Total War: WARHAMMER II

Total War: WARHAMMER II

The Rise of the Tekovna Empire v0.8 | CUSTOM BATTLE human faction, by Fire Destroyer
 This topic has been pinned, so it's probably important
Fire Destroyer  [developer] 11 Oct, 2020 @ 5:41pm
Tekovna Unit Wiki
OFFICIAL TEKOVNA UNIT WIKI

General strong points: Tekovnan units present excellent morale and skilled land units, mainly cavalry and ranged infantry.
General weak points: Tekovnan units do not have magic powers or monsters, being unprepared to face them compared to the Empire itself. (their only defence against magic is having Richard on the battle, to have protection).

  • Independence Guards: The best cavalrymen from the colonies grouped in one unit to protect Dom Conrad I, the supreme leader of the Tekovna Empire, during battle. They will do everything they can to keep Conrad alive.
    As the unit of Cuirassiers, they are good against cavalry and infantry, destroying any of them in seconds with deadly charges, but it's wise to keep them away from the front line and protected from artillery, because Conrad is a man with no special power and extremely vulnerable to ranged attacks.
    Conrad can inspire allied units on a great range with a special ability (warcry), and other vanilla leader abilities.

  • Richard the Crusader: A great friend of Dom Conrad I and a misterious person, Richard is the founder of the Order of the Sword and the Cross, and this means he was blessed with special aspects, such as the Bless of the Sword and the Cross, a strange effect that protects the entire Tekovnan army from any type of magic attacks (80%). Called the "Crusader" because most part of his time Richard is hunting and defeating enemy magic champions, on the so called Crusade expeditions.
    In the battle, he is a excellent warrior and can easily defeat enemy champions, keep him on the front lines. The only thing that can be a real problem to him is giant enemies, because a sword is not a good weapon to defeat them...

  • Folke "Crushington": Another old friend of Dom Conrad I, a lumberjack with awesome combat (no one is sure how he learned them) and leader abilities. Send him on enemy infantry lines and he will chop heads in a minute with a special smaller halberd. Also, he will encourage close units to fight harder and kill more.
    Folke is a common man without super skills or unnatural strenght, he will kill enemy infantry one by one (or enemy heroes). Also, he gets a little bit inspired when he starts the killing, losing control if the fighting becomes intense, so take care.

    Melee Infantry
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  • Line Infantry: The backbone of Tekovnan armies, men with uniform, swords and muskets ready to form the main front line and push the enemy back. They are good against infantry and cavalry, blasting them with salvos or slicing on melee, they are a true living wall.
    Place them forming a front line, their ranged and melee attacks will greatly delay enemy advance, their good morale will guarantee the line integrity. It's wise to rarely put them to melee, because when the enemy engages them, the back lines keep firing while the front line fight with their swords.

  • Militia Halberds: Militia civilians with halberds, they have the lower morale rates and are less trained than the professional soldiers, but they can still give plenty of damage to enemy cavalry and monsters. Use them on the front and side lines to avoid enemy cavalry ambushes.

  • Tomahawk Warriors : Soldiers carrying dual tomarrawks, with the ability of throwing them on the enemy by player's order, or engaging enemy infantry with butchering abilities. Their offensive attitude will deliver great damage, while the defence is not much considered. It's advised to use them to follow the Line infantry from behind and support them when the enemy tries to break their line.
    They're also the fastest infantry and can deal good damage to cavalry too.

  • Knights of the Order of the Sword and the Cross: Elite knights, the best swordsmen from the human factions, lethal to enemy infantry and very hard to be defeated. Their ability on battles inspire close units and make the enemy run away just with the sight of their march. They will fight until death and will kill anything that stands against them. It's advised to throw them at enemy heavy infantry, and let them do the killing.

  • Almughavars of the Order of the Sword and the Cross: Lower servants from the Order, not knights but elite trained spearmen, lethal against monsters and enemy cavalry. They can also give lots of trouble to enemy infantry, but they will be better against big enemies. It's wise to protect your anti-infantry units with them against monsters.

