The Hunter & The Beast is the latest Lords Pack for Total War:WARHAMMER II. Introducing two rival Legendary Lords from the worldof Warhammer Fantasy Battles, each with their own objectives,mechanics, units and playstyle, for use in both the Eye of theVortex and Mortal Empires campaigns, and custom/multiplayerbattles.
All the new Empire units from the Hunter & The Beast DLC will be shown here! Channel Sponsors: https://www.youtube.com/channel/. Sep 12, 2019 The Hunter & The Beast, the newest DLC for Total War: Warhammer 2 introduces two legendary lords — Markus Wulfhart for the Empire and Nakai the Wanderer for the Lizardmen. Neither of them would.
- Two richly themed new Legendary Lords lead their own factions:Markus Wulfhart leads the Huntsmarshal’s Expedition (Empire), andNakai The Wanderer leads the Spirit of the Jungle
- Each Legendary Lord brings their own unique faction mechanics,quest-chains, legendary items, skill-trees and campaignnarrative
- Devastating new ranged units, mobile gunpowder batteries andfabled Hunter Heroes for the Huntsmarshal’s Expedition
- Towering new Dread Saurians, the largest beasts to walk theworld of Total War: WARHAMMER, plus new Kroxigors, Razordons andRites for Spirit of the Jungle
- New Regiments of Renown to unlock, recruit and field
Background
Fearless, charismatic, daring: these are but a few of theepithets bestowed upon Markus Wulfhart, the Hunstmarshal of EmperorKarl Franz. With his band of ruthless trackers, scouts, hunters andsharpshooters, who better to dispatch to the steaming jungles ofLustria, in order to plant the flag and further Imperial interests?And if some Big Game should wander into the crosshairs, why, allthe better…
But the jungle does not sleep. Nakai The Wanderer, reveredKroxigor of the first-spawning, is a living legend among theLizardmen. Wandering the jungles of Lustria since the destructionof his home-city of Tlanxla during the Great Catastrophe, hefollows where the Great Plan wills him. Now Lustria is atthreat from usurpers once more. Nakai will rally the SacredKroxigors, and rouse the Dread Saurians from their ageless slumber– the Old Ones demand it!
Markus Wulfhart (The Huntsmarshal’sExpedition)
Unique faction mechanics
Emperor’s Mandate
As Markus Wulfhart expands Imperial interests in Lustria, hisstature in the eyes of the Emperor grows. As a result, he receivesa broadening range of increasingly advanced Empire units to aid inhis expedition. As new territory is captured, his building optionsalso diversify. In the Eye of the Vortex campaign, Markus willultimately face the Spirit of the Jungle himself, Nakai theWanderer, to decide who holds dominion over the jungles ofLustria.
Wulfhart’s campaign progress is measured by how effectively hefulfils the Emperor’s Mandate. Expansion, successful militaryoperations and other campaign activities increase his acclaim,which is tracked on the Emperor’s Mandate bar.
The Emperor’s Mandate also dictates the quality of unitsavailable to Wulfhart via the Imperial Supplies system, whichdispatches better units for him to recruit from time to time. Asthe Mandate bar fills, he will also unlock bonuses to furtherimprove these units, plus new recruitment buildings.
In the Eye of the Vortex campaign, filling the Emperor’s Mandatebar will cause Nakai the Wanderer to issue a final, do-or-diechallenge to Markus Wulfhart – a call to battle that will becomethe stuff of legend!
Hostility
The lands beyond the Empire are inimical to man, and Wulfhart’sactions will not go unnoticed. While defeating the localinhabitants improves Wulfhart’s Imperial standing and increases hissupply of fresh troops, it also enrages Lustria’s nativedenizens…
Wulfhart’s Hostility rating reflects the current level ofLustria’s retaliation against his military activities. Aggressiveactivities, such as military actions and raiding, can raiseHostility through five levels. Conversely, a more passive approachto the campaign will cause Hostility to fall.
Each Hostility level has a negative effect on Wulfhart’scampaign, but is also a measure of his aggression against theLizardmen. As he ascends through the Hostility levels,reinforcements are dispatched more frequently via the ImperialSupplies system. The strength of these reinforcements is stilldictated by the Emperor’s Mandate bar.
When peak Hostility is reached, a Lizardmen task-force isdispatched with the aim of defeating Wulfhart. He will instantlyreceive an Imperial Supplies drop and will need to survivesustained assault for a number of turns before the hostility barresets.
Wulfhart’s Hunters
Scattered throughout Lustria are four of the finest Hunters thatever lived. Wulfhart may attempt to track them down andacquire their services to aid in the expedition’s success, andsubsequently developing each Hunter’s unique attributes andlearning the tales of their past deeds.
