Total War: WARHAMMER II

Total War: WARHAMMER II

A Blackbriar Topiary (Ranged Treemen and Dryads)
146 Comments
REITERPALLASCH 17 Jul, 2024 @ 7:55pm 
Someone should upload this to tww3 since he wont
Boer Basher 16 Jan, 2023 @ 3:40pm 
Any chance we'll see these in Warhammer 3? Drycha just doesn't feel the same without em.
Broly The Legendary Super Saiyan 18 Oct, 2022 @ 10:24am 
i would love this for wh3 makes them way more fun
MasterWanderer 12 Oct, 2022 @ 2:21pm 
Any plans for a port to WH3? This is my favorite mod!
Mel 19 Sep, 2022 @ 8:23am 
WH3 port would be amazing indeed!
Call me Mad 4 Sep, 2022 @ 10:20am 
i would love a WH3 Port aswell.
Jarren 30 Aug, 2022 @ 1:44pm 
yeh, would love to see a port to wh3
Hulking Elf 29 Aug, 2022 @ 8:33pm 
possible port for wh3 i like the bow dryads and treeman, also if u can make the lord skills red line buff dryads and treeman.
Gleen Cross 30 Jul, 2022 @ 7:14pm 
Playing as Avelorn, SFO, I was getting crashes when the ranged treemen was present in any battle (they also couldn't shot projectiles at flying units for whatever reason)... but looking at the SFO submod, the description says the mod is not required anymore for SFO because these ranged treemen and dryads are already included in the SFO, is that it? So I don't need to subscribe to this original mod either?
Mumion der Unsterbliche 29 Jan, 2022 @ 3:34am 
CTT ?
nightspeed1992 24 Oct, 2021 @ 6:14pm 
nice mod, i don't know if is intended but the units cant get access to the aspect upgrades like other treeman except the malevolent from drycha. it looks like the units normal versions doesn't have the new dlc treeman aspects mechanic.
ChaosRobie  [author] 26 Jul, 2021 @ 7:07am 
@mpmurawski
I would unsubscribe and resubscribe to this mod, make sure your getting the latest update downloaded.
mpmurawski 26 Jul, 2021 @ 5:04am 
I began a drycha campaign yesterday using this mod and have the odd issue that the treemen and ROR won't fire their bows. The dryad archers work fine - not sure what the issue is.
linkfire12 25 Jul, 2021 @ 4:15am 
I assume that is to balance their melee power and how strong dryads can get with Drycha.
ChaosRobie  [author] 25 Jul, 2021 @ 3:38am 
@new0day
They benefit from anything that benefits regular dryads. I have no plans of giving them archer skill benefits.
hi3r0ph4nt 24 Jul, 2021 @ 8:06am 
What techs/redskills do the Bowdryads benefit from?
ChaosRobie  [author] 13 Jul, 2021 @ 7:28am 
@GunKing
Okay!
GunKing 12 Jul, 2021 @ 3:26pm 
Yo dude I used some of your files from this mod in my latest reskin, I credited you. People still have to subscribe to your mod though if they want to use these delightful units.
Vacuity 9 Jun, 2021 @ 8:39am 
I've released a compatibility patch for Unit Caps for All here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2512084902
Nova015 9 Apr, 2021 @ 3:43pm 
Update?
一杯浊酒一份孤独 20 Mar, 2021 @ 7:25am 
update?
linkfire12 13 Feb, 2021 @ 6:36am 
I've had the opposite issue, where-in the ranged Treemen are so innacurate firing their shots I often just have to send them into melee anyway. Their splash damage is so small it feels incredibly ineffective against groups, and they miss far too much to consistently damage single targets.
Regular treemen tend to do a lot better and get a lot more kills in general, since they are better in melee and they just straight up can barely hit anything.
cybvep 13 Feb, 2021 @ 5:50am 
I've played with these unit in two WE campaigns and they work great. Bowdryads are in a good spot balance-wise. As for the ranged Treemen, they cost the same as the melee variant, but completely outshine them because of much greater utility (speed is not an issue if you can shoot from long range and can handle yourself in melee as well). I suggest to increase their cost from 1500 to 1750 or 1800.
linkfire12 25 Jan, 2021 @ 4:50am 
One other thing perhaps is whether they properly utilise the new shooting out of the forests mechanic? It's hard to tell whether it's working or not, and the Treemen in particular seem to really struggle with it, perhaps because they are "artillery", but so far they seem to do almost no dmg.
linkfire12 25 Jan, 2021 @ 4:48am 
I noticed that you can't give the ROR aspect upgrades. The unit is a lot of fun to use, and they hold up well in melee. They seem to have a really hard time actually hitting anything with their bows, whether due to their arc or something else, they only seem to ever get around 15 ranged kills if they are lucky.
It makes sense that they aren't efficient archers due to their strong brawling abilities, but it feels a bit unsatisfying to use with how often they miss.
From a casual player, Dryads seem to be in a really good spot, they work well as hybrid ranged/melee units and synergise well in Drycha's all tree/wild spirit armies. A part of me wants to see a waywatcher tier unit, or at least a unit that can crunch through armour, but it probably isn't at all necessary, and Dryads can get very strong with all the buffs available already.
Arboreal Sunbringers seem to do a lot better in regards to accuracy, but they are definitely overpowered, and I've avoided using them anymore.
ChaosRobie  [author] 20 Jan, 2021 @ 7:12am 
@Samownis
That's sorta been done, and is included in OvN's Dread King Legion faction. I think the OvN Units for Vanilla mod gives it to Arkhan.
Samownis 19 Jan, 2021 @ 8:18am 
Would it be possible to reverse this and get a melee bone giant variant for the Tomb Kings?
Briar_Black 17 Jan, 2021 @ 8:26pm 
It's crazy how many people ask me if my name is a reference to skyrim.
Kleriker Solomon 15 Jan, 2021 @ 10:03am 
Just a little thing. A while ago you mentioned something along the lines that vanilla units never get buffed from multiple skills in the first part of the red skill line. But i think darkelf corsair archers get buffed from the first 2. (Melee and ranged)
Fallwinds 15 Jan, 2021 @ 8:02am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2311876708

