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Started by Jubal, March 29, 2008, 06:13:52 PM

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Jubal

THE END TIMES ARE NIGH!

This is a dark age, a bloody age, an age of Daemons and sorcery, of battle and death until the world's ending. These are the End Times.
This is Total War.

Features;


Factions;

Please note that units not in the original mod are in bold.

Altdorf
Description;
Altdorf is one of the largest and finest cities in the Empire, and is therefore the capital. It contains the college of wizards, the grand temples of Sigmar and many other fine buildings. The Imperial army of Altdorf is the 'classic' empire army, with huge, unpredictable cannons and mortars from nearby Nuln, the finest of the Empire's knights such as the Reiksguard, and also many specialist sigmarite units such as Warrior Priests, Flagellants and even the mighty and pure Theogonists. Add this to a very solid selection of infantry including Halberdiers, Spearmen, Swordsmen and Handgunners, and you have one of the most versatile and flexible armies available.
Units;
- Handgunners
- Halberdiers
- Swordsmen
- Spearmen
- Free Companies (think peasants)
- Free company Archers
- Flagellants
- Reiksguard foot
- Reiksguard (knights)
- Knights Panther
- Greatswords
- Cannon
- Mortar
- Bogschafen City Guard
- Stirland River Patrol
- Averland Mountainguard

- Warrior Priests
- Empire Theogonist
- Empire Outriders
Buildings;
Middenheim
Description;
The Imperial army of Middenland serves the northern provinces of the Empire. Midddenheim is a huge city built on a vast rock plateau in the wild forests of Middenland. From there the many troops of the northern provinces receive their orders. The Middenheimers do not have the affluence or cultured learning of he southern empire to aid them; instead they have a rugged, independent lifestyle that in the face of constant Chaos incursions breeds strong, tough men. Middenland troops are often better in terms of raw strength than their southern counterparts, and though they have weaker artillery they make up for this with close combat heavy armies including units such as the mighty teutogen guard, who with their war hammers dedicated to Ulric, wild god of the Northlands, smite their foes from the northern wastes with a righteous fury.
Units;
- Handgunners
- Halberdiers
- Swordsmen
- Spearmen
- Free Companies (think peasants)
- Free company Archers
- Knights Panther
- Greatswords
- Cannon
- Knights of the White Wolf
- Hochland Long Riflemen
- Talabheim Heavy Halberdiers
- Ostland Scout Cavalry

- Teutogen Guard
Buildings;
High Elves
Description;
The High Elves, the Asur, are a race apart from the other races of the Old World, for they are the elder race, more graceful than any other, working fine magic and creating beautiful artefacts. The High Elven homeland is Uluthuan, a vast circular island with a huge ea in the middle. The High Elves guard their lands jealously, only allowing outsiders into the vast southern city of Lothern. They have towering fortresses in may far off regions, reached by the fine elven swanships. The High Elves have surely earned their fame as navigators, craftsmen and wizards. It was the High Elves, after all, who millennia ago joined forces with the Dwarves and created the vast vortex over Uluthuan that sucks the Chaos magic out of the old world. Recently, though, the vortex has slowly begun to unravel... will the Elves, an ancient race whose greatest glories seem to be past them, unravel with it ?
  Though the High Elves may be few in number, they are by no means a spent force in war. They wage constant war against their raiding Dark Elf kindred from the north, and often have to fight of raids on Uluthuan or its colonies by greenskins, Lizardmen, or freebooting pirates. A highelf army is made up of a backbone of sturdy, lithe and graceful spearmen, each more than a match for any human warrior. These are backed up by ranks of deadly accurate light elven archers. The power of an Elven army comes, though, from its silver helm knights, the sons of Uluthuan's nobles. These valorous elves will swing the tide of battle to the Elves favour with their daring charges. These High Elves will be backed up by other specialist units, such as the deadly swordsmasters of Saphery, the Shadow Warriors who wage an unending war against the Dark Elves, or even the elite Phoenix Guard, defenders of the Sacred Flame.
These are the forces of the Elves, and they reward those who wield them with skill and precision. Amidst the horror of a world being consumed by Chaos, can the Elves regain their former glories, and be victorious at the last? In the end times, only one thing is certain; the story of the Asur is not over yet.
Units;
- Spearmen
- Archers
- Swordsmasters (great swords)
- Phoenix Guard (poleaxes)
- Silver Helms (Cavalry)
- Shadow Warriors (like Arcani with bows)
- Repeater Bolt Throwers (Scorpions)
- Tiranoc Chariots
- Lothern Sea Guard

