Total War: WARHAMMER II

Total War: WARHAMMER II

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Units and Campaign Rework (S&F)
   
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Tags: mod, Campaign
File Size
Posted
Updated
377.164 KB
1 Jun, 2020 @ 3:00am
13 Aug, 2021 @ 5:40pm
157 Change Notes ( view )

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Units and Campaign Rework (S&F)

In 2 collections by Taste of Capitalism
Use and reupload if you want
75 items
바닐라 모드 20210827
50 items
Description
Main goal is to give different concept for unused units and
Only using ingame resource for high compatibility

This mod is compatible with all unit cap mods
Compatible with most of mods, and doesn't crash


Detailed Description and Changes are here
https://docs.google.com/document/d/1-GM7utG6C1OBVMlw1CklT_zwHmVEbp5a72iRdE9dilI/edit

한글번역본 세부 변경목록
https://docs.google.com/document/d/1stOy5R_VXyXYbBIkLUUAet7QJ_2yzV8uT8PAkCugI4Y/edit


=Summary
-General Change
Artilary Range Balance (Bolt 360, Catapult 400, Canon 440)
Closer to Units Description
Half AP Damage for Shock Cavalry, Claw Monster, Double Weapon, Crossbow, Javeline
Variety of Units Role Within Each Faction
More Meaningful Systems (Ritual, Edict, Unique System)
Making Every Magic Can Be Useful

-Empire
Given fresh role, War Wagon will be good supporter and Flagellants will endure longer.
Knights with More AP can be devastating, but still they are slow and weak in longer fight.
Crossbow will be middle option between Handgunner and Huntsman
Outrider series will be Empire’s ‘Weapon Team’, with different style and fresh use
Hellstorm will be no more so devastating, but they are now a lot safe from friendly fire

-Greenskin
Big Uns will be more meaningful regarding their faction and recruitment time.
And charge reflector now can make them useful to large units
Way better than Large Bonus which I deleted
Boar Boys and Big Uns also fight better with more health
Giant and Idol can break wall

-Vampire Count
Grave Guard, Black Knigh and Helman better stats
Balck Knight Lance and Blood Knight with half AP
Hunger for Blood Knight (because they are Vampire)
Wraiths with Large Bonus (as Vampire doesn’t have Infantry Large Unit Specialist)
Crypt Horror Frenzy and more
Vargulf stronger than before with Hunger and Frenzy
With twice health regen, he will be a fast but more fregile Hydra
Black Coach with Guardian, which refer to their lore and giving fresh role

-Dwarf
More Shield for Dwarf Infantry (55% like Elf regarding to their small body)
Great Weapon Worrior and Longbeard better stats
Slayer will be more like Shock Infantry, not Large Specialist
Giant Slayer is still Large Specilist(Throwing axe, Charge Deffence) but with more Tankier and Lethal
Crossbow with Half AP Damage will Make Rangers better as they also have stalk
Throwing Axe will make enemy shield weak
Increased Bolt Thrower and Flame Cannon Range compared to elf thing and other Artillary
Gyros with better bomb and weapon (Brimstone Explosion and Gyrobomber Devastating Bomb)
Grudges Make Slayer Stronger (At High grudge all slayer get Journey’s End)

-Chaos
Sigvald with his Unbreakable Army
Lord of Change is almost immune to magic with several ability
Great Weapon units better stat
Aspiring Champion will survive and fight better with more Health, Perfect Vigor, and Splash
Chosen is now Immune to Psychology and stop running Away from dead bodies
Marauders can do meaningful damage
With Half AP Damage to Javelin and ShieldBreaker for Throwing Axe
Better Economic Support and Replanish from their buildings
They only need Gods’ Favor, not Gold

-Beastman
Centigor with More Health. They will endure ranged attack better
Razorgor Herd also gets more health. Their charge will be not only once
Bestigor with Vanguard. More Armor doen’t need to make them walk far behind from others
Harpy can be really dangerous to ranged units as they have claw(Half AP) and Frenzy
Fortification stance cost 0 movement like Vampirate
Dynamic Support from Horde Buildings (Income, Growth, Replanishment)

-Wood Elf
Treekin and Treeman gets Regenaration instead of Fire Weakness -25% and Dryads gets Frenzy
GladeGuard Fire at same Range like their cousins
Deepwood Scouts file Half AP Arrow. This will make them fresh role
Hawk Rider and Sisters of Thorn also fire Half AP Projectile
Great Eagle will fight better against single unit with better AP Damage
Wild Rider will Have Half AP Damage also

-Bretonnia
All Shock Cavalry with Half AP Damage
Green Knight with Perfect Vigor and Large Bonus
-Norsca
Half AP Damage for Berserker but lower Overall Damage
Skin Wolf is now Not Large Specilist, but pure damage dealer like Sacred Kroxigor
Fimir will be Infantry(double) Large(great) Specialist
I wanted these monster infantry have different role from others
And more income from public order building (Again Gods Favor?)

