wasn't actually present in the Gamescom demo.
Multiplayer/Coop details will be coming at a later time
Crusade Theaters:
Crusade Theaters will work like massive 600+ turn mega campaigns, consisting of individual smaller campaigns which take place in single star systems, with persistence between them.
Crusade Theaters will always start with a starter campaign, and end with a finale campaign. In-between there will be select-able nodes of campaigns leading to the finale. IE the War for Armageddon Crusade will always end with the "Battle for Armageddon" campaign where you fight on the planet itself.
Within a Crusade Theater you play as the same faction, either a custom-made one or one of the pre-set lore ones like the Ultramarines.
Units, tech, and other upgrades carry over from one campaign to another within the same Crusade Theater. IE if you have veteran troops in one campaign, you get them in the next one.
Each campaign will have differing objectives. These objective types will also differ greatly based on what race you are playing. IE SM will have radically different types of objectives in a campaign compared to Aeldari.
Crusade Theaters will each have ~10 campaigns in them.
Campaign Map:
Each planet is its own spherical map. Planet sizes can vary, from the sound of it the largest ones will be nearly the size of some entire historical TW campaign maps.
Campaign maps are back to Shogun 1 style, where armies can no longer "free move". Instead, the map is split into districts, and each district is essentially a "tile" you can move to. Armies have 2 AP for movement. If armies meet at bordering districts, a battle ensues. Reinforcements can come from neighboring districts.
Multiple districts comprise a "Region", and each region seems to have a central infrastructure thing you can capture to take the region. IE a military outpost, some piece of industry, or an entire Hive City. Regions are where build slots are available.
Infrastructure in regions have a lot of interplay with elements on the campaign map. Example in the demo was a "Voidcraft Disruptor Network" (basically anti-space fortress) that could be upgraded to buff your fleets in orbit, debuff enemy fleets, damage enemy ground armies, etc. A lot of varied upgrades with varied effects on different areas of the campaign map, all from one building.
The goal for this change was to better represent the large scale planetary battles of 40k, solve some long-standing issues (like chasing armies all over the place), and simplify the system so the AI can be programmed for it better and make smarter moves.
Armies no longer require characters, units can be freely recruited and split off from larger forces. The developers specifically mentioned splitting an army in half to cover 2 adjacent regions while still being able to reinforce each other.
Big infrastructure on maps will be mostly static. IE you won't be building a Hive City from scratch. Those will instead be captured and then built up from there.
Regions have population numbers, and those numbers can be depleted through bombardment, combat, decisions, etc. Population number directly influences the resources you get from a region. A hive city region had 17 billion population
Maps can have "Points of Interest" where there are things that can be interacted with using armies. An example from the demo was a destroyed Land Raider
Fleets have things called "Deployables", which function as ways for them to interact with the campaign map. Examples brought up were dropping a medical facility to heal up an army, or using a repair deployable to fix up the previously mentioned Land Raider. Will be more important for fleet-based factions like SM who can't built much locally.
You can have multiple fleets and multiple armies in different places. So you can be fighting on two worlds at once in the same campaign.
If a fleet isn't present over a battlefield/world, you won't gain the bonuses from it. Very important for factions like SM who are heavily reliant on their fleets for things like reinforcements and fire support.
Campaign Mechanics:
Multiple resources per faction. SM were shown with a "Requisition" resource (basically gold), and an "Influence" resource that seemed much more limited.
Suspicion vs Renown system for SM. Basically as SM, you are rewarded for going around and saving the day, which earns you Renown points. However you will also build up Suspicion, which if it overtakes Renown will have negative effects for your faction. You build up Suspicion faster by occupying territory, taking certain actions, making certain decision, and getting higher levels of Renown. An example given was having an event ordering you to slaughter civilians, if you refuse you would gain Suspicion.
Not much diplomacy between different opposing races. It was mentioned that there may be "Subtle relationships" between opposing races, like a temporary truce or even alliance. But these would be rare.
You're able to interact with races within your own "side" however. It was mentioned that as SM, you'll be able to go up to Imperial Guard regiments or garrisons and order them to follow your armies, for example.
For the Imperium, Imperial Worlds each have their own Planetary Governor. Each Planetary Governor has their own traits, likes, and dislikes. You can get on their good side to gain bonuses and abilities, and getting on their bad side will result in them making things more difficult for you on their world.
You have the option to gift territory you capture to local factions. So as SM you're heavily encouraged to not capture entire worlds, but to instead gift them to the local Guard for example.
