
u/Hollownerox

With Lore of Vampires being redone, that means Lore of Wilds is the only WH1 lore that has yet to get a VFX update
The Moonclaw hopium rises lmao.
Since he had a mixed lore of Shadows and Wilds it would be fun if we got a character pack with either him and/or Ghorros and they could pair the VFX update with them.
Also with the Warhammer 1 lores mostly brought up to WH3 standards, any WH2 lores that need a VFX update in your eyes? I think Nehekhara could use another pass in particular.
Do you think Renegade Space Marine Chapters will be a thing on launch? And if so, do you think they will allow for your custom faction to go Renegade?
Shower thought I had. But I was just thinking that its obvious they would want to justify some Imperial faction vs Imperial faction stuff so that you weren't just fighting Orks and Aeldari all the time. So people figured rogue Guard elements would be a thing to mix things up.
But then I was thinking how they could do the same with Space Marines. Given it will be a bit before we see any CSM representation. And the obvious conclusion was renegade chapters. Those that broke off from the Imperium but hasn't necessarily done so because they drank the Chaos Flavoraid.
Which got me thinking, could you play a Space Marine custom faction is Renegade? Or go further and could you play a Space Marine faction that starts loyal but can become a Renegade chapter as campaigns go on?
If you could build one as a Renegade right off the bat it would be interesting if they let you customize faction aversions. Like having your Chapter from the get go being capable of having friendlier relations to Aeldari or the like. To show their more neutral position compared to mainstay Imperials. But it does make me wonder how far the "make your own story elements" go if they do allow Renegades from the get go.
Any 40k units you'd like CA to redesign for the game? Either their visuals or in terms of gameplay role? (E.G. Kroxigors, Casket of Souls, etc in the Fantasy trilogy)
Thought this would be a fun topic to discuss since I saw a tangent about how many "liberties" CA can or can't take with 40k. Given its GW's golden child.
In the Fantasy games there were a good number of units that CA decided to overhaul a bit. Some of them were visual changes due to the models being old at the time like the Kroxigors. Others had their entire unit design changed because the original unit wouldn't really work in a RTS game. Like the Casket of Souls being changed from a static debuffer to being a mobile magical artillery piece.
So, I thought it would be fun to ask if there were any units you thought could use either a visual or gameplay refresh in the context of Total War 40k?
Personally, my vote goes to Space Marine Centurions (Reddit isn't letting me add images into the post body, so sorry for having to link it instead for visuals)
They are such a dumb unit, but as time went on I've come to adore these goofy fuckers. I don't think the design is unsalvageable, just need tweaks to account for how they would actually walk and move besides in a straight line.
GW at the time these models were made were notorious for designing things not thinking how they'd look outside the tabletop context. They are much better about it these days (Fun fact: the reason Redemptor dreadnoughts were made was in direct response to video game animators telling them how hard the classic boxnaut was to animate), though they do still have some goofs on occasion. So, barring an actual update from GW themselves, I'd love to see CA rework the design into something more reasonable if they do make it to Total War.
We've talked a lot about lords/heroes, and the customization potential. But how about bodyguards? Tell me what your expectations/wants are for your Honour Guards or Command Squads
Shower thought I had. But in Total War Warhammer we had a lot of the unique honour guards for factions implemented as Regiments of Renown (essentially unique units with special gimmicks you can only have in one of at a time). Things like the Blades of the Blood Queen or the Keepers of the Flame.
With 40k moving in the direction of characters being attached to units, it makes the addition of bodyguard units a fun one to theorize on. Like will it be just a generic unit you attached to your warlord and they just act as meatshields for them? Gaining experience like any other unit. Or will there be customization as well to make them sorta a unique unit in of themselves that you can tailor make and build a story for too?
With things like the Wardens of Ultramar and Masters of Maelstrom becoming a thing on TT, where named characters get a gaggle of groupies thematic to them. It would also be interesting to make your own sorta "council" for your dudes as well.
I think there's a lot to chew on for this and would love to hear the community's thoughts on the topic.
