Total War: WARHAMMER II

Total War: WARHAMMER II

Shazbot's Empire Sketchbook - SFO Edition
Ongoing Balance Discussion
So, I underestimated the immense scaling of SFO units relative to vanilla. Several times over now. I'm still tweaking many things, and I might need help in pushing these units to fulfill their role on the battlefield without becoming over, or under, powered. Come, let me know how you might write each of these brave soldiers' skills to be fun to command and engaging to put in practice, using new forms of strength to provide new and interesting tactics to the Empire roster.
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Showing 1-15 of 20 comments
Earth Burger®Fishless Sandwich™  [developer] 3 Jul, 2018 @ 6:43pm 
Continuing from the comments...

Druid's disappointing me lately though, I do agree I want to up her spells and Wildfire sucks so that's getting replaced some time.

Cost/power scaling is going yet even steeper, especially in the ranged damage department.

Lancers are cheaper than Empire Knights, suits their inferior stats. Besides, they kill most other cavalry units as is their design and role. Same for Pikemen, 4 less melee attack but -6 def & -40 armor on contact is a fine trade off, not to mention the higher health, charge bonus, and better ratio of base/armor piercing damage.

Musketeers are actually doing quite well, they stay alive long enough for another Musketeers unit to blast enemies engaging them into smithereens, or for Grenadiers to wipe out packed infantry. Grenadiers seem okay, I might buff their health though.

Assault infantry probably getting a health bump, but by theme their model count stays low (think Kisho Ninja.) Same with Asrai Stalker model count, I think of them and the Asur as "mini-heroes."
Dwatch Razgriz 3 Jul, 2018 @ 7:09pm 
Here's the last two sections:
Flying
Custom v Regular gyro, lacks 40 armor, 5 percent physical and 16 percent missile resistence (less melee stats, but if the Copter is in melee you ♥♥♥♥♥♥ up I suppose)
Custom Bomber v Regular Bomber has 40 less armor, 36 less weapon strength, 20 less charge, 5 less range, 118 less damage, lacks the 5 percent phusical and 16 percent missile resistence

SIEGE/WARMACHINES
Ballista V Bolt Thrower 40 less armor, 16 less leadership, 5 less attack, 3 less defense, 5 less charge, 8 less ammo, lacks 25 percent magic resitence
Shazbot's Sling v Trebuchet 1580 less health, 1 less defense, 1 less charge, 2 less ammo, and 104 less damage, lacking Anti Large bonus on projectiles
Howitzer Cannons 40 less armor, 16 less leadership, 5 melee attack, 3 melee defense, 5 charge bonus, 103 less damage, and lacking 25 percent magic resistence
Light Tank: lacks 3012 health, lacks 10 percent physical resistance, 25 missile resistence, 50 percent magic resistence, Strong Vigor, and Siege Attacker
Custom Tank: 1512 less health, 310 less range, lacks Strong Vigor, lacks 10 percent physical resistance, 25 missile resistence, 50 percent magic resistence
Dwatch Razgriz 3 Jul, 2018 @ 7:19pm 
I do think that a general range buff (as in more range) for infantry wouldn't go amiss...but for the most part I agree with your conclusions, I'm just letting you know the general stat differencial (especially as certain things are more expensive than others, being in a quasi middle ground between a basic unit and a more expensive ones)...
Earth Burger®Fishless Sandwich™  [developer] 3 Jul, 2018 @ 7:24pm 
Huh, forgot to put Siege Attacker on the light tank. Forgot to touch up artillery crew morale. I think I also forgot to touch up the Sling damage. And didn't notice the addition of Strong Vigor to tanks, so I'll take up that precedent at least. Neato burrito, let's make some army dudes.
Last edited by Earth Burger®Fishless Sandwich™; 3 Jul, 2018 @ 7:27pm
Dwatch Razgriz 3 Jul, 2018 @ 7:28pm 
I forgot to look at the ranged cav...derp
Dwatch Razgriz 3 Jul, 2018 @ 7:43pm 
Carbiners 10 less armor than Pistoliers, 4 less leadership, 24 less missile damage, 3 less ammo, 11 less charge, lacks 3 percent physical resistence, and 6 percent missile resistance

Horse Archers 867 less health than Mounted Yeomen, 20 Armour less, 11 Melee attack, 13 melee defense, 28 less charge, 10 less range, lacks 2 percent physical resistance
Dwatch Razgriz 3 Jul, 2018 @ 9:03pm 
I should mention carbiners barely have more range than pistols...
Earth Burger®Fishless Sandwich™  [developer] 5 Jul, 2018 @ 5:00pm 
Carbine Cavalry? Oh, they've got over twice the range of Pistoliers. Anyways, updated army dudes a bit. Posted stuff in the change log, but I think I forgot a few things I did when writing that.
Dwatch Razgriz 6 Jul, 2018 @ 8:07pm 
Just looked at it...and you missed alot of stuff...like the resistences ect...
Earth Burger®Fishless Sandwich™  [developer] 6 Jul, 2018 @ 8:21pm 
Eh, I always seem to forget the 2% resistance. My main concern is whether they are competitive, but not dominating.
Last edited by Earth Burger®Fishless Sandwich™; 6 Jul, 2018 @ 8:25pm
Dwatch Razgriz 6 Jul, 2018 @ 9:26pm 
The Guard also aren't as dangerous for the price point as Ironsiders it seems...
Earth Burger®Fishless Sandwich™  [developer] 6 Jul, 2018 @ 9:44pm 
Not by themselves, but I beefed up their Inspiring Presence which should substantially impact other units' firing pace. Some of that cost goes into supporting and encouraging. It's what I do to encourage only using a few of them rather than trying to make an entire line out of elite infantry. Guards in the middle, flanked by a unit or two of Musketeers or Riflemen, is what I hope to be an efficient way of deploying them.

Well, should.
Last edited by Earth Burger®Fishless Sandwich™; 6 Jul, 2018 @ 9:49pm
Dwatch Razgriz 7 Jul, 2018 @ 7:23am 
Well, time and experience playtesting will tell, I'm just going off pure stats for now..
8thLegion 19 Aug, 2018 @ 2:33pm 
So I've been playing with your units for a while now, and I have a few recommendations.

Most glaringly, warband infantry needs to be reeled in by quite a bit. They outshine state troops HEAVILY for the cost, basically being better in every single way other than charge bonus. Gold shields are also overkill for such a low tier unit, and it think it might be prudent to knock them down to silver. Warbands with spear + shield also have bizarrely high AP, so thats worth a look. Personally, I'd knock down their melee attack and weapon damage to emphasize their role as a dedicated holding unit. Maybe lower their speed too? Not exactly what your vision is for these guys, but they should'nt render state troops obselete.
Dwatch Razgriz 19 Aug, 2018 @ 2:43pm 
State Troops are obsolete in and of themselves...Have you played camapign with this mod? It takes a while to get them. As such they are mid to high tier, which is what TW games do. You replace units with "better" versions.
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