Translated in Korean. As always, thank you for your great mods! :)
ChaosRobie  [author] 15 Jan, 2021 @ 2:15am 
@Alraen
Fixed. Just learned about that the other day too. :KScared:
Alraen 13 Jan, 2021 @ 4:30am 
Looks like "elite army skills" (for troops with golden chevrons) don't work for RoR bowtreeman.
lwhのsama 3 Jan, 2021 @ 9:27pm 
太op了 木精灵很强不平衡的兵种
ChaosRobie  [author] 3 Jan, 2021 @ 5:23am 
@srebrnykloc
You should look at the Clan Skurvy mod by ExplodingLiger.
djdomi44 2 Jan, 2021 @ 3:01pm 
could you make a mod for vamp coast. ( razortooth rats and skretch half-dead as a hero or lord)?
EnumaEllis 28 Dec, 2020 @ 10:59pm 
Can you give Blackbriar RoR an additional missile attack option like the bolt throwers and Arahan & Naestra? The one where their shot split off into multiple shots or single shot?
tacohunter 25 Dec, 2020 @ 7:06am 
"I robbed Blackbriar!"-Ozzie
cybvep 20 Dec, 2020 @ 5:33am 
Balance suggestion: nerf Bowtreemen melee defence from 48 to 40 and melee attack from 40 to 36. It's a little too good in melee, not enough difference from the standard variant. It should hit hard, but not as reliably. Compare with the Bone Giant or Cygor to see how they are balanced.
gongoozler 18 Dec, 2020 @ 7:58pm 
Just wondering, do they get buffs from the red lines?
linkfire12 17 Dec, 2020 @ 9:43pm 
This is exceptional! Amazing work! Would there be a chance to see compatibility with Avelorn Reborn so that the unit can receive tech/skill/redline buffs on an Alarielle playthrough? It is already fantastic as is, I absolutely adore your unit mods. Thanks for the amazing projects you do for the community!
Marvl101 17 Dec, 2020 @ 3:13am 
I'd love a version that makes Coeddil have a bow
shoobers 15 Dec, 2020 @ 7:18pm 
That might be enough to warrant my response moot then, Mandras.
Mandras 15 Dec, 2020 @ 12:57am 
About dryads, even with 14 attack, they could still still beat back empire spearmen and gors, because a large part of the unit is able to shoot into melee due to their very loose spacing.
ChaosRobie  [author] 14 Dec, 2020 @ 1:47am 
@cybvep
Fixed.

@daBloody
Fixed.
Yes, but changing bows out is a little tedious.
cybvep 13 Dec, 2020 @ 1:49pm 
Bowtreemen is still slightly cheaper than Treemen in custom battles.
daBloodyBlade77 13 Dec, 2020 @ 1:34pm 
Hey love the mod, two little suggestions;

In custom battles the malevolent variants for wargrove of woe are not listed under campaign exclusive units like the rest of the spirits.

My second suggestion would be is it possible for the dryad bows to be retextured to look like dryad bark instead of the wood elf bows they are currently using?
ChaosRobie  [author] 12 Dec, 2020 @ 11:56pm 
Looks good.
shoobers 12 Dec, 2020 @ 11:54pm 
Someone already created a submod of this Roble. You may want to speak with them.
ChaosRobie  [author] 12 Dec, 2020 @ 11:42pm 
@cybvep
Okay!
cybvep 12 Dec, 2020 @ 10:59am 
Great units. However, I have some balance suggestions:

1. Bowtreemen should have the same cost, upkeep and recruitment time as Treemen. ATM they are slightly cheaper and take only 1 turn to recruit, while they really shouldn't IMO.
2. Bowdryads should have more melee attack. ATM they have worse melee stats than elven archers, which isn't right. Keep garbage melee defense, but increase their melee attack so that they can serve as hybrid shock troops in a pinch. Cost can be slightly increased to 700 to make them equivalent of standard Deepwood Scouts.