Total War: WARHAMMER II

Total War: WARHAMMER II

Shazbot's Empire Sketchbook - TWH2
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Update: 21 Mar, 2018 @ 7:27pm

Update: 5 Mar, 2018 @ 1:45pm

I wanted more war machines, so I made some. Here's what we're looking at:

Shazbot's Custom Gyro: Single-model dwarf gyrocopter unit with modified weapon fit to fire clusters of quicklime grapeshot for target-rich environments and high-powered rockets fit to take down important targets, such as large beasts or enemy heroes.
Cost: 1,000

Shazbot's Custom Tank (Light): Okay, so taking the turret off the regular model was a bit lazy but I wanted a cheaper steam tank variant. Relative to the regular custom steam tank, the differences are about 1/3 more speed and turn rate, 1/5 less health, and the absence of the turret.
Cost: 1,600

I've also made a new ammunition type for both custom steam tanks. It's listed as "extended shot," but I call it flechette or boltshot. It's a cluster of 19 bolts used in the high/dark elf bolt throwers and makes the cannon a lethal shotgun with a tight spread for longer ranges, and is particularly effective against large opponents. Point-blank shots can chunk massive amounts of health out of most targets, and it allows the tank to pepper enemies from outside the range of the generally more devastating explosive grapeshot.

Both tanks have also received their own unit cards as in-game screenshots featuring the unit model. I've also retextured their steel armor to bronze, because I like bronze.

I also gave the Colonel a repeater rifle with good range and firing on the move. Taking after the "smash" of heroes' melee attacks, I opted to give the weapon an area effect explosion rather than piercing that most hero projectiles get. Reduced the Colonel's melee defense to 50 from 60.

Improved the rifling, powder, and sights on carbines. Carbine Cavalry now have 150 range up from about 135 I forget what exactly, and improved accuracy.

Update: 5 Feb, 2018 @ 10:22am

Whoops, I had Shazbot's Chopper set to scale on unit size instead of hitpoints. Fixed it.

Update: 29 Jan, 2018 @ 8:20am

Update: 29 Jan, 2018 @ 8:03am

Update: 26 Jan, 2018 @ 1:57pm

Update: 25 Jan, 2018 @ 8:25pm

Update: 16 Jan, 2018 @ 11:12am

I can't push an update without forgetting something.

Put that bit about "Wave of Devouring" recovering health in its description in the form of a bullet point with the usual "this effect is good" format.

Update: 16 Jan, 2018 @ 11:01am

Added two champions, Berserker and Shadowknight, and one elite unit, Asur Skirmish Mages, to the Empire and all similar human factions through the Empire tavern chain.

Update: 19 Dec, 2017 @ 8:19pm

Tinkering a bit with the units now that I finally have some free friggin' time to do so, and I made a few changes that seem a bit more fun at least to me... for now. Maybe.

- I applied rifling to the guns used by Carbine Cavalry, extending range and improving accuracy. Oh, forgot this bit: melee defence went up from 30 to 36. Cost increased from 600 to 700 and upkeep goes from 150 to 175.

- Pikemen saw increased melee defense to 48 from 45. Lost 6 points of damage overall, but but have more AP damage than before. Was 24/6 now 12/12. Extreme anti-large specialization left them feeling too weak against anything else, so I gave them the Crushing Strikes contact effect to give them some indirect usefulness against anything they fight up against when fighting alongside other units with better melee attack to take advantage of the applied vulnerability. At least, that's what I figure is happening. The intent is to provide players with a sense of pride and accomplishment make these folks very good at holding a line while being themselves lethal against cavalry and not able to kill infantry themselves but make them more vulnerable to other means of attack.

I might've done other things but I don't remember lol.