Total War: WARHAMMER II

Total War: WARHAMMER II

Expanded Roster - Beastmen
Decomposed  [developer] Nov 19, 2017 @ 10:00am
Roster Discussion
BEASTMEN

UNITS
  • Gor Herd (Great Weapons)
  • Bestigor Herd
  • Khorngor Herd
  • Pestigor Herd
  • Slaangor Herd
  • Tzaangor Herd

BUILDINGS

TIER IV --> TIER V
  • Cairn of Blood --> Mark of Khorne
  • Cairn of Decay --> Mark of Nurgle
  • Cairn of Excess --> Mark of Slaanesh
  • Cairn of Change --> Mark of Tzeentch
You can dedicate each Horde to one Chaos God only.

At Tier IV it spreads corruption and allows the Horde to recruit its respective special Bestigor unit.
At Tier V it gives special bonuses depending on which Mark your Horde has received.
Last edited by Decomposed; Jul 14, 2021 @ 12:47pm
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Showing 1-15 of 30 comments
Amko The Terrible Nov 19, 2017 @ 10:38am 
Wargor would be a good addition, and not too difficult, it shares the same model with the Beastlord, you could just give it Sword & Board to differentiate it from Beastlord/Bestigor.
[PuB] Axlegolas Nov 19, 2017 @ 10:41am 
in the army book all chaos type bestigors have different weapon types. the types you made do fit very well in the game. but i would change some stats to be more lorefriendly:

Khorngors should have two handed axes with ap and frenzy (mark of khorne). they should also lower the winds of magic for the opponent (just like the goblin shaman). Alternativly MR?

Pestiogors with halberds should have a bonus vs large and fear instead of poison (mark of nurgle causes fear, poison is to strong! regen is ok, but instead i would rise the HP). the unit should also be slower than the others

Slaangors have no AP but can slow down enemies with their whip (nice addition). Mark of Slaanesh gives the immune to psychology special rule. the unit should also be faster than the others.

Tzaangors also should have no AP if shielded. the mark of tzeentch give the ability to generate more winds of magic when not routing.

still missing units are the minotaurs with marks. i would give them same special rules and stat changes.

I did an own mod for a Ghorgon. I would not give the Ghorgon weapons. it looks more beastial in battle when smashing around barehanded. in addition i would give the Ghorgon a "Swallow whole" special rule that would regenerates when in battle.

These are just suggestions. You did a really good work. Had your mod in WH I too.
Last edited by [PuB] Axlegolas; Nov 19, 2017 @ 10:52am
[PuB] Axlegolas Nov 19, 2017 @ 10:46am 
if you add a wargor, keep in mind that, besides gorebull, a wargor doesn't bring any benefit if implementet as simple hero type. the people will always take a gorebull instead. so i would give the wargor a "warrior priest" type. his task will be buffing units around. just like a supporter for leadership
Decomposed  [developer] Nov 19, 2017 @ 11:05am 
Thank you all, nice suggestions, I will implement as much as I can in the next days.

About removing the weapons from the Ghorgon, wouldn't it look a bit silly?
[PuB] Axlegolas Nov 19, 2017 @ 11:55am 
i think it looks more rampaging, not like a bigger minotaur
[PuB] Axlegolas Nov 19, 2017 @ 12:28pm 
found 2 more units (sorry :)). you could use the terrorgheist model for a preyton. maybe you or someone can reskin it. like guv did, we need bestigors with halberds (glaves like the ror unit in wh1).
Amko The Terrible Nov 19, 2017 @ 4:31pm 
Wargor should also be given Vanguard to allow it to support vanguard forces and give it more distinction from the Gorebull, give it the Crown of Horns campaign skills if you can, making it an even better leader aura unit.
Decomposed  [developer] Nov 20, 2017 @ 10:25am 
Wargor and Black Orc Boss (in my other mod) will be added after the foundation patch arrives.
Mech#4 Apr 19, 2018 @ 9:54am 
Thank you for your work on this mod, I enjoy it a lot.

I think I have found a bug. Wargors seem to gain the +20% Weapon Strength buff from "The Kalkangard Larder" research, giving them 480 WS from their base of 400 WS. This seems a bit odd since it's higher than Beastlords. I did rule out possible buffs from banners, lord skills and other areas.
Last edited by Mech#4; Apr 19, 2018 @ 9:55am
Decomposed  [developer] Apr 19, 2018 @ 11:04am 
Glad you like my work and thanks for the report! I'll look into it. I'll have to check what types of units this research affects, so I can decide if I should except the Wargor from it. You don't happen to have the SFO units - vanilla version activated too, right? It messes up a few of my Wargor's characteristics.
Mech#4 Apr 19, 2018 @ 8:50pm 
Hm, no. I don't have the SFO units - vanilla mod. Aside from other mods that add units and some recolours/banner changes I don't have any gameplay modifying mods like SFO.
I'll also mention that the Wargor's start off with 400 WS at the campaign beginning.

Edit: I've been playing through my own Beastman campaign as Morghur and, after researching the Kalkengard Larder it didn't increase my Wargor's WS. If it is this it's only affecting the A.I.
Last edited by Mech#4; Apr 20, 2018 @ 10:11am
Mech#4 Apr 20, 2018 @ 11:00am 
I think I've found the cause. It seems like the Dark Moon buff "Beastly Inclination" which, at least sometimes, has a buff of +15% Weapon Strength (I've seen mention that the event gives different buffs under this choice so there may be one that gives +20% WS).
When I chose this buff it applied it to my melee units except my lord and my heroes (Morghur stayed at 400 WS, my Gorebull stayed at 435 WS). However, it applied to my Wargors, giving them 460 WS. The buff says it applies to melee infantry units.
The Dark Moon event also had a buff of +50 Melee Attack but this was applied to my Gorebull and Morghur so that should be fine.
Last edited by Mech#4; Apr 20, 2018 @ 11:01am
Decomposed  [developer] Apr 20, 2018 @ 11:51am 
Oh I see, thanks! Yeah, I have set the Wargor as an infantry unit. I'll see if I can change it and still have him gain buffs from techs, skills etc.
KommissarFrank May 27, 2019 @ 5:54pm 
I'm probably in the wrong place to ask this, much less request it, but how could one add the armored Chaos Lords from the 'human' Chaos armies into Beastmen? It's not too lore-friendly I suppose, but I have always liked the mental image of a heavily armored Chaos Lord leading a horde of unwashed and filthy mutant beastpeople.
Decomposed  [developer] May 27, 2019 @ 10:34pm 
There are mods that add all Beastmen units to Warriors of Chaos.
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