# Total War: Warhammer 40k - New Galactic Map and Army Painter

## Метаданные

- **Канал:** Invicta
- **YouTube:** https://www.youtube.com/watch?v=YkS9T2F0q0o
- **Источник:** https://ekstraktznaniy.ru/video/40507

## Транскрипт

### Segment 1 (00:00 - 05:00) []

More details just dropped when it came to Total Warhammer 40,000. Uh specifically the campaign, how it works, this galactic level scale map down to the details of unit customization. There's a lot of juicy bits in here that come from two sources, GameStar and Games Radar. So, let's get into it. All right, so here's a board I've prepared once more to cover these topics. We have the galactic map, campaign map, planet map, combat, and unit customization. We're going to get started on the galactic map, which to me is the most exciting one. So, this comes from GameStar and essentially what they say is that there is a galaxy map which exists above everything else, your highest level that they've been calling the crusade theater. It is meant to host a bunch of everything that you do. Now, that may kind of sound like, oh, it's just a fancy menu, but it goes beyond that. And, uh, we'll start at the kind of highle description of what this is. So, they say the galaxy has been divided into numerous sectors and solar systems. So, I've shown this here. This is the graphic that was from the announced trailer. So, I thought that this was just for setting the theme, but this might actually be the scope and scale that we're dealing with. So, here you can see, for instance, they have these little lines that indicate specific events. And those specific events are what they're calling flashoints. And these flash points are things that are happening across the galaxy. And there's three different modes that I've outlined here. So, in the article, they say that there's three modes of flash points that will appear to populate what's going on in the galaxy. You have your long campaigns, which is your traditional Total War sandbox that has, in this case, they say a solar system with about 10 planets. So that's the scope that you'd expect. That is your vanilla Total War experience. Then the short campaigns, very similar in format, but just a few planets limiting the scope uh there. So those are the two ones that we'll be very familiar with. And then what they have down here is what they're calling strike battles. The quote from the article says, "Jump right into decisive battles uh that are currently raging and try to turn the tide with your units. " So, it's kind of like how in the past we would have specific quest battles that you could get into before that were themed around characters and integrated into that narrative. Here, it seems like they've been removed and placed kind of here for you to jump in. It might be something like we've seen in the past when it comes to like historical um battles where you can play specific scenarios to see how that works. But, uh, I think they're trying to do something even more interactive than just these one-off, um, baked into the game events. I think they're trying to make something actually more dynamic uh, in the vein of something like Hell Divers where there's a special event. You know, for this month, there's a tyrannated invasion. Now, we can populate your game, seed your game with these scenarios, and everyone sees it happening. It becomes a more communal event. Uh and that gets to the second uh part of the article which talks actually a bit more about these ambitions. And here is a an unofficial image that I've prepared to maybe game out uh what I'm reading here. So the specific quote here says basically uh within this galactic theater mode, you can choose each of the specific modes that you want to play. And this is meant to respect that there's different demands from different players uh and their time. So again, that's like a menu where you can choose your experience. But then they've tried to link those experiences together. So let's read this. However, your success in the individual solar systems also has an impact on flashoints in the rest of the galaxy. If you have achieved a major victory in a campaign, you can unlock new advantages for your faction. So there's this meta level um continuity that's preserved. I really like that idea. That's really cool. Uh then it says William Brightite mentions a particular special actions that are now available to a specific chapter of the space marines, but there are also one time advantages. For example, your space marines may help a faction of the Austriarm out of a jam in one campaign and in the next campaign that faction may reappear as an ally. So, I like this uh always constantly alive Warhammer 40,000 galactic map where you choose a faction and across multiple campaigns you can potentially uh dictate the turning of the tide for a sector. So, what I've done here is mocked up something that may be representative of that. So, for instance, there's the galactic map. This might be a sector. Perhaps they have a system of control for a sector to see which faction is prevalent within that sector and then you can go to see well how are the other sectors doing. I don't know if this is specific to one person's instance of the game or maybe it's like a global shared with the entire Total War community kind of like how Hell Divers does uh down here that I've showed when it comes to you know level of control for entire sectors that are dictated by the entire player base. that starts to get really cool and I guarantee you they've done some studies on Hell Divers 2 and this sort of live service type model trying to integrate that into 40 uh Warhammer uh 40,000 Total War. That's really cool. So, this is my mockup where you can see control of different sectors that is dynamic and then within this you would be able to play your different campaigns as they appear. These are your flash points and there may be something which is like you know let's say this is a standard campaign a long campaign you started you finished it you gained victory maybe that opens up the next campaign in the sequence or allows you to move on into another sector things like that uh another thing might be like you have a specific short campaign that