Wulfhart can search for the four Hunters in the Jungles ofLustria by completing special missions. The Hunters each havebespoke stories which are uncovered through unique missions.Completing these missions will reward them with new traits andpowerful abilities.
The Hunters are not required to complete Wulfhart's narrativeVortex campaign, but bring major benefits to the Huntsmarshal’sExpedition.
- Jorek Grimm is a brilliant Master Engineer.Shunned for his eccentric ideas, he has struck out alone to seekhis fortune in Lustria…
- Rodrik L'Anguille was once a renowned Paladin.Disgraced and exiled however, he is haunted by a past he cannotescape…
- Hertwig Van Hal, a skilled physician and WitchHunter, has travelled far from home on his quest for ultimatevengeance…
Kalara of Wydrioth, the eminent Waystalker, hastraded the forests of Avelorn for the jungles of Lustria in pursuitof redemption…
New units and characters
Markus Wulfhart
In battle, Wulfhart is a ranged combatant with a powerfularmour-piercing bow which deals bonus damage to large targets.Coupled with Vanguard Deployment, Stalk, a 360-degree fire-arc andimmune to psychology, he has a well-deserved reputation as theultimate monster hunter.
In keeping with his reputation, Markus Wulfhart has asignificant ambush defence and ambush success chance, and a largeupkeep reduction to Huntsmen and Archers in his army.
Huntsman General (Lord)
Following Wulfhart’s example, his Huntsman Generals haveVanguard Deployment, Stalk, a 360-degree fire-arc are immune topsychology, and deal bonus damage against large targets. Their FireArrow capabilities mean they synergise well with Bright Wizards,and they grant reload-rate bonuses to other Imperial missileunits.
Archers
The backbone of Wulfhart’s hunting-parties, these Imperialarchers are inexpensive, plentiful, quick to fire, and are great atsoaking enemy formations with ranged damage. Their loose formationenables them to trade fire with other ranged units at a profit.
Deathjacks (Archers – Regiments of Renown)
These elite archers also have Stalk, Snipe and VanguardDeployment, enabling them to strike fast, strike first, and remainhidden from view. If well-screened, they can continue to firewithout fear of discovery or ranged retaliation.
Huntsmen:
Only the finest archers ascend to the rank of Huntsmen.Well-drilled and versatile, they have Vanguard Deployment andStalk, can fire while moving, have a greater range than standardArchers, enjoy a good degree of accuracy, and deal bonus damage tolarge targets.
White Wolves (Hunstmen – Regiment ofRenown)
Few face the White Wolves and live to tell of it. These eliteHuntsmen match their bow-skills with ruthless melee capabilities,granting them a useful hybrid role. Alongside their Hunterattributes, they also Encourage nearby friendlies and are Immune toPsychology.
War Wagon
These mobile armoured wagons are packed with six riflemen, eacharmed with an armour-piercing Outrider rifle. Slower than standardmissile cavalry but far more resilient, they can fire while movingand in all directions, and reposition to place their fusilladesprecisely where required. In a pinch, they can also be used aschariots and charged into lighter or weakened enemy units.
War Wagon (Mortar)
These mobile artillery pieces may carry less ammo than standardmortars, but more than make up for it by being able to stay onestep ahead of melee combatants, repositioning when threatened toset up a new base-of-fire and bombard the foe afresh.
The Black Lions (War Wagon - Helblaster Volley Gun –Regiment of Renown)
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The ultimate unit in The Expedition’s armoury, The Black Lion isa devastating mobile light artillery piece. While shorter rangedthan a standard Helblaster Volley Gun, it can pump rounds intoapproaching troops until the last second, then reposition to avoidgetting caught in melee.
Nakai the Wanderer (Spirit of the Jungle)
Unique faction mechanics
New Horde mechanics
Nakai’s faction, the Spirit of the Jungle, offers a uniquevariation on Horde gameplay. Each army in his faction, when placedin the Encampment stance, may develop its settlement infrastructuremuch as a standard settlement would. That infrastructure ispreserved when the horde moves off, and may be further developedduring future periods of Encampment. If a horde is destroyed inbattle, all its infrastructure is lost along with the army.
However, only Nakai’s personal horde can unlock units forrecruitment. Other hordes in his faction may then recruit unittypes Nakai has unlocked using the Global Recruitment option. These‘minor’ hordes still have their own infrastructure and buildingtrees, though some of these are focused on reducing GlobalRecruitment times rather than unlocking units.
Defence of the Great Plan
The Great Plan of the Old Ones lies in a delicate balance. Manylook to disrupt it, but none defend it as devoutly as Nakai theWanderer.
