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I am thinking that Mathilde's special mechanic is going to be setting up small bases within allied territories, sort of like Cults or Skaven undercities or the like. Will have various features and the big thing that will help differentiate them is that you can set it up both via agents and via the diplomatic screen (basically the equivalent of the leader agreeing to allow us to set up a base in their city). It will have a base building set and special Racial building sets representing Mathilde getting assistance from an ally, like for instance the Gryocopter Landing Pad that will allow you to teleport armies below a certain size around the map.
...Have you been following the TW3 news much, because you might like this new feature they have called "outposts". Not quite as much of a thing as what you're describing, but they'd provide a baseline.
 
...Have you been following the TW3 news much, because you might like this new feature they have called "outposts". Not quite as much of a thing as what you're describing, but they'd provide a baseline.
I'll look them up. Also on that note one thing I forgot to mention was that each Racial building would give you an army ability when you are within that province.

So for example the Gyrocopter Landing Pad will give you access to the Gyro-bomber run, works sort of like a line spell by having a bunch of Gryo-bombers show up, fly in a line while dropping a metric ton of bombs.

Edit: Looked at Outposts and it most certainly can be used as a baseline, will probably give Mathilde more options for building in her outposts.
 
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Not unless they go to some sort of effort to justify its existence. The entire point of Be'lakor is that he's the one time all four Chaos Gods gave one being a share of each of their power, and that they refuse to ever do it again to that scale, which is why each Everchosen is crowned by him instead of getting the fourfold blessing straight from the Gods. Playing Mr Potato Head with your very own Daemon Prince Or'ginaal Kar'k't'r Do'nuht St'ayl kind of flies in the face of all of that.
While that lore does exist even as late as 40k 8th edition Chaos Daemons (2017), it's also lore that's been repeatedly ignored for a long time before CA ever entered the picture. There's been several Undivided daemon princes in the various books even if you exclude the daemon primarchs Lorgar and Perturabo. At this point "Be'lakor is the only undivided prince" is legacy code, a leftover artefact from the yonks ago days of early Warhammer that hasn't really fit in for a long time.
 
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What is... closer... to a more exact description of Be'lakor is that he is the only exulted undivided prince.

there are other undivided princes, but they have never been given the same among of demonesses (is that a word?) as dedicated princes might be able to get.
 
While that lore does exist even as late as 40k 8th edition Chaos Daemons (2017), it's also lore that's been repeatedly ignored for a long time before CA ever entered the picture. There's been several Undivided daemon princes in the various books even if you exclude the daemon primarchs Lorgar and Perturabo. At this point "Be'lakor is the only undivided prince" is legacy code, a leftover artefact from the yonks ago days of early Warhammer that hasn't really fit in for a long time.

I don't really take the like of Lorgar and Perturabo into account for Warhammer Fantasy lore. Are there any canonical Daemon Princes of Chaos Undivided in Warhammer Fantasy, other than Be'lakor?
 
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I don't really take the like of Lorgar and Perturabo into account for Warhammer Fantasy lore. Are there any canonical Daemon Princes of Chaos Undivided in Warhammer Fantasy, other than Be'lakor?
When I wrote that post I did have M'kar in mind for an Undivided prince who was in 40k and Fantasy both, but I just looked it up and he's pure 40k; it's N'kari who I was thinking of who's in both. I couldn't find any Fantasy prince other than Be'lakor who's Undivided. Edit: Technically also Daniel but I'm pretty sure he doesn't count.
 
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So, thinking a bit more about the halfling genealogies.

How far back do they go?

We've seen that Mathilde, thinking like a stirlander, was able to use the genealogy of the village she got a good welcome in to find an infiltrator, so we know she's both culturally and experientially inclined to view this stuff as useful information.

So, the halflings came over into the reik basin with the first (?) humans, or at least early on with Sigmar's ancestors, right? If we are going to be hearing a lot of jade college and hedgewise stories about those times and places, having something solid and third-party to serve as a reference or help establish a timeline will be very useful.


As far as DLC units, I'm assuming that the We, the winter wolves, the Undumgi, and all the rest were last campaign, and we are going for new things.

If so, I'd suggest Karak Vlag rhunkit with simple runes, like light, that would remove any penalties allies get for fighting in the dark.

