Freebooters and Forgotten Realms: Rebels Preview
Be they vagabonds, pirates, the honest troops of Estalia, the flamboyant merchants of Marienburg,
the hardy peoples of Albion, or the mysterious forces of the Emperor of Ind, there are many armies in the Warhammer world that do not owe their allegiance to one of the great powers controllable by the player. This faction preview takes you through some of the highlights of the huge diversity of rebel forces available both as mercenaries and enemies in WHTW: A Call To Arms.
Rebels were almost nonexistent in previous versions, so the changes we've made are genuinely radical; this is just a selection of the largest ones, but native warriors of the New World, daemons in the Chaos Wastes, and Hobgoblins on the steppes can also be found. The mercenary selection has also increased hugely, with the pirate cannon adding a mercenary artillery piece to the game for the first time. The differences aren't just in terms of gameplay; the focus we've now got on local areas and their specific mercenaries and rebels gives the entire game world a level of depth that simply didn't exist in previous versions, something that makes the game far more immersive as fiercely independent city-states and smaller countries still proudly push their liveried troops out onto the battlefield. In A Call To Arms the player will also be able to use rebel forces in custom battles (though not in campaign mode), allowing you to actually command armies exclusively of Estalia, Marienburg, or other smaller nations.
Read on to find out how the call to arms has found its way to many nooks and crannies of the Warhammer World that have suddenly sprung to life...