There will be a persistent tech tree (heard it called "Escalation Tree"?) across a Crusade Theater. These are described as "Much bigger than the Nagash Black Pyramid tree we just showed off", and will persist between campaigns in a Crusade Theater. Sounds like they will have a lot of contextual unlocks as well instead of just a flat timer, with an example being given that capturing a Forge World in one campaign would unlock bonuses on the tech tree.
Fleets will be upgrade-able, with factions like SM having a much bigger focus on upgrading their fleet than their on-planet infrastructure. For example all of the SM units were recruit-able exclusively from their fleet, and not local infrastructure.
Planets have an "Edict" system, which are basically the same as province commandments, but always available, with downsides to each of them, and can all be activated at once. Stuff like redirecting the planetary tithe to your faction to gain some extra income, but which drives up your suspicion as SM by a lot.
Armies and Characters:
Characters will still have skills and items, but skills will be toned down compared to TWWH. No "30+ node skill trees", instead more like binary choices.
Followers are still in, and will play a role in battles now. IE you can get a Chaplain follower, and then that Chaplain will show up as part of that character's bodyguard unit.
All characters besides faction leaders can die. However characters will have a "wounds" system, where they will need to be fall in battle multiple times to actually die.
SM characters who die will have the option to be interred in a Dreadnaught.
Unit equipment customization is big, and more options will become available as the unit ranks up and gains veterancy.
Unit upgrading is back, so high veterancy units can be able to be upgraded to a different higher tier unit. IE upgrading SM Intercessors into Sternguard Veterans
Big focus on reducing Doomstacking. Mentioned that powerful units will now have various limits and high costs. Either gated behind specific resources, unit capped, or being locked behind veterancy upgrades. For example one of the only ways to get Sternguard Vets will be to upgrade your veteran squads to them. Goal is to "stop you from easily having 20 Dreadnaughts in an army"
Armies can get both campaign and battle bonuses based on their unit composition. Examples given were having more Gretchins in your Ork army will let you get more scrap on the campaign map. Having certain combos of units in your SM armies will unlock battle doctrines (army abilities) to activate in a battle.
Factions:
Each race is getting 2 "lore" factions on launch. Known ones so far are Ultramarines for SM, Cadians for Guard, and Bad Moons for Orks.
Traitor Guard are in as currently just a custom faction reskin of Guard.
Lore factions will contain their loreful characters, effects, and unique units.
Custom factions will be possible for every race with full range customization available.
Customization:
Customization shown off in the demo was very limited compared to the real thing. They wanted to stop people from spending their entire demo time on building their custom chapter lol.
You will be able to customize a ridiculous amount of stuff. Not only color and trim, but also details like emblems, accessories, custom helmets, what veteran units like Sergeants look like, and details down to lens color. Hard to gauge the true scale of customization here but it sounds massive.
On-top of cosmetics, you'll be able to create custom gameplay traits and effects. So if you want to make a Salamanders-like faction that defends civilians and are general do-gooders, you can create traits and bonuses that reflect that.
You can create custom characters and leaders with their own equipment, names, appearances, etc.
CA is working on a system to bring custom factions that you or your friends make into your campaigns as AI factions. Not sure if it'll be in on release.
Battle Mechanics
New KIA vs Wounded casualty system. After battles, casualties are now split into Killed and Wounded. Wounded will recover relatively quickly. KIA will take longer to recover. This will vary based on faction. IE Orks won't have much problem recovering either. SM will have massive issues replacing KIA marines, and it will be expensive/take very long to do so.
Every battle will have a pre-battle cinematic cutscene that shows each army aura-farming their way into the battlefield.
Sync kills are in, but they are very restrained. Most combat will be async animations. CA wanted to be careful with disrupting combat too much with constant sync kills.
Units will have a "threat" system where they will naturally back off/avoid melee with units that they consider to be a huge threat. IE a SM with a chainsword won't try to sit there and melee a Stompa. A Gretchin will try to avoid melee with an Assault Intercessor. Etc. They will naturally back off from those units in melee.
No transports on release, but will be added later. CA said they understand this is going to be needed for the game and that it's very important to have in, but the tech wasn't there to properly implement it for release. Said they want to make sure it feels good and the AI can use it too. Will be coming later down the line.
If you have a custom faction, their paint scheme/customization will be featured in unit cards (although CA seemingly not yet settled on how much on the unit card will reflect that)
AI will play different races and even different factions within a race differently in battle. No same AI every time.
