Total War: WARHAMMER

Total War: WARHAMMER

Warhammer Revival: Wood Elves
 This topic has been pinned, so it's probably important
Ryu  [developer] 9 Dec, 2016 @ 5:35pm
Wood Elf Changes
Campaign Changes
Due to my extensive changes to the stats of the Wood Elf units, I have also made some changes on the campaign. The battle skill tree of each lord has been tweaked, this is purely for balance reasons as the buffs plus my changes were a bit absurd. I also increased the upkeep of some units to further reflect their new potential. Eternal Guard previously were cheap for what they did, now they are bit more pricey. The shielded variant is the most expensive, while the unshielded variant is at a decent price for having no shield. I hope to keep people happy using this mod, and if there's anything else I can do to improve, let me know.

Note that all overall missile damage listed is over the course of 10 seconds.

All Units
All units have increased leadership that reflects their LD in the army book. For example,
Eternal Guard have 9 LD on the TT, in game they will have 90. This is to represent the high discipline of the elves. In terms of accuracy, I made these changes based off Balistic Skill. A unit of Glade Guard has a BS of 4, so in game I made it 40. To represent Initiative (which is how fast a unit can react on the table top), I increased the turn speed of every unit. Elven units now turn around more quickly. The other tree units recieved a small turn speed buff as well, but they are still slow (with Dryads being the exception) to represent their low Initiative. All units have had their projectile speed increased. Elven arrows now fly quickly to their targets, with some missile units being faster than others of course.


Glade Guard
Glade Guard (all types) now have 40 accuracy.
Glade Guard (all types) now deal missile armor piercing damage (4 base, 18 AP, 23 overall).
Glade Guard (all types) now have slightly improved melee capabilities.
Glade Guard (all types) now have more ammo (22, up from 20).
Glade Guard (all types) now have 40 speed, and increased acceleration.
Glade Guard (Starfire Shafts) imbues Sundered Armour, which reduces -20 armor of the enemy unit.

Deepwood Scouts
Deepwood Scouts now have 40 accuracy.
Deepwood Scouts (all types) now have 160 range.
^As they use Asrai Longbows like all other Wood Elves, they have the same range as well. Swiftshiver Shards are also supposed to have the same range as other enchanted ammo.
Deepwood Scouts now deal missile armor piercing damage (4 base, 18 AP, 28 overall).
Deepwood Scouts now have reduced reload time (8.1 seconds).
Deepwood Scouts (Swiftshiver Shards) now deal missile AP damage (8 base, 10 AP, 37 overall).
^Due to firing 2 arrows, they deal double the damage and also are able to have a nice mix of base damage and AP damage because of their light arrows. Waywatchers still beat them though.
Deepwood Scouts (all types) now have slightly improved melee capabilities.
Deepwood Scouts (all types) now have more ammo (24, up from 18).
Deepwood Scouts (all types) now have 42 speed, and increased acceleration.

Waywatchers
Waywatchers now have "Hawk's Finesse" ability.
Waywatchers now have 50 accuracy.
Waywatchers now deal increased missile damage (4 base, 18 AP, 31 overall, 37 with ability).
Waywatchers now have reduced reload time (7.2 seconds now, same as Waystalker).
Waywatchers now have more ammo (28, up from 18).
Waywatchers now have slightly improved melee capabilities.
Waywatchers now have 42 speed, and increased acceleration.
^I changed the time that Waywatcher arrows take to get to their target, so now they fire much more faster than Glade Guard and Deepwood Scouts. You will also notice that many of their arrows actually hit a target, rather than hit a few.
Waywatchers now have access to Hagbane Tips, Starfire Shafts, and Swiftshiver Shards, while being a single unit.
^This is a liberty I decided to make, as they don't have access to any ammo types in the army book. But I figured it would be a fun addition to make. Swiftshiver Shards works exactly like the Deepwood Scout variant, with a few changes. It is now an active ability, lasts 7 seconds, has 2 charges, and on a 20 second recharge. While it is active, the Waywatchers release double the arrows and do more damage. Starfire Shaft and Hagbane Tips being constant once activated, and on a 12 second recharge if you switch to another ammunition type. On top of that, Starfire Shafts now causes sundered damage


Unicorns
Unicorns now move at 110 speed (they are faster than Elven Steeds on the TT).

