Total War: WARHAMMER

Total War: WARHAMMER

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GREEN IZ BEST!
   
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Tags: mod, Campaign
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217.727 KB
Dec 16, 2016 @ 6:08am
Sep 17, 2017 @ 3:08am
44 Change Notes ( view )

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GREEN IZ BEST!

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

Features:

*A much more rewarding Greenskin Techtree with easier access!

*Teching takes less time!

*Better Waaghs for the main Greenskin faction!

*Better Redline skills that buff your Boyz!

*Better Blueline skills!

*Faster recruitment of Big 'Uns and Black Orcs!

*A Stronger and easier to use Raiding Encampment!

*New Unique skill for Grimgor Ironhide!

*Buffs to Azhag the Slaughterer (Courtesy partly from the earlier mod "Da East Iz Green!" by Kaia)!



All changes are made to make the Greenskins feel better, but not make them OP!

*****SAVEGAME COMPATIBLE, BUT FOR THE BEST EXPERIENCE START UP A NEW GAME!***


DETAILED CHANGES:
If it is not mentioned here at all, then it remains unchanged from vanilla values!


WAAAGH'S

The main Greenskin faction now recieves the same kind of Waagh's that Skarsnik gets.
The Waagh usually contains: goblins-giants-arachnaroks-trolls-doomdivers in the mix but it is random!


BUILDINGS

Goblin Tinkerer Bench
Available at Tier 2. Down from Tier 3.
2000 Gold/Teef Cost. Down from 4000.
Turn Cost to build is 2. Down from 3.

Goblin Workshop.
Available at Tier 3. Down from Tier 4.
3000 Gold/Teef Cost. Down from 6000.
Turn Cost to build is 3. Down from 4.

Shaman's Hut
Available at Tier 2. Gold/Teef and Turn cost unchanged.


STANCES

Raiding Camp: Minimum requirement to assume: 25% total campaign movement range . Down from 50%.
Replenishment Increased to 15%. Up from 10%.


UNIT RECRUITMENT

Orc Big 'Uns and Savage Orc Big 'Uns Build time is now 1 turn. Down from 2

Black Orcs build time is now 2 turns. Down from 3.


UNITS

Orc Boyz have gained a +10 Bonus damage vs infantry, making sure they perform better and stay useful for longer

Orc Boar Boyz and Orc Boar Boy Big 'Uns have gained +12 melee attack and +10 charge to their base stats to make sure they are viable as a shock cavalry.



CHARACTERS

Grimgor Ironhide

Buffed "Hatred"
+20% Weapon Damage. Up from 15%.

New Skill: Endless Fury.
Grants Vigour Immunity. Unlocked at Rank 14.


Azhag the Slaughterer

Now starts with Death Magic.

Has a new Lord Effect besides his previously existing ones: +2 Ranks to Shaman recruits.

Gained combat stats to make him equal of a normal orc warboss. (From the mod "Da East Iz Green")
+4 Melee Attack +8 Melee Defense +50 Weapon Damage +15 Charge Bonus, Small Shield (30% chance to block ranged).

Skullmuncha level requirement: 14 which is the new standard set by CA.

Changed "Get on Wiv it!"

Get on Wiv it!: +8 melee Attack, +12% Weapon Damage +8% Charge Bonus. 45 Metre Radius buff, Disables if leadership goes below 50%. Up from +4% charge bonus only.


SKILLS

Da Boyz: +18 Melee Attack to Goblins, Night Goblins, Orcs & Savage Orcs at Rank 3. Up from +12 MA. Charge Bonuses unchanged. Now also affects Orc Arrer Boyz.

'Ard Ladz: +18 Melee Attack to Big 'Uns, Savage Orc Big 'Uns and Black Orcs at Rank 3. Up from +12 MA. Charge Bonuses unchanged.

Riderz: +18 Melee Attack to Cavalry at Rank 3. Up from +12 MA. Charge Bonuses changed to a Flat +10 increase, the tooltip could not be changed however.

Raider: +30% Income from Raiding at Rank 3. Up from 15%.

Looter: +30% Income from Looting Settlements at Rank 3. Up from 15%.

Ravager: +30% Income from Sacking Settlements at Rank 3. Up from 15%.



TECHNOLOGIES & TECHNOLOGIES COSTS

All Technologies have had their turn cost reduced to 6 turns.


Boar Breedin': +10% Speed for Orc Boar Units. Armour bonus unchanged. Savage Orc Boar Units now included.

Fasta Wolves: +10% Armour for Wolf Rider Units. Speed bonus unchanged.