Definitely the taalites, we're great friends with the knights and the longshanks like us now, so I think selecting from this set would be good to give Kitty-Bird Knights III: Return of the Ambers, maintaining some of the heavy hitters she's had access to before, but with a whole new set of capabilities that the new longshanks units would add.

And please give us Regimand as a playable character!
 
After clearing up my idiocy in regards to (lack of) Cathay lore mostly thanks to Codex, at least I can theorize now:
And yes, in case you're wondering, Cathayan understanding of the Winds is incredibly different from the Elven paradigm.
So, they still have Eight Winds, humans are still able to cast only with one Wind - Yin and Yang are limited to Dragons and half-dragons; Mystical aspects of the Winds are very different yet Elemental aspects at least not contradict Elven and Collegiate understanding - Ghyran in particular is as much wind of the water, not only of life:
Ghyran is said to fall down upon the mortal world in a manner similar to rainfall upon the earth. Those with witchsight claim to be able to see Ghyran form into pools and swirling eddies of green magic that gradually form into rivers, flowing across the land like water, though unbound by physical laws. When the Winds of Magic blow most strongly, Ghyran flows across the lands like a great tide, sinking into the soil and drawn to the rivers, waterways, lakes, and springs of the mortal world. Its energy is attracted to water particularly and saturates the earth with its life-giving power. It is drawn up through the roots of all plants it comes into contact with, feeding all living things, and encouraging growth.
Azyr's behaviour in the physical world, sticking to upper atmosphere, likely is foundation for Cathayan Mystical interpretation through the Heaven concept.
My understanding is that while Winds react to physical universe identically everywhere in the world and therefore would have mostly same Elemental aspects, Mystical aspects - connection to abstract ideas - are much more dependent (though not fully - Metal and Fire are the same in Cathay and Ulthuan, and likely no paradigm could make Chamon the Wind of wilderness or whatever) on the user's mind where those abstract ideas exist and can be shaped much more by personal paradigm.
I'm not sure how well Ghur falls in this, though, besides vague "growth ~ wild nature" association.
 
After clearing up my idiocy in regards to (lack of) Cathay lore mostly thanks to Codex, at least I can theorize now:

So, they still have Eight Winds, humans are still able to cast only with one Wind - Yin and Yang are limited to Dragons and half-dragons; Mystical aspects of the Winds are very different yet Elemental aspects at least not contradict Elven and Collegiate understanding - Ghyran in particular is as much wind of the water, not only of life:

Azyr's behaviour in the physical world, sticking to upper atmosphere, likely is foundation for Cathayan Mystical interpretation through the Heaven concept.
My understanding is that while Winds react to physical universe identically everywhere in the world and therefore would have mostly same Elemental aspects, Mystical aspects - connection to abstract ideas - are much more dependent (though not fully - Metal and Fire are the same in Cathay and Ulthuan, and likely no paradigm could make Chamon the Wind of wilderness or whatever) on the user's mind where those abstract ideas exist and can be shaped much more by personal paradigm.
I'm not sure how well Ghur falls in this, though, besides vague "growth ~ wild nature" association.
From all my time spent looking at Wu Xing theory, I think the issue here is that Chinese philosophy does not view the elements like western philosophy does. Westerners often conflated Wu Xing theory with the Classical Elements of Greece and the like, but it's important to note that elements in Chinese understanding are less concerned about physical substances and more about phases:

"Whereas the classical Greek elements were concerned with substances or natural qualities, the Chinese xíng are "primarily concerned with process and change," hence the common translation as "phases" or "agents"."

I believe that is where the key to understanding Cathayan Elemental Winds rely. To think less about the elements as physical substances and more about phases. It does lend itself to more of a Mystical understanding of the Winds, but it's also likely what makes their understanding so different to the Elves.
 
From all my time spent looking at Wu Xing theory, I think the issue here is that Chinese philosophy does not view the elements like western philosophy does. Westerners often conflated Wu Xing theory with the Classical Elements of Greece and the like, but it's important to note that elements in Chinese understanding are less concerned about physical substances and more about phases:

"Whereas the classical Greek elements were concerned with substances or natural qualities, the Chinese xíng are "primarily concerned with process and change," hence the common translation as "phases" or "agents"."

