Total War: WARHAMMER II

Total War: WARHAMMER II

Greenskin Big Bosses [The Silence & The Fury]
66 Comments
Annelies 3 Sep, 2024 @ 11:37am 
I *really* love it. The big boss on heavy boar chariot is cool but the bodyguard is superb.

I had an orc big boss bodyguard unit and found a ruby ring of ruin. I thought "hmm, probably the modder simply duplicated the big boss model to make this regiment, maybe this means the ring fires multiple fireballs".

it does. It's a hilarious volley of fireballs.

Just shot 82 of Archaeon's super-elite Chosen in 1 shot, three regiments marching in a column badly affected.
Annelies 26 Aug, 2024 @ 12:46pm 
I love it. Especially the gobbo big boss with bow is very very welcome. Last campaign I did with greenskins and the first magic item I find was the stupid double barrel which was just completely useless throughout the entire campaign.
Hohenzollern 6 Nov, 2021 @ 2:10am 
Any chance you could include the bodyguard skill on the gobbos? I really like using the orcs as infantry (with items!) on the flanks of orc armies, but since I'm a skarsnik fan... I'm a little sad ya cant do it with his armies too... sad pands =(
The Nega Druid 23 Oct, 2021 @ 11:32am 
Thank you, Mandras!
Mandras  [author] 23 Oct, 2021 @ 8:47am 
@The Nega Druid
I fixed it.
The Nega Druid 23 Oct, 2021 @ 4:11am 
Oh, Mandras! Might have found a new issue. We'z Speshul just added a new special lord, Sporctacus, for the Broken Chains. Currently hunting down a compatibility issue that is preventing him from spawning in. I'm wondering if this mod modifies the lords table so it causes him not to spawn? Or it could be the Expanded Roster + We'z Speshul mod that the author has. One of the two. Will check with a few practice loadups.
The Nega Druid 5 Oct, 2021 @ 6:49pm 
Thank you, Mandras! That's appreciated very much!

And its easy enough to miss one or two things.

Now just waiting for the Skill Dump mod I use to update and I am going to start up a Skarsnik run.

Thank you for the amazing mod and the quick fix!
Mandras  [author] 5 Oct, 2021 @ 4:22pm 
@The Nega Druid
You actually found a bug with this mod. Forgot to move the immortality skill one position to the right after adding the new mount skill... Also the arachnarok in Greenskin Mount mod doesn't conflict with this mod (it uses slot 22 for that mount, only 8 skill slots are used in the first row normally). Updated with fix.
The Nega Druid 5 Oct, 2021 @ 6:29am 
Small issue. I use this and the Greenskin Mount mod together. And sadly ran head first into an issue.

With the addition of both your awesome wolf archer and the Arachnarok Spider that the Greenskin Mount mod gives them, the Immortal skill of the Goblin Big Boss gets covered up.

I've no idea how to resolve this, sadly. Though I could probably delete one or either of the mounts from either mod to fix it.

Still, this is a great mod. Especially for the wolf archer. Just a fun addition that.

