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Arbud Scouts
Unit Basics: The Arbud Scouts would be the Mung's early-some what early mid game, Light Cavalry unit that comes in two different variants. One better at taking on Large targets and charging as Shock Cavalry, while the other is better at Brawling with Infantry for longer periods of time. But, neither is really armored, so best to not throw them at any meaningfully armored targets unless the target is fleeing. Overall these should be among the fastest Cavalry units the Mung can field and should basically be the equivalent of the Mung's Marauder units, though with Horses instead of being on foot which means they should also have Very good vigor.
-Abilities & Attributes for Arbud Scouts (Lances)-
- Hide
- Vanguard Deployment
- Very Good Vigor
- Very Fast
- Anti-Large
-Abilities & Attributes for Arbud Scouts (Clubs & Shields)-
- Hide
- Vanguard Deployment
- Very Good Vigor
- Very Fast
- Decent Armor-Piercing
- Shielded
Jagumyan Raiders
Unit Basics: The Jagumyan Raiders would be an upgrade on the Arbun Scouts, featuring slightly heavier armor & shields, while losing some of that speed & vigor for the increased protection. Much like the Arbun Scouts however, Jagumyan Raiders either specialize in anti-large fighting/Shock Cavalry tactics, or in Brawling with enemy infantry.
-Abilities & Attributes for Jagumyan Raiders (Lances & Shields)-
- Hide
- Lightly Armored
- Shielded
- Anti-Large
-Abilities & Attributes for Jagumyan Raiders (Battle Axes & Shields)-
- Hide
- Lightly Armored
- Armor-Piercing
- Shielded
Kebteyan
Unit Basics: The Kebteyan would be a late game, Elite, Heavy Brawling Cavalry unit for the Mung. The Kebteyan exchange speed for staying power, able to duke it out with most Infantry units for a decent amount of time as both them & their Horses should be armored. Meaning that any unit without AP or a high enough damage will struggle to get rid of this unit. Kebteyan should come in two variants, one that is better at mulching light targets, and one that is better against armored targets.
-Abilities & Attributes for Kebteyan (Sabers & Shields)-
- Hide
- Anti-Infantry
- Armored & Shielded
- Melee Expert
-Abilities & Attributes for Kebteyan (Battle Axes & Shields)-
- Hide
- Anti-Infantry
- Armored & Shielded
- Armor-Piercing
Bahaduryan
Unit Basics: Where the Kebteyan are the Elite Brawling Cavalry for the Mung, the Bahaduryan are the Elite Shock Cavalry for them. Able to brush aside most Melee units that lack any form of charge defense with ease, bringing the full force of Armored Horse straight into the face of the enemy. While one variant is good at tackling enemy Cavalry, the other is better at fighting enemy monsters. (This could just be a rename suggestion for the Heavy Lancers in the Mod.)
-Abilities & Attributes for Bahaduryan (Lances & Shields)-
- Hide
- Anti-Large
- Armored & Shielded
- Melee Expert
- Heavy Charge
-Abilities & Attributes for Bahaduryan (Heavy Lances)-
- Hide
- Anti-Large
- Armored
- Armor-Piercing
- Heavy Charge
=====
Arbud Nomads
Unit Basics: The Arbud Horse Archers are the early-mid game Missile Cavalry for the Mung. Much like their counterparts, the Arbud Scouts. These riders are very lightly armored and can keep moving for greater periods of time without tiring. While they do have Lances as a backup weapon, their Anti-Large capability is really only to be used when they're out of ammunition for their Bows, and limited to Melee.
-Abilities & Attributes for Arbud Horse Archers-
- Hide
- Vanguard Deployment
- Very Good Vigor
- Very Fast
- Good Range
- Fire Whilst Moving
- Anti-Large (Melee)
Jagumyan Horse Archers
Unit Basics: Much like normal Jagumyan, these are the mounted Archer variant that performs largely better than the Arbud variant. The Jagumyan Horse Archers should come in two variants, one with a Shield that allows them to tank enemy non-AP missile fire better, and the other that gives them a slightly better edge against soft Infantry targets in melee. But, overall both are better at range engagements over melee.
