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Averland
Halberdiers (von Kragsburg's Guard)
Empire Knights (Knights of the Black Bear)
Knights of the Blazing Sun
Hochland
Halberdiers (Drakwald Patrols)
Handgunners
Marienburg
Greatswords (Pale Blades)
Halberdiers (Golden Pinions)
Swordsmen (van Klumpf's Bucaneers)
Middenland/Middenheim
Swordsmen (Swords of Ulric)
Greatswords (Carroburg Greatswords)
Empire Knights (Knights of the White Wolf)
Nordland
Spearmen w/shields (Nordland Seahawks)
Free Company
Empire Knights (Hunters of Sigmar)
Ostland
Handgunners (Fireloques of Ferlangen)
Ostermark
Halberdiers (Death's Heads)
Empire Knights (Hammers of Sigmar)
Stirland
Halberdiers (Stir River Patrol)
Stirland's Revenge
Empire Knights
Talabecland/Talabheim
Swordsmen/Sigmar's Sons or Halberdiers (Craterblades/Taalbaston Guard)
Hammer of the Witches/Sunmaker
Knights of the Blazing Sun
Wissenland/Nuln
Pistoliers/Outriders
Handgunners (Nuln Ironsides)
Helstorm/Helblaster or Steam Tank
Clan Eshin
Assassin
Gutter Runner Slingers
Death Runners
2550 points~
(Clan of assassins, these are their units)
Clan Moulder
Rat Ogre
Hell Pit Abomination
2600 points
(The monstrosities of moulder)
Clan Skryre
Warpfire Thrower
Warp Lightning Cannon
Warlock Engineer
2600 points~
Clan Septik
Plague Monk Censor Bearers
Plague Priest
2200 points~
(They're a vassal of clan Pestilens)
Clan Spittle
Stormvermin (Halberds)x2
2000 points
(Not much on them, apparently their warriors hunted Lizardmen until they were in turn hunted down, so generic warrior units I guess fit the bill, particularly ones good against big dino's.)
Clan Gnaw
Clanrats (shields)x2
Rat Ogresx2
2275 points
(Not much here either but they do sell warpstone to Clan Moulder, hence the rat ogres, they're also barbaric so basic clanrats sort of fit the bill.)
I'll update this as I think of more.
Har Ganeth
Witch Elves
Executioners
Death Hag
2900 points~
(Home to Hellebron and her witch elf cronies and the Executioners)
Karond Kar
Corsairsx2
Corsairsx2 (Hand bows)
2700 points
(Slaver capital of the Dark Elves, main shipyards etc)
Hag Graef
Cold One Dread Knights
Cold One Knights (Lances)
Khainite Assassin
3200 points~
(Rich city and Malus Darkblade was very cav focused on TT, Hag Graef is also known for its surplus of assassins.)
Ghrond
Sorceress (Dark)
Black Dragon
2900 points~
(Home of sorcery and luxurious palaces, Black Dragon didn't really fit anywhere else, thought it would hit one of the most powerful and mystic Druchii Cities.)
Clar Karond
Harpiesx2
Hydra
3000 points
(Beastmasters of Clar Karond)
~~From here on it's mostly just feel, very few references~~
Deadwood Sentinels
Dark Riders (Repeater Crossbow)x2
Dark Riders (Shields)x2
2300 points
(No lore on these guys anywhere, but feel the scouty cav fit the area somewhat at least)
Bleak Holds
Shadesx2
Shades (Great Weapons)
3000 points
(They're close to the Blackspine Mountains where the Shades make their home)
Blood Hall Coven
Witch Elvesx2
Sorceress
2400 points~
(Apparently based on a trio of sorceress's who fled Morathi, regardless feel witch elves fit the bill here)
The Forgebound
Har Ganeth Executioners
Reaper Bolt Throwerx2
2600 points
(Redid them, think the Bolt throwers still fit the theme but I wanted a heavily armored troop due to the Iron mines they start with, this will make it easier to make the faction traits too for me)
Scourge of Khaine
Corsairs
Corsairs (hand bows)
Cold One Dread Knights
2650 points
(Nothing to go off, perhaps a black ark slaving invasion of Ulthuan? With some opportunistic nobles in tow)
Cult of Excess
Witch Elvesx2
Death Hag
2400 points~
(Nothing says excess like Witch Elves).
Ss'ildra Tor
Harpies
Cold One Knightsx2
2600 points
(Didn't know what to put so I put some stuff I didn't use much elsewhere, it's sort of important that SS'ildra tor sucks so that the AI Morathi can beat them the vast majority of the time in my opinion, but you wanted full suggestions for all.. so OK.)
Caledor
Star Dragon
2400 points
(That's it, just the star dragon, it's insanely powerful in it's own right and fits the home of the dragons.)
