• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Warhammer: Eternal Strife – race discussion

Level 17
Joined
Apr 5, 2011
Messages
323
Warhammer: Eternal Strife. The Races.
By Nightmare
>Main map
>Additional Melee maps
>Campaign (first 5 chapters)

h0Iw8gbeZWY.jpg
Now on Discord! Tell me how imbalanced all this is here >>> discord.gg/uW34Y49

Note: to anyone unfamiliar with Warhammer Fantasy lore, I can recommend this wiki.

Without further ado, I present to you an overview guide of all WH:ES races, with pictures! (beware, walls of coloured text incoming).
KEY:
Overview: building, unit, ability
Heroes: single target enemy, aoe enemy, single target ally/self, aoe ally, passive
Skaven
Key structures and units:
1. Hole. Provides 6 food. Trains Clanrats - weak melee T1 unit. Has underground travel - allowing skaven units to 'teleport' from hole to hole.
2. Eshin Barracks. Trains Night Runners and Gutter Runners. Night Runner - somewhat weak ranged T1 unit, has invisibility at night, evasion. Gutter Runner - close combat T2 unit, has invisibility at night, evasion, can learn ensnare, smoke bombs.
3. Moulder Cage. Trains Packmasters and Rat Ogres. Packmaster - supporting spellcaster, buildable at T1, has the abilities summon giant rats, death frenzy, bloodlust. Rat Ogre - strong close combat T2 unit, good vs buildings.
4. Temple Of Plague. Trains Plague Monks and Plague Censer Bearers. Plague Monks - a hybrid of a close combat unit and a spellcaster, buildable at T1 but knows no spells until T2; has the abilities Wither (~slow), Cloud of corruption (~lightning shield), Bless with filth (+attack damage buff). Plague Censer Bearer - rather strong close combat T2 unit, has aoe damage (~permanent immolation).
5. Skryre Workshop. Trains Warlock Engeneers, Warpfire Thrower and Warp-Lightning Cannon. Warlock Engeneer - a spellcaster, aimed at supporting war machines; has the abilities repair, warp-ammunition (buff machine's damage), crack (aoe stun). Warpfire Thrower - siege mechanical T2 unit. Warp-Lightning Cannon very powerful long-ranged T3 war machine with aoe attack; can be fired in dangerous mode, dealing more damage but harming itself (engeneers with their repair come very handy).
6. Skaven Catapult. Defensive structure. Mobile, but very slow. Can be upgraded to Plagueclaw Catapult.
7. Screaming Bell. A very powerful defensive immobile structure. Can both buff allies and debuff enemies.

Key/unique features: 4 barracks are not built conventionally, but are 'trained' by townhall instead. Holes can be used for underground travel and 'training', making the race very mobile. Farms produce a weak unit (and additional units at T3), thus enabling skaven to train units very fast. 4 barracks, all available at once. 1 research affects both damage and armour, but only of 1-2 units. No lumbermill - item shop is used instead. Mobile towers. Base defense mechanism: Can collapse holes (farms) to get weak units.

Heroes:
1.
Chieftane. STR melee paladin-like hero with a versatile skillset. Has Warp-Lightning (single target nuke), Shield of The Horned Rat (~divine shield), Unholy Armor (+armor aura) and Summon Stormvermin (summons).
2. Eshin Assassin. AGL ranged mobile hero. Has Warpstone Arrows (slow+dot orb attack), Nightrun (~windwalk), Evasion, Assassinate (strong nuke).
3. Plague Priest. INT ranged survivable hero. Has Infection (~shadow dagger), Pestilens Breath (~shockwave), Disease Spreader (aoe damage aura), Plague (aoe nuke +long slow).
4. Master Moulder. STR melee hero with 3 summoning abilities. Mutate (transform a friendly into a summon), Vermintide (summons many weak summons), Breeding Mastery (improves other 3 abilities), Unholy Mutation (~Doom).

Specialisations:
1.
Great-Great Clan Eshin. Centers around Night Runners and Gutter Runners. Notably, allows to 'hire assissins' - a global ability that costs gold which allows you to nuke enemy heroes (after a delay).
2. Great-Great Clan Skryre. Focuses on Warlock Engeneers, Combat Engeneers, Warpfire Throwers and Warp-Lightning Cannons.
3. Great-Great Clan Moulder. Focuses on Giant Rats and Rat Ogres.
4. Great-Great Clan Pestilens. Focuses on Plague Monks and Plague Censer Bearers. Notably allows the training of Infectious Rats, who can sabotage enemy buildings into training weakened units.
204498-albums7455-picture86328.jpg

full

High Elves
Key structures and units:
1. High Elf Barracks. Trains Spearmen, Archers - somewhat weak melee and ranged respectevley T1 units. Also trains Bolt Thrower - siege unit, which can learn to toggle between siege and piercing attack types.
2. Arcane Sanctum. Trains Light Mages, High Mages and Swordmasters. Light Mage - spellcaster with the abilities to heal, buff speed (~bloodlust) and debuff (~cripple). High Mage - spellcaster with the abilities to dispel, aoe buff (~roar) and make units etheral. Swordmaster is a strong damage-dealing T2 melee unit with critical strike.
3. Bestiary. Trains Great Eagles, Wind Mages and War Lions. Great Eagles - T2 flying melee unit. Wind Mage - flying spellcaster with the abilities to increase armour, drain magic and silence. War Lion - strong T3 melee unit, can learn to debuff enemies by growling.
4. Dragon Lair. Trains Moon Dragons - strong flyer unit with aoe breath and poison-like dot.

Key/unique features: Lots of flying units. Better initial mana for mages, making for powerful spellcasters. Base defense mechanism: Farms and Townhall can summon temporary immobile militia archers.

Heroes:
1.
Commander. STR melee hero versatile hero. Massive Blow (nuke +stun), Vaul's Shield (self +armor), Speed of Asuryan (~endurance aura) and Strength of Khaine (strong self steroid).
2. High Mage. INT ranged spellcaster. Has Fury of Khaine (nuke), Flames of Phoenix (dot), High Magic (~brilliance aura), Asuryan's Protection (voodoo).
3. Dragon Mage. INT offensive ranged spellcaster hero. Has Searing Bolts of Burning (aoe nuke+stun), Fireball (aoe nuke), Burning Head (~shockwave), Sun Dragon (summon two dragons).
4. Ranger. AGL ranged damage-dealing hero. Trueflight Arrows (orb-attack slow), Windwalk, Trueshot Aura, Hunt (delayed summon of strong archers, long casting range).