PSA: Dweeb isn't a mistranslation. JP dub localized KR slang to Ojou-sama for some reason
I told some folks on this sub I'd double check the original KR since people using JP dub were upset when they saw a disconnect between them hearing the character say "ojou-sama" and what they read in the text.
I play with KR dub and I thought the English text mostly matches up, but I doubled checked the KR script just in case. The term they use is 샌님, which means something akin to "model student." But in actual usage is to make fun of someone for being too uptight, but not in an ojou-sama way, but more like a refined way of calling them a loser. So its often translated into English as dweeb or even nerd at times.
So this is a case of the JP dub taking liberties here rather than the English (most likely because there isn't as good a match to 샌님 in JP compared to English where dweeb carries roughly the same connotations). I know people have some justified concerns about the quality of translations (its really weird this update tbh). But I wouldn't be using spoken Japanese as the determination for a Korean made game for that.
For folks curious of a faction that could get the "Vampire Coast treatment" in 40k. I pitch The Lost & the Damned (AKA Traitor Guard)
This was sorta a tangent in a recent thread about the inclusion of the Drukhari as a faction. But I thought it was worth bringing up as its own post.
For people who didn't play the Warhammer Fantasy games, when people talk about the Vampire Coast they are talking about a faction that wasn't really a "true" faction anyone seriously thought would be added.
It was a White Dwarf army list with no official models. Just kitbashes and port overs from vampire counts. CA and GW did something unprecedented (and entirely unplanned for) by including them as a full DLC Race for Total War Warhammer 2. Turning what was just sorta a one time "just for fun" semi-official army into a genuine thing.
For 40k there isn't really quite something similar to that. We do get White Dwarf armylists, but they tend to be things like specific Space Marine Chapters. Like the Emperor's Spears, Silver Templars, or even the Blood Ravens. Less as an "army" and more just to give more minor chapters some factions specific rule flavor.
But then I realized there kind of is a force similar to Vampire Coast, that has been both represented and yet not represented in 40k since almost the start.
The Lost and the Damned are a prominent force in the IP that has never had their own Codex. They've always been treated as sorta an add-on to Chaos Space Marines. With Codex: Eye of Terror in 3rd edition and various Forgeworld supplements making them playable, but not really their own thing.
Rather than bundling a few Traitor Guardsmen or Beastmen mutants into Chaos Space Marines and calling it a day. I think it would make the most sense to pull a Norsca/Vampire Coast with them. They have more than enough official units with rules and even (out of production) tabletop miniatures. Far more than Vampire Coast had to work with, and they could easily take existing Astra Militarum units and give them a chaos coat of paint to fill in the details.
Not sure where on the priority list I would put these guys as a faction. Obviously the mainline Codexes should be higher priorities. But I really do think these guys are the best option for a "Vampire Coast" sorta faction, unless GW by some miracle actually does make them a legit Codex faction in 11th or something.
They mentioned projectile ricochet won't be a thing yesterday. But I wonder if redirecting ranged fire (ala Missile Mirror) will be a thing for Wargear/abilities?
Was re-watching the stream from yesterday on Ranged fire to see if I missed anything. And a brief mention they made was that the sight of projectiles bouncing off armor was purely visual. And there won't be any cases of bullets hitting a vehicle and bouncing back to hit your troops. Which makes sense since it would be a bit silly to kill off your own troops that way.
But it reminded me that there are a decent amount of units that do have equipment or abilities on tabletop/lore that can send ranged fire back at those firing on them.
A prime example off the top of my head are Necron Lychguard. Their Dispersion Shields are just an invul save these days, but back in the day they would redirect ranged fire back at enemy units. Lore wise they still do so even if it isn't a thing TT wise anymore.
There's also things like the Chronomancers who can freeze projectiles mid-air. Or Archon Shadow Fields that make energy projectiles dissipate or bullets lose momentum.
Given things like Space Marine Stormfields or Iron Halos are probably going to be on launch. I'm curious how folks think these defensive measures will work given the sheer amount of dakka that's going to be going off in this game. Like easiest option would be just buffs to evasion or missile block chance (if that's a thing), but I feel like CA would be trying to adapt these things in more interesting ways than that.
During the stream, Devs mentioned the Stompa was the biggest unit they have added to Total War. But they are "looking at putting bigger things down the line."