Buildings;
Wood Elves
Description;
The fey and unpredictable wood elves and their forest allies are unlike any other Elves, because although they retain the grace, crafts and valour of their other kindreds, they have a culture shaped not around iron or steel, but wood. These elves have no real dedication other than that to Athel Loren, the vast forest in the south of Brettonia that they inhabit. They and the wood are bound to each other through ancient and powerful magical ties that no mortal truly understands. Athel Loren is a strange and magical forest, inhabited by many hundreds of thousands of spirits in myriads of forms. The elves of Athel Loren eschew the mighty fortresses and cities of other races, preferring instead to live out in the trees with no permanent home. The elves each swear allegiance to Orion, spirit master of the fey band of elves and spirits that ride through the forest killing beastmen, greeenskins, and even fellow elves known as the wild hunt, and Ariel, the beautiful Elven queen who rules from the master oak at Athel Loren's heart. The elves and spirits do fight each other at times when they disagree, but most often they are in alliance, against Brettonian Knights, Orc raids, beastmen ambushers, and even peaceful Dwarf or human trading parties, for no-one may pass the eaves of Athel Loren and go unpunished.
In war, the elves favour the bow, a weapon which they have been well trained in the use of from birth, but will also draw their swords of Elven steel, that will have been inlaid with the flowing runes of the forest and passed down through the generations, and spill the blood of their foes in combat. These ranks of archers are backed up by the mysterious Waywatchers, elves who no of nothing but their dedication to the guardianship of Athel Loren. Armed with bow and sword, they are the finest archers that there have ever been in this age of the world. The glade riders, horsemen and archers capable of performing feats no human could match, also provide fast missile and medium cavalry support to a Wood Elf army.
Beware of the fey, mortals, for we are the caretakers of nature, and you are not welcome in our garden.
Units;
Glade Guard
Waywatchers
Glade Riders
Eternal Guard

Buildings;
Dark Elves
Description;
The Dark elves of Naggaroth are the most cold hearted, ruthless, and deadly killers in the old world. They are a cruel and sadistic race whose hearts show no compassion, even for another elf.
   The Dark Elves were pushed out of the province of Nagarythe aeons ago, when a mighty civil war between Malekith, the ruler of that once fair land, and the Phoenix Kings, fought over the succession of the Phoenix throne, caused Malekith and his mother and Mistress, Morathi, to lead most of the people of Nagarythe into the worship of their own god, a dark, chaotic and murderous version of the highelf god Khaine. The ensuing wars sank Tiranoc and much of Nagarythe beneath the seas, and those of Nagarythe that remain are a poor and bitter people, many fighting on forever as the hidden force of Shadow Warriors.
 The Dark Elven culture is set up around the worship of their Khaine, the lord of Murder. His cult is serviced by the beautiful and sensuous Witch Elves, women who can kill with little more ease than it would take a normal man to reach for his sword. They in turn train the assassins, the masters of secrecy and death who no elf, dwarf, human, or even demon can be truly safe from. The main way of Dark elves gaining money and captives, though, is through the ancient art of raiding. The Dark Elves have constructed many 'fortress ships', known as Black Arks, inside which a medium size nay of raiding ships and enough Corsairs, the piratical Dark Elf raiders, to man them. The Black Arks rarely enter combat, but when they do they are such huge ships that it would take a very sizeable navy to even attempt to  attack one.
When the Lordly Malekith sends out his vast armies to war, (often against his highelven kindred), he sends a backbone of deadly Dark Elf spearmen, backed up by the more elite units such as the swordsmasters of Clar Karond or even a contingent of the deadly Black Guard. As for Cavalry, the Dark Riders provide a good medium cavalry force, and the deadly scorpion carts, testimony to the terrible genius of the Dark Elves, will shoot enemy cavalry, artillery crews or mages down with terrifying ease and speed.
Units;
Black Guard
Executioners
Spearmen
Reaper Bolt Thrower
Dark Riders
Scorpion Carts

