Total War: WARHAMMER II

Total War: WARHAMMER II

View Stats:
Blessed Lizardmen units are extremely disappointing.
I was just toying with a mod that that grants you the ability to recruit the Blessed Lizardmen units, and I found them extremely disappointing.

I was using this mod
http://steamcommunity.com/sharedfiles/filedetails/?id=1161961468

Nothing against the mod or the person who made it, but the blessed units are very lack luster. The biggest thing that they add is a bigger charge bonus for the Blessed Temple Guard and Kroxigors and no primal instinct trait for the Horned Ones.

I really think that CA really needs to make the Blessed units a little better overall if they're supposed to be actually special versions of Lizardmen units.
< >
Showing 1-15 of 51 comments
THEDOSSBOSS Oct 8, 2017 @ 6:48am 
They are merely slightly better units. I believe during the time they are available, you can recruit as many as you need, so That means having an army of slightly superior units will make a big difference. Any stronger and the campaign would just become easier than it already is
Morrtanius Oct 8, 2017 @ 6:51am 
They are better in hidden ways, they have a number of traits their mundane counterparts don't possess. The Blessed Temple Guard for example has "Perfect Vigour", a trait that completely nullifies any sort of vigour loss, meaning they will never go anywhere near the "exhausted" state. The exhausted state confers MASSIVE penalties to attack, defence, leadership and even armor, making any such afflicted unit easy game.

Then look at the Blessed Saurus Warriors (with shields). From a superficial perspective, they seem to only have a bit more weapon strength, but what the game doesn't specifically tell you is that this increase in weapon strength is full-on armour piercing, suddenly elevating this unit from being simple tanks with average power into a true and proper armor piercing mayhem that can fight toe to toe with far more expensive units like the Black Guard of Naggarond.

Understand also that all blessed variants have the same upkeep as their mundane variants, meaning that their superiority comes at no additional cost whatsoever.
Crowkeeper Oct 8, 2017 @ 6:57am 
Originally posted by Morrtanius:
They are better in hidden ways, they have a number of traits their mundane counterparts don't possess. The Blessed Temple Guard for example has "Perfect Vigour", a trait that completely nullifies any sort of vigour loss, meaning they will never go anywhere near the "exhausted" state. The exhausted state confers MASSIVE penalties to attack, defence, leadership and even armor, making any such afflicted unit easy game.

Then look at the Blessed Saurus Warriors (with shields). From a superficial perspective, they seem to only have a bit more weapon strength, but what the game doesn't specifically tell you is that this increase in weapon strength is full-on armour piercing, suddenly elevating this unit from being simple tanks with average power into a true and proper armor piercing mayhem that can fight toe to toe with far more expensive units like the Black Guard of Naggarond.

Understand also that all blessed variants have the same upkeep as their mundane variants, meaning that their superiority comes at no additional cost whatsoever.

+1
Originally posted by Morrtanius:
They are better in hidden ways, they have a number of traits their mundane counterparts don't possess. The Blessed Temple Guard for example has "Perfect Vigour", a trait that completely nullifies any sort of vigour loss, meaning they will never go anywhere near the "exhausted" state. The exhausted state confers MASSIVE penalties to attack, defence, leadership and even armor, making any such afflicted unit easy game.

Then look at the Blessed Saurus Warriors (with shields). From a superficial perspective, they seem to only have a bit more weapon strength, but what the game doesn't specifically tell you is that this increase in weapon strength is full-on armour piercing, suddenly elevating this unit from being simple tanks with average power into a true and proper armor piercing mayhem that can fight toe to toe with far more expensive units like the Black Guard of Naggarond.

Understand also that all blessed variants have the same upkeep as their mundane variants, meaning that their superiority comes at no additional cost whatsoever.

Well, I didn't know about the armor piercing. But that's still just two units, the other ones aren't really that great.
Kblocks (Banned) Oct 8, 2017 @ 4:00pm 
Originally posted by chubbyninja89 (the Ninja Brony):
aren't really that great.

just like the mod you used to unlock it all . let's argue that not having access to blessed units in custom battles and pvp isn't that great either
Originally posted by Kblocks:
Originally posted by chubbyninja89 (the Ninja Brony):
aren't really that great.

just like the mod you used to unlock it all . let's argue that not having access to blessed units in custom battles and pvp isn't that great either

It's not that we can't get them, it's that they're not that much better overall compared to their regular counterparts.
Revelation Oct 8, 2017 @ 4:15pm 
I think they should be randomly given as spawns also.... not just for missions. every 10 turns for example you should be able to get 2 of any type after Y turns better versions after Y more elite versions.
Dubblit Oct 8, 2017 @ 4:24pm 
They are not supposed to be amazing. They are aflavor to playing as maztermundi. And they cost 0 to recruit. Pretty good card to ahve if you need an army ASAP or need to fill in a gap quick.
Last edited by Dubblit; Oct 8, 2017 @ 4:24pm
Dixie Normus Oct 8, 2017 @ 4:27pm 
I can't hear you over the sound of my clubs bashing in skulls.

http://steamcommunity.com/sharedfiles/filedetails/?id=1163118429

I realise this is vs a trash tier army with no armor at all, which are the ideal targets for club infantry.

Low-level lord. 46 attack. 50 defense, 70 weapon str., 22 charge bonus with 1 gold chevron on Blessed Saurus Warriors (Shields). That is with all Saurus tech researched.
Last edited by Dixie Normus; Oct 8, 2017 @ 4:29pm
Revelation Oct 8, 2017 @ 4:28pm 
Originally posted by Dubblit:
They are not supposed to be amazing. They are aflavor to playing as maztermundi. And they cost 0 to recruit. Pretty good card to ahve if you need an army ASAP or need to fill in a gap quick.