Specifically the dev says this at around the 20:50 mark:
>"We really wanted to put the biggest thing that we could get away with in a Total War game. We are looking at putting bigger things later down the line of course, but this will be the biggest thing we've had in a Total War."
At first I didn't think much of this. But after re-watching the stream I realized there actually isn't really anything in mainstay 40k that is bigger than a Stompa. The tallest mainline Imperial Knight is the Dominus class, which is a good deal smaller than a Stompa. Other than that, nothing out of the normal GW codex rosters really compare in size to the Stompa.
It's really only Forgeworld units like Warhound Titans, Tyranid Bio Titans, the T'aunar Supremacy Armor, Acastus Knight, and so on that are bigger than a Stompa.
Wouldn't say this is a confirmation of anything mind. But fun to see they are thinking about it given how people were hoping we might see at least the smaller classes of Titans in some capacity. Given they are probably not concerned about things like city gate heights (which was the main thing limiting the height of units in the Warhammer Fantasy games), I really do think the sky is probably the limit here. Though obviously with considerations on recruitment limitations and roster balances of course probably having a say of what does or doesn't get added.
With characters being embedded into units in 40k, do you think named bodyguard units ala Regiments of Renown will be a thing? If so any group in particular you want to see?
Was just double checking the Ork Codexes again after the excitement of seeing Nazdreg and remembered that a lot of Ork characters have a unique group of boyz associated with them.
Ghaz has had a number of elite guards over the years. The ones on top being from his Codex Supplement in 6th edition.
Zagstruk has the Vulcha Squad as his personal crew of Stormboyz
Snikrot has his Red Skull Kommandos.
Grotsnik has a couple mentioned. The minderz above being guards Ghax gave him. But 9th edition Codex mentions he has custom monsters he made to be his own bodyguards called "Stichboyz."
I know RoRs were always a bit of a contentious addition to the Warhammer trilogy. Especially the implementation as instant recruit elites. But I thought with named/generic characters seemingly no longer being solo characters it would be fun to see them with their loreful bodyguards.
It would also be really fun in custom factions if you could also build your own Regiment of Renowns for your Warlord. Maybe if a unit rises to enough veterancy or accomplishes enough impressive feats you could "promote" them or something to be a unique group to bundle with your characters. But we'd have to see how extensive those custom factions are before theory crafting things like that I guess.
Anyways, any particular named gaggle of dudes you want to see in game? Be they actual tabletop formations or just a named group mentioned in a foot note.
With Vitrix Guard and Red Corsairs Raiders setting a precedent for subfaction specific units in general rosters. Are there any examples in your faction that you'd like to see?
I'm still unsure how to feel about them myself. Since it feels weird fielding an Ultramarines specific honour Guard alongside my Minotaurs. And I'm still pretty baffled that GW didn't make the new pirate CSM just generic "Chaos Renegades/Raiders" and instead made them Red Corsairs specific. But the precedent has been set.
So, while I have mixed feelings on them myself, are there any other subfaction specific units you might want to see in your armies?
For example, Necrons had the Stellar Scythes mentioned back in 9th edition. A unique Honour Guard of the Silent King who seem thematically like an equivalent to the Vitrix Guard. Or his unique guild of assassins.
>Hands of the Triarch
>Countless smaller groups serve Szarekh also, some officially, others in a more secretive or mercenary capacity. The Breath of Silence, for instance, are a sinister guild of jade-skinned Deathmarks who appear without warning, eliminate Szarekh's enemies, and ae gone as silently as a zephyr of cosmic wind. Szarekh can never officially recognise their contribution, for they are dishonourable by their very nature, unlike his personal Lychguard phalanx.
>Famed as the Stellar Scythes, these elite killers possess augmented mental engrams that allow them to philosophise, practise elaborate diplomacy and converse at great length and with high intellect. They march to war in bodies of metagold and noctilith, and each possesses a personal Doom Scythe fighter craft; thus do these elite warriors serve as Szarekh's envoys and companions, as his peerless bodyguards, and even as his airborne escort when he leads his legions into battle.