Big 'Un Bullies: -5% Upkeep for Goblin infantry Units
+10% Speed for Goblin units.
+1 Unit Experience for Goblin and Night Goblin unit recruits
Leadership bonus Unchanged.

Black Orc Bellow: +5 Leadership now applies to Savage Orcs as well.
-10% Upkeep for Savage Orc units.
-10% Recruitment Cost for Savage Orc units.
+10 Armour for Orc Boyz and Orc Arrer Boyz.
+1 Unit Experience for Orc Units.



'Eavy Clubs: +10 Armour for Giants
+10 Armour for Trolls
+20% Weapon Damage for Trolls. Up from 10%.
+2 Unit Experience for Trolls unit recruits.
Giant Weapon Damage Unchanged.


Spider Worship: +10 Leadership for Spider Riders units. Up from 5.
+10% Speed for Arachnarok Spider units.


Spider Hatchery: +15 Armour for Arachnarok Spider units.
Melee Attack bonus for Spider Riders Unchanged.


Bigga Wheelz: +20% Charge Bonus for Greenskin Chariot Units. Up from 10%.

Red Paint: +10% Speed for Greenskin Chariot Units. Up From 5%.

'Eavy Metal: +10 Melee Defence for Greenskin Chariot Units. up from 5.
+1 Unit Experience for Greenskin Chariot unit recruits.

Tuff Chassis: +20 Armour for Greenskin Chariot Units. Up from 10.

Massive Choppas: +5 Melee Attack for embedded Lords and Heroes.
+5 Melee Defence for embedded Lords and Heroes.
Weapon Damage bonus now Includes Savage Orcs.


Bigga Goblin Rock Lobber: +20% Ammunition for Artillery. Range and Reload bonuses unchanged.

Troll Sinew: +10% Range for Goblin Infantry units. Up from 5%.

Betta Bowstring: +10% Ammunition for Greenskin Bow Units. Reload bonuses unchanged.

Live Ammo: +1 Unit Experience for Doom Diver catapult unit recruits. Ammunition bonus unchanged.

Longa Chains: +10 Armour for Night Goblin (Fanatics). Weapon damage bonus unchanged.

Strap-On Gear: +20 Armour for infantry units. up from 10.

Beast Armour: +20 Armour for cavalry units. Up from 10.
+20 Armour for Trolls units.
76 Comments
Monocled Dec 2, 2021 @ 7:42pm 
I like playing the Bloody handz more than the main greenskin faction do you think maybe you could add some changes for them?
Mongo_The_Mighty Nov 28, 2019 @ 7:26pm 
Just putting this out there, this mod does not work with the 'Advanced AI Mod'
harvy_mufc Mar 17, 2019 @ 8:42am 
I think it was something to do with other mods I had or something, will give it another go with a new campaign
Gejnor  [author] Mar 13, 2019 @ 10:55am 
Doesn't it work? It *should* work..
harvy_mufc Mar 13, 2019 @ 9:12am 
Any chance of an update? Would be hugely appreciated as your GS mods are the best!!
Kaia Sep 26, 2017 @ 7:27am 
Hahah! Yeah, updating the schema every god damn time is a headache. On the plus side im not envisioning many patches now that TWW2 is on the horizon, I expect them to be focused on that for the future.
Gejnor  [author] Sep 26, 2017 @ 7:17am 
To be fair, its the only time ive felt compelled to change the unit's actual base stats, other than importing your changes on Azhag obviously but i felt it was necessary when a supposedly "elite" cavalry unit for instance get beat by most archer units in the game in melee.

I could do it, but honestly i don't know at this point, its just so much to keep track of and keep updated. Now i kind of get why bigger modders make massive mods with everything in them to keep it as simple as possible for longetivity's sake.

Lemme think about it, there might be other things i could try, but also with the advent of Warhammer 2 in a few days i reckon we'll all be a bit too busy to worry about WH1 stuff, atleast for a while!
Kaia Sep 26, 2017 @ 6:58am 
This is an excellent mod that's taken a lot of thought! Props!

Im obviously partial to my own unit stat tweaks (and while I COULD for my own use rip your mod apart for the bits I want to use in tandem with my own) have you considered breaking unit stat tweaks apart from the tech, tier and skill changes for more customisability?
Gejnor  [author] Sep 17, 2017 @ 2:11pm 
Sorry but its there, sounds like a mod conflict at this stage since now the mod is definately updated!
Shane Sep 17, 2017 @ 8:33am 
nope. even with only your mod active the buffs still arent there, no bonus vs infantry and the stats are the same as vanilla