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Total War: WARHAMMER III News

Here's what Total War: Warhammer 3's Nurgle army could look like

Creative Assembly is rolling out its Total War: Warhammer III updates at pace now. We know what boys Khorne is bringing to the yard, and just last week Tzeentch's army roster was also revealed. That leaves the two final Chaos factions, Nurgle and Slaanesh, who've not really been talked about much since the strategy game was announced back in May.


Rather than wait around for Creative Assembly to spill the beans, however, Warhammer fans have begun speculating about what the Nurlge roster will look like. User Jejinak on the Total War subreddit has put together a poster for a potential Nurgle roster, using either artwork or actual tabletop models to suggest units, heroes, and even who the Nurgle legendary lord will be.


Jejinak previously did a similar speculative roster for Cathay ahead of the official reveal, which was pretty close considering Cathay has had very little official support from Games Workshop before now. In terms of Nurgle units, Jejinak places the most likely options at the top, with the less likely towards the bottom, and also claims that the units above the Nurglings are pretty much guaranteed. Commenters have also pointed out that the Nurglings themselves are also pretty certain.


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Total War: Warhammer 3 will introduce exciting new rules for magic

Magic has always been an important element of Total War: Warhammer, but with Total War: Warhammer III, the winds of magic are getting much stronger. New rules for magic are coming along with the third entry in the strategy game series, which should make spellcasters more fun to have around - or more of a significant problem to face on the battlefield.


All armies in Total War: Warhammer III will now have a reserve pool for the winds of magic, which can be drawn from to replenish the active magic pool available to spellcasters in each army. Depending on the winds of magic active in the area an army is located, that reserve will either increase or decrease, and several factors can influence the rate at which magic reserve is generated or lost each turn.


For daemon factions, this is particularly important: having low magic reserves will result in debuffs to unit replenishment rates, leadership levels, and physical resistances. Conversely, having high magic reserves grants bonuses, depending on which Chaos faction the daemons belong to. For Tzeentch forces, for example, their barrier recharge speed increases at high reserve levels, whilst Korne forces (which have no spellcasting units out of general principle) will see their magic resistances increased.


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Total Warhammer 3's Tzeentch army roster is full of gibbering, mouthy horrors

Facing down the horrors of Tzeentch in Total War: Warhammer III is going to be quite the spectacular event, and now we've gotten a look at the bulk of the units planned for the strategy game's weirdest Chaos faction. The Tzeentch roster is heavy on daemons, but unlike the angry red boys found in Khorne's army, Tzeentch's soldiers are creatures of magic, and use it to bend and tear at reality itself - or set things on fire, whichever seems like a better idea at the time.


A new post on the official Total War site breaks down Tzeentch's army roster, starting at the top with his legendary lord, Kairos Fateweaver. A massive two-headed bird creature, Kairos' right head sees into the future, whilst his left sees everything in the past. That leaves him with a bit of a blind spot for the present moment, but he makes up for that with a magical barrier - a shield that all Tzeentch units have.


Kairos can pick up and use 'fragments' from spell lores that give him access to several of those lores' spells, and his staff of tomorrow can be used to instantly refresh all his own spell cooldowns. He's also got a nasty Gaze of Fate ability that allows him to freeze an enemy unit in its tracks.


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