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RSS Reviews
10

Warhammer: Total War

Mod review may contain spoilers

Best mod I've ever played. I've now run through almost every faction in the game, and have been constantly delighted with what the developers have done with it in terms of the world map, faction strengths and weaknesses, and the units. Granted, some of the factions feel a little OP (chaos berserkers and saurus low-tier infantry to name a few), but all in all I am finding that every faction has its own unique characteristics on the battlefield, bringing a much-needed breath of fresh air to the total war engine. Seige battles were a constant drag for me in their repetitive style of charging the gates. That is, until I discovered what a single unit of skink priests can do to a bottleneck of enemies. Not to mention giants, kroxigors, and minotaurs. The only thing I have changed is the public order factors. I found in my first beastmen playthrough that after I had conquered the high elves, their last city was unmanageable (even after executing the populace) and ended up revolting and spawning 6 units of giants. Now, this had to be fixed, as 24 giants is enough to carve through my entire empire unopposed. I solved this by modifying the communal buildings (gates, farms, smiths, etc.) to provide public order and happiness, taking a cue from what the devs did with the saurus. Still, best mod I've ever played, hands down. A real work of art. 10/10