Total War: WARHAMMER

Total War: WARHAMMER

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DOES NOT WORK ATM Skeleton Cemetery 16 units (Officers added for Guard)
   
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Tags: mod, Units
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10 Dec, 2016 @ 1:48pm
7 Nov, 2018 @ 12:37pm
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DOES NOT WORK ATM Skeleton Cemetery 16 units (Officers added for Guard)

In 1 collection by Elchardus
SKELETON CEMETERY
1 item
Description
DOES SOMEONE HAVE THE OLD VERSION (before I updated 7/11/18) OF THIS MOD LYING AROUND?
PFM updated my tables to new version and I can't open some tables anymore making some stats a mystery (if i want to recreate the mod)

Skeleton Guard units have officers (as shown in screenshots) as well as my skeleton Staffbearers (Grave Guard Staffbearer). Walkers are mob unit and kings are kings so both kind don't need officers. (Screenshots are taken with another mod from P4ntz called Wight King & Skeletons Army Reskin.)




1 => Skeleton Walkers. Expendable and fast enough to fit in line with regular skeletal army with the exchange of HP. Still, the speed help lines push more smoothly for VC faction ALWAYS in a rush to engage in melee.

2 => Skeleton Staffbearers. No one can except that these barbarian can match skeleton warrior in frontal lines. However, their thrill in battles urges them into sprinting, waving inappropriate but heavy enough to be a murder "weapon", they are ideal candidates to harass enemy ranged unit or surround lines from the rear.

Main idea for Skeleton Guards => Among skeletal piles, there always are many veteran buried. Unlike their inferior ranks, they show great killing desire even in death. It overall grants them frenzy and anti-small. Their professions seem remaining in their empty shells. However, low in number is their weakness which makes them even fragile under enemy ranged attacks. It is wise to use guards with their lesser skeletal army in a coordinated manner. Another feature is higher weapon strength in exchange of melee attack/defense, this mean buffing aura/spell would benefit even more than any other type of skeleton.

3 => Skeleton (Swords) Guards. They move faster and deal more damage than grave guards. But lower armor comparing with grave guards means they are less durable. Specialization makes them great in killing low tier enemy even better than grave guards. They are the better choice to flank enemy lines instead of enduring it.

4 => Skeleton Greatswords Guards. Similar to Skeleton Sword Guards, they are less durable than grave guard version. They are the same idea: cheaper and specialized in anti infantry. This unit would be a better choice for defending a critical settlement at lower maintain cost. Do not let the armor-piercing stats fools you, they are still inefficient in fighting non-infantry. Avoiding enemy chariots, cavalry and monster charges is a good idea.

5 => Skeleton Spears Guards. A hybrid version between spearmens and halberdiers, with lower MA/MD. This is a better choice for VC faction to anti large units while keeping cost maintain cost down in the middle campain. Even in late game, they can be synergistic with bloodknights to fight large enemy better.

6 => Skeleton Longbow Guards. They can still rain down hail of arrows as in life while decent in melee with its magical infused daggers. Yes, their stats are somehow superior than what they cost. But they got really few chance to use bow due to VC faction is rushing 24hr/7day..... This is for some uncommon occasion like lure-ambush play style, taking down artillery from heavily corner camping Dwarf and deal with annoy missile cavalry or helicopters.

7 => Skeleton Mounted Guards. They are riding like wind and taking down objective before enemy can respond. However, without shield and lower armor, it is a gamble to assault well defended ranged units. These riders can be wiped out as fast as their speed.... It is a micro control required unit but they will do better than dire wolves and black knights in enemy rear.

Main idea for Kings => They are really high cost and inefficiency of cost/prize ratio. They are restless and unbreakable, extremely specialized in their domains. Numbers are capped and high tech restricted, they are the end game unit who can change the tide of battle. Use it wisely, they will really near the step of overpowering. However, every kings have their own weakness. Beware.

