Total War: WARHAMMER II

Total War: WARHAMMER II

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Return to Glory (Cavalry and Chariots)
   
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Tags: mod, Overhaul
File Size
Posted
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68.792 KB
21 Oct, 2022 @ 5:40pm
1 Nov, 2022 @ 4:51am
2 Change Notes ( view )

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Return to Glory (Cavalry and Chariots)

Description
NOTE: Please remember to rate the mod. Thank You! (THAT'S THE GREEN THUMBS UP)


This Mod is current as of 10/31/2022 for build version 1.12.1 and is save game compatible.(Adding to an existing save)

BE PREPARED TO BOTH LOVE AND HATE CAVALRY and CHARIOTS AGAIN.

I wanted cavalry and chariots that could change the tide of a battle. That could make epic line smashing charges and save a battle from the jaws of death. I wanted Chariots that could mow through hardened battle lines just like in the table top game, and just like in ancient historic wars.

-No more slow, stuttering Cavalry and Chariots, slightly bumping into enemy lines.
-Cav and chariots now smash into enemy lines and send infantry flying.
-Cavalry and Chariots are faster, heavier, turn quicker, are more responsive, and can retreat and recharge the same line or a completely different unit 'like you read about.'
-They can plow deep into formations, and have enough acceleration to come back out again, without some stinky Clan Rats with sharpened sticks completely stopping your 2000+ pounds of charging Animals and chariots with Rider, just like how it would happen in real life.(and on the table top)
-Cavalry are more powerful moving up and down hills.
-Routing a Cav charge for a hammer and Anvil strike is now much more efficient with less "micro management" involved.
-Running down fleeing troops is actually possible and a viable strategy now, since Cav and Chariots will now move faster than Infantry walking speed. (Kinda interesting, since you know..it should of been this way since...Forever.
-You will actually be able to reliably stop flanking maneuvers, within less time and striking with real force when doing so.
-A full Cavalry Army is now a viable option if you choose to do so.
-Many new tactics and formations are viable.
-Much more balance for multiplayer, no one will be able to say "Your Cav Units are way better than mine."

What HAS been Changed:
All values affecting the below stats have been edited for all Cavalry and Chariots in the game, and balanced so that no one faction (those that have Cav and Chariots) are significantly better than any other faction with similar options. (you know....true balance).

-Weight/mass
-Walk and Run Speed
-Charge Speed
-Charge Distance
-When and how far away to assume a Charge Stance, and full speed.
-Turn Speed
-Acceleration
-Deceleration
-Target Acquisition

What has NOT been Changed:

-Unit Health
-Armor
-Melee Defense
-Melee Attack
-Unit Count
-Damage Amount
-Damage Types
-Ammunition
-No New Units have been added(this mod only upgrades Vanilla Cavalry/Chariots.


I have been play testing this for 2 days now, with multiple factions, and let me say this, You better make sure your formation management skills and unit selection are on point or the AI will send an Orc Boar Boyz unit right up your A.$.$.


14 Comments
Hank Kill 13 Sep @ 9:52am 
Been using this with Kroq gar to make blessed horned ones useful to the lizardmen. As one of the tankiest cav in the game they are still super squishy but this mod makes them worth taking over another unit of saurus
Jackstar 29 Dec, 2022 @ 11:56pm 
My Chariots are able to get out of blobs now, thanks for the mod. :dslike:
Static-EN- 26 Oct, 2022 @ 7:15pm 
After testing this mod, I have to be a lot smarter with my ranged skaven armies but also means my empire and bretonnia cavalry charges feel so much more powerful and satisfying. highly recommended
CaptainKampfkeks 25 Oct, 2022 @ 10:22pm 
In a very difficult defense of Praag, my two units of Free Lances (re-flavoured Empire Knights) came in an absolute clutch. Repeated cycle charges sent rats flying left and right. They finally felt like they had some weight behind them.
Static-EN- 25 Oct, 2022 @ 10:00pm 
looks promising, i'll try it out ~
Night Writer  [author] 24 Oct, 2022 @ 8:39pm 
For all of you who love the Armoured High Elves mod, I made a submod for it to allow you to use his units with Apocalypse.

The Submod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2879632248

Make sure to give thanks to szzsjoe for his Original mod. His units work flawlessly in this mod and are of course some of the best High Elf Unit choices you can make.

His mod can be found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1175729451
Night Writer  [author] 23 Oct, 2022 @ 3:33pm 
This mod is designed to synchronize with my latest mod: Return to Glory: Apocalypse>
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2879125233
CaptainKampfkeks 23 Oct, 2022 @ 9:57am 
I know right? I am also very excited for 3, but it's very clearly not finished yet. It still needs a lot of work before it can be great. Until then, 2 will tide us over nicely.
Night Writer  [author] 23 Oct, 2022 @ 1:48am 
@CaptainKampfkeks I myself was about to swtich over to playing TW Warhammer 3, but It is so unstable that it is pointless to mod for it currently. I tried playing Immortal Empires and was so excited about the new factions, and larger map, and some of the QoL improvements until I started having crashes every hour on the hour. So I decided to come back to my old favorite, and literally play for 12 hours straight without a Single crash. And it's scratching the itch just like I wanted, so I figured I'd make some mods for it... and boom, i'm hooked. Good thing is my mods are being made for the final version of the game so its all around an easier process for everybody:steamhappy:
CaptainKampfkeks 22 Oct, 2022 @ 10:31pm 
Well, he's not only adding mass, but that does sound good. Truly a hero arriving at the latest hour of the game. This makes another subscriber.