A standalone expansion of the Call of Warhammer experience. Fewer scripts, unlocked gameplay, brand new factions, new continents, dozens of new units, new music, and much more.

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Stat changes (Games : Medieval II: Total War: Kingdoms : Mods : Call of Warhammer: Beginning of The End Times : Forum : Sub-submods : Stat changes) Locked
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May 23 2016 Anchor

After awhile of playing this submod, i came across the idea to balance in a different way, as for me Clanrats defeating two empire spearmen units is kind of unfitting and thus i wanted to change the stats to my own and few of my friend's liking and i hope you may try it yourself as well.


-Empire state troops are over all buffed, as even the greatsword had tough time beating basic clan rats and Empire Swordsman even lost against skaven slaves at some point.

-Empire Knights have 2 hit points to make them more valuable in your army and that is one of the few powers of the empire, which is the powerful knightly orders.

-All of the Empire Knightly Orders are a bit more unique, for example the Knights of the White Wolf had 14 charge even though they carried no lances, instead now they do 4 charge but do way more damage in a melee fight, while Reiksguard absolutely annahilated anything on charge.

-Demigryph Knights now use their lances way more effectively.

-Bretonnian Foot Infantry are way weaker now but instead Bretonnian cavalry is one of the best if not the best cavalry force in the mod for the mankind.

-Chaos Factions are slightly revisited, such as the Axethrowers no longer delivering INCREDIBLE amount of damage, now they are less op but they are able to throw from a longer distance and thus they are more of a skirmisher unit than machine-gun axethrower unit. Every Chaos God is a bit more unique, for example, Warriors from Slaanesh are way faster, while Warriors of Nurgle are very slow but tough as nails, Tzeentch is a bit more armoured as the lord of change likes magic and Khorne does a lot of damage for the blood god.

These are one of the few examples of the changes. All of the factions in the mod are revisited, such as Lizardmen whom are a bit more tougher to compensate for the lack of heavily armoured units and great cavalry or ranged units and now they are a rush army able to run very quick and almost hide anywhere, such as Temple Guard whom have 2 hitpoints instead of one making them way tougher and the Saurus are faster now making them way more effective then ever before and giving them a chance to catch the agile enemy which their ranged units clearly can't.

Download: Dropbox.com stats.rar?dl=0

Mediafire.com

Feel free to correct me if i have done something wrong in your opinion or if something is left out or not balanced.

(and take care to take this with a grain of salt, this is not an insult to anybody, the mod is absolutely awesome and without them our dreams wouldn't be true.. I wouldn't have my fat Ogres with eating disorders or my ravenous lizardmen horde of Lustria)


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