-High Elf
White Lion will be stronger damage dealer and tough
Shadow Walker will be poison arrow shooting Way Watcher but with shorter range
They have same upkeep but walker wasn’t good for both melee and range
Shadow Worrior fire Half Ap Damage arrow but shorter range (160)
Dragon Prince and Silver Helm with Half AP
Magic Building with Factionwide Magice Reserve

-Dark Elf
Murderous Mastery make units doesn’t die for 90 sec
Infantry will have Faster Movement Speed
Black Ark Corsair with Drunken (perfect vigor until morale broken)
Witch Elf with AP Damage like Nasty Skulker
Cold One Knights with more Health
Medusa gain 20 Large Bonus
Magic Building with Factionwide Magice Reserve

-Lizardman
Skink Javelin is painful
Razordon fire more projectile with low fire arch and damage regulation
Kroxigor gain Large Bonus in exchange of Infantry Bonus
Magic Building with Factionwide Magice Reserve

-Skaven
Greyseer gain Storm Vermin Recruitment Time Reduction in their skill
Monks with better weapon and passive
Death Runners and Triad get Speed, Melee Defence, Physical Resistance from Passive
More Health for Rat Ogre
Hell Pit with Charge Refelector vs All (to make him bionic tank)
Food from Growth Building

-Tomb King
More Healing from Realm of Soul
More unit caps from Skills
Infantry Bonus to Nehekhara Worrior
Poison Attack for Skolpion (he got so much nerf, and he is Skolpion)
More Health for Knight
Hiero Titan with Perfect Vigor (Slow but Powerful)
Screaming Skull caps from Citadel (so choose between bone giant and this)
Canopic Jars from construct buildings

-Vampire Coast
Depth Guard with Stalk to give them safe jurney to enemy
Zombie Handcannon additional projectile to make them meaningful compared to handgun ver.
Leviathan gain monstrous Impact (they make enemy – 72% speed so no one can run away)
Mourngul is now more like pure damage dealer
No more Infantry specialist but more hard to kill

-More
Summoned units doesn’t degrade
Healing Cap changed from 3/4 fo health to 3/2 of health (doubled but still has limit)
Lowered Tower Range and Quicker Siege engin building (for siege battle within 2~3 turn)
All Raiding Stance give Vanguard deployment (vigor is still tired)
58 Comments
Evesten 15 Jun, 2023 @ 7:00am 
흑흑, 이 갓모드가 3편으로 이식되었으면. ㅠㅠ.
FeralZ 16 Aug, 2022 @ 9:37pm 
idk if ur still working in wh2 mods, idk if its easy to implement. But as a suggestion, make melee units without a shield with a bit more atk & charge, and with shield more defensive and less charge. Ranged with shield same but with a bit more reload time, without shield faster reload. So we don't need to always opt for the shield option. If u can't implement it, its okay. Again thank you!
FeralZ 15 Aug, 2022 @ 8:36pm 
Best vanilla mod! thank you for making this mod!
Evesten 26 Jul, 2022 @ 11:11pm 
혹시 햄3 버전도 있나요?
Taste of Capitalism  [author] 29 Jul, 2021 @ 4:24pm 
희안하게 건드린적 없는게 자꾸 이상하게 바뀌네요; 고쳤습니다
Fehr 29 Jul, 2021 @ 7:53am 
다크엘프 정예연대 위치엘프 체력 보정이 0입니다 부대체력 800..
Taste of Capitalism  [author] 23 Jul, 2021 @ 8:28am 
옙 수정했습니다!
Fehr 23 Jul, 2021 @ 6:39am 
노르틀란트 선제후 미늘창병 리더쉽이 0이네요
Taste of Capitalism  [author] 25 Jun, 2021 @ 8:24pm 
옙 수정되었습니다
Fehr 25 Jun, 2021 @ 4:44pm 
랫오거, 헬 핏 혐오체 "Moulder Monster" 특성이 사라져있습니다 팩마스터 스킬이 안먹혀요