Cela’s Skaven Rebalance (Abandoned)
Welcome to my Skaven Rebalance Overhaul!
I always thought half of the skaven roster was obsolete and certain units were heavily underperforming. So now that we (finally) have the Skaven DLC I decided to do something about it! Especially since dwarf and empire doomstacks felt almost impossible to beat with one vanilla skaven army.
This mod isn’t necessarily lore friendly or tabletop oriented. It was made with my personal taste in mind.
I try to keep it relatively balanced, this is not supposed to be a cheat mod. Work in progress.
What this Mod does:
It changes the stats of lots of Skaven units to make the roster more diverse and overall useful. The goal was to make every skaven unit useful and give it its own niche. Infantry units without shields are generally much more offensive than their shielded counterparts, attacking relentlessly but being very vulnerable themselves.
I changed only minor things on the DLC units and war engines as I think they are perfectly fine as they are.
Armor piercing damage is increased slightly across the board, skaven are the mortal enemy of the dawi after all!
Note: Units that have been flat buffed have usually also got a price increase.
Skavenslaves are even more pathetic now, making their increased numbers their only defense. They should be more useful meatshields even in midgame now.
Clanrats without shields are very offensive but also fragile. Clanrats with shields are more defensive and deal less damage instead of being flat out better like in vanilla. Clanrat units are even larger now.
Stormvermin with halberds are much more offensive, being able to go toe-to-toe with enemy elites much better. Anti large was reduced and overall damage increased to make it a more versatile unit.
Shielded stormvermin are more defensive and well rounded. Not too much changed but AP, armor and shields.
The presence of stormvermin will now also inspire lesser skaven to become better killer-murderers.
Plague monks are true zealots now, being unbreakable and ignoring some of the damage they receive. Their recklessness makes them very squishy though.
Censer bearers are truly terrifying, being unbreakable and the source of malicious diseases.
The deathrunners are now worthy of a tier 4 unit, being a smaller more elite anti-infantry unit but also your most costly infantry (excluding RoRs).
Throwing stars units across the board will have slightly better melee stats and better AP than slingers and fit the role of harassers and flankers even better.
Globadiers and warpfirethrowers are now actually worth a spot in your army. With limited range, firing arcs and lots of friendly fire they will dish out terrifying damage now. The AI should recognize them as high threat units now. Cost has been increased significantly as they can melt even elite units. High cost, high risk, high reward, as they should be imo.
Rat ogres are fewer in numbers but more fearsome. Their frenzy lets them ignore a lot of pain but fire will remind them of the horrible tortures and experiments they had to endure.
Finally I changed some stats for heroes and lords.
Assassins are not totally useless anymore and pack a real armor piercing punch.
Warlock engineers and plague priests were slightly buffed.
Warlock masters are now more expensive in campaign than warlords or grey seers, as they basically are the best of both worlds and for some reason did cost less than those.
Legendary lords do cost 1 gold now. Why would you need to pay-pay yourself?
Feel free to give feedback and a thumbs up if you enjoy my mod!
Credits go to Venris (SFO) for some inspirations!