Total War: WARHAMMER II

Total War: WARHAMMER II

Boyz will be Boyz - Closer to Tabletop - Unit Pack
207 Comments
johnfante 16 Jan, 2024 @ 5:33am 
One question for Empire Regiments effect (maybe I missed the answer somewhere) : it says 2 units max, but which units are taking the bonus when there is more than 2 units in the area of the Regiment ?

Ex : 1 Spearmen Regiment, 2 Swordsmen and 2 Bowmen standing in the circle area effect of the regmiment. Do the Bowmen take the reload bonus, or the Swordsmen the charge bonus ?
Lord Alvaro 8 Nov, 2021 @ 10:55am 
I have the feeling this hordes brake the game somehow, Base Grom with one goblin horde absolutly destroy Grimgor with one black ork unit
Flevedir 28 Oct, 2021 @ 10:49am 
Will the 1.5 hitpoint mod come back? I like a slightly longer battle
Cataph  [author] 3 Aug, 2021 @ 9:35am 
true, thanks. But the other buffs from Speed of Horse and the vet skills should work correctly in terms of red line.
Gray Riders 3 Aug, 2021 @ 9:24am 
I think I have bug report; it seems that Imperial Foot and Teutogen Guard aren't improved by any of the "red" skills Empire Lords get. Checking the file it seems there's an effect for to buff them, but it's being assigned only to the pre-rework "Emperor's Finest" skill. More specifically the effect is given to "wh_main_skill_emp_lord_battle_emperors_finest" instead of "wh2_dlc11_skill_emp_army_buff_emperors_finest".
Balthy 19 Jul, 2021 @ 6:45am 
Ah, I don't own the old beastman lords. Only Taurox and the generic lords.
Cataph  [author] 19 Jul, 2021 @ 12:29am 
get more LLs, I can't use the new panel
Balthy 18 Jul, 2021 @ 2:01pm 
How do you increase the cap for beastmen hordes?

Im on turn 57 and its still sitting at 2 of each horde type
Cataph  [author] 14 Jun, 2021 @ 12:54am 
I was considering monks, but only for the Pestilens clans and subclans. Moving Night runners only for Eshin and subclans would also be fair then.

Censers are too elite.
Lampros 17 Feb, 2021 @ 5:35am 
Nummers90,

Yes, I can. But I think I've addressed that as well. I don't remember whether Flagellants could come in horde on tabletop, because I never used them - though I was an Empire/HE player mainly. But they were indeed a Special selection, and Cataph may have made an exception for them here.
-(SH)- Nummer90 17 Feb, 2021 @ 4:59am 
Flagellants are special Units as well - yet they come in regular and horde units.

I hope you can read my second post by now.
Lampros 16 Feb, 2021 @ 4:50pm 
One more thing: One of the reasons that Greatswords were tolerable on the tabletop was - in addition to the high armor you reference - due to the Stubborn trait. Unfortunately, Stubborn - like high armor - is less useful on the PC. (This is also why even far better units such as White Lions feel less impactful on the PC, by the way.) But again, these complex differences to navigate between the two systems, and I am not sure what is the best way to balance Greatswords to make them as relevant as they were on the tabletop.
Lampros 16 Feb, 2021 @ 4:46pm 
Finally, I generally agree with you that 1) high armor is less important on the PC as it was on the tabletop; and, partly as a consequence, 2) Greatwords are sub-optimal on the PC. But I think individual adjustments to conform to the PC balance is something I think Cataph has been understandably reluctant to do in the past.
Lampros 16 Feb, 2021 @ 4:45pm 
Also, I do not understand why you are comparing Greatswords with Stormvermin; Stormvermin on the tabletop were "Core," not "Special" units. A comparable Skaven unit would be something like Plague Monks - whom, just like Greatswords, under-performs vs. elite melee infantry of races such as Dwarves, Chaos, or High Elves.

Lampros 16 Feb, 2021 @ 4:39pm 
Nummers90,

First of all, I cannot respond to your second post - if that was addressed to me as well. That comment is still "awaiting analysis" by Steam's automated system.

Second, as for your Greatswords question: Yes, Greatswords were considered "elites" but in the context of being humans; but the gap between elite and non-elite human units were not as large as the same gap in some of the other races. For instance, Hammerers have double the attacks relative to 2H Dwarf Warriors on the tabletop, in addition to superior stats elsewhere. Humans simply did not have these type of "uber" elite melee units, except Demigryph Knights - whose power is driven by the mount, not the rider.

--to be continued--
-(SH)- Nummer90 16 Feb, 2021 @ 4:11pm 
Edit: I understand that Greatswords are special Units and that Stormvermin are Core, but every piece of advice for their use was: big blocks supported by Battle Standard Bearer and Hero to Hold the Line , something which simply is not possible with the current tradeoff of Greatweapons in Total War (gain armour-piercing, lose melee defense)
-(SH)- Nummer90 16 Feb, 2021 @ 3:50pm 
@Lampros In that case, why are there no Greatsword Regiments, if they are "just humans" and therefore as expendable as Vermin? I mean, the Skaven have Horde Units for their Stormvermin so if big blocks of Greatswords were feasable on TT (as far as reviews I read go), why shouldn't you be able to field them here? Either that or give a +1 Weaponskill the elites like Reiksguard Foot in the base Template.
With their abysmal melee defense Greatswords have no place in an Army which has to be defensive and relies on missiles and magic to deal proper damage to the enemy. Considering how little armour does in the current state of Total War, with an abundance of armour-piercing Weapons and Missiles, they fill no niche in the Empire Army. And for their 'encourage aura', that measly bonus to Leadership won't stop any Terror-Routs.
Lampros 13 Feb, 2021 @ 3:08pm 
Nummers90,