Any thought on how to fix the issue?
marc.on.pluto514 1 Sep, 2021 @ 11:41pm 
sfo?
War0797 31 Aug, 2021 @ 8:58am 
Scratch that for the Night Goblin Great Shaman.
War0797 24 Aug, 2021 @ 3:49am 
@Mandras I want to report a bug. The immortality skill in campaign is missing in the Night Goblin Great Shaman, Night Goblin Shaman, Night Goblin Big Boss and Goblin Big Boss.
Boer Basher 17 Aug, 2021 @ 2:22am 
Is this compatible with the expanded greenskin roster and boyz will be boyz?
War0797 30 Jul, 2021 @ 9:08am 
Oh okay. Thank you for the notice. I thought it was bug. my bad.
Mandras  [author] 30 Jul, 2021 @ 9:02am 
Basically once you equip the mount, you should see like 9000 hp: 120 x 52 = 6240 for the big uns + 3000 for the big boss
Mandras  [author] 30 Jul, 2021 @ 8:53am 
They were cut to pieces by Dark Ark corsairs with the anti-infantry bonus. But I was watching the unit health. After the last big un died, the Big Boss had around 1000 hp left himself, and his morale broke at 600
Mandras  [author] 30 Jul, 2021 @ 8:49am 
@War0797 its not a bug. Its just weird display issue with mount stats. The boss has 3000 hp and the big un's have 120 hp each. I've been fighting battles with this and he nearly died trying to take the wall. His entire unit was killed, but he had 600 hp or so left before his morale broke and he ran away.
War0797 30 Jul, 2021 @ 8:34am 
@ Mandras One more bug. The Orc Big Boss with the Big 'Un bodyguards appears to have only 45 hitpoints in the campaign.
Anax 28 Jul, 2021 @ 2:45am 
can you make this mod seperate from We'z Speshul + Greenskin so we dont get complicated with these 2?
Mandras  [author] 28 Jul, 2021 @ 2:24am 
Fixed, I accidently assigned the mount's model as the goblin too. Hideous.
War0797 28 Jul, 2021 @ 2:03am 
@ Mandras This is a nice mod. I want to report a bug on the Goblin Big Boss. When I choose the short bow with wolf mount, it appears as this.
Screenshot page
marc.on.pluto514 29 Mar, 2021 @ 5:27pm 
update
Gleen Cross 14 Jan, 2021 @ 12:40am 
Also, regarding the night goblin big boss... this archetype is not supposed to be stronger than the common goblin? Considering the "hierarchy", as strength goes it's not something like this... hill goblins > night goblins > forest goblins > goblins > snotlings?
Gleen Cross 14 Jan, 2021 @ 12:37am 
It's possible to "merge" both We'z Speshu and the Expanded Roster? Like removing all the duplicates... savage orc great shaman, snotlings, forest goblins (swords), orc boyz (spears), savage orcs (spears), forest goblins hunters are basically identical to forest goblins (bows), colossal squig... that's all of them I think. I know there is some tables related to "army generation", recruitment buildings and so on, but how can you overwrite the original mods? If I'm not mistaken, you did a similar mod like this some time ago
paulwhitlock2 12 Dec, 2020 @ 4:42pm 
Any thoughts for a spider Goblin hero?
TheMineKnight 13 Jul, 2020 @ 1:49pm 
Are there any plans of making an SFO Submod for this? I'd love these in SFO
Mandras  [author] 22 Jun, 2020 @ 6:47pm 
I posted a version of the mod that is meant to be used with We's Speshul and/or the Expanded Roster - Orcs & Goblins packs. It will work by itself, but disables the Savage Orc Big Boss in favor of the We's Speshul one. Take care, it is not save game compatible with this version of the mod (We's Speshul requires a new campaign anyway).

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2138935089
WolfWyrm 21 Jun, 2020 @ 3:00pm 
I'm really enjoying your mod Mandras! I even like your take on the night goblin big boss which gives them a bit unique place in the Greenskin armies. But I'm running into a problem with just getting enough goblin big bosses out for my goblin themed armies.
Is there a way to change the "hero capacity: +1 for goblin big bosses" from tier IV down to tier III? Maybe even make tier IV have a +2, which would be similar to the recruitment of orc big bosses.
Mandras  [author] 19 Jun, 2020 @ 1:13pm 
@[merc] Rhinopotamus

and also the savage boar for savage orc big boss; I need to fix that real quick
Mandras  [author] 19 Jun, 2020 @ 11:35am 
I updated, Orc Big Boss has a chariot!

@[merc] Rhinopotamus

I made the other Orc Big Bosses less redundant (earlier access, more mounts).

You are right about the Savage OBB; I removed the metal axe from the one model. The second model appears to be a savage orc with bits of Shaman gear and one of the Warboss helmets (which is metal!!!). I will need to change it.

As far as recruitment capacity on the savage barracks chain(s); I am concerned that it might unbalance things to effectively allow twice as many orc big bosses, especially for Wurrzag who can freely build both versions everywhere. I would be possible make a duplicate of the regular orc barracks chain specific to Wurrzag that does not provide +1 to big bosses to balance it out.
David 13 Jun, 2020 @ 10:48am 
Now that Deco updated his expanded roster mod, do you plan to create a new mod for your night goblin big boss?
[L9] Rhinopotamus 11 Jun, 2020 @ 3:38pm 
Removal of the Orc Big Boss, kinda redundant now that the Black Orc Big Boss has a boar mount. Also could you update Deco's Savage Orc Big Boss model, one of them uses a metal weapon, which is wrong on so many levels, and the other with the cape and metal helmet barely looks like a Savage Orc, and neither use the proper boar model.

Maybe look at Mixu's Savage Orc Warboss, just with two-handed weapons instead of dual-wielding?
[L9] Rhinopotamus 8 Jun, 2020 @ 7:52pm 
Would it be possible to give a +1 Recruitment Capacity for the Orc Big Bosses from the Savage Orc building chain as well? That way I don't have to build a generic orc building chain to recruit an additional Savage Orc Big Boss
MorglumNecksnapper 5 Jun, 2020 @ 1:28pm 
Amazing job! CTT compatibility please though?
Mandras  [author] 2 Jun, 2020 @ 10:34am 
@eemil_w

