Total War: WARHAMMER II

Total War: WARHAMMER II

Templars of Sigmar for Empire by Gorgos
72 Comments
Gorgos  [author] 6 Jan, 2023 @ 7:31am 
@komando cap
Komando 31 Dec, 2022 @ 3:23am 
These guys are incredibly fucking overpowered and I wouldn't change anything
Gorgos  [author] 16 Sep, 2022 @ 7:30am 
Im working in a full time job now. No time for modding or gaming anymore. Anyone can port my mods, you have my permission.
No Name 12 Sep, 2022 @ 12:00am 
Please tell me this is coming to warhammer 3
ShonSupreme 27 Aug, 2022 @ 11:09am 
these guys were awesome. wh3 version????????????????????
n.pedrazalis 29 May, 2022 @ 2:48am 
sfo compatiblep lease ???
Lobuno 26 Jan, 2022 @ 8:28am 
@JaggSauce, unpack the archive to your "..\steamapps\common\Total War WARHAMMER II\data" folder. Then make sure is active in your mod manager, above the orginal mod.
Archdeacon Monseigneur 26 Jan, 2022 @ 7:01am 
@Lubono where do i put this file after downloading it?
Gorgos  [author] 8 Jan, 2022 @ 12:13pm 
I dont have the game installed sadly :/ If I ever reinstall I'll keep it in mind.
Lobuno 8 Jan, 2022 @ 10:34am 
@Gorgos, sorry my CA's modlauncher is not working because "corrupt mods error" (I'm using KMM), it seems the solution is to uninstall and reinstall everything again (game and 300+ mods) so not doing that for now.
But it would be very nice if you upload the submod I made to your own workshop if you fancy.
Gorgos  [author] 8 Jan, 2022 @ 6:43am 
Could you upload it to Steam Worksop? I can share the link in the description when you do so.
Lobuno 8 Jan, 2022 @ 4:26am 
Ah, ok. Now it makes sense :D Thanks for the answer, and for the great mod.

BTW, I made a submod balanced for SFO (base mod is required).
LINK (remove spaces):
https : // mega . nz/file/qBIzRaqK#0ajFlsJXUdf05_SFM39_tvPdJ2_424mPMqUCvDqRUDM
Gorgos  [author] 8 Jan, 2022 @ 1:27am 
Hello Lobuno, that is not a bug I wasnt happy with the entity table results so I had changed it to vanilla flagellant.
Lobuno 7 Jan, 2022 @ 9:19pm 
@Gorgos, there's a bug in land_units_tables, you defined the Main Entity as wh_dlc04_infantry_flagellants_blood_dismembers (flagellants) this way templars will not use the Speed values you defined for them in battle_entities_tables, but those from the flagellants.
To fix this you just need to change the key "Main Entity" in land_units_tables to "templar".
SloppyJoppy 16 Oct, 2021 @ 4:08pm 
rip
Gorgos  [author] 16 Oct, 2021 @ 4:06pm 
I don't think so
SloppyJoppy 16 Oct, 2021 @ 3:33pm 
does this work with the garrison mod making building give units in garrison since it give a templar, and do it work with mixus legendary lords, like their red skills and stuff? i know another mod had units not affected by his lords
Gorgos  [author] 5 Sep, 2021 @ 7:18am 
@The Black Death, these units are intended as a replacement to flagellants as a chaff killer, high leadership unit. Their effective hp is about the same if you think about how fragile flagellants are even with unbreakable. These units are not intended to replace frontline staples like halberdiers or greatswords. Instead theyre expected to replace flagellants lead by arch lectors or Volkmar and/or a few of them to be placed in armies that are facing tar pit factions like Vampires, Beastmen etc.
Gorgos  [author] 5 Sep, 2021 @ 7:14am 
Following the recent changes to growth rate, I have decided to lower these unit by one tier. Theyre now recruited from tier 4 temple instead of 5. Thank you all for your input.
The Black Death 15 Aug, 2021 @ 9:12pm 
Hate to tell you but this unit gets beat out by the Templars in the Empire Veteran Troops mod, the only real benefits for this mod over that mod is that the armor is honestly better and these units are faster. These are just flagellants in heavy armor instead of what they should be tbh.
Murderface 27 Jul, 2021 @ 10:41am 
Thats a good point, it also fits thematically. Arch Lectors leading Templars.
Gorgos  [author] 26 Jul, 2021 @ 6:42pm 
I won't be changing the balance of this unit. However it's quite easy to change the stats you mention by yourself. I believe I was using PFM (not RPFM) at the time of making this mod so just open it with PFM, go to db, then go to land units table and change the stats to your liking.

Keep in mind that while balancing this unit I also thought about the buffs added by arch lectors or Volkmar. This is unit is quite viable as a stack spam in late game if the army is lead by arch lectors or Volkmar. Yes, they lose models in the late game but the replenishment buffs compensate for that.

In regards to unit tier; if this was one tier lower, the already niche "flagellant" unit would be completely obsolete.
Murderface 24 Jul, 2021 @ 11:47am 
I agree with Black Death about a tweak. However i think two small buffs like Sundering attacks coupled with a +2 or 3 to melee attack would put these units in the sweet spot for top tier infantry.

