Total War: WARHAMMER II

Total War: WARHAMMER II

The Amber Kingdom (TAK) | Blood Elf Conversion - BETA
 This topic has been pinned, so it's probably important
Hazard Maks  [developer] Jun 24, 2020 @ 10:28am
Unit Ideas | RoRs, Marked Ones, and Basic Unit Suggestions
As the title states, if you have any ideas regarding everything unit-related, post them here.
Last edited by Hazard Maks; Jun 24, 2020 @ 10:29am
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Showing 1-15 of 18 comments
Handmaiden of the Blood Queen (Hero / Melee Specialist): "Chosen servants of the Blood Queen, these warrior-maidens serve her will both at-home and abroad. Let the Blood Revels begin! All shall be as the Queen wills..." Recruited from a tier 4 version of the Blood temple in a capital city (such as the City of Blood as per the settlement re-naming).

Anti-infantry specialist melee hero. Lightly armored (no shield), high speed, sacrificing defense for offence (dodge / evasion damage avoidance rather than armor). Could serve as an anti-stalk / anti-stealth unit by giving her "Predatory Senses" from the Lizardmen. Starts on foot; three mount upgrades. Bloodstag (level 12), Feral Manticore (level 20), Armored Manticore (requires feral, level 24).

Skills: Blood Lust (as per VC or Dreadlord). Blood Frenzy (from Hellebron) might be better saved for the Blood Queen herself. Primal Fury (as per Beastmen), and perhaps a damage negation like Lightning Reflexes (vampire counts). Other skill-tree items could include increasing melee attack / armor piercing; or adding magical damage towards the end of one of the skill paths.

Hero actions: Assault garrison, assassinate; replenish units (in army), spread chaos corruption.
Last edited by Alluvian Est-Endrati; Jun 24, 2020 @ 10:33pm
Amber Sisters (Bows): "The eyes and ears of the Blood Queen, and those who would swiftly execute her will; beware her wroth and let the hunt begin!"

Small unit count so they can be countered if they are discovered and caught; long range (180+), magical damage and Snipe (so they can shoot without being detected). While they should be able to hide & have vanguard deployment, they should not have the ability to move while shooting. Unit should be one used to target high-value or high threat enemy units (lords, heroes, monsters, etc.) with armor piercing / magical attacks from range.

Decent in melee if needed, but poor defense against charge attacks such as from cavalry.

While they would be good against other units, a smaller unit count (say 16, 24 or 32 max) would make them less useful at this than most other ranged units. To help balance them one step further, give them a slightly longer 'reload' time than the Amber Guard (Bows, Sword & Shield).
Regiment of Renown: Bloodsworn of Akhnar (Cultists)
Abilities: Unbreakable, Perfect Vigor
Stat Differences: Small increase to base speed and base charge bonus over original Cultists.
Descriptive text: "Those Blood Elves who have become disciples of Akhnar never tire, and will never stop in their unyielding quest to spill blood! Even the most disciplined of foes may turn in terror when facing the Bloodsworn in battle."
Hazard Maks  [developer] Jun 25, 2020 @ 9:56pm 
These are great!
SerHak72 Apr 16, 2021 @ 6:31am 
Maybe an All Melee generic lord? You can fiddle around with the Death Hag and maybe throw in a few Wood Elf assets to make her?

Or maybe a Fire Themed units since they also worship Addiaoth? Could be something good to bring since the Elves start in the ass end of the Tomb Kings.
Hazard Maks  [developer] Apr 16, 2021 @ 7:09am 
The Amber Lords are all-melee, but I do plan on new lords that's for sure... The Redeemer will be the all-melee champion/agent as well.

Also slowly streamlining the themes of Addaioth = fire = magic, Khorne = blood = no magic.
The Amber King and Blood Queen would be the sole exceptions, of having the roles either reversed or intermingled.
SerHak72 Apr 16, 2021 @ 7:46am 
Originally posted by Hazard Maks:
The Amber Lords are all-melee, but I do plan on new lords that's for sure... The Redeemer will be the all-melee champion/agent as well.

Also slowly streamlining the themes of Addaioth = fire = magic, Khorne = blood = no magic.
The Amber King and Blood Queen would be the sole exceptions, of having the roles either reversed or intermingled.


Blood Queen? Who is that?
Hazard Maks  [developer] Apr 16, 2021 @ 7:56am 
Future legendary lord
SerHak72 Apr 16, 2021 @ 8:50am 
Originally posted by Hazard Maks:
Future legendary lord


Whats she gonna be like?
Hazard Maks  [developer] Apr 17, 2021 @ 1:06pm 
A powerful mage with a unique lore
Starfruitz May 22, 2021 @ 3:04am 
Maybe for the Eternal Guard and Glade Guard, plus the other Wood Elf units, maybe you could possibly reskin them to better fit the Amber Guards armor and skin tone, for me, personally i find it a tiny bit odd that the Eternal Guard look so ordinary compared to the rest of the Blood Elf roster in terms of looks. Maybe it would be nice to add a more unique appearance to them instead of them being reskins.

P.S. I cannot get enough of your mod, it is absolutely fantastic and I genuinely enjoy everything about it! Keep up the godlike work you've been doing, it really shows how much love you put into this!
Hazard Maks  [developer] May 23, 2021 @ 1:21am 
That's exactly what I plan to do eventually, maybe even in the next update! To redesign the basic Kaadari units and then add many variations (armoured, light, etc) and add different faces/accessories and apply these templates on all basic Kaadari units accordingly. Then some RoRs will get unique looks in terms of some accessories or weapons, armour, etc...

First I want to ponder about their main color scheme and design, something to go along with the grayish skin tone (Amber Guard are elite Kaadari, and the Golden/Amber scheme works well if I say so myself), the basic Kaadari could be Black armour with Red clothes, etc...

Have to finalize that. Something to go along with the race theme too, Amberblood, Obsidian importance, Scarlet Shade).
Hazard Maks  [developer] May 23, 2021 @ 1:23am 
And to add on that, the current Kaadari Cultists and Bloodsteed Riders will change too, I don't like their color scheme nor their looks (was my first try at kitbashing units, now thanks to h3ro, we modders even have a better tool that I will use for the upcoming designs).
Starfruitz May 24, 2021 @ 7:37pm 
I personally, really like the red/orange mix of the Kaadari uniforms, it works very well together. As for unit ideas and concepts a have a few ideas, there could be

Amber Dragons: Wood Dragon eggs that could be possible taken from their nests in Athel Loren and subjected to Amber Magic or Blood Magic, once hatched and fully grown they could be used as mounts or Flying monster unit

Blood Ogres or Trolls: Could be subjugated/enslaved trolls and ogres that maybe drank from the bloodroots or something like that and could be tainted and twisted by chaos. Would be monstrous infantry
MaxiChimera Jul 26, 2021 @ 5:50am 
Maybe some forest animals that were corrupted or also maybe mutated by Chaos as monstrous units?
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