Total War: WARHAMMER II

Total War: WARHAMMER II

Detachment Units for Empire
24 Comments
[PuB] Axlegolas  [author] 23 Apr, 2023 @ 5:07am 
I now uptated this mod for WH 3. you can get it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2965396080
[PuB] Axlegolas  [author] 26 Sep, 2022 @ 3:51pm 
not yet planned since new patches are on the horizon and i'm working on another project. maybe i can rework it till december
*FaZe* Kapp4 26 Sep, 2022 @ 2:51pm 
WH3?
Eisen 23 Sep, 2021 @ 2:14pm 
Alright... that's a bummer, anyhow good-luck with WH3.
[PuB] Axlegolas  [author] 23 Sep, 2021 @ 2:06pm 
this mod is dead for now, rework with WH 3, sry
Eisen 23 Sep, 2021 @ 2:05pm 
How do I use this mod?
Sophieee 4 Oct, 2019 @ 6:34am 
is this alive and working ?
[PuB] Axlegolas  [author] 3 Aug, 2018 @ 2:03pm 
nope, there is no SFO variant yet. you mean another detachment mod @Morrtanius
Morrtanius 1 Aug, 2018 @ 4:23am 
Wasn't there an SFO-optimized version of this mod once?
[PuB] Axlegolas  [author] 14 Jul, 2018 @ 5:12pm 
main focus should be campaign. in mp it is just a filler to create a infantry armybuild. you could also fill up space with crossbowmen detachment or militia. works good on wide formations.
Dwatch Razgriz 14 Jul, 2018 @ 5:03pm 
Honestly, it sounds fun and fluffy, but it just takes up unit slots imo in multiplayer.
Karl Hunt 4 Apr, 2018 @ 4:40pm 
Maybe I deployed my main force back from teh line. It's been so long since I played.
[PuB] Axlegolas  [author] 3 Apr, 2018 @ 6:48pm 
@Karl Hunt I just read the army book. detachments have to be deployed 3 inches max beside a regimental unit. they should not be able to be deployed outside the deployment zone...no scout or vanguard special rule. bowmen can skirmish but not scout in TT. only hunters can scout
Karl Hunt 3 Apr, 2018 @ 5:55pm 
I always ran an detachment of archers which would deploy ahead of teh main force. If I remember correctly they were allowed to deploy outside of your deployment zone. Scout if I remember the rule.
[PuB] Axlegolas  [author] 3 Apr, 2018 @ 4:20pm 
@Karl Hunt I decided to cancel the skirmish option as a purpose of balancing esp for AI. "Skirmish" in Total War is not the same as it is in Tabletop. What do you mean with "advanced deployment"? Can't figure it out by getting through my army books.
Karl Hunt 3 Apr, 2018 @ 2:01pm 
But when I used my Empire detachements on the Tabletop the advanced deployment and skirmish options were my favorite part!
SoulCoughin 21 Feb, 2018 @ 2:16am 
Loving this mod!! Keep it comng!!
master wu 8 Feb, 2018 @ 7:04am 
Hi again if i can think of any more ideas for the mod i will let you know untill then i will keep testing.
[PuB] Axlegolas  [author] 8 Feb, 2018 @ 7:00am 
ty @master wu for the feedback and trying out this mod. i like your ideas, too.

1. keeping units in some radius of another unit is not possible as i know. but the "Regimental Units" Ability with an + 10 LS buff should somehow balance this. if the Detachment is nearby a Regimental unit, it gets the buff. Regimental units can only buff up to 2 Units. I am still working on this ability and how to implement the best.

2. i don't think it is possible to give units an ai behavior when controled by the player. i could give them the rage mechanic but this is not a good option. sadly you have to control/position your detachments yourself. But i took away the skirmish and vanguard possibilities for the missile detachments. the Ai uses the detachments as melee unit, so they should stay and support.
master wu 8 Feb, 2018 @ 6:38am 
Hi Axlegolas I have put 100 turns into an empire camp with this mod so time for some feedback. First yes i do like it. your work is appreciated and i am greatful for the mod anything that makes empire more accurite is cool. I would however like some more improvements if it is at all possible (like making detachments have to stay near the parent regiment) (or perhaps making detachments countercharge charging enemy regiments that are harassing the parent). I have no idea how you would do this but you did say you would listen to ideas. Any improvements for this mod would be welcome. I would be happy to offer suggestions and do testing if needed. thank you for your time
master wu 7 Feb, 2018 @ 6:17pm 
I am happy to give it a run and give some feedback
Ashmodath 5 Feb, 2018 @ 12:13pm 
I definitely will!
[PuB] Axlegolas  [author] 5 Feb, 2018 @ 12:07pm 
ty, Arkhan. hope you enjoy it.
Ashmodath 5 Feb, 2018 @ 11:57am 
great mod!