Buildings;
Hordes of Chaos
Description;
The Hordes Of Chaos are the unwearying threat to man, elf and dwarf alike, and will stop at nothing to achieve their one true goal; the conquest of the whole world. From the Northern Wastes their marauders pour down onto more civilised lands, led by fearsome and brutal Chaos Warriors and Knights and backed up by fearsome daemons.
There are four Chaos gods; Nurgle, Khorne, Tzenteech and Slaanesh. Each have their own specialised troops available at their temples. Slaanesh, the prince of Pleasure, has Warriors and Knights who have super high morale due to their never ending feelings of delight and pleasure at any sensation, even that of a steel sword hacking into their soft flesh. He also commands Daemonettes, shrieking demons who have razor sharp mutated limbs allowing them to tear limbs and rend flesh with a sickening and unnatural grace and beauty.
Khorne is the blood god, and commands powerful berserk Warriors and Knights who are unrivalled in combat. He also has the powers of the bloodletters to call upon, huge red parodies of men who with brass axes an orc would struggle to lift cut straight through all but the toughest armour.
Nurgle is the lord of Decay and Plague, and his Warriors and Knights cause fear in all enemy troops due to the revulsion they have of such a monstrosity.
Tzenteech's Warriors benefit from their master's lordship over the seven winds of Magic, and can raise mighty chants capable of destroying the morale of all but the most stalwart human troops.
These are the forces of Chaos, and it is a fool who is not wary of their power, strength and brute force. These are truly the Heralds of the End Times.
Units;
-Chaos Knights (Common, Khorne, Tzenteech, Nurgle, and Slaanesh versions)
-Chaos Warriors (Common, Khorne, Tzenteech, Nurgle, and Slaanesh versions)
-Chaos Heavy Chariots
-Chaos marauders
-Marauder Cavalry
-Chaos Warhounds
-Screamers of Tzenteech
-Daemonettes of Slaanesh
-Mounted Daemonettes of Slaanesh
-Bloodletters of Khorne
-Hellcannon of Chaos
Buildings;
Araby
Description;
The vast empire of Araby lies to the south of Estalia over the Tilean sea. It borders the dread lands of Khemri to the east, the jungles of the southlands to the south, and the sea to the north and west. While Araby is vast on a map, it has little productive land and most of it is simply rolling sand dunes populated by camel riding tribesmen, who frequently attack traders in parties of desert bandits. Araby's real empire lies in the cities of the north and west, near the sea, where there are many heavily populated cities. These people live for trade and the gold that it offers, sailing to the Empire in the north for weapons, to the far-off city of Lothern in Uluthan (the only place humans are allowed) for rare elven goods, and even to the far off lands of Ind for the opulent spices found there.
  Araby is no stranger to war, having to fight constant wars against Tomb Kings who seek to expand their ancestral lands, crusaders from Brettonia, Estalia and the Empire, and other threats such as Dark Elves constantly preying on their trade ships. The armies of Araby are based on a core of unreliable peasant spearmen, backed up by nomadic tribesmen on camels, armed with bow and scimitar. While these troops are not awe inspiring, they provide a good core to base some of the more deadly and powerful troops on. Araby's real hitting power is provided by its mages and beast tamers. The djinn mages of Araby call upon the djinns of stone and fire to hurl mighty rocks and fireballs at the enemy, some from the ground, others from the safety and speed of a flying carpet. The one thing that really characterises Araby armies, though, is their ability to call upon the mighty and powerful giant elephants. Though expensive to maintain, there is no trooper alive who would be able to stay on his feet and not be hurled in the air by one of these beasts, let alone stand up to one on a fight! These monsters are only really vulnerable to heavy artillery fire.
Units;
- Elephants
- Camel Riders
- Camel Archers
- Camel Knights
- Araby Infantry
- Djinnusers (peltasts that fire large rocks)
- Flying Carpets
- Light Cavalry
- Horse Archers
- Swordsmen
- Axemen
- Handgunners