8 => Skeleton Fallen Kings. They master in controlling army, waving flag and spreading aura, the value is associated with how many units fight beside them. They are good warrior indeed but low unit size exposing in the field can be easily overrunned. These kings shine in siege battle where both side are close to receive their present power. They are slow and an easy target for cavalry. Keep the formation and put Fallen Kings in the middle of the fight.

9 => Skeleton Frontier Kings.They are the mightiest fighter in VC faction who slaughter both infantry and large enemy in same case. However, such a savage way of fighting, in exchange of protection, they require spell or aura alike to regenerate their HP or they fall in the same manner... They do area of effect attack which makes them perfect choice to be in the front, where the most enemy can feel their wrath, or guarding narrow passes. It seems the dark gods' blesses remain which makes them nearly Invincible to small missile. Feel free to use them for a heroic charge into enemy fire lines.

10 => Skeleton Tome Kings. They can literally hammer down ANYTHING, thanks to that unbelievable armor and weapon damage, in a long term of time fights. Nevertheless, their true power lay within empowering/hexing whole army on both sides. They can go into front line but there is no chance to fight as good as Frontier Kings while being really costly...

11 => Skeleton Wanderer Kings. They are better equipped and blessed with multiple ways like the chilling aura, poison attack, stalk and terror, it will be really slippy to prevent their harassment. Still, never dream about frontal charge against single Halberdiers. That is a "dead" sentence to fight any elite anti-large unit in their fully prepared. With vanguard deployment and stalk with insane speed, their lightning strike would be in your favor. After the heat of battle, they can rejoin the fight to hunt down anyone who is fleeing, with its aura and poison attack.

12 => Skeleton Seeking Kings. They may be the heaviest knight so far and act like chariots with unstoppable force. A single charge can easily smash through poorly lines built by low tier infantry. However, they are in the same term of "heavy" to swing their weapon. It is not a wise idea to leave them in the middle of enemy formation. Mobilizing them and repeating their charging is the key point of this Kings.

13 => Skeleton Judgement Kings. Although they are extremely durable in fighting and holding down any monster or cavalry's step, they are no swiftly killers but bodyguards. While even better in overall fighting large unit than Frontier Kings, they fight even worse to Skeleton greatsword guards when it comes to Infantry fights. It is unwise to use these Kings to join tangled fights. They need formations to brace enemy charges and counter strike them.

----------------------------------------------- NOT FULLY BALANCED ----------------------------------------------

14 => Tome King. 1 unit sized unit with hero stats and own set of abilities.

15 => Skeleton Hunting Kings. Awesome in ranged. Expensive. Very fast reload.

16 => Frontier King. Champion amongst Frontier Kings.
76 Comments
Riusu 7 Dec, 2018 @ 8:29pm 
sent it boss now make sure you back it up :-P
Elchardus  [author] 7 Dec, 2018 @ 1:35pm 
Btw, i'm often invisble on steam instead of offline
Elchardus  [author] 7 Dec, 2018 @ 1:34pm 
Hero
Riusu 7 Dec, 2018 @ 12:19am 
anyone who can get in touch with our author let him know pls i see he has not been online for over 40 days
Riusu 7 Dec, 2018 @ 12:17am 
I will be more then happy to give but please make it for wh2 my email is luisdlopez@msn.com hit me up and ill send it
Riusu 7 Dec, 2018 @ 12:15am 
I have an un edited copy last time it was updated or modified 10/19/17 :) in an old folder lol
Riusu 6 Dec, 2018 @ 11:53pm 
let me see
Elchardus  [author] 8 Nov, 2018 @ 10:07am 
@ Riusi, do you still have to copy mod you made for TWWII? :s
I f¨¨¨¨ up my version.
Elchardus  [author] 7 Nov, 2018 @ 11:58am 
Karl Frank, good question about the skeleton lord!
Someone made krell legendary lord in TWWI but there is no wight lord yet.
(In TWWII not even Krell if i'm not mistaken)

I did try to make one in the past but my fingers are still itchy when I think about making one.
< blank > 7 Nov, 2018 @ 11:22am 
Swell.