Yes, I updated with vanguard on squig mounted version. Stalk is a sensitive matter, as not even the Nigh Goblin Warboss has stalk. I will leave it for the on-foot Big Boss just so that he has something useful.
eemil_w 2 Jun, 2020 @ 6:35am 
Started a new game just because I spotted this and wanted to run all night goblins. Seems cool so far. Is it on purpose that the night goblin boss loses vanguard deployment and stalk when getting the mount? I think at least vanguard should remain as squig hoppers get this as well, and stalk probably wouldn't be overpowered either.
paulwhitlock2 1 Jun, 2020 @ 7:45am 
Yes I agree with seth, the other two shaman types would be cool :D
Seth 1 Jun, 2020 @ 4:34am 
Thanks for the hard work!
Can you also add the heroes - goblin shaman and savage orc shaman? thanks!
marc.on.pluto514 31 May, 2020 @ 7:09pm 
save game comp?
Alluvian Est-Endrati 31 May, 2020 @ 4:35pm 
Very interesting, thank you for the suggestion.
Mandras  [author] 30 May, 2020 @ 6:17pm 
i was able to spawn one after 6 tries, so its definitely possible to get that trait
Mandras  [author] 30 May, 2020 @ 6:16pm 
let me tell you something, if you want to get a guy with mushroom addicted you can use the console command mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2094338970&searchtext=console

enter this to spawn more goblin big bosses in your pool (you will have to name them after recruitment):

to_pool spy wh_grn_night_goblin_big_boss
Mandras  [author] 30 May, 2020 @ 5:07pm 
Yes, every non-caster Greenskin character can potentially get any of these traits with an equal chance (1 in 17):

wh2_main_skill_innate_grn_big_bully
wh2_main_skill_innate_grn_bragga
wh2_main_skill_innate_grn_mushroom_addicted
wh2_main_skill_innate_grn_serial_danca
wh2_main_skill_innate_grn_tortura
wh2_main_skill_innate_all_fleet_footed
wh2_main_skill_innate_all_cunning
wh2_main_skill_innate_all_determined
wh2_main_skill_innate_all_confident
wh2_main_skill_innate_all_disciplined
wh2_main_skill_innate_all_perceptive
wh2_main_skill_innate_all_aggressive
wh2_main_skill_innate_all_tough
wh2_main_skill_innate_all_strong
wh2_main_skill_innate_all_weapon_master
wh2_main_skill_innate_all_strategist
wh2_main_skill_innate_all_tactician

You can control the weighting of these skills, but then it will apply globally to all character types that get it.
Alluvian Est-Endrati 30 May, 2020 @ 3:20pm 
Love the addition of the Night Goblin Big Boss, especially when playing as Skarsnik. Does this hero have a chance of getting the 'Mushroom-Addicted' trait? If so, the chance of it popping up seems rather low, as I have not yet seen it occur.
Lost2Insanity 29 May, 2020 @ 7:40pm 
@Mandras
Drop by the modding discord if you want to talk to us.
Iahhel's Child 29 May, 2020 @ 3:15pm 
@Mandras

*Raise up hands, slowly.* *Tilt head slightly down with eyes closed.* *Take a step back, slowly.*
Mandras  [author] 29 May, 2020 @ 2:27pm 
There was originally alot more, relating to Wez Speshal, that I did remove. This is how I found out that a lone UI icon named "borgut" was triggering the Legendary Lord Lore mod every time I started a Grimgor campaign for testing...
Mandras  [author] 29 May, 2020 @ 2:22pm 
Yes, I understand it was perhaps overzealous of me to publish what is essentially a personal submod of mine that includes Lost2Insanity and Deco's work. But at the time, neither were currently updated to W&P, and I couldn't resist letting people get early access to these great mods alongside the Greenskin rework. I made sure to credit them as the source in the description. Deco came by very early and said it was ok as long as I clarified my credit section. I'm not sure but those two appear to be co-creaters on the Expanded Roster mods. My judgement may have been clouded because I also included quite a bit of my own content and changed a lot of things internally.

I suppose once Deco's Orc Expanded Roster is updated there will not be much purpose for this mod. They can even take my Night Goblin Big Boss/other stuff if they want. Otherwise I will pare it down and leave only the db files necessary to act as a submod to Deco's Expanded Roster.
Iahhel's Child 29 May, 2020 @ 1:49pm 
@Lost2Insanity,
Sorry. I know you're perfectly capable of defending yourself. I just find it highly disrespectful when someone rips off an artist's work (I know, highly pretentious thing to say but whatever). I'm an amateur writer and if someone ripped off my work and claimed it as their own without a single word of consent I'd be pissed off, royally.
chubbyninja89 (TNB) 29 May, 2020 @ 9:52am 
If you want an idea for something to do with the Black Orc Big Boss, here's one.

Instead of giving him a boar mount, give him different "weapon loadouts" as mounts, as in having him be able to switch between, choppa and shield, dual choppaz, and a great weapon.


But if you want to give him something a little extra special, you could always give him an aura ability similar to the Beastmen Gorebull, but have the Black Orc's be something like melee attack and defense.