Glade Riders
Glade Riders (all types) now have 40 accuracy.
Glade Riders (all types) now have 130 range.
Glade Riders (all types) now deal missile armor piercing damage (4 base, 18 AP, 25 overall).
Glade Riders (all types) have slightly improved melee capabilities.
Glade Riders (all types) now have reduced reload time (9 seconds)

Warhawk Riders
Warhawk Riders now have 40 accuracy.
Warhawk Riders now have 160 range
Warhawk Riders now deal missile armor piercing damage (8 base, 20 AP, 45 overall).
Warhawk Riders now have reduced reload time (6.3 seconds now).
Warhawk Riders now have slightly improved melee capabilities.
Warhawk Riders now have more ammo (26, up from 22).
Warhawk Riders have a new passive ability called, “Predator’s Descent”.
^Predator’s Descent is a special rule they have on the table top, that gives them the special rule “Killing Blow” when they charge. Predator’s Descent now gives 50 melee attack and armor piercing damage upon the charge that lasts 8 seconds. To recharge it, you must disengage from melee combat and wait 12 seconds before it will activate again. This might seem OP, but once it wears off, they can still die quickly if left in combat once the ability wears off.

Sisters of the Thorn
Sisters of the Thorn now have 50 accuracy.
Sisters of the Thorn now have 80 range.
Sisters of the Thorn now have slightly improved melee capabilities.
Sisters of the Thorn now deal missile armor piercing damage (9 base, 24 AP, 41 overall).
Sisters of the Thorn now move at 95 speed.

Waystalker
Waystalkers now have 70 accuracy.
Waystalkers now have "Hawk's Finesse" ability.
Waystalkers now deal more armor piercing damage (switched their base damage with their AP damage).
Waystalkers had base and armor missile damage cut down in hald at 42 base and 98 AP, but reload is at 3.6.
Waystalkers now have 45 ammunition.

Wild Riders
Wild Riders (all types) now deal melee armor piercing damage (18 base, 20 AP).
Wild Riders (all types) now have an anti-large bonus of 12.
^Wild Riders wield Asrai Spears, just like Eternal Guard and Wardancers do.
Wild Riders (all types) now have improved charge and slightly improved melee
capabilities.
Wild Riders now move at 95 speed.

Eternal Guard
^Eternal Guard were cost effective in some areas before, but they were nowhere near what they should be. Elven spearmen are extremely skilled in combat, more so than spearmen of other races and I made it so this was properly represented.
Eternal Guard (all types) now have 30 melee attack, 90 leadership, and 28 weapon strength.
Eternal Guard (Shields) now have 42 melee defense.
Eternal Guard (all types) now have 40 speed and increased acceleration.
Eternal Guard (all types) have a new passive ability, “Stubborn”.
^On the table top, this special rule would always make your unit take break tests on its unmodified leadership, so basically it would be extremely hard for your enemy to cause these units to break and rout. To make this come alive in game, Stubborn now grants the unit 50 leadership, for 15 seconds, if it begins to waver. It also grants the unit the “Disciplined” attribute, making them suffer no penalties if the general dies, and making them come back from routing (if it happens) more often.

Dryads
Dryads now have +2 melee attack and defense.
Dryads now have a 20% ward save.
Dryads now have a new passive ability, “Hatred”.
^On the table top, Hatred gave the unit a chance to re-roll all misses during the first round of combat. In game, Hatred gives the unit 8 melee attack for 8 seconds upon contact with another enemy unit. Once it wears off, you must disengage the unit from melee combat to recharge Hatred, which is on a 6 second recharge timer.

Wardancers
Wardancers now have 46 melee attack, +2 melee defence, and 38 weapon strength.
Wardancers (Asrai Spears) now have 34 melee attack, and 36 melee defence.
Wardancers (all types) now have increased acceleration.

Wildwood Rangers
Wildwood Rangers have +1 melee attack, +6 melee defense and 40 strength (up from 32).
Wildwood Rangers now have 40 speed and increased acceleration.
Guardians of the Wildwood ability reworked, it is now constant throughout the battle.
Wildwood Rangers now have 30 bonus vs. large and 5 bonus vs. infantry.

Branchwraiths
Branchwraiths now have a new passive ability, “Hatred”.
^Refer to the Dryad changes for a description on Hatred.
Branchwraiths now have a 20% ward save.

Treeman Ancient/Treemen
Ancient Treemen and regular Treemen now have a new passive ability, “Stubborn”.
^Refer to the Eternal Guard changes for a description on Stubborn.
Ancient Treemen and regular Treemen now have 35% missile resistance and 20% ward save (20% Phys. Res. removed).

Treekin
Treekin now have an increased splash damage radius and have 80 strength (up from 55).
Treekin have +4 melee attack.
Treekin now have 30% missile resistance and 20% ward save (20% Phys. Res. removed).

Durthu
Durthu now has both “Hatred”, and “Stubborn” passive abilities.
Durthu now has 35% missile resistance and 20% ward save (20% Phys. Res. removed).

Orion
Orion now has 80 accuracy (he’s the avatar of the God of the Hunt after all).

Glade Lords
Glade Lords now have 70 accuracy.