Specialisations:
1.
Path of Sword and Shield. Centers entirely around two units - Spearmen and Swordmasters; one branch makes them more survivable, the other - more deadly. 1. Spearmen cost less and train faster. 2a. Increase damage of Spearmen and Swordmasters. 2b. Unlocks damage blocks, for same units. 3a. Critical strike for Spearmenand Swordmasters. 3a. Increases all damage against non-hero and non-organics for same units. 3b. Unlocks evasion for same units. 3b. Swordsmasters recieve reduced magical damage.
2. Path Bow and Arrow. Focuses on Archers.
3. Path Staff and Wand. Focuses on Spellcasters.
4. Path Claw and Fang. Focuses on War Loins, Great Eagles and Dragons.
204498-albums7455-picture86323.jpg

full

Lizardmen
Key structures and units:
1. Skink Pool. Trains Skirmishers, Chameleon, Salamanders. Skirmisher - somewhat weak T1 ranged unit. Chameleon - a stronger counterpart of skirmishers, has invisibility at nights, evasion, plantable booby traps. Salamander - siege organic unit.
2. Saurus Pool. Trains Saurus Warriors and Kroxigors. Saurus are T2 close combat units with many upgrades. Kroxigors are very strong T3 units, especialy effective against buildings, can 'hire' Skirmishers.
3. Skink Temple Trains Skink Priests, Prophets of Sotek and Terradons. Priest - spellcaster with the abilities Iceshard Blizzard (~slow), ~curse, and far sight. Prophet - spellcaster with the abilities to sacrifice (debuff), place an invisibility buff and bloodlust. Terradon - a close combat flyer, can drop rocks.
4. Shrine of Itzl. Trains Stegadons - very strong and durable melee unit with aoe stomp attacks.

Key/unique features: Totem of the old ones (farms) can cast aoe heal for lumber. 3-tier poison upgrade. Many research for saurus. Somewhat unique mechanic for booby traps and sacrifice. Base defense mechanism: Totem of the old ones (farms) can summon timed lizards.

Heroes:
1.
Scar Veteran. STR melee warrior-hero. Has Massive Blow (next attack will stun the target), Shockwave, Predatory Fighting (atck speed and armor enhancer) and Blessing of the Old Ones (self armour and damage buff +resistance to magical damage).
2. Skink Warchief. AGL ranged mobile hero. Has Ambush (~windwalk), Jungle Swarm (summon), Venom Assortment (toggalable poison of 4 types), Poisoned Dagger (strong nuke+dot+slow).
3. High Priest. INT ranged spellcaster hero. Has Thunderbolt (nuke+stun), Chain Lightning, Harmonic Convergence (+damage aura), Comet of Cassandora (delayed very strong aoe nuke +stun).
4. Stegadon. STR melee hero. Current skillset will be reworked in near future.

Specialisations:
1.
Sacred Host of Quetzl. Warrior-like defensive doctrine; centers around Saurus Warriors and Ziggurat of Quetzl. 1. Ziggurat of Quetzl - a defensive structure - now available. 2a. Grants damage block to Saurus Warriors. 2b. Unlocks fortification (+armor for nearby structures), for ZoQ. 3a. Damage return for SW. 3a. Reduces training time and cost of SW 3b. Unlocks a very strong +armor spell for same ZoQ. 3b. Unlocks strong defensive spell to put on allies for Skink Priest.
2. Sacred Host of Sotek. Focuses on Priests of Sotek and Serpents.
3. Sacred Host of Tepok. Focuses on Spellcasters, makes Saurus Warriors more resistant to hostile magics.
4. Sacred Host of Itzl. Focuses on Lizards, Salamander, Terradons and Ancient Stegadons.
204498-albums7455-picture86324.jpg

full

The Empire
Key structures and units:
1. Militia Barracks. Provides 6 food. Trains weak melee and ranged units - Free Company Axemen and Empire Archer (can detect invisible units). Upgrades to State Barracks.
2. State Barracks. Provides 8 food. Trains Swodsmen and Handgunner. Swodsman can use shield defense. Handgunner is a somewhat strong ranged unit. Upgrades to Knightly Order Barracks.
3. Knightly Order Barracks. Provides 10 food. Trains Swordsmen, Handgunner and Knights - srong and survivable close combat unit. Upgrades to Sigmar Barracks.
4. Sigmar Barracks. Provides 12 food. Trains Knights and Warrior Priest - a T3 close combat unit who has a heal and a damage aura.
5. College of Magic. Ugrades to one of the eight Colleges. Each produces one Spellcaster. {Coming Soon}
6. Workshop. Trains Mortars and Steam Tanks. Mortar is a mechanical siege unit. Steam Tank is an extremley strong and survivable T3 unit with damage block (16).

Key/unique features: Upgradeable barracks that provide food (normal farms also exist). 8 spellcater buildings with a single upgrade for all wizards at once. Extremely powerful steam tank. Base defense mechanism: Workers can transform into militia (different mechanic than 'call to arms').

Heroes:
1.
Capitan. STR melee warrior-hero. Cleave (~searing arrows), Hand of Sigmar (self heal), Armor Aura and Summon Greatswords.
2. Arch Lector. STR melee versatile hero. Has Hammer of Sigmar (nuke+stun), Armour of Contempt (self defensive skill), Soulfire (~immolation), Unbending Righteousness (+arm and +dmg roar-like spell).
3. Archmage. INT ranged spellcaster hero. Chooses one of the 8 lores, has a total of 6 abilities afterwards. 4 abilities are the same as those of ordinary Wizards; the fifth one is similar (but different) in all lores; sixths ability is lore-unique.
4. Grand Master. STR melee hero. Shockwave, Order's Reinforcement (permanent summon), Master of Battle (~Unholy Aura) and Strength of Sigmar (~Avatar).

