Total War: WARHAMMER II

Total War: WARHAMMER II

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Buffs for Sepulchral Stalkers and Necropolis Knights?
I have been playing tomb kings quite a bit lately and frankly speaking these units feel like they need some improvements.

In the campaigns various lord bonuses, skills and technologies can greatly improve any unit but when it comes to multiplayer battle such bonuses are mostly not available.
And even with the campaign lord skills and technologies and necrotect hero bonuses these units tend to under-perform compared to similar tier units available both to Tomb Kings and to other races.

Sepulchral Stalkers could use one or more buffs like:
- Stalk passive trait (frankly feels weird that snakes called stalkers do not have stalk...)
- Poison trait for melee attacks (makes little sense that snakes lack poison on their melee attacks, but have it on limited ranged attacks)
- Longer range for their melee attack (if you zoom in during battle the stalkers will often not attack thinking that their melee can't reach the enemy while visually they are well in reach to swing their big weapons)
- Improvements for their ranged attack (more ammo, perhaps some unique poison variant, perhaps armor reduction)
- More melee defense and/or more health

Necropolis Knight (standard variant):
- Overall a buff to their combat stats
- Stalk
- Vanguard deployment

Halberd Necropolis Knight tends to perform okay overall but perhaps a slight improvement to their combat stats or give them some missile resistance (since they dont have a shield).

Tomb Guards have quite a few powerful units that already cover the needed roles in an army, especially the various massive constructs and Ushabti.
So i honestly find myself never being able to justify buying Sepulchral Stalkers or Necropolis Knights (standard variant).
Even with the free recruitment cost in the campaigns i would still rather spend the gold on other more useful buildings.
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Showing 1-5 of 5 comments
I agree that both of those units are terrible in campaign because the building is ridiculously expensive.

I can spend 10k for a Hierotitan five turns later or I can spend ~ 20000 and ten turns for one unit of Necroplis Knights w/ Halberds (I get some other stuff too, but lategame I'll only be interested in those guys).

Also, there is no Herald that buffs those units. Scorps get the ridiculous +12 vs infantry, Tomb Guard get +10 armor +12% WS, Sphinxes get +10 bonus vs large (or something like that), archers get Hawk-Eyed Precision.... and those cav units get nothing.

Also, they're all slow. Due to their low speed they play more like monstrous infantry instead of cavalry; and I'm not short of things I can send into enemy lines (scorps, sphinxes, hierotatins, ushtabi...). Also, everything I just listed is much better at killing.

Sure, they're SUPPOSED to be used as cavalry, but they're so slow I find sending a Necrosphinx off to deal with them is quicker as the Necrosphinx has the mass to run through anything.
Pimpin Pippin Dec 23, 2018 @ 1:48pm 
I think it would be very fun if the Sepul. Stalkers got the Stalk trait, it would make em such a scary surprise.
Giving them melee poison attacks would help them in combat, since the ranged poison effect lasts for just a few seconds.

Stalk is not a common thing in Tomb King arsenal so giving Necropolis Knights the stalk trait would be very fun and give them a bigger niche.
If you also give them Vanguard deployment they can become a really fun and useful unit.
Koromo Dec 23, 2018 @ 4:50pm 
Personaly i find the knights one of the few useful constructs in multipllayer, since the others like the ht are so overpriced. They might not have the best speed for flanking, but are great for defending the backline. THe stalkers are useless though, seemingly having trouble stoping anything but the cheapest cav. Giving them stalk would actualy give the TK a cosntruct that can aproach an enemy while avoiding artilary fire, so thatd be nice.
harleyquinrazer Dec 23, 2018 @ 5:22pm 
Eyes of the desert have stalk. It doesn't make them great beyond killing unarmoured cavalry.

Halberd Knights have anti-large and are more suited to anti-cavalry than the Necrosphinx. That said, I do agree the building to unlock them is disproportionately expensive.
Wyvern Dec 23, 2018 @ 10:30pm 
The sepulchral stalkers and knights are, cost wise, a 1100-1400 gold unit, as opposed to a range of 1600+for most of the big single models(except the scorpion). As such, their stats really arent that bad, but their availability is atrocious. The unit honestly just needs to be made accessible in greater numbers. At least tomb guard can be churned out in every minor settlement, which compensates for the low per-building numbers, but knights cant be.

In MP the knights and stalkers just dont have the same sustainability, mobility or survivability as the big constructs. Theyre just competing with a bunch of redundant units and thouh you can get use out of them sometimes, they just arent exceptional standouts.
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Date Posted: Dec 22, 2018 @ 3:28pm
Posts: 5