Total War: WARHAMMER II

Total War: WARHAMMER II

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Boyz will be Boyz - Closer to Tabletop - Unit Pack
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Tags: mod, Units
File Size
Posted
Updated
58.956 MB
16 Dec, 2017 @ 9:03am
17 Dec, 2021 @ 2:16pm
51 Change Notes ( view )

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Boyz will be Boyz - Closer to Tabletop - Unit Pack

In 1 collection by Cataph
Cataph's stable collection - WH2
51 items
Description
This is the optional (yet highly recommended) pack for additional units made explicitly for our CTT overhaul. Do not attempt to use in vanilla or in any other context.
(archers and huntsmen base units merged with the new dlc ones)


We are keeping additional units optional because it is better to leave the choice to the single user whether they want to have them or not.

PHASE 1: HORDE AND REGIMENTAL UNITS
We continue the experiment of adding larger core units and special state troops. In this pack, we bring those units (follows list picture) in campaign.
Horde units are recruited via a new 1/2-levels chain that will cost you 100/200 upkeep money but offer unrestrained recruitment of the larger troops available to your faction. These chains come with custom icons & stuff and are only available in provincial capitals. (we're considering adding a garrison)
The tradeoff is opportunity cost, another occupied slot and delayed access to other useful units.

Exceptions to the said rules are:
- Ancient Races: Elves, Lizardmen and Chaos won't have horde units outside of Dryads, Skinks and Marauders, for numerical and balance reasons.
- Empire and aforementioned Wood Elves recruit their Regimental/Horde units from existing buildings, respectively Smith 2/Temple 3 and Tree chain 3, and are the only ones to have them capped for this reason. Each existing repetition of that building will allow more recruits as per tooltip.
- 17/04 Update: TK recruit basic skelly hordes from t3 infantry barracks, Skarsnik from t4 and TEB from their custom Mercenary/Homeland chain (if TEB is present).
- 19/09 Update: TK can recruit chariot hosts from their t3 chain.

Image counts as current full list PLUS a bunch of horde units for TEB and Lichemaster (if used), Tomb Kings and Skarsnik.

Affected factions are: Empire, Bretonnia, Beastmen, Chaos, Norsca, Greenskins, Skarsnik and Savage Orcs, Lizardmen, Skaven, Southern Realms, Tomb Kings, Vampire Counts, Wood Elves.

All these units will benefit from any buff their basic counterpart would get. Their numbers may reach up to 260 300 individuals at Ultra size and all of them bring the Horde passive (and regimental rules for the Empire state troops). You can preview and play around with them in custom battle with the base pack if you don't want them around in campaign yet.



PHASE 2 (current): new units.

Phase 2a with 5 new units for the Empire: read the update post![www.patreon.com]

(Archers and Huntsmen re-absorbed by the DLC units)
Middenheim starts with two of the Ulrican units.

Phase 2b with 4 new marked units for Chaos: read the update post![www.patreon.com]



All of them are also supported by the x1.5 hitpoints submod.




______________________
Credits to:
- Willemsen for allowing us to use some of his textures (White Wolf/Teutogen).
- Adopotato for allowing us to use his Chaos textures (currently on three marked units).
207 Comments
johnfante 16 Jan @ 5:33am 
One question for Empire Regiments effect (maybe I missed the answer somewhere) : it says 2 units max, but which units are taking the bonus when there is more than 2 units in the area of the Regiment ?

Ex : 1 Spearmen Regiment, 2 Swordsmen and 2 Bowmen standing in the circle area effect of the regmiment. Do the Bowmen take the reload bonus, or the Swordsmen the charge bonus ?
Lord Alvaro 8 Nov, 2021 @ 10:55am 
I have the feeling this hordes brake the game somehow, Base Grom with one goblin horde absolutly destroy Grimgor with one black ork unit
james_back 28 Oct, 2021 @ 10:49am 
Will the 1.5 hitpoint mod come back? I like a slightly longer battle
Cataph  [author] 3 Aug, 2021 @ 9:35am 
true, thanks. But the other buffs from Speed of Horse and the vet skills should work correctly in terms of red line.
Gray Riders 3 Aug, 2021 @ 9:24am 
I think I have bug report; it seems that Imperial Foot and Teutogen Guard aren't improved by any of the "red" skills Empire Lords get. Checking the file it seems there's an effect for to buff them, but it's being assigned only to the pre-rework "Emperor's Finest" skill. More specifically the effect is given to "wh_main_skill_emp_lord_battle_emperors_finest" instead of "wh2_dlc11_skill_emp_army_buff_emperors_finest".
Balthy 19 Jul, 2021 @ 6:45am 
Ah, I don't own the old beastman lords. Only Taurox and the generic lords.
Cataph  [author] 19 Jul, 2021 @ 12:29am 
get more LLs, I can't use the new panel
Balthy 18 Jul, 2021 @ 2:01pm 
How do you increase the cap for beastmen hordes?

Im on turn 57 and its still sitting at 2 of each horde type
Cataph  [author] 14 Jun, 2021 @ 12:54am 
I was considering monks, but only for the Pestilens clans and subclans. Moving Night runners only for Eshin and subclans would also be fair then.

Censers are too elite.