Total War: WARHAMMER II

Total War: WARHAMMER II

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Reduced Siege Length and Stronger Defenders
   
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Tags: mod, Campaign
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177.093 KB
1 Jul, 2018 @ 9:55pm
19 Apr, 2019 @ 7:55pm
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Reduced Siege Length and Stronger Defenders

In 1 collection by Iron
Warhammer 2
29 items
Description
This mod reduces the base number of turns before siege attrition starts from 6 to 2. This makes starving out the defenders a more viable option. The number of turns will still be raised by defense structures and further lowered by Lord traits (traits that are worthless without this mod due to the impractically long siege times).

The mod also doubles the exhaustion effects of using ladders during sieges, widens tower firing arcs from 45 degrees to 140 degrees so that they can still shoot at units close to the walls, and gives all garrisoned units (armies in the "garrisoned" stance) the following buffs in battle:
+50% missile ammuntion
+10 melee defence
+10 morale

So, overall, this mod will make siege battles a bit more challenging for the attacker (normally the player) but also allow for starving out besieged enemies if you are willing to pay the steep opportunity costs of having an army sit on its hands for a few turns.
20 Comments
Picasso Sparks 18 Jan, 2022 @ 9:09am 
I like this light touch improvement to sieges. Especially alongside the mod that gives more interesting garrisons.

Seems to still work fine on the latest patch.
Mumion der Unsterbliche 28 Nov, 2021 @ 3:58am 
Update ? Out of Date in the Mod Launcher .
Doghman The Great 15 Jun, 2020 @ 6:14pm 
Is it possible to make a mod that reduces the speed of units climbing the wall? Specifically with just units climbing on ladders.
ToElisium 31 Mar, 2020 @ 12:31pm 
Ohh, ok so the other mod does it via script. I dont know how to write script for wh2, but if you are interested, take a look at Brutal Sieges by Jadawin, for how he implements the AI only buffs.
ToElisium 30 Mar, 2020 @ 6:39pm 
Ah gotcha, yeah if there is already a min to how long a siege must go on before attrition hits, then i agree with your point. I have trouble imagining a scenario where i would wait three turns before assaulting a settlement, even with this mod.

Yeah, i was messing around with your mod in pack manager, hoping i can add your bonuses to the table that sets AI difficulty, but i didnt see a way to specify there the buffs would apply only for defensive sieges. Was hoping you'd have more ideas :)

When i get some time, I know theres another siege mod that adds missile resistance only for AI garrisons (a good change too imho, since battlements offer so little protection), ill see if I can reverse engineer how he does that and share here if you are interested.
Iron  [author] 30 Mar, 2020 @ 3:11pm 
@ToElisium. For your first point, siege reduction can never bring a siege to lower than 2 turns until attrition hits. That means your big doomstack is sitting still for 3 turns minimum before attrition hits, which is a pretty big opportunity cost in my opinion and should be long enough for reinforcements to arrive. Stacking siege reduction would pay off in the few instances that you hit a really buff city (Tier 5 Hexoatl with Star Chamber or something), but would be wasteful most of the time.

I totally agree with your second point, that it human defenders do not need any further buffs, only the AI, but I do not know off a way to apply the buff to one and not the other. However, since humans are on the offensive far more often than the defensive (YMMV) I think the AI benefits more from these buffs than humans.

Thanks for the analysis. All the subtle consequences of such changes are difficult to appreciate without differing viewpoints.
ToElisium 29 Mar, 2020 @ 10:03pm 
Ok fair enough, though its a bit unrealistic, starvation happens over time, not so drastically over a turn. I have yet to test if you can stack all those siege reduction traits and techs to cheese the AI into dying from starvation instead of sallying -that is my biggest worry. But your mod, your call.

Another request tho - is it possible to only give the garrisoned army buff to the AI? The player doesnt really need it (and can cheese a lot with the extra ammo on top of that) and i want to make the game a bit more difficult.

Thanks!
Iron  [author] 29 Mar, 2020 @ 7:55am 
@ToElisium. I actually thought CA had that part right. Once there is a food or water shortage or disease outbreak things should end pretty quick, and you should only be afraid to assault the fortress if you were heavily outnumbered to begin with (in which case the garrison should have sallied). Anyway, having to wait 3-6 turns for a siege to end is already plenty, anymore than that and nobody would ever siege and would only assault.
ToElisium 28 Mar, 2020 @ 9:29pm 
Any chance you can reduce the attrition taken when under siege? 50% per turn is just too much..
Chera 6 Jan, 2020 @ 12:13pm 
FYI: No update needed for current 1.8.1 version of the game, works fine.
But I do have a balancing request: Could you extend the buffs to the actual garrison? Usually those poor fellows are suffering the most, it might help greatly with sieges even in villages, and make it less certain autoresolve, perhaps.