Total War: WARHAMMER II

Total War: WARHAMMER II

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The Coldest Knights
   
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Tags: mod, Graphical
File Size
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889.912 KB
Dec 3, 2020 @ 10:36pm
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The Coldest Knights

Description
Cold one knights are cool. Here's a buff that makes them not useless.




If you're like me, the first time you saw the Cold One Knights you thought: "BDSM elves on Dinosaurs? That sounds ridiculous and awesome at the same time". And you'd be right!
What you probably DIDN'T think after first seeing them was that they would get roflstomped by Empire Knights, but I guess life is full of disappointments.

Well no more! This buff for Cold One Knights and Dread Knights will turn them from the inbred stepchildren of the Lizardmen into cavalry that will make the high elves rethink the whole 'fighting' thing.


CHANGES
- Slightly increased the mass and bumped up the speed of both Cold One Knights units (Seriously, I've seen statues move faster than these guys)

- Regular Cold One Knights have gotten a small amount of physical resistance, as well as some magical and fire resistance and a boosted bonus against large, so now they don't die as soon as you send them in the general direction of the enemy. They also deal poison attacks, and are great for taking down those pesky dragons and other single-entity large units with health to spare. But beware of high-tier spearmen and other anti-large cavalry!

- Cold One Dread Knights have not gotten a boost to their staying power, and are still somewhat fragile. However, I did give them a boost to their charge bonus, weapon strength, and their bonus against infantry, making them devastating flankers. Keep them close to your army, or in the trees, and when the time is right unleash them into the back of enemy high-tier infantry. They also impose a small leadership penalty on contact, for faster routing.

- The Knights of the Ebon Claw are the Dread Knights turned up to 11, with a little bonus damage resistance, higher melee attack and defense values, and a high charge bonus.

This is my first mod, and while it's more suited for personal use, please do leave any suggestions you have in the comments. Balance suggestions that fit in with the spirit of the mod are welcomed!
6 Comments
Avadon Dec 12, 2020 @ 4:19pm 
A mod to remove...rampage?..
Samarai  [author] Dec 5, 2020 @ 4:36pm 
@comisaryarrick Hey man! Yeah juggling the different tables can be tricky. I would try using Rusty's Pack File Manager (you can just find it on google) instead of the regular PFM, since RPFM unlocks a lot of the tables that are softlocked by regular PFM.
comisaryarrick Dec 5, 2020 @ 10:20am 
Hi ! What program did you use to change the unit characteristics ? Pack File Manager does not open land_units_tables .
Samarai  [author] Dec 4, 2020 @ 6:17pm 
@진 seriously, the guy who allocated their stats must have really hated Jurassic Park. Hope you enjoy the stat update!
^Triumph Dec 4, 2020 @ 6:10am 
@ 진 they trade rly cool vs demys with halbert lol the only thing u can blame on em its their speed.
Revelation Dec 4, 2020 @ 1:37am 
they are pretty useless in base game lets be real. CA must have got to them and was like "meh bored" and went for coffee instead.