I believe that is where the key to understanding Cathayan Elemental Winds rely. To think less about the elements as physical substances and more about phases. It does lend itself to more of a Mystical understanding of the Winds, but it's also likely what makes their understanding so different to the Elves.
That explains Azyr identification with Earth. On Ghur/Ghyran, maybe what they really are fundamentally connected to is, eh, "active" and "passive" aspects of living nature (how to define it in more sensible terms)? On Elemental level, that manifest as predominant attraction to respectively animals and mostly plants, mushrooms, soil and additionally water (that last connection likely works as a bridge easening Miao Ying work with storms along with literal identification of Wu Xing metaphor), in Elven and Old Worlder paradigms as wilderness and life in general but especially plants, in Cathayan paradigms as growth and vitality, and stillness.

And also interesting how Cathayan arcane marks look like, they must be significantly different from ones we know.
 
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While that lore does exist even as late as 40k 8th edition Chaos Daemons (2017), it's also lore that's been repeatedly ignored for a long time before CA ever entered the picture. There's been several Undivided daemon princes in the various books even if you exclude the daemon primarchs Lorgar and Perturabo. At this point "Be'lakor is the only undivided prince" is legacy code, a leftover artefact from the yonks ago days of early Warhammer that hasn't really fit in for a long time.
N'Kari is firmly established as keeper of secrets (so a greater daemon, not even daemon prince) and he has ever been. Daniel doesn't count because him being the second one ever after Be'lakor is the entire point of contention here.
 
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So I'm getting an urge to try another attempt at my "Mathilde as a Total War DLC Lord" omake from a while back, but since Egrimm is now an ally I need a new rival for her. Anyone know of someone that would work?

The general idea I sort of want to go for this one is to focus on the Divine aspect of things, make Mathilde's stuff be very Ranald themed. Also on that note any good ideas for DLC units that she would add?

I'm still workshopping the idea for the DLC storyline, at the moment I am sort of thinking of Mathilde's campaign being focused around some kind of massive con. Would take the Waystone project as a baseline and weave some more Ranald elements into it, end point would be helping Ranald steal something of extreme importance or something similar...still not sure.

But since I know there are people here more familiar with the lore than me and since we are talking Total War stuff I thought I might as well ask.
Now that I'm awake and not half asleep, it turns out that what I'd provide here might not be what you'd want. I had lots of ideas for how Mathilde's mechanics would work in Total War, but it seems you're asking for narrative aspects and focusing on Divinity. Not really what I was thinking of yesterday.

As a side note, I think for the majority of the quest Mathilde would have worked better as a Legendary Hero than as a Legendary Lord, probably as an attachment to Belegar. I can see a DL scenario where you get Belegar with four Heroes that aren't Ancestor Ghosts. Mathilde (Grey Wizard), Ulthar (Thane), Kragg (Runesmith) and Titus Muggins (New Fieldmarshal Hero). All of them would have their own unique skill lines and traits and would be essential in the process of getting to K8P.

The reason I think that Mathilde would have worked well as a Hero is because Mathilde was never an army manager. All the situations where she ended up in command were against her will, and she left a lot of the logistics to those who specialised in it and often went to scout ahead or do stuff by herself. She prefers to have a direction and perform work herself, which can obviously be represented by the Hero Actions of Total War. She can Assassinate enemy Agents, Damage Enemy Units, Steal Technology, and she'd have a passive effect to increase Public Order in friendly territory in friendly territory and decrease it in enemy territory. I also think she'd have the "Increase Mobility" action for joining with a friendly army, and she'd have a trait that boosts the chance of an army she's attached to to perform a successful ambush or for an enemy ambush to fail.

You could even incoroporate the Coin into this as an artifact that you can switch, with a cooldown so you have to switch one turn ahead of what you want instead of spontaneously changing as much as you want. Protector would signficantly decrease Corruption and increase Public Order in a local province, Night Prowler makes her undetectable on the campaign map so she can't be targeted by Enemy Agents, and her Hero Actions don't cause Diplomatic Penalties because no one knows that she's done them, and maybe a few miscellania. Deciever would boost Hero Action success chance and Gambler would give her a Ward Save and boost Magic Item discovery chance by 100%.

