I like some of the traits the lords can acquire when winning battles in some situations. Saw one recently who expand the distance on which reinforcement can intervene. This kind of little stuff really adds on a strategic level.
By the way, are there also negative traits ? I really miss my RTW drunkard general (or my not the full box of chocolate faction leader). Negative traits would easily find their place again in Warhammer’s universe. I’m thinking about classic traits like “paranoid”, or maybe even new stuff like '‘warpstone addict’ would fit for skaven’s leaders.
I really like what the Vortex brings to the game and how it reminds S2TW or FOTS mid/endgame race ; but this intervention system with enemy’s armies spawning behind your lines seems ridiculous to me and it just replace strategic challenge with arbitrary frustrating backstabing cheats.
Even as a player I don’t see any fun in hitting a button that immediately teleport armies in my enemy’s garden just to interrupt his cocktail party. Because at best, it is what it does, since those armies are directed by AI and never seem to win and stop the ritual.
I don’t even mention how weird it is lore wise. I can understand with Chaos, yes, considering the nature of the Vortex, but that skavens or lizardmen or any faction would be able to teleport a mercenary army right there, and in a suicide mission on top of that is harder to swallow than Skaven scientists splitting the atom.
Why not letting the player or the AI organize this intervention himself ? And if it’s too complicate to organize and send an expedition there by conventional means, why not give to a lord or a hero the ability to exceptionnally recruit troops in another territory or to lead a revolt to stop the ritual.
Am I the only one who feel like the actual system is either absurd either half-cooked ?