Total War: WARHAMMER

Total War: WARHAMMER

THE EMPIRE OF SIGMAR - New Units (For Most Factions!)
 This topic has been pinned, so it's probably important
Prime Minister Sinister  [developer] 7 Jun, 2016 @ 11:18pm
Unit Descriptions
So I had to move this too a discussion page because it was getting to large for the description.

Here's the rundown of new units.

Nuln Engineers require the Nuln Gunnery School, a special building that can only be built in Nuln. They come in three flavors, the very fast firing repeater rifles, explosive grenade launchers, and Hochland Long Rifles with better range and damage.

Dismounted Reiksguard are built at a Reiksfort. They also have three flavors. Standard guys have shields and swords; they are better in prolonged melee. Halberdiers are good against large units and have armor-piercing. Great Weapons have anti-infantry and armor piercing, making them devastating flankers.

Knightly Orders of the Empire each have a specialty. The Knights of the Blazing Sun are a melee/shock cav hybrid that does better in long engagements. The Knights Panther are very fast and have a great charge bonus, but suffer in prolonged combat. The Knights of Morr are great against infantry, while the Knights Encarmine are all about the offense. Finally, Inner Circle Knights are just a straight upgrade from Reiksguard. The first two can be built at their respective Chapter Houses, while the others require a Level 3 Stable.

Teutogen Guard are elite armor-piercing infantry. Think greatswords but even better. They require the Great Temple of Ulric in Middenheim to be recruited.

Altdorf Company of Honor are just better Halberdiers with sweet ♥♥♥ uniforms. They require Altdorf at a specific city level to build.

There are new Tilean mercenaries, as well as a reskin of Tilea's empire units to make them more distinct. Voland's Venators are great all-around cavalry, Bagranza's Besiegers are heavily armored crossbowmen with good armor piercing damage, the Marksmen of Miragliano have better missile damage and range, but lack armor. All of them require the city of Miragliano to build.

Battle Pilgrims are a basic sword infantry for Bretonnia. They are good on the attack, but iffy elsewhere. They are built at the primary worship chain for Bretonnia, rather than a barracks.

Carroburg Greatswords and Death's Heads are currently the two regiments of renown from the Empire. They are essentially upgraded versions of their respective units. They require the barracks tree to build.

The Bonegrinder Giant is 2.5x the size of the normal giants and has better stats all-around. Without a doubt, it is the largest and toughest monster in the game (at least until they add Chaos Mammoths) but it is expensive and requires the rare resource Beast Lairz to build.

Empire Marksmen are good archers with enhanced range and missile damage, but very little armor-piercing damage.

Mounted Skeletons are cheap, expendable cav used for hunting down routing units.

Grave Guard with Halberds are self-explanatory. Bonus vs. large and all that.

Orc Spear Boyz have a bonus versus large, unlike their Goblin kin.

Orc Big 'Uns now have two more varieties. They have a Great Weapons variety that does more armor-piercing damage, and a shielded variant with better defense.

There are now sword-wielding Goblins. They aren't bad, for massed infantry.

Black Orcs with Shields stick it out in melee better than normal Black Orcs.

Flagellants are glass cannons who have destructive flanking charges but very low armor and defense.

Knights Errant are a weaker version of the Knights of the Realm.

Grail Knights now have the Blessings of the Lady to make them un-suck, and they also have a great weapon variety (yeah, they one-arm that ♥♥♥♥) that does more damage to infantry and armored opponents.

Questing Knights are like the Knights of the Realm but better. They have undertaken a journey to get the blessing of the Lake.

Knights of the White Wolf are basically mounted Teutogen Guard.

Chosen Knights are high-tier Chaos cavalry that is strong in melee fights.

Mounted Swordsmen are a cheap, pretty sub-par cavalry unit, but they are fast and good at routing skirmishers and chasing fleeing units.

Black Knights are just knights, but sturdy. They are pretty close to being on level with Grail Knights, but slightly weaker. They have a version mounted on hellsteeds to get a powerful flying unit.

Swords of Ulric are a slightly better swordsman unit. You need a Temple of Ulric in one of your cities to recruit them though, so they have to be taken from AI cities (for now).

The Marauder Chieftain is a low cost melee expert for Chaos hordes, recruited at the second tier marauder building.

The Warrior Priest of Ulric is a slightly tougher version of the Sigmarite one. He does more damage in melee and has melee focused abilities, but less supportive abilities than the Sigmarite priest, meaning he is best used in an offensive role rather than supportive one.

The Master Engineer is a ranged specialist. With his rapid-fire repeater, he can do a lot of damage very quickly, but he is very squishy in melee.

And here's the part people will try to kill me over; I made my own unit concepts. Don't blame me, GW hasn't updated the Bretonnia army book and now that Age of Smegma has reared its ugly head, they never will.

Squires are a slightly heavier infantry that gives Bretonnia something slightly more reliable than ♥♥♥♥-tier peasants.