Wrong, you get them as Kroq also... They're elite versions. Same as the people saying 'you can get as many as you want!' No.... And its the same upkeep, by the time you get anything good, you are into the game and have a good army, sure its instant but MOST of the time you're switching a unit for its upgraded type directly - it's the same cost each turn so... I don't see the issue.

They should look a little different, that would be nice.
Last edited by Revelation; Oct 8, 2017 @ 4:29pm
Originally posted by THEDOSSBOSS:
They are merely slightly better units. I believe during the time they are available, you can recruit as many as you need, so

Nope, you get limited amounts. At least in the vanilla game.

You get the quest, it'll say 'Reward: X number Blessed Y unit' and that many are added to the blessed recruitment list. I don't know if they disappear eventually, like if theres a timer, but you get a limited number you can recruit. I've seen batches of 1 and 3, currently.
Hawkefire Oct 8, 2017 @ 4:40pm 
Err, actually some of the blessed units have perfect vigour, IE they don't get tired -ever-.
That is a huge bonus as their units are already very good in extended engagements, and then this really makes their staying power incredibly powerful.
Originally posted by Hawkefire:
Err, actually some of the blessed units have perfect vigour, IE they don't get tired -ever-.
That is a huge bonus as their units are already very good in extended engagements, and then this really makes their staying power incredibly powerful.

Well, they should at least get a +5 to everything to make the better and not just slightly better.
SleepyNarwhalz Oct 8, 2017 @ 6:27pm 
Let's run through it:

Blessed Skink Skirmishers
  • 8 more health per unit, or 720 more health total on large unit sizes
  • 70% magic resistance
So there you have a hugely magic resistant skink (pheonixes won't be bothering you today :P) with better health. It's a somewhat minor change but can be very useful.

Blessed Chameleon Skinks
  • 11 more health per unit, or 748 more health total on large unit sizes
  • 10 more charge bonus
  • 4 more ammunition
This is a good one. It allows your already fairly good at combat chameleon skinks to be able to hold their own, and is great for lightning strikes against archers or just regular missile firing with the more ammunition they have.

Blessed Terradon Riders (Fireleech Bolas)
  • 50 more health per unit, or 400 more health total on large unit sizes
  • 20 more speed
  • 22 more ammo*
Another good one. This speed buff acts as a great way to evade missile fire, chase down routing units, and best of all be faster then near any other unit in the game allowing them to kite extraordinarily well.

*Thanks to Skoll for pointing this one out to me, looks like I missed it. The extra ammo does the obvious of allowing them to shoot twice as long, and bumps them up to probably one of the best blessed spawnings on the list.

Blessed Saurus Spears (Shields)
  • 13 more health per unit, or 975 more health total on large unit sizes
  • Buffed melee attack and defence in forests
This allows them to be very useful against cavalry if you catch them in the forests (like you ideally would want to), and is very good for an anti-large unit. Also allows them to tank even better than before.

Blessed Saurus Warriors (Shields)
  • 13 more health per unit, or 975 more health total on large unit sizes
  • Perfect vigour
This is really good. The basic saurus warriors are already great at outlasting their enemies, and the boosted health and ability to resist all vigour loss allows them to be even better at it.

Blessed Cold One Spear-Riders
  • 18 more health per unit, or 648 more health total on large unit sizes
  • 14 more speed
This buff makes them faster than the elven heavy melee cav. Enough said.

Blessed Kroxigors
  • 66 more health per unit, or 792 more health total on large unit sizes
  • 20 more charge damage
Not the biggest bonus to them, but it's still decent and allows for cycle charging to be more effective.

Blessed Bastilodon (Solar Engine)
  • 739 more health on large unit sizes
  • Perfect vigour
Might not look amazing, but this is perfect for a unit like this. It makes it so it can shoot all it wants with the skinks and the laser beam but it'll never run out of vigour for when it comes time for melee.

Blessed Temple Guards
  • 13 more health per unit, or 975 more health total on large unit sizes
  • 14 more charge

This gives them one of the best base charge bonuses in the game for infantry, and also just allows them to tank longer. It's certainly not the best on the list, but it's nothing to scoff at.
Blessed Horned Ones
  • 22 more health per unit, or 792 more health total on large unit sizes
  • No primal instincts
By far the biggest compaint I see about these guys has something to do with their primal instincts, and I can see why. This allows them to be the heavy cavalry that they were destined to be without having to worry about losing them in the fray.

Blessed Stegadon
  • 1007 more health on large unit sizes
  • Perfect vigour
  • -15% missile resistance
This is like the bastilodon in that it can shoot all day long and then head right into melee without having to worry about vigour, it's great. The reduced missile resistance is a bit weird though, not sure if it's an oversight from CA or the modders.

Blessed Carnosaur
  • 660 more health on large unit sizes
  • 15 more speed
  • 50% magic resistance
Remember how I said those blessed cold one riders were faster than elven heavy cavalry? well these guys are the same speed as elven light cavalry. Scary stuff man.


So in conclusion I would say they're all very good.

And remember, all those guys are free to recruit and cost the same as their regular counterparts. The other factions have nothing to compare to them.
Last edited by SleepyNarwhalz; Oct 9, 2017 @ 8:23pm
Kblocks (Banned) Oct 8, 2017 @ 9:26pm 
get pwned chubby.. little reading comprehension goes a long way
< >
Showing 1-15 of 51 comments
Per page: 1530 50

Date Posted: Oct 8, 2017 @ 6:43am
Posts: 51