Total War: WARHAMMER II

Total War: WARHAMMER II

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Unit Formations
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Tags: Mod, Battle
File Size
Posted
Updated
0.705 MB
11 Dec, 2017 @ 5:30am
24 May @ 10:36am
8 Change Notes ( view )

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Unit Formations

Description
Updated for Tomb Kings


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Ever wondered why there were no formations available for any units, despite most races being disciplined well enough to use advanced tactics and thus formations?

Now you are able to give most units the order to get into formations of your choice and as you would expect, they also get a bit better in combat by doing so!



Formation Availability
These formations are a fully optional extra bit of micromanagement that gives you useful bonuses if you utilize them, but if you activate this mod and choose to not use them yourself, most AI factions will use some of them against you to provide more of a challenge.

What formations are available to you depends on the race you play as well as the individual unit, so for example most of the main Empire and Dwarf units are capable of several formations each, while Vampires have fewer and only available for their more advanced minions and most Orcs are only capable of getting into one very basic formation.

For most core game units to be able to use formations, you will require at least medium unit size in your graphics settings. If the unit is very small by default or lost many men, certain formations may be not possible until you increase the unit size or the unit has recovered. All my tests whether units are capable of supporting a formation at all are done based on fresh units and Ultra unit size.


You should also check out my other mods:
Crynsos' Faction Unlocker+
Fast Units - Fast Armies
Instant Quest Battles
Instant Quest Items
Karak Eight Peaks at Campaign Start
Norsca Expanded - Unit Roster Expansion




Detailed Mod Information
There are 10 base formations, some of which have slightly different bonuses if a unit uses a shield. Regiments of Renown can use all of the formations that their base unit can use.

Currently, the bonuses applied to all units using the same type of formation are equal across races. I'm looking into refining this further to potentially give each race some more unique bonuses.

Details about each formation can be found in the discussion thread below.


Supported Unit Mods
? Cataph's Kraka Drak: The Norse Dwarfs (05.12.2017)
? Cataph's The Southern Realms (05.12.2017)
? Expanded Roster - Dark Elves (05.12.2017)
? Glory Mod: Beastmen (05.12.2017)
? Glory Mod: Bretonnia (05.12.2017)
? Glory Mod: Dwarfs (05.12.2017)
? Glory Mod: Empire (05.12.2017)
? Glory Mod: High Elves (05.12.2017)
? Glory Mod: Vampire Counts (05.12.2017)
? Glory Mod: Wood Elves (05.12.2017)
? Willemsen's: High Elves Expanded (05.12.2017)
? Willemsen's: Knights of the Empire (05.12.2017)
? Radious (05.12.2017)
? Sons of Grimnir (05.12.2017)
? Steel Faith (05.12.2017)


If you have suggestions for more mods that I should support, link them as a comment.
These are the dates when I last checked a mod for updated units. If more units were added to one of these mods that I need to add support for, please make a comment about it.



Credits
Thanks to Der Spaten for helping me with updating this mod in various ways!


Compatibility & Known Issues
This mod should be compatible with all other mods.

These formations are not actually made for Warhammer (they are leftovers from Rome II or Attila) and thus are not optimized at all for it, so some bugs entirely expected. More than half of the existing Rome II formations either did nothing or were broken and causing crashes, so these are the ones that still work mostly as intended.

? Ring of Steel WILL CRASH THE GAME if you use it in an insufficiently spaced area, such as tight city alleys, near houses, rocks, trees or other impassable objects - so only use it on open plains.
? The outermost models of units that use the Iron Guard / Wall of Bone formation will go into a "T-form" when idle, which looks weird but is just a visual bug - they become normal when under attack.
? Do not remove this mod mid-campaign, it will most likely crash save games that were played with it.



Want to support my mods? Consider donating via Patreon / PayPal! (thecrynsos@gmail.com)
Cataph and myself now also host a Discord server for our community and all modders!
[www.patreon.com][discord.gg][www.paypal.com]
Popular Discussions View All (4)
14
11 May @ 4:16am
I fixed the wood elf bug
Kruniac Zio
3
19 Nov, 2019 @ 1:47pm
[Bug/mistake]: Some formations on dwarven units say "can use if: Undead" or the stance makes the unit Undead
Killbeam
0
26 May @ 3:39am
Will formations be added for Tor Yvesse new units?
Reanimator
< >
573 Comments
higgi_boy 19 Aug @ 3:10pm 
This doesn't just add formations, each formation comes with stat/behaviour modifiers which have a surprisingly big impact on how combat plays out. Ruined a campaign completely and of course unless you use multiple save files for one campaign (I only had two) there is a high risk you cannot remove the mod once you have saved. Skirmish infantry that normally outrun chasing enemy infantry now get caught in seconds because the enemies have a big speed buff...just one example. Good idea but not well executed.
BLOODRAGE 17 Aug @ 12:43pm 
Im playing with SFO and somehow got these formations ( which are awesome) , i was not subscribed and cant find anything about it on sfo page, im so confused
Upyron 14 Aug @ 8:57am 
is it working in the Multiplayer mode ? or just against AI ?
captainducko 13 Aug @ 1:43pm 
I'm interested in how you got the AI to acknowledge this feature...left over code in the game from Rome 2?
SenisterDenister 6 Aug @ 3:39pm 
Sigmar's Heirs submod?
Mike 24 Jul @ 5:53pm 
If you're still adding support for custom units, I'd suggest this series of mods that add new infantry units to the Empire. https://steamcommunity.com/sharedfiles/filedetails/?id=1341623217
Durpmen 24 Jul @ 11:30am 
Hoping this gets updated to fix the unbreakable units and mid combat switching of units to dominate fight or atleast so we can disable this mod and continue a campaign without it.

A few people have previously commented that this mod is making all units act like undead and I am experiencing it too vs lizardmen.

Also even though a unit is locked in combat and physically unable to move/change formation the stat buffs are applied once the button is pressed which is swinging fights due to the unit getting buffs for a formation they aren't even in.
Shykorus 19 Jul @ 5:12pm 
I really like the diversity and strategy this brings.
Only.. some of the formations for DE don't make much sense. Witch Elves get Iron Guard and not Flying Wedge or any other kind of offensive formation. Also, Dreadspears get Phalanx but Black Guard don't, they get... shield wall..? Executioners get Flying Wedge which is fine.. but so do the Black Guard... I'm not sure if some unit are intentionally not given formations but Sisters of Slaughter missed out on the love and while Darkshards don't get a formation and that's fine, it would be good if the Shades do.
I don't mean to just pile a load of work onto you. I'm very happy with this mod and will be using it quite a lot, just noticed some changes that might be nice when you have some down time
大鹅君 18 Jul @ 3:53am 
Is there any possible way to fix the T posing for Iron Guard?
Poul Mavinger 17 Jul @ 11:35pm 
why does this mod make the units undead in battle