Bandits are Robin Hood types who have geurilla deployment, long range, and better missile damage, making them pretty solid all around.
Last edited by Prime Minister Sinister; 2 Aug, 2016 @ 10:55pm
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Showing 1-15 of 15 comments
saffron 8 Jun, 2016 @ 8:04am 
Lovely mod! Appreciate your effort -- keeping it within the theme of the factions. A small suggestion - more flavor units specific to locations, similar to your Tilean mercenaries and Robin Hood bandits -- like Zhufbar miners, Great Beards or Forest Gobbos. Also would be great if some of the more elite units are limited, the limit is tied to the number of buildings, that way you can solve many of the OP units issues while giving player flexibility on having more such units but having to conquer more provinces and building more expensive buildings.
Last edited by saffron; 9 Jun, 2016 @ 7:05am
76561198015624535 8 Jun, 2016 @ 10:52am 
Could you give some nice white cape for inner circle knights?
hurleykam 9 Jun, 2016 @ 9:01am 
Could you please add the squires in the recruitment chain of Bretonnia ? thanks btw for the mod ! :)
Inferno 9 Jun, 2016 @ 11:05am 
great mod keep updating it!
Ogre Beautiful 9 Jun, 2016 @ 11:28pm 
"now that Age of Smegma has reared its ugly head, they never will."

This true statement forgives everything.

Maybe rename the bandits though? I doubt any Bretonnian lord would want bandits in his army. But then again, filthy peasants are nothing but bandits unless tempered by the strong hand of the nobility!

I'm not that knowledgable regarding Bretonnia though, just bits and pieces from tabletop way back and a bit of wfrp less way back.
Ogre Beautiful 9 Jun, 2016 @ 11:34pm 
Herrimaults rather than bandits? At least thats the name used to describe the same kind of Robin Hood-type character in the armybook

Still find it odd that these fellows find their ways into the bretonnian army as the army book doesn't really give any justification (Or does it?), except that there MIGHT be a grail knight or two in their numbers. Personal opinion though.
Last edited by Ogre Beautiful; 9 Jun, 2016 @ 11:35pm
Dr.B.Banzai 9 Jun, 2016 @ 11:55pm 
in a older bretonian army book they had a group of characters modeled after robinhoods merry men, so a unit of "Foresters" would work.
And a single unit unique reruitable "Green knight" would be awesome ( I loved that character lol)

And if at all possible maybe convert the mount for the damsel or as a upgrade a unicorn ( also in the old army book)

Absoulutly great stuff here love the mod, and keep up the great job!

Also if possible please make all the units recruitable in campaigns ( especially the Brets :) )
Again thanks for your efforts.
Last edited by Dr.B.Banzai; 10 Jun, 2016 @ 12:02am
Ogre Beautiful 10 Jun, 2016 @ 12:11am 
These are the fellows I'm referring to (fanmade book though, sort of)

https://issuu.com/m4cr1ii3n/docs/warhammer__-_bretonnia/102
Dr.B.Banzai 10 Jun, 2016 @ 12:25am 
yeah i found the name of the Robin hoodish bowmen

"The Bowmen of Bergerac"
IIRC they had shooting skills equal to woodelf elites and effectively elven longbows ( longer range and higher strength) so yeah pretty great archers.
Sharksax 11 Jun, 2016 @ 2:00am 
Has anyone found the long rifle unit? I can't seem to find them either hocland or nuln?
How do I train dat dem dere squires for campaign? :(
grimnar42600 14 Jun, 2016 @ 3:43am 
Cant find the Long Rifles either or the Tilean mercenaries got most everything else though. They are in the description but dont show up in lists
Wilhelm Koenig 14 Jun, 2016 @ 8:48am 
Originally posted by grimnar42600:
Cant find the Long Rifles either or the Tilean mercenaries got most everything else though. They are in the description but dont show up in lists
It is a bug. The entry of long rifles (as well as some other units like Squires it seems) is getting overwritten by another entry with the same ID. To fix this yourself without having to wait for a fix by the modder you simply make a copy of the mod and using Pack File Manager edit the IDs so that there is no conflict (building_units_allowed). Tested this for the Long Rifles and they are working for me now.
Originally posted by Wilhelm Koenig:
Originally posted by grimnar42600:
Cant find the Long Rifles either or the Tilean mercenaries got most everything else though. They are in the description but dont show up in lists
It is a bug. The entry of long rifles (as well as some other units like Squires it seems) is getting overwritten by another entry with the same ID. To fix this yourself without having to wait for a fix by the modder you simply make a copy of the mod and using Pack File Manager edit the IDs so that there is no conflict (building_units_allowed). Tested this for the Long Rifles and they are working for me now.

Already rage quit my VH campaign when 3 stacks of chaos halberds attacked me.
grimnar42600 14 Jun, 2016 @ 9:43pm 
Here is the weird thing they show up in custom battles but not the campaign ??
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