Content of the article: "TWW2: New Faction Mods"
I'm sure a lot of you already know about these mods, but I feel like I don't see much about them on here, especially when a few of them are factions I've seen people saying they wish they were in the game. I didn't make any of these mods, I just want to try to make more people aware of them because I feel like they're all pretty cool.
(All credit goes to the original makers of these mods, again I did not make any of them I just play them.)
First off, the
(Both come with a unique tech tree and building chain)
<Ultimate Chaos>(https://steamcommunity.com/sharedfiles/filedetails/?id=1158804281) This one I've played a ME campaign with, nearly finished the Old World. Makes WoC into the true Chaos experience. Each of the 4 gods are fleshed out, with new units (Melee, cavalry, monsters and even some artillery) and lore of magic for Nurgle, Slaanesh and Tzeentch, while Khorne lords/heroes get unique abilities. There's a couple demons for each god as well as each of the Greater Daemons as Lords. Undivided also gets some new units and it's own lore of magic. Adds new load screens, effects, fully voiced, and even unique building chain and tech tree. (Disclaimer, with Chaos Dwarfs installed it kinda bloats the military buildings and units but everything is still usable except some CD units because the screen cuts off :b)
Tomb Kings Extended Okay if I'm being honest I haven't played much of TK without this installed, but it seems to add quite a lot. Adds new Lords, heroes, units all across the roster and RoR. Also adds significant campaign changes to all the Legendary Lords so they have more of their own personalities, as well as a couple minor TK factions. (It definitely shows in the Custom Battles and certainly makes them a more interesting AI faction in the campaign.)
So this is actually one mod, but it adds a compilation of new factions. They're all really fun to play and add some variety to the campaign. They're all also mostly lore friendly. I believe all of the new factions exist in the lore, though the actual rosters I couldn't tell you.
Brief overview:Araby, arabian themed empire in northern Southlands. Similarly balanced roster to Empire but more monsters and a new magic lore.
The Moot, Adorable hobbit army in eastern empire. New campaign mechanics and rural Empire-like army.
Amazons, Warrior jungle women in Lustria, similar to Wood elves with stealth cavalry/ranged focus, also a new magic lore.
Grudgebringers, Mercenary themed and RoR focused Empire horde army.
Dread King Legion, TK Faction with a unique set of units.
Trolls. Just trolls and all kinds. I think it's a horde army but not sure.
Rotblood Tribe, WoC Nurgle themed army with a few Skaven units, built over Norsca so they're capable of taking settlements.
Fimir, Creepy chaos swamp monsters with Skaven-like gameplay.
Albion, a Celtic themed army that plays like Norsca. New lore of magic.
There's also a HE faction in Lustria with new ranged units, and VampCounts faction with some new cavalry but I don't know much about those two other than that. Also makes Chaos Dwarves their own faction rather than just more units for WoC.
- Mod Tribes Of Britannia Introduction
- So i thought i would try a Beastman campaign…..
- I feel like the Old World and New World in Warhammer will never be complete without Araby DLC, Southern Realms DLC, Kislev DLC, and a Albion DLC.
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