Argwylon require Realm of the Wood Elves to play.
Argwylon are a playable sub-faction of Wood Elves introduced in Total War: Warhammer via a DLC. They are separate from the main Wood Elves faction.
Argwylon are a faction focused on the plant-like forest spirits and wild beasts of Athel Loren, with elven units taking a backseat. Their mechanics differ slightly from the main Wood Elves faction.
How could you ever understand us? You are not of the forest; you do not follow the Green Way. Yours is the scurrying of badgers, the flight of the starlings, but without meaning. You are never still, never at peace. Always taking without thought, never giving back.
Athel Loren is more than a mere forest; it is a living force whose spirit inhabits both the creatures that dwell there and its plantlife also. The flora itself is sentient - capable of thought and emotion - and fully entwined with the forest in such a way that only death can separate them. The forest spirits view the outside world and its inhabitants with great suspicion. Outsiders, on the other hand, consider such things as Dryads and Treemen creatures of myth, either long-dead or only existing in legend. How wrong they are! In many ways, the Treemen are the forest, embodying its spirit like no others, and never leaving it unless forced to do so. Naturally cautious, they will only join battle when no other choice is presented, but can command other forest-dwellers to their will and advantage when fighting.
At war, forest spirits are fierce, almost impossible to kill, and filled with the wrath that only centuries of anger at careless trespass and deliberate incursion can generate, ensuring that any who face them and live to tell the tale remain reluctant to return to Athel Loren ever again. Despite this aggression, Treemen feel warmth towards the ‘lesser’ creatures that live around them. Although not indigenous to the forest, the Wood Elves have long been accepted within their beloved woodland. However, even the extremely long lives of the Elves appear to be as fleeting as the seasons to the forest spirits, many of whom can still recall the times before they settled and made homes within its boughs and glades.
The last of the Ancients – the mighty Durthu – and his kin live deep within Athel Loren, inside the bounds of the Elven High Realm of Argwylon. Also known as the ‘Moonspring Glades’, Argwylon is a special place, where magic is everywhere and within every living thing. There the forest spirits and Wood Elves co-exist peacefully, coming together during times of threat and turmoil to put those foolish enough to invade their sacred home to ignominious flight or certain, screaming death!
How they play
A summary of Argwylon gameplay:
Units: Tough Forest-Spirit and Monster units, with a focus on melee. Elite elven units require amber. Limited ranged options.
Gathering of the Ancients: Can promote Ancient Treemen to positions, conferring various bonuses.
Amber: Unique resource used to summon exotic units or provide other bonuses.
Wood Elves settlements: Unique settlement system, unaffected by climate or regional occupation.
Oak of Ages: A special settlement which gives faction-wide buffs. If it dies, the player loses.
Worldroots: Special stance that allows Argwylon armies to bypass terrain, similar to Underway.
Sword of Khaine: Wood Elf factions can draw the Sword of Khaine in Total War: Warhammer II.
Forest-spirit focused unit roster with a variety of monstrous creatures and hard-hitting melee units. They work in an opposite way to Wood Elves: Forest Spirits and beasts do not require amber to recruit, but elite elven units do. This means they have much less access to powerful ranged units than regular Wood Elf factions.
Regiments of Renown
Argwylon use the same Regiments of Renown as the main Wood Elves faction.
Argwylon are playable in The Old World, Realm of the Wood Elves and Mortal Empires. They play largely the same as the main Wood Elves faction (using amber, the same stances, and the Wood Elves settlements system etc), with the following exceptions:
See lord pages for details on special campaign effects for each lord:
Durthu - A huge ancient Treeman, a monster who can mow down enemies in melee and is also a spellcaster
Gathering of the Ancients
Gathering of the Ancients is a mechanic similar to Elven Council or the Empire Offices. Ancient Treemen can be assigned to various roles on the council, which confer various bonuses.
Crooked Moon requires The King and the Warlord to play.
Crooked Moon are a playable Greenskins sub-faction introduced in Total War: Warhammer. They are led by the legendary lord Skarsnik.
They were introduced in the King and the Warlord paid DLC.
The Peaks belong to me. I dare yoo to try and take ‘em from me, stunty.
Orcs and Goblins are the scourge of the Old World. Collectively known as Greenskins, they are an aggressive and brutal race with an unquenchable love of war. Orcs are built for violence – brutal, bullying creatures of jutting jaws and hulking appearance. The Goblins, by contrast, are smaller but more cunning as they mob-up in greater numbers.
Although many Greenskin tribes reside in the Badlands to the south, since the calamitous defeat of the Dwarfs in the wake of the Time of Woes, Orcs and Goblins have developed a taste for the “fine livin’” to be found within the Dwarfholds – specifically the abundance of “shiny fings” piled high in the halls beneath.
Now, the sneakiest Night Goblin, Skarsnik, self-styled ‘Warlord of the Eight Peaks’, hunts his prized Squigs in the Grey Mountains. Once he learns that mutinous gits from within his own tribe have betrayed him and taken the Eight Peaks for themselves there will most certainly be trouble of the psychotically-violent kind; Skarsnik’s Waaagh! is truly something to behold, or avoid if you’re on the opposing side! This is what Gork and Mork – da Green Godz – demand of their servants, and only total victory will satisfy their bloodlust!
