Total War: WARHAMMER II

Total War: WARHAMMER II

JvJ's CTT Compatibility Submod for OvN Lost Factions --- Currently Out of Date ---
Some notes on CTT Fimir
Hey, so I started a new CTT-TTC Fimir campaign a while ago but am increasingly finding myself unable to keep at it for the time being... so I decided to share some observations about playing their campaign since I don't know when I'll be able to finish it. Please consider them preliminary, since I haven't entirely played through it yet. Also, I played Badlands Fimir, which I understand differ slightly in experience from Albion Fimir.

Regarding roster-making, which is the thing I most like about CTT-TTC (having been a TT fan for a while some years back), I'll only say two things: it's extremely fun to play, but there's too many Special units. It becomes sort of a problem in terms of taking decisions on how to build armies. I wouldn't want to have everything in a single army, but since the faction is very slow-growth and aggressive at the same time, in general the faction wields few armies and nonetheless has tons of units to choose from. Just to put this in perspective, since there's a lot less Rare units it's easy to have a relative surplus of Rare points, against a dearth of Special points, at least up to the point before the tier 5 units come into play.

Normally, I like those kinds of decisions, since they force some measure of army specialization and tactical shifts, but wielding few armies means I just have units I rarely or never use. Since the army composition favors mob pits and shock troop tactics, I find myself preferring the cheaper Chaos Trolls and the hardier Fimir Warriors over the more situational and comparably expensive River Trolls and Marsh Reavers. Daemons are great because they're both shock troops AND mob pits, but once you have access to Warriors, Fianna, and Guards, as well as all the tech bonuses to "slave units", it's just better to bring slaves because they last a lot longer if you have a couple Finmor supporting the line. The point is that, against what I would expect from having so many Special units available, it feels restrictive instead of varied.

Just to summarize this with numbers: without the Tier 5 building, there are only 3 Rare units and 5 Core, while there are 13 Special units.

What I would suggest is to maybe - maybe - shift a couple of these units up into Rare. I *think* that Fianna Fimm and/or Guards could merit scaling up, with a very slight boost to perhaps WS or S, to the cost of one Rare point. Fenbeasts, Mistmor and Fenhulk are really great units that mirror the army composition as a whole (few models, big damage, getting caught into an unmovable pit), so the addition of shock troops like the Fianna or Guards into Rare could complement that well, I think - having a "Rare version" of how the army works in general that's not just a big monster like the Mistmor or the Fenhulk.

Having, say, 5 Rare units and 10-11 Special (up to the point before the tier 5) would, I think, make army building a bit more varied and fun, without altering the balance too much, since the roster would remain practically the same. Since the economy is a raiding one and doesn't support a bunch of armies like other factions, it's easy to reach the 100 turn mark and wield just 4 armies (maybe 5) with red numbers. To be clear, I love this pressure, but in the end all of those armies look basically the same and I feel like I'm missing out on having more fun, experimental builds (I tried replacing mob pit slaves with daemons to good effect, but once the Special costs start to rack up and armies across the campaign get bigger there's no point anymore). Maybe that would be an adequate solution?

So far that's all the observations I have. I hope they made sense, and thanks for your terrific job adapting all these factions to CTT-TTC. I also hope they help make this already awesome adaptation a bit more awesome. Sorry, once again, for the wall of text!