Forest Dragons
Forest Dragons now have 35% missile resistance and a 20% ward save (20% Phys. Res. removed).
Forest Dragons now have an increased splash damage radius.
Forest Dragons now have 42 melee defence.
Forest Dragons now have increased mass, and increased charge speed.
Last edited by Ryu; 16 Dec, 2016 @ 2:20pm
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Showing 1-15 of 20 comments
Trance 10 Dec, 2016 @ 3:43am 
Most of these changes look good to me, and lore is important but would you mind taking a look at the Deepwood Scouts with Swiftshiver shards? They're basically overlapping with the much more expensive Waywatchers, perhaps make them (not sure if it works from lore though) a counter to more lightly armed units so the Waywatchers bring something unique to the table?

Awesome job though!
Ryu  [developer] 10 Dec, 2016 @ 4:55am 
@Trance - I'm working on trying to make the Waywatcher's Hawkish Precision ability better. In the army book, its supposed to give them either the option to fire multiple arrows at once or make single shots that completely ignore armour. But yeah I'll take another look at them to see if I can make them feel more different from each other.

Thanks!
Last edited by Ryu; 10 Dec, 2016 @ 4:59am
Phase 10 Dec, 2016 @ 2:23pm 
Sounds promising, but how much testing have you been able to do so far? I'm wondering if the tabletop LD and BS can really translate to the game well balance-wise just by multiplying by 10?
Ryu  [developer] 10 Dec, 2016 @ 3:11pm 
@Phase - I've tested all the units to a point where, I feel, they should be at. This is also the first faction I have worked on, as I plan to do further changes to the other races. As for the LD and BS, it works pretty well. There are tons of variables in this game that can easily break your unit, so having 90 or 100 LD can be pretty awesome, but that unit can still lose that LD fast. I decided to do it this way due to some units just breaking extremely fast for what they do. Eternal Guard have 90 LD now, plus Stubborn. They're damn near unbreakable now, and it just feels right. BS does make an impact, as the 80 accuracy of Orion really shows in all his throws. But if you feel like something is unbalanced, let me know and I will be happy to take a look at it.
Ryu  [developer] 10 Dec, 2016 @ 5:46pm 
@The God Emperor - Glade Guard and Peasant Bowmen have the same range, but Glade Guard are the better of the two archers now in my mod.
WindyCityShooter 11 Dec, 2016 @ 9:17am 
Great Eagles need some buffs and all of the aura radii on heroes and lords are too small IMO compared to other races, but even without these changes your mod makes Elves very strong, so maybe they don't need more.
Last edited by WindyCityShooter; 11 Dec, 2016 @ 9:20am
Smaug 12 Dec, 2016 @ 12:33pm 
Lot's of buffs, I have to do some testing to see how it works out. The changes seem good overall and with the poor economy of the WE it will make them feel more like an elite faction.
Zoe Hexe 12 Dec, 2016 @ 2:07pm 
This mod has made them playable - only flaws I've noticed so far have been pointed out (Waywatcher/Deepwoods role overlap).

My other main fear is that this will directly conflict with Lorehammer when it updates. This mod has made Elves playable but the other races are all donked up without my Lorehammer mods. ;.;
FarscapeCMDR 12 Dec, 2016 @ 3:50pm 
@Ryu - oh, right. I realised the increased range on peasant bowmen was from another mod I'd forgotten about. My bad.
Ryu  [developer] 12 Dec, 2016 @ 3:52pm 
@The God Emperor - All good man.
WindyCityShooter 12 Dec, 2016 @ 4:20pm 
I absolutely destroyed on the grand campaign with this mod. May be a bit too good.
Ryu  [developer] 12 Dec, 2016 @ 4:42pm 
@WindyCityShooter - Beastmen will be coming out today. As I said before, things will be balanced with all races overhauled in my Revival series.
HERO 12 Dec, 2016 @ 5:16pm 
@Ryu, not sure if you know me, but I would like to quickly chat with you about this project you're undertaking and what it means to the Warhammer community.
Zoe Hexe 12 Dec, 2016 @ 9:12pm 
Originally posted by Ryu:
@WindyCityShooter - Beastmen will be coming out today. As I said before, things will be balanced with all races overhauled in my Revival series.

Not to force you into the weeds with this question but - did you map out all your changes before you started the process? I'm wondering how long it will realistically take for you to put out all the racial mods so I can calculate when I should set a week aside to not leave my house. :p
Ryu  [developer] 12 Dec, 2016 @ 9:16pm 
@Snuggles - I actually created a lot of changes for personal use for all the factions before I released this mod, but there is still the matter of more special rules that I plan to add to them. So hard to say, but it'll be soon once I figure out everything.
Last edited by Ryu; 12 Dec, 2016 @ 9:17pm
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