It wouldn't be that strange to see a unique unit of Black Legion Terminators in the future given how often GW released special rules for that. Or maybe Orks with the unique Stormboyz known as the Vulcha squad that hang out with Zagstruk? Curious what may be out there that GW might make units out of know that they have sorta opened the floodgates.
Dug through an old Warhammer Fantasy book to get a lore quote and rediscovered some cool Thousand Sons artwork. Given GW likes to draw from older sources on occassion, it could make for inspiration for future releases?
From the Liber Chaotica: Tzeentch that was a background book for Warhammer Fantasy back in 2006.
If you're wondering why there is Thousand Sons/40k related art in a Warhammer Fantasy book, it's because the narrator is a character from the Warhammer Fantasy world being guided through the Realm of Tzeentch. And he actually encounters Magnus the Red. So these are his drawings of what he saw on his journey cataloging the various creatures and followers of Tzeentch.
Given GW likes to make what was old new again all the time. While not likely, they could always look at this old art and use it as a basis for a future unit. Just recently they made a special character for Old World based on a single piece of concept art Mark Gibbons made 21 years ago. So would be neat if they did the same for some of these.
Even if they don't, it's still just some fun art to share to my fellow Sons of Magnus who probably haven't seen them before. So I hope y'all enjoy them.
Do you think minor factions will be bespoke entities in 40k like they were in the fantasy titles? Or do you think CA will be randomly generating them given the emphasis on custom faction building and emergent storytelling?
Had a bit of a shower thought pop into my head. But while chewing on it I wasn't sure what direction I wanted for this part of the game myself, so thought I'd poke your brains about it as well.
So in Total War: Warhammer we had a lot of minor NPC factions to fill out the empty spaces of the world. Some of these are notable lore factions. Like the many Empire subfaction that make up it's electorate like Stirland and the like. But a lot of other subfactions were made up by CA to just fill in the blank spaces so to speak.
One of my favorites is the Dimmed Sunz minor faction that exist to have an excuse to fight Greenskins in Cathay. Or the minor faction dedicated to Sarthoreal the Everwatcher, himself being a CA original creation (kinda, technically Sarthoreal existed in 40k prior). It was nice seeing these original minor factions with their unique banners and color schemes in the game, even if they were destined to be curb stomped by the major factions. I would have a once in the blue moon campaign where they became major powers, or steadfast allies, and make that campaign memorable from cookie cutter "X LL led subfaction dominated the world" ones.
But with Total War 40k, I wonder how much or how little CA will be putting into minor factions like this given the change to how campaigns seem to be working. And just the way 40k works compared to fantasy. There are no shortage of minor subfactions to add for pretty much every big tabletop faction. Even something as minor as Harlequins or Corsairs have their own extensive lists of major and minor subfactions to copy and paste iconography and color schemes from the Codexes and into the game. So on paper there might not be a need for CA to even make up their own ones since most of that work is already done for them.
BUT that isn't putting into consideration the big emphasis on customization in 40k. While we still haven't seen how it works in action, and are just taking CA's word on it. The custom faction building element of 40k seems like its a big focus, and the Crusade system seems tailor made to be a "make your own story" type of experience. If they are putting this much effort into a faction builder, I imagine they would make use of that to generate minor factions that players can encounter and be unique to their own campaigns. Having that ability to say "X faction became my greatest ally/enemy" and it would be something entirely unique to that particular campaign they played.
So with my rambling on that done. What would your preferences be? Sticking with loreful factions from the tabletop/lore only? Having CA make their own minor factions, iconography and color schemes, like they did with Fantasy? Or random generate them using their build-a-bear system they made?
I think most likely it will be a mix of all three, but which angle would you prefer to see more of in your own campaigns?
For those wanting to prep for The Wicked and the Warped, here is a TLDR of what Trazyn and Orikan have been up to since I&D
I've been lurking around a number of 40k subs, and saw there was a lot of interest in knowing what Trazyn and Orikan have been up to in the timeline. Since there is a decent gap of time between The Infinite and the Divine and the newly announced sequel The Wicked and the Warped. Given Robert Rath is someone who is known for doing a TON of research and making nods to some obscure 40k lore, it is natural he might make references to timeline events that aren't mentioned in novels and the like that occurred chronologically between these two books.