Nakai begins play with a vassal faction called the Defenders ofthe Great Plan – the caretakers of the great Temple Cities. Whenone of Nakai’s armies captures a region, it may be gifted to theDefenders. When a region is gifted thus, Nakai must choose whichOld One that region’s temple should be dedicated to.
As more temples are dedicated to a specific Old One, the morepowerful the rewards bestowed upon Nakai and his faction.
These temples generate a unique resource called Old Ones'Favour. Nakai may expend this Favour to access Blessed Spawningsunits, or to recruit Lords at much higher ranks.
Warmblood Invaders
The avaricious warmbloods look to pillage the temple cities ofLustria for profit. These invaders lurk throughout the jungles;they must be tracked and confronted with cold-blooded ferocity forthe Great Plan to remain intact and unimpaired!
In the Eye of the Vortex campaign, Nakai must fight to keepLustria in the rightful hands of the Lizardmen. Several Empirecolonies have been established, and each is encroaching on thejungle. They must be dealt with!
Four extremely dangerous Hunters co-ordinate the efforts of thewarmbloods. Hunt them down to draw out their leader, then defeatthem all in a final, epic confrontation!
Unique Rites
Nakai has a selection of new Rites focused around his units,faction mechanics and campaign focus.
- Rite of Alleigance: Performing this Ritebrings Nakai to the attention of the Old Ones, increasing hisvassal income and all his Hordes' replenishment rates.
- Rite of Rebirth: this Rite increases thegrowth rate for Hordes in Nakai’s faction, reduces constructioncosts, and reduces unit recruitment and upkeep costsfactionwide.
- Rite of Mastery: This Rite increases therecruitment rank of Kroxigors, Kroxigor Ancients and SacredKroxigors, while improving their weapon strength and armour.
New units and characters
Nakai the Wanderer
With high armour, health, melee attack and weapon strength,Nakai is a powerful brawler, well-suited to extended melee. He alsogrants bonus melee defence to, and reduces the recruitment andupkeep costs, of Kroxigors and Sacred Kroxigors in his army. Nakaialso has a number of new support abilities in battle, furthercementing his role as the centrepiece of battle:
- Miasma of Despair: speed, vigour and leadership area-effectdebuff
- Primal Roar: Increases Nakai’s physical resistance and meleeattack, and grants Rampage to allies
- Golden Tributes: Perfect Vigour for allies in range
Ancient Kroxigors
These well-armoured, hard hitting, anti-infantry specialists arecast in the mould of Nakai himself, and well-suited to extendedmelee engagements.
Feral Dread Saurian
If you thought Carnosaurs the apex-predators of Lustria, thinkagain. With breathtaking weapon-damage and high armour, thesetowering walls of teeth and fury are versatile, elite-killing,melee behemoths, and are subject to Rampage.
Dread Saurian (Howdah)
Somewhat tamer than their feral cousins, though no less capable,these titanic beasts are ridden into battle by Skink skirmishers,and do not rampage. Combining their terrifying melee power withfour giant blowpipes and eight skinks hurling poisoned javelins, itis the ultimate multirole unit.
Shredder of Lustria (Dread Saurian Howdah – Regiment ofRenown)
With rank nine stats, Encourage, and a passive hex aura reducingnearby enemy leadership, The Shredder of Lustria is truly aone-unit army – and comes with a pricetag to match.
Sacred Kroxigors
These versatile and hard-hitting monstrous infantry are greatall-rounders. With high weapon-strength and magical attacks, theycan plough through against a greater variety of foes than standardKroxigors.
Cohort of Huatl(Sacred Kroxigors –Regiment of Renown)
The Cohort of Huatl is a top-tier monstrous infantry unit.Building on the Sacred Kroxigors’ capabilities with additionalarmour-sundering attacks and bonus physical resistance, theysynergise well in the field with Skinks and Saurus Warriors.
Razordon Hunting Pack
Filling the air with deadly grapeshot-style volleys ofarmour-piercing fire, Razordon Hunting Packs are potent – andmobile – armoured infantry hunters.
Amaxon Barbs (Razordons – Regiment ofRenown)
Dealing poison damage, and heavily scaled for enhanced missileresistance, these Razordons are pinpoint shooters and maketop-notch skirmishers.
System requirements
Total War Warhammer Ii Cheats
Total War: Warhammer 2 - The Hunter & The Beast DLC
Did you know that the Empire is Total War: Warhammer’s most popular race? Seriously. It must be something to do with the fact that the world of Warhammer Fantasy is filled with countless horrifying creatures, and the idea of a race of humans somehow holding the line against that is quite appealing. Whether the undead, dragons, orcs, rats, or in this case, Lizardmen, fighting these monsters is just another day in the life (though probably the last) for an Empire soldier. So Total War: Warhammer 2’s new lord pack, The Hunter and the Beast, which brings the Empire into the New World, will no doubt be a popular one.
