Total War: WARHAMMER

Total War: WARHAMMER

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Crusader's Wood Elves (Radious)
   
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Tags: mod, Units
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18 Dec, 2016 @ 6:31pm
2 Jan, 2017 @ 4:16am
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Crusader's Wood Elves (Radious)

Description
This mod aims to introduce additional Wood Elf units that complement the existing units within the elven roster, in addiiton to being balanced against the Radious Unit mods.

I've felt slightly underwelmed playing through a few campaigns of Wood Elves and believe these units add a bit more spice to the roster and enable greater variety in battle tactics.

Additional units will be added over time.

ADDED UNITS:

Hawk Avengers: Flying Shock Cavalry
These units are designed to add greater flanking melee potential to the Wood Elves, featuring an impressive charge and Vanguard deployment.
This unit is recruitable from the tier 2 Flying building chain for both Wood Elf factions once the first tier armoury chain building is constructed.

Ancient Protector: Long Range Artillery
This Treemen unit is designed to add an effective artillery unit to the Wood Elves. This unit also has a special ability "Vengeful Protector" which buffs missile damage and missile range of nearby friendly units.
This unit is recruitable from the final tier treemen building provided the Bowyer's workshop has been constructed.

*New Unit*
Wild Slayers: Specialised Anti Large Shock Cavalry
This unit of Wild Slayers provide the wood elves with a high tier anti-large capacity. These shock cavalry excel at eliminating large monstrous foes and other factions high tier cavalry, but are largely ineffective against infantry. They can be built from the tier 2 Cavalry chain once the tier 1 armoury has been constructed.
This unit also features a custom targetted ability that massively debilates a single foe, ideal for fighting giants, dragons and top tier units.

NOTE:
All units now feature custom descriptions, unit cards and visual variations.
The Ancient Protector and Wild Slayers also feature a custom ability.

Please feel free to give me feedback on balance!
The aim of this Unit Pack is to be balanced with Radious Units, so please keep this in mind.

A Vanilla version of this mod is available at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=821719161

I hope you like them! :)
39 Comments
dizzy 1 Nov, 2017 @ 3:12pm 
Any chance of this coming to wh2? I LOVE these units!
guardianru 22 Jan, 2017 @ 1:15am 
and... btw.. the valuable aspect - what tier are all that units?
guardianru 22 Jan, 2017 @ 1:12am 
Same with ancien protector. Look at stats of beastman rock hurler in Radious Mod. He need to have close to that HP number in minimum. Or it is just not close to even elven 12-men wooden monsters. Eated fast and yummy-)))
And wild slayers - are cavalry, but monster hunters... they are fast, great, chargable... and poor in hp for theirs numbers, so big monsters (you know - big monsters hunt for big groups - ots hard to catch them in alone) - and that mean your cavary is out fastly when try to hit/run. because most loses of cavalry uusing the hit(charge)/run tactics are when they change stance and rotate inside enemy ranks
guardianru 22 Jan, 2017 @ 1:09am 
Hm, it mean they are units of JUST single attack. Why? Because after that they would be all killed on the land by even tier1 one enemy because of theirs bigger size. Rounded and massacred in just 20 secs or so. So they aren't shock... minotaures are shocking, giants, even crypt terrors or cavalry with good charge. But flying units could be shock less besause theirs hitting is aimed less correctly (they doesn't land in center of the squad and they are just 12 to fit for example cavalry charge attack.
Try them againts just vampire bats-))) They are really little numbers to make shock (even possibly anti-cannons they won't be able to do anything big).
Crusader  [author] 22 Jan, 2017 @ 12:56am 
Keep in mind that the hawk avengers have very high speed and they are intended to be flying shock cavalry, which is something the wood Elven roster lacks. I have based their stats off of the original hawk riders then converted them to melee so that might explain why their hp is out which I can take a look at. However I never wanted them to be tanks and they definitely aren't meant to go toe to toe with vargeists. I will take a look at their cost/hp to adjust them to be more inline.
guardianru 22 Jan, 2017 @ 12:36am 
For example about screenshots.
Radious monsters (that fit to 12 units numbers) are more than 8k hp minimum, and yours Hawk Avengers (even they aren't a monstrous infantry) couldn't compete even with vampire flying units in defence/attack question and mind, that monters that are on feet are more agile to @hit and run@ tactics than flying ones. Flyiers need jump time to fly away, and only than return-charge. Because of that they even lack in splash area damage effectiveness too. And with 20 defence parameter - they are poorer than 1 tier units and would die fast
guardianru 22 Jan, 2017 @ 12:36am 
I mean for me the main is Radious Compatibility, because i'am making Radious Friendly mod compilation https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=841894665
So: upkeep costs, hp values, damage/def values&special abilities that doesn't OP units vs Radious ones or make them vorser in their tier rank analogs.
If you use different troop numbers, but balance them to fit their tier, scale and ability/idea and minding playing them with Radious - it is ok. So the main is that.
Crusader  [author] 21 Jan, 2017 @ 10:45pm 
Most stats have been changed! What unit are you comparing this too that makes you think the HP is incorrect? Keep in mind I may be playing on a different unit scale than you're used too. :)
guardianru 21 Jan, 2017 @ 9:11am 
Is it really compatible by stats? I see hp is not close to be compatible.
What stats you changed from vanilla to fit Radious?
sdunnyw506 2 Jan, 2017 @ 7:11am 
Fixed! Good work! Thanks for waht you do!