Total War: WARHAMMER II

Total War: WARHAMMER II

Skaven Clanrat Expansion
87 Comments
meatpie eater 23 Feb, 2024 @ 10:43pm 
pretty good mod ^^
Sovietkotek  [author] 1 May, 2022 @ 7:30pm 
:o
ByzantineBasileus 23 Mar, 2022 @ 3:08am 
I can't wait for you to convert this mod for TWW3!
Sovietkotek  [author] 31 Aug, 2021 @ 6:17pm 
@Deviant Hello deviant. I'm sorry but I think you have me mistaken with my good friend Byzantine (https://steamhost.cn/steamcommunity_com/profiles/76561198157352534/myworkshopfiles/) who made a clanrat slinger mod!

I don't think I ever made one!! I'm sorry, deviant! :steamsad:
Deviant 31 Aug, 2021 @ 5:15pm 
Bring back the clanrate mod with a sling ...:steamsad::steamsad::steamsad:
Sovietkotek  [author] 19 Mar, 2021 @ 4:54pm 
-.- ok thanks for info!
Sovietkotek  [author] 19 Mar, 2021 @ 7:00am 
UWA?
lwhのsama 19 Mar, 2021 @ 5:39am 
Get the new free lord Rakarth in Sega Acess.Dont miss it!
Sovietkotek  [author] 4 Jan, 2021 @ 4:25pm 
Yayy!!!
lwhのsama 4 Jan, 2021 @ 8:57am 
i love this best mod
Sovietkotek  [author] 3 Dec, 2020 @ 3:32pm 
@srebrnykloc
Oh fuck. Only just saw the 3.2gb update. Guess I have to.
djdomi44 3 Dec, 2020 @ 1:09pm 
will you update this mod?
Sovietkotek  [author] 29 Nov, 2020 @ 4:10pm 
@Deviant
Eh, go ahead and use my mod! It's little more than a reskin anyway tbh. I'm totally done modding for this game until my computer can handle playing it again lol.
Deviant 29 Nov, 2020 @ 10:27am 
I switched to vanilla. I don’t want to torment you again with requests for mod rebalancing. Can I take your mod as the basis for my mod? I will provide a link to the original and indicate your nickname. Or do you not mind listening to my ideas for rebalancing, I will argue them.
Sovietkotek  [author] 20 Jul, 2020 @ 8:56pm 
Oof, when I got the comment notification I got triggered cos I thought I had to update this shit again lmao. Thanks!
AshenWyrm 20 Jul, 2020 @ 8:21pm 
Thank you for all of your hard work, and for making this mod. The mod has been a blast to play with, and having more Skaven is always a plus!
Sovietkotek  [author] 28 May, 2020 @ 9:25pm 
Oh shit, I'll get right on it.
Mana-100 28 May, 2020 @ 2:04pm 
Please update love this mod.
Sovietkotek  [author] 15 Jan, 2020 @ 8:56pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1970142737
Here you go dude a version that works I think, hand in hand with SFO.
Zeth.exe 15 Jan, 2020 @ 6:08am 
Gotcha either way I appreciate it! I know someone just made another mod that add those caps to some different unit mods that are in SFO can maybe check how they did it.
Sovietkotek  [author] 14 Jan, 2020 @ 10:37pm 
@Zeth.exe There might be just one issue and that's with the unit cap for my one Stormvermin unit (Halberd and Shield). There's an extra special category for units affected by the new dynamic unit-cap system under [unit_set_to_unit_junctions_tables] that I'm not entirely sure I can shoehorn this unit into.

