Total War: WARHAMMER

Total War: WARHAMMER

Regiments of Renown!
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jdharrow  [developer] 25 Nov, 2016 @ 9:53am
Design Philosophy
There's some great info below on both the overall mod, and then EACH individual unit, so take some time to read it, I think you'll be very glad you did! Cheers!

Mod
The goal of this mod was to make something that really filled a gap in content, and felt like the quality of when CA had just released a DLC.

We want to maintain the existing balance of the game, which by default is actually in a pretty decent place, while we introduced fun new units to fill in the rosters for the other playable factions. We spent a long time going through Warhammer Fantasy Battle rulebooks and lore to find inspiration and translate these units into the game.

Mechanically, each unit was made with the stats of its rank 9 vanilla equivalent as the base, then we made adjustments from there. We even spent time making sure that accuracy and reload speeds were correct for ranged units, seeing as they don’t gain experience in the RoR system! The stat increases were given multiple passes to ensure that they felt good, but not oppressive, and that each unit would noticeably set itself apart from its rank 9 counterparts without being imbalanced.

We went through each unit and asked ourselves: what would make this unit feel like a Regiment of Renown? Raw power might be the answer in some cases, but for the most part we decided that interesting abilities, new roles on the battlefield, and playing with the advantages and disadvantages inherent in the unit was a much more engaging route. All of our decisions were based on lore; even if something seemed really fun (Doomdiver goblins strapped with explosives, anyone?), we decided that an authentic Warhammer feeling was crucial.

Some units are specialized for a role they already have (like the Stonebreaker Clan Sappers); others are made into more useful all-around units (Snagla’s Deff Creepers); some were given a new role on the battlefield (the Wurrzag’s Savage Followers are a good example); and some were given battlefield prowess that matches their legendary reputations (Karak Kadrin’s Slayers know no equal!)

In all, we pushed ourselves to make every unit feel like something you’d want in your armies, something that you would pay attention to the on the battlefield, and a unit that you can have memorable battles with. Whether you’re watching Da Immortulz shred through gits or the Cragbrow Clan Squadron fire their modified Drakeguns down onto hordes of enemies, we wanted the units to be fun!


Greenskins
For the most part we chose to accentuate the utility and “jack-of-all-trades” nature of the Greenskins army with the RoR. Many of them were made better at performing additional roles on the battlefield, though a few were simply given more oomph in a specific area or had weaknesses shored up. Mechanically, the Greenskin Regiments are designed to allow a single army slot to play two roles, depending on the matchup

Skarsnik’s Sneaky Stabbas
Skarsnik being the cleverest and nastiest Goblin there is, we decided that his unit should be the nastiest, sneakiest Skulkers there are and act as a sort of assassin unit on the battlefield. We bumped their leadership to reflect their status as one of Skarsnik’s chosen and to make them better at hunting down stragglers. They also gain the Slippery special ability to help them close the gap or slip away from poisoned enemies

Wurrzag’s Savage Followers
Here we wanted to make another type of anti-large unit for the Greenskins who otherwise lack them. We didn’t go too far on it, but felt that the unique mix of abilities that Savage Orcs get made them a great candidate for an all-around utility/counter unit. The added magic resistance and the magic damage--on top of the small anti-large bonus and innate Frenzy--make them great against Vampire armies. A bit of extra melee defense and an armor-piercing weapon round them out against other enemies. No charge resistance though; these guys aren’t patient enough for that!

Harboth’s Black Mountain Boyz
We wanted to highlight the (tragically underutilized) hybrid nature of Arrer Boyz. While their arrows are just as [in]accurate as a normal unit of rank 9 Arrer Boyz, these guys are equipped with “Dwarf Ticklers” that give them a bonus against infantry units along with some added armor-piercing. Combined with Vanguard and Strider, plus some extra speed, these guys are meant to be good flankers that can adapt their role depending on what you need

Thunder Mountain Stone Trolls
Trolls are already a great unit; cheap line-breakers that are hard to put down permanently. We wanted these to be even harder to put down and we wanted to give the Greenskins a tough battering ram for sieges. To reflect their stony hide we gave them increased armor and missile resistance, and a 20% magic resistance makes them take normal damage from flaming spells (though not flaming attacks). Terror and Swarm of Flies means they can serve extremely well in the vanguard, especially after they crash through an enemy gate

Grom’s Divin’ Gits
Overall, this unit received changes that made it better at what it already does. Similar to Da Immortulz, there’s not much that would make a rank 9 Doomdiver better without making it overly powerful. We gave the “projectile” (screaming goblin) increased penetration and mass, while also giving it a bit of extra damage against infantry. The radius of the explosion was increased, and for a while we had the goblins look like they were exploding like a bomb (but decided it might not be lore-friendly enough; it looked incredible though ;)



Dwarfs
Unlike the Greenskins, we felt that making the majority of the Dwarf Regiments stronger overall (albeit in interesting ways) was a more fitting direction. After all, Dwarfs aren’t exactly known for their subtlety, but they are known for stubbornly pursuing the best of the best--within tradition, of course. Many of the units were given enhanced support roles, and we wanted to really push the “renown” aspect of these units to make them feel almost like groups of heroes. The biggest difficulty was making already spectacular units better without making them overpowered, so the Dwarf Regiments tend to have less stat boosts but more fun passive abilities

Clan Gunnison's War Sons
REWORK - As tier-one units go, Dwarf Warriors are tough. Really tough. These guys didn’t get much besides a large charge bonus and a solid anti-infantry boost to make them feel like a slightly more offensively-oriented Warrior, and Immune to Psychology means they can help hold a line against terrifying foes

Ullek Clan Redaxes
We wanted the Redaxes to feel like they were somewhere between Hammerers and Longbeards with Great Weapons. We gave them magic attacks to reflect their runic weapons and a charge defense to allow them to go toe-to-toe with large units slightly better. The real kicker, though, is in their War Cry. We took the lore of the Ullek Warcry to heart and really increased the charge speed on the Redaxes; they’re the first into the fight, and the first to draw blood

Stonebreaker Clan Sappers
One of my favorite units, we really emphasized the “siege weapon on legs” aspect of Miners. The Sappers have Siege Attacker and a large increase to their already good bonus against gates. To make it feel like they were popping out of the ground (like real sappers!) we gave them Stalk. While these guys won’t be fighting significantly better than other Miners, they will be able to run up to a gate and smash it to smithereens before an enemy knows what’s hit them, while your artillery does the hard task of breaking down walls or enemy towers

Cragbrow Clan Squadron
To reflect the superior engineering capabilities of the Cragbrow clan, we felt that the Squadron should have an appropriately unique weapon: a mounted Drakegun. With two extra gyros in the unit along with the visceral look of an aerial flamethrower, the Squadron lets the dwarfs fight for air superiority against factions like the Vampires much more effectively. Some missile resistance makes them tough to bring down while they drop more than half again as many bombs on enemies; the Squadron is the real deal (but still susceptible to focused ranged fire)

Bronzebeard Clan Battery
The best gunsmiths in the land, the Bronzebeard Battery is meant to be placed nearby other artillery pieces. Manned by what are, essentially, Master Engineers in their own right, the Battery inspires nearby artillery units and makes them more effective. Not only that, but their superior cannons themselves fire shots with increased muzzle velocity and mass, lending an incredible weight to their shots that can take down even the biggest creature in no time



We hope you enjoy this more extensive write-up on the design thinking for the mod and the individual units. Have fun!