Tiranoc
Tiranoc Chariotx2
Ithilmar Chariot
2800 points
(Land of the charioteers)
Chrace
White Lions of Chracex3
2400 points
(I mean, what more can I say, it's their home, and there's unfortunately no white lion chariots in the game)
Saphery
Loremaster of Hoeth
Swordmasters of Hoeth
2300 points~
(Home to the Tower of Hoeth)
Ellyrion
Ellyrian Reavers
Silver Helms (Shields)
Ellyrian Reaver Archers
2350 points
(Horse capital of the High Elves)
Yvresse
Lothern Sea Guard (shields)
Great Eaglex2
2350 points
(Dying coastal town, they've got birds, so we'll make em Eagles)
Cothique
Silver Helm (Shields)
Lothern Sea Guard (Shields) x2
2500 points
(Cothique does trade with all the High Elves and their armies can often have units from all over, but considering their position by the sea I felt this made a fair bit of sense.)
Averlorn
Noble
Silver Helms (Shields)
Archers (Light Armour)x2
2825 points~
(missing their signature unit and hero, this will do for now I suppose, added extra archers because Averlorn likes their bows)
Nagarythe
Frost Phoenix
White Lions of Chrace
2450 points
(missing their signature unit too, remade this one to have a Frost Phoenix and Lions of Chrace, the Frost Phoenix sort of matches the dour mood of Nagarythe and the Lions could have arrived from nearby Chrace)
Mousillon
Blood Knights
Necromancer
2600~ (Depending how you value blood knight, highest vanilla VC faction was a little over 3k)
(A land where necromancy is very popular, was hard to choose between Black Knights to reflect the Black Grail Knights, or Blood Knights to reflect the Knights of The Black Grail, Mallobaude's personal body guard of Blood Knights when he ruled over Mousillon
Templehof
I dont know
Necrarch Brotherhood
Necromancer
Black Coach
The Tithe
2150 points~
(more a bunch of vampire scholars of sorts than a real faction in lore, but oh well, this is the best I could think of)
Strygos Empire
Crypt Ghouls
The Feasters in the Dusk
Crypt Horrors
2000 points
(They were actually a human Empire ruled by Styrgoi, but that isn't easily feasible so perhaps a monstrous theme is fitting enough)
Vampire Coast
Nothing particularly fits, maybe a bunch of zombies, I honestly don't know. Hopefully we get a DLC or somebody does a flavorful rework.
Silver Host
Vampire (Death)
Skeleton Warriors
Skeleton Spearmenx2
2200 points~ (can't remember which vampire abilities come stock)
(Neferata's hometown, she had her own skelly warriors and the vampire is to represent a Lahmian, I would also personally suggest changing the Lord to a female if that's not too much bother)
Manblight Tribe
Gor Herd
Gor Herd (Shields)
Bestigor Herd
2100 points
(The ex-tribe of Ungrol Four Horns where he got bullied by the big boys)
Blooded-Axe Tribe
Gor Herd
Minotaurs (Great Weapons)
2100 points
(No lore I could find, so I went with a big axe)
Ripper-Horn Tribe
Centigors
Razorgor Chariot
Razorgor Herd
2400 points
(nothing really to go off, but a more mobile army seems interesting)
Shadowgor Tribe
Bray-Shaman (Shadows)
Cygor
2500 points~
(Again, not much to go off of, just went with a shadow Bray Shaman because I'm lazy, and a cygor because they're cool).
Torgovann
Dryad
Tree Kin
Wildwood Rangers
2500 points
(Forest spirits get drawn to the forge, and the rangers have some nicely forged axes)
Wydrioth
Deepwood Scouts (Swiftsilver Shards)
Wardancersx2
2450 points
(Apparently Findol and his crew are very bloodthirsty, they're also deep in the forest, feel the swiftsilver deepwood scouts and wardancers fit nicely.
Itza
Templeguard x2
Skink Cohort x2
3000 points
(I mean it's Itza, greatest among the temple cities, gotta guard that ♥♥♥♥, it's also heavily populated so you always have extra skinks on hand)
Sentinels of Xeti
2x Chameleon Skink
1x Terradon Ridersx2 (Fireleech Bolas)
2700 points
(OK, so in lore the sentinels are just monoliths that are essentially listening posts, so I put some scouty type units)
Teotiqua
Horned Onesx2
2800 points
(No lore, went for something I thought might be fun)
Tlaxtlan
Ancient Stegadon
Skink Priest (Heavens)
2800 points~
(Capital of Astronomy among the Lizardmen, hence the Heaven priest, stegadons just there for bulk)
Xlanhuapec
Bastiladon (Revivification Crystal)x2
Bastiladon (Solar Engine)
3100 points
(City of ancient artifacts left by the old ones, they get some high tech stuff)
Bloody Spearz
Night Goblin Squig Hoppers
Durkit's Squigs
Squig Herdx2
2400 points
(Night Goblin tribe, leader should be switched to a gobbo actually, ended up making them a squiggy faction.)