While I spent this entire post talking about Mathilde as a Hero, I do think that Mathilde is shaping up to be a Lord, particularly during and after Karag Dum and in the current phase for Laurelorn. If I was making a campaign where she would be a Legendary Lord, I would put her in Laurelorn and have the focus be on the Waystone Project and someone who wants to destroy it. The focus is obviously not on Ranald, so sorry if that's now what you want. If the focus is on Waystones, then a natural opponent is Moonclaw the Lunatic Prince from the Beastmen faction. He is the "Son of Morrisleb" and desires the destruction of all Waystones so Morrisleb reigns supreme over the land, so a natural rivalry would be apparent. There could be some sort of Waystone mechanic involved where the two of them race to locations to restore or destroy the Waystone in the area, which provides buffs to them that can create a cascading mechanic.

As a Lord, Mathilde would obviously hold similarities to Alith Anar. Alith Anar's standard stance is "Stalking", which is special because it gives him an Ambush success chance while he's just moving in the campaign map. Astonishingly useful because it means you can ambush without going into Ambush stance, and he also has Ambush stance but his Ambush is even better than normal Ambush. It's a bit gauche to steal from him I suppose, but I'm sure Ranald/Loec can make it up to him.

Alith Anar also has "Use the Shadow Paths" stance that lets him teleport like the World Roots/Underway/Beast Paths except it involves moving through the "Shadow Realm". I'm not sure Mathilde should take that, but she's got a good enough relationship with the Dwarves that I don't think they'd mind if she borrowed their "Use Underway" stance. Unfortunately her start position isn't super mountaineous, so it might not be as useful as it could be.

I imagine that Mathilde would have boosts to Ambush success chance and reduction to enemy ambush success chance, that she would have some sort of Rite of Way ability (likely unlockable) which boosts campaign movement range and reduces penalties from moving through many different types of terrain including attrition in the campaign map. I can also see Rite of Way being used in battle to provide an area effect Strider ability. Her Shadowsteed would also give her Strider and Perfect Vigour once she gets it. I can also imagine that either she would already have or she would grant Vanguard Deployment, Stalk, Snipe, Master Ambusher and maybe even Unspottable traits.

I haven't even gotten to how the Coin would be represented if she was a Lord! Or other mechanics I had in mind. This post is getting too long. I'll follow it up later I guess.
 
If she was implemented, imagine the complaints that the belt would cause in the community. First spell that targets her fails and can't be cast again (probably only for the battle though)
 
If she was implemented, imagine the complaints that the belt would cause in the community. First spell that targets her fails and can't be cast again (probably only for the battle though)
Total War doesn't have mechanics to counterspelling or even dispelling. Chances are the implementation would be an incredibly high Spell Resistance, Fire Resistance and Physical Resistance. It would also be a Legendary Item, so it would have to be good. Stuff like Ghal Maraz and Sunfang provide faction wide bonuses that make their campaigns much easier. I don't think the belt would give anything to anyone not Mathilde. Selfish lords aren't super popular ouside of memey One Man Doomstacks.

A Mathilde Doomstack would be funny, but I think she wouldn't match up to some of the others out there. I can see her being a good Duelist, but I wouldn't tune her to be a Horde Killer.
 
As a Lord, Mathilde would obviously hold similarities to Alith Anar. Alith Anar's standard stance is "Stalking", which is special because it gives him an Ambush success chance while he's just moving in the campaign map. Astonishingly useful because it means you can ambush without going into Ambush stance, and he also has Ambush stance but his Ambush is even better than normal Ambush. It's a bit gauche to steal from him I suppose, but I'm sure Ranald/Loec can make it up to him.

I don't actually think that fits?

Mathilde didn't really use ambush so egregiously in her own leadership of army position despite being ulgu. As a faction she would have Dwarf diplomatic bonuses and easier time getting Wizards and artillery (while borrowing units from dwarfs?). As a Lord, she would probably have increased line of sight with being able to see what units enemy army consists of way ahead of time, as well as inflicting attrition and leadership penalties on enemy armies she shares region with, including garrisons, that escalate over time. Because thats what she did against skaven in Karak Eight Peaks.

She really didn't do enough ambushing to justify her being Alith Anar lite in that regard.

The entire Waystone mechanic and Moonclaw is pretty great idea thought.
 