I'll have to play the mod after it's done until the Warp-Turbine Plant is constructed to see if the unit cap for [Halberd and Shield Stormvermin] gets a +2, but if it doesn't work I might just scrap the unit cap for that instead of going through too much headache, lol.
Sovietkotek  [author] 14 Jan, 2020 @ 9:27pm 
Sure mate I'll adjust the stats proportionally to SFO's changes and hopefully it works out.
Zeth.exe 14 Jan, 2020 @ 9:06am 
Is there anyway we could get an SFO balanced version of this? I LOVE your units but I also love playing SFO just a deeper experience than vanilla imo not sure if you use it but it'd be amazing if you'd be able to do an SFO version.
Sovietkotek  [author] 17 May, 2019 @ 5:48am 
HMM, I'm not sure Kao, I'm pretty damn sure the vanilla game already has Poison Wind Globadiers, plus in the Amethyst update they got a fat buff (or nerf, forgot lol).
Sovietkotek  [author] 17 May, 2019 @ 5:46am 
HUH, well one of my mates already mate a bunch of really good skaven mods, including the Clanrat Slingers, which is why I haven't added anything else, really.

Here's his mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1705026860

Hmm, as for balancing, I usually just do tests with units at a similar tier and cost and see how they compare with vanilla units. Probably not 100% perfect though.
Dalek 17 May, 2019 @ 3:37am 
Hahah I like you,I made almost the same thing for myself but didn't published it.If you want I also made slingers versions of clanrats,plague monks,stormvermins and red guards (radious mod) i can send you the file if you want to use it/merge it.The main issue is that it's totally unbalanced,and i don't know how to edit unit card so they use already existing one :-/
Sovietkotek  [author] 15 May, 2019 @ 6:20am 
Sorry, forgot to change visibility, the mod should be available now.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1741732221
Kaosen 15 May, 2019 @ 3:11am 
The idea of a mod for globadiers I think is good and I have not seen it yet, and nobody has created a mod that does exactly what its name indicates "poisoned wind"
Kaosen 15 May, 2019 @ 3:06am 
I'm sorry to tell you that only that unit seems to me remarkable and necessary. I'm sorry if it bothered you. :(
Perhaps a grateful change without breaking the lore, would be globadiers with poison, as well as monks plague;).
The link does not work .
Sorry for the inconvenience again: p
Sovietkotek  [author] 15 May, 2019 @ 2:34am 
Also, you fuckin' serious mate? Of all the units I made THAT'S the one you find most remarkable? Lmao.
Kaosen 15 May, 2019 @ 2:09am 
Hello

Sorry for my English, it's not my native language.

I wanted to ask you if you could do a mod, only with Stormvermin (Halberd & Shield).

I think it is the most remarkable in both the image and the history of the skaven.

  Greetings Kaosen
Sovietkotek  [author] 23 Apr, 2019 @ 7:58pm 
Further testing has resulted in plague monk halberds performing entirely proportional to other skaven units in their tier, ie - they are working exactly as intended.

Anti-infantry Clanrats, Plague Monks and Stormvermin all lose to similar-cost cavalry at a rough casualty ratio of 3:1. 3 Skaven losses for 1 enemy loss.

Anti-large Clanrats, Plague Monks and Stormvermin win against similar-cost cavalry at a rough casualty ratio of 1:1. 1 Skaven loss for 1 enemy loss.

The situation is similar with monsters with Plague Monk Halberds performing perfectly well in distinction from regular Plague Monks.

However, I would really like to add "Snare" to plague monks and bump their cost, cos that's cool.
Sovietkotek  [author] 23 Apr, 2019 @ 7:23pm 
If that's the case, I'm gonna do some testing on them and see if they need buffs. I want plague monks with halberds, just for the shits.
Sovietkotek  [author] 23 Apr, 2019 @ 7:22pm 
Huh, well I hope the person who requested them is having a better time lmao.
Rachel L 23 Apr, 2019 @ 1:59pm 
Besides, changing them from a weak anti large unit to to a support unit will make them much, much more unique.
Rachel L 23 Apr, 2019 @ 1:58pm 
I dont think even Skrolk needs plague monks with halberds. Renember, they will be tottaly useless against large monster because: Cav. Will totally destroy them in the first 2 charges, and "real" monster will do too much damge too quickly for them to survive enough to do any real work, thats why i think they should be changed to a more support role instead of trying to be something they cant be.

