Total War: WARHAMMER

Total War: WARHAMMER

Elite Units Cap by The PM
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Update: 2 Sep, 2016 @ 1:51am

Update: 30 Jul, 2016 @ 6:23pm

- Fixed dwarf gyrocopters being added on (now) incorrect buildings

Update: 28 Jul, 2016 @ 4:57pm

Update: 28 Jul, 2016 @ 4:49pm

-Updated Main Units Table for latest patch
-Added Beastmen unit restrictions

Update: 6 Jul, 2016 @ 7:56am

-Reduced Longbeards Cap.
-Gyrocopter (plain version) was on the wrong building. Fixed that and added 1 to the cap.

Update: 2 Jul, 2016 @ 7:43am

Edited mercenary tables to remove the Terrorgheist, Varghulf, and Black Coach.

Set merc limit cap of 1 for Hex Wraith, Cairns Wraiths, Grave Guard with Great Weapons, and Black Knights with Barding.

Set merc limit caps of 2 for Fell Bats, Vargheists, and Crypt Horrors.

Set merc limit caps of 3 for dire wolves.

Feedback in game for raised armies is appreciated. You should not be seeing armies raised with these specific units over their cap. I'm not a big VC player so it'll be a while before I can test personally.

Update: 30 Jun, 2016 @ 4:45pm

Fix for Crypt Horror cap not being applied to Level 3 Binding Circle.

Update: 30 Jun, 2016 @ 10:16am

Update for Patch.
Added Blood Knights (1)
Added Crypt Horrors restriction (3)

Update: 27 Jun, 2016 @ 3:01pm

Fixed some of the Vamps numbers that I accidently left too high.

Update: 27 Jun, 2016 @ 12:10pm

New artwork because I wanted to give more recognition.

Adjusted all Chaos units down to 1. (Meaning you start with two). As they were, they had a large advantage on a points basis in my "balance calculator." I don't really play as chaos so we'll see how it goes.