Total War: WARHAMMER II

Total War: WARHAMMER II

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Green Iz Best!
   
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Tags: mod, Campaign
File Size
Posted
Updated
2.174 MB
Oct 27, 2017 @ 7:25pm
Oct 30, 2021 @ 9:00pm
70 Change Notes ( view )

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Green Iz Best!

Description
A soft overhaul mod for The Greenskins, because truly GREEN IZ BEST!


Following the Rework of the Greenskins, this mod has been severely altered in scope.

There are still things that i have added and also things i wish to still add or change but right now i've just wanted to make this mod as unobtrusive as possible given that Greenskins are no longer a living hell to play in the campaign.

Changes that i have made will be added in here periodically.

Current highlights:

*Replaced Goblin Big Bosses as the Garrison commander with the new Black Orc Big Boss for Grimgor, Azhag, Grom and Wurrzag!

Skarsnik retains the Goblin Big Bosses but they also gain the "They Needs Stabbing" ability to compensate for being a weaker unit overall.

The reason why Grom doesn't get Goblin Big Bosses is because he uses the Orc standard building tree so it would be fiddly, maybe even impossible, for me to give him that without ♥♥♥♥♥♥♥ it up for the other Orc lords.


*Unique skills for Orc Warbosses (includes Oglok) and Black Orc Big Bosses. The skills "Dependable Boyz" and "Reckless Boyz" are level 6 skills that are mutually exclusive options for the Orc Warboss that boost either Normal Orcs or Savage Orcs. "Boar Lord" is a level 12 skill that is available to all Orc lords, this includes the Legendary Lords!

*Spider Hatchlings can be built from the normal forest building and are supported by the redline skills.

*Black Orc Big Bosses deal primarily AP damage inline with other Orc Lords.

*Grimgor's faction gives +3 ranks to Black Orc Big Bosses

*Wurrzag regains his melee tree in addition to his new mini tree.

*Grimgor retains his perfect vigour skill at level 14.

*The early blue skill tree has been altered, the previous Raider, Looter and Ravager skills are gone. They have been combined into a single 3 point skill that gives all the former benefits in one neat package. In the other slots are new skills that give a small increase to replenishment, more prisoners and some post battle loot modifier and finding loot modifier. These new skills only cost one point each.

* Some items have been buffed, though not all, will post more details as this goes along.

All changes are made to make the Greenskins feel better, but not make them OP!
162 Comments
Wonderboy Jan 6, 2022 @ 10:48am 
Playing a new game with Grom, and I still get the Raider/Looter/Ravager skills :(
Gejnor  [author] Nov 3, 2021 @ 8:34am 
Cool, i'm glad they work "ok" with each-other, but i do not use that mod obviously :)
Trolldrool Nov 3, 2021 @ 8:27am 
Just checked and you're right, but those lords get other bonuses so it's not a big loss and the rest of the bonuses in this mod more than makes up for it.
Gejnor  [author] Nov 3, 2021 @ 8:10am 
Uhm, No.

Sorry.
Trolldrool Nov 3, 2021 @ 7:54am 
Are the Dependable Boyz and Reckless Boyz skills available to custom orc lords too like the generic Savage Orc Warboss from Mixu's Tabletop Lords mod?
Gejnor  [author] Aug 28, 2021 @ 11:21pm 
Updated today, there are a bunch of QOL stuff like better Garrisons for Greenskins but mostly this has been a revision of Skarsnik.

His faction's Goblin Lords now gain Stalk (a minor bug here is that it may look initially like Orc Warbosses get it too, they actually don't if you read their stance effect.) , and Skarsnik himself gains both Stalk and Masterful Ambush, a better version of the normal Ambush stance normally reserved only for Elves and Oxyotol. He retains Masterful Ambush even if confederated from another faction. Let the schemes begin!

"Da Nasty Skulker" skill now gives the Opportunist Murderer passive ability instead of the frankly boring 10% weapon strength buff.

Theres a new tech for Crooked Moon that costs 100 scrap, it gives further benefits when Ambushing.

Some greenskin onlty traits have been improved so that you will feel more likely to pick them
lwhのsama Jul 25, 2021 @ 5:08am 
need update?
Comrade Petrov Apr 22, 2021 @ 11:26am 
You are right. I am just too used to all the undertuned legendary items in the game.

Thanks again for your work in creating this :)
Gejnor  [author] Apr 22, 2021 @ 4:55am 
@Comrade Petrov Im glad you're liking the mod!

Maybe on the Giant Resistance, i get what you mean.

As for Gitsnik. No, i do not feel it is too strong at all, there is a Blue Weapon you can get that gives +100 AP AND +5% or so Weapon Strength. I feel unique weapons should on average be better than any Blues and so that is how i came to that damage value for Gitsnik.
Comrade Petrov Apr 21, 2021 @ 3:57pm 
Tried it for a while.Thank you for this excellent mod!
!00 extra ap damage on gitsnik feels a bit too strong. But the balance changes feels very good otherwise.
Maybe you could add some missile res for giants? They really need something to help them survive getting to combat.

Take care!