Total War: WARHAMMER II

Total War: WARHAMMER II

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Vampire Counts: Death Knight (Blood)
   
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Tags: mod, Units
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232.503 KB
17 Dec, 2021 @ 3:20am
30 Dec, 2021 @ 1:51pm
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Vampire Counts: Death Knight (Blood)

In 1 collection by Mors_Indecepta
Vampire Counts: "Undeath Perfected" Unit Pack
5 items
Description
Vampire Counts: Death Knight

"Undeath perfected; these elite wights dominate the battlefield with their combat prowess, and unholy magic. As hard to stop as death itself..."

1, Introduction
Inspired by the (in)famous hero class from the Warcraft universe, this mod will let you bring an approximation of their power into Warhammer. Each Death Knight unit (only 1 individual per unit) is not only powerful enough to defeat nearly any unit in a 1v1 melee battle, they also bring some solid magic and passive abilities to the table (more on that below). This power comes with a pretty steep price tag, as well as the requirement of needing a 3rd tier building and a 4th tier building (Reliquary + Lodestone of Darkness) in order to recruit them. Because of this, they should be considered an end-game unit (though a strong economy in the mid-game could get you enough money to pick up a few, from time to time). Each Death Knight costs 6,000 (not including cost reduction effects), with an upkeep of 300 per turn. Personally, I like seeing single units stand against huge numbers and still come out on top, which is why each unit only comes with 1 of these guys.
Lets get into the unit info...

2, Unit Stat/Ability/Spell Overview
Their strength doesn't lie in damage-dealing, though they are ok in that department. Instead, they are designed to be tank units (much like their Warcraft counterparts) that soak up all the damage while your army does its thing much more easily. They have a ranged magic attack, Wraith Strike, as well as "Dreaded Duelist" which can be activated to help counter a sudden surge in damage. I'm not kidding when I say "as hard to stop as death itself." If you can afford the large initial investment, these guys make a great foundation for any army.

3, Detailed Stats (Without Buffs)
Health: 8,016
Armor: 130
Leadership: 100
Speed: 72
Melee Attack: 235 (Magical and Fire effects)
Melee Defense: 175
Weapon Strength: 42 (Armor Piercing)
Charge Bonus: 175

4, Detailed Abilities/Spells
Fear: Reduces enemy leadership to those susceptible to this effect.
Terror: Reduces enemy leadership to those susceptible to this effect.
Perfect Vigor: This unit never tires during battle.
Hide in Forest: Unit can hide from enemy sight in forests (unit also has reduced spot distance, making them more difficult to see even when outside forests).
Unbreakable: This unit never flees.
Undead: No added effects since other abilities on this list do the same thing (without stacking). Only added for lore accuracy.
Ogre Charge: Only loses half of its charge bonus when attacking defenders that are braced.
Frenzy: Increases attack damage, armor piercing, and charge bonus of unit.
Something Wicked This Way Comes: unit reduces the leadership of enemy units near it.
Unholy Power: Unit has reduced spell cooldowns.
Soul Eater: Adds 50% miscast chance for opponent when casting spells. Protects from magic similar to Warcraft spell "Anti-Magic Zone" or "Mind Freeze".
Crush the Weak: When near an enemy unit with less than 50% leadership, gives that unit a debuff that reduces their melee attack and defense. Intended to imitate the effects of the DK having the execute ability "Soul Reaper".
Vicious Assault III: Allies in range get a small melee damage increase.
BONUS: If unit takes damage during a battle, but survives, they will heal to full at the end of the battle. Dead Death Knights do not heal; once you lose one, they're gone. This also makes them (and only them) totally immune to any form of attrition. Bear in mind that your other units will still have to replenish to heal after a fight, and every non-DK unit will suffer normal attrition.