### Segment 2 (05:00 - 10:00) [5:00]

I would imagine you boot up the game for the first time there's probably going to be a short campaign that is going to be like the prologue that guides you through the first experience and then that unlocks the wider system Or same thing, there might be like, oh, this system is um there's a tyrannid invasion. Let's seed it from the creative assembly side of things. We'll seed this with a bunch of these little flashoint battles that might swing the system back towards the tyrannids and cascade into other events. So, I think that's really cool. Maybe there'll be some sort of system of missions that will guide you to have a bunch of different experiences that could be seasonal based. So, this is totally different from what we've seen from past Total Wars. This is actually really exciting. Very novel, very modern feeling. Um, and yeah, this opens it up to a lot of potential uh future expansions. And it makes me think that maybe they won't have multiple Warhammer 40,000 titles, but rather have it be an ever evolving experience in a single game where, you know, maybe a new sector opens up, which would in the past be game 2, but now it's integrated into the same system where you get the DLCs or you unlock it or it's a special event. So that is really cool. A lot of opportunities for different ways to craft experiences dynamically. Um so yeah, also final point that they mentioned here is um so when you're talking about these crusade theaters, they say players will be briefed on what's going on, which other forces are involved in why. And then this is important. They say you'll find out what's in store for waiting into that crusade. It's within the context of that crusade theater, who's winning, who's not, that will slowly reveal what the narrative of that is. So, it seems like they're going to see these broader narratives into specific theaters, but potentially it could tie into a broader campaign that's sweeping across the galaxy. Maybe the pivot from the 41st or the 42nd millennium or different important events, fall of Cadia, things like that, broader narratives or broader themes that are happening. That's really interesting. And then here they say that, you know, we've got a more tightly focused onboarding narrative much like we did with Warhammer 3. So that's kind of like this idea of a short campaign that's built around like a prologue for Fall of Cadia or something like that. So that is really interesting this galactic map. Now we get into the campaign map itself. So more things are detailed. So let's say you've just selected a short campaign. Okay, we're looking at a short campaign. What does that look like? So they say here that when you open up a short campaign or any sort of campaign, there's actually different types of these maps. There is the traditional handcrafted experience. So they say this is, you know, all factions start at the designated locations. It's handcrafted in terms of where the maps are, uh where the planets are, how each specific planet and its cities are laid out. It's intended to represent a campaign scenario. This is everything we've known from Total War in the past. So they're confirming that is an option. But what they're also confirming is that they're going to introduce new autogenerated options that are not just for entire systems, but maps, battlefields, all that stuff. That will greatly improve the longevity of Total War. It pairs very nicely with the idea that, you know, maybe they want to create a new incursion event or new something event. They don't have time to handcraft everything for this special event. Instead, they will give uh, you know, they'll seed parameters for it to be autogenerated. So, these two go hand in hand and to me could be exciting. Again, you run the risk of things being cookie cutter or sorry, not cookie cutter, but just seeming like random, flavorless, not tied together. But on the other hand, that kind of does work where you have planets that could be next to one another. One's a desert planet, one's an ice planet. It kind of makes sense in the thematic sense of just how planets might have different biomes. Um, that just makes sense as opposed to something where you might have a historical uh realm. it doesn't make sense to randomize deserts and it might feel unnatural versus here you have more specific control over the flavor of planets and which ones are adjacent, how close or how far they are, what class they are. So that is very interesting, the different types of planets. Uh then they get into what is the specific scope and kind of zoomin level of these planets. So they made a comparison. So essentially what they're saying is uh let's say you have a long campaign here. What they're saying is in the same way that Warhammer Fantasy had a you know big realm map that had different continents that's kind of what you can expect. So this is one to one the solar system would be essentially your planet. So that's the equivalent. And then at the next level here you know you might be familiar with a continent like Ulwan in Warhammer Fantasy that is going to be equivalent in scope to a planet. And then more closely an entire continent within that planet will be the same as a province in a continent. So you know you might think like the tra uh trace area of Ulon u that's the equivalent to a continent. So this to me was really helpful to kind of put them side by side and kind of rack my brain on what level of specificity do we have here. Um, lastly, there's uh another little tidbit that I mined from the games radar