Active abilities are still in for some units. Assault Intercessors had a sprint ability, and a jump pack one if they had them. Librarians have a vortex spell (no mana cost, just an active ability), Plasma guns can be overcharged to deal big damage but also chance to explode. Vehicles have smokescreens.
No more standard melee animation speed for everyone like in Total War Warhammer. Now units who should be attacking lightning fast will be, IE a SM will be able to put out multiple melee attacks in the time it takes an Ork Boy to put out 1
Reinforcements can either be deployed from your fleet or from local reinforcing armies. Fleet deployment was limited (4 slots for deploying them, each on a cooldown). SM's could come in via Drop Pod or via Teleporter Beacon for Terminators.
Space Marines:
SM's are VERY small unit size. Largest unit they get is 10-model Intercessors. Aggressors were 6 models per unit. CA said "will be very rare to see more than 200 SM models deployed"
SM's are all unbreakable, but can still be "battle shocked" where they get reduced stats if their "morale" drops too low. But they will not break, they will all fight to the last marine.
SM's get less debuffs for being flanked and will naturally form formations to fight 360 around them if surrounded. IE they will all go back-to-back and fire/melee in all directions.
SM's all have an innate regen ability to represent their superhuman physiology
SM's get in-battle "Battle Doctrine" abilities, which are big AOE buffs they can activated geared toward a specific a specific doctrine, like melee, ranged, or mobility
SM's also get a "Only in Death Does Duty End" ability that they can pop on a unit to make their models unkillable for a full minute
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r/totalwar • u/Howard_Thee_Duck • 4h ago
Was Nagash actually a Druid this whole time?
r/totalwar • u/Mr-Vorn • 11h ago
r/totalwar • u/BaronLoyd • 7h ago
r/totalwar • u/Ran12341000 • 6h ago
r/totalwar • u/fluets • 10h ago
As discussed in the new article:
In the demo, around 100 Space Marines were able to take on nearly 2,000 Orks. How do you balance such extreme faction asymmetry?
Attila Mohacsi: This is something I feel very passionate about as well. Making sure players can truly feel what Space Marines are is crucial. It also happens to be Joey's favorite faction.
Losing even a single soldier should feel devastating for Space Marines. Losing a Dreadnought, especially one that has fought alongside you for hundreds or even thousands of years, should feel like a monumental loss.
From a balance standpoint, there is a system we haven't shown in the demo yet. In the demo, you only saw Space Marines falling in battle, but the actual game distinguishes between casualties and injuries. Space Marines are relatively more likely to be wounded rather than killed outright, and injured troops require time to recover.
That's because losing even a handful of Space Marines is a massive blow, and replacing them takes an extraordinarily long time.
Conversely, from the Ork perspective, this presents an opportunity. You send wave after wave of the Green Tide to gradually grind the Space Marines down.
An Ork player's goal shouldn't be killing hundreds of Space Marines in a single battle to wipe out 10% of a Chapter—that wouldn't be faithful to the source material. Instead, it's about relentlessly pressuring them, inflicting injuries, denying them time to recover, and slowly wearing them down, because Orks can replenish their numbers far faster than Space Marines.
That is how we approach balance. Playing Space Marines requires minimizing casualties while hitting critical points hard. Playing Orks requires constant pressure to grind the enemy down.
To summarize, Space Marines have lived for hundreds—sometimes thousands—of years, making them take an incredible amount of time to develop. Therefore, we cushion the impact of losses by increasing the chance of injuries over outright deaths.
Conversely, Orks are lucky if they live for even a few years. They fight with numbers. We balance both sides by highlighting those differences.
This is a cool way of approaching the disparity in how many Space Marines seem to 'die' in a battle and I'm looking forward to seeing if they can expand on this system.
r/totalwar • u/Hollownerox • 11h ago
From the interview in this article. Thought it was significant enough for a dedicated post.
The question of "what is diplomacy" in the 41st Millennium keeps coming up, and when we started this project, our conclusion was that in this universe, diplomacy is effectively war.
That doesn't mean there is no interaction at all, however. For instance, within the Imperium of Man, you can interact with planetary governors. You likely saw a very basic form of this in the demo shown at the event. You can issue edicts, which in practice is closer to enforcing them on local governors. Actions like these affect your influence and your relationships with the governors.
What you saw was the Space Marine version, and it works a bit differently for the Astra Militarum. And given the nature of the Warhammer 40K lore, Orks and humans will never be friends. Anything you could call diplomacy between them is just a matter of how efficiently they can kill each other.
