Total War: WARHAMMER II

Total War: WARHAMMER II

The Grand Order of the Reiksguard - Total War Warhammer II
34 Comments
Le Meatball 25 Sep, 2019 @ 8:04am 
Update: i have just checked. i am playing as balthasar gelt but i have confederated with reikland. if i start a reikland campaign i can recruit them :( will this be fixed?
Le Meatball 25 Sep, 2019 @ 7:57am 
Hi! I have built the required buildings but i can't recruit the greatsword and halberd variants. Any idea on what to do?
WayKay_ 22 Aug, 2019 @ 8:00am 
Hello! You've probably have already gotten this request before, but I was wondering if its possible for you to make a Reiksguard Demigryph unit?
TwixMarlboro 21 Jul, 2019 @ 6:27pm 
why the low health points?
ivanlviv1992 17 May, 2019 @ 11:23am 
The mod is beautiful, but now the unit has too few health points
Gorgos 10 May, 2019 @ 8:40pm 
NOX THIS MOD IS FUKIN AWESOME THANKS FOR THIS MAN
VANDALON 23 Dec, 2018 @ 9:50am 
Can you make it compatible with coast_beta? Because of new skills for empire's generals. It would be great!
dirtytime88 26 Nov, 2018 @ 10:48pm 
Will you be making an SFO-compatible version for this mod? this has been a favorite of mine since the game 1 days.
Nox  [author] 20 Nov, 2018 @ 2:41pm 
Hey Illusive, thanks! Yes i also prefer to only build my armies for a more immersive experience over pure stats :)
Psalm 73:25 20 Nov, 2018 @ 3:08am 
Just wanted to say that these are really awesome. I like to play with the house rule of only have 1-5 armies with full plate units at any given time, makes it really immersive.
Nox  [author] 18 Nov, 2018 @ 3:15pm 
Thank you aannkklles, I'm happy to hear like them :)

@Flagrant Booch: They are generally affected by lord and tech skills but there seem to be 1 or 2 of them which are not working correctly at the moment. However on my new mods i gained some more knowledge on assigning skills and tech. I will update these units to the same level which is much work but once i'm done it should be fixed.
// 18 Nov, 2018 @ 2:58pm 
Theses are some sweet units for the Empire. Thank you for your time and effort....it was worth it! ;)
Girthquake 17 Nov, 2018 @ 9:05pm 
Great mod Nox, really awesome to get a fresh looking higher tier infantry for the empire. If I understand correctly, the relevent units are affected by relevent skill tree or tech abilities correct? (Like Franz's Red unit skills or the tech for more greatweapon damage)
Ðexter 22 Apr, 2018 @ 5:36am 
I'm by no means bashing the mod, its really great and well made. But the aforementioned things still bother me and I think I'm not the only one in thinking so. Oh and BTW nice that you have added Reiksguard unit voices to every Reiksguard unit now. Last time I played that change wasn't still there (must've been back in summer) :D Good job overall.
Ðexter 22 Apr, 2018 @ 5:35am 
This is a great mod so don't think what I'm about to say is bashing the mod. So here we go... Reiksguard are supposed to be elite units of the empire, which is why they should have less men in the unit than normal troops and in turn more HP and armor than normal units. Right now dismounted Reiksguard knights and Reiksguard greatswords for instance have less HP than regular greatsword unit. Makes no sense.

And yeah if we go nitpicking, what rockmanphuc said earlier on comments is true. These units should be slower than regular infantry as they are heavily armored. Also, what I'd do is (on max unit size) put all the Reiksguard infantry to 90 or 100 men per unit instead of 120 which is what the regular infantry unit size is. Also handgunners could be 60 men per unit instead of 100. This would put them in line with other factions as well, which elite infantry units have less men per unit than regular infantry units have.
rockmanphuc 14 Apr, 2018 @ 9:42am 
Sorry to ask this of you, but I love building themed armies, this army is really good theme for Karl, but autoresolving every battle, because every battle results in you using the same formation sit back and sees your enemy bash their brains against a steel wall isn't fun either. tks in advance.
rockmanphuc 14 Apr, 2018 @ 9:39am 
hello, this may seems selfish, but is it possible that you nerf some of the unit in this mod? For one the speed on the reikguards are too fast, they move for 32 the same speed as the base infantry who have 90 lower armor than them??? Also the gunners have 75 models, larger than the base gunners at 68 models while have higher missile damage range and ammo and better all round??? The only ok unit is the gryphin knights, due to the fact that they share the same problem with bretonian royal gryphites: bad animation, resulting them sometime standing around while being wailed on, that's not your fault it's the game fault, however their stats makes up for the stupid bug that exist since WH1.
PS: the unit card on the Reikhalberdiers says charge defense against all, but they only have charge defense against large XD.
Nox  [author] 28 Mar, 2018 @ 10:55am 
Thanks leerm02 :)
I did already work on it and finally released the all in one version!

