Total War: WARHAMMER II

Total War: WARHAMMER II

Carnage in the New World - Overhaul (BETA) (Updated)
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Fromage  [developer] 23 Apr, 2019 @ 3:10am
General Faction Overview [WIP]
I am at the mercy of CA, I don't want to add too much cool new things because it becomes MUCH harder for me to update this mod for new patches. I did balance these factions while listening to lore videos on youtube. I did not follow them to the letter of course, but used it as a general guideline.

The Empire
- Good at everything masters of nothing
- If a another faction outclasses the empire in an area, then the empire outclasses the that faction in the other areas
- Example, Bretonnia has better cavalry, but weaker infantry and artillery
- That said, their cavalry is still better than just "good"
- Spear wielding state troops are T2 and halberd or sword state troops are now T3
Future Plans:
Possible faction traits: Tactical formations, give most units their own formations to use
OR Regimental proficiency, a bonus when leadership or health is high

Bretonnia
- Weak Infantry, strongest they have are foot squires (only at T3)
- Best Cavalry (Grail Knights will beat any other cavalry on the charge)
- Good Range options
- Blessed trebuchet now have homing projectiles
- Will have trouble single entity monsters, as trebuchets are the only real counter. Anti-Large unit spam will work however.
- Future plans: they good now

Chaos
- Extremely powerful melee units
- Pathetic range options (hell cannons are intentionally useless, because the faction is really good in melee now)
Future Plans: Buff chaos warriors to current chosen level. Give chosen a special blessing of a chaos god. Eg. Regular chosen, give them poison attacks, 25% ward save, but can't run (Blessing of Nurgle)

Greenskins
- Like Chaos, BUT
- Slightly weaker in Melee Infantry
- Much better range options, but their archers serve as more of a utility function
- Much weaker cavalry, but still pretty good (Boars are no match for knights)
- Main weakness is the lack of anti-large options. Monster units can really tear up your lines
Future Plans:
Maybe add Black Orcs with shields as in the WH1 version
Possible Traits: Adrenalin-Fuel Metabolism, works like norca's berserk, but gives vigor bonus and phys resist bonus (likely not to be added, b/c of waagh mechanic)

Lizardmen
- With the latest DLC, they are pretty OP
- Strong Melee Infantry
- missile units have poor range
- Tanky and fairly strong artillery
- Strong cavalry, but lack high Tier anti-large options
- Wide selection of monsters (Dread saurians and Carnasaurs are powerful Anti-Large units)
Future Plans: they good

Skaven
- Weak but expendable infantry
- Storm Vermin are now expendable, but are weaker than other T4 units
- True killing power is in their weapon teams & artillery
- Rat orges, doomwheels, and doom flayers can act as pseudo cavalry
Future Plans: they good

Dawi
- Good and sturdy infantry
- Standard unit size is 80 models, at 100 hp per
- Elite units have 120 hp per model
- Powerful range units, weapon teams, and artillery, although not as strong as Skaven
- Organ guns are the best all purpose artillery.
Future Plans: Maybe give them a buff, but i still have nightmares of Blue Chaos...
Last edited by Fromage; 18 Jun, 2020 @ 5:09am
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Fromage  [developer] 23 Apr, 2019 @ 3:25am 
The Elves
- All elf units suffer from the "elf problem".... They're elves :OhNoBlue: JK
- They have very high stat lines, but are at only 80 men with the same health as regular humans
- They all have excellent monster units

Asrai
The Long-Range focused Elf Faction
- Melee units are fast, have good MA/MD, but LOW armor and mass making them squishly
- Range units can be quite cancerous, with extreme ranges
- Way-watchers/stalkers and Glade Lords have trueflight arrows...
Future Plans: Overall they need alot of work, especially since the High Elves exist now and stole some of their thunder

Druchii
The Close-Range focused Elf Faction
- Melee units are comparable to chaos, but suffer from the "elf problem". They are better in melee than the other elf factions
- Crossbow units are good, but are no match for other elf factions because of their short range
- They suit a aggressive rush playstyle.
Future Plans: They good

Asur
The "Normal" Elf Faction
- Melee units are slightly worse than dark elves, but have more utility.
- Range units are great, but should be out-shot by wood elves
- Cavalry is great. Faster than normal, but are ligher in mass and have lower health than factions
- Strong but expensive hybird units (Eg. LSG are basically archers and spearmen combined, but almost cost the same amount)
Last edited by Fromage; 18 Jun, 2020 @ 5:02am
Fromage  [developer] 23 Apr, 2019 @ 4:22am 
The Undead
Not too different from vanilla
Vampires are now very WEAK to FIRE damage (100% dmg bonus)
Excellent monster options

Vampire Counts
- Good Infantry and Cavalry, but weaker than empire counterparts
- Graveguard and black knights will lose to Empire counterparts
- Blood Knights may defeat demigryphs, but may lose to Blazing sun knights, due to fire damage
- No range options, except for magic
Future Plans: they good. I'm temped to add graveguard with halberds though

Vampire Coast
Their inclusion kinda broke the faction balance of WH2, since most factions either had good artillery and no monsters OR bad artillery and good monsters
This faction has good artillery and good monsters lol
- Zombie units fight like zombies they are terrible, expendable
- Depth guard are comparable to Chosen, but are vampires so they are weak to fire
- Monstrous "infantry" can be fast enough to act as pseudo cavalry
- Zombie gunners are slower to reload and less accurate than living units, but deal the same amount of damage and with more men
- Cannons are slower to reload
- Necrofex Colossus are more fragile giants, but have cannon arms. It deals the same amount of damage, but has low ammo and higher reload times

Tomb Kings
- Infantry are a little on the weaker side. They are slow and naked.
- Range units are okay
- Constructs are extremely powerful
- Construct cav is also really strong
- Reanimation ability now has a low cooldown and massive radius, use it to keep your infantry line alive.
Future plans: They good
Last edited by Fromage; 18 Jun, 2020 @ 5:05am
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