Total War: WARHAMMER II

Total War: WARHAMMER II

All Faction Officers Revisited
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ihKu47  [developer] 19 Jul, 2019 @ 4:17am
Why it does it
Greenskins

I love Greenskins, and I love the changes Gigiauz gave them in Uniforms and Heraldry of the Greenskins (my own variation here. I wanted to make the Goblin mob bosses fit better with it while also working well with the vanilla visuals. Then I thought it would be neat if Nasty Skulker and Forest Goblin Spider Rider mob bosses kept more of the feel and wild spirit of their units. So I changed them a bit, removing some armor but letting them keep their fancy big boss pants they can impress da ladz with.

A particular note on the Forest Goblin Spider Rider mob bosses: Due to the cultural differences between them and the other Goblins, they don't use “da Bad Moon” you can often see on other Goblins – they just have flashy red shields with bits of fings nailed on for good measure.

As you can gather by now, I prefer for cultures, subcultures and units to keep the things that make them different. That's why I felt like the Black Orc helmets on Orc Boyz and Big uns blurred the distinction between the two orc subspecies and cultures, so I changed the officers to be more in line with their particular groups.

As for the Savage Orc Boar Boy officers.. well, have you ever heard of a Savage Orc carrying a shield? Nah ladz, that's far too gobliny for those gits.
Last edited by ihKu47; 28 Jun, 2020 @ 3:59am
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Showing 1-8 of 8 comments
ihKu47  [developer] 19 Jul, 2019 @ 4:18am 
High Elves

The more I looked at them, the more I started feeling like the High Elf officers needed shields. I know Tyrion doesn't have a shield, but then he isn't walking into archer fire in the front lines – not if you're playing him well at least. An officer is supposed to command his unit and that tends to get difficult if you're dead (or disintegrated). So they got shields.

Initially I had the officers using one handed swords as they do in the original mod, but as of 21.07.2019 I made some changes: The spear infantry unit officers got spears, while the White Lions and the Swordmasters of Hoeth were both lead by elite Swordmasters of Hoeth with two handed swords. On 22.07.2019 I made archer officers use bows.

Making the mod got me reading up more on High Elf lore, and I learned that their archer units have captains called Hawkeyes. As you might guess, they're the individuals who are more accurate with the bow than the average elf, and they don't move on to become Spearmen like the more common archers do but use their special skills to both serve in war and to teach the new generations of archers. With this in mind, an High Elf archer officer with a sword and shield but no bow didn't feel justifiable anymore.

In the lore it is stated that the High Elf Spearmen are very much in sync with each other, and instinctively attack in rhythm as well as cover each other from enemy attacks. As High Elfs also learn to master the spear later in life than they do swords, it felt fitting that their officers would also favour the spear.

Lothern Seaguard work rather differently from the other militias of the High Elves, taking great pride in their differences and their discipline, so I thought they deserved their own officers.

Similarly, as the designated bodyguards of the Phoenix King with their own long traditions, I felt like the White Lions needed to be lead by one of their own.

Swordmasters of Hoeth are, well, swordmasters, and it is even stated in their unit card that they counter missiles shot at them with their swords. They are warned against trying it in training, but they all take too much pride in their abilities not to do it - now the officers included. As Swordmasters are elite combatants, the White Lions have few qualms about accepting their temporary leadership on the battle field.

The Phoenix Guard officer now looks like a high ranking member of the guard and also carries the halberd, since the Guard's officer always hails from within the Guard – only the Phoenix King himself can command the Phoenix Guard, and they have a great deal of autonomy, so they would not submit to outside leadership. As all members of the Phoenix Guard, the officer knows the hour of his death: He knows which arrow will slay him and when, and fearlessly marches on to that final moment.

With Ellyrian Reaver officers, I simply thought spears would be more useful for them in their role.

The Silver Helms are recruited exclusively from Ulthuan's noble houses, but though they are princes their first lessons after joining drive out any desires for individual glory and personal renown. These are replaced with a pride that stems from the deeds of his regiment. Thus Silver Helm officers proudly wear their unit's armor and shields into combat, differentiating themselves only with a different helmet design that allow their fellow to easily identify them.

Dragon Princes wear specially forged, extremely high quality and fire resistant armor in battle. Their officer will not wear anything less, but accepts a shield of different from his unit's to make himself more easily distinguishable.

The Eagle Claw Bolt Thrower are operated by the Lothern Seaguard, so it was fitting to have their officer be one of them as well.

