Total War: WARHAMMER II

Total War: WARHAMMER II

Not enough ratings
Ninjas of Nagarythe - REVISED UPDATED
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Units
File Size
Posted
Updated
383.527 KB
1 Jun, 2020 @ 2:11am
12 Jun, 2020 @ 9:27pm
7 Change Notes ( view )

Subscribe to download
Ninjas of Nagarythe - REVISED UPDATED

Description
My mods:

War Lion Monster: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2114775538

Dark Elf War Lions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121024978

Knights of the Blazing Sun Reworked: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1994568906

Ninjas of Nagarythe: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2115603308

6/12/2020 update: Shadow Walker -25 missile resistance, +30 physical resistance. recruitment/upkeep 1400/350. Shadow Warrior updated to have tighter formation.

6/2/2020, Shadow Walker 4.6 melee interval to 4 (same as other melee counterparts), 45 melee attack to 41, 7760 to 8080.

Change log: 6/2/2020, Added a new firing mode to Shadow Warriors. Gave flaming attacks to Shadow Walkers. Removed Flaming attacks from Shadow Warriors, but added flammable to default missile. Credits to pit_fiend for the icons of the missile modes. I am not sure if he’s active anymore, but I left a comment. If he wants me to take this down, I will. His workshop page: https://steamhost.cn/steamcommunity_com/profiles/76561198033912561/myworkshopfiles/?appid=594570

Change log: 6/1/2020, restored melee defense to vanilla value (12 to 22)

I’ve always thought that the nagarythe units really pale in comparison to a sisters of averlorn stack. Shadow walkers have their niche uses, but all in all, they’re highly replaceable. I wanted to change that. The purpose of this mod is to change the purpose of these units while making them more dynamic and fun to use, while impacting the battlefield in a unique way. Now, players that play nagarythe will be able to employ a full stealth army and dictate the course of battle with good decisions and positioning.

This mod aims to change Shadow Walkers and Shadow Warrior units’ roles in the battlefield.

Changes:

Both these units require the ithilmar smithy to build, effectively making them a tier 4 unit that plays well into the late game. For a summary of the changes, see the images above.

Shadow Walker (T3 -> T4, recruit 1100 -> 1300, upkeep 275 -> 330)

These guys’ roles have undergone a complete overhaul. Their weapon and missiles no longer have poison, but have madness of khaine (and why not? They probably fought a lot of witch elves in battle and picked up some weapons along the way. And I love the effect) and flaming attacks. Their weapon damage has been slightly altered from 24 base, 10 ap, 12 anti-inf to 16 base, 14 ap, 10 anti-inf. The biggest change they’ve undergone is their melee defense went from 27 to 60, hp from 4920 to 8080 (in context, swordmasters have 8400), unit size from 60 to 80. They are now more like effective dodge-taunt-support tank that can still dish out some damage. They also have a 25% missile resistance. I also changed their formation so they are more like their melee counterparts.

I’ve nerfed their ranged significantly. Their range went from 180 to 100, lost the poison effect, their ammo went from 20 to 100 and damage from 27 to 13. HOWEVER, I’ve given them the “Shieldbreaker” effect (-24% missile parry with shield). The reason I’ve done this is to give them a more supportive role to shoot a few volleys before going into melee to buff their ranged counterparts temporarily. I’ve taken away their ability to skirmish and preference to melee so that when AI uses them they are effective combatants you face.

I pit them 1v1 against a swordmaster of hoeth, and while they do lose in a pretty close fashion, they are far more dynamic as they retain their vanguard deployment/stealth abilities (see pic for straight up fight with shadow walkers after getting a few volleys off).


Shadow Warrior (T2 -> T4, recruit 900 -> 1100, upkeep 213 -> 220)

I’ve always thought shadow warriors were awful. Their upkeep is obscenely high for the value they provide which an archer could fill their role just as easily. There was nearly nothing great about these guys. That’s about to change. I increased their ammution from 20 to 25 and increased their missile damage to be slightly less than the sisters of averlorn (4 base, 16 ap, base reload time from 11 to 9, total damage to 22, mass from 3 to 6 on their arrows). They also have flammable on their attacks (-22% fire resistance for enemy) and their arrows reflect that on the battlefield with fire graphics on their arrows.

This adds a new dimension to the Shadow Warriors as a debuffer to enemies that enhance the new shadow walker’s flame attacks, all the dragons, tyrion’s sunfang, fire magic, sisters of averlorn, etc.. while still being highly competent damage dealers. It is highly advisable to bring at least one of them into your army now.

I have given the Shadow Warriors 2 firing modes:

1)Shadowflame - 180 range standard flammability shot 22 dmg described in the paragraph above
2)Arrows of Vengeance - Range 125, 36 dmg (shades are 130 range 33 dmg), 7 base, 26 ap, reload time 9.

This was done with the purpose of being multidimensional so it can apply the flammability debuff and go into closer range and deal heavier damage. Having more options is nice.

Their most exciting change is their new ability “Loec’s Shroud”. If you see you’re about to get charged or flanked around, you can pop this ability to go invis and get a boost of speed to quickly re-position and continue firing away. They are the more mobile, stealthier, debuffing, ranged focused counterparts to sisters of averlorn.

If you like the mod or see some balance issues, please write a comment.

Thank you
3 Comments
Nighthawk  [author] 2 Jun, 2020 @ 1:08am 
Updated - Details in change log in description
Nighthawk  [author] 1 Jun, 2020 @ 10:08am 
I felt like with their innate movement speed of 40 and coming with stealth and the ability to restealth mid fight, they should b incentivized to stay at ranged at all times. For the meantime, I reverted melee defense from 12 to 22 (vanilla value) and ammo from 30 to 25 (vanilla value being 20). 22 is rather low for a T4 unit to begin with, I guess.. But I'll test it out more during a playthrough.
Mafnmarsn92 1 Jun, 2020 @ 4:06am 
Interesting idea and I would download it asap....but m8, 12 melee def is just useless. they were already weak enough in close quarters AND they should not be that weak. they are way better fighters than spearmen/archers (in matters of experience). more ammo is never bad but you're not gonna use all of that anyway if you want a nagarythe based army and as soon as units get into melee you're dead...which should not really be the case. Its your mod but I would decrease the ammo to vanilla and keep the melee def...they're squishy enough