Total War: Warhammer II has admittedly been hit and miss with it’s DLC offerings recently; those inclined to do so could actually point beyond Creative Assembly’s DLC, and at their base games as well, as showing declining quality and support in the last six years. From day-one DLC that has been cut from the base game to a complete lack of functioning late game in titles such as Rome II and Atilla, to say that developers Creative Assembly have recently been dancing on a knife’s edge in terms of audience favor is an accurate statement.
Yet they have continued to push their Warhammer themed content to varying success, and we see more of that in a recent DLC announcement The Shadow & The Blade that offers a new Legendary Lord for both the Dark Elves and for the Skaven. Both Lords are to arrive with their own unique faction mechanics that will alter gameplay strategy, quest’s, items, skill trees, and campaign narrative.
Legendary Lord Malus Darkblade is arriving to assist the Dark Elves in their campaign, and taking the role of the Blade from the DLC title. Being both cruel and violent as Dark Elves are in the Warhammer franchise lore, Malus fights a daemonic possession through his campaign from Tz’arkan. The resources necessary to fight the possession are costly, and it has been hinted that it may be ideal to allow the possession to momentarily overcome Talus in exchange for great power.
The new units at Maul Darkblades disposal are enough to instill fear in his foes: a Scourgerunner Chariot is equipped with harpoons, making these war machines a deadly mix of speed and power for taking down monstrous foes on the battlefield.
Bloodwrack Medusas are powerful ranged creatures that can also melee surprisingly well on the battlefield, making them a strong hybrid warrior that can dance around the frontlines. A Bloodwrack Shrine operates in much the same war the Magic Chariots do, offering buffs and debuffs to those around it. The new various regiments of renown are also included with a Bloodwrack Medusa unit, Scorgerunner Chariot, and Harpies.
Deathmaster Snikch is the shadow part of the DLC title and brings frightful covert units to play on behalf of the Skaven empire. Snikch brings a unique faction ability to frontlines, allowing him and his agents to do almost any subterfuge action with a 100% success rate. From assassinations to burning down entire cities with only one hero, this faction sounds like a horrible time to play against.
Deathmaster Snikch is bringing unique units in this DLC as well; a new Lord called Master Assassin can join Snikch in battle, concealing himself until battling other Lords in close combat when the time is right. Eshin Triads are apprentice assassins that are offered as an alternative to Clanrats and Stormvermin, built to fight just behind the front lines to pierce any weaknesses.
Poisoned-Wind Mortar teams hurl globes across the battlefield, making them a further-ranged alternative to Globadiers; beside the range, not much else appears to be offered, although siege capabilities are never to be shunned. Warp-Grinder Weapon Teams rely on unique abilities that take some time to set up, but can chew through walls, enemies, and friends alike once their weaponry gets set.
Three regiments of renown are also available and are noticeably a bit more diverse than the Dark Elves Lord. An Avalanche Mortar has tremendous range with an air-burst armor-piercing projectile. It’s a bit more difficult for the Skaven to reliably protect back-line siege, but it’s worth the attempt with this absolute monstrosity. Viskrin’s Death Squad are elite Death Runner’s; almost unfairly fast with light armor, their armor-piercing damage output is concerning if you can get them there without them getting ripped apart.
Finally, Ishka’s Triads are anti-large units that can summon decoys of themselves around the battlefield, making their foes chase naught more but shadows.
The Shadow & The Blade is slated to hit Steam on December 12th, in two weeks. It remains to be seen if this DLC will be a hit or miss for Creative Assembly.