The timeline is a little funky here because I&D skips huge swaths of time during its thousand year long narrative, but vast majority covers a pre-Great Rift period of time. With the climatic elements of the book occurring shortly after the Fall of Cadia. Since the novel Fall of Cadia (and its prequel short-story Bleeding Stars) occur during the time when Orikan was buried under Serenade's surface following the Exterminatus. But other than that overlap I think most of these events follow the end of I&D (but before the cliffhanger epilogue where Trazyn asks the Deceiver Shard how to enter the Great Rift).
Trazyn has been a busy bee to say the least, so he makes up the bulk of this. But Orikan does have a few fun ones too
#Trazyn Events with specific dates
793.M41: His first encounter with Inquisitor Valeria after she investigates why Hive Fleet Behemoth avoided Solemnace. Would implant a Mindshackle scarab into her and have a mutually beneficial relationship until she is (sorta) executed by Inquisitor Greyfax (Codex: Necrons, 5th Edition/Mindshackle by Robert Rath)
878.M41: Tries to steal the Spear of Vulkan from Forgefather He'stan but is defeated in a duel. (Codex: Space Marines: 6th Edition)
933.M41: Launched a full-scale invasion into the Fenris system. Invaded the world of Midgardia, destroyed its orbital defense systems, battled against Logan Grimnar, Arjac Rockfist, Njal Stormcaller, Ulrik. Skvarl Cogfang, Gnaerold Ghostwolf but achieved his objective of retrieving a C'tan Shard of the Burning One from the planet and withdrew with no issues. (Codex Supplement: Champions of Fenris, 6th edition)
943.M41 to 953.M41: Tells the Salamanders that he discovered the Song of Entropy (one of Vulkan's missing relics) triggering a decade long war between the armies of Solemnace and the Salamanders Chapter. Reveals he lied when He'stan fights him personally to retrieve the relic and tries, but fails, to steal the Spear of Vulkan again. (Codex: Space Marines: 6th Edition)
990.M41: He orchestrates the Tyranid invasion of the world of Vuros and uses a temporal cascade to make the invasion an exhibit. Is forced to abandon the project after it results in several full-scale battles in his galleries. (Codex: Necrons, 7th edition)
999.M41: Participated in the Carnac Campaign with Orikan, Nemesor Zahndrakh, Vargard Obyron, and Anraykyr the Traveler all working together to reawaken a dormant Tomb World that had Aeldari Exodites establish a colony on it. (Codex: Necrons, 5th Edition)
Events without dates (some could have occurred during I&D)
- Allied with Imotekh the Stormlord in a battle against the Cato Sicarius of the Ultaramarines and Eldorath Starbane of Craftworld Alaitoc. (White Dwarf 383)
- Encountered Eidolon while attempting to make an unspecified procurement. Was sent Fabius Bile as an exchange, but instead of claiming Bile he traded a ship's worth of Emperor's Children geneseed for a Fulgrim clone. (Fabius Bile: Clonelord by Josh Reynolds)
- Participated in a warzone on Mordian against the Thousand Sons and Harlequins after co-opting the armies of Overlord Serevakh the Star-Throned after collecting him. Commanded a myriad of Xenos forces (including T'au, Leagues of Votann, Orks, and Tyranids) to help defend the Aeldari webway portals. Still wants to close the Warp Rift above Mordian so he can get to what he really wanted to do in the system. (Warhammer 40K Grand Narrative 2025)
#Orikan
Events with specific dates
987.M41: Traps the 7th company of the Obsidian Glaives Chapter in a chrono-loop to better study his enemies. (Codex: Necrons, 7th Edition)
999.M41: Participated in the Carnac Campaign as mentioned in Trazyn's section. Specifically helps Anraykyr avoid assassination by Aeldari Rangers with his future sight. Asks for no reward, but it's heavily implied he was responsible for the extremely convenient timing of the Tomb World's awakening that allowed for the Necron victory. (Codex: Necrons, 5th edition)
T12345X000-11: While commanding a cabal of Crypteks commanded by Orikan on Szarekh's behalf. Orikan predicts the fortress called the Basilicanum Imperator will be a threat to Szarekh's plans. He leads a combined force of Szrekhan, Pruskh, and Uretep Dynasties, along with the Triarch Praetorians, to destroy the fortress defended by the Adepta Sororitas and AdMech. (Codex: Necrons, 10th edition)
Events without dates (These all occur after I&D)
Advised Imotekh with his prophecies during the conquest of Forgeworld Hypnoth. They then used an unforeseen Tyranid infestation to weaken the Imperial defenses and defeat the Fleshtearers and Iron Hand defending the planet with the help of a Mechanophage. (Codex: Necrons, 8th edition)
