My Designed New WAAAAGH! Mechanic

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15 days ago
Mar 4, 2025, 6:32:29 AM

​Here is my revised WAAAGH! mechanic:

The WAAAGH! Reputation ranges from 0 to 150.

  • 0 to 25 Reputation: The penalties remain the same as the current system.
  • 25 to 50 Reputation: No bonuses or penalties.
  • 50 to 75 and 75 to 100 Reputation: The bonuses remain the same as they are now.
  • Above 100 Reputation: The WAAAGH! button becomes available.

Spending 75 Reputation grants a random number of WAAAGH! mobs and Scraps and trophy, and summons a WAAAGH! army near the faction leader.

  • This army will build up to full strength over time, just like the current mechanic.
  • However, it will always have a 20-unit cap, instead of being tied to the faction leader’s army size.
  • The trophy obtained is based on the last faction your faction leader defeated.

WAAAGH! Reputation decays by -5 per turn at all times.

  • Losing a lord's battle results in -70 Reputation (but garrisons losing battles do not decrease it, as Greenskins aren’t meant to defend settlements).
  • Losing the faction leader's battle results in -150 Reputation, causing the WAAAGH! to collapse.

Gaining Reputation works the same as before, but choosing to raze a settlement will now grant Scrap and Reputation based on the settlement’s development level.


The amount of  Scrap gained from activating Waaagh and the initial Waaagh! Mobs Retained are the same as Da Big Trophy. You have two technologies that can increase the rewards from Waaagh to match Da Bigga Trophy and Da Biggest Trophy, but they will also increase the automatic Reputation decay per turn to -10 and -20, respectively.



​All the changes, categorized, are as follows.

Reputation Charging

  • WAAAGH! Reputation ranges from 0 to 150 and decays by -5 per turn at all times.
  • Reputation Tiers:
    • 0 to 25: Same penalties as the current system.
    • 25 to 50: No bonuses or penalties.
    • 50 to 75 / 75 to 100: Same bonuses as the current system.
    • Above 100: Unlocks the WAAAGH! activation button.
  • Gaining Reputation: Works as before, but razing settlements now grants Scrap and Reputation based on the settlement’s development level.
  • Losing Reputation:
    • Losing a lord’s battle: -70 Reputation (garrison battles don’t count).
    • Losing the faction leader’s battle: -150 Reputation, causing the WAAAGH! to collapse.

WAAAGH! Armies

  • Spending 75 Reputation activates a WAAAGH!, summoning a WAAAGH! army near the faction leader.
  • This army builds up over time, like in the current system.
  • 20-unit cap instead of being tied to the faction leader’s army size.

WAAAGH! Rewards

  • Activating a WAAAGH! grants:
    • A random number of WAAAGH! mobs
    • Scraps and a trophy
    • The trophy is based on the last defeated faction.
  • Tech Upgrades:
    • Two technologies increase rewards to match Da Bigga Trophy and Da Biggest Trophy.
    • However, they also increase Reputation decay per turn to -10 and -20, respectively.

This system aims to make WAAAGH!s more strategic, rewarding, and balanced over time.

Updated 7 days ago.
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15 days ago
Mar 4, 2025, 6:51:41 AM

New abilities for Mork's Call to Waaagh! 

​Among the Greenskins' ranged weapons, there are very few units that rely purely on Missile Strength. This significantly limits the tactical applications of Mork's Call to WAAAGH! in its current form.

For Mork's Call to WAAAGH!, consider adding abilities such as summoning Boyz or Gobbos, or granting Devastating Flanker, which would make their tactical options more diverse and engaging.Alternatively, increasing ammunition capacity and enhancing reload skills could also work. We all know that simply boosting ranged weapon damage has little to no impact on explosive ranged units, which make up a significant portion of the Greenskin ranged roster. However, improving reload skills and ammunition capacity would provide a tangible benefit to all ranged units.

Updated 15 days ago.
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15 days ago
Mar 4, 2025, 9:08:19 AM

Neversetcrazysun1#7505 wrote:
The Greenskins have very few ranged options, limiting their strategic variety.

Few? The GS have tons of ranged options including several artillery pieces. What in hell are you babbling about?

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7 days ago
Mar 12, 2025, 8:57:55 AM

​Another design idea for enhancing the Waaagh mechanic: This could prevent the trap where advancing technology permanently stops you from triggering a Waaagh. Change the Waaagh score cap to 300. When it exceeds 100, you can spend 50 points to trigger a Big Waaagh; when it exceeds 200, you can spend 150 points to trigger an even Bigger Waaagh; and when it reaches 300, you can spand 200 to trigger the Greatest Waaagh to gain corresponding levels of loot, Waaagh mobs, and scrap.

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7 days ago
Mar 12, 2025, 1:45:57 PM

Neversetcrazysun1#7505 wrote:
However, it will always have a 20-unit cap, instead of being tied to the faction leader’s army size.

If anything a Waaagh’s maximum army size should be tied to the Faction’s territory, and it should be some time into a campaign before Waaaghs can reach a 20-stack. Them being 20 unit additions is way too great a force multiplier and is what helps them snowball super quickly in the early game.

Updated 7 days ago.
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7 days ago
Mar 12, 2025, 4:23:10 PM
Passthechips#4366 wrote:
Neversetcrazysun1#7505 wrote:
However, it will always have a 20-unit cap, instead of being tied to the faction leader’s army size.

If anything a Waaagh’s maximum army size should be tied to the Faction’s territory, and it should be some time into a campaign before Waaaghs can reach a 20-stack. Them being 20 unit additions is way too great a force multiplier and is what helps them snowball super quickly in the early game.

If Waaagh has natural decay, it will start later, and each Waaagh will only have one additional army. This should slow down the snowballing effect compared to the original version. However, your suggestion is also quite interesting and worth discussing in a separate thread. Since there aren't enough details, I'm not sure how to evaluate it yet.

Updated 7 days ago.
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