Specialisations:
1.
Doctrine of Discipline. Army-centered doctrine; main feature is training units in regements of 3-6 units, which is both time- and cost-effective.
2. Doctrine of Faith. Makes every unit from workers to knights more survivable; focuses on Priests of Sigmar and Which Hunters.
3. Doctrine of Gunpowder. Focuses on Handgunners, Mortars and Steam Tanks.
4. Doctrine of Wealth. Focuses on economy; notably allows to exchange resources (gold<>lumber).
204498-albums7455-picture86322.jpg

full

Warrors of Chaos
Key structures and units:
0. Northmen Great Hall. Trains Tribesmen - a hybrid of worker and a (weak) melee unit.
1. Northmen Barracks. Trains Marauder Horseman and Chaos Warhounds. Marauder Horseman - decent ranged unit. Chaos Warhound - fast melee unit, can detect invisible foes, can learn poison.
2. Chaos Barracks. Trains Chaos Warrior, Chaos Sorcerer and Chaos Knight. Chaos Warrior - quite strong melee unit. Chaos Sorcerer - spellcaster, knows stun, aoe debuff (minus armour and attack damage), single target slow. Chaos Knight - very strong elite melee unit. Chaos Barracks can be upgraded to one of the 4 chaos gods barracks, which is able to train a stronger version of chaos warriors, the same chaos knight and a different sorcerer.
2.1 Khorne Barracks. Trains Khorne Warrior who have Mark of Khorne (critical strike) and increased damage and attack speed. Can later learn magic resistance. Trains no spellcaters.
2.2 Nurgle Barracks. Trains Nurgle Warriors who have Mark of Nurgle (evasion) and increased hit points and hit points regeneration. Can later learn aoe dot (~permanent immolation). Nurgle Sorcerers have the spells Affliction (slow+small dot), Fleshy Abundance (~rejuvenation) and Poxes (slow+misschance).
2.3 Slaanesh Barracks. Trains Slaanesh Warriors who have Mark of Slaanesh (10% lifesteal) and increased movement and attack speed. Can later learn bash. Slaanesh Sorcerers have the spells Paralysis (slow), Frenzy (~unholy frenzy) and Spasm (~sleep).
2.4 Tzeentch Barracks. Trains Tzeentch Warriors who have Mark of Tzeentch (grants a manapool) and the spells illusion and Flickering Fire of Tzeentch (stun+nuke). Tzeentch Sorcerers have the spells Flickering Fire of Tzeentch, Transmognification (~polymorph) and Pandemonium (aoe disarm).
3. Bestiary. Trains Spawns of Chaos, Chaos Ogre and Dragon Ogre. Spawns of Chaos - reasonably strong melee unit. Chaos Ogre - survivable melee unit, can bash, effective against buildings. Dragonogre - very strong melee T3 unit with magic resistance and aoe damage.
4. Chaos Dragon Lair. Trains Chaos Dragons - strong flyer unit with aoe breath and corrosive poison.
5. Chaos Tower. Strong defensive structure, with upgrades to increase damage. Provides 10 food.

Key/unique features: 4 additional chaos-god barracks with unique spellcasters and warriors. Expensive but powerful Chaos Towers that both provide food and serve as defense (weaker towers and farms are also available). Base defense mechanism: Workers are merged with T1 melee unit.

Heroes:
1.
Champion of Khorne. STR melee warrior-hero. Khorn Rage (self +armr +dmg buff), Bloodfrenzy (~berserk), Mark of Khorne (critical strike) and Skulltaker (nuke+heal).
2. Sorcerrer of Tzeentch. INT ranged offensive spellcaster. Has Indigo Fire of Alteration (~hex+nuke), Blue Fire of Metamorphosis (~doom, weaker), Mark of Tzeentch (bonus mana regen), Violet Fire of Tzeentch (~immolation, stronger).
3. Lord of Slaanesh. STR versatile hero. Has Word of Agony (nuke+stun+slow), Morbid Spasm (~entangle), Mark of Slaanesh (lifesteal), Daemon Prince (~self steroid).
4. Chieftane of Nurgle. STR survivable melee hero. Unholy Strike (stun+nuke as %of hp), Stream of Disease (~acid bomb), Mark of Nurgle (evasion), Whirlwind of Decay (~bladestorm).

Specialisations:
1.
Unholy Host of Khorne. Warrior-like doctrine, centers on offense and magic resistance.
2. Unholy Host of Tzeentch. Spell-caster oriented doctrine, notably makes even regular units know 2-3 spells.
3. Unholy Host of Nurgle. Focuses on survivability of troops.
4. Unholy Host of Slaanesh. Versatile doctrine, mainly offensive but also with spellcaster orientation.
204498-albums7455-picture86327.jpg

full

Dwarfs
Key structures and units:
1. Warrior Guild. Trains Dwarf Warriors, Thunderers and Hammerers. Dwarf Warrior - decent melee unit, can use shield defense and drink ale (hp regen over time but with a miss chance). Thunderer - quite strong ranged unit. Hammerer - strong and survivable T2 melee unit, can drink ale and damage block.
2. Runesmith Guild. Trains Weapon Runesmiths and Armour Runesmiths, strong spellcaster units with powerful long-lasting buffs. Weapon Runesmiths have attack damage and attack speed buffs, Armour Runesmiths have armor and magic resistance buffs.
3. Engeneers Guild. Trains Mortar Teams, Engeneers, Cannons and Gyrocopters. Mortar Team - long range siege weapon. Engeneer - supporting unit, capable of buffing and repairing artillery. Cannon - strong siege unit, upgradeable to flame cannon. Gyrocopter - strong T3 flying unit with good damage output and the ability to bombard.
4. Slayer Guild. Trains Giant Slayers - extremely deadly but rather vulnerable melee T3 fighters.

Key/unique features: Huge potential for turtle with strong but expensive units. Low movement speed compensated by free 10% magic damage resistance for all units. Smithy has 5 weapon and armour upgrades instead of 3. Very powerful buff-oriented spellcaters, but with no debuff potential. At T3 townhall, Miners are trainable, who collect gold twice as fast (but cannot harvest lumber or construct and consume 2 food). Base defense mechanism: Workers can be upgraded to fight much more effectively and toss explosive charges.

