Grail Guardians (meant for CTT)
This changes the Grail Guardians by reducing the number of units down to 12 models per unit card, while buffing only the damage and health to make up for the lower unit count, and keeping their perfect vigour permanent till they rout. This is based on CTT(Closer to Tabletop) not Vanilla-game. Again the mod is meant for CTT, you can still use it in vanilla but they may be weaker or stronger than intended, test it out yourselves.
What changed:
1. The Grail Guardians were reduced to 12 models from 40, ‘bonus hit points’ per model is set at 666 points based from dividing 8000 health by 12 models, 8000 is roughly double the health they previously had of around ~4000, the health was doubled to make up for the lower entity numbers that are susceptible to being surrounded and ganged up on.
2. Damage was increased by multiplying the previous damage values by 3.3~ (from 40/12) making it 127 rounded for BW damage and 73 rounded for AP damage, but the damage they do to enemy models is the closely the same as before due to splash damage with a max of 4 targets so damage is split evenly between 4 targets if they are present, the splash attack range is set to medium, this is specially for cavalry vs cavalry fights where models are bigger and farther away from a small splash attack range, this is to make up for the lack of the other 28 missing models and for when they get surrounded, they perform decently better than previously in CTT because this mod is following my interpretation of how good they should be between CTT and lore. The intent is still to keep it as close to tabletop as possible. And considering the result of their fight with Blood Knights in the picture above I’d say this is accurate now.
3. Attributes of encourage was added to the hide forest and immune to psychology that they already have in CTT.
4. The Guardians now do flaming attacks to make them better against Undead and apply Dampen on hit making enemies 20% less magic resistant to their attacks, this is when the damage is actually increased relative to the CTT mod for some units that don’t have magic resistance.
The Guardians attack interval has been kept at 4 seconds between attack animations(change it to 3 before but after changing the splash attack range and the models from 10 to 12, I brought the attack interval back to default and I like the balance on the unit now more). The armor value has been kept the same(unlike previous iterations of the mod).
The Guardians should be a small and super elite fighting force, but not too overpowered, they will melt enemies at lower tiers and begin to find their match the higher they go(except Chaos Knights apparently, idk how Centigors perofrm better than Chaos Knights in CTT, but, it is what it is) but for the most part still be on top, do not disregard the effectiveness of combined arms though, even low tier units can take them down like 1 handgunner and 1 halberdier, provided the handgunners have line of sight.
UPDATE:
reduced health to 553 per model from 666, 553 is derived from their prior total health in CTT divided by 12 units, and as a rule of thumb multiplied by 2 to make up for low entities, very close to the health royal pegasus knights that also have 12 models with 580 health.
increased melee defense by 4 points.
increased upkeep to 300 from 244 The unit is a tier V and is comparable to RPK who cost a lot more, thus the change.
increased armor to 110 from 95
weapon length brought back to 2 from 1, like it is in CTT, and splash attack damage reduced to 3 from 4, so the damage is divided among 3 models, splash attack range brought down from medium to small now that weapon length is at 2.
damaged reduced to 114 and 66.
The unit should hold the ground better now, and be good at fighting infantry more so than cavalry due to it’s splash damage.It can hold it’s own against cavalry and even beat some monster and cavalry of higher tiers but it’s catered more to being an infantry meat grinder, if you want to deal with monsters and enemy cavalry flying cav and hypogryphs don’t do splash attack damage, instead all their damage is concentraded on single units, which makes it better for low entity numbers..