Total War: WARHAMMER II

Total War: WARHAMMER II

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Arthanor's Questing Rangers
   
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Tags: mod, Units
File Size
Posted
Updated
1.045 MB
28 May, 2020 @ 1:20pm
9 Jun, 2020 @ 4:50am
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Arthanor's Questing Rangers

Description
Instead of heroic adventurers who go hunting treasures in the world's darkest places and defeat evil on the way with sword and magic, vanilla elven rangers are a low-tier infantry mob. This is an unworthy assignment for my favorite warhammer quest hero! To address this, here is a ranger re-imagining that add two units akin to Aspiring Champions. These new heroic rangers are:

- Ranger-Knights: Competent armored fighters with magic to help.
- Ranger-Mages: Magic users that can hold their own in a fight.
- Recruited from the gardens/court building chain (same as nobles since they are supposed to be nobles). Ranger-Mages can be recruited at T4 and also require an archive.
- Priced around T3-4 units.
- Fewer in numbers: 20 Knights and 15 Mages per units.
- More powerful individually, with better stats and knockbacks on attacks.
- Able to cast magic on their own! Magic is mostly handled automatically, depending on circumstances. No added micro required!

Ranger-Knights can cast:
- Mists of the Isles: +25% missile resistance when out of melee
- Fury of Indraugnir: Area of effect magic damage when in melee
- Hand of Glory (Passive): Same as the spell, cast on themselves when charging

Ranger-Mages can cast:
- Aura of Vitality: Bursts of healing in an area activated as long as the rangers are hurt and morale is holding
- Storm of Vengeance: Area of effect damage when in melee, with -5 Melee Attack and -10% Vigor debuffs
- Hand of Glory (Bound): 3 charges of the baseline spell

If you have any suggestions in how to make rangers stand out more, I will happily consider them.

To do, eventually, maybe: A high elf warrior unit, essentially sword and shield spearmen equivalent or HE bleaksword, to replace rangers in their T1 anti-infantry role.Mods to do that probably already exist, so I should just find one to recommend.

Very nice high elf warriors mod for those who, like me, dislike vanilla rangers:
High Elf Swordsmen

If you are interested in lore friendly high elf unit tweaks, also check my workshop
Particularly, if you don't want vanilla rangers, you can remove them.
30 Comments
Arthanor  [author] 2 May, 2022 @ 12:22pm 
Oh, cool! Didn't know the mod had been recommended by anyone.
Yup, it might well be worth it to look at a rebalance for WH3 when they release Immortal Empires. T5 variants could be made, to represent a smaller group of higher level rangers or something similar, with more abilities and better stats but even fewer numbers.
Багряный 1 May, 2022 @ 6:50am 
You have a very cool concept of the original Rangers, but it would be nice if they could still add more reliable T5 units to the support units, which would have a chance to become the backbone of the army.

In addition, your mod was mentioned in the rangers reskin https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2738603388 . Both of you have an amazing job in terms of design and tech, but there aren't enough high stat rangers for a hardcore game.
Arthanor  [author] 1 May, 2022 @ 6:24am 
Indeed, looking back at it, it is true that they have a fair amount less hit points than the unit they are based on: Aspiring Champions. Note that the unit is aimed at being a support and spearhead unit, not a front line unit. Their primary role is to buff nearby units, but in certain situations where number of entities engaged is limited like on walls, they can also do quite well as they are not as outnumbered. So it will never have as much HP as a front line unit, but it could do with a bit more. Will look into it when I port them to WH3.
Багряный 30 Apr, 2022 @ 5:25pm 
The unit has too little Heal Point, it should be increased by 3 or 4 times, to normal values. And so a very good unit, but not playable due to low Heal Point
The Guiding Light 6 Oct, 2021 @ 8:00am 
These units are absolute trash lol
Arthanor  [author] 16 Sep, 2021 @ 2:32am 
Haha yeah, lots of things do go wrong with every updates. But as far as I know this is fairly stable. It's a brand new unit with mostly brand new abilities, so unless CA does something drastic, it should remain good.
Ciaphas Cain 7 Sep, 2021 @ 5:10pm 
Fair enough! I ran into a lot of mods being a dick since last patch so didn't want to waste yet another evening trying to get it to work haha

Literally wasted like 3 weeks this year doing just that. Not even exaggerating a little here.
Arthanor  [author] 7 Sep, 2021 @ 5:21am 
I still use it, and/or the AI as well in my campaigns. As far as I know, it works fine.
Ciaphas Cain 30 Aug, 2021 @ 11:29am 
Is anyone still using this in their campaign? I might use if it works fine
Arthanor  [author] 4 Mar, 2021 @ 8:16pm 
Hi, as I've replied in the other mod you commented on: I am currently playing a HE campaign with both these mods. I realized my unit upgrade one needed an update, but as far as I can tell, these still work. Are you just worried because they didn't get updated since the T&T DLC or there's problems I'm missing or features you'd like added?