Idk if you have noticed, but all Anti Large melee infantary have or high armor or very high health, something the plague monks dont have.
Sovietkotek  [author] 23 Apr, 2019 @ 8:28am 
Hmm, I like the idea of the Things Catcher, the could definitely be given the "slow" debuff ability on enemies. If I do though I might just add them on to the halberds to give them more utility or make them an entirely new unit...??

I like the Plague Monks having halberds too much at the moment, especially for Skrolk. They'd add slight tactical variety for plague monk armies and their anti large and frenzy lets them be sort of a reckless Skaven version of slayers. If I just made them anti infantry again they'd be almost the same as regular plague monks, and I want to make sure they have some distinct differences first.
Rachel L 23 Apr, 2019 @ 8:21am 
Understand you, but i think it would be more interesting if you converted the plague monks with a halberd to a debuffer/support unit, like in my suggestions (and it the pics). I dont feel the skaven need a plague monk with halberds.

(also, sorry about the description. pro tip: Make it outside steam, save and then copy it here and just adjust it, i used to do that in the mods i had).
Sovietkotek  [author] 23 Apr, 2019 @ 8:17am 
Yes the Plague Monk Halberds are just for fun, also because very early on I asked for suggestions and someone asked for them. Also, I just did the description again and it vanished, again. Fuck steam fuck CA I'll do it yet again if I can be arsed lmao....

The only references I have for all the units (except plague monk halberds) were any image, GW artwork or some kind of wiki/info page that could possibly give me any excuse to make a bunch of units.

In terms of their balancing I simply took the appearance or feel of a unit and its equipment and tried to logically extrapolate what they might excel at in the field, and how I might distinguish them so that they'll have very specific uses, strengths and weaknesses and not just be another reskin, mostly....
Rachel L 23 Apr, 2019 @ 7:40am 
Actually, it seems like it can keep the anti-large if its based on the Throt one.
https://warhammerfantasy.fandom.com/wiki/Throt_the_Unclean
Rachel L 23 Apr, 2019 @ 7:39am 
Its not person catcher, is "Man Catcher", or how the skaven call it: Things Catcher
https://warhammerfantasy.fandom.com/wiki/Things-Catcher

From what i know, the real life Man Catcher is not a very offensive weapon. Its more a controlling weapon. It would make more sense if the unit with it was:
1- Renamed to Plague Monks (Things Catcher)
2- Changed from Anti-large to Anti-Infantary
3- Did little damage themselves but had a good amount of debufs, like slow, MD and MA lowering debuffs, maybe even armor lowering debuffs

They role would be to make the unit they are attacking (probably a elite) become very weak to any unit, making even clan rats be able to do a lot of damage to them.
Rachel L 23 Apr, 2019 @ 7:31am 
Btw, description is gone, soo, could you tell me where you found references for these units?
(i cant find any reference to the units you made in google and the pic you are using for the plague monk looks more like a person catcher (forgot the name) than a proper halberd)
Sovietkotek  [author] 22 Apr, 2019 @ 7:06pm 
Oops, Plague Monks actually DON'T have charge defense, I just accidentally added that as a bullet point even though the unit does NOT in fact, have any form of charge defense.
Sovietkotek  [author] 22 Apr, 2019 @ 7:02pm 
Hmm, good idea to remove charge defense from Plague Monks. I'm only keeping the shields on the Blacktails because of the concept art, just to stick very slightly closer to "lore" and cos it looks awesome.
Rachel L 22 Apr, 2019 @ 3:24pm 
Also, i dont think the bersekers should have shield and i dont know about the plague monks having charge defence. I think the plague monks are a offensive unit much more than defensive.
Rachel L 22 Apr, 2019 @ 2:56pm 
Description gone btw
Sunshine 14 Feb, 2019 @ 5:52am 
.. The one unit I haven't used yet. uh oh lmao
Sovietkotek  [author] 14 Feb, 2019 @ 5:51am 
Well hold on to your gonads cos' the berserkers are undergoing some serious testing right now.
Sunshine 14 Feb, 2019 @ 5:49am 
Love it. Really helps you play a Queek campaign if you somehow fall behind on getting your usual arm-pen units. Adds variety, too.

I never got the feeling the units were unbalanced.