Plays largely the same as regular Greenskins factions, aside from access to Skarsnik, and not having access to Grimgor or Azhag.
Plays largely the same as the regular Greenskins faction, with the following exceptions:
Karak Eight Peaks is a unique settlement which affects Crooked Moon in the campaign. This does not affect other Greenskins factions.
Orc Warboss, Orc Shaman, Orc Boyz, Orc Big 'Uns, Orc Arrer Boyz, Orc Boar Boyz, Orc Boar Boy Big 'Uns, Black Orcs, Orc Boar Chariot
To counteract this, Skarsnik has -40% upkeep on Goblin units:
Night Goblin Warboss, Goblin Great Shaman, Goblin Big Boss, Night Goblin Warboss, Night Goblin Shaman, Goblins, Goblin Archers, Nasty Skulkers, Night Goblins, Night Goblins (Fanatics),
Night Goblin Archers, Night Goblin Archers (Fanatics), Goblin Wolf Riders, Goblin Wolf Rider Archers, Forest Goblin Spider Riders, Forest Goblin Spider Rider Archers, Night Goblin Squig Hoppers,
Goblin Wolf Chariot, Goblin Rock Lobber, Doom Diver Catapult
Savage Orc units can still be recruited regardless of the status of Karak Eight Peaks, though as usual you need to do so from a settlement with the Savage Orcs resource.
Savage Orcs (Unit), Savage Orc Arrer Boyz, Savage Orc Big 'Uns, Savage Orc Boar Boyz, Savage Orc Boar Boy Big 'Uns
Challenger of the Hound is a minor Warriors of Chaos faction consisting of one horde army.
They appear in a Norsca campaign and attack the player, when the player chooses to align themselves with one of the other three Chaos Gods (other than the Hound / Khorne).
The faction leader Vaashnar the Hound should not be confused with Vaashnar the Tormentor who leads Vashnaar's Conquest in Total War: Warhammer II.
Wintertooth require the Norsca (DLC) to play.
Wintertooth is a playable sub-faction of Norsca introduced in Total War: Warhammer, separate from the main Norsca faction. They are led by Throgg.
Wintertooth play largely like the regular Norsca faction, with a few exceptions (see below).
Deep in Troll Country, something is stirring. The pitiless and Chaos-ravaged lands north of Kislev are home to nomadic tribes of half-starved men who scratch a desperate living from the barren soil, and plagued by roving bands hunting for Chaos-warped beasts - but this place truly belongs to the Trolls. Nearer Kislev, River and Stone Trolls roam freely, but farther north Chaos has warped the inhabitants. Trolls are large, vicious and dumb at the best of times, and thanks to the influence of Chaos, many have taken on grotesque mutations, becoming bigger, more brutal, and even more mindless.
Yet, there are exceptions. Whilst Throgg, King of the Trolls, enjoys rending and devouring his enemies as much as any of his brethren do, he is surprisingly smart. He was given the name Wintertooth by the warriors of the Old World, thanks to his unfailing ability to despatch any champion they sent to fight him. But, whether due to a quirk of nature or to the touch of Chaos, Throgg is not just a fearsome brute but a creature of cunning and guile. After countless years facing constant needling from the lands of men, he sees what must be done. Vowing to take the fight south, Throgg brings Chaos and destruction to those who dared to goad him, in the name of all Trollkind.
The harsh and brutal nature of the far north is reflected in the grim character of its peoples. Yet even more than the privations of their cold and barren lands, their proximity to the Realm of Chaos shapes the Norsca and other northern tribes. Rather than fight the darkness, they embrace it, worshipping the forces of Chaos as Gods, providing a willing army for the Ruinous Powers' never-ending war against order and reason.
Though physically tougher and more powerful than those living an easier life in the south, the Northmen are still Men - although many of them will have their humanity warped by mutations, and their savagery and barbarism are legendary. War is their natural state, and whether raiding across the Sea of Claws in their longships or feuding with neighbouring tribes, their blades never go long without blood. They follow the Ruinous Powers with unquestioning fervour, personifying them as the Hound, the Crow, the Serpent and the Eagle. They need no priests to intercede with their Gods, believing the slaughter and terror they bring is an act of worship in itself, though they are also highly superstitious and often raise twisted shrines and make blood offerings to honour whichever deity they hope to win favour with. The shared ambition of every northern warrior is to cause the greatest possible bloodshed and mayhem in order to appease and please their Gods; in seeking this goal most die violent deaths, or fall into warped insanity, but a few become favoured as Champions of the Gods, often 'blessed' with mutations such as a melding of flesh and armour, or weapons fused with the hands that wield them.
