Total War: WARHAMMER II

Total War: WARHAMMER II

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Boyz will be Boyz - Closer to Tabletop - Unit Pack
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Tags: Mod, Units
File Size
Posted
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56.210 MB
16 Dec, 2017 @ 9:03am
23 Jul @ 6:28am
40 Change Notes ( view )

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Boyz will be Boyz - Closer to Tabletop - Unit Pack

In 1 collection by Cataph
Cataph's stable collection - WH2
50 items
Description
This is the optional (yet highly recommended) pack for additional units made explicitly for our CTT overhaul. Do not attempt to use in vanilla or in any other context.
(archers and huntsmen base units merged with the new dlc ones)


We are keeping additional units optional because it is better to leave the choice to the single user whether they want to have them or not.

PHASE 1: HORDE AND REGIMENTAL UNITS
We continue the experiment of adding larger core units and special state troops. In this pack, we bring those units (follows list picture) in campaign.
Horde units are recruited via a new 1/2-levels chain that will cost you 100/200 upkeep money but offer unrestrained recruitment of the larger troops available to your faction. These chains come with custom icons & stuff and are only available in provincial capitals. (we're considering adding a garrison)
The tradeoff is opportunity cost, another occupied slot and delayed access to other useful units.

Exceptions to the said rules are:
- Ancient Races: Elves, Lizardmen and Chaos won't have horde units outside of Dryads, Skinks and Marauders, for numerical and balance reasons.
- Empire and aforementioned Wood Elves recruit their Regimental/Horde units from existing buildings, respectively Smith 2/Temple 3 and Tree chain 3, and are the only ones to have them capped for this reason. Each existing repetition of that building will allow more recruits as per tooltip.
- 17/04 Update: TK recruit basic skelly hordes from t3 infantry barracks, Skarsnik from t4 and TEB from their custom Mercenary/Homeland chain (if TEB is present).
- 19/09 Update: TK can recruit chariot hosts from their t3 chain.

Image counts as current full list PLUS a bunch of horde units for TEB and Lichemaster (if used), Tomb Kings and Skarsnik.

Affected factions are: Empire, Bretonnia, Beastmen, Chaos, Norsca, Greenskins, Skarsnik and Savage Orcs, Lizardmen, Skaven, Southern Realms, Tomb Kings, Vampire Counts, Wood Elves.

All these units will benefit from any buff their basic counterpart would get. Their numbers may reach up to 260 300 individuals at Ultra size and all of them bring the Horde passive (and regimental rules for the Empire state troops). You can preview and play around with them in custom battle with the base pack if you don't want them around in campaign yet.



PHASE 2 (current): new units.

Phase 2a with 5 new units for the Empire: read the update post![www.patreon.com]

(Archers and Huntsmen re-absorbed by the DLC units)
Middenheim starts with two of the Ulrican units.

Phase 2b with 4 new marked units for Chaos: read the update post![www.patreon.com]



All of them are also supported by the x1.5 hitpoints submod.




______________________
Credits to:
- Willemsen for allowing us to use some of his textures (White Wolf/Teutogen).
- Adopotato for allowing us to use his Chaos textures (currently on three marked units).
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184 Comments
Geo 28 Aug @ 6:25am 
Do these units automatically apply to Mixu's added factions? Such as the Cabal (Chaos). Since I don't see them listed under that one in custom battles.
Inudono 29 Jul @ 7:26am 
I have been enjoying your mod for a while and found a minor thing I found odd. With the norscans you get to horde marauders, shield and great weapon, and I wondered why there was no spearman version? Seems like it would fit well with the theme of hordes from other factions. By the way, great work!
Captain Freakout 23 Jul @ 2:52pm 
It's not super unbalanced or anything, really, so no rush. Thank you very much for your fast response!
Cataph  [author] 23 Jul @ 2:51pm 
hmm. compatibility thing, I'll think of a way.
Captain Freakout 23 Jul @ 2:46pm 
Hey Cataph, I'm using Mixu's Moo-sillion and it gives me an option to build a horde building but it does not activate any recruitment options for the units pictured, while I've seen Sylvania running around with them. Is it a specific decision for Mousillion or is it just a compatibility issue? Thanks in advance!!
Cataph  [author] 14 Jul @ 11:08am 
not really, they don't need them.
Ahriman 14 Jul @ 10:36am 
Hello,

Do you ever plan to add hordes for Vampire Coast?
Neuromancer 28 May @ 7:08am 
@Cataph Hi, exceptional mod, I'm using for a while now and it's a blast! Would you consider adding the extra beastmen chaos god units, similar to the ones in Deco's mod? His other units, like the Gorgon and the wargor are also cool, maybe you could incorporate them? Thanks for the great mod anyway!
Ayette 15 Dec, 2019 @ 4:54pm 
it also limits ai ?
christopherrcolasurdo 22 Oct, 2019 @ 6:44pm 
Hi, just wondering why exactly it can't be used with Vanilla? Are the units insanely op (or the inverse)? If so could we get a balanced version? It would be great to have the Knights of the White Wolf and Guard for my Todbringer campaign.