Total War: WARHAMMER II

Total War: WARHAMMER II

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[Rework in Progress] Red Host of Tehenhauin (Cult of Sotek Faction Overhaul)
   
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Tags: mod, Overhaul
File Size
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38.900 MB
21 Apr, 2019 @ 7:20pm
9 May, 2019 @ 7:08am
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[Rework in Progress] Red Host of Tehenhauin (Cult of Sotek Faction Overhaul)

Description
I really hoped CA would make Tehenhauin's faction a horde, but instead they spawn in the south of lustria and are coloured yellow, so here is my take on a faction overhaul for the "Cult of Sotek" aka "The Red Host of Tehenhauin". This mod adds horde mechanics to Tehenhauin's army with 11 new building chains, a reworked skill tree, 12 new units and 11 new followers. It also includes minor changes to sacrifices, garrisons, technologies and buildings. To increase the difficulty you are at war with all Skaven Clans on Lustria and cannot engage in any diplomacy with them. They are also granted some additional settlements (beware of ruins) and armies.


If you only want the additional units, without any changes to Tehenhauin or his faction check this version.


Balanced for vanilla! If you think some units, buildings or effects are too strong or too weak, please let me know in the comments.
"Prophet & Warlock" DLC is required, without it you will only be able to recruit Saurus Warriors of Sotek.


Some of the units were taken from my first mod Skink Roster Expansion and rebalanced to better fit into the new lizardmen unit roster.

Mod Features
- Horde mechanics for Tehenhauin's army (can still occupy settlements!)
- reworked skill tree for Tehenhauin
- 11 new building chains (horde)
- 12 new units (mostly red crested skinks)
- 11 new followers
- minor changes to sacrifices, garrisons, technologies and buildings
- player is at war with Skaven Clans: Fester, Pestilens, Skryre, Mange, Spittel, Eshin and unable to engage in any kind of diplomacy with them
- player is allied with Itza and starts near chaqua
- some Skaven Clans receive additional settlements and armies
- changed faction uniform colour to a more appropriate red theme


Unit Descriptions
All Red Crested Skink units have the vanilla passive ability frenzy. Some units are capped.

- Melee Infantry (Cudgel): Red Crested Skink Cohort
sligthly stronger than regular skink cohort

- Missile Infantry (Javelins): Red Crested Skink Cohort (Javelins)
sligthly stronger than vanilla skink cohort (javs)

- Missile Infantry (Blowpipes): Red Crested Skink Skirmishers
sligthly stronger than vanilla skink skirmishers

- Melee Infantry (Spears): Red Crested Skinks (Spears)
variant of vanilla Red Crested Skinks with spears instead of greatweapons & "Shieldwall" (charge defense) ability

- Melee Infantry (Spears): Red Crested Skink Braves
Red Crested Skinks equipped with spears; can buff nearby friendly units

- Melee Infantry (Swords): Sotek Cultists
sligthly stronger than Red Crested Skinks equipped with swords

- Melee Infantry (Maces): Chosen of Sotek
elite Red Crested Skinks equipped with maces; anti-infantry

- Melee Infantry (Halberds): Skink Temple Guard of Sotek
2handed elite infantry with anti-large & armour piercing. I just like the idea that skinks had to defend their sacred places of Sotek until the Slann recognized the prophecy.

- Melee Infantry (Maces): Saurus Warriors of Sotek
slightly stronger than vanilla saurus warriors, but with frenzy instead of rampage

- Shock Cavalry (Spears): Skink Cold One Riders
weaker than saurus cold one riders but can be recruited earlier

- Melee Cavalry (Halberds): Skink Horned One Riders
weaker than saurus horned one riders but can be quite strong if played correctly


Known Problems
- your other lords will take attrition damage if you are not owning any settlements
- might be unable to recruit regiments of renown units while not owning any settlements
- Incompatible with Community mod framework
- quest battles might not work

Notes
- Balance is up for discussion & feedback is much appreciated!
- Tehenhauin's army may be a horde, but settlements are still required to unlock technologies.


Check out some of my other mods:


Special Thanks
- Sebidee: for his awesome tutorial[www.twcenter.net] on unit creation.
- Cataph: for creating high elf sea patrol mod; really helped me understand how to create a custom horde.
- Hieronymus, Deco, Factory Worker for helping me with testing and providing feedback and assistance.
- Guvenoren: inspiration for the colour theme, i have tried many different themes, but this colour composition simply is the most awesome and fitting one for the red host.

If you have any ideas or comments on how to improve this mod, please let me know in comments or discussions section. All feedback is appreciated!



thanks for your time and happy skaven hunting,
Roy
Popular Discussions View All (1)
5
15 Sep, 2019 @ 3:57am
PINNED: FAQ
Ubermorgen
215 Comments
Ubermorgen  [author] 10 Aug, 2022 @ 3:17am 
@crocnomatic: eventually, yes
Bussling fungus 10 Aug, 2022 @ 1:45am 
are you planning on adding this to game 3
Murloc0ne 1 Sep, 2021 @ 11:47am 
hows update doing?
Ubermorgen  [author] 28 Jul, 2021 @ 9:12am 
An update for this mod is planned, but it might take a few more weeks because other things have priority at the moment and there are a few minor problems i have to address to get this working the way it's supposed to, sorry for the long wait.
Murloc0ne 28 Jul, 2021 @ 5:23am 
Will this be updated?
xiongstream 19 Jul, 2021 @ 8:48pm 
I think the additional rats base is conflicting with mixu/lost faction mods.
Loremasters Corax 19 Jul, 2021 @ 6:03am 
If you want, I would love to rework this mod
LordKeik 3 Jun, 2021 @ 6:38am 
How is the update going? Wanna stab some rats in the face so bad :3
Bussling fungus 8 May, 2021 @ 4:59pm 
right now hes just working on fixing them od
Rusty Shackleford 5 Apr, 2021 @ 2:44pm 
Could you make a standalone Skink Cold One Riders mod? Surprisingly, I haven't seen many people add them.