Infiltrates Solemnace and releases several Tyranid specimens in an attempt to retroactively prove his prophecy that Solemnace will be devoured by Tyranids true. Fights Trazyn but is forced to withdraw. (War in the Museum by Robert Rath)
Involved in the Pariah Nexus conflict. Mentioned his loyalty to Szarekh has long ago disintegrated but he still respects what the Silent King is trying to achieve with cleaning the galaxy of Warp taint. He believes a calamity is going to occur in the region of such magnitude that it is messing with his current day prophecies, and he narrowed it down to the Nephilim region. (Crusade: Pariah Nexus, 10th edition)
That's all the material I know for the most part. I'm sure I missed some things here and there, but I think if Robert Rath is going to make any callbacks to existing material. These should make up the more notable events that took place in-between depending on where Wicked and the Warp sits on the vague timeline we got.
Hope this helps anyone looking forward to the sequel!
Idea for Diplomacy in TW: 40k - A spectrum of conflict rather than a binary "at war or not at war" state
TLDR
Factions should be allowed to battle each other on a planet without necessarily being "at war." With enough conflicts, or other negative actions, between them eventually leading to a state of Total War.
This would allow for more interesting dynamics between factions without necessarily making them more complex.
Explanation
I've been mulling over how interactions between factions would play out in 40k for awhile now. And I think I've finally settled on what I think makes the most sense for the setting.
Like most people, I expect diplomacy to either be at the level of the Total War: Warhammer trilogy, or be even more simplified. With the tagline of the IP being "There is Only War" and the recent affirmation of this in the PC Gaming Show video making it feel like the latter is the most likely. So no one is really expecting to see 3K levels of depth to say the least.
BUT while I do think diplomacy will not be that complex, I do think there is room in the setting to be a bit more nuanced than what we had in prior titles. Especially given the blank slate with the new engine.
Factions in 40k, even among Imperials, can have some pretty varied relations. A lot of it is based on oaths and favors rather than long-term alliances or command structures dictating how each faction should behave.
So while Imperial factions are mostly on the same side, they can clash with each other on occasion without outright warring with one another. And the same goes with their dynamics with outside factions on occasion.
Launch faction wise I think things will be fairly straightforward (except with Craftworlders, which is a can of worms). But as more factions are added I really think they should future proof the dynamics by shifting up how diplomacy works in general to work more as a spectrum, with "Total War" being something that only occurs when enough actions have built up to it.
What I mean by that is that battles shouldn't be something that only occurs when you're in a war state with another faction. You should be able to come into conflict with "neutral" (or even friendly) factions over objectives on a planet, which will affect diplomatic relations but not immediately lead to a declaration of war. This means that you could have conflicting objectives between, say, Space Marine and the Guard on a particular world and have a bit of a skirmish over it but not immediately have a case where you're trying to erase each other from the galaxy entirely.
This would allow for things like the Craftworld Aeldari fantasy to work. Given their infamous reputation of being allies one moment and then attacking you not too long after because of some long game they are playing out that looks like they are mercurial whackos from the outside. Meaning you won't suddenly be in a war for survival after attacking a singular Guard outpost or something.
Hell, it could even make for some more nuanced relations with a faction as "we're always at war" like the Orks. Maybe having enough major battles with Orks paradoxically makes them friendlier with you given they see you as someone who gives them a good fight. Meaning that they are more open to hearing you out when it comes to possibly fighting off a third party. Letting you have some interesting dynamics with Ork factions beyond just having some subfactions like Freebootaz/Blood Axes being the only ones having more open diplomatic options.
