Total War: WARHAMMER II

Total War: WARHAMMER II

Imperial Guard Knights (Lance & Shield)
46 Comments
Dante 29 Nov, 2023 @ 7:30pm 
Any chance you're planning on adding this (+INF) to WH3?
LuciferMorningStar 5 Sep, 2022 @ 8:29am 
Any plans to make a warhammer 3 version of this mod and the grand order of the reikguard?
kajer346 21 Jun, 2022 @ 8:40am 
Their model is so cool, their Aura is so useful and their damage is so weak for 5 tier heavy cavalry
Hadrian Voldus 1 May, 2022 @ 11:28am 
Does this mod still works with the lastest updates? And does the rest of your Grand Order of the Reiksguard + imperial guard?
emiel123 19 Jun, 2021 @ 3:21am 
@Treyway look in the uploader/creators workshop, it is there
Treyway 10 Apr, 2021 @ 4:56pm 
It'd be cool to have a griffon/demigryph version of these guys
lwhのsama 6 Jan, 2021 @ 10:23pm 
but great work
lwhのsama 6 Jan, 2021 @ 10:23pm 
太op了
Dante 30 Nov, 2020 @ 11:48pm 
@123 That means he is using tables from vanilla.
✨Kiji✨ 5 Oct, 2020 @ 8:49pm 
there are model breaking in unit profile view (horse head)
Macallan 10 Aug, 2020 @ 12:45pm 
hi. Absolutely gorgeous mod (I use every unit mod u did) just one question. I'm tweaking some stats using the pfm but I cannot find how to change the speed of the horses (like 80 or something like this). Its on battle entites right? but I cant find the table. ty
Nox  [author] 26 May, 2020 @ 2:31pm 
Hey bryanleonardi773, i found the issue and updated the mod. It should work now :)
Generallisimo_Penultimo 23 May, 2020 @ 1:38am 
Is there an update. as warden & grom the paunch dlc, all your mod had caused crash.
GHOB 8 Feb, 2020 @ 10:23pm 
The port hole view of the unit is messed up for me. But otherwise a great unit :D
GodKing Ray 13 Dec, 2019 @ 12:27pm 
please update
heavystorm 14 Nov, 2019 @ 4:56pm 
Wow dude this unit gets +100 MA and MD with all the buffs. I only put 1 in each army otherwise its game breaking lol.
Nox  [author] 14 Oct, 2019 @ 11:12am 
Hey heavystorm i released a submod to remove the cap, you can find a link to it in the description.
heavystorm 27 Sep, 2019 @ 11:09am 
No unit cap if possible, please.
stifler91 20 Jul, 2019 @ 4:12pm 
Iv'e been wondering, is there an SFO submod?
fmlannes 25 Apr, 2019 @ 7:16pm 
dang this was a great unit mod, too bad it seems outdated and causes a crash, however i understand modders have no obligation to anyone, however i'd definitely check in from time to time for any updates!
Wolfsynn 12 Apr, 2019 @ 8:24am 
so for remove unit cap use PFM, go to db, main unit and replace campaign cap "3" by "-1" and save it :steamhappy:
Wolfsynn 12 Apr, 2019 @ 8:20am 
very nice look, the best cavalry for the empire, great job, i love it :steamhappy:
Nox  [author] 1 Mar, 2019 @ 4:03pm 
Hey jamesofmarr, thank you very much! I'm really happy to hear they help you enjoy the game even more :)
I will make a submod to remove the unit cap for this one aswell and very soon. I just didn't have the time to work on my mods these last weeks.

And hey Spartan^^, a greatsword version is very likely in the future but i need to deliver on some other promies first!
Zippy 17 Feb, 2019 @ 8:44am 
so just wondering if there will be a sub mod for this unit as well that removes the unit cap?
honestly your mods are my favorite because they are 1.) very well done and executed with beautiful armors and 2.) may not be "lore friendly" in the sense that they are actually in the lore but seem like they realistically could be in the game. Huge fan!
^-^Spartan^-^ 8 Feb, 2019 @ 10:29am 
could u add longsword imperial guard?
Nox  [author] 3 Feb, 2019 @ 3:19pm 
Hey Guys, they are now updated to the new skills from the Festtag Patch. Please let me know if you happen to encounter any issues!

@Suvarga Khairkhan, yes i plan to make one :) I just need to finish updating all units to the new skills then i will make it.

@Vollhov: Ah! Now i see what you mean. I did already think about doing other knightly orders after the Reiksguard and the Imperial Guard. The Knights of Morr are certainly interesting. Like the imperial guard unit this will probably be pretty time consuming and right now there are still a lot of things to finish. So right now i can't make any promises yet, but maybe i can make then after the current projects are all done!
Aska 2 Feb, 2019 @ 5:51pm 
Can you please make another submod removing the unit cap for this? I need it for glorious purposes.
Vollhov 31 Jan, 2019 @ 3:54pm 
There was an old mod on Knights of Morr: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1181702197&searchtext=+Knights+of+More
But it is outdated and not updated. Maybe you will make a new version just with Greatsword. :steammocking:
Nox  [author] 31 Jan, 2019 @ 3:09pm 
Hey Guys, thanks, i still do want to make an sfo version for all my unit mods. Now that this unit is finished i still need to finish updating all my units for the new festtag update skill effects and some other smaller things but i plan to finally make the sfo edition as soon as i can!