Buildings;
Brettonia
Description;
Brettonia is the land of chivalry, a land of bold and noble knights leading large numbers of stinking peasants into battle and death. Brettonia is divided into thirteen provinces, one for the original King, sir Gilles le Breton, and one for each of the twelve companions who with him found the holy Grail. Brettonia has come a long way since then, and her knights are famous for launching mighty crusades and errantry wars to crush the enemies of the Lady, Brettonia's patron goddess.
Brettonia's core troop re its bow armed peasantry. They use bows because the army needs archers and no knight of course would dream of handling such a weapon. The Brettonian bowmen are poor but cheap archers who can take down an adequate number of enemies at range, but are quickly slaughtered in close combat.
Also in terms of peasantry Brettonia can call on the relatively new invention f the Trebuchet, a powerful war machine that shows he wealth of any ruler who uses one. The trebuchet hurls huge rocks at long range towards an enemy, and can create horrific casualties. Knights do not like using these due to their inherently dishonourable nature - they do not allow any enemy to defend himself in noble combat - but many now have seen the benefits they offer.
Brettonia's armies, though, are really founded around the Knights of the Realm. These bold warriors are fine shock cavalry, and will shatter most enemies on the tips of their deadly lances. They carry axes for more prolonged combat, but even so will often suffer in a long fight.
And finally,  there are the true elite, the Grail Knights. These heroic warriors are able to shatter even a formation of Chaos Warriors, and as a shock force are the finest in the world. they will die in long combats or against spears and pikes, but these purest of knights, with their red and white shields, are the finest anywhere in the Old World and beyond, brining light, hope and valour into the darkness of the End Times.
Units;
Knights of the Realm
Bretonnia Archers
Grail Knights
Bretonnia Trebuchet
Men At Arms (spears)
Men At Arms (Halberds)
Battle Pilgrims
Damsels of the Lady

Buildings;

The Cult of Slaanesh
Description;
A festering wound on the face of the world, the Cult of Slaanesh is a powerful and dangerous sect of Dark Elves who have stopped the worship of Khaine i favour of that of the dark, devoius and seductive Prince of Pleasure, Slaanesh. This cult is led by Morathi, the voluptuous and beautiful mother and lover of Malekith, Witch King of Naggaroth. She it was who first made an alliance with some of the northern tribes affiliated with Slaanesh, and she it was who brought them into her thrall, along with a huge army of Dark Elves led by mighty Sorceresses
Armies of Slaanesh combine the speed and skill of the Dark Elves with the hitting power of Chaos. They can get all the basic Dark Elf troops, such as bolt throwers, spearmen and Dark Riders, and also the slaaneshi troops such as daemonettes, Chaos Knights of Slaanesh, and daemonette riders. It is this combination that makes them a deadly and precise hitting force in battle, and one that rewrds skill and precision.
Units;
Chaos Warriors of Slaanesh
Chaos Kmights of Slaanesh
Daemonettes
Daemonette riders
Dark Elf Warriors
Dark Riders
Daemon Riders

Buildings;

