Total War: WARHAMMER II

Total War: WARHAMMER II

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"Elite Knights" Unit Size Mod
   
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Tags: mod, Units
File Size
Posted
Updated
173.931 KB
9 Jul, 2021 @ 6:28pm
5 Aug, 2021 @ 12:41pm
5 Change Notes ( view )

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"Elite Knights" Unit Size Mod

Description
Updated for Silence and the Fury

This is a small mod that reduces the unit size of Blood Knights, Grail Knights (including Grail Guardians), Chaos Knights and Dragon Princes, giving them better health and weapon damage to compensate. All other main stats (Melee Attack, Melee Defence, Leadership) remain the same, but the Blood Knights were also given access to "The Hunger" ability (regenerate in melee); Grail Guardians were given Encourage; and Dragon Princes were given Bonus vs. Infantry damage.

This mod originally only applied to Grail Knights and Blood Knights, and I made it because these units are portrayed in the lore as the elite of the elite -- truly superhuman cavalrymen -- yet they are portrayed in the game as essentially just good cavalry. My aim was to affect the overall balance of the game as little as possible while changing the flavor of these units to be more in line with monstrous cavalry: much tougher and stronger on an individual model basis, but rare and therefore lower in number.

Since then, it has been requested that Dragon Princes and Chaos Knights get similar treatment, so these units are now modified as well, albeit not by as much. Whereas Grail Knights and Blood Knights had their numbers cut by nearly half in order to allow their stats to reflect their superhuman abilities in a balanced way, Dragon Princes and Chaos Knights, being "merely" elite mortals, had their numbers reduced (and their stats buffed to compensate) less.

Full list of changes:
  • Unit size changed from 60 to 32 for Blood Knights, Grail Knights and Grail Guardians (from 45 to 24 on large size)
  • Unit size reduced from 60 to 42 (from 45 to 36 on large size) for Dragon Princes, The Fireborn (Dragon Princes RoR), Chaos Knights, and Chaos Knights (Lances)
  • Grail Knight HP per model increased from 112 to 210 (result is identical total HP at full strength)
  • Grail Guardian HP per model increased from 128 to 240 (result is identical total HP at full strength)
  • Blood Knight HP per model increased from 116 to 210 (result is HP at full strength identical to Grail Knights)
  • Dragon Princes and Fireborn (Dragon Princes RoR) HP per model increased from 110 to 136 (result is slightly less than identical total HP at full strength)
  • Chaos Knights and Chaos Knights (Lances) HP per model increased from 130 to 162 (result is nearly identical total HP at full strength)
  • Blood Knight Weapon Strength increased to 33/17 (Normal/AP) from 25/13, Bonus vs. Large increased to 25 from 22
  • Grail Knight Weapon Strength increased to 30/20 (Normal/AP) from 23/15, Bonus vs. Large increased to 14 from 12
  • Grail Guardian Weapon Strength increased to 30/17 (Normal/AP) from 23/13
  • Splash attacks for up to 2 small targets (infantry only) added for Blood Knights, Grail Knights and Grail Guardians
  • The Hunger ability (small health regen in melee) added for Blood Knights
  • Encourage attribute added for Grail Guardians
  • Dragon Princes Weapon Strength increased to 36/15 (Normal/AP) from 31/13
  • Fireborn Weapon Strength increased to 36/15 (Normal/AP) from 31/13, Bonus vs. Large increased from 18 to 20
  • Chaos Knights Weapon Strength increased to 37/16 (Normal/AP) from 32/14
  • Chaos Knights (Lances) Weapon Strength increased to 36/17 (Normal/AP) from 31/15

Credit where credit is due, this mod was inspired by and partially based on two older mods that dealt with each of these units separately (although this mod is different than both in several ways):
"Grail Knights Rebalanced," by theimprobableone: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1749531304
"Blood Knights less numbers," by ve: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1720390289
27 Comments
JeanFrantôme 30 Jul, 2022 @ 6:21am 
@sergej Tks for the answer ! I put the mod as the last to load so it should get priority over any mods changing the grail knights stats ; This should be the only mod editing the grail knights stats, but I guess I'll check all of them in details to be sure
Sergej 25 Jul, 2022 @ 3:25am 
@JeanFrantome
Some other mod must be editing the grail knight entries in land_units_tables, so that the changes are conflicting the game uses the .pack file with the higher priority. This mod edits the main_units_tables which reduced the number of entities and land_units_tables to edit stats. If you have a different mod editing the grail knights, bump up the hp values in that mod in RPFM (pack file tool).
Dux  [author] 11 Jul, 2022 @ 10:03pm 
@JeanFrantome
The HP values appear correct for me, yes. Quite odd...
JeanFrantôme 8 Jul, 2022 @ 3:07am 
@Dux
I did change it but only to do some testing ; then I uninstalled it to reinstall it in its original version. It might be a problem on my side, since for every mod I've tried that changes the stats of the grail knights, everything is well implemented except the health value ; I don't have any mod changing their stats though, but I will try without any mod to see if it works. Does the HP values appear correctly when in campaign for you ?
Dux  [author] 29 Jun, 2022 @ 2:21pm 
@JeanFrantome

I am not sure what that cause of that bug could be. The HP values appear correctly changed on my end. Did you change the mod at all?
JeanFrantôme 29 Jun, 2022 @ 12:05pm 
This mod looks great, thanks !
There is a bug though in my bretonia campaign: the hp is not doubled (I play on medium, so 16 knights, with 1792 hp instead of the 3360 hp expected for grail knights for example). Do you have any idea on how to solve this ?
Edit: When I change the "hp bonus" value it doesn't work for some reason, even though it is indeed doubled... unless the issue is with another stat, it is probably a game's issue unfortunatly
Dux  [author] 27 Aug, 2021 @ 11:43am 
@cabrown85

I did not. I know that there are some other mods that do modify mass, but my feeling is that it feels a little fake since these units are not actually any larger; they're just elite. Blood Knights and Grail Knights/Guardians do get splash attacks with this mod, though. Coupled with their increased weapon strength values, this vastly increases their effectiveness against large groups of infantry to make up for their lower numbers.
cabrown085 27 Aug, 2021 @ 5:29am 
did you adjust the mass of the units to account for the lower unit count? otherwise their charges will be significantly weaker.
Dux  [author] 5 Aug, 2021 @ 12:52pm 
@Teridax

After further testing, I think your feedback was good, so I've changed Dragon Princes to remove the extra bonuses in favor of more straight damage. I think we're in a good state right now.
Teridax 23 Jul, 2021 @ 8:01am 
Also about specialist roles, since High Elves have multiple chariots units and even anti infantry War Lions, having Dragon Princes specialize into anti infantry too seems unnecessary and with Silver Helms being a mid tier unit, there is only one sole high tier cavalry so they should remain a rare generalist unit in the High Elven roster.
A devastating charge against everyone since your average Dragon Prince has likely enough experience, to fight against everything or even anything effectively which is reflected by their massive melee attack and defense when martial mastery is still active.