### Segment 3 (10:00 - 15:00) [10:00]

uh post and they basically say um you know Total War 40,000 sets of scale extends far beyond the campaign size. Crusades will allow players to pick the narrative you want to follow the threads you wish to unravel with the likes of Space Hulks Rex and abandoned stations available to explore. So that to me means they're going to seed the world with a lot more dynamic events, which was ringing very similar to what they had in Total War Warhammer, which was these treasure hunts where on the map you could send characters or armies to go explore ruins or delve into shipwreck coes that pivots uh or translates very naturally into the equivalent of a shipwreck. Well, you just get a Space Hulk wreck and you can dive into it. Maybe it triggers a battle. Maybe it gets you certain narrative choices or rewards or riddles or things that you can do that adds all sorts of flavor. So, that's an interesting little nugget. Now, getting into the planet map itself. Okay, we've zoomed in all the way to the planet map. That's the equivalent again of looking at a specific uh continent. So, on the planet map itself here, they say something which is uh a little bit different from how we've had uh things in the past. So, basically in the past uh you're still going to have your armies marching around. So, this is, you know, C from Total Warhammer 3. Cay, you still have your units marching around. You still have cities, but in this case, what they're saying is cities are not something that you well, sorry, you do have your traditional base building, but that is in parallel to uh these cities that pre-exist on the map. So, I'll read it explicitly so you get it from the horse's mouth mouth. So, uh they say instead of classic cities, you build outposts or bases for your army. Anything else would have been inconceivable blah blah blah. Therefore, cities or even the enormous hive cities are more comparable to independent regions. Your armies are then stationed within or next to this region. And here you have the classic city administration. So, that makes uh sense within the logic of 40k. Your space marine chapter isn't going to build a hive city in the span of 5 10 years. It just doesn't make sense. So, I like this kind of decoupling and having these um just inherent cities that are always there that are run by third party factions. So in this case, what you'd expect is let's say this was happening in Warhammer Fantasy. This city of let's say Nanga or whatever just exists and it has its own infrastructure. stuff that's going on here. If you move your army close to it, you could then build a base adjacent to the city. Maybe this then says that when you build a base next to a city, maybe that gives you control over the city and maybe you can influence it. Now you you know, you're the controlling master. Maybe you have some uh stuff like edicts you can do or maybe you can now tap into its uh resource pool etc. But when it comes to explicit base building that's going to be occurring outside of the hive city separate inside of your army camp or base and maybe you can build fortifications. And again I like where this is going for later future historical titles. This interplay between major cities and things like that are just run by separate nations and your little army moves around, builds a camp and does its own thing. So that to me was a very interesting twist on what we've seen traditionally from Total War. Uh and I pulled another example here from Warhammer 40,000 Gladius where you could see these city tiles uh which are separated from the army tiles and things like that. So we'll see kind of which other titles uh they pull on for inspiration. Uh next we do get a little bit about uh ships. So they say you know what role do battle cruisers play? So, unfortunately, they were not going to tell us about this. Uh, but they do say that, um, you'll probably be able to upgrade your ships and train units in space as well. So, this is not someone from CA. I think this is someone else speculating this, but to me, that kind of rings true with my earlier speculation. You can't really control cities. You can only really build bases and outposts. So, you know, if you're missing that sense of developing the equivalent of a grand city, CA is taking that um upgrade system, uprooting it, and putting it up into space where you instead of building out your cities, you build your spaceships or your fleets. And these fleets over time could get upgrades, different facilities, recruitment pools, things like that. So, I like that where you have kind of two different cities. Your major, these are like your capitals, which are very specific. Uh, and then you have maybe these cities that drop down and these are your bases that are smaller in scale. So, I like the fact that we might have two. Um, they do allude, I've seen in other articles to the idea that you can customize your fleets. So, I've pulled some examples from Battlefield Gothic Armada. I hope we have something like this where you can actually kit out your ship to have different stats and leaders and different people who are placed in areas of control of the fleet. That would be cool. Maybe there's even ways to configure your fleet to see who's attached. Um, but this really depends if they're going to go down the route of actually simulating space combat. This level of detail is obviously needed for Battle Fleet Gothic because they're all about ships and fleets actually fighting. In Total War, it may be um further removed from this and not quite as detailed. Uh, lastly, they talk a bit more about um planets. So, they say

