Total War: WARHAMMER II

Total War: WARHAMMER II

Lucky's Overhaul
 This topic has been pinned, so it's probably important
Hawk  [developer] 9 Dec, 2018 @ 4:12am
----- ADDITIONAL INFORMATION ----- Defined Unit Roles
Every unit is rebalanced in Lucky's Overhaul, with an emphasis on better defining their roles and sticking closely to the lore.

LORDS

Lords in LO have remade skill trees, which is discussed in the 'Better Skill Tree' section. In addiiton to this they also have different starting abilities/spells.

SPELLCASTER LORDS

Many spellcaster lords will have the 'powerful spellcaster' description. This means that the lord will come with serveral, or all spells from their lore unlocked from lvl 1. They may also be able to gain access to bound spells from their skill tree.

NON-SPELLCASTER LORDS

As well as being better fighters, most non-spellcaster lords will come with several abilities unlocked from lvl 1, such as foe-seeker, deadly onslaught and rally. They will also often come with a army ability available as well, all of which helps to make them viable alternatives to spellcaster lords.

MELEE INFANTRY

Like most units melee infantry have clearer defined roles on the battlefield. Spear units have a higher bonus vs large value, but will be significantly worse against non-large targets. Halberd units have armour-piercing, but their bonus vs large is usually considerably smaller than that off a spear unit. There are also two new roles for the melee infantry:

Besekers - Very high melee attack & damage, very low melee defence. This represents the reckless style of combat they employ, making them excellent shock troops

Glass Cannons - Very high all round stats, low HP pool. Often these units will rely on damage resistance, making them very vulnerable to the their counters. If protected, these units can be extremely dangerous.

RANGED UNITS

Reload times for missile units are much more varied, with gunpowder units having a significantly slower rate of fire. Units such as cannons will have considerably anti-large bonuses. Pistols now come with high armour-piercing as standard.

On the unit cards you will also now be given an indication of the unit's accuracy, with 5 categories:

Excellent Accuracy
Good Accuracy
Defent Accuracy
Poor Accuracy
Abysmal Accuracy

CAVALRY

Most cavalry units are now intended to be cycle charged, ideally into the rear or into squishy missile units. Their damage values are considerably higher than in vanilla but they lack the HP pools for extended combat. Elite cavalry tends to be the exception to this rule.

Units with lances will also have considerably higher charge bonuses than those without.

MONSTERS

All monsters deal considerably more damage than in vanilla. They are more vulberable to anti-large units to compensate, increasing the need for correct counters. Splash size + area are also more standardied, as are their hit reaction and knockdown reaction stats.

NEW ABILITIES

Many units have new abilities that help better portray their role as well as the racial playstyle. Skaven clanrats & slaves have a new ability 'reinforements' that will allow them to replenish their numbers after retreating from the enemy, giving you a real sense of the unending hordes of trash the Skaven are know for. Flagellants have the 'martyrdom' ability that allows them to sacrifice a number of their models in exchange for a large charge bonus. Explore these new abilities to discover exactly how to utilise your units most effectively.



Last edited by Hawk; 9 Dec, 2018 @ 4:15am