Orcs and Golbins
Description;
WAAAGH! The Orcs and goblins are true fighters, raiding, pillaging and burning anything that gets in the way of the green tide. A true combined arms force, the greenskin troops range from pathetic snotlings to mighty giants capable of shattering walls with their clubs. With hard-hitting but unpredictable close combat troops such as savage orcs, tough heavy infantry with Black Orcs, and fast, dangerous boar or wolf riders, the Green Tide will not be stopped...
Units;

Orc Boyz
Orc Stikka Boyz
Savage Orc Boyz
Black Orc Boyz
Giant

Buildings;

The Vampire Counts
Description;
The Vampires are a terrible and fell race, created by dark sorceries in the lands of Khemri many years ago. The Von Carstein and Lahmian families represented by this faction are truly a terror; they raise shambling hordes of skeletons and zombies, alll crawling slowly towards the end of the realms of men, dwarfs, or anything living that is in their path. Vampire Counts have some tough, fearsome troops such as the Grave Guards or Black Knights, but at heart they are a horde force, trampling their enemies' bones in with their own under the sheer wieght of numbers, then slaying and killing as they run, run from the balck pitted eyes that still stare with a thousand year old gaze...
And are resurrected....
Units;

Horde Skeletons
Skeleton Spearmen
Heavy Skeleton Spearmen
Black Knights
Grave Guards
Wraiths

Buildings;

The Tomb Kings
Description;
In Khemri, the dead do not rest. They march, they plot, the cold cogs of theird ead minds seeking onlyto kill, slay all that is living and reduce it to thier own pitiful state of existence. The Tomb Kings fight in the way they did when alive; mighty ranks of spearmen and swordsmen with archers and chariots slaying the foes of their King... but now they are dead their forces are mnore terrible still, with the mgically guided bone arrows, tuddig into the beating hearts of their enemies, and giant dead crows and caytapults firing screaming skulls... and huge monstrous constructs that destroy all in their path.
Fear the desert. Fear the dead.
Units;

Spearmen of Khemri
Swordsmen of Khemri
Light Cavalry
Archers of the Asp
Chariots of the Tomb Kings

Buildings;

The Tsardom of Kislev
Description; The Kislevites have always been upon the front line aginst Chaos incursions; They are a tough and hardy people, and masters of horse, axe and bow as is needed for a nation so close to the terror in the North. With swift and terrible charges they can break any enemy line, and their horse archers from the Ungol tribes are powerful and tough warriors.

Units;

Gospodar Axemen
Kislevite Hunters
Winged Lancers
Ungol Horse Archers
Heavy Horse Archers
Kislevite Noblewomen

Buildings;

The State of Luccini
Description;
A maritime state in the south of Tilea, Luccini is a proud and tough nation, and more than ready to defend her interests. Pikes and Crossbows are the weapons of the Tilean soldier, and they wiled themwith deadly efficiency. Luccini has access to powerful, rare and dangerous mercenaries as well as an already tough and powerful core of close combat infantry. The leopard watches, and Luccini waits for its time to come...
Units;

Luccini Pikemen
Luccini Crossbowmen
Guard of the City
Duellists
Mercenary Pikemen
Pit Fighter Mercenaries
Mercenary Crossbowmen
Mounted Crossbowmen

Buildings;

More updates soon...
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Cholio


pichm3


Jubal

And what was, pray, the point in that?
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

stormcloud

to show bad co-ordination

Pinkkiller

hehe obviously it was to show he is here just post something very silly.. :lol:           well *points at the chaos units* no major daemons? or would they be too overpowered for rtw engine?  :unsure:                                                       btw in what warhammer era will this be Archaon time? or earlier

Jubal

Major demons aren't in purely because I don't have a model for them.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Gen_Glory

are there not 8 winds of magic?
Tis but a scratch...


Jubal

The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Gen_Glory

in Tzeentch description in hordes it says only seven    :D
Tis but a scratch...


Jubal

I've decided that Chaos start coutning from 0 rather than 1. Honest.  :P
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...