Heroes:
1.
Thane. STR melee hero with a potent offensive skillset. Has Storm Hammer (nuke +stun), Incapacitating Strike (close combat nuke +slow), Oath Stone (+dmg +armor 'summonable' aura) and Devastating Clap (stong ~thunder clap).
2. Master Engeneer. AGL ranged hero. Has Black Gunpowder (~searing arrows), Grenade Toss (aoe nuke+slow), Assassinate (nuke), Thunderous Shot (strong narrow shockwave).
3. Runelord. INT survivable buff-oriented spellcaster hero. Has Rune of Hearth and Hold (aoe speed boost), Rune of Oath and Honour (~aoe +dmg +armour), Ancient Power (improves other 3 abilities), Rune of Wrath and Ruin (~earthquake).
4. Dragon Slayer. STR melee warrior hero. Marked for Death (damage amplification, for hero only), Full Offensive (~berserks), Cleave (splash damage), Second Wind (health and mana boost).

Specialisations:
1.
Warrior Guild. Focuses mainly on Dwarf Warriors and Hammerers.
2. Miner Guild. Focuses around resource gathering. Notably allows gold to be added to mines to prevent depletion.
3. Engeneer Guild. Focuses on Thunderers, Cannons, Gyrocopters and Organ Guns.
4. Smith Guild. Focuses mainly on the abilities Weapon and Armour Runesmiths.
204498-albums7455-picture86321.jpg

full

Orcs and Goblins
Key structures and units:
1. Goblin Lodge. Provides 5 food. Trains Goblins, Giant Spiders and Rock Lobbers. Goblin - weak melee unit. Giant Spider - fairly strong T2 melee unit with poison and fast crawl (~phase). Rock Lobber - long range siege unit.
2. Orc Barracks. Provides 8 food. Trains Orc Boyz, Orc Arrer Boyz and Black Orcs. Orc Boy - decent T1 melee unit. Arrer Boy - ranged unit, effective vs buildings (with fire arrers upgrade). Boar Boy - fast T2 melee unit. Black Orc - strong and survivable T3 melee unit with the ability to buff nearby allies' damage.
3. Shack of Gork. Trains two spellcasters: Orc Shamans and Goblin Shamans. Orc Shaman is slightly more expensive and strong in terms of hp and damage; knows the spells Mork'll Fix It (~curse), Fists of Gork (strong single target damage and attack speed buff) and Ere We Go (~roar). Goblin Shaman knows the spells Itchy Nuisance (~slow), Sneaky Stealing (steal mana) and Nightly Shroud (channeled aoe misschance).
4. Giant Cage. Trains Trolls (who have 'Focus!', 'Vomit', high hit point regeneration and can be upgraded to have fortified armour type) and very powerful Giants who can devour and bash and when they die they damage everyone they fall on.

Key/unique features: No farms - barracks and townhalls are used instead. The central feature: Waaagh! system. Waaagh! servers as a 'third resource' for the Greenskin army. Orcs have no weapon and armour research - it is researched automatically once Waaagh! reaches a certain level (15, 30, 45, 60, 80, 100). Also Waaagh! contributes to the effectiveness of certain abilities, most notably the ultimates of Heroes. Certain research, buildings, units and hero level all provide Waaagh! (for exapmple, training an Orc Boy provides 0.2 waagh points, building a Goblin Lodge provides 2 waagh points). Waaagh! is capped at 100 (initially at 40, 3 researches to increase the cap by 20). Animosity system - units trained at both main barracks may attack friendly units; keep Waaagh! above food consumed to minimise the risk (or use Black Orcs to mitigate the damage). Base defense mechanism: both main barracks have the ability to summon Snotlings - weak timed units who can't wander far from the point of their summon.

Heroes:
1.
Warboss. STR melee buff-oriented hero. Crippling Blow (nuke +slow), Orcish Fury (aoe steroid), Damage Aura and WAAAAAAAGH!!! (very strong global buff).
2. Great Shaman. INT ranged spellcaster. Has Gaze of Gork (nuke/heal), 'Eadbudd (~soulburn), Power of da Green (aoe mana restore), Avatar of Mork (summon a powerful unit).
3. Goblin Warboss. AGL melee damage dealer. Has Venomous Cask (~acid bomb), Stupefying Drug (silence +misschance), Dirty Fighting (bonus dmg vs crippled opponents), Battle Trance (~self steroid).
4. Savage Orc Big Boss. STR survivable melee fighter hero. Blow of Mork (orb-attack), I'm Da Biggest (self steroid), War Paint (evasion), Da Old Ways Rule (summon savage orcs).

Specialisations:
1.
Da Way of Orcs. Warrior-like specialisation, centers on ORCS. Notably allows training of Wyvern Warboss.
2. Da Way of WAAAGH!. Focuses on Waaagh! system and spellcasters.
3. Da Way of The Spider God. Notably allows conceptually new way of training Spiders of various sizes.
4. Da Way of Night. Focuses on Goblins and Squigs.
204498-albums7455-picture86326.jpg

full

Dark Elves
Key structures and units:
1. Slave Pit. Trains human/elf slaves in packs of 3/2. Slaves are unable to build structures, work third/half as effective as workers of other races and have negative hit point regeneration, but consume no food.
2. Dark Barracks. Trains Slavemasters and Dreadspears. Slavemasters build (summon) buildings, can instantly train Human Slaves and posses an aura that reduces health degeneration rate of nearby slaves. Dreadspears are basic melee units.
3. Dread Hall. Trains Corsairs, Frost and Dark Sorceresses and Reapers bolt throwers. Corsairs are melee fighters with pillage, ensnare and enslave. Sorceresses are offensive spellcasters: Frost Sor-s has ~slow, ~frost armor and ~entangle, Dark Sor-s has ~curse, dispel+silence and nuke+stun. Reapers are long range war machines with the ability to switch between Piercing and Siege attack types; also can fire Crippling Bolts.
4. Bestiary. Trains Harpies, Beastmasters and Hydras. Harpies are flying melee units. Beastmasters are decent fighters by themselves, but their key strength is their ability to buff and heal Warbeasts. Hydras are extremely powerful melee fighters with high hp regeneration, splash damage, Devour and Incinerate.
5. Dragon Lair trains Black Dragons - strong flying units with splash damage and corrosive poison.
6. Storage. Provides 15 food. Stores both gold and lumber. Trains no units.

Key/unique features: Slave labour with its many ups and downs. More starting gold. Very cost- and time- effective units and upgrades (offset by decreased gold mining efficiency). Research instead of Town Hall upgrades. Spellcasters have direct damage spells. Base defense mechanism: Slavemasters are decent fighters. With the 'Enslave' upgrade and a Slave Pit nearby they can easily deal with weaker enemies.