The upkeep skill should apply to them aswell. I always try to add all my units to those unit sets which make sense. In case of the Reiksguard Greatsword Knights this would be the Reiksguard Set and the Greatswords Set, which should allow them to receive any skill or technology related improvements affecting those unit sets.
leerm02 23 Mar, 2018 @ 4:51am 
Awesome mods, any possibility of having an "all in one" version?
mazemaster89 7 Mar, 2018 @ 9:37pm 
does karl franz's -10% upkeep to reiksguard apply to these units as well?
Artificer 20 Feb, 2018 @ 5:21pm 
edit: having now downloaded the greatsword and halbrdier knights, I see that they are footsoldiers and not mounted. Whoopsie my mistake on my part!
Artificer 20 Feb, 2018 @ 5:01pm 
I never played the table top so i could be wrong, but I thought that it was the dismounted knights that had greatswords and halberdiers.

If it is so, instead of making two more units and further bloating the empires roster, would it be possible to make a single unit of footsoldiers with models in the unit armed with greatswords or halberdiers, each weapon alternating in the ranks like a checkerboard pattern? In the face of such a wall of sword and steel, it would surly have charge defense against all. Just a shower thought, I love your mod and having a unit of 6 griffons flying around :P
Nox  [author] 31 Jan, 2018 @ 3:29pm 
Hey Passage, thank you very much. I happen to like the Knights of the Blazing Sun, too and i'd love to diversify their unit roster in the future and did plan to add at least some more unit types for them at some point, however due to work and my studies i'm really short on free time so it will probably take a while^^

@clcobb28 and Ghost, yes i will make an all in one version next.

@I have the high ground, sorry for the late reply. There is no such mod for warhammer1 (at least i didn't make one), but i'll add your idea on my list for potential future mods and I will have a look at it if i find the time, maybe together with a garrison mod for them which someone suggested on another mod.
Passage 30 Jan, 2018 @ 9:58pm 
This is amazing! Thank you so much. If you could do the same with Knights of the Blazing Sun I would be in Heaven! Thank you!!!
GhOsT 28 Jan, 2018 @ 4:01pm 
Can you please make an all in one mod?
ApocalipticZest 24 Dec, 2017 @ 10:46am 
@Nox will you do a mod that adds these to carl franz's starting units like wh1
Velkan 23 Dec, 2017 @ 8:51pm 
can you combine them into one mod please. one of my favorites by the way.
Albedo 23 Dec, 2017 @ 3:14am 
Thx for your mods Nox, I wouldn't play Empire late game without them!
Discipline Officer Izumaru 5 Dec, 2017 @ 6:22pm 
@Nox I would really appreciate it, and I know so many people in both overhauls would as well. These mods are so well done from what I've seen, its such a shame when the stats and cost/upkeep dont match up. Definitely keep it as a project on the horizon!
Nox  [author] 5 Dec, 2017 @ 3:06pm 
Hey Sir Halpin, i never tried either radious or SFO so i would need to look at their overall balancing first. Once i get to finally finish halberdiers i'll make an all-in-one collection for people hitting the mod cap and afterwards i could try to make a rebalanced sfo version of this collection.

And yes, while my main goal and priority is to make a cool, usefull and if possible unique unit i try my best to make them as lore fitting as i can depending the unit :)
Discipline Officer Izumaru 5 Dec, 2017 @ 12:16am 
Nox I really like these units but they arent very balanced for SFO. could you make an SFO collection? I used the Grand Order collection mod in WH1 but like most of us I'm at mod cap. Also, I think SFO just passed Radious in terms of popularity, and definitely beats vanilla in terms of usage. I think you'd get a lot of positive feedback. Sometimes SFO doesnt like lore unfriendly units, but these are all very "lore possible" and make sense, so there shouldnt be an issue from their team
Matthias 22 Nov, 2017 @ 2:16pm 
hi Nox thanks for this
I really like your mod
Nox  [author] 22 Nov, 2017 @ 2:13pm 
Hey Matthias, I'll make one soon. I did plan to make a combined version at some point anyways, so i might aswell start it now or at least after finishing the halberdier regiment :)
Matthias 22 Nov, 2017 @ 1:38am 
@Nox
can you make a collection for peple who are hitting the mod cap like me please?