Total War: WARHAMMER II

Total War: WARHAMMER II

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Vampire Coast Unit Pack
   
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Tags: mod, Units
File Size
Posted
Updated
625.356 KB
10 Feb, 2021 @ 9:45am
11 Sep, 2021 @ 7:33am
3 Change Notes ( view )

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Vampire Coast Unit Pack

Description
PLEASE READ BEFORE COMMENTING SECTION

Units:

Depth Guard (Shields)
Depth Guard (Pistols)
Zombie Pirate Gunnery Grenadiers

FAQ:

Q: Do your units benefit from skills and technology?
A: You bet! Except ones from other mods. Maybe.

Q: Save game compatible?
A: Safe to add, likely not safe to remove (same goes for any unit mod) so I would recommend creating a save before hand in case you don't like the mod. Which would be crazy cause its balanced and awesome!

Q: Can you add/remove a unit?
A: I couldn't keep up if I did that for every request, but if I see a lot of people asking to remove units I will make a guide on how. As for adding, post your idea in the comments and I'll see if I like it, but no promises.

Q: Compatible with ??
A: Should be. Does not change any vanilla assets.

Q: Can you make a version for ??
A: Probably not sadly. I don't use any overhauls.

Q: Can I use your unit mods together?
A: Sure can.

If anyone finds any bugs or something that conflicts with what the FAQ says, please contact me and I will try to fix as soon as possible!

Permissions:
If anyone wants to create a version for something such as an overhaul, feel free to but please credit me and link to the mod page :). If I am ever AWOL for more than a month (not updating, not responding to messages) anyone has permission to update any of my mods as long as they also credit me and link to the original mod page.

Donations:
I will always support free modding, but I will also support supporting modders! You can always provide us with encouragement, thanks, or a drink via PayPal. Any amount is very appreciated, but so is just enjoying our work and providing us valuable feedback to improve it. paypal.me/SteelBlood

Before you comment!

I cannot respond to any "update plz" comments. Unit mods like this very, very rarely, ever need to be updated. A mod saying it is out of date does not mean it is broken, it just means the game has been updated more recently than the mod has. However if an update actually does break something, I will be happy to fix it.

When requesting an update, please give a description of your problem so I know where to start looking to fix it.

Troubleshooting:
Try to recreate the problem with ONLY this mod enabled. If problem persists, please describe and I will try to help best I can.
58 Comments
mihael.karlovcec 6 May, 2023 @ 5:57am 
Does this work with SFO?
SteelBlood  [author] 21 Feb, 2022 @ 5:51pm 
Sorry to say, I do not plan on doing more with this mod until I can port it to WH3. I still don't know what I will need to change to port it to WH3. Any changes I make now would likely have to be redone when I port so it would just be doubling the amount of work.

I will almost certainly need to change stats when going to WH3, so I will review feedback then when I am bringing it up to speed with WH3's units.
Thrakerzod 21 Feb, 2022 @ 7:52am 
would depth guard handgunners be possible? perhaps using empire handgunner animations?
Kain 21 Feb, 2022 @ 4:07am 
I also run a mod that gives all ranged units aside from artillery a 360 degree firing arc, which allows skirmishers to fire back at chasing units as they run. Which not only makes them a bit more viable but gets rid of that whole-unit synchronized stop-and-go routine. What's interesting is that there are already animations for this.

When squaring off against the ROR version of the Free Company, their closest contemporary, the Depth Guard Pistols definitely struggle. Both units fill the same sort of role and the ROR Free Company tends to eek out a win by sheer numbers of AP-damaging units. They are one of those cases where if you can charge them down and engage in melee, you should. Both units are melee/skirmish hybrids but DG have the armor advantage even though there are fewer of them, whereas simply skirmishing puts them at a distinct disadvantage.
Kain 21 Feb, 2022 @ 3:47am 
The Pistol variant feels like it should have been the de-facto standard for the Vampirates. It's such a thematically appropriate unit for their roster. Much more so than a dual-axe berserker and a halberdier. With the little tweaks to their stats, the Pistol variant fills a very capable role as a heavily armored flanker or to run down and gun down routing units, but I found they also perform fairly respectably as what I'm going to call a "Stormtrooper". Shock Infantry, I suppose?

If facing off against lower-tier infantry that lack AP attacks or against other skirmishers, having the Pistols charge the enemy line, opening up with a few initial salvos and taking advantage of their fear-causing nature, they can do a commendable job at breaking lesser infantry quickly or shutting down opposing skirmishers/ranged behind/within enemy lines.
Kain 21 Feb, 2022 @ 3:37am 
I ended up removing the Bonus to Infantry from the Shields entirely as it didn't really make sense for them to suddenly have an infantry bonus just for having a shield. I understand it's meant to encourage and reward their usage as front-line infantry but it ended up giving them an unfair edge on top of the baseline stat increases.

Which I can't stress enough how much of a difference the un-nerf makes. Without your mod, the Vanilla Depth Guard still lack unit-type versatility, so even with the stat buff they end up getting smacked around by similar, significantly cheaper units. However, with your mod and the un-nerf mod together, the Depth Guard get that little buff they needed, as well as getting some much needed unit versatility to square off with their contemporaries.
Kain 21 Feb, 2022 @ 3:24am 
So, the final stats I ended up with after extensive testing are:

HP: 6600 (102 per unit - up from 101)
Armor: 100 (up from 90 - Shields upgraded to silver shield)
Leadership: 65 (up from 60)
Speed: 36 (unchanged)
Melee Attack: 44-(Pistols) 49-(Shields)
Melee Defense: 33-(Pistols) 47-(Shields)
Weapon Strength (Pistols): 48 (39 dmg - 9 AP dmg)
Weapon Strength (Shields): 56 (43 dmg - 13 AP dmg)
Charge Bonus: 17
Missile Strength (Pistols): 31 (7 dmg - 18 AP dmg)

I increased the DG (Pistols) Accuracy to 50 and the Bonus Accuracy from their projectiles to 25. The idea behind this is that as Melee Attack and Weapon Strength increase for melee units, their to-hit chance increases. For missile units this is tied directly to the Accuracy stat. The Depth Guard are directly referenced as "the Blood Knights of the sea" - they're meant to be the elite of the elite as their hefty price tag suggests. The increased accuracy helps offset the lost damage potential from having such a small unit size.
Kain 18 Feb, 2022 @ 6:20am 
To that end I ended up downloading another mod called "Pre-Release Depth Guard Stats" after playing around with your units. Apparently these boys got a reactionary nerf bat after a good showing when they were first revealed. Using that mod's new baseline for the units, I went ahead and did a little tweaking of the stats for the shields and pistols and I feel like I hit a nice balance with these guys.
Kain 18 Feb, 2022 @ 6:12am 
Not a problem. Part of the problem with the Depth Guard, I think is that they're considerably weaker than everything else in their class on top of having half (or in some cases less than half) of the unit size - leaving them open to being swarmed - whilst being just as expensive as the other arguably "top tier" units. So, not specifically an issue with your units, per se, but the shields and pistols felt just one step further down.