Total War: WARHAMMER II

Total War: WARHAMMER II

[DISCONTINUED] Cataph's Kraka Drak 2 SFO compatibility mod
Erde  [developer] 17 Nov, 2017 @ 5:11pm
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CALiGeR190 18 Nov, 2017 @ 8:37am 
Ok, to start of, love the mod and greatly apreciate you bringing the Norse Dorfs to SFO. Been playing Kraka Drak for a while and the roster has always had its... lacking... elements, just got out of a 50 turn campaign with SFO Kraka Drak and played a series of battles with a buddy of mine to get a feel for the balance, so thats where I get all the following ideas from. Doing units in no particular order.

Thorgard Cromson
Overall he's a solid lord, compares favourably to existing lords like Belegar and Thorgrim, he's just a tad overpriced for what he does as he costs between 200 and 300 more than most LLs and lacks hp. In a dual he often dies first to said lords despite the price difference.
Rather than suggesting a buff to his melee stats or hp, me and a friend thought in one of our test battles that it would be cool if he had the ranged attack of the Huskarls. The 80 range, 84 damage one with AP and bonus vs large/infantry ranged attack. Thought this would make him play sort of like a souped-up Empire general and should make up for the health difference when another lord is closing to engage.

Wardlord
Not much to say other than he's awesome. He's been nailed in this mod, very good all round lord with that valuable AoE Anti-Large bonus to friendly units. My only real concern is his relatively low leadership, but in testing his immunity to psychology often overcame the low-ish leadership for a dwarf, so he's balanced.

Orgi Three-Fingers
He's a very strong melee combatant, Frenzy and regeneration meaning he stands up to Thanes for melee prowess, he's relatively cheap and he has a (somehwtat mediocre) ranged attack. I'd maybe suggest you increase his price tag by 100 or 200, but otherwise he's very good.

Wardbearers
Again, not much to say, they are a very solid unit comparable to Longbeards. Good, slow, defensive melee combatants that trade away the encouraging aura and immune to psychology for better stats in melee.

Stone Guard
Still one of the best units in the mod after the balance changes. Super powerful in a drawn out melee and are one of the best units in the game for holding a choke point or defending a key character from melee attack. They are a fairly low hp unit for an late-game unit and only have 28 models in the unit, so I'd say they are balanced despite the super-high performance of the unit in testing and campaign, as they are easy to envelop and overwhelm. They are a nightmare to deal with as Skaven though due to the leadership debuffs... If you see them, hit them with all your arty before they get anywhere near melee, or watch them route unit after unit of Clanrats and Storm Vermin with ease.

Stormbeards
These are vastly improved from the base mod in my opinion, the hit like a truck and are much more survivable after that opening charge. Overall they performed very well in campaign and test battles, might maybe suggest increasing the melee attack a notch or two, just to further push the aggressive style of the unit but overall they are much better now.

Crimson Bane
Very strong unit that makes mince-meat out of enemy infantry. They cost 200 more than standard Stormbeards, but they are absolutely worth the asking price, as they kick the♥♥♥♥♥♥of even hammers in a straight up one on one fight with no support. They might be limited to one per army, but punch way above their price bracket. Possibly slightly too powerful, if anything does get adjusted, their melee defence is what to go for. it could be dropped by a solid 10 and you'd still have a very strong unit, and it's out of character for Stormbeards to have good melee defence anyway.

Grom Bakraz
This is the only unit that I think didn't really improve much. I didn't think they where any good in the base mod, and I don't think they are worth it now. They are effectively slayers (they even cost the same and require an armoury to recruit in campaign) but they are not unbreakable and have worse overall stats in all areas bar melee defence (which are the same for both units at a measerly 30 base) and armour (Grom Bakraz have 25 armour, still bad armour, but its better than no armour). They also don't compare well with Longbeards, since they don't hold the line as well, don't last as long in a melee, and cost more meaning when you do inevitably lose them its a much harder blow to the battle outcome.
I feel there are two things that can be done to be done for these guys: either make them unbreakable so they actually do the damage their price tag is worth OR buff their melee attack and weapon strength more in line with slayers so they pay for themselves in the short time they last in combat. I feel doing both might be too much, as infantry are not as hard a target as monsters, but right now they are still disappointing for me.

