Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyway, map expansions are definitely possible so we'll see.
by that logic chaos dwarves aren't a new race either because they are dwarves, and Kislev aren't because they are humans (arguably Cathay too, but it does have dragons at the top... less than ten dragons in a 99.9% human population).
I think mongol horde type hobgoblins are more than distinct enough from existing greenskins to be a 'race' in TWW3 terms (at least as distinct as Kislev is from the Empire).
I also think if they do the Monkey King as an LL (which seems likely from the fact he is namechecked in all the cathay lore news), then his eastern beastmen (or rebel cathayans, or both) will be distinct enough to be their own race as well (is that what you mean by 'beastfiends of the southern wastes?' Even if so, I don't think the Monkey King needs a map expansion when in the history he nearly took over Cathay. He could definitely spawn inside Cathay or right on the edge as an invader or a horde faction).
But we'll find out. The game isn't even out, the 9th LL isn't announced, chaos dwarves aren't confirmed.... do we really need to speculate on future DLCs beyond that?
No way Monkey King will be anything else but Cathay LL
For one thing, Hobgoblins has been a part of the Chaos Dwarf roster since 5E and the selection of units they have has been to compliment the slow, few in number, and heavily armoured chaos dwarfs, by being agile, light, and large in number. They had one artillery (bolt-thrower), no heavy cavalry, and certainly no monsters without Chaos Dwarf backups.
On the other hand, the larger Greenskins roster would probably make little sense for them to use considering how despised they are by the rest of their kind.
So if CA does a Norsca on the Hobgoblins, it'd be mostly just hobgoblin mobs, somewhat-heavier armored hobgoblins, hobgoblin wolf-riders, hobgoblin bolt-thrower and maybe some warmachines from the gnoblar units in the Ogre roster. Possibly giants from the nearby mountains of mourn. They can probably have wolf packs, and may may include some monters like rhionxen, cockatrice, manitcores and wyverns.
If CA gets creatives (hah), maybe they will make some more unique hobgolbin units, and supplement their roster with some invented hobgoblin magic casters. But honestly it makes the most sense for CA to make CD sub-factions and rogue armies that can only have hobgoblin units (with maybe a few greenskins + gnoblar units, for example goblin shamans and trolls) to act as starting obstacles for the Chaos Dwarfs, as well as being buffer factions between them and the other playable factions.
Also, if I recall, the Hobgoblin Khanate have a massive slave economy, and make up for their relatively small numbers by fielding slave troops in their armies.
As for what other factions are on the table, I think Dogs of War still have a reasonable shot. Yeah, it might have made sense to put them in game 1 which featured their homeland, or game 2 which featured regions they've established colonies in, but they're mercenaries and can reasonably fit in wherever. They also use a lot of ogres in their armies, as I recall, so it makes sense to hold off on them for so long.
Other than that, Ind, Nippon and Khuresh have all been heavily requested, especially after Cathay got a full roster. Of those, I think Nippon is quite a bit more likely than the rest, as it's the most relevant in the lore, but it still seems like a long shot. If Nippon happens, I'd guess what they do is just slowly expand the map, as they've done for TWWH2 over the years, and then at the very end of TWWH3's life cycle they release a Nippon dlc. Don't see it as likely though.
There's also been a lot of talk of Nagash being a potential character being added to WH3, and I could see him maybe being spun into an new undead faction, since he doesn't exactly fit with any of the existing ones. But even then, it'd probably be mostly reusing units from both factions and it'd be an awkward faction if it only had a single LL. They'd probably just make him a Vampire Counts LL and maybe give him some unique units and mechanics.
So ultimately, my bet is on TWWH3 getting Chaos Dwarfs and Dogs of War as race dlcs, and then a lot of lord packs.
As for what DoW could bring -- surely there are characters that can be made to represent smaller factions, but there will be no place to put them. Ricco and Rubio would be long dead by 2502IC-ish -- glory to his majesty Emperor Karl Franz -- that it'd at best be made into a RoR that maybe used to represent the garrison of one of Cathay's outposts near the Darklands. The known Tilean characters wouldn't even be on the map.
My hope for the DoW, which is the most realistic scenario for them, IMO, is for CA to create a Thamurkhan mini-campaign, which will start at K'datha, and the route would head north into the Chaos Wastes, before going south passing by the Jaded Tower of Cathay, into the Mountains of Mourn then the Darklands, passing by the World's Edge Mountains into the Border Princes, and up into Nuln. It's realistic only in so far as K'datha is actually on the inferior campaign map. The Tilean merchant princes and each city's regiments can then be represented in the Border Princes as a way to show Lietpold the Black's desparate attempt to hired anyone he could in order to oppose the superior Nurglite army.
As for DoW, characters being long dead is hardly been a barrier for them before. Vlad and Repanse being key examples, but more broadly CA said in an interview that they weren't sticking to a specific timeline for the Warhammer games with regards to which characters they add. Similarly, they haven't let location be an issue either, making up reasons for characters to be far from where they would typically be found, especially for the Vortex campaign. I imagine it'd be especially easy to do so for a mercenary company, and much like the displaced characters in 2, they could just put them in their normal start on the combined map. So I don't think there's any real barriers to adding them in TWWH3.
When the map for the Very Big Campaign comes out, if there are "misted" areas yet unplayable, that'll be a clue.
As for the Hobgoblins, an antogonist faction with a small number of units seems reasonable to fill in the blank spaces on the map.
when tomb kings released, when vampire coast released, albion was made bigger, expanded the map to the east a bit, badlands expanded a bit, the empire redone being redone.
WH1 expanded the size of the wood elven forest.
the only "problem" i see is that the remaining races in the east, ind, nippon, hobgoblins and so on have very few, if no real tabletop units, meaning they need to spend more time making the races. But they did make vampire coast from scratch so they will be able to do it.