-Abilities & Attributes for Jagumyan Horse Archers (Shields & Bows)-
- Hide
- Lightly Armored
- Good Range
- Fire Whilst Moving
- Shielded
-Abilities & Attributes for Jagumyan Horse Archers (Sabers & Bows)-
- Hide
- Lightly Armored
- Good Range
- Fire Whilst Moving
- Anti-Infantry (Melee)
Arbud Plunderers
Unit Basics: The Arbud Plunderers, much like their dismounted counterparts. Are a better, more seasoned version of the Arbud Horse Archers, bringing both Special Ammunition & Weapons to deal with the Mung's enemies.
-Abilities & Attributes for Arbud Plunderers (Great Axes & Poison Arrows)-
- Hide
- Lightly Armored
- Good Range
- Poison Attacks (Range)
- Fire Whilst Moving
- Armor-Piercing (Melee)
-Abilities & Attributes for Arbud Plunderers (Lances & Javelins)-
- Hide
- Lightly Armored
- Armor-Piercing (Range)
- Fire Whilst Moving
- Anti-Light (Melee & Range)
Qorchiyan
Unit Basics: The Qorchiyan are the Elite, Armored Missile Cavalry of the Mung, given the best Bows, Horses, & Armor that they can wear without hindering their performance while also being given exceptionally strong arrows. They're the best of the best of the Mung when it comes to shooting their targets, competing with the likes of their dismounted counterparts the Toraqiyan. But, this unit, like any of the Elite Mung units, should be expensive to field - especially in large amounts.
-Abilities & Attributes for Qorchiyan (Barbed Arrows)-
- Hide
- Armored
- Great Range
- Great Accuracy
- Causes Bleeding
- Fire Whilst Moving
- Armor-Piercing (Range)
-Abilities & Attributes for Qorchiyan (Magic Arrows)-
- Hide
- Armored
- Great Range
- Great Accuracy
- Magical Attacks (Range)
- Fire Whilst Moving
- Armor-Piercing (Range)
=====
Steppe Hounds
Unit Basics: The Steppe Hounds would be an early game glass cannon unit for the Mung. Unlike other War Dogs, these ones should be more fragile, but a lot stronger in the damage dealing department. They should be used primarily to flank enemies engaged with other units, hunt Missile or Artillery units, or chase fleeing units. Otherwise these War Dogs should be melted to moment anything turns their focus upon them.
-Abilities & Attributes for Steppe Hounds-
- Very Fast
- Causes Fear
- Predatory Senses
Steppe Eagles
Unit Basics: The Steppe Eagles would be an early game Flying unit for the Mung. While not the most reliable in dealing damage, these birds should keep Missile & Artillery units busy while the real killers make their way in to strike. Their Swiftness however, should make them more likely to avoid incoming missile attacks, though any proper Melee fighters will melt these Birds very quickly. (Mostly a name replacement suggestion for the Hawks in the Mung's army roster.)
-Abilities & Attributes for Steppe Eagles-
- Very Fast
- Swift
Almas
Unit Basics: The Almas would be the Mung's version of early to mid game Trolls. However, unlike regular Trolls, the Almas should be seen more as dark furred Yetis. They would be weak to Fire & have no natural regeneration. But, they would be faster, stronger, have predatory senses, and be a lot more savage on soft infantry targets. Because of their Thick Hides as well, they would have some degree of Missile resistance. (Concept pretty much straight ripped from the real Almas cryptid.)
-Abilities & Attributes for Almas -
- Anti-Infantry
- Causes Fear
- Thick Hide
- Predatory Senses
Mungtaur Raiders
Unit Basics: The Mungtaur Raiders should be a early to early mid game Beastial Cavalry unit that brings a combination of Beastmen & Mung together (playing off of the Armored Centigor of the Mod itself a bit in concept.) Blessed by the ruinous powers, these Bestial Raiders should never tire, but lack any form of armor, making them glass cannon cavalry that is very good at trouncing either soft Infantry targets or large single entity Monsters. But, fall apart rather easily when competing against Missile units, Artillery, Heavy Armor, and the likes that can focus on them.