I've always liked the idea of a Holy Empire army lead by lectors and warrior priests. etc.
These units fit the bill nicely.
The Black Death 22 Jul, 2021 @ 8:01pm 
I highly suggest tweaking this unit a bit by possibly giving them some better armor along with magical or fire damage to better suit the unit, as just having strider, frenzy, and encourage won't be enough. Could even give it one Warrior Priest ability as well to suit them if you really wanted.

I recommend these since other people have come out with some Templar units before with similar stats to those I mentioned above and they ended up being useful endgame infantry unit without being overpowered, especially if this unit is already locked behind a high tier building chain.
Gorgos  [author] 23 Jun, 2021 @ 5:28am 
I first made it to require blacksmith but it makes it very unlikely for AI to utilize these troops. Besides it's already locked behind a high tier building chain in terms of difficulty balance and is unique in it's mission in the roster. It's not as versatile as state troops.
Lobuno 23 Jun, 2021 @ 3:23am 
Nice mod. The unit should require the Blacksmith building prerequisite though.
Sticky Homer 8 Jun, 2021 @ 4:55am 
So cool, wish someone would reskin the warrior priest or arch lector to look like this too! Such a nice helmet
n.pedrazalis 20 Mar, 2021 @ 5:41pm 
i love this model that you made
Gorgos  [author] 20 Mar, 2021 @ 10:49am 
@vo I'm kinda done with the game for now, so no new mods for the foreseeable future.
Gorgos  [author] 20 Mar, 2021 @ 10:47am 
no update needed for the sisters of twilight dlc. It works fine
n.pedrazalis 20 Mar, 2021 @ 4:42am 
UPTATE PLEASE I CANT LIVE WITHOUT THIS
vo 18 Mar, 2021 @ 8:37am 
would legit pay for more variations of this unit,love the look man !
Geardirector 18 Dec, 2020 @ 5:36am 
Really like this unit, very useful. Good job
Mr.Necrophile 10 Nov, 2020 @ 5:23am 
:(
Gorgos  [author] 8 Nov, 2020 @ 10:37am 
someone said he would do it but then he ghosted :D
Mr.Necrophile 8 Nov, 2020 @ 3:39am 
I'm gonna be that guy... Anyone made a SFO compatible version of this?
RL-3 10 Oct, 2020 @ 8:33am 
is it possible to make a version with a two-handed sword instead of a hammer?
Rumpl4 11 Sep, 2020 @ 6:01am 
@Gorgos I've sent you a friend invite, I'm making some similar units and wanted to discuss with you please
Karl Franz 77 26 Aug, 2020 @ 12:32am 
Can you make a mod to add warrior priests to garrison?
vo 10 Aug, 2020 @ 9:31am 
theres enough bald head versions of this.
Im so greatful for this mod its amazing i love it! amazing work.
Small request! id kill to have these with other weapon variations like with a shield for example.
Much respect for your work
Baligdur 7 Aug, 2020 @ 12:37am 
They would look much better if they have sigmarite-like bald heads, instead of bretonnia helmets. They are look just off place.
Edin 30 Jul, 2020 @ 3:40am 
While T3 is too low, T4 might be a good spot?

They are supposed to be late game replacements, but at T5 they very often get bodied too hard for their cost. Comparing that to the at least decent abundance of answers they would receive as T4 units, maybe putting them there would let them fit their niche a bit better?
Tingu 18 Jul, 2020 @ 6:03pm 
Sorry, I will use them in a new battle to experience their usefulness. There is no doubt that this is a good mod, no offense
Gorgos  [author] 18 Jul, 2020 @ 5:38pm 
they have frenzy, strider and faster attack interval which is a hidden stat and their role is to kill chaff while being harder to kill compared to flagellants. these are stated already in the description I dont know why youre not simply reading it :D If I make them tier 3 flagellants get rendered obsolete through all of the phases, the balance is fine as is. in fact this one is probably my best mod in terms of balance but if you don't enjoy it youre not obliged to use it.
Tingu 18 Jul, 2020 @ 4:08am 
emmm, but their inferior melee attack and melee defense and their extremely low armor penetration make them weak in the late battle...compare to the greatsword
Gorgos  [author] 18 Jul, 2020 @ 1:14am 
I mean if you get a full stack of them at tier 3 no army can defeat you since no one can damage their armor. You can change the data in a more cheaty way if you wish but I will keep it balanced.
Tingu 17 Jul, 2020 @ 10:25pm 
good mod but seriously T5? it should be recruited by t3 building please.
Imrahil 17 Jul, 2020 @ 3:04am 
yah they looks cool.
i play with your mod for several campain and have some fun time.
so thank you for making this mod.


i made that unit i said because templar you made looks alittle too bad-ass ,
sinces most of empire troops looks weak ,and a little bit thinner , even in full plate armour like knights.
so i just try randon shit and find out
royal Royal Altdorf Gryphite's body + paladin's leg + tattersoul's head + arch lector's cape
looks amazingily great haha
i was just suggesting that you can try another unit if you want.

anyway, good job for making this mod and thanks again!
Gorgos  [author] 17 Jul, 2020 @ 12:55am 
nah thanks, Im happy with how they look
Gorgos  [author] 15 Jul, 2020 @ 10:23pm 
every playable faction can recruit them