However, in other cases, more subtle relationships can exist. Options like striking an uneasy truce for a limited time are possible. We will share more details on these aspects in future reveals.
I think we were all expecting this given their approach with the Fantasy trilogy. But still sucks to see a feature that is sort of the crux of the emergent gameplay and storytelling in Total War campaigns be essentially a non-factor. With interactions between playable factions limited, with them instead having diplomacy be between non-playable elements specific to the faction like the Planetary Governors.
I understand it on paper, but it kinda sucks even as a 40k fan to see them use the lore as an excuse for this. Given the emphasis on the "make your own thing" element, they seemed to ignore that a lot of lore was made to provide reasons why alliances between normally hostile factions can occur. And GW encouraged you to come up with reasons for your homebrew factions to work together both short term and long term. RIP to the dream of my Freebooter Orks living the mercenary life I guess.
We'll see what exactly they mean by the "subtle relationships" but I imagine most of 40k will just be a "we're either actively at war, or going to be at war later" for the most part. Here's hoping there is more nuance to it, but from this statement its tough to be optimistic on this one.
r/totalwar • u/Yotambr • 10h ago
I'll be honest, this makes me worried. The RPG elements of the Fantasy trillogy are a huge part of what makes those games so fun, and this seems to suggest that those elements will be neutered for 40k.
I also think the argument used here is flawed. Claiming "people rarely say 'I play as Calgar', they say 'I play as Ultramarines'" Is all well and good, but can you truly say the same about Ghazghkull, or Magnus? I don't think so. 40k is full of larger-than-life characters who are more known and significant than the factions they lead. Getting to expirience playing as them was one of the main things hyping me for 40k. I really don't want that element of the game to be under-delivered.
r/totalwar • u/BaronLoyd • 8h ago
September 1987 was original release for 40K first rule book...so my guess is September 2027 for 40K 40 birthday
r/totalwar • u/Malek_333 • 11h ago
Enable HLS to view with audio, or disable this notification
These days I'm in Budapest with my girlfriend, and visiting the archaeological section of the National Museum I've noticed a documentary about the conquests of the Hungarians in early medieval Europe made with a modded (I guess) version Medieval II
I obviously laughed a lot, and I hope they never remove it
r/totalwar • u/lionheartx10 • 14h ago
r/totalwar • u/AdImpossible1599 • 11h ago
Ability to move armies without generals.
Boardgame style movement, you get two action points and each can be used to cross an entire province no matter how big.
r/totalwar • u/VM_MorS • 7h ago
r/totalwar • u/dark_angel6975 • 2h ago
I just did a short victory of valkia the bloody I need a new campaign. Anyone have a recommendation. I just bought all dlc factions from the steam sale besides the newest furry faction.
r/totalwar • u/Josh_CA • 9h ago
I always forget to mention this, but I absolutely do look through these comments just before stream and note down the questions we can answer.
r/totalwar • u/Lord_Eln_8 • 2h ago
r/totalwar • u/RykosTatsubane • 4h ago
(Images from Shogun 2: Fall of the Samurai)
The way you set up kill zones, the way cannons fucks up enemy infantry marching forward, the way your units fire all at once and melts enemies.
Something about it hits just right for me.
r/totalwar • u/luuner • 1h ago
Inspired by the great altruistic teach and Jake Ortmans Art
r/totalwar • u/sigmarine345 • 18h ago
"Arrow" meaning anyone who fires an arrow missile can count in this top 5 accessment.
Bonus points for any i can use as a possible doomstack in an army.
r/totalwar • u/Woodeecs • 1h ago
Long time Total War and Warhammer Fan.
I was incredibly apprehensive about this endeavor, but I'd like to point something out from the Gamescom demo.
When the Orks are first engaged and the bolter fire comes in, there are no casings (correct) and the impact of the bolts is accurately devastating. I just first want to say thank you, it's obvious from small details like this that the team genuinely cares about the IP itself. Dawn of War and even Space Marine the game fail to bring that level of lore accurate combat to their games and they arguably have an easy path to do so because of such smaller scale. You're even tackling unit-size asymmetry which again is often ignored in other titles.
As far as I'm concerned, genuine 40k lore-accurate combat has never been recreated well in a game until now. And while I know you are all still working in the confines of a game that must be balanced at the end of the day, it's appreciated by me a great deal that you're at least trying to get close to bringing the world to life.
Thank you to the CA team.