Total War: WARHAMMER II

Total War: WARHAMMER II

301 ratings
Unit Rarity - Core, Special, Rare
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Tags: mod, Campaign
File Size
Posted
Updated
985.135 KB
29 Jan, 2018 @ 4:02pm
19 Jul, 2021 @ 8:34pm
52 Change Notes ( view )

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Unit Rarity - Core, Special, Rare

In 1 collection by Iron
Warhammer 2
29 items
Description
Warhammer 3 version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905487000


This mod provides:
- A new layer of strategic choice when designing your armies and cities.
- A continued need and use for all unit types.
- A framework that causes the AI to produce more logical, loreful armies.

This mod adds capacity limits for elite or exotic units based on the classification system of table-top Warhammer: Core, Special, Rare. If you know the army books, you should be able to guess which units are limited and how severely. With these restraints, players will need to choose where to deploy and use their faction's elite and specialized units, providing a more realistic and immersive experience as a commander. The AI will have to follow these same rules, and as a side effect you will encounter more balanced and varied enemy armies (no more all-doomdiver or all-chariot armies).

Capacity limits are increased by the corresponding recruitment buildings, so any faction that wishes to specialize in a certain unit simply needs to build the logical infrastructure to support their capacity.

-Core units are unlimited, just as they are in the base game.
-Special units are given a capacity of 2-3 per recruitment building with upgrades generally adding +1 or +2.
-Rare units are given a capacity or 1-2 per recruitment building with upgrades generally not adding capacity.

The mod is complimented well by the below mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217233152 - Militia Recruitment Mod - Ensures Core units are always available for players and the AI to help in army composition and design.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217232901 - Dynamic Garrisons Mod - Allows your garrisons to reflect the specializations you chose for your faction.


FAQ
-Save game compatible.
-I do not know about compatibility with other people's mods, just try it out.
-Bugman's Rangers are treated as an RoR and have a limit of 1


Other Mods by Iron

Militia Recruitment (suggested with this mod) - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217233152

Dynamic Garrisons - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217232901

Culture-Restricted Join War - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1577921899

Horde Population Rework - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1471090639

Reduced Siege Length and Defender Buffs - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1429039498

Climates and Colonies - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1746807544
419 Comments
PremierVader 26 Jun @ 2:13pm 
Mod doesnt seem to be working, Skaven boys are making tons of ratling guns, warpfire throwers and warp grinders!
Iron  [author] 31 Dec, 2023 @ 4:44pm 
@Drop Plagueclaws are intentionally rare, to align with the latest skaven table-top rules/lore. You can still make them a focus of your faction if you are willing to build the corresponding building chain in many settlements.
Drop 31 Dec, 2023 @ 5:05am 
Good idea but it seems to need a balance pass. Finished some campaigns with the mod and overall the campaigns were harder on average which I like, however what kills it for me is I'm replaying Skrolk and noticed that the restrictions on plagueclaws are far too extreme. Even the T5 building only allows 1 plagueclaw unit! Not a big loss to no longer use this mod as I never doom/stack to begin with, but having potentially more varied AI would have been nice.
Iron  [author] 23 Dec, 2022 @ 9:47am 
I finally ported this over to Warhammer 3! Current version is here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905487000
Kaio615 29 Aug, 2022 @ 1:26pm 
@jP i dont know what happened to the moder but he seems to not be online since his comment in April.
JP 29 Aug, 2022 @ 9:24am 
@Iron I know porting process must be really time consuming. Im just wondering when this mod will be available in wh3!
Kaio615 23 Aug, 2022 @ 10:49am 
@Iron
Kaio615 23 Aug, 2022 @ 10:49am 
Hi Irton I cant play with this amazing mod, when do you think it will be ready for IE for game 3?
JP 18 Jul, 2022 @ 11:38am 
@Iron I came to ask if you are going to export this mod to warhammer III, and I got the answer :p Can't wait to play IE with this mod!
Iron  [author] 20 Apr, 2022 @ 5:38pm 
@code18, yes. It's a must-have for me