I think having this sorta "fight without being in a full-on war" system would lay the foundations for later factions who have more complex relations with other factions (T'au, AdMech, Necrons, LoV, etc.). And just make the game overall a lot more interactive in how campaigns play out compared to the Fantasy games where there is an illusion of interaction between factions.
Not really sure if I'm explaining the concept that well, but I'd really love to hear what everyone thinks about it.
I know most folks think diplomacy shouldn't be a focus at all. And Total War is all about the war, and it should be an all or nothing dynamic. But I do think CA mixing it up how diplomacy works for this entry will really make 40k be that dream game in the long term. And really drive home that "make your own story" element we know and love without clashing with the spirit of the setting.
Little grainy, but Biel-tan confirmed as a subfaction
This seemed to be campaign footage from the Imperial side with it marking what factions are in the system. So could just be an NPC enemy subfaction. But nice to see them in either way.
Looks like leader characters will have their bodyguards. Given this Warboss has a model count of 10 on his unit card
With 3 of the 4 factions covered, and release in a few months. How about a thread dedicated to minor concerns we might have for Dawn of War IV?
Over the last few months we've had a lot of talks about the big picture when it comes to DoW IV. Things like the gameplay flow, campaign focus, and so on. Which are end of the day the most important things we are rightfully worried about. Which may or may not have been alleviated as more of the game has been shown off.
But now that we finally have a release date, I thought it would be nice to have a chat dedicated to those relatively minor concerns we have with the game. Small things that won't make or break whether you get the game or not, but would just be a bugbear for you.
For example, while we haven't had the Necron showcase yet, something I've been a little worried about is VO. There's a somewhat common misunderstanding in the 40k community regarding Necrons where they think everyone is mindless but the lords, but in reality it is only the Warriors. Everyone else, while to varying degrees, still have minds from Immortals to upwards. So I'm hoping the devs are aware of that and we have some voice acting for Immortals, Deathmarks, and Lychguard. But other games have made them voiceless, so it's a dice roll.
Also Necron wise, I'm really hoping they allow their VFX to be customized to other colors too. Green is the iconic Necron look, but there are plenty of Dynasties who use other colors in their weapons. Would be a real shame if Thokt were included as a color scheme but you weren't able to have their signature blue energy.
Both of these things are really nothing burgers in the grand scheme of things, but would affect my enjoyment of the game a bit even if it isn't that big of a deal. So was wondering what y'all might have as similar small scale gripes or hopes for the game.
Found an engorged tick on our dog while wearing her seresto collar. Should I be concerned the collar is defective? Or are exceptions expected?
First time poster here! I wanted to know if anyone else has been in this situation.
We've been using seresto collars for our dogs for years now, and just recently replaced them for the usual 8 month cycle. It's been a few weeks since they've had the new ones on, but today we discovered an engorged tick on one of them.
We're not entirely sure how long it might have been on her, but we're concerned since we were under the impression that the collar was to kill off a tick through contact before it can latch on. But after removal the tick was still alive and well (prior to burning 🔥)
Is it possible the collar we had on her is defective? Or is this something that just has a rare chance of happening?
EDIT: Thanks for all the replies everyone! I'm the dogs' uncle and was posting this to help assuage my sisters worries. I appreciate all the affirmations that the collar was not going to offer 100% protection.
We aren't able to do the ingestibles as many people kindly suggested due to other health concerns unfortunately. But we'll see our options when we can see the Vet and double check to make sure she's disease free (she has gets the annual shots, but better safe than sorry). Really grateful to all the folks who chimed in to help!
Heidemarie Battle Ready pose without background for those who want it
Saw some people really wanting this without the gameplay elements. So went out of my way to figure out or to extract it from the game files and export it as a gif/png.
It's not perfect because I am a noob with this sort of thing. But hope it is good enough for those who wanted it!
NOTE: It's slightly cut off at the bottom, but this is to hide the fact that she has nothing past her knees lol. All the "battle ready" poses (the character images that pop up when you select a card) don't have legs fully drawn in general.