Total War: WARHAMMER II

Total War: WARHAMMER II

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Better Ranged Skinks
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Tags: mod, Battle
File Size
Posted
Updated
67.020 KB
Jul 23, 2021 @ 5:30am
Jul 25, 2021 @ 9:24am
2 Change Notes ( view )

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Better Ranged Skinks

Description
The lizardmen's ranged firepower has always been lacking, especially in range and armor piercing damage. The skink skirmishers especially has always felt pretty useless to me. So I boosted them.

Changes made :

- Slightly higher mobility and maneuverability
- Slightly higher range
- More ammos
- Higher AP and base ranged damage

Compatibility : Anything that does not change the stats of the Skinks should be ok. If there is any problem, don't hesitate to contact me.

Update : Lowered AP damage for all ranged skinks

NOTE ---------------------

This mod is going to be part of a serie of mods that I am currently working on, aiming to "rebalance" (buff) certain factions to be more logical and consistant with their lore capabilities. It will NOT be a balanced serie of mods and the different races will clearly not perform at the same level. Consequently, I will divide this serie into races and each race will have their own modpack to buff certain units (like here with only the Skinks) so that you all can choose your prefered race and go to town with it or choose a challenge and go full madman against races designed to be more powerful.
11 Comments
Ciaphas Cain Aug 19, 2022 @ 10:45am 
Its fine, I'm saying it was right! Squirmy little bastards they are lol
YTetsudo  [author] Aug 19, 2022 @ 10:20am 
I'm not english, typos and mistakes happen.
Ciaphas Cain Aug 19, 2022 @ 6:56am 
"squirmishers"

You've got that right lol
YTetsudo  [author] Oct 3, 2021 @ 3:00am 
I slightly nerfed the chameleons after some feedback, forgot to update their card in the images. They are supposed to have 30 instead of the 40 i gave them originally
SloppyJoppy Oct 3, 2021 @ 2:53am 
works partly, got the range and dmg, but the health is not there, my weapon dmg for chameleons is also 30 and not 25.
YTetsudo  [author] Jul 28, 2021 @ 1:10am 
Their damage is not that different from the normal ones, I mostly boosted their accuracy and reload. In a sense, they could be considered better than some good ranged units like the SoA but keep in mind I intend to rework quite a bit of units and my focus will be on quite a few points :
- Accuracy and range for ranged units
- Speed, attack and maneuverability for cavalry
- Defense and melee power for infantry
- Accuracy and AoE effects for artillery

So yes, these skinks are good, especially if boosted by Oxy or another lord, but I like them this way and at least they are not the "I have no money and must make an army" option but a support / squirmish unit worth getting in all your armies. At the core, I'm not a fan of doomstacks, I use them on higher difficulties because of necessity but I want to bring back balanced armies.
Gate Keeper Jul 28, 2021 @ 12:49am 
This is a simple opinion: This makes chameleon skins better sisters of avelorn at half the price. And a tier 2 unit with no special recruitment requirements. Don't get me wrong, I don't mean to compare this in a multiplayer sense. But I am putting some perspective. Double their damage, 40% missile resistance. Half the range, but stalk.

Another perspective. Unleveled chameleon skins, with no upgrades, on a lvl 1 lord, did things that skins with daemon blood infusion ammo, at lvl 9, on a lvl 40 oxyotl usually do.

Imho, this pushes them into cheat-mod territory. They are unjustifiably strong. Doomstack material. Not for me.

If that's what people want, sure, have at it. I'm just pointing out how big of a difference this makes.
YTetsudo  [author] Jul 27, 2021 @ 2:08am 
I do not plan on adding new units unfortunately, at least not yet, because I am still not sure about how to do it ^^'
Warcommissar1 Jul 27, 2021 @ 1:54am 
they really need a shortbow version, they had shortbows in several editions of table top
YTetsudo  [author] Jul 25, 2021 @ 12:19am 
Thanks for the feedback. I ve been boosting ranged units a bit too much I think. With an already more significant range and reload, they should indeed be fine with less damage than what I gave them. I ll look into that as soon as I can.