Depends on the faction, but yes, I tend not to use "elite" human infantry except for fluff reasons. But on tabletop 50 man Swordsman unit was probably stronger than a 20 man Greatswords unit, too. Again, they are just humans ;)
-(SH)- Nummer90 13 Feb, 2021 @ 2:06pm 
@Lampros Yeah, but if you use "Regiments" or "Hordes" that have (1) more staying power (2) deal more damage, there is no use for so called 'Elite Units'
Lampros 30 Jan, 2021 @ 11:15am 
Because they are still human - or human, all too human? ;)
-(SH)- Nummer90 30 Jan, 2021 @ 11:02am 
thx for adding more complexity and tactics with the "detachments" mechanic, but why are human 'elite' units so pathetically weak:
Consider the following:

Ultra Unit Size / No 1,5 x hitpoints / No lord interference / no Abilities used except global Waagh

Empire Swordsmen hold for 60 seconds vs Savage Orc Big Uns
Imperial Foot hold for 85 seconds vs Savage Orc Big Uns
Both human units 20 Files wide.
Both break, dealing less than half health damage on the orcs
PremierVader 2 Dec, 2020 @ 6:34am 
Wow this is amazing 0_0
Cataph  [author] 23 Sep, 2020 @ 1:23am 
Eh?
Flesh wound 22 Sep, 2020 @ 5:45pm 
Reconsider instead to merge archers into huntsmen so we can use Markus Wulfhart huntsmen bonuses.
Inudono 29 Jul, 2020 @ 7:26am 
I have been enjoying your mod for a while and found a minor thing I found odd. With the norscans you get to horde marauders, shield and great weapon, and I wondered why there was no spearman version? Seems like it would fit well with the theme of hordes from other factions. By the way, great work!
Captain Freakout 23 Jul, 2020 @ 2:52pm 
It's not super unbalanced or anything, really, so no rush. Thank you very much for your fast response!
Cataph  [author] 23 Jul, 2020 @ 2:51pm 
hmm. compatibility thing, I'll think of a way.
Captain Freakout 23 Jul, 2020 @ 2:46pm 
Hey Cataph, I'm using Mixu's Moo-sillion and it gives me an option to build a horde building but it does not activate any recruitment options for the units pictured, while I've seen Sylvania running around with them. Is it a specific decision for Mousillion or is it just a compatibility issue? Thanks in advance!!
Cataph  [author] 14 Jul, 2020 @ 11:08am 
not really, they don't need them.
Ahriman 14 Jul, 2020 @ 10:36am 
Hello,

Do you ever plan to add hordes for Vampire Coast?
Neuromancer 28 May, 2020 @ 7:08am 
@Cataph Hi, exceptional mod, I'm using for a while now and it's a blast! Would you consider adding the extra beastmen chaos god units, similar to the ones in Deco's mod? His other units, like the Gorgon and the wargor are also cool, maybe you could incorporate them? Thanks for the great mod anyway!
Ayette 15 Dec, 2019 @ 4:54pm 
it also limits ai ?
ChrisRColasurdo 22 Oct, 2019 @ 6:44pm 
Hi, just wondering why exactly it can't be used with Vanilla? Are the units insanely op (or the inverse)? If so could we get a balanced version? It would be great to have the Knights of the White Wolf and Guard for my Todbringer campaign.
Benanno 12 Oct, 2019 @ 10:39am 
skink hordes are not recruitable by nakai
Hietski 6 Oct, 2019 @ 10:18am 
This mod (like all your mods) looks great. Do you have any plans to make a version balanced for vanilla?
8thLegion 21 Sep, 2019 @ 10:00pm 
Skink hordes appear to be missing their normal counterpart's immunity to desert and swamp attrition. I assume this isnt intentional?
MINOS 19 Sep, 2019 @ 11:55am 
Any Chance of adding more and missing Empire Units?
Cataph  [author] 19 Sep, 2019 @ 2:20am 
I'd rather not add RORs, there's other dedicated mods. I think they're in one of the compatible ones.
Dr. Oz The Great And Powerful 18 Sep, 2019 @ 9:06pm 
Any chance of us seeing Nuln Ironsiders?
Magirock 17 Sep, 2019 @ 10:58am 
Thank you Cataph, AMAZING mod by the way!
Cataph  [author] 17 Sep, 2019 @ 8:55am 
As long as it's at least large I guess.
Magirock 17 Sep, 2019 @ 8:45am 
Hello, awesome mod! At what unit size should I play? Large or Ultra?

Thank you.
Krebz 15 Sep, 2019 @ 1:27am 
My mistake for not seeing that.

Thanks again.
Cataph  [author] 15 Sep, 2019 @ 12:11am 
wood and fur chains, where they were before the patch.
Krebz 14 Sep, 2019 @ 7:01pm 
How does this mod deal with the CA-added Huntsmen from H&B? Would two variants just exist?
They've disappeared (from the barracks building, at least) and I'm trying narrow down the culprit mod.
The RoR variant still remains recruitable if that helps.

Thanks.
Erspi 15 Aug, 2019 @ 3:46pm 
Thanks for the work you put in the mod collection and quick fix!
Cataph  [author] 15 Aug, 2019 @ 6:32am 
That'll be custom sets for that, I'll add those in. Thanks.
Erspi 15 Aug, 2019 @ 5:30am 
Playing as ostland (using mixus mods and unlocker) i noticed that empire halb/spear regiments do not get the faction bonus (+armor-upkeep) or some buffs from the elector count(the faction leader of ostland). Normal halb/spears get those buffs but not the regiments.
Laughing Forest 15 Jul, 2019 @ 5:42pm 
Just curious ... think you'll add any other units?