    Ranged Infantry
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  • Jungle Fighters: Skilled handgunners, with small rifles and machetes, prepared to fight in the jungle and shoot the enemy while hiding from them, being able to snipe efficiently strong enemies. Although their strong machetes will protect them from incoming cavalry or infantry, and their fast reload rifles will give more salvos before someone get closer, it's wise to keep them on the ambient they have bonus: Jungles and forests.

  • Militia Musketeers: Militia civilians with muskets and swords, specially trained to help Line Infantry in a cheaper way, increasing the power of the Tekovna ranged fire. They can give much damage from afar, but keep them away from strong enemy infantry or they can be defeated quickly.

  • Voltaic Riflemen (RoR): Men carrying a special scientific weapon from Tekovna scientist, using the newly discovered voltaic energy to shoot jolts of dangerous energy directly on the enemy, giving much damage. As long as they don't use ammunition, there are almost no reloading time and enemy regiments can be vanquished in seconds if they don't approach. It's wise to give special attention to them, keeping them on safe distances from the enemy.

  • Pistoleros (RoR): Outlaws that left their life of bandits on the Lustrian jungles to become soldiers of the Tekovna Empire (with big salaries, of course). Their ability with pistols from duelling made them the best shooters from Tekovnan soldiers, they can quickly (with very low reloading time) fire at the enemy, with enough accuracy to blow eyeballs more efficiently than a musketeer.
    They also use machetes to protect themselves from closer enemies. It's wise to keep them behind Tekovnan melee infantry while they take down a great number of enemy soldiers, without even harming their own allies.

    Melee Cavalry
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  • Cuirassiers: Well trained cavalrymen, armed with swords and medium armor, mounted on resistant horses to engage enemy cavalry and infantry. While being not the fastest, once they reach the enemy it's a vital action against flankers, protecting the sides and back of the Tekovnan army. They also can advance against the enemy front line and defeat them together with Tekovnan infantry if they're losing territory.

  • Provincial Cavalry: Militia civilians mounted on horses, abandoning armour (for both the horse and the rider) to be the fastest cavalry from the Tekovnan army. They are excellent at intercepting fast enemies and destroying enemy artillery fast, before the enemy cavalry reaches them. But while they are good against weaker and faster enemies, they are vulnerable to strong ones and need to be in constant moving.

  • Lancer Cavalry: Cavalrymen armed with long lances to give tremendous charges against enemy infantry and big enemies, frequently breaking their line and stopping enemy cavalry from advancing against the Tekovnan infantry. Their defence is not so great, but their attack is powerful enough to give critical damage to enemy's' strongest cavalry. It's advised to use them against side-cavalry-attackers or charge against the enemy front line from the back.

    Ranged Cavalry
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  • Dragoons: Cavalrymen armed with muskets, agile enough to shoot salvos at enemy cavalry or infantry and giving much damage, while keeping a safe distance, making use of their good speed and accuracy shooting while moving. If the enemy manages to get closer, their sword ability will protect them time enough to a Cuirassier troop reinforce the situation. It's wise to use them to weaken enemy cavalry before they manage to reach the Tekovnan front line.

  • Supply Dragoons: The same as the Dragoons, but trained to carry ammunition and first-aid kits to Tekovnan units, healing them and ressuplying ranged/melee/artillery/cavalry units to maintain them during long battles. Because of this, they shoot smaller (and with less damage) bullets and mount stronger horses (lower speed). It's advised to keep them away from the enemy and close to ranged units, while giving special attention to ressuply them when needed.

    Artillery
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  • Field Cannons: Special developed cannons, lighter than the usual cannons and the quickest to prepare, move and fire. They shoot smaller shells. giving lower reload times and more damage to enemy infantry. And even the enemy manages to reach them, the crew is well trained and armed, defending the cannon with their lives and eventually repelling weaker ones. It's wise to keep them at high ground.

  • Culverins: Another special developed cannon, more heavier than Field cannons (made from a special ore) but able to give much more AP and Normal damage to the enemy, specifically enemy cavalry and monsters, with the best accuracy of the artillery cannons. Shooting special bullets, they can even take down air monsters with a few shoots before they can even reach them, although the reloading time is longer. It's advised to keep them at high ground and as far away as possible from the enemy (they have good range and skilled crew too).
Last edited by Fire Destroyer; 12 Oct, 2020 @ 12:10pm