Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
ShockMeSane 13 Sep, 2020 @ 4:42am
Played 6 campaigns with SFO, some random feedback
Let me start by saying I really like the mod. I tried it long ago and magic felt too strong and battles took too long for my tastes, but it seems better now. I love all the expansions to the skill trees particularly. Over the course of my campaigns I thought I'd point out some issues I encountered that seemed like they had room for improvement. It's just meant as constructive feedback, thanks for all the hard work! I'll keep this as brief as possible.

Dark Elves (Malekith) - This was the easiest campaign, and my main complaint is the same as vanilla. Their economy is simply too strong. I was profiting 100k a turn at some point early on in the invasion of Ulthuan which is a number I didn't attain with several other factions in their entire campaigns, let alone so early.

Supreme Sorceresses skill trees feel unfinished (and probably are on your to do list).

High Elves (Teclis) - This faction probably felt the most polished to me. I have no significant complaints about them!

Vampire Counts (Vlad) - Overall felt pretty good except I could not find a niche for Black Coaches. I realize they have been reduced from a t5 unit to a t4 in SFO but I just couldn't get them to reliably feel worth a unit slot. I know they get quite tanky eventually, and how to micro a chariot unit to get kills, but they don't bring any utility to justify their lack of battlefield presence compared to a Varghulf or Terrorgheist, other t4 units.

Skaven (Ikit) - This felt the worst to me because of their economy. In vanilla they eventually reworked the Skaven economy to have each tier building generate more income. In SFO I often saw no reason to level up many Skaven buildings because the tiny and non-economic side benefit wasn't worth the cost. I understand that the Skaven get large chunks of change from capturing settlements, but their settlement economy feels overly anemic to compensate.

Also, the undercity buildings that reduce construction costs factionwide need a significant buff to be worth it with Imperialism a thing.

Chaos (Archaon) - Way more fun than vanilla. Good job. I'd just ask the question: Do any horde factions really need units with 3+ turn recruit times? It's not super fun to process three turns in a row. I understand you don't want to make things too easy but i think fun is an important consideration. Maybe worth considering at least.

Bretonnia (Fey Enchantress) - Early game felt a little painful to play because gates are so much harder to get through in SFO, and cav barely damage them. Maybe I should have just gone heavier on the trebs early. Once you get a stack of flyers you win though.

Keep up the good work!