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I don't actually think that fits?

Mathilde didn't really use ambush so egregiously in her own leadership of army position despite being ulgu. As a faction she would have Dwarf diplomatic bonuses and easier time getting Wizards and artillery (while borrowing units from dwarfs?). As a Lord, she would probably have increased line of sight with being able to see what units enemy army consists of way ahead of time, as well as inflicting attrition and leadership penalties on enemy armies she shares region with, including garrisons, that escalate over time. Because thats what she did against skaven in Karak Eight Peaks.

She really didn't do enough ambushing to justify her being Alith Anar lite in that regard.

The entire Waystone mechanic and Moonclaw is pretty great idea thought.
I was thinking of the setup where she cut off the communication between the different Skaven groups and caught them by surprise, attacking them before they could prepare while they were busy with another force or locking them in. I'm not fond of attirtion and leadership penalties, because the AI in Total War has cheats that lets them ignore that stuff.

Also, I didn't get to it but I definitely had a Diplomatic Trait in mind:

"Cunning Linguist: +20 Diplomatic Relations with Dwarfs and Elves"

I've wanted to make a cunning linguist joke for ages so I will not apologise for taking my shot.
 
Alith Anar also has "Use the Shadow Paths" stance that lets him teleport like the World Roots/Underway/Beast Paths except it involves moving through the "Shadow Realm". I'm not sure Mathilde should take that, but she's got a good enough relationship with the Dwarves that I don't think they'd mind if she borrowed their "Use Underway" stance. Unfortunately her start position isn't super mountaineous, so it might not be as useful as it could be.
A better implementation might be to borrow from Oxyotl's campaign mechanics instead of repurposing the Underway stance, specifically by using the system that allows Oxyotl to build Secret Sanctums in other factions' settlements and teleport between them. For Mathilde, they could be restricted to settlements owned by faction with positive relations with her (with one in Karak Eight Peaks at campaign start by default) to represent her network of bases, with a cap that increases as the campaign goes on and the ability to teleport between them on a cooldown. You could also borrow the removal of diplomatic penalties for trespassing to represent her infiltration (perhaps similarly limited to Order factions only) and have the waystones be located at specific settlements in other factions' territory which Mathilde and Moonclaw would have to race to protect or destroy, with Mathilde's teleportation counterbalanced by Moonclaw's ability to move stealthily and take the initiative. Maybe the more surviving waystones remaining, the faster Mathilde's project bar would progress, unlocking new benefits for herself and friendly owners of waystones, while for Moonclaw destroying waystones would similarly unlock new mutations but in more of a one-time fashion rather than a gradual process, ideally creating a sort of guerilla back-and-forth dynamic between the two factions.
 
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I'm not fond of attirtion and leadership penalties, because the AI in Total War has cheats that lets them ignore that stuff.

It... doesn't? They can camp down to replenish and negate normal attrition same as you do, which they do faster because they have replenishment hacks. But that is why i specified that even garrisoned enemies would take damage. But even if you ignore that, it disables the pursuit of enemy armies, because they either limit the range they can travel by half, or eat attrition (Or they enter raiding stance and end up with vigour penalty). This is one of the reasons why besieging Ultuan when you are playing as Yvresse is so utterly hilarious because the enemy either has gimped movement range and they can't catch up to your armies or they lose 1/5th of their strenght per turn.

Leadership penalty always applies. Harder difficulty battle AI has 10 higher base leadership on every unit than normal AI does but modifiers apply exactly the same. Free leadership reduction is honestly an invaluable skill, and even if you account for the harder difficulty modifier, it still means you will rout the enemy faster than you otherwise would.
 
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It... doesn't? They can camp down to replenish and negate normal attrition same as you do, which they do faster because they have replenishment hacks. But that is why i specified that even garrisoned enemies would take damage. But even if you ignore that, it disables the pursuit of enemy armies, because they either limit the range they can travel by half, or eat attrition (Or they enter raiding stance and end up with vigour penalty). This is one of the reasons why besieging Ultuan when you are playing as Yvresse is so utterly hilarious because the enemy either has gimped movement range and they can't catch up to your armies or they lose 1/5th of their strenght per turn.