Heroes:
1.
Dreadlord. STR melee versatile hero. Weakening Blow (damage penalty +nuke), Bloodshield (self defensive), Enfeebling Aura (-dmg aura) and Strength of Khaine (self steroid).
2. Supreme Sorceress. INT ranged spellcaster. Has Gift of Darkness (aoe damae boost), Lamehk's Dominion (~channeled disable), Soulstealer (aoe lifedrain), Black Horror (~doom and darkness, not channeled).
3. Fleetmaster. AGL melee versatile hero. Has Sabotage (building nuke+stun), Raid (aoe ms boost +invis), Unseen Aid (bonus piercing dmg), Ravage (strong ~roar).
4. Death Hag. AGL dmage dealer. Vindictive Strike (~shadow dagger), Witchbrew (self steroid), Bloodshred Poison (~incinerate), Death Cry (strong aoe nuke +stun).

Specialisations:
1.
Path of Scourge and Claw. Focuses on Harpies, and to lesser extent on other bestial units.
2. Path of Steel and Hatred. Focuses on Dark Elf army as a whole.
3. Path of Dagger and Chain. Focuses on Slavemasters and Corsairs. Also boosts the efeectiveness of slave labour.
4. Path of Blood and Murder. Extremely offensive doctrine.
204498-albums7455-picture91533.jpg

full
Beasts of Chaos
Key structures and units:
1. Herdstone. Provides 10 food, stocks gold and lumber. The only unit producing structure. Upgradable 5 times.
1.1 Herdstone I. Trains Ungor Workers (labour force) and Ungor Warriors - weak T1 infantry with the ability to ignite buildings.
1.2 Herdstone II. Additionally trains Gor Axe Throwers (decent ranged units) and Harpies.
1.3 Herdstone III. Trains Centigors - fast and somewhat strong melee unit with the ability to drink (buff now but hangover (debuff) later). Also trains Bray Shamans - a template caster unit with only one spell Primal Rite (dispel); upgradable (costless) into three types of casters: Wildcaller, Shadow Weaver and Shapeshifter; {coming soon}.
1.4 Herdstone IV. Trains Spawns of Chaos - strong melee units with aoe damage reduction aura.
1.5 Herdstone V. Trains Minotaurs - very strong unit with Stomp (~pulverize) and Bloodgreed.
1.6 Herdstone VI. Trains no new units (only unlocks upgrades etc).
2. Totem of the Dark Gods. Contains the majority of research (the others are done in War Mill).

Key/unique features: Herdstone as the only unit-producing structure. Workers have no repair - structures slowly regenerate by themselves. Several research are done in an unconventional way (automatically once you build certain structures). Primal Fury - an ability that all heroes possess (has a universal cooldown), which temporarily increases attack speed of (almost) all units. Base defense mechanism: farms can be upgraded to provide less food, but have the ability to summon wolves. Ungors Workers can do the Rage Ritual.

Heroes:
1.
Beastlord. STR melee paladin-like hero. Has Bestial Surge (heal), Hunt Down (~faerie fire), Aura of Vigour (~unholy aura), Earthquake.
2. Great Bray Shaman. INT ranged spellcaster. Has Viletide (~carrion swarm), Bray Scream (~howl of terror +nuke), Savage Dominion (summon on cast), Beasts of Horror (~strong buff).
3. Centigor Bloodhoof. STR melee versatile hero. Has Storm Axe (nuke), Drunk Fury (self steroid), Centigor Hunter (summon), Warrunner (improves other 3 abilities).
4. Doombull. STR melee warrior hero. Hurl (~aoe nuke+slow), Stomp (aoe nuke+stun), Slaughterer's Call (~endurance aura), Bloodfrenzy Rampage (strong self steroid).

Specialisation:
1.
Warherd of Swift Hunt.(Slaanesh) Focuses on Ungors and Gor Axe Throwers. Notably allows ambushes via an Ambush Site. 1. Ungors gain increased vision and true sight. 2a. Allows invisible, slow building-like transport to be built - Ambush Site. 2b. Shaman of Slaanesh available. 3a. Changes armor type of Ungors and Ax Throwers to heavy, unlocks Prayseeksers (~sentry ward) for them. 3a. Allows Ambush Site to relocate (~blink) 3b. Attacks made under Primal Fury now have a chance to slow targets; unlocks an ability for Shamans of Slaanesh. 3b. Shamans of Slaanesh manapool and manaregen increased; unlocks an ability for them.
2. Warherd of Rampaging Fury. (Khorne) Focuses on Centaurs and Minotaurs.
3. Warherd of Diseased Ruin. (Nurgle) Focuses on Warhounds, Harpies, Chaos Spwans.
4. Path of Wild Magics. (Tzeentch) Focuses on Bray Shamans of all types.
204498-albums7455-picture94093.jpg

full
Wood Elves
Key structures and units:
1. Wood Elf Hall Provides 10 food, stocks gold. Upgradeable once.
2. Tree of Seasons Provides 6 food. T2 barracks/townhall hybrid. Hires (i.e. insta-trains) Forest Spirits - worker-type unit who can merge with a tree to provide 4 food while collecting lumber and granting Athel Loren Aura (irreverasable). Trains combat units: Dryad (melee unit with heal and magical-type attack) and Treekin Elder - T2 survivable infantry with siege attack type.
2.2 Tree of Ages. 8 food. Unlocks new technologies, notably - an extremley strong ancient-like unit, Treeman, buildable by Forest Spirits; has Damage Foundation (~earthquake), Strangle Roots (channeled disable) and Spirit Protector.
3. Training Hall. Basic military structure. Trains Wood Elf Archers (strong if vulnerable ranged unit with 4 types of custom arrows), Eternal Guard (melee fighter) and Wardancers - T2 'glasscannon'-type close combat warriors with two passive and two active wardances.
4. Council of the Elders. T2 spellcaster-producing structure. Trains Great Eagles, strong flying unit with true sight; Druids - spellcasters with Earth Blood (aoe heal), Shield of Thorns (~lightning shield) and Spirit of Life (~healing ward); Spellsinger - spellcasters with Chillwind (~slow), Dispel, Walk Between Worlds (~banish).
5. Forest Dragon Lair. Trains Forest Dragons, strong flying unit with splash damage and soporific attacks.