5, Detailed Spells
Wraith Storm: Moderate magic damage, in the form of a bombardment from the sky. Good against single targets, and armor. 3 charges per battle; costs no winds of magic. Intended to imitate the Warcraft spell "Death Coil".
Dreaded Duelist: Increases melee attack and defense for 22 secs. Costs nothing, and can be use whenever not on cooldown. Intended to imitate the effects of Warcraft spell "Dancing Rune Weapon".
Command of the Unliving (NOT USABLE IN CAMPAIGN): Summons a pack of Crypt Horrors to the target location (can be use to instantly summon flankers when surrounded and losing). Uses Winds of Magic, and only has 2 charges per battle. Due to the high Winds of Magic cost, and the fact that so many vampire lords can summon undead, this just doesn't have a good place in campaign. Imitates the "Army of the Dead" spell from Warcraft.

6, Weaknesses
Aside from the cost, there are a couple intended down-sides for this unit, in the interest of balance. They are extremely susceptible to being surrounded and, while they are fully capable of winning despite this, this can restrict your ability to move them away from ranged attacks. Spells/units/abilities that are designed to handle powerful, single units can overwhelm these guys if used in large enough numbers. As part of the trade-off for so much power, these guys will require a little bit of micro-managing in order to get the most out of them—whether it be because the enemy fled in terror and they don't automatically press the attack, or by the usage of its abilities. These guys also have no way to combat flying enemies (aside from Wraith Storm, which has a cooldown), so you'll want to account for that when building your armies. While the living Death Knights will heal to full at the end of each battle, having them in your army reduces the replenishment you can get from post-battle actions; meaning that, with a lot of DKs in your army, your non-DK units will have to rely almost entirely on standard replenishment to heal after each battle. Lastly, Death Knights are not part of the Raise Dead table, so the only way to get them is to pay and build them in a province with the appropriate buildings.

Thank you for downloading; have fun!

***CHECK OUT MY OTHER UNITS***
Vampire Counts: Death Knight (Unholy) - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2700052323

Vampire Counts: Death Knight (Frost) - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2700292909

Vampire Counts: The Black Archers - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2687840980
^Specifically designed to pair well with the Death Knights^

Vampire Counts: Untamable Necro-Dragon - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2690690946
Popular Discussions View All (2)
1
9 Jan, 2022 @ 1:02am
Doomstack Ideas
Mors_Indecepta
0
23 Dec, 2021 @ 3:24am
Suggestion Box
Mors_Indecepta
28 Comments
Mors_Indecepta  [author] 1 Jan, 2022 @ 1:17am 
Something else to note about the AI, is that it seems to be unable to use some of the abilities of the other DK units. They use all the abilities of the Blood DKs, but they won't use a lot of the active spells that the Frost and Unholy versions have. It likely has to do with them using spells that shouldn't be available to any unit on the Vampire Count faction, and there's nothing I can do to fix that.
So, they will recruit any/all of my mod units, but they don't really know how to make full use of the other DKs.
Mors_Indecepta  [author] 1 Jan, 2022 @ 12:17am 
I've done a bit of research, and (supposedly) the AI will recruit units from mods.
I haven't personally seen it happen, but that's because these guys were all created/tested in a campaign in which I'd already killed/confederated the other vampire counts.
Be careful...I'd hate to see what the cheating AI could do with doomstacks full of Blood DKs.
Anax 31 Dec, 2021 @ 11:09pm 
can you make the AI to recruit them also?
Anax 30 Dec, 2021 @ 9:48pm 
thank you
Mors_Indecepta  [author] 30 Dec, 2021 @ 9:29pm 
One step ahead of ya. They're already done.
Anax 30 Dec, 2021 @ 9:09pm 
thank you also check the other mods as propably have the same issue
Mors_Indecepta  [author] 30 Dec, 2021 @ 1:53pm 
Figured out the problem, and it should be fixed now. Thank you for bringing it to my attention.
Mors_Indecepta  [author] 30 Dec, 2021 @ 4:53am 
My best guess is that you aren't able to build them because you also need a Reliquary in the same region. If that's not it, then it might be another mod of yours, or it may be something on my end.
Mors_Indecepta  [author] 30 Dec, 2021 @ 4:47am 
Not sure. I'm going to sleep now, so I'll have to look into it when I get up.
I've double-checked the files, and there are no issues.
Anax 30 Dec, 2021 @ 4:37am 
i have an issue it doesnt saw at Lodestone of Darkness building to recruit why?