Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My current Slaaneshi VH/N campaign is at around turn 80, and I've been skipping Hellstriders entirely because they're definitely not worth a Special point.
I have passed a Khorne and Slaanesh campaign on normal pre-patch 1.1. I haven't gotten that fair with this mod. This was just an observation from the cost tables. Since Black Orks and Chosen cost 2 special also. I guess changing Exalted Bloodletters to 2 special would probably be the most balanced.
Same issue with Crushers and Mournfang. Also, not sure 3 points vs 2 on GW Crushers will ever be worth it.
Rest seems ok with Ogre Kingdoms.
- I agree with the other posters that all exalted infantry should cost the same, for consistencys sake if nothing else.
Ogres:
- Sabretusks should probably be core, it's a warhound unit for all intents and purposes, I can't see myself fielding these with all the other special choices in the roster
- Both Crusher variants should cost 3 special. The Ironfist Crusher being the same as mournfangs but then the GW being costlier is weird, also the Ironfist variant is just plainly undercosted.
- Ironguts probably should be 1 special? Not super sure on this but they sit between maneaters and bulls so it would make sense.
Cathay:
- Cathay having it's cannon cost less points than the dedicated Artillery faction dwarfes feels wrong. Should be 2 special. And the Fire Rain variant should probably also be bumped up to 3.
Kislev:
- Gryphon Legion only costing 1 Special should be considered. It's their signature unit they are known for.
That's my 2 cents after first studying the list. Will post further feedback after playing a bit.
Cathay (turn200)
Terracottasentinel - reduced to 2 rare cost to make it possible to recruit 1 Sentinel + 2 Dragonguards - halberds + 1 Dragonguard - crossbow (imo neccassary to have proper options against large and heavyamored units, espacially as cathay lacks of earlygame/core anti infantry meleeunits)
Kislev (turn 85)
Iceguard - reduced to 1 special cost
or
Warbearriders - reduced to 2 special cost
in both variants it is possible to recruit 2 Tzarguards + 3 Iceguards + 1 warbearrider to proper deal vs heavyarmored chaoswarriors and physical resistence of demonunits and large units
the Iceguardvariant uses 8 special costs for it so you have 2 specialpoints left for free usage (maybe for griffonlegion as additinal cavallry, depending on their cost)
the Warbearvariant uses the full 10 special cost (need to step down for winged lancers as additional cavallry or using rarepoints for warselds)
Empire
Demigryph Knights - reduced to 2 special
Helstorm Rocket Battery - should have the same cost and classification as the firerain rocket launcher from cathay as thei are more or less the same unit
Reiksguard - reduced 1 special
Dwarfs
Cannons - reduced to 1 special
Gyrocopter - reduced to 1special
Organ Guns - maybe classification to special
Vampire Counts
Black Knights - reduced to 1 special
Corps Cart - reduced to 1 special or maybe classification as core
Greenskins
Goblin Rock Lobber - classification to special
Doom Diver Catapult - classification to special
Beastmen
Cygor - reduced to 2 rare (depending on your enemy you may want 2 of them as artillery)
Norsca
Feral Mammoth - reduced ro 1 rare or classififcation to special
Skaven
Warp Lightning Cannon - reduced to 1 rare
Hell Pit Abomination - reduced to 2 rare
High Elves
Eagel Claw Bolt Throwers - classification to special
Flamespire Phoenix - classification to Special and 2 cost
Dark Elves
Shade (Dual weapon) - reduced to 1 special
War Hydra - reduced to 1 rare
Reaper Bolt Thrower - classification to special
Tomb Kings
Sepulchral Stalker - reduced to 1 special (necassary hybrid flankdefense beneath Tomb Guards as solid frontline in lategame)
Ushabti (both versions) - reduced to 1 special (both versions are necassary armor pearcing in lategame)
Vampire Coaast
Mournguls - classification to special and cost 2 special
Roting Leviathan - reduced to 2 rare
Death Shriek Terrorgheist - reduced to 2 rare
SLANESH
Demonettes: As mentioned above I think all the exalted infantry variants should cost the same, and I would go for 2 special points for that.
During my campaign It was definitely worth it bringing a few exalted daemonettes, and I'm pretty sure it would be too strong being able to field 10 in an army, if they only cost 1.
I could change my mind on that if I fought more old world factions tho, since a lot of highish tier infantry cost 1 special (temple guards, tomb guard, greatsword). But then again top tier infantry (guards of naggarond, black orks, phoenix guard, etc) rightully cost 2, and I'm not sure the exalted ones are worth that much... The 1,5 option would be nice in this case.
Hellstriders: I agree they are not worth 1 special, should probably be core, in line with other low tier cavalry, like empire knights, winged lancers, darkriders, etc.
Chariots: I'm more of a cavalry over chariots guy, so no feedback on these ones, even tho I will say I got rid of the Hellflayers you start with pretty soon. They didn't seem to be worth, but that could be me being lazy microing them.
Everything else seems fine to me.
KISLEV
In short... I probably wouldn't change anything
Gryphon Legion: a little pricey, but in line with other mid tier cavalry (reiksguard, black knights, chaos knights) so I'm fine with it.
War Bear riders: definitely worth their 3 special points, also in line with demigryphs.
Ice Guards: They could probably go to 1 rare, like sisters of avelorn, but I like them occupying special slots, since it forces me to get elemental bears, little groms or even leopards, that otherwise I would just avoid.
I wouldn't reduce their cost to 1 special for sure tho. 10 of those in an army would be absolutely broken (and boring).
On the side, from previous WH2 experiences
HIGH ELVES
Lothern Sea Guards: for how little counters this unit has, and for how much the AI spams it in the early game with this mod, I would consider making it cost 1 special.
The following balance changes were made:
- Exalted Letters back to Special 2
- Khorne's Gorebeast Chariot down to Special 1
- Cathay Grand Cannon up to Special 2
- Cathay Fire Rain Rocket Battery to Rare 2
- Ironguts down to Special 1
- Crushers to Rare 2
- Hellstriders to Core.
And that's it for now. I am overall happy with where Kislev has ended up and will likely balance around them. Some of the rosters are a little challenging due to the small number of units in each, but I think things are getting there.
I am not making balance changes to the WH1 or WH2 factions currently. I will consider making some when IME releases; for now I want to focus on the playables.
I agree with this.
Handgunners are considered core for the Empire in tabletop and this mod because they are a major part of the Empire's army. Streltsi are not only a fundamentally similar unit with fundamentally similar stats, but also Kislev's standing army in the lore. They are definitely core units.
Fundamentally the mod is meant to ensure that army compositions are such that each fight is interesting and, as far as it is possible in a game against AI, challenging. I haven't found core Streltsi to be a problem.
The comparison to exalted deamons is a bit wierd. Exalted Deamon units are costed a fair bit higher, are much more elite units, and are definitely not supposed to be stock standard. As a general convention rule Champions are in the tier above their generic counterparts, which exalted fit.
Kislev - Tzar Guard I'd move to 2 special points. That would put them equal with other factions' elite infantry (e.g. Greatswords). It would also reflect the fact that Kislev has very good core infantry. Ice Guard I think ought to be 1 rare point. They're basically human Sisters of Avelorn, and that's where they are.
Cathay - Crane Gunners I think would be good at 2 special. That follows the precedent of Jezzails, which they are basically a copy of
Tzeentch - I'd made Flamers 2 special points. They're so damn powerful with AP flame that I'd rank them above similar units like Skaven Warpfire Throwers. Tzeentch already has 2 other Flamer units in rare so I think keeping them as Special is right.
Otherwise I think everything is spot on. Great job.