Total War: WARHAMMER II

Total War: WARHAMMER II

JvJ's CTT Compatibility Submod for OvN Lost Factions --- Currently Out of Date ---
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Update: 23 Feb, 2021 @ 9:55am

Highlanders no more crab hands

Update: 21 Feb, 2021 @ 3:00am

Fixed TTC scropt break

Update: 20 Feb, 2021 @ 5:01am

Updoot: Comradeship of the Biscuit Tin

Olorin the Grey Wizard
Aragand the Layabout
Giblit the Dwarf
Legles the Elf

All CTT'd and available to the Halflings after collecting 12 Ingredients, oh and Albion got a bunch of RoRs too

Fixed:
Missing TTC entry for Barrow Wights
Rogue reload times have been flattened to 0 in nearly all cases

Update: 18 Feb, 2021 @ 12:22pm

Araby Update:

Sharkas Slaves - now recruitable from the T1 Slave Traders Building
Al'Rahem Nomads - reduced unit size from 100 to 80 and adjusted costs
Al'Rahem Nomads - reduced recruit time to 2 turns
Al'Rahem Nomads - removed stalk, gained ability "One with the Sands"
Al'Rahem Nomads - gain ability "Blood Howl"
Jaguar Champions - gained guerrilla deploy
Jaguar Champions - gained gained ability "One with the Sands"
Arabyan Guard - recruit time reduced to 2 turns
Dervishers - unit size reducued from 100 to 80 and adjusted costs
Dervishers - recruit time reduced to 2 turns
Jezzails - lose stalk gain hide in forest (ror version keeps stalk but loses guerrilla deploy)

Camels - all camel units and mounts gain fatigue res

Tuareg Riders moved to T1 from T2 of the Caravan chain
Camel Lancers moved to T2 from T1 of the Caravan chain (reduced cap by 1 for each tier)

*Thanks to Captain Freakout for the well thought out feedback*

Oh and i changed around the recruitment times for Trolls

River Trolls now 1
Lava Trolls now 2
Warpstone Trolls now 2
Snow Trolls now 3
Bile Trolls now 3

Reasoning:

Sharkas being a T3 unit was honestly just kinda dumb, i may even reduce the level of the slave building so Sherkas will become a true T1 Unit

Nomads were better in every way than Bowmen, no longer! Bloodhowl and Vanguard are essentially now unit abilities for all nomad type units. Unit size was done to emphasize the difference, you can either take more but less mobile dakka or less dakka with the benefit of being mobile

Champions they just needed a little something, now in combinatio with Nomads, Tuareg Riders, Scouts and Corsairs.
Araby now has a true vanguard force, also in combination with "One with the Sands" you can hide the true scale of your vanguard force

Arabyan Guard there is only one other infantry unit that takes 3 turns to recruit within CTT

Dervishers same as above plus a little too good for the price point, reduced unit size as these guys late game replaced any need for Sharkas as they made a way better Tarpit unit.

Jezzails this is to reinforce the two sides of the Araby human roster, the nomadic tribes and the arabyans

Camels just didnt cut it, the small increase in CB is not enough to make up for the 70 base speed as they few cavalry units they could catch would outclass them.
fatigue res is actually a big deal, later on in the battle this will allow your camels to actually catch enemy cav and also make them more effective in the melee engagments.
The change also still leaves room for the rest of the cav to still hold a place in the roster.

Update: 17 Feb, 2021 @ 3:05pm

Meargh Fimir Updoot:

Meargh Skattach CTT'd +1WS +1S +1T +1W over a standard Balefiend, Armour Save of 2

Mistmor - Armour down from 125 to 90 to better relfect new design
Mistmor - +1S
Mistmor - Wall Breaker

Fimir Shearls (Javs) - New Unit Formation
Fimir Shearls (Javs) - Reduced Unit Size from 80 to 60 (costs rebalanced)

Fimir balefiend new lores - Death and Beast

Fixed some back end stuff that was causing the Slave Ogres to crash in OvN Chorfs

Update: 7 Feb, 2021 @ 9:46am

Update: 6 Feb, 2021 @ 6:34am

Update: 30 Jan, 2021 @ 10:35am

Update: 24 Jan, 2021 @ 9:48am

Update: 17 Jan, 2021 @ 4:42pm

OvN and Chaos Dwarfs are now fully TTC compatible, oi oi. Check the spreadsheet in the discussions section if you please.