Leadership penalty always applies. Harder difficulty battle AI has 10 higher base leadership on every unit than normal AI does but modifiers apply exactly the same. Leadership reduction is honestly an invaluable skill.
The problem is that the AI is exceptionally good at economy because it gets cheats, and they always grow faster than you do and tend to field more armies than you do with far less difficulty. I'm not sure how much Attrition damage you're thinking of, but I've never used Attrition against Enemy armies because I figured that it's always better to attack and destroy the enemy faction than use attrition to grind down one army when they can make two more armies in that time and attack. Are you thinking Mists of Yvresse level attrition? Because if not then I think it'd be preferable to give her offensive boosts than an ability to grind down armies, especially since the concept of the campaign is an expansitonist one to get at the Waystones, not a defensive one where you're supposed to grind down armies.
A better implementation might be to borrow from Oxyotl's campaign mechanics instead of repurposing the Underway stance, specifically by using the system that allows Oxyotl to build Secret Sanctums in other factions' settlements and teleport between them. For Mathilde, they could be restricted to settlements owned by faction with positive relations with her (with one in Karak Eight Peaks at campaign start by default) to represent her network of bases, with a cap that increases as the campaign goes on and the ability to teleport between them on a cooldown. You could also borrow the removal of diplomatic penalties for trespassing to represent her infiltration (perhaps similarly limited to Order factions only) and have the waystones be located at specific settlements in other factions' territory which Mathilde and Moonclaw would have to race to protect or destroy, with Mathilde's teleportation counterbalanced by Moonclaw's ability to move stealthily and take the initiative. Maybe the more surviving waystones remaining, the faster Mathilde's project bar would progress, unlocking new benefits for herself and friendly owners of waystones, while for Moonclaw destroying waystones would similarly unlock new mutations but in more of a one-time fashion rather than a gradual process, ideally creating a sort of guerilla back-and-forth dynamic between the two factions.
I like this idea a lot. I can also see some sort of Favor mechanic being built in that allows you to get assistance from specific groups. The longer you go without acquiring Waystones, the further in the red you go in Favor, but if you acquire Waystones, you get more favor that you can trade in for bonus like access to Heroes, units or boosts to your campaign and armies.
 
The problem is that the AI is exceptionally good at economy because it gets cheats, and they always grow faster than you do and tend to field more armies than you do with far less difficulty. I'm not sure how much Attrition damage you're thinking of, but I've never used Attrition against Enemy armies because I figured that it's always better to attack and destroy the enemy faction than use attrition to grind down one army when they can make two more armies in that time and attack. Are you thinking Mists of Yvresse level attrition? Because if not then I think it'd be preferable to give her offensive boosts than an ability to grind down armies, especially since the concept of the campaign is an expansitonist one to get at the Waystones, not a defensive one where you're supposed to grind down armies.
I mean yeah, you are not wrong, but its free attrition that applies to every enemy in the region, including garrison of city that Mathilde has not besieged. Thats nothing to sneeze at. I suppose you might have point and it would be bit too grinding unless the attrition was ridiculously high, at which point it would be just broken. Might be better to just scale up the leadership penatly higher than have the attrition aspect to it but i think it would fit and find its use.

EDIT: Actually, hold that thought. A choice to use heroic Assault Garrison/Unit once per turn for one army within view of Mathilde with 50% success chance :V
 
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I mean yeah, you are not wrong, but its free attrition that applies to every enemy in the region, including garrison of city that Mathilde has not besieged. Thats nothing to sneeze at. I suppose you might have point and it would be bit too grinding unless the attrition was ridiculously high, at which point it would be just broken. Might be better to just scale up the leadership penatly higher than have the attrition aspect to it but i think it would fit and find its use.

EDIT: Actually, hold that thought. A choice to use heroic Assault Garrison/Unit once per turn for one army within view of Mathilde with 50% success chance :V
Do you know how much money I wasted performing Hero Actions with 50% success chance and failing? If I don't have at least 70% I'm not doing a Hero action unless I'm super desperate to Block Army. By that point I close my eyes and pray. Ranald has failed me too many times.

BTW, Total War has a gambling mechanic for Winds of Magic where if you succeed you get the text "Ranald favors you!" (regardless of faction). TW Warhammer 3 changed that to Channel Magic which makes me sad. I think it would be cute if Mathilde had unique flavor text for Gambling at battle start. I would 100% gamble every time if that was the case even if it's unwise.
 
