At the start of a campaign you choose which of two Legendary Lords will lead your faction, iconic Warhammer characters like Emperor Karl Franz and High Wizard Balthasar Gelt, with the other character becoming available during the campaign. Each has their own questlines to pursue, storylines that unlock special battles to earn unique artifacts. These quest battles can also be played outside the campaign in a separate mode of their own. You might be facing an army with four Shamans, or reinforced by Dwarf Gyrocopters, and your Lord begins each battle with a rousing speech. (This is the only time you hear speeches–unlike Shogun 2 you won't have to skip them before every scrap.)
Because quests are bespoke little stories separate from the campaign—you use your regular army but opponents are conjured up on the spot rather than drawn from existing enemies—there's a risk of them seeming inconsequential. But their unique nature, and the few paragraphs of narrative that come with quests, are reward enough that I probably waste too much effort chasing them.
Though early quest destinations are near the starting positions, they quickly pop up much farther away. Sending your Lord off with an army strong enough to beat them is a bad idea, as even with another powerful stack of troops at home it leaves you open to a concentrated attack, like a sudden Waaagh! Unlocking quests often requires sending your Heroes off to perform specific actions, too.
At the start of a campaign you choose which of two Legendary Lords will lead your faction, iconic Warhammer characters like Emperor Karl Franz and High Wizard Balthasar Gelt, with the other character becoming available during the campaign. Each has their own questlines to pursue, storylines that unlock special battles to earn unique artifacts. These quest battles can also be played outside the campaign in a separate mode of their own. You might be facing an army with four Shamans, or reinforced by Dwarf Gyrocopters, and your Lord begins each battle with a rousing speech. (This is the only time you hear speeches–unlike Shogun 2 you won't have to skip them before every scrap.)Because quests are bespoke little stories separate from the campaign—you use your regular army but opponents are conjured up on the spot rather than drawn from existing enemies—there's a risk of them seeming inconsequential. But their unique nature, and the few paragraphs of narrative that come with quests, are reward enough that I probably waste too much effort chasing them.Though early quest destinations are near the starting positions, they quickly pop up much farther away. Sending your Lord off with an army strong enough to beat them is a bad idea, as even with another powerful stack of troops at home it leaves you open to a concentrated attack, like a sudden Waaagh! Unlocking quests often requires sending your Heroes off to perform specific actions, too.
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