With Silverin Guard, I thought the spear infantry officer was a nice fit. Maybe I'll give them a slightly more unique one in the future.
Last edited by ihKu47; 28 Jun, 2020 @ 3:52am
ihKu47  [developer] 19 Jul, 2019 @ 4:19am 
Tomb Kings

I didn't see the Tomb Guard heads and bodies connecting. As the king's bodyguards, the Tomb Guards were mummified by the Liche Priests and entombed close to the king – indeed their greatest reward was to share in the eternal beauty and immortality of their king. However, the embalming rituals were nowhere as elaborate as that afforded to the kings. In the rank and file Tomb Guard we can indeed see that the mummification didn't preserve their bodies particularly well. I do not think it's too much of a stretch to think that the officer leading the king's bodyguard wouldn't get a little bit of preferential treatment. I originally wanted to keep the mummified body from Sebidee & Ado's All Faction Officers but decided to change it to a skeletal one after I noticed the clipping issues with the shield. But shouldn't the head at least be a little more preserved or unique? Now it is! Originally I used the Necrotect's head for this effect, but with increased understanding of how the models work I managed to force a combination of assets that looks like a Tomb Guard officer's head, but is also distinct from the rank and file and pretty close to the table top models.

Summoned Skeleton Warriors are the same as regular Skeleton Warriors, simply resurrected / called to battle in the middle of the battle. They deserve to have their officers with them.

The spears on the cavalry officers of the Tomb Kings were a purely practical consideration: Like with the Reavers, I thought they fit the job better.

With the Necropolis Knight officers, I felt like mummified body didn't quite fit the lore. In life the Necropolis Knights were members of the Tomb Guard who's years of fighting developed such a blood lust in their psyche that it threatened to overcome their martial discipline, meaning they could no longer be relied on to protect the king instead of charging at their foes. Instead of choosing exile or ritual suicide, the dishonored Tomb Guards who would become Necropolis Knights chose an agonizing death for the chance to serve their king again in his eternal army. They would cut their own palms and smear the blood on the belly of one of the Necroserpents and then hold their hands and the venom dripping from its fangs. As the venom wracked their bodies, it was believed Qu'aph would judge their souls and the worthy would be reborn as Necropolis Knights. Upon their death, the warriors were mummified and buried beneath the same statue they had sacrificed themselves.

So, though the Necropolis Knights were mummified like the rest of the Tomb Guard, I don't believe the Mortuary Cult would afford the shamed warriors the same level of care they did to the Tomb Guard officers who had maintained their martial discipline – the judgement of Qu'aph was yet to reveal itself and it was unknown if the prospective Necropolis Knights yet deserved such a high honor. Regular Tomb Guard mummification it was, then. Furthermore, the Necropolis Knights were buried under the Necroserpent statues, not in the royal tomb chamber: It is likely they were far less protected from the elements than the regular Tomb Guard.

For these reasons, I decided the Necropolis Knight officers should have the skeletal bodies they now posses. As for the shields, they really needed something to visually distuingish them from the rest of their unit and I thought giving them a visually distinctive shield was the way to do it.

The shields in general were for the same reason as it was with the High Elves: Officers ideally survive long enough to command their troops throughout the battle. The Tomb Kings roster also seems to be pretty heavily focused on shielded infantry, so I thought the shields were a necessary addition.
Last edited by ihKu47; 28 Jun, 2020 @ 3:58am
ihKu47  [developer] 19 Jul, 2019 @ 4:19am 
Norsca

Norscan Marauder Champion officers used to have heads that, though they did readily convey how the Champions have been tested and deemd worthy by the gods, I thought made them look too much out of the Warriors of Chaos roster. So I modified their heads a little bit.
Last edited by ihKu47; 19 Jul, 2019 @ 4:20am
ihKu47  [developer] 19 Jul, 2019 @ 4:19am 
Wood Elves

“The Wild Riders of Kurnous are Orion’s personal honour guard, each as aggressive and impulsive as the King of the Woods himself. They are fey and dangerous creatures who are no longer truly the Elves they once were. Now and forever they are a part of the Wild Hunt’s eternal glory.” When not riding as a part of the Hunt, they mainly stand guard over King's Glade, and though the power of Kurnous flows through them as surely as it does through Orion himself, and though they carry the authority that comes with it, I don't really see them leading regiments of Wood Elf warriors into battle. However, the lore does state that several Wood Elf nobles command small kinbands, so it was a natural fit to make them the officers of melee infantry units. The Eternal Guard hail from the noble houses of Athel Loren, so I thought their members were the right call for the job – but of course they need helmets that signify their station as commanders and make it easier for their unit to identify them.

All Wood Elves are trained with the longbow, and (with the possible exception of nobles who might sever other roles) are introduced into their household's kinband of Glade Guard when they come of age. It made sense that the Glade Guard are lead by officers that come from the ranks of the Glade Guard.

The Waywatchers are sort of special, often more comfortable in the woods than among the company of other Wood Elves. Even when they return to the halls they stand apart from their kin. But when the call for battle comes, they band together in small groups of other Waywatchers to fight as a part of the Wood Elf forces. So they are lead by the elite of their kind, the Waystalkers, with the headgear typical of Wood Elf nobles to make it easy for the Waywatchers to pick them out even in the heat of battle.