Raiders of the Lost Urk
These guys, compared to the crazy-powerful Crimson Bane and Stone Guard, are a huge disappointment. They aren't *terrible*, but they are not great either. Good things: Very fast, good physical resist, high weapon strength and high-ish melee attack. Bad things: low hp, low melee defence, low armour (for a dwarf unit), low AP damage and weakness to magic.
I'd either reduce their price by about 200 or make them a little bit more survivable. Or, to push the aggressive theme, increase the AP damage and/or melee attack. right now they just sort of... meh. There isn't much point getting them over Crimson Bane or Stone Guard (which cost LESS) unless you are purely looking for mobility.

Orgi's Blades
These guys have always been weird, and they still are. Closest thing they compare to are Chaos armoured trolls (similar melee attack/defence, regeneration, strong vigour, same-ish armour, same-ish hp in the unit) but without the AP damage, leadership issues or strong knockback. Overall I think they are ok, but I would like to see a little more AP on them, since as they stand they struggle against some heavily armour opponents.

Huskarls
Closest comparison are Hammers in the normal dwarf roster, trade away Disciplined, Mighty Knockback and a few melee stats for a small bonus vs large and powerful (but limited) ranged attack. Very solid, not much to say about them.

Drake Guard
Everything standard Huskarls are, but better, and more expensive. They compete directly with ironbreakers, and are better than ironbreakers in everything but melee defence. Super-powerful bodyguard unit for Thorgard Cromson.

Forsaken
These guys are what they where in the base mod: the pinnacle of monster killing. Hell, put them against ANYTHING and they'll probably kill it. They are super-expensive-super-killy-super-squishy slayers that will probably die to kill that elite unit, monster or lord your opponent has built an army around. 10/10, would fulfil slayer oath with again.

Spikegunners
Cheap and cheerful ranged option that can act as a force multiplier thanks to the armour sundering ability of their projectiles. Main problem is the short range, flat arcs, and limited ammo mean they often end up in melee, and they are effectively miners but worse in melee. I'd maybe suggest buffing up their melee stats a bit, at least in line with standard miners, but otherwise a balanced unit.

Pathgrinders
I love these guys, in all iterations of the mod. Super cool effect on their stuff and its actually very useful against massed blobs of infantry. A must-have unit against Skaven and Orcs, just be careful of the limited ammo.

Thunderbows
This unit is super powerful no matter what you use it for. The projectiles do high explosive damage and apply a heavy debuff to melee stats and ranged accuracy, making them good for shooting at any target. They are also very good melee combatants, certainly better than Quarrellers in melee, I just find the limited ammunition annoying from time to time but its one the major balancing factors of the unit.

Rock Splitters
A cheaper, alternative Torpedo Iron Drake unit. Shorter range and do less damage, also have reshuffled melee stats, but they are faster and carry more ammunition. I'm happy with them.

The Carrions
Very strong light cav, I don't have any real feedback on these either since I'm happy with them. They are good in melee, can snare units and have a decent ranged attack. Moving on.

Troll Melter
This thing is dangerous to any monster, doing 252 true-damage to large in addition to an armour debuff. Deceptively powerful as always, although I've always disliked the fact it doesn't hurt towers in sieges.
Last edited by CALiGeR190; 18 Nov, 2017 @ 8:38am
Harkonnen Matata 7 Jan, 2018 @ 12:53pm 
So the Stormbeards and Wardbearers don't have a whole lot that differentiates them from eachother. The non-dwarf Norsca auxiliaries are also receiving the Undying Oath buff which should probably be applied to dwarf units exclusively.
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