Key/unique features: Essentially two 2-level townhalls, instead of one 3-level. No farms, Forest Spirits merging with trees are used instead. Athel Loren Aura, which is provided by merged Forest Spirits, grants additional effects to all spells cast, including heroes. Deadly but vulnerable elven units; offense is additionally boosted by enchanted arrows (very unique concept) but defense is hindered by reduced efficiency of armour upgrades. Base defense mechanism: Merged Forest Spirits may sacrifice themselves to become combat units - Tree Kins - with timed life. Tree of Seasons is able to fight (and move).

Heroes:
1.
Spellweaver. INT spellcaster hero. Has Call of the Ariel's Blessing (heal+protective buff), Wrath of the Forest (~rocket barrage), Call of the Hunt Hunt (aoe movespeed and attacks buff) and Regrowrth (~ressurection).
2. Shadowdancer. AGL melee fighter-hero. Has Illusion, Blink, Flow of Battle (crits+evasion), Shadow Dance (attack-permitting invisibility).
3. Waystalker. AGL ranged hero. Has Arrow of Retribution (nuke+self-adjusting affect), Asrai Arrows (togglable assortment of arrows), Summon Waywatchers, Forest Hunt (long-lasting far sight+armour debuff).
4. Treeman Elder. STR versatile spellcaster/tank hero. Has Tree Singing (heal/nuke), Awekening of the Wood (~entangle), Thorns Aura, Roots Down (makes the hero stationary, unlocks two abilities).

Specialisations:
1.
Path of Blade and Arrow. Focuses on Archers and Glade Guards.
2. Path of Root and Branch. Focuses on Forest Spirits, Dryads and Treemen.
3. Path of Wrath and Vengence. Offensive path.
4. Path of Light and Harmony. Magic-focusing path.
204498-albums7455-picture100048.jpg

full
Vampire Counts
Key structures and units:
1. Skeleton Crypt. Basic military structure. Trains Skeleton Archers, Skeleton Brutes (infantry with siege attack type) and Black Knights - strong T2 close combat unit with Spectral Charge.
2. Hall of Dread. Trains Fell Bats (flyers with true sight), Spirit (can float through terrain, has magical attack type) and Wraiths (strong melee fighter with chilling attack, splash damage and Chill Grasp).
3. Shrine of the Undying. T2 spellcaster-producing structure. Trains: Necromancers - spellcasters with ~heal, summon skeleton, and ~bloodlust; Black Mages - spellcasters with Entropic (~spirit) Link, Soul-Leech and Death clock; Nechrarchs - very powerful spellcasters with several strong abilities (limited to 3 at a time).
4. Bone Dragon Valley. Trains Zombie Dragons, strong flying unit with splash damage and slowing attacks.
5. Corpse Cart - buildable siege unit; can collect corpses, summon zombies, has ~endurance aura and various upgrades.

Key/unique features: Corpse Harvesting: most unit-producing structers require harvesting corpses to train healtier units (workers can collect up to 3 corpses); also corpses are needed for Undying Energy which is used for many researches. Blight and Night augments the effectiveness of most abilities; also units regenerate health at nightime only. VAM are very hero-oriented - the only race to have research aimed at them (including giving them a fifth ability). Base defense mechanism: Workers have an ability similar to 'Call to Arms'.

Heroes:
1.
Wight King. STR strong fighter/tank hero.
2. Vampire Count. INT offensive spellcaster hero.
3. Dread Knight. STR offensive melee fighter-hero.
4. Master Necromancer. INT spellcaster hero, specialises on raising dead.

Specialisations:
1.
Von Carstein Bloodline. Focuses on spirits and Heroes.
2. Lahmia Bloodline. Focuses on magic, zombies and blight.
3. Korchatov Bloodline. Focuses on 'beasts' and night.
4. Blood Dragon Bloodline. Focuses on offense and skeletons.
204498-albums7455-picture105727.jpg

full
Ogre Kingdoms
Key structures and units:
1. Herding Pastures. Provides 12 food. Trains Goats and Bysons - who have a positive Food increment and provide food themselves.
2. Gnoblar Scrapyard. Low-tier military structure. Trains Gnoblar Fighters (weak ranged unit; able to scrap corpses for resources and encamp in 'towers'), Gnoblar Trappers (short-combat infantry with slowing nets and plantable traps) and Scraplaunchers - long-range quasi-siege unit.
3. Fighting Grounds. Trains Ogre Bulls, Maneaters (strong melee unit with a randomly-generated skillset) and Mournfang Rider (very strong and survivable melee fighter).
4. Temple of the Great Maw. Spellcaster-producing structure. Trains: Butchers - spellcasters with ~curse, armour buff, and ~dispel+rejuvination; Firebellies - spellcaster-warrior hybrid with Breathe Fire, Lava Belch, ~lightning shield, ~inner flame.
5. Bestiary. Trains Sabretusks - a terrain-ignoring (quasi-flying) unit with the abilities 'overwhelm' and 'track the scent'; Rinox - melee unit that provides food for itself.
6. Yhetee Glacier. Trains Yhetees, strong combat unit magical slowing attacks and a slow-aura.

Key/unique features: Food increment system: most Ogre units have a negative Food increment, meaning they reduce food production upon training (in addition to capping it normally); herding animals have a positive Food increment, which means they increase food production upon training (in addition to providing it normally). Gnoblars can encamp in 'towers' to increase their effectiveness. Has research to permanently reduce food consumed. Base defense mechanism: Herding animals are good fighters - but only when fighting close to Herding Pastures.

Heroes:
1.
Bruiser. STR strong fighter/tank hero.
2. Slaughermaster. INT offensive spellcaster hero.
3. Hunter. STR melee fighter-hero, reliant on summons.
4. Maneater Veteran. STR versatile hero with randomly-generated skillset.
full

full

Daemons of Chaos
Key structures and units:
{Coming soon}
Key/unique features: (I tried to make the race as unorthodox and weird as possible without negatively affecting playability or players' intuition.) Both buildings and units are 'upgraded' from template structures - Crystals (buildings) and Ephemera (units). Food system relies on constant part (granted for buildings) and variable part - granted by heroes being alive. Demonic affiliations broadly define the unit's relationship with mana: Khorne and Tzeentch have mana degeneration; for Nurgle, casting spells restores mana; Khorne and Slaanesh restore mana in battles; in Tzeentch it's all complicated. All units have a manapool that determines the outcome of their death - the ability Unstable makes units revive upon being killed. Reign of Chaos ability grants global alternating passive bonuses\penalties to armour and mana. Base defense mechanism: Daemonic Rifts may summon Chaos Furies - Locus Swarm mechanic in target area.

