Total War: WARHAMMER II

Total War: WARHAMMER II

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Rotary Cannon Gyrocopter Empire and Dwarf - New Unit Gyro
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Tags: mod, Units
File Size
Posted
Updated
48.302 KB
3 Jul, 2020 @ 2:02pm
8 Dec, 2020 @ 1:37am
11 Change Notes ( view )

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Rotary Cannon Gyrocopter Empire and Dwarf - New Unit Gyro

In 1 collection by Rumpl4
Last stand of the Dawi
8 items
Description


Adds a new Gyro copter Variant for the Dwarfs and Empire factions

"As the Dwarven empire crumbles and the last of the mighty Karaks are besieged on all sides, the Dwarven Air Force is given a simple task, put aside old habits and come up with new variants that will help swing the tide in the battles ahead"

I've re-balanced this unit, it was seriously under performing in battle and it didn't quite sit where i wanted it to, the idea was to have this unit as an Anti-large/Hero killer whilst also being able to do dmg to infantry

Unit now has Perfect Vigour

The Helstorm Gyro was intended to weaken multiple units as the armies moved across the field

The Dragon fire Gyro was intended as close support for the Dawi front line and would fire into the tarpit

I wanted to create a mod that made Gyrocopters viable in mid-to-late game armies, currently there is no point taking them as their spot is better filled with artillery

recruitable from a tier 3 Workshop for Dwarfs and tier 2 Forge for Empire (both Tier 4 buildings) they have a slightly higher recruitment and upkeep cost (900 and 225)



Added a Helstorm variant and a gyrobombert so you can now really dominate the skies

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2154127538
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2157998072

Anyway, I hope you enjoy the mod and any feedback is welcome, have fun and get those grudges avenged

55 Comments
Rambo987 17 Jan @ 2:18am 
Can I use your gyro units in a mod I'm making?
Laserdream 2 Mar, 2024 @ 1:14pm 
Never late to say something helpful
Jackdot 12 Jan, 2024 @ 4:14am 
I know this is about 4 years late but to anyone asking for an update to the mod you can update it yourself and you only need to change 2 lines of code. Download RPFM to edit .pak files, load the mod in RPFM. In the buildings_allowed table change it from Dwf_worshop_3 and 4 or whatever it says there to wh_main_dwf_engineer_2 and wh_main_dwf_engineer_3 on the second one, so you can build it with both tier 2 and 3 engineers guild in game. Then save the .pak file and load the game, and you should see them unlocked on the engineering guild tier 2. Sorry I don't know how to patch a mod with my own mod, I learnt how to edit mods from rimworld so im still pretty noob. I know this sounds like a lot for anyone new to modding but it took me less than half an hour to learn it from scratch you should be good.
Cyberlunatic 25 Nov, 2022 @ 6:40pm 
Hey is there any chance you can add this in Warhammer 3?
n.pedrazalis 17 Nov, 2022 @ 10:32pm 
warhameerrrrrrrrrrrrrrrrrrrrrrrrrrrr 3 33
n.pedrazalis 27 May, 2022 @ 12:26am 
can you make sfo compatible and uptate
snowwolff1 16 Jul, 2021 @ 1:39pm 
UPTATE PLEASE
Moutshoot 16 May, 2021 @ 1:11pm 
Would it be possible to have a Configuration Mode option to disable them for the enpire?
n.pedrazalis 20 Mar, 2021 @ 4:41am 
UPTATE PLEASE I CANT LIVE WITHOUT THIS
Nawaaan 3 Mar, 2021 @ 2:18am 
i played them in campain they are so great thanks, there is an sfo version of this too?