I think the Rise of the Tomb Kings DLC is as successful as Norsca; it gives us a race who not only add re-playability to the original campaign, but bring their own flavour. The race-specific mechanics make their campaign feel unique, especially the lack of army upkeep, which pushes the boat out and will necessitate most Total War players rethinking their strategy. This is a good omen for the future of Total War: Warhammer 2. It shows us that even though the Mortal Empires campaign still needs work, that even though Norsca won’t be added till May, CA is still keeping what’s important in sight. They are sticking to their formula of race-specific mechanics, based on lore, to create a distinct playable experience. And I think Rise of the Tomb Kings is another example of that successful formula.
CA surpassed themselves with Rise of the Tomb Kings! !
The new faction is more fleshed out than most other races in the game. 4 very different legendary lords (personality, starting position, character traits, goals), 1 fully fleshed out army with all the undead and constructs with amazing animations and attention to detail to every unit. Really interesting mechanics, completely different tech trees (research of the past with dynasties is really cool), item crafting for your heroes with Mortuary Cult, unique campaign mechanics different from the vortex. New beautifull desert maps and backdrops!
This, in my opinion, is the best DLC CA has ever released in any total war game and sets a golden standard for future releases. The future of total war warhammer is bright!
CA if you re reading this please improve the old races (empire, orks, beastmen) they feel subpar in terms of complexity and campaign mechanics.
Rise of the Tomb Kings adds another worthwhile experience to the Total War Warhammer series. The gameplay of the DLC is well balanced in terms of features and units, although the add-on works better during Mortal Empires than the Great Vortex campaign.
This was overall a great DLC in my opinion. This works out a lot better than the old way they did the add-ons with the mini-campaigns and only two legendary lords. Instead, now we get four new lords, a new crafting system, and a good roster of units. The lords are all interesting and fulfill a purpose. It's not a perfect DLC even if I love it. The first thing is that the endings of the lords don't all make sense, I won't spoil it, but some don't fit with the characters. Overall I'd give it a solid 9/10 for a DLC. Sorry if the bad grammar throws you off.
No complaints on the technology front. I probably just **** at this game, which is fair, **** mechanics are **** Their units are SOOOO BAD early I can't bring myself to play past turn 20. The weird ass unit cap mechanic forces stupid army compositions. I understand making mechanics different for each faction lends itself to interesting play styles, but ewwww. I would much prefer the standard gold upkeep mechanic to be able to field decent armies. I know mid/late game they can probably hold their own, but early nope. It's so bad I want a refund, it's not fun for me at all. Don't let this review stop you, just be warned, if you are anything like me this campaign will leave a bad after taste, one that doesn't inspire future purchases.
SummaryAcross the arid deserts of Nehekhara, vast legions of skeletal warriors rise from beneath the baking sands to slaughter those who trespass into their domain. It is a lifeless realm of endless dunes, stained red from the blood of savages and barbarians. This is the Land of the Dead, where mummified kings are cursed to rule in perpetual un...