-Abilities & Attributes for Mungtaur Raiders (Dual-Wield Clubs)-
- Hide
- Vanguard Deployment
- Perfect Vigor
- Fast
- Anti-Infantry
- Decent Armor-Penetration
-Abilities & Attributes for Mungtaur Raiders (Great Weapons)-
- Hide
- Vanguard Deployment
- Perfect Vigor
- Fast
- Anti-Large
- Decent Armor-Piercing
Armored Mungtaur Raiders
Unit Basics: The Armored Mungtaur Raiders are an upgraded version of the Mungtaur and come mid to late game. They're basically the same as the other Mungtaur, just upgraded for better protection and weapons.(This could just be a rename suggestion for the Armored Centigors in the Mod.)
-Abilities & Attributes for Armored Mungtaur Raiders (Dual-Wield Axes)-
- Hide
- Vanguard Deployment
- Armored
- Great Vigor
- Anti-Infantry
- Armor-Piercing
-Abilities & Attributes for Armored Mungtaur Raiders (Great Weapons)-
- Hide
- Vanguard Deployment
- Armored
- Great Vigor
- Anti-Large
- Armor-Piercing
Great Steppe Eagles
Unit Basics: The Great Steppe Eagle would be the largest, meanest flying monster the Mung can bring to the battlefield. While should not be particularly durable, they should cause a lot of trouble if left alone.
-Abilities & Attributes for Great Steppe Eagles-
- Causes Fear
- Armor-Piercing
- Very Fast
Plaguewind Horse
Unit Basics: Blessed by Nurgle, the Plaguewind Horse should be a flying, debuffing unit that weakens the enemy's units the longer the Horse is around them either in the air or on the ground. It's foul smell should weaken the enemy's Leadership, it's poison attacks should weaken their attacks & defenses, and should slow them down. (Concept based upon the Mongolian Wind Horse, but given a Nurgle corrupted spin.)
-Abilities & Attributes for Plaguewind Horse-
- Poison Attacks
- Foul Smell
- Fast
Feral Siege Mammoth
Unit Basics: Putting a slight spin on the Feral Mammoth. The Feral Siege Mammoth should be a mid to late game Armored Monster unit. It should have the same abilities & attributes as it's Norscan counterpart. However, it should be Armored & Slower. Thanks to it's Armor, most non-AP Missile/Artillery shots should bounce harmlessly off this War Beast. But, plenty of AP fire could cause the creature to Rampage well away from it's intended target before it even has a chance to reach them.
-Abilities & Attributes for Feral Siege Mammoth-
- Armored
- Armor-piercing
- Anti-Infantry
- Causes Fear/Terror
- Rampage
- Siege Attacker
(Continue to post 3)
Crimson Steppe Worms
Unit Basics: The Crimson Steppe Worms are a hybrid Missile/Melee Monster unit for the later early game stages. As they charge their targets, they should spit on them, causing the target to be slowed, have it's attack & defenses reduced, and gradually take increasing amounts of damage the longer they stay in a fight with the Crimson Steppe Worms. However, these Worms should have little to no armor, so any real amount of focus fire should slap these creatures down before they even have a chance, and any armored units should be resistant to their venomous spit. (Concept based on the Mongolian Death Worm.)
-Abilities & Attributes for the Crimson Steppe Worms-
- Fast
- Venomous Attacks
- Dodge
Mungalith Hunters
Unit Basics: This unit was inspired by Thom's Goliaths mod (another mod I really dig.) The Mungalith are basically "honorary" Goliaths that have been accepted into the Mung Tribe and they (the Mungalith) try to fit in by using similar weapons & fighting styles as the rest of the tribe - with much more devastating effect by comparison.These would of course be more of a mid-late game Monstrous Infantry unit and should come in three variants - all three of which are pretty much like arming an Ogre with a Bow the size of a ballista and shooting arrows like one as well. Though they should have rather poor accuracy...But, if they hit...something is going to be hurting for sure...
