“Turn right, idiots! Turn right!”
I don’t tend to shout at my computer during game sessions, but if I did, I’d say something like the above. I’m thinking it very loudly.
I am Crone Hellebron, and the upstart new High Elf Alith Anar (new to Total War: Warhammer, that is - he’s actually thousands of years old) is conquering my Dark Elf cousins in Karond Kar to the south. That in itself is no big deal - I didn’t like them anyway - but I’m busy trying to subjugate the Deadwood Sentinels (also Dark Elves) to the east, and I don’t need him opening a second front on my border. That’s why it’d be really cool if these idiots would just turn right.
Even without The Queen and the Crone DLC, we think Total War: Warhammer 2 is one of the best strategy games on PC.
The idiots to which I refer are my Blood Voyage; an allied army formed by those who survive the wanton slaughter of each Death Night. Like a high-end intervention, they’re immensely powerful, allied to me, and yet I have no control over them. Rather than just turn right and attack Alith Anar, they’re sailing determinedly to Ulthuan, where they will pillage Tor Anlec and Alith’s forgotten kin in Nagarythe. Thematic, sure, but no help to me whatsoever.

This is the latest anecdote to emerge from Total War: Warhammer II’s ever more varied sandbox of meshing mechanics. It’s made possible by the game’s next content injection, which lands tomorrow, over four months after January’s Tomb Kings expansion.
from PCGamesN https://ift.tt/2spvsMh
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