Broken Nose
2x Nasty Skulkers
Da Rusty Arrers (RoR)
Hammer of Gork (Goblin Rock Lobber)
2400 points
(Goblin tribe, stole a couple siege engines from the Dwarves, I know you currently have a setup for Broken Nose, but felt like the siege engine bit was a cool bit of flavor)
Red Fangs
Orc Big'Uns
Black Orcs
1950 points
(Think it's important they're still weak so they can be taken out by Grimgor, you disagree so I brought them up in points some more and gave them the Black Orcs because they were a pretty wealthy and powerful clan in lore under Rotgut)
Scabby Eye
Goblin Big Boss
Goblin Wolf Riders
Mogrubb's Mangy Marauders (RoR)
Moon Howlers (RoR)
1900 points~ (really depends on what you value a goblin big boss at, as one of the weaker heroes)
(Goblin Tribe that prefers cavalry, I tried to raise the cost, but goblin cav is so ♥♥♥♥♥♥♥ cheap iI had to double up RoR and have a hero just to get this many.)
Skullsmasherz
Orc Big'Uns
Orc Boar Boy Big'uns
Trolls
2550 points
(No lore, but every Big'Un loves to smash skulls - even more than other orcs maybe. And you need your handy dandy trolls for extra skull smashing.)
Teef Snatchaz
Teef Robbers (RoR)
Orc Boar Chariot
Orc Boar Boyz
2300 points
(Went with Teef Robbers because they fit the name, made em a bit of a chariot/heavy cav faction.)
Araknos
The Arachnarok Queen
2400 points
(No lore, but it fits the name)
Skaeling
Can't think of anything.
Varg
Chaos Chariot x2
1800 points
(Surtha Ek memes I suppose)
Aghol
Marauder Horsemasters x2
1500 points
(Several of these tribes in the area are known for their horsemen)
Mung
Marauder Horsemasters x2
1500 points
(Same as above)
Skeggi
Chaos Marauders
Chaos Marauders (Great weapons)
875 points
(Largest human settlement in New World, mostly Norscans, can be made more interesting post patch)
x2 Rangers
x1 Great Cannon
(Dwarf coastal patrol units, rangers for rapid response to threats/perfect for naval combat and raids, and the cannon for dealing with off-shore threats.)
Karak Azul (Metal Hold 'Iron Peak')
2x Dwarf Warriors w/ Great Weapons
1x Longbeards w/ Great Weapons
(Last of the southern dwarf holds still in contact with Karaz-A-Karak, it keeps itself afloat in the Badlands by the merit of its warriors and the abundance of metals required to produce high-quality weapons. Felt Great Weapons portrayed that best.)
Karak Hirn (Horn Hold)
1x Irondrakes
1x Longbeards
(Most famous for its suborn refusal to submit to direct rule from the high king and the natural phenomenon that causes the wind in the mountains to crate the sound similar to a mighty war-horn - hence the name 'horn hold' - they use fire to control this phenomena native to their mountains, the heat drawing in the sound and creating a fearful effect for opponents.)
Karak Kadrin (Mountain-pass Hold 'Slayer Keep')
2x Slayers
1x Handgunners
(Would just like to push the Slayer theme more, so would swap out the Long beards for another unit of Slayers.)
Karak Norn (Barren-Earth Hold)
2x Miners w/ Blasting Charges
1x Flame Cannon
(A hold that is almost totally devoid of anything more precious than iron and the front-line against the much distrusted Wood Elves. Their entire society is geared towards finding whatever valuables they can in their mountain range and be prepared against an attack from the elves to the south.)
Karak Ziflin (Helm Hold)
1x Longbeards
2x Miners
(Another hold that is very poor in natural resources. They are furiously defensive and greatly distrust/are envious of the Bretonian wealth. They stubbornly refuse to leave, as they are thourgly convinced that their are hidden riches in the mountains, and as such devote much of their resources to strip-mining whatever they can.)
Kraka Drak (Dragon Hold)
(Unless you incorporate Cataph's units I'm happy with their starting units already.)
Zhufbar (Torrent-Gate)
1x Gyrocopter
1x Handgunners
(The capital of the Dwarf Engineers Guild and main centre of industry for the dwarfs, this hold has the highest proportion of engineers in its population of any dwarf hold, and is second only to Karaz-A-Karak for its fleet of gyrocopters.)
Greybeard's propectors
1x Miners w/Blasting Charges
2x Miners
(The Greybeards Mining guild's, relatively young dwarves heralding from the Grey Mountains - the place of Karak Norn and Karak Ziflin - are a deeply dissatisfied bunch. Unhappy with the sparse resources of their homeland, they settle far-away mountains in hopes of turning a profit, braving whatever dangers they may face along the way.)
Karak Zorn (Plateau Hold 'City of Gold')
1x Miners w/Blasting Charges
1x Ironbreakers
(The legendary most Southern Hold in the Dwarven Empire, its wealth could be matched by no other, it having gold in particular in vast abundance hence the name 'City of Gold' in many dwarven legends. It has not had direct contact with the wider Karaz Ankor and Karaz-A-Karak for thousands by this point, separated by the coming of Chaos and many generations of fighting with the greenskins in the Badlands, many now believing the Karak to be the stuff of myth. But the legend survives stubbornly, now alone in the south, through its incredible wealth and the martial skill of the hold's warriors.
Karak Dank (Wet Hold)
1x Ranger
2x Miners
(There is no lore for this one, but I assume its a dwarf mining expedition looking to expand the dwarf realms westward, so scouting and mining units to start.)