Do you know how much money I wasted performing Hero Actions with 50% success chance and failing? If I don't have at least 70% I'm not doing a Hero action unless I'm super desperate to Block Army. By that point I close my eyes and pray. Ranald has failed me too many times.
I meant free action. Just click and laugh. Kinda like Sniktch :V

Full leveled assault is pretty brutal mauling of enemy army. Performing it just before attack, for free, without losing the hero you perform it with, would be pretty strong.
 
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So these are all great ideas, the Mathilde vs Moonclaw does sound like a good rivalry.

How does this sound, as suggested both sides of the rivalry have interactions with Waystones. For Moonclaw it is a relatively simple interaction, you want to track down and destroy Waystones with the destruction of a Waystone causing significant chaos corruption in a region and grants you a boon/progress to growing stronger. Your goal will be to destroy a certain percentage of the Waystones to unlock the final quest battle. To make the gimmick a bit more interesting I'll say that destroying a Waystone allows you to convert it into a Herdstone, which for all intents and purposes is a Beastman Settlement (which as you know is something they lack) that comes with some free highly useful buildings and allows you to recruit forces very quickly while in them. Of course setting up a Herdstone reveals the location of that Waystone to the other faction if they don't know of it's existence already.

The idea being that you destroy a waystone, turn it into a Herdstone and then very quickly steroid yourself to rampage through the region.

By contrast Mathilde's goal is to protect the Waystones and complete the Waystone project. At the start of the campaign Mathilde has a "Waystone Project" bar that is slowly filling up, however the speed is really slow and you need to increase that speed through various methods. The most basic is going to be getting a faction to Collaborate on the project, each faction will baseline give you a bonus to the research progress but will also have a modifier based on how many intact Waystones are in their territory meaning that you will want to actively be defending the Waystones and their territory from enemy forces.

The thing that will make Mathilde's gameplay more interesting is that while she can conquer settlements it is actually more beneficial to her to trade them over to friendly factions. This is how it will work, baseline when Mathilde conquers a settlement she can turn it into an Outpost which is basically a reduced settlement but if she gives that territory to a friendly faction that Outpost remains in all it's glory hidden beneath the friendly settlement. Essentially Mathilde's Outposts are on steroids, effectively acting as settlements for her with the baseline.

Baseline Mathilde's outposts will have 4 building slots as opposed to the standard 1. The first is the normal outpost slot which gives the allied settlement an increased garrison and allows you to recruit some of their units, the second is Mathilde's unit recruitment building for her core unit selection, third is mainly for utility or economy buildings and finally we have the special buildings which can either be things to benefit the Waystone project (research facilities that increase project speed) or special function buildings based on various factors that give you powerful abilities (Such as Gyrocopter Landing pads that allows you to move between other settlements with this building while giving you a Bombing Run ability within the region or a Wood elf building that gives you access to their "Teleport between these forests" ability or a "Hidden Watcher" building that will give you an alert if one of Moonclaw's armies are in the region).

At the start Mathilde would not be able to repair Waystones, meaning that for the initial part of the campaign your job is to protect the available Waystones as best you can until your research reaches a certain point. To aid in this Mathilde can construct Outposts on Waystone sites as her settlement equivalent, although due to the nature of them they obviously can't be traded away and have the minor downside of revealing the Waystone locations.

On the subject of Waystones here is how I think it should work, throughout the map there are a number of hidden Waystone sites. By default there should be one in various major settlements of a factor, these will be known about by both factions at the start of the game, with the rest scattered at throughout the map with some being in settlements and some being hidden in the wilderness. To prevent players from metagaming this there are more possible sites than Waystones, with the game determining at random to which are waystones and which aren't. Additionally a percentage of the waystones will spawn already destroyed, again which outside of the capitals are determined at random.

Both factions can perform certain actions to reveal the locations of nearby Waystones, by default they will be guarded by some kind of army just to give you a fight if you wanted to do something to it. These armies will grow stronger as the game progresses to prevent it being an easy stomp in the late game.

Main goal of both factions is to either weaken the Waystone Network or strengthen it until a certain threshold allowing you to trigger the final quest battle.

How does that sound for a Campaign set up?
 
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