Heroes:
1.
Taker of Skulls. STR strong fighter hero.
2. Mastermind. INT offensive spellcaster hero.
3. Blighted One. STR melee fighter-hero, tanky.
4. Aluress. AGL versatile damage-dealer.
full
Tomb Kings
Burial Chamber have a Hierophant tied to them - who provides 10 food while alive.
Flying units.
All flying units have two modes - 'fly' and 'hover'. Hovering units are in effect land units, while many Flying units are only able to attack other flying units (e.g. Great Eagle). For balancing reasons, air-to-air units receive offensive and defensive bonuses while airborne while air-to-land units (e.g. Dragons) conversely receive penalties.
Specialisaions.
Each race has 4 sepcialisations. They unlock after 40 seconds unless Player 1 types in chat sp0. There are 7 research usually available at town halls that improve certain aspects of each race.


Note: some screenshots may represent outdated versions.
If you have any questions, comments, suggestions or you find any bugs, please contact me here or anywhere else!
Feedback greatly appreciated. Thanks and have fun everyone!
 
Last edited:
Level 17
Joined
Apr 5, 2011
Messages
323
To everyone wondering why I moved from the resource description to a separate thread: it pissed me off greatly that I can't update my race mini-guides without bumping the map. In here, I can edit all I like and no one will get startled thinking an update came out.

FAQ:

-What Warcraft versions does the mod work on?
I mod in 1.26, meaning it and everything later works. I suggest playing in 1.31.1 (works the fastest). In Reforged, use legacy graphic for visual consistency.

-Do you accept donations?
As a matter of fact, I don't. The mod has always been 100% non-commercial and will remain so in the future. If you truly want to make a donation, (first of all I'm flattered), please instead donate to a charity of your choice (or if nothing comes to mind, to this very website, Hiveworkshop). You may then inform me of your contribution, I'll feel great knowing that I inspired such an action!

-Thing X is overpowered, thing Y is underpowered.

I actually try my best to keep stuff balanced, hard as it is. Your feedback is very much welcome in that regard!

-The guide above is outdated/incomplete.
My sincere apologies. I try to keep it informative and useful, but filling it is a bit of a chore.

-Is race X coming?
Dogs of War will be a proper 'race', and will have Tilea/Albion, Cathay/Nippon, Kislev, Araby and Chaos Dwarfs as sub-races. No one else is planned (aside for BRT naturally).

-When will we see new chapters for the campaign?
(Old answer: The work on Campaing will resume. The question is when, not if. Answer - probably in 2021, or later.)
Sadly, making ever more sophisticated races meant that the time I spend on them is always increasing; all the while 'real life' stuff doesn't exactly decrease either. That being said – I am very much looking forward to resuming the work on scenarios. As of mid-2020, I'm not sure which form it will take. A continuation of the campaign is on the table, but this is a prediction, not a promise.

-You should use more/better custom models, textures, terrain etc
The phrase "This is a Warcraft mod for Warhammer players, not a Warhammer mod for Warcraft players" captures my vision well. Aesthetics appeal is secondary for me. I would've been nowhere if I had a different mindset. Visuals are not unimportant, so by all means make (concrete) suggestions.

-I have more questions; how do I contact you?
Best place is no doubt our cosy Discord: discord.gg/uW34Y49 Or write to me here on Hiveworkshop (private messages, in any of the threads, profile message). Lastly, [email protected] is a working email address.
 
Last edited:
Level 17
Joined
Apr 5, 2011
Messages
323
Are you planning Vampire Coast too? :)
WHTW is a marvelous game. I don't have any problems with the way they 'twist' the lore to their liking, but I too have my vision and Vamp Coast isn't a part of it.
Furthermore, I'd hate to add 'spinoff' races until the main ones are done. So from me, expect Bretonia as a proper faction, and smaller ones to be Tilea, Araby, Kislev and Chaos Dwarfs. Ideally, they should all be up and running by summer 2020 (i.e. 1.5 years from now, though this is quite an optimistic forecast).
 
Level 2
Joined
Feb 9, 2019
Messages
3
Greetings! I only registered because I wanted to leave a reply on your work. As a fan of both Warcraft 3 and of the world of classic Warhammer Fantasy (just roleplayin' many times with friends, never hade the chance to play with the tabletop, but were always keeping up-to-date about it) I honestly think that Eternal Strife is spectacular, bravo sir! :)

Also, I beg yu to please DON'T exclude the Chaos Dwarfs! If you plan to have Bretonnia (which is a cool idea), then you should also have the sons of Hashut as the 16th major race, not just a minor faction! They are still a fan-favorite, their army is diverse and very cool enough, if you use 5th edition AND Tamurkhan: Throne of Chaos as basis.
For example, it's easy for them to have the 4 heroes, they could be the Sorcerer-Prophet, Infernal Castellan, Hobgoblin Khan and Taur'ruk (Bull-Centaur Lord). Also, you can easily use WC3 units as basis for their beasts, like Centaurs (for Bull-Centaurs) and Magnataurs (for Lammasu), Infernals and/or the Firelord (for K'Daai).

For their 4 "doctrine" I don't have concrete ideas, just some suggestions: maybe the first can make greenskin slaves more effective, the second is more focusing on their demonic siege engines, third is on magic and creatures, the fourth is on warriors (maybe makes upgrades available: Infernal Guard to Infernal Ironsworn, and Bull-Centaurs to Bull-Centaur Renders).