-Abilities & Attributes for the Mungalith (War bow & Hunting Spear)-
- Hide
- Great Range
- Anti-Large (Melee & Range)
- Anti-Infantry (Range)
- Armor-Piercing (Range)
- Shieldbreaker
- Ogre Charge
-Abilities & Attributes for the Mungalith (War bow & Great Axe)-
- Hide
- Great Range
- Anti-Large (Range)
- Anti-Infantry (Range)
- Armor-Piercing (Melee & Range)
- Shieldbreaker
- Ogre Charge
-Abilities & Attributes for the Mungalith (War bow & Dual-Wield Sabers)-
- Hide
- Great Range
- Anti-Large (Range)
- Anti-Infantry (Melee & Range)
- Armor-Piercing (Range)
- Shieldbreaker
- Ogre Charge
Mungtaur Hunters
Unit Basics: The Mungtaur Hunters should basically be a hybrid Bestial Cavalry that uses a mixture of Sabers & Javelins. Best used against single entity Monsters, but can still do fairly well against soft targets. This should be a mid to late game unit like the other Mungtaurs
-Abilities & Attributes for the Mungtaur Hunters-
- Hide
- Vanguard Deployment
- Great Vigor
- Anti-Large (Range)
- Fire Whilst Moving
- Armor-Piercing
Siege Mammoth
Unit Basics: Basically the same thing as a regular War Mammoth, except it's armored with one of two units riding on it's back. One are Jagumyan using their Bows and the other Mungalith using large throwing Javelins. Basically a Mumakil with either Archers shooting bows or Goliaths throwing large javelins. These should of course be rather late game units as...Well, not too much is going to stand toe to toe with these fellas very easily.
-Abilities & Attributes for the Siege Mammoth (Mung & Bows)-
- Armored
- Good Vigor
- Causes Terror (Melee)
- Anti-Large (Melee)
- Anti-Infantry (Melee & Range)
- Fire Whilst Moving
- 360 Degree firing
- Armor-Piercing (Melee & Range)
-Abilities & Attributes for the Siege Mammoth (Mungalith & Javelins)-
- Armored
- Good Vigor
- Causes Terror (Melee)
- Anti-Large (Melee & Range)
- Anti-Infantry (Melee)
- Fire Whilst Moving
- 360 Degree firing
- Armor-Piercing (Melee & Range)
=====
Supply Wagon
Unit Basics: Pulled by a couple of Mung steeds, the Supply Wagon should be a single entity unit that provides Ammunition Replenishment for Artillery & Missile units, Gradual healing over time for all units within it's effect range, and whatever else the Mod Team thinks would be fitting for this unit if they added it. It should have four Mungalyn Archers riding on it, shooting their bows at generally anything within range. But, outside of that, this thing should be destroyed very easily by any Artillery or Monster units that feel like giving it problems. This should of course be a relatively early game unit as well that is fairly cheap since it cannot do a whole lot battle winning.
-Abilities & Attributes for the Supply Wagon-
- Hide
- Good Range
- Fire Whilst Moving
Monolith Wagon
Unit Basics: Pulled by a couple of Mung steeds, the Monolith Wagon can be a magical War Machine that can either harm the enemy or aid your units depending on the spells you use from it. Because the Hung do not venerate one Chaos God over the others (that I can tell), these spells should be relatively small at first, but as the Player goes through the Tech tree, maybe more powerful versions of the spells can be unlocked? Just an idea. Some of these spells can be like..."Eyes of the Hound" that increases Melee damage for Melee units, "Touch of the Crow" that causes your units to regenerate health, and such. This should be a mid, maybe late mid-game unit
-Abilities & Attributes for the Monolith Wagon-
- Hide
- Inspirational
War Shaman Wagon
Unit Basics: Pulled by a couple of Mung steeds, the War Shaman Wagon should have two Shaman riding up front, shooting their magical bows at any target of interest while buffing nearby allies. However, two Shaman riding in the back are able to call upon the Ancestor Spirits of fallen Mung warriors and can call upon their Restless spirits to return for another hunt or fight with a mortal enemy. This can be things like...Etheral Mungalyn, Etheral Kebteyan, Etheral Mungalith, and etc etc...while creating a sense of unease in nearby enemy units. Whatever the Mod Makers would ultimately like to do.