@Vollhov, do you mean making a greatsword version of them or an entirely new unit like in the picture?
掘墓人 30 Jan, 2019 @ 11:26pm 
非常感谢,您的作品这让我感觉今年没有白等
Vollhov 30 Jan, 2019 @ 8:32am 
I suggest:
Maybe it's worth making Greatsword of More. Picture: http://www.frontlinegaming.org/wp-content/uploads/2018/02/DW1FwguXUAACNKF-683x1024.jpg
AlphaAmpersandOmega 30 Jan, 2019 @ 4:27am 
+1 to the request for an SFO version, these models look gorgeous and I would love to be able to use them with SFO
Teridax 30 Jan, 2019 @ 3:40am 
Is a sfo vesion planned?
I normally don't download unit mods because i prefer CAs work over the kitbashing of most unit mods, but those knights look glorious and would actually replace my demis with them.
Nox  [author] 29 Jan, 2019 @ 2:47pm 
Hey SJ Shady, first thanks for your earlier comment. I agree with you on the empire it could do with some upgrades and i always feld like for a nation with so many knightly orders there were way to few heavy armoured units for them in the game- which i obviously like a lot.

And yes, the mod is quite a big one with many units :) but i thought maybe it still could be what less1630 is looking for.

And hey GreenWii, thank you too! That should be possible without much work but i will have to make a quick change on the cape first. The Imperial Guard label would probably be weird on reiksguard knights.
less1630 29 Jan, 2019 @ 2:46pm 
Well, I have heard about that mod, but I just found out that you are also one of the authors. But the mod I think the balance is very bad, maybe I can adjust it myself with PFM....
Thank you for your information. I want to adjust it myself to see if it can meet the demand.
SJ Shady 29 Jan, 2019 @ 2:07pm 
Nox I would say the unit of warrior priests in the one you have linked is what less1630 is thinking of perhaps but without all the other units in that mod (there's a lot!).
Nox  [author] 29 Jan, 2019 @ 1:37pm 
Regarding the warriors priests hmm... i didn't have any plans for such a unit so far. But the idea of the unit recruited in the cathedral of sigmar sounds good. I will add it to my list but probably won't get to make such a unit very soon because there are still some other projects to finish first before attempting it. However maybe you are in luck! A friend recently made a unit mod which does have several variants of warrior priests in it. You can have a look at it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1591190704
Perhaps this already is what you are looking for? :)
Nox  [author] 29 Jan, 2019 @ 1:37pm 
Hey less1630, thank you for your kind words! The issue was caused by unit_abilities_tables. There is a value called source type which was missing in the table since it didnt exist in warhammer 1. If a mod is for a game 1 faction then i usually build my mods in warhammer 1 and then port them over to game 2. After the port only a few tables which have been changed in game 2 have to be corrected before the mod works but it looks like i missed this one :(
GreenWii 29 Jan, 2019 @ 12:11am 
Great job. Can you make a mini mod, so that the usual reichguard would have this amazing skin?
SJ Shady 28 Jan, 2019 @ 2:39pm 
Good mod - I use the foot imperial guard which is badly needed for the empire in game 2. THe empire is so rubbish now compared to what they were like in Game 1
less1630 28 Jan, 2019 @ 2:35pm 
OH, I think you should know that just updated the official version of the old world general red line skills. No need to worry, I did not urge you.
I just want to praise you. I can see from the PFM that your technology/skills for the affected units are much better than other MOD authors. Thank you for your serious creation.

Then... I am very embarrassed, I would like to ask if you have a plan to make a Warrior Priest company? Like a heavy armored Flagellants, recruited in the Cathedral of Sigmar.
less1630 28 Jan, 2019 @ 2:17pm 
Thank you, the correction is really fast. Can I ask which table has a problem? Recently I also started to use PFM to observe some mods, wondering which problem caused the error.
Nox  [author] 28 Jan, 2019 @ 1:07pm 
Hey less1630, i think i found the issue and it should be fixed now.
Nox  [author] 28 Jan, 2019 @ 12:05am 
Hi less1630, thanks for pointing that out! They should of couse have everything necessary to work standalone and i did test them as only mod enabled but maybe i missed something here. I will look into it once i'm home!
less1630 27 Jan, 2019 @ 7:27pm 
NOX, there is one thing I don't know if it only happened to me....
When I only open Imperial Guard Knights, the game crashes when I point the mouse cursor to its special abilities. That is the ability of sl_main_unit_passive_imperial_guard_presence_buff.

But when I open your Imperial Guard mod at the same time, there will be no game crashes.

Is the Imperial Guard Knights MOD missing something?
less1630 27 Jan, 2019 @ 7:00pm 
Very nice work! Thank for your mod.