Total War: WARHAMMER - The King And The Warlord Cracked

Total War: WARHAMMER - The King And The Warlord Cracked


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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 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 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 Lords


Belegar Ironhammer, True King of The Eight Peaks





Ancestral 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-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.

Unique start-position
Skarsnik begins in Karak Azgaraz in the West Grey Mountains, having left Karak Eight Peaks to go Squig hunting.

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 Arachnarok Queen (Arachnarok Spider)
Can summon spider hatchlings unit to battle 7ad7b8b382



Title: Total War: WARHAMMER - The King and the Warlord
Genre: Action, Strategy
Developer:
CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)
Publisher:
SEGA, Feral Interactive (Linux), Feral Interactive (Mac)
Franchise:
Total War, Warhammer
Release Date: 20 Oct, 2016


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.

English,French,Italian,German,Czech,Korean,Polish,Russian,Turkish




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!. End Times cancelled, Archaon eaten by a squig.. 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!. 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.. 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!. Hello all. I have played a Skarsnik campaign, and now I'm in roughly 35 turns with Angrund. I have captured Eight Peaks with both factions. If you are questioning whether or not to buy this DLC, the answer is you should, if only for Skarsnik's campaign.

SKARSNIK'S CAMPAIGN: I have completed this campaign, and it was great! I always wanted to use goblins, but with other greenskin campaigns they just aren't a viable army core. They are too weak, had no armor piercing (critical against the Dawi, the greenskin arch enemy), and waaay to little leadership. The only thing they were good for was supplementing an army if you had very little teef (money).

Skarsnik has changed everything. Now with nasty skulkrz you have a uber cheap goblin unit with armor piercing, a nice ability, and stalk attribute! Your generals have an ability tree that spikes goblin attack strength making them formidable on the field, plus your faction gets all goblin upkeep (and recruitment) at 1\/2 price! Squigs are a new and interesting unit, though it took me a while before I could recruit squig riders. Overall a very exciting faction that allows you to make use of cool units like the night goblins, which before weren't viable for me, and maximize attributes like poison as major army comp factors.

When playing the Skarsnik campaign I was able to make fairly quick progress towards securing the initial objective of my faction; recapturing Karak Eight Peaks. Using my ability to recruit cheap units I was able to build full army stacks well before my opponents, loot and occupy or sack settlments, with the help of Waaaghs that doubled my force, as I charged south(?) towards my ancient fortress. I had the Karak Eight Peaks by about turn 20? I didn't try to maintain any settlements I had captured on my way, simply relying on the sacking and looting boost the greenskins have to maintain my forces and act like a hord faction essentially.

When you capture Karak Eight Peaks as the gobbos you don't really get a big bonus, or are relieved of any particular debuff, I hardly even remember what changed, I think it was a 2+ repression bonus or something. So that was a little anti-climactic, there's no video or anything for the whole campaign. You do get a unique building chain, which is just the ability to get the orc big'uns and eventually black orcs if you follow the chain. I didn't want orcs in my army though in this campaign, so yeah, no great shakes really.

Overall a great campaign, I really enjoyed it and am glad that the gobbos are now a good core force in an interesting faction with it's own little backstory and arch enemy.

CLAN ANGRUND: The campaign with the dwarfs has been very different. The major between the two factions here is that the Angrund clan has a MAJOR debuff when they don't have Karak Eight Peaks. All their upkeep is 50% higher. Yup, pretty lame considering that dwarf units aren't exactly the cheapest things in the first place. A lord has something like a 600$ upkeep unless you have Eight Peaks.

I found that if you don't want to be trapped in your starting province, achieving the Eight Peaks is imperative, the AI will simply raid you with orc war parties and harass you with grudges that will destroy your public order and have you running around constantly repressing rebellions. And even when you complete grudges the meter doesn't go down quickly becuase you have the overarching grudge of the Eight Peaks as a factor, as if the 50% upkeep debuff wasn't enough. Eventually I realized I was getting no where trying to defend my "home" province and set out with the only army I could afford for the Karak.

I captured Eight peaks, and when I did my income went from 400 to 2500! Plus your units gain +100% experience from as long as you hold the Karak, so things have started speeding up. So atleast you get good buffs from having the Eight Peaks. But during the time my army was gone I have racked up a handfull of grudges that I have to march back to resolve while my public order gets decimated. That's about as far as I've gotten in the campaign so far, so my opinion could change, but so far it has felt like a lot of work, not the fun kind.

As far as units go, where Skarsnik gives you a different army comp experience with a new interesting unit model, the Angrund gives you the same old same old, with new ranger units (that while a little cheaper) I just haven't found particularly useful, actually a little redundant. I still use them cause, dang it, I'm playing a new Angrund campaign and I didn't start it to use all the same units.

Anyway, I'm not very impressed with the Angrund Campaign so far, but the Skarsnik addition, and what it offers, made it well worth the money for me. I'll give an update later on down the Angrund trail and let you know if my mind has changed. If you want to see sort of what I'm talking about check out HeirofCarthage's Lets Plays on youtube.. This is a really nice DLC because it ads two more teams and more units. If you find the greenskins and dwarf campains too easy this dlc adds a nice challenge because the dwarf campain makes the upkeep 40% more until you retake Karak eight peaks and the greenskin campain makes you only use goblins but upkeep is 60% less and you can only orks once you retake Karak eight peaks. In my opinion this dlc was my favourite out of all of them. 10\/10. 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.



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