![]() It sounds like a smart way to roll some old agent roles into heroes, and it will create opportunities for sneaky counter-play in multiplayer campaigns.įor more on the game, check out the gorgeous new campaign map (opens in new tab), and catch up with everything else we know about Total War: Three Kingdoms (opens in new tab).Total War: ATTILA – Slavic Nations Culture Pack You can improve heroes' satisfaction by behaving in ways they approve of (some hate it when you execute your enemies, for example), or you can give them gifts and powerful positions. ![]() The ultimate counter-move is to make the spy in your ranks so satisfied with your faction that you can use them as a double agent and send them back to their home faction as a spy for you. You can banish or execute suspects, but this could affect the satisfaction levels of any heroes in your faction that were friends with them. You can construct counter-espionage buildings that increase the cover cost of spies operating in that province, and you can send heroes to do some direct counter-espionage. Alternatively, if you can't wait, you can instruct your spy hero to break cover and raise an army in enemy territory.Ĭomputer controlled factions will float spies for you to recruit, so a degree of "healthy paranoia" is recommended, according to Bickham. If the spy rises to the point where they become the heir to the enemy faction, you can trigger a civil war in their territory. Heroes have 'cover points' that they can spend to take these actions. ![]() The longer a spy stays in the opposing faction, the more trusted they become, and the more they can do to disrupt enemy activity. You can use this to your advantage by letting loyal characters leave your faction, under orders that they should spy on whoever else picks them up. They form friendships and rivalries with other characters, and their satisfaction levels will change based on your actions. Heroes have their own needs and allegiances that can shift across the course of a campaign. Heroes can spy on enemies and start civil wars This is a very sensible move, because heroes have massive effect on the campaign map as well as in battle. You can pull out of duels if it looks like you're losing. In the battle I played I was able to refuse duels repeatedly, seemingly without penalty, and I wonder how this will quell the effectiveness of hero-killing champions and other combat characters. A hero might last longer in a duel than they would soaking up heartseeker arrows and heavy cavalry charges in open battle. You can send a sentinel to lock down a vanguard hero, stopping them from tearing up your infantry. This looks great, thanks to some acrobatic mo-cap on the heroes themselves, but it also serves some tactical purposes. If the enemy accepts, fighters form a respectful ring around the combatants as they go at it. If a hero is close enough to an enemy hero you can click a small 'duel' button above their portrait on the UI, and then select the enemy hero they want to duel. Point them at a hero you want dead and enjoy the show. They take ages to kill, even in duels.Ĭhampions: Battlefield assassins that are born to duel. Ordering a bunch of spearmen to form a wall and then yelling at them to hold feels awesome. In the battle I played my commander could deploy a shout that braced nearby units for enemy charges. They can fight, but they excel at buffing units around them with area-of-effect boosts. The vanguard hero I played with in the demo battle had a wide sweep attack that could send enemies flying, and a 'heartseeker' bow attack that softened up enemy heroes for duels.Ĭommander: Described as classic Total War generals. Vanguard: Powerful, rash warriors who disrupt the front line with big attacks. Strategists can also debuff enemy heroes. You move your strategists into the middle of one of these formations to protect them in battle. A unit of spearmen innately know how to form a spear wall, but if they're attached to a strategist they might also know how to form a hollow square or a hollow circle to defend from all angles. Strategists: Creative Assembly's Development communications manager Al Bickham describes them as squishy characters with "big brains and small hands, but they're good at pointing." They excel at bringing new formations to battle.
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