Total War Warhammer 2 Rise of the Tomb Kings Review - Time for a new playthrough

in #gaming7 years ago (edited)

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The first Total War Warmer saw literally an ocean on both free and paid DLC after the release. Part two seems to follow in his footsteps in terms of additional content, because here too, a small number of extensions are coming out. All the more reason to get started with the Total War Warmer 2 Rise of the Tomb Kings Review.

A violent sandstorm rises, but that does not affect the undead army that plows through the dry dunes. The colorful collection of walking skeletons is not the work of the Vampire Counts , but follows a perhaps even more ruthless faction: The Tomb Kings. This long-lost people are crawling from under the surface of the desert to sow death and destruction to anyone who gets in the way.

Rise of the Tomb Kings is the first major paid DLC for the great turn-based real-time strategy game Total War Warmer 2 . For a price of 17.49 euros (15.74 if pre-ordered) you can get started with the new faction in the existing campaigns. Although there is no separate warfare attached, like the Realm of the Wood Elves DLC of Total War Warhammer 1, the necessary innovation is still being spent.

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One-sided danger with multiple faces

The arrival of the Tomb Kings is causing a stir in the well-known collection of units. The design and characteristics of the units are rather unique. From the detailed soil soldiers who literally shuffle around the bones without any meat, up to the towering mechanical killing machines that run alongside them. Visually you can not get enough of it.

As with the other factions, this group also has its own personalities in the form of four different rulers. What Creative Assembly managed to score on is the difference between these devilish leaders. In the field of lore, recruits, bonuses and starting areas, there are few better examples of distinction. Which leader you choose also largely determines how you will terrorize the world over the next few decades.

Take Settra the Imperishable, the general leader of the Tomb Kings. This undisputed maniac plays a lot more friendly than his colleague Tomb King Arkhan the Black, who has the Vampire Counts and can even use some of the vampire units. Such a world of difference can also be found in Hierophant Khatep and High Queen Khalida, the latter of which is primarily a lover of the jungle. The implementation of the Tomb Kings is fortunately not limited to the desert, because their associated mission requires traveling!

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Great Vortex? Never heard of it!

The Rise of the Tomb Kings is a special case when it comes to the goals to be achieved. The Great Vortex does not bother the mummies so much, but instead they go after the books of Nagash. These relics are spread over the map and have to be retrieved to complete a victory ritual. This own agenda ensures both innovation and a number of complications.

In the Great Vortex campaign, five of the nine Nagash books have to be conquered. You do this by making the locations and armies that hold the writing a bit smaller or to make your own territory. Each book gives a new global bonus that does not sit in the cold clothes, so you keep collecting to your heart's content. Unfortunately, a number of problems arise.

Since the Tomb Kings have their own agenda, there is not really a race against the other factions to determine who gets the powers of the magical vortex. The mummified nobility quietly goes its own way and soon finds out that almost all books are available on one continent. A lot of interaction with other peoples is not there and the entire ensemble of the Great Vortex disappears into the background.

A better experience arises when you start a Mortal Empires playthrough, which will be made available if you own both Total War Warhammers. This allows the Tomb Kings to move on the entire merged map and the Nagash books are distributed much more interestingly. Suddenly you have to collect all nine copies in the far corners of the world. Believe us, you need that time to get used to the Tomb Kings.

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More pace, better balance

Apart from collecting the Nagash books during the Great Vortex campaign, the Tomb Kings are playing great thanks to their versatility. In terms of battles and conquest, a good balance has been found between tempo and effectiveness. Units do not cost money and can be recruited quickly, so that you can start pillaging in the initial phase. Fortunately, there is also something opposite, so you do not immediately roll over everyone.

Although the Tomb King units from all markets are at home, they are pretty weak in the attack. The siege of cities is difficult, with the result that not all opponents immediately surrender to you. There are also restrictions on the amount of troops that you can use from a certain unit, so that the number of turns is not supreme until a large number of turns. This maximum number can be expanded by building more of the same kind of barracks or temples, for which you are obliged to switch off the larger branches.

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In jugs and jugs

Yet these are not all the tricks that the Tomb Kings have on hand. The mechanics of the breed rest largely on the unique currency called Canopic Jars. These sacred jugs are the fuel for many actions that other races do not have the power over. Not only can the Tomb Kings conjure up special rituals, for example to summon deadly sandstorms, but it opens up many possibilities in the Mortuary Cult .

The Mortuary Cult is seen as a building site for powerful objects and units. Here Canopic Jars, gold and trade objects are transformed into better versions of existing units or that one weapon for your legendary Lord that you have always wanted to help. Hats off for this development, because this makes the player less left to fate when it comes to collecting gear. Moreover, the aspect of trade is fueled, making you only more aware of the tactical spectacle.

In addition to all these additions, there are also the usual changes. Expect new magical skills with which you can build a new army after losing X-number of troops and priests who explore the country as the well-known heroes. In addition, brand new technologies, buildings and political games are present. A lot of dust to bite you into again!

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Conclusion

It is possible that in the beginning, because of the price tag, you are quite skeptical about what the Rise of the Tomb Kings DLC has to offer. Especially when you find out that the Mortal Empires implementation works a lot better than just following the Great Vortex storyline.

Fortunately, there are plenty of new features waiting for you to be brought on a silver tray by another horrifying faction. For the especially the classic Total War Warhammer fan, who does not have that much with the great Vortex, the DLC is undoubtedly a must. Because before you know it you have already spent dozens of hours of gameplay and you wave goodbye to the thoughts about the price tag.

The plus and minus points

✔ Cool units
✔ Better balance and pace
✔ Canopic Jars and Books of Nagash as new motives
✖ Great Vortex implementation misses main target

Thanks for reading, I hope you liked it!

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