### Segment 4 (15:00 - 20:00) [15:00]

there will be planetary destruction. Uh, there are some planets that you may just stumble upon where war is already raging across the planets. I think that's cool. That's very in theme. And they do talk about the fact that land masses as war goes on can have bruises and craters. Uh so it'll become war ravaged over time. That's very cool. In the same way that we've had chaos corruption changed the map dynamically. The end times event that they've announced for Warhammer Fantasy also drastically changes the map. So it's cool to see that you'll have this dynamic uh level design um when it comes to Warhammer 40,000 here. Uh, and then finally, they say you do have the ability to completely obliterate and destroy planets. Uh, we talked about that before. Not just Exterminatus, but orcs and other people have their own flavor of doing that. Moving on now into the section on combat. A little bit more that we've learned here from these articles. Uh, so the first is that they're just saying, you know, they're going to continue their commitment to having huge numbers of units clashing. Uh, there's already been rumblings of people saying, "Oh, we're too small scale. That was one of my main gripes. this is too close to Dawn of War. Um, I think there's going to be valid comparisons here creeping up as we go along, but hopefully they do push the huge numbers in the larger scale a lot more to distinguish Total War uh Warhammer from other entries in the 40k kind of genre. Uh, they keep leaning in on destruction. I want to see more about that, but whatever. They keep talking about it. We've already u seen that before. Then there's a little bit of me mention here of cover system. So, not very much, but enough to maybe discuss. So, what they say is, you know, units can actively take cover in the new Total War and even use the remains of a skyscraper or a crater bombed into the ground. Now, they say explicitly this does not turn Total War into Company of Heroes, but it does make cover more important. So, that was one of the things that I said in my last video. I was interested to know if they were going to go with the full organic cover system where you place a unit and then it disperses to interact with cover. um selfpling it placing itself, leaping over cover to actually face directions of fire. Very complex system. So, it seems like they're saying no, we're not really going that route, but it's a step up from what we've seen before. I really want to know what the middle ground is. Uh but essentially what they say, uh cover is important and especially since cover mechanic is not meant to be a simple buff. So, already we've seen that in past Total Wars when you're in tree covers, you might have a certain amount of missile resistance or whatever. Um, it seems like the way they're going to distinguish this from other uh RTS systems is that in uh Warhammer, they actually or in the Total War series, they actually model projectiles. And so, for instance, in past titles, you've seen things where when you shoot a cannon, you can actually dodge a cannon and, you know, manually get behind cover, and if it does hit a building, it'll bounce off. So, they're going to be using this type of approach to model the cover system. Again, this has a lot of fraught caveats because, you know, we've seen in past Total War titles, okay, I can move my guardsman into cover. The system now is going to calculate, okay, are projectiles hitting them? In this case, the answer would be no because it's hitting this cover. But then how does that work with outgoing projectiles from your own units? If they're not actually, you know, docking to cover in the way we've seen with Company of Heroes, what prevents that model from intersecting its own cover? That's going to be a huge issue. We already have a lot of line of sight issues with existing Total War games. I'm hoping that they resolve this somehow. I don't really know how you do it when they're doing this full-on simulation. Um maybe there's a certain zone where if your units are close enough to a cover and you're shooting from that cover, you ignore it. But what happens if two units on other side of cover shooting each other? Does that completely mitigate cover? I don't know. That's going to be a can of worms. We really are going to have to find out how they do that. Um, but it's interesting that they name dropped Company of Heroes there. Uh, and finally, we get into unit customization. So, I pulled some examples from other games that have done Warhammer 40,000 uh unit customization. So, uh, Space Hulk being a prime example. We've also seen it on uh, Battle Sector, Dawn of War, things like that. So, what expect uh what can we expect from Total Wars uh, version of this? So, they basically say like you'd expect in tabletop game, a unit is uh a unit of your warriors isn't made up of one unit type. It's not the same person. They've got different specialists, different weapon styles, etc. That is really cool. The fact that you can kit out your squads and have mixed weapons, put heavy weapons on groups. Um, and so you're not just having cookie cutter units, but very specialized, as they're saying here. Uh, we have seen some indication that when it comes to specific vehicles, uh, when they're showing us the different color of the vehicles, there were different attachments to them. So presumably you can get different types of weapons, heavy flamers, heavy bolters, things like that to engage differently very dynamically. So if you look at Space Hulk Deathwing here, you can see different specialties and the profiles that are reflected in your units when you upgrade them. So we expect something very dynamic from Warhammer

