Total War: WARHAMMER II

Total War: WARHAMMER II

Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
Moon 22 Oct, 2021 @ 3:03pm
Buffs for eshin units pls
Compared to every other skaven unit, that was rebalanced in this mod, eshin got the short end of the stick.
- Gutter/Night runners had their range reduced, which not only makes them barely viable compared to pretty much anything else
- Death runners are now anti large, even tho eshin triads are a thing, and don't really do a lot of damage for a unit that was originally anti infantry
- Eshin wizards are not squishier than even, can't fight off enemies at all compared to other heroes, making them generally even less desirable to something like a plague
Eshin triads are the only exception. A 2 unit squad of tanky rats that can fight cavalry, low-mid
tier infantry and un-mounted heroes is fine in my book.
I also noticed that clan Eshin doesn't get any armor piercing bonuses, like they do in vanilla.
Would it be possible to look into this issue?
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Cataph  [developer] 23 Oct, 2021 @ 1:36am 
No, because it's not an issue.
Comparing stats to vanilla won't lead you anywhere, because it's not how CTT operates.

Use what you have, which is the highest skill (and highest micro) skaven units. Death Runners for example can obliterate large single entities if used correctly, you just need to be VERY careful. Triads are probably the single most OP unit in the mod.

Incidentally, you seem to be playing at medium size, which is not recommended.

And Eshin does get more ap in campaign, it's just less visible and less OP.
Last edited by Cataph; 23 Oct, 2021 @ 1:42am
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