Facing off at the heart of this lord-pack are the Huntsmarshal, Markus Wulfhart, and crocodilian beastie-boy, Nakai the Wanderer. Essentially Markus looks to further the Empires’ interests in Lustria, garnering glory, looting those lizard trinkets, and just generally sticking an arrow into any dinosaur that crosses his path. But Nakai, the ancient Lizardmen guardian, doesn’t take too kindly to these invaders plundering their temple cities, so sets about driving these warm-bloods back into the ocean.
Rumble in the Jungle
The two campaigns mainly centre around four legendary hunters — Wulfhart seeks them for their aid in the campaigns’ final battle, whereas Nakai just wants to kill them for insulting the jungle. In Wulfhart’s campaign, these hunters manifest themselves in little quest chains, all told from the perspective of Wulfhart’s diary entries, by far the best feature in the DLC for me. Each hero’s quest relates primarily to a different area or faction, whether that’s Van Hel’s war against the Vampire Coast, or Kalara’s vendetta against a gigantic monster. This allows them to effectively split your campaign expansion into smaller narrative chapters — a very cool piece of roleplay. What’s even cooler is that the hunters are real Warhammer Fantasy characters for which the DLC expands on - seriously go look them up! These quest chains do so much in adding mystery to the storied continent of Lustria, where previously it had been somewhat bland.
By comparison, Nakai’s faction, the Spirit of the Jungle, engage with these hunters in a far less interesting way, basically finding them on the map and slamming them into bloody ruin with his crocodile fists. Nakai’s campaign is based more around starting small and building up, all the while under the unsuspecting noses of the colonists. Nakai has a little army and a somewhat bad economy, but he can gain powerful abilities, plus you’d be amazed what a small band of angry giant crocodiles can accomplish when they put their minds to it. Nakai is, pardon the expression, a beast on the battlefield — I saw him rack up 40 kills in maybe 15 seconds. If you consider that Nakai also now has Razordons (a spiky Salamander variant) legendary Croxigors (power-fist crocodiles) and the Dread Saurian (a monster which brings the phrase, “There’s always a bigger dinosaur” to mind), you’ll see they have easily enough to turn the tide.
Ransacking Lustria
The Huntsmarshal’s Expedition also has a rocky start, made worse by the interplay between the Imperial Supply and Hostility mechanics. Early on in the game you don’t have access to many units, or the buildings to recruit them, instead relying on reinforcements in the form of Imperial Supplies, which arrive periodically every so-many turns. Each time you occupy or sack a settlement belonging to a Lustrian faction, Hostility will increase, giving you debuffs, but so too will the number of turns until those precious supplies arrive. When hostility reaches full, supplies will arrive immediately, but an army of unbreakable Lizardmen will also spawn for a little payback. It’s a great mechanic which essentially gates your expansion, as every five settlements you take, you’ve got to beat a retreat and defend yourself. Eventually another big scary Lizard will show up, but I won’t spoil that. This is all to gain prestige, which will unlock better supplies and the buildings you need to construct units — when it reaches maximum, the final battle will be upon you.
On top of the war wagons, the archers, the huntsmen (better archers) and the new lord type, Huntsmaster General, there’s a hell of a lot to love in this campaign. Nakai’s campaign, while fun, is arguably less strong — The Spirit of the Jungle is a horde faction who can gift settlements to his vassal, The Defenders of the Great Plan, dedicating them to a Lizardmen god to gain army abilities or buffs to unit types. But this is essentially where the interest ends — Nakai’s campaign focuses more around the enjoyment of watching dinosaurs go to town on a bunch of tiny humans, an objective it accomplishes admirably.
At its heart The Hunter and the Beast is about creating that feeling so many of us play the Empire for — of holding the line and defeating some of the most terrifying monsters this world has to throw at you. Though from the opposite side of the scale it is also about inhabiting those same monsters and smashing your foes into dust.
This head-to-head pack is a vast improvement over The Prophet and the Warlock, because this DLC actually gives the lords something tangible to fight over, as well as a climactic final battle to work towards. It also revives stories from Warhammer Fantasy lore, and reinvents a game one race for game two, which effectively makes possible a whole host of future cross-game content packs.
Wargame red dragon - nation pack: netherlands download free. For my money, The Hunter and the Beast is hands-down the best lord pack we’ve had for Total War: Warhammer 2.
Total War: Warhammer 2 - The Hunter & The Beast DLC
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