https://www.rockpapershotgun.com/201...r/#more-451071
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“High Elves are the kings of diplomacy,” explains lead writer Andy Hall. “People not familiar with High Elves probably think of them as these airy-fairy good guys, but this is Warhammer, and nobody is good. The High Elves are political animals, proper House of Cards kind of guys.” These Machiavellian ne’er-do-wells can gather influence through court intrigue and then wield it like a weapon, recruiting new Lords on the cheap, setting enemies against each other or buttering up potential trade partners. Diplomacy, then, is fundamental to the High Elves.
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“The general point is, we’ve got such a large map this time, we wanted to make sure it’s very active,” says Hall. “So we’ve got lots of sea, for instance, and so going across the sea isn’t a boring thing, we’ve put encounters there, a bit similar to the treasure hunting. There will be reefs and shipwrecks to interact with and rogue armies roving around, so it’s a populated map.”
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Rogue armies are an interesting new wrinkle. They’re unaffiliated armies that wander the map, getting into trouble, but what makes them a bit special is their composition. You might witness an Orc general leading a warband of Beastmen, or an army made up entirely of Trolls or Squigs.
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So, prior to any DLC, Total War: Warhammer 2 will have both a story campaign and a mega campaign. The Vortex scenario is like Realm of the Wood Elves or Call of the Beastmen, only much larger. But even within the confines of the narrative, it’s still very much a sandbox. Each faction is trying to collect Vortex currency in a race to control the maelstrom, but there are many ways to do that, and other ways to put speed bumps in front of enemies.
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