Total War: WARHAMMER II

Total War: WARHAMMER II

Shazbot's Empire Sketchbook - SFO Edition
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Update: 16 Dec, 2019 @ 8:13am

Update: 23 Nov, 2019 @ 8:40pm

Small fix to account for the most recent update's change in database which affected the tags used to choose which units are included in Lords' army skills. Pack units should now be affected by Lords' skills.

Update: 11 Nov, 2018 @ 3:46pm

Update: 2 Jul, 2018 @ 11:33pm

Some changes.

- Added more hitpoints to Raider Company and Asrai Stalkers

- Added damage to all ranged attacks of Asur Skirmish Mages

- Revamped Druid's spells: Removed Wildfire and Thorned Snare, instead using a new vortex spell, Thorned Gauntlet, which is basically The Dwellers Below with a different contact effect (same effect as Thorned Snare) and safe to use around your own soldiers. Can damage a large gathering of enemy models at the same time, drastically reducing overall hitpoints although not necessarily scoring many kills.

- Battlemage's Incinerate spell turned up on damage. Should vaporize almost every non-hero/monstrous model, leaving a hole filled with corpses in the enemy's blob.

- Substantial increase to Guards' damage. Up to 32 from 28 might not seem like much, but the effect of Inspiring Presence was increased along with that, so here's numbers for comparison WITH Inspiring Presence.
Before: 32 damage/10sec, 2,880 total for unit. 40 damage per shot.
After: 41 damage/10sec, 3,690 total for unit. 45 damage per shot.
This is in response to the scaling precedent set by Nuln Ironsides. It's not as much as their ludicrous damage, but that's by design because they have more total hitpoints, better melee skill, and the fact they reduce other nearby ranged units' reload drastically as well.

Update: 2 Jul, 2018 @ 11:22pm

Update: 2 Jul, 2018 @ 8:31pm

Okay, beefed the hell up out of most, if not all, of the units. This probably isn't everything I listed 'cause I didn't exactly keep track of things (fire me lol) but it should be some of the biggest things that happened.

Musketeers do slightly more damage per shot and are no longer ludicrously vulnerable to cavalry while enjoying some greater melee skill and hitpoints. Guards' melee matches Musketeers, excluding contact effect, and Riflemen more or less the same but 100 units cheaper.

Pikemen attack rating bumped the hell up to 24. Still 4 less than SFO Pikemen, but there's also the fact they reduce enemy defense and armor on hit and have 4 more bonus vs. cavalry gives them the same attack, and 4 more damage, against large. Still a bit more expensive, but then there's that charge bonus they also have.

Foot Knights weren't tearing as much crap up as I wanted, so I increased their damage, melee stats, and hit points.

Heroes have a smattering of slight melee attack/defense increases, except for the mages who get some increases to their spell effects (usually 20% or so), as do the more expensive champions in both abilities and melee performance. Shaman granted splash on melee, Battlemage enjoys a substantial buff to melee stats although still lacks splash damage keeping him to a hero dueling role when he's not vaporizing entire blobs of infantry in columns of fire. Except for mages, melee damage generally increased by a solid amount.

I really underestimated what kinda steroids got laced in SFO units' rations. Maybe this time I've overestimated them... oh, well. Balance is an iterative process?

Update: 30 Jun, 2018 @ 11:37pm

Update: 26 Jun, 2018 @ 10:19pm