Total War: WARHAMMER

Total War: WARHAMMER

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Warhammer Revival: Beastmen
   
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Tags: mod, Overhaul
File Size
Posted
Updated
178.299 KB
11 Dec, 2016 @ 4:34pm
11 Jan, 2017 @ 5:24pm
15 Change Notes ( view )

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Warhammer Revival: Beastmen

Description
IMPORTANT! This mod relies on my Warhammer Revival: Wood Elves mod for certain changes to the Beastmen on the campaign, you can play this mod without those changes if you wish, but I specifically made those changes for balance purposes.


Introduction
Warhammer Revival is a new project I am working on to further bring the spirit of the table top to Total War: Warhammer. I've always had a fascination with the lore of Warhammer, as well as a big fan of the Total War games. With Total War: Warhammer being a combination of the two, I knew there would be so much potential for what they could do. But as much as I love this game, there are a few things that CA did leave out that, I feel, would make the game that much better.

Summary
Warhammer Revival: Beastmen is the next entry in the Revival series. This mod, like my Wood Elves mod, adds many special rules from the Beastmen 7th Editon army book to the Beastmen units in game as well as tweak some stats. In the army book, Beastmen are an army that emphasizes the Frenzy rule through Primal Fury. As such, I believe I captured that aspect with this mod.

Changes
The Beastmen are a faction that is tough, fast moving, has good support units, and can hit hard once in melee. In a similar fashion as the Wood Elves, they are lacking in armor, but they make up for it in speed and hard hitting monster units. In the army book, the Beastmen have many special rules that give them access to Frenzy. This, I feel, isn't properly represented in game. For starters, Primal Fury gives Hatred at the beginning of close combat, and there is a chance that Primal Fury can also trigger Frenzy. So I changed the effect of Primal Fury to be exactly how my Hatred rule works in my Wood Elves mod (8 melee attack during the start of combat that lasts for a few seconds), while adding a new ability called "Primal Frenzy". Primal Frenzy is enabled once the unit's hp is below 50%, but only if their Leadership is above 50%. So there is a chance you can get Frenzy there, but it is only guaranteed if you can manage to keep your unit's LD high.

That is the main change that makes the playstyle of the Beastmen different. If you wish to know further details of this Revival, please refer to the change log.

My changes are inspired by the Warhammer Fantasy army books, as well as the lore on the race. This is my second addition in a project that will redo all the races to further reflect their army books and their lore.

Compatibility
This mod affects unit stats mostly and adds abilities. As long as the mod doesn't change the stats, then it should be compatible.

Final Note
I worked hard trying to get these guys in a good spot that resembles their TT counterpart, so if you enjoy the mod, feel free to rate and comment below. As always, if there are any issues or feedback you have (negative or positive), I would appreciate it.

Other Revivals
Warhammer Revival: Wood Elves - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=815200749
Popular Discussions View All (1)
0
16 Dec, 2016 @ 2:59am
PINNED: Beastmen Changes
Ryu
59 Comments
Chummy 8 11 Aug, 2017 @ 11:06am 
Update please.
Mumion der Unsterbliche 29 Jun, 2017 @ 9:02pm 
Update pls.
mjamyn 2 May, 2017 @ 5:47am 
@Ryu-Thank you for your reply. Good news on the Beastmen as their roster does look thin. A few more units wouldn't hurt.

On the WE-I guess you are righ even though you could 1) add more arrow types (trueflight arrows) through new units for the glade guards, deepwood scouts or glade riders. 2) They could really do with a Shadowdancer hero unit as a melee specialist that is lacking right now.

other special regiments in lore that we can use for the WE ? you mean some dogs of war/mercenary units or RoR ?

Thanks !
TheCourtJester! 1 May, 2017 @ 11:44pm 
Thank you very much for taking the time to reply to my message :) Could you please link your main mod? I seem to have missed it.
Ryu  [author] 1 May, 2017 @ 8:47am 
@Mjamyn - Not much for the Wood Elves, as i think they're roster is pretty tight. But i am looking other special regiments in lore that i can use for them. As for Beastmen, I plan on adding something to them as well.
mjamyn 1 May, 2017 @ 6:20am 
@Ryu-Great news that you are still working on this ! I was getting worried that you had given up as too much work to do for the mod/other things in real life.

New units ? interesting ! anything planned for the WE and beastmen ? Cheers !
Ryu  [author] 30 Apr, 2017 @ 7:54am 
@TheCourtJester - I haven't updated this because I've been working on the main mod as I've said. It's taking a bit longer than i thought, because i learned how to texture and i will be adding new ones with new loreful units i will be adding. Sorry for the delay :/
TheCourtJester! 30 Apr, 2017 @ 2:50am 
It's been a month since the last comment, but I would like to ask how the progress on this mod is comming along? Best of luck with it, and keep up the good work!
cemorn 3 Apr, 2017 @ 10:45pm 
How close to fixing it/releasing complete Revival mod are you? Just curious, tx!
Mumion der Unsterbliche 26 Mar, 2017 @ 5:36am 
cool