No single Lord holds sway over the nomadic northern tribes, although men and monster alike are increasingly drawn to fight for King Throgg, a Troll of surprising intellect, or to follow Wulfrik the Wanderer, a Norscan warrior cursed by the Gods to forever seek out and fight the mightiest opponents. And whenever the Ruinous Powers prepare for a new assault on the south the Northmen put aside their petty disputes and rivalries and unite behind their Champions, ready to fight and die in the name of their Gods. At times like this, the Realm of Chaos itself swells and expands, bleeding over into mortal lands. One day, the Norsca believe, their advance will not be checked, and Chaos will swallow the world.
How they play
A summary of Wintertooth gameplay:
Units: Cheaper, undisciplined marauder units, backed up by many large monstrous units. Few ranged options.
Regiments of Renown: Wintertooth has access to several RoR, some have special requirements in the campaign.
Allegiance to the Gods: Wintertooth can gain favour with one of four Chaos Gods, gaining various rewards and bonuses.
Norsca settlements: Unique settlement system, can only colonise settlements in the Norscan peninsula, coastal settlements and racial capitals, which unlocks technologies.
Monstrous Arcanum: A book that allows Wintertooth to engage in monster hunt quests, for great rewards.
The Everchosen's Summons: A special dilemma which allows Winterooth to join the Chaos Invasion with the Warriors of Chaos, if they choose.
Tribal Confederation: Wintertooth can confederate Norscan Tribes by defeating their leaders, or vassalize them by taking their last settlement.
Wintertooth play largely like the regular Norsca faction, with the exception that they do not have access to Wulfrik the Wanderer, but have Throgg instead, who buffs Trolls and monsters.
They use the Norsca unit roster.
Legendary Lord Choices
Wintertooth players can choose from the following lords when starting a campaign. See the individual lord pages for information on their various bonuses in campaign.
Throgg – a large monster who can crush enemies in melee, and with a vomit attack from range.
See the page on the Norsca faction for their lord choices.
Cave of the Rocky Throne
Cave of the Rocky Throne is a landmark building only available to Wintertooth, which can be constructed in Erengrad in Troll Country.
Parravon is a minor non-playable Bretonnian faction. It is the combination of two dukedoms from the tabletop, Parravon and Quenelles.
Parravon and Quenelles appear separately in the Season of Revelation campaign.
Adorning the family standard of the Dukes of Parravon is the pegasus rampant, the ultimate symbol of wealth for any Knight fortunate enough to acquire one. This Heraldry was adopted by Lord Agilgar, first Duke of Parravon and one of the famed Companions of Gilles the Uniter. It is said to be a likeness of his winged steed Glorfinial, lord and sire of all Royal pegasi, whom he befriended. It was atop his friend Glorfinial that Agilgar was carried into the Fifth Great Battle – the liberation of Parravon – paving his way to Companionhood by his actions that day.
For the province, see Middenland (province).
For the faction that Boris leads in An Eye For An Eye, see Middenheim.
Middenland is a minor Empire Provinces faction in Total War: Warhammer. It is led by Boris Todbringer.
Middenland is a forested province dominated by the fortified city of Middenheim. The worship of Ulric, god of wolves and winter, is more prominent here than worship of Sigmar.
Marienburg is a minor Empire faction introduced in Total War: Warhammer.
The wealthy city-state of Marienburg lies to the west of Reikland. It seceded over seventy years ago in a corrupt deal that brought shame on the Empire. It is a rich and corrupt place, rife with intrigue. The settlement of Marienburg can construct the Marienburg port, providing tremendous income.
Empire Secessionists is a minor Empire faction in Total War: Warhammer and Total War: Warhammer II.
When the player plays as The Empire, the Empire Secessionists start in control of all the settlements of Reikland except Altdorf, and the player must fight them off. When the player is playing a different faction, then the Empire Secessionists do not exist and the Empire starts out controlling all of Reikland.
Kislev is a minor faction in Total War: Warhammer and Total War: Warhammer II.
They are the northernmost nation of men, living between the civilized nations of men and Dwarfs of the south and the barbaric tribes of the Chaos Wastes to the north. Kislev appears in The Old World and Mortal Empires campaigns.
Though they have their own category on the Diplomacy screen, they still use the Empire unit roster.
In Warhammer Fantasy lore, Kislev is strongly based of Russia, Kislev has one single unit, the winged lancers, that are somewhat inspired by Polish Hussars. The country of Kislev is led by a Tzar or Tzarina and is a strong ally of The Empire.
Kislev is currently treated as just another faction in the Empire category, sharing the technology and graphics with it. However, it is a distinct subgroup in the game's files and has some unique commandments included, indicating its role might be expanded in the future.
The Kislev faction starts out in a strong position: controlling Northern Oblast, Eastern Oblast, Southern Oblast and Troll Country. However, their northern position puts them directly in the path of aggressive, hostile factions like Warriors of Chaos and Wintertooth (Norscan faction). They usually suffer greatly in the Chaos invasion.
Their faction capital (not racial capital) is the settlement of Kislev in Southern Oblast.
Warhammer Fantasy is a high fantasy fictional universe created by Games Workshop and used in many of its games, including the table top wargame Warhammer Fantasy Battle, the Warhammer Fantasy Roleplay (WFRP) pen-and-paper role-playing game, and the MMORPG Warhammer Online: Age of Reckoning.
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