Total War: WARHAMMER II

Total War: WARHAMMER II

Shazbot's Empire Sketchbook - TWH2
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Update: 21 Jun, 2018 @ 6:48pm

Eh, changed back the 360 degree fire arc on Repeater Riflemen. Also reduced unit size of Repeater Riflemen and Grenadiers to 48 from 60, but increased health and damage/reload speed to yield the same total of ranged damage per ten seconds with all models.

Update: 19 Jun, 2018 @ 9:11pm

Update: 18 Jun, 2018 @ 6:16pm

After looking at the reload times of muzzle loaded muskets, I decided to increase the reload time of the Musketeers' firearms to a base time of 24 seconds, or 21.6 at unranked reloading skill and increasing their damage to 30 (6 base/24 AP) which keeps them at 14 total damage per ten seconds. They take longer to reload, but close range volleys do that much more spike damage now. Guards, and the new Riflemen, do this amount of damage as well while having a minor increase in base reload time by 1 second, to 16 seconds, making the new unranked reload time 14.4 up from 13.5. New damage per ten seconds is 21 up from 19. Reduced their range to 125 from 135, and Riflemen have this range as well.

As for the new Riflemen, let's have a real introduction to them:

These new soldiers carry breech-loading, in Ferguson-style, flintlock rifles similar to those used by the Guards. These large bore firearms combine the lethality of high-caliber lead, the accuracy of barrel rifling, and the speed of breech-loading techology which allows more accurate soldiers to better use their skills. Enter the Riflemen, who sacrifice close combat training for expert marksmanship discipline. What this new breed of Line Infantry lacks in melee capability, they make up for in frequent, accurate, and deadly volleys of rifle fire.

- 120 men at Ultra unit size
- Similar missile capacity to Guards as explained above, before factoring their Inspiring Presence.
- Much weaker than Musketeers in melee, having only 12 attack (24 with bonus against infantry) and 24 defence. Same damage.
- (Ultra unit size) Total hitpoints of 7,200, and a negligible armor rating of 20.

I also:

- Increased cost of Pikemen to 600 from 500.
- Slightly increased Lancers' melee attack and increasing price to 600 from 500
- Increased Foot Knights' damage from 40 to 48, 12 base/36 AP. They felt kinda weak for a long while.
- Gave Repeater Riflemen 360 degree firing
- Increased Carbine Cavalry damage, damage and reload speed match Guards and Riflemen. Hope they're still balanced, but their missile capability felt pretty weak. If it's too much, I'll reduce their ammo.

Anyways, I hope the Riflemen are fun to play with and aren't over or underpowered.

Update: 2 Jun, 2018 @ 8:10pm

Update: 31 May, 2018 @ 7:38pm

Is it update time? I think it's update time. I pressed the "update" button on this mod for the new update that updated the game. The update added stuff, but I didn't. Not really, anyways, except one little thing:

- Increased Repeater Riflemen damage from 5/15 base/armour-piercing to 6/18 base/armour-piercing.

The Repeater Riflemen are very squishy snipers, yet I didn't feel like they did enough damage to justify their frailty or price tag. Maybe I just suck, but whatever I upped their damage.

Update: 10 Apr, 2018 @ 10:46pm

Lowered the price of Warband (Swords) to 600 and changed the Warband (Polearms) up a bit.

Lowered bonus vs. large to 6 from 12
Raised base attack value from 30 to 36
Added Crippling Strikes contact effect

Polearms were very potent formation fighting weapons, not just against cavalry but infantry as well. I decided these guys oughta get some in-between role similar to naginata samurai compared to their katana and yari counterparts when looking at Shogun Total War. The result should be an infantry unit that, compared to shielded Warband units, sacrifices carrying a shield for broader offensive capacity against any target, having as much melee attack against small and large targets as swords and spears with armor-piercing damage, and increased defense against melee, for itself and other units fighting the same target, with Crippling Strikes.

Update: 10 Apr, 2018 @ 10:45pm

Update: 21 Mar, 2018 @ 9:28pm

Update: 21 Mar, 2018 @ 8:26pm

Update: 21 Mar, 2018 @ 7:41pm

Made a change to the Raider Company to fit their ambush role a bit better.

- Took away their shields. :^(
- Gave them Concealment Bombs to get closer before being detected.
- Armed them with stun grenades and launchers to shoot them with. These weapons are very slow to reload, however they deal solid damage when fired in a volley and severely reduce melee defence and speed for 30 seconds, allowing the Raiders to catch up to melee and inflict high damage for some time.

I also made a small change to the Troll Hunter Company. I had pictured these units protecting the Repeater Riflemen from cavalry, or providing an ambushing defence against other fast moving opponents, so I gave them an ability that grants them Unspottable while they are still.

Finally, as a new mercenary unit, I finished up the Asrai Stalkers. Wood Elves are fast on their feet and can move pretty quietly, so I took that and made basically a "Raider Company on steroids" out of them. They are equipped with enchanted "blind-blast" arrows, which use intense concussive force and a blinding flash to damage enemies and severely stun the survivors, with effects identical to the Raider Company's grenades. They are equally as adept in stealth, also carrying Concealment Bombs, and are lethal against infantry especially when executing their assault.

I think they're decently balanced? I was a bad boy and didn't test them a lot. Let me know what you guys think.

I also adjusted the unit values table for recruitment, as I noticed they were changed in the vanilla files and that resulted in these units having many times more "value" in the unit qualities table than other units.