### Segment 5 (20:00 - 22:00) [20:00]

uh in the Total War Realm. Uh these loadouts can be changed by players from picking their weapon loadouts even more in-depth customization via fullyfledged unit painter. So, that's the first time I've seen name dropped an actual explicit unit. That is very exciting. This Games Radar uh article then goes on further to say, you know, uh Space Marine players will be able to design their own chapters, select their own colors, and more. Uh they gave an anecdote that it's really detailed. They went to one of the special uh customization gurus, and he said you can customize the fingers on Space Marines. That's the level granularity we're going with. So, that's very exciting. I do hope that they have a system of like creating banners, upgrading them for your chapters, doing all sorts of stuff like that. Um, I really want to see it in action. Uh, and I really hope that it plays out in the multiplayer world of things where people are PvP battles and you can customize your battles uh, and really have a lot of flavor and perpetuity of your armies. And maybe when it comes to multiplayer, I really do wonder how PvP is going to play into this overall Galactic uh, Crusade Theater. Maybe there's a way that you can have all the players playing as uh uh tyrannids or whatever versus space marines. When you play those in multiplayer, that has an impact on the campaign. Or maybe there's specific galactic maps for multiplayer ladders systems. I don't know. It has a has my brain tinkling. Anyways, this army painter is really cool. It's enabled by the war core engine. It seems like it was specifically designed with this capability in mind. And to me, this is great. Uh, the idea that they're leaning towards this is awesome, especially when you think about what future historical titles could look like, especially when it comes to the idea that very much in history, we know that units aren't made up of just a single unit type. Um, you know, banners from medieval armies were mixed troops. Um, this has a lot of benefits for when we get into medieval 3 in the future. So, always keep that in mind. Um, but yeah, that's it for these two articles. I do expect we'll be getting more news, but for me, this is sizable enough that I figured it would be worth covering. Hope you guys enjoyed. Let me know what you've seen so far that has you the most excited for Total War Warhammer uh 40,000 and maybe even what has you excited for future historical titles learning about what they're doing for 40k. So anyways, that's it. See you in the next one.