-Abilities & Attributes for the War Shaman Wagon-
- Hide
- Inspirational
- Magical Attacks
- Aura of Fear
- Fire Whilst Moving
Unhung Trebuchet
Unit Basics: Not a whole lot to really explain. It's basically a captured "Unhung Trebuchet" operated by Mung warriors, and it fires large rocks at the enemy units or walls. Giving the Mung at least some sort of direct impact Siege Equipment. This should be a late early to mid game unit that the Mung can use and should come in two versions - one that is better for hitting armored units & Walls or Towers and the other for clusters of soft targets or things weak to fire.
-Abilities & Attributes for the Unhung Trebuchet-
- Siege Engine
- Good Range
- Armor-Piercing
-Abilities & Attributes for the Unhung Trebuchet (Fire Pots)-
- Siege Engine
- Good Range
- Anti-Infantry
Siege Mammoth (Trebuchet)
Unit Basics: Not a whole lot to really explain. It's basically a captured "Unhung Trebuchet" operated by Mung warriors, and it fires large rocks at the enemy units or walls. Except this one is mounted on the back of "Siege" Mammoth and has increased range & damage because of the sheer height that the rocks are being flung from.
-Abilities & Attributes for the Siege Mammoth (Trebuchet)-
- Siege Engine
- Great Range
- Armor-Piercing
- Fire Whilst Moving
=====
- Still working on a good chunk of them.
=====
Overall that is all I have for now. I hope you all like the ideas, though I will admit I may have went a little nuts with them. But, in the end; they're just suggestions and it's up to the Mod Makers to make that final call on anything. Sorry once again it took awhile, life gets in the way a bit at times. I still have some more units that I can come up with, but I think that list is already large enough that I rather wait and see what happens with the current list. Plus I want to see what TW:Warhammer 3 has to offer before I get too far ahead of myself.
Yeah I cannot wait to see what the Mod Community can do with Kislev & Cathay units being added to the mix. Especially the Cathay Jade Warriors or Celestial Guard that I think could make a visually great Medium-Heavy Cavalry unit for the Mung with some color changes & Northmen/Chaos decorative additions. I also like that idea of Ox pulled Wagons & Carts, especially since I can see the Mung using those to pull their Supplies/Siege craft around with them to spare the Horses. Overall a lot of neat things you all will be able to use in the future.
I'll admit when it comes to unit Names, I didn't know if I should go for flavor naming or more simplistic naming. I actually had two different paths in mind and ended up going in between them to make a third path. One was more flavorful naming (which is what I used most) and the other was more simplistic naming (The Unhung units are examples of the more simplistic version, as Unhung just means Non-Hung which is a play off of Ungor vs Gor basically.)
One thing you all could do if you cannot make the Mung a pure Horde faction, is make two different kinds of Lords. One that leads Hordes & has skills that make them better attackers and one that protects captured territory & has skills that make them better defenders. So using my list of units you could do the following-
- Ilkhan -> Tasked with overseeing & defending captured territory
- Khan -> Tasked with capturing & attacking enemy territory
Then you can drop the Boyan unit I had suggested as its role could be elevated from Hero to Lord with a name change.
Happy you liked some of the ideas I put forward. If I had to really push for any of them though, it would be the Mungalith Hunters. I really dig your Goliath Mod and because the Mung/Hung are a primitive race, they would ideally lack a lot of proper native made Artillery. Then I got thinking about the Giants in Game of Thrones with the giant War Bow one of them used and thought "That would be an awesome Primitive level Ballista of sorts."
https://www.youtube.com/watch?v=5G4262KfRJY
Here is the video to show what I'm talking about.
Hmm how about having them throw Javelins? It may not be as visually impressive as shooting a bow. But, it's still a Giant throwing a giant Javelin through the air which...well, a Ballista is really nothing more than a overgrown arrow being shot from a overgrown crossbow with wheels or on a stand.