The Wardancers use a fighting style that requires them to stay extremely nimble, fast and flexible. That is why they have now shed their armour and heavy head gear - instead they are recognisable by their tall (yet light) head gear and their red warpaint.
Last edited by ihKu47; 19 Jul, 2019 @ 4:29am
ihKu47  [developer] 3 Aug, 2019 @ 4:00am 
Dark Elves

When it comes to the slight size adjustments, I felt like the size differences were a little too noticeable with some models. I wanted to tone it down a bit while still keeping some of them looking just slightly more imposing than the soldiers in the unit.

The additional capes look nice, and it seems like most if not all Druchii officers were intended to have capes but the chosen cape model did not appear.

The Black Guard of Naggarond are Malekith's personal army, and wear armour to show it to everyone else. Their officer only wears a different helmet from the others to easily distinguish between him and the rest.

Dark Shard officers got shields partly because they care about their own survival, partly because I'm a sucker for shield lines.

With Dark Riders I felt like they have their own distinctive identity, and the black hoods they wear are a homage to the black feathers the Dark Riders of old used to wear back in Nagarythe, and I wanted to include that. And the spears just seem to connect better with their enemies if you look at the battle animations closely. While I usually like shields, I felt like the Dark Rider officers are a bit too brash and proud to carry them.

Har Ganeth Executioners are, according to lore, a highly valued elite unit characterised by high discipline and their cold blooded demeanor compared to most other Druchii who more openly revel in bloodshed. While I think there is a good argument to be made for them being lead by a Druchii noble in battle, it felt fitting to give them a more disciplined stance and have them lead by one of their own. Building on those precepts developed the officer to their current form. Not very flashy, but I like that they feel like one of the Executioners.

Black Ark Corsairs with handbows units now have officers that can and do use ranged weapons - this one was essentially just a fix of an oversight, not much to say about it.
Last edited by ihKu47; 21 Apr, 2020 @ 10:09am
ihKu47  [developer] 23 Sep, 2019 @ 7:41am 
Lizardmen

Mostly fixing some technical problems, some of which arise from the new dlc factions. But the flyers deserved officers of their own so they're not left out :2016popsicle:

Faction colouring issues resulted in me choosing to give regular skink bodies to their officers. Them no longer being marked with the painted marking blessed skink spawnings get on their back does have a lore justification though: In the 7th edition book it is briefly mentioned how both special spawnings and Skinks that have shown their value in battle can be assigned the role of a Skink Chief. So now with this mod on, the units are lead by veteran skinks who have earned the rank of Skink Chief, while the army heroes are special spawnings assigned to that role from birth.

The Red Crested Skinks first emerged in Chaqua, also known as the City of Gold. As a homage to their ruined city of origin, and the Prophecy of Sotek that they heeded, Red Crested Skink Chiefs - whether in command of a regiment or a whole army - wear the gold laden helmets from that city.

All Saurus officers received the red ropes around their bodies (instead of mostly their tails as it was in the original officers mod) because, looking at all the heroes and lords of the Lizardmen, it seems like red ropes are one of the key symbols the Lizardmen use to signify a high status in their ranks. Changing them also fixed a few very minor graphical issues that you wouldn't notice unless during normal play but that did bother me. And I really like the red ropes on the lizards :lunar2019piginablanket:

Saurus spawn leaders are typically, as their title suggests, from the same spawning as the rest of their unit. I wanted them to be larger, but not greatly larger than their brethren to make it feel like they've all emerged and gained experience together.

Saurus spawn leaders lost their skull helmet because, though they look very cool, lore suggests only Temple Guard don those helmets and they're of a special signifigance to them: It is believed the helmet contains some of the experience and strength of its previous owners, and serves as a skill buff for any new spawnings of Temple Guard. Even if lore didn't show the helmets only on Temple Guard, I think the Lizardmen society would frown upon common spawn leaders wearing objects with such hallowed signifigance.

Temple Guard officers deserved their helmets for aforementioned reasons, and their halberds too as they cary special glyphs - having a spear would be almost a step back.
ihKu47  [developer] 17 Dec, 2019 @ 6:23am 
Skaven

Eshin Triads. The unit description mentions assassins and they are a stealthy unit, so it felt the most fitting. Maybe one day I will tinker with the visual assets to see if I could craft something more interesting but still appropriate for them but for now this seems like a fitting choice.
ihKu47  [developer] 28 Jun, 2020 @ 4:00am 
Dwarfs

Giant Slayers were missing an officer, and it bothered me. I implemented it simply because the previous officers mods were created before Giant Slayers were in the game, and later on their absense became glaring.
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