Total War: WARHAMMER II

Total War: WARHAMMER II

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MetaMike Singe Vanilla Units ScaleX2 Compilation
   
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Tags: mod, Graphical
File Size
Posted
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15.742 MB
24 Jan, 2022 @ 12:51pm
29 Jan, 2022 @ 11:30am
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MetaMike Singe Vanilla Units ScaleX2 Compilation

In 1 collection by MetaMike
Warhammer II x2 Scale Mods :)
140 items
Description
Requires my ScaleX2 mod = https://steamhost.cn/steamcommunity_com/profiles/76561198008529133/myworkshopfiles/

ScaleX2 mod for 3 Singe's bonus vanilla units compilation mod. Let me know if there are any issues, I've tested it with 90 other mods & it works great :)

Singe's Original Mod (Normal Scale) = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1873420080

BEASTMEN
~Bestigors (Shields) - Better melee defence and missile parry than the regular kind
~Bestigors (Spears) - Essentially a regular version of the ROR unit
~Ungor Raiders (Vile Tips) - Poison archers, a bit redundant for Khazrak
~Ungor Raiders (Herdstone Shards) - AP Magic archers, no unit cap, enjoy!
~Tuskgor Herd - This little piggy went to market, this little piggy killed your mum
~Razorgor Behemoth - A fast-moving anti-infantry blender, use like a huge chariot
~Grand Manticore - A bigger, tougher Manticore with some more abilities. Use until we get Preytons.

BRETONIA
~Lost Sons - Small unit of Unbreakable cavalry with bound spells (Affected by Grail Knight buffs)
~Mounted Yeoman (Pox Arrows) - Mostly self-explanatory
~Mounted Yeoman (Fire Arrows) - Mostly self-explanatory
~Serjeant Voulgiers - Armoured, defensive anti-large infantry (Affected by Foot Squire buffs)
~Serjeant Swordsmen (Shields) - Armoured, defensive shielded infantry
~Serjeant Greatswords - Armoured but less defensive infantry

CHAOS
~Chaos Warriors (Dual Weapons) - All but berserkers in their actions, act as anti-infantry
~Chosen (Dual Weapons) - Better version of the above
~Chosen Chaos Knights - Elite Chaos Knights with very good stats
~Manticore Knights - Aspiring Champions atop Manticores, they're an evil counterpart to Hippogryph Knights (Benefits from Chaos Knights buffs)
~Gorebeast Pack - Razorgor-esque war beasts (Benefit from Chariot buffs)

DARK ELVES
~Dark Striders - Stalk & Strider spear infantry, with vanguard and less armour than Dreadspears (Benefit from Dark Rider buffs)
~Witch Elves (Bloodspears) - Anti-large Witch Elves using Wardancer anims, to help flesh out your Death Night hosts
~Dread Foot Knights - Armoured, shielded infantry with AP damage (Benefit from Cold One Knight buffs)
~Dreadlances - Mid-tier cavalry, that will probably end up more useful than Cold One Knights
~Dark Pegasi Lancers - Fast-moving flying cavalry, don't expect them to last in a fight (Benefit from Dark Rider buffs)
~Death Night Witches - Mostly for the pun, heavy flying monsters (Benefit from Witch Elf buffs)

DWARVES
~Dwarf Warriors (Throwing Az) - What it says on the tin
~Gyrocopter (Drake Cannon) - Flame-spewing deathcopters. Play some Fortunate Son and revel in how i fixed the very simple ammo problem

ORKS
~Armoured Night Goblins - For a more intimidating goblin frontline. Better armour, still goblin, recruited only from the Karak Eight Peaks building chain
~Black Orc Gore-Gruntas - Black Orc heavy cav, for that all Black Orc Grimgor army
~Savage Orc Wyvern Riders - Flying Savage Orcs, with phys res (Benefit from Savage Orc and cavalry buffs)
~Black Orc Wyvern Riders - Recruitable only from Da Big Fort (Benefit from Black Orc and cavalry buffs)
~Wild Wolves - Cheap-as war dogs (Benefit from Wolf Rider buffs)
~Giant Spiders - Attack spider units, a bit better than Drycha's (Benefit from Arachnarok and Spider Rider buffs)
~Dung Flinga - Catapult that hurls discouraging ammo
~Idol Hurla - Catapult with homing explosive AP magic ammo.

