Total War: WARHAMMER II

Total War: WARHAMMER II

Lily's Knights Errant (Swords)
16 Comments
Zaylidin  [author] 24 Jan, 2021 @ 1:07pm 
@Hellguard
Thank you! :yata:
Yourion 24 Jan, 2021 @ 12:47pm 
very well done!
Zaylidin  [author] 20 Jan, 2021 @ 10:22am 
@jomix7
Thank you very much, that's so kind of you to say!!! :8bitheart:
I honestly believe that CA will find someone more capable than myself, until recently their unit cards were pretty top notch. They've already said they are addressing the unit card issue with the past two updates, and this way we are getting my Bretonnian unit cards that wouldn't exist if I was on the CA payroll. Count your blessings I guess haha :iffy:
Jomix7 20 Jan, 2021 @ 10:18am 
Can I just say... alot of people overlook unit cards but I kinda have a little obsession with them lol and yours are some of the best ive seen on the workshop.. like CA should employ you for their future DLCs
Maverick 17 Jan, 2021 @ 3:25pm 
Hey lily, i have a suggestion/request for a mod, and i know you are able to pull it of :P

I would love to see a version of Dwarf warriors with spears/Halberds and shields early and maybe a Iron breaker version in the late game, dont have too but i would love to see it, and as far as i can tell there is no other mods out there that adds it :/
Zaylidin  [author] 12 Jan, 2021 @ 9:39am 
@Comrade Squid
Thank you comrade! :cwab::cwab:
Gorilla 12 Jan, 2021 @ 9:36am 
Love these simple and straightforward units, Lily. Keep up the good work!
Zaylidin  [author] 11 Jan, 2021 @ 5:37pm 
@cybvep
Sure thing, thanks for your time!
I'll give them a little bump in stats ^.^
cybvep 11 Jan, 2021 @ 5:33pm 
BTW I'm talking about the Vanilla version. No idea how they work with the Overhaul.
cybvep 11 Jan, 2021 @ 5:30pm 
Yep. I did some tests. The standard variant is much better at cycle charging, obviously, but they also do more damage initially because of the charge bonus, while the sword variant doesn't have the damage potential to noticeably outperform the standard variant. Keep in mind that they are also not tanky enough to be left in sustained combat forever if you want to be efficient. It will be a more interesting and fun unit if it's a little bit more specialized IMO.
Zaylidin  [author] 11 Jan, 2021 @ 5:16pm 
@cybvep
They do have a sizeable melee defence increase though, are you factoring that into your feedback?
cybvep 11 Jan, 2021 @ 5:14pm 
Nice unit, but bonus vs infantry is too small! Just +2 is not enough to make a difference, especially if you take into account -2 weapon strength compared to the standard variant and -20 charge bonus. ATM they are just not worth it. Increase that bonus vs infantry from +2 to +5-6 and it may be different.
Zaylidin  [author] 11 Jan, 2021 @ 2:54pm 
@piercebuster,
So you are saying leave it as is for the overhaul version?
That's honestly good advice, I appreciate that! :8bitheart:
piercebuster 11 Jan, 2021 @ 2:52pm 
I've only scratched Bretonnian combat in testing for my other mods, I haven't actually done a Bretonnian campaign. So I know I'm not fully experienced enough to most accurately evaluate it. But my impression is that the extra power for its price is fine. I would be more concerned that it might simply be too strong for being Tier 2 - which is something I really don't know (probably fine?).
However, it being a variant of the regular Knights Errant, it strikes me as very off that one would have an inherent knightly ability that the other doesn't. That just doesn't sit right to me.
If I were in your shoes, I think I would reduce the upkeep to 200 or 205 and remove the ability for this Vanilla version.
Zaylidin  [author] 11 Jan, 2021 @ 2:37pm 
@piercebuster
Good question. I suppose the answer is simply just gameplay design. I wanted this version to be able to take more damage and stay in melee longer, rather than be focused on cycle charging which is why the charge bonus is so much lower.

I'm going to be honest, I don't know exactly how much 20 charge bonus difference makes but I tested the two units side by side and even with the increased stats in many areas, this unit barely performs much better for the cost. That said, I really appreciate any and all feedback on the subject, no stats for any units I make are set in stone!

Thank you for taking the time to leave a comment pierce, can't believe you wrote so much since I only just posted it, you wizard! And thank you for appreciating the unit card, I feel like I could have completed a whole campaign with how long I was fussing over the colouration and shading after I had finished drawing it. :steammocking:
piercebuster 11 Jan, 2021 @ 2:28pm 
Hey, your unit card is great. And great unit cards are a really important part of whether I decide to add custom units to my game (I don't go ham on custom units - more isn't always better).

So as far as I can tell, the real differences between the regular Knights Errant and this are:
Cost: 700 vs 800
Upkeep: 175 vs 215
Attack interval: 5.1s vs 4.4s
charge bonus: 54 vs 34
Melee Defense: 26 vs 34
Knight tempered ability: no vs yes

Your unit is clearly the better unit, but I suppose that's why it costs more. I'm not experienced enough with Bretonnia to comment if that's appropriately balanced or not. One concern I have is that you gave it your custom Knightly Tempered ability, despite this being your Vanilla version of the unit (not overhaul), while the regular Knights Errants don't have it. Why the inconsistency between the two Knights Errants?