As I've said, these are just but suggestions and wishes, but I sincerely hope that you will think about it sir! :)

PS: what about the Fimir? :)
 
Last edited:
Level 17
Joined
Apr 5, 2011
Messages
323
Greetings! I only registered because I wanted to leave a reply on your work. As a fan of both Warcraft 3 and of the world of classic Warhammer Fantasy (just roleplayin' many times with friends, never hade the chance to play with the tabletop, but were always keeping up-to-date about it) I honestly think that Eternal Strife is spectacular, bravo sir! :)

Also, I beg yu to please DON'T exclude the Chaos Dwarfs! If you plan to have Bretonnia (which is a cool idea), then you should also have the sons of Hashut as the 16th major race, not just a minor faction! They are still a fan-favorite, their army is diverse and very cool enough, if you use 5th edition AND Tamurkhan: Throne of Chaos as basis.
For example, it's easy for them to have the 4 heroes, they could be the Sorcerer-Prophet, Infernal Castellan, Hobgoblin Khan and Taur'ruk (Bull-Centaur Lord). Also, you can easily use WC3 units as basis for their beasts, like Centaurs (for Bull-Centaurs) and Magnataurs (for Lammasu), Infernals and/or the Firelord (for K'Daai).

For their 4 "doctrine" I don't have concrete ideas, just some suggestions: maybe the first can make greenskin slaves more effective, the second is more focusing on their demonic siege engines, third is on magic and creatures, the fourth is on warriors (maybe makes upgrades available: Infernal Guard to Infernal Ironsworn, and Bull-Centaurs to Bull-Centaur Renders).

As I've said, these are just but suggestions and wishes, but I sincerely hope that you will think about it sir! :)

PS: what about the Fimir? :)

Thanks for taking the time to register and write your thoughts, it's appreciated!
Without going into details, the reason I currently plan Ch.Dwr be a subrace only is my willingness to return to campaign-making as soon as possible. Timespans through which I output content are long (very long even - and alas they're only getting longer), so I may well change my mind by the time I start working on ChDwr.

Btw, as far as material is concerned, WH armies project would be the best resource, no?

PS: a certain someone may one day release a cool spin-off of WH:ES with all the marvelous less known factions like Arabia, Amazons and of course CHDwr.
 
Last edited:
Level 2
Joined
Feb 9, 2019
Messages
3
Timespans through which I output content are long (very long even - and alas they're only getting longer), so I may well change my mind by the time I start working on ChDwr.

Well, I sincerely hope you will! :) I understand your point, and of course know it's a passion project, yet still... okay, I promise I won't repeat myself!!! :D

Btw, as far as material is concerned, WH armies project would be the best resource, no?

Honestly my feelings are mixed about it. Some of the army books are quite good (Amazons, Halflings, also there were stuff about the Fimir which I cannot find now on the webpage, but can be found on elsewhere on the net, that's also cool), however most of the army lists are veeery boring and unimaginative. I mean, I have a feeling that the human armies like Albion, Nippon, Norsca etc. are just cliché cultural stereotypes plus popular mythology mixed without any deeper consideration. Well, I know well that Warhammer's world IS a kind of pseudo-renaissance fantasy, but come on...!

a certain someone may one day release a cool spin-off of WH:ES with all the marvelous less known factions like Arabia, Amazons and of course CHDwr.

Thanks, will check it out! :)
 
Level 17
Joined
Apr 5, 2011
Messages
323
Mr. Gluma make many Lizardman model. Please consider to use these model for your Lizardman race.
Gluma
Thanks; Gluma has fantastic Skaven models (which of course I use with great pleasure), but his Lizardmen ones are not too fitting for WHFB. They look rather like Argonians from TES, and are therefore not really an improvement over the models I currently use.

Funny to read the first posts in the thread:

Mechanical Man: No Rattling gunners?
I: If you find me (or make me :at:) a Ratling Gunner model – I'd totally include him!

Gluma delivered, and now I indeed have them:goblin_yeah:
 
Level 8
Joined
Jul 22, 2017
Messages
217
Thanks; Gluma has fantastic Skaven models (which of course I use with great pleasure), but his Lizardmen ones are not too fitting for WHFB. They look rather like Argonians from TES, and are therefore not really an improvement over the models I currently use.

Funny to read the first posts in the thread:

Mechanical Man: No Rattling gunners?
I: If you find me (or make me :at:) a Ratling Gunner model – I'd totally include him!

Gluma delivered, and now I indeed have them:goblin_yeah:
But Lizardman models are really rare. You can use them temporarily until you have a better model.
 
Level 17
Joined
Apr 5, 2011
Messages
323
Today I've updated Tomb Kings to have first two Specialisations!
I've also expanded the FAQ in the second message.

Now looking at Bretonnia. And the good news for them is: I have them in my head already (always the hardest part). With luck, they'll come out in around September 2020.

Thanks for staying tuned!:goblin_yeah:
 
Level 17
Joined
Apr 5, 2011
Messages
323
Greetings! I only registered because I wanted to leave a reply on your work. As a fan of both Warcraft 3 and of the world of classic Warhammer Fantasy (just roleplayin' many times with friends, never hade the chance to play with the tabletop, but were always keeping up-to-date about it) I honestly think that Eternal Strife is spectacular, bravo sir! :)

Also, I beg yu to please DON'T exclude the Chaos Dwarfs! If you plan to have Bretonnia (which is a cool idea), then you should also have the sons of Hashut as the 16th major race, not just a minor faction! They are still a fan-favorite, their army is diverse and very cool enough, if you use 5th edition AND Tamurkhan: Throne of Chaos as basis.
For example, it's easy for them to have the 4 heroes, they could be the Sorcerer-Prophet, Infernal Castellan, Hobgoblin Khan and Taur'ruk (Bull-Centaur Lord). Also, you can easily use WC3 units as basis for their beasts, like Centaurs (for Bull-Centaurs) and Magnataurs (for Lammasu), Infernals and/or the Firelord (for K'Daai).

For their 4 "doctrine" I don't have concrete ideas, just some suggestions: maybe the first can make greenskin slaves more effective, the second is more focusing on their demonic siege engines, third is on magic and creatures, the fourth is on warriors (maybe makes upgrades available: Infernal Guard to Infernal Ironsworn, and Bull-Centaurs to Bull-Centaur Renders).

As I've said, these are just but suggestions and wishes, but I sincerely hope that you will think about it sir! :)

PS: what about the Fimir? :)
3 years have passed - but the Chaos Dwarves are live! As a subfaction in Dogs of War Warhammer: Eternal Strife (Melee)
Enjoy!!
 
Top