HIGH ELVES
~Swordsmen - Low-tier sword & board infantry (Benefit from Spearmen buffs)
~Sisters of the Watch - Mounted Sisters of Avelorn, pretty powerful ranged that might need to be nerfed a bit. (Benefit from Sisters of Avelorn buffs)
~Dragon Guard - Top-tier shield infantry, with dragon armour etcetera. (Benefit from Dragon Prince and high-tier infantry buffs)

WOOD ELVES
~Wild Huntsmen (Glaives) - Good elven infantry with decent armour, ap and anti-infantry (Benefit from infantry and Wild Hunt buffs)
~Wild Huntsmen (Spears & Shields) - As above, but anti-large (Benefit from infantry and Wild Hunt buffs)
~Wild Hunstmen (Swords & Shields) - Good line-holding version of the above (Benefit from infantry and Wild Hunt buffs)
~Sisters of the Oak - Foot sisters of thorn, with homing arrows and decent melee stats (Benefit from Archer buffs)
~Wild Sky Hunters - Aerial assault cavalry (Benefit from flying unit and Wild Hunt buffs)

VAMPIRE COUNTS
~Skeleton Warriors (Scythes)
~Spirit Host - Ethereal Zombies in essence (Benefit from boosts to spirits)
~Grave Guard with Scythes
~Strigoi Terrors (Benefit from the buffs to Crypt Horrors)
~Blood Dragons - Shielded elite infantry
~Blood Dragon Duellists - Dual-sword elite infantry, with anti-infantry weapons
~Zombie Dragon - Giant flier with breath weapon (Benefits from Buffs to flying units and Terrorgheists)

VAMPIRE COAST
~Depth Guard (Pistols) - Close-quarters infantry who'll fire off a round or two before getting stuck in
~Deck Snatchers - Flying assault bats
~Depth Knights - Cavalry of the monstrous variety (benefit from Rotting Promethean skills)
~Deck Droppers (Hand Cannons) - Flying missile units that'll shred and be shredded at close range
~Necrofex Colossus (Shrapnel Cannon) - A Necrofex Colossus with a shotgun
~Necrofex Colossus (Unholy Rockets) - A Necrofex Colossus that shoots explosive rockets
~Bat Mortar - Mortar that fires Shieldbreaking bats cages
~Corpse Cannon - Shoots corpse balls that cause discouraged

TOMB KINGS
~Nehekhara Archers - Mid-tier archery units
~Tomb Guard Archers - High-tier archers (Benefit from Archer & Tomb Guard buffs)
~Skeleton Horsemen (Swords) - Low-tier melee cavalry
~Nehekhara Horsemen (Spears) - Mid-tier shock cavalry
~Nehekhara Knights (Khopesh) - High-tier horse melee cavalry, good to use in support of Necropolis Knighta
~Nehekhara Knights (Lances) - High-tier horse shock cavalry, as above

LIZARDMEN
~Temple Cohort - High-end anti-large AP skinks imitating the Temple Guard
~Chameleon Slayers - Ready to Rip & Tear their way through daemons - when TWW3 rolls around at least. For the moment, they'll serve well for Oxyotl (Benefit from Chameleon Skink buffs)
~Temple Guards (Maces) - Anti-infantry Temple Guard with very big weapons
~Red-Crested Skink Cohort - Frenzy Red-Crests with throwing spears
~Horned One Riders - Shades of Tichi-Huachi here (Benefit from Cold One Rider skills)
~Temple Riders - Those guys from a promotional screen shot, an upgrade to Cold One Spear-Riders
~Ancient Razordons - Giant Razordons that fire splintering spines - check the shrapnel, it travels quite far (Benefit from Hunting Pack skills)

NORSCA
~Marauder Horsemen (Axes & Shield) - Low-level melee cavalry, better at it than regular marauder cav (Benefit from Marauder Infantry skills)
~Cold One Marauders - Still slightly dodgy animations, recruitable from the Skeggi Great Hall (Benefit from Marauder Infantry skills)
~Manticore Reavers - Flying monstrous cavalry (Benefits from Manticore/Frost Wyrm skills)
~Marauder Horse Archers - Still slightly dodgy animations
~Norscan Ice Trolls (Armoured) - Special guys for Throgg the Troll King

EMPIRE
~Free Company Militia (Dual Weapons) - From the army book, might be useful
~Shielded Halberdiers - Slightly better at dealing with missile fire
~Imperial Footmen (Spears) - Solid spear infantry (Receives buffs to State Troops)
~Imperial Footmen (Swords) - Solid anti-infantry infantry
~Imperial Halberdiers - Solid anti-large AP infantry
~Imperial Halberdiers (Shields) - Solid anti-large AP infantry that can survive missile fire
~Pistolmen - Here from the army book, pretty redundant unless you're short of cash
~Repeater Handgunners - For when you need to put a lot of fire downwind
~Grenadiers - Very powerful. Probably too much, despite me taking down their damage from Outriders
~Empire Knights (Great Weapons) - From the army books again

2 Comments
MetaMike  [author] 4 Jan, 2023 @ 1:22pm 
They should be! It might help switching up the load order of the mods if it doesn't
Aiden_2010 16 Jul, 2022 @ 4:02pm 
are the dark night witches compatable with reskins?