Cryswar’s Unit Pack
This mod adds 25 new units to vanilla factions, mostly concentrated on Greenskins and Empire, but most factions get at least one. Each is pulled from either lore or tabletop and follows the faction’s general theme – Empire didn’t get 12 new kinds of superheavy frontline infantry and the Vampire Counts didn’t suddenly master siege artillery. However, each unit is intended to offer new tactical options, generally with a significant downside to keep them from just being universally better than existing units. Some of the units are limited via a Tomb Kings style cap to retain balance. Full list:
Imperial Engineers (Repeater Handguns) – very short range but extremely high damage. Squishy and vulnerable to damage, but as flanking units they can be extremely powerful! Limited cap.
Hochland Long Rifles – lethally accurate snipers with excellent range and Stalk, but long reload and low model count keeps their DPS in check. Limited cap.
Warrior-Priests of Sigmar – powerful armored infantry with a debuffing aura and splash damage, but extremely low model count and mediocre health means they only work well embedded in other units – like Flagellants! Limited cap.
War Wagons (Grenade Launchers) – because Imperial Engineers are insane, now you can launch a torrent of high explosives from your rickety horse-tank. They lack in raw damage compared to Outrider (Grenade Launcher) units, but 360 degree fire on the move helps make up for it.
War Wagons (Experimental Weaponry) – a mixture of repeater rifles, grenade launchers, and long rifles makes this unit dangerous at any range. While the weapons are the same as other wagons, the elite engineers aboard this wagon grant bonus reload, accuracy, and ammo. Limited cap.
Foot Squire Guardsmen – shielded and with decent melee defense, they can hold the line passably well. They’re still Bret infantry, so don’t expect TOO much from them, but they give you something other than peasants to hold the line.
Foot Squire Longbowmen – excellent range and damage with solid survivability. While they aren’t as elite as Sisters of Avelorn or Waywatchers, they can put out a fair amount of damage and take some too, and give Bretonnia an upgrade to Peasant Archers later on.
Breaker Cannons – launching a brutal spray of metal shards, this close-range artillery can dish out a LOT of friendly fire and is difficult to make use of once the lines have clashed, but can tear apart infantry formations with its huge bonus vs. infantry.
Grudge-Rakers – short-ranged Thunderers with fantasy shotguns, these dwarves work best as flankers firing down the line to eradicate Greenskins with blasts of buckshot.
Orc Boyz (Spears) – I’m fairly sure these were in tabletop, but regardless, it offers Greenskins a helpful anti-large infantry option in the early-midgame.
Orc Boyz (Dual Choppas) – aggressive and vulnerable with very low melee defense, but excellent at carving through infantry – potentially including dwarfs, if you can get them there…
Night Goblins (Spears) – another antilarge option, especially for Skarsnik.
Black Orcs (Sword and Shield) – yea ok technically it’s a choppa, whatever, it’s difficult/impossible to realize the Armed to the Teef rulefrom tabletop exactly in TW so you get to just recruit a unit of Black Orcs with shields. Very tanky and excellent against missile-heavy armies.
Black Orcs (Dual Choppas) – medieval blenders who are even more vulnerable than normal Black Orcs and have less AP, but shred light infantry.
Forest Spiders – lightning fast skirmishers akin to warhounds, they can climb walls in sieges, or flank battle lines to tie up archers, but are extremely fragile and don’t deal a lot of damage.
Barrow Guardians – dredged up from lore, Barrow Guardians are essentially Better Grave Guard, and unbreakable to boot – but have EXTREMELY low model count and mediocre health, so they work best embedded with other infantry, or as a bodyguard to a lord. Limited cap.
Marauder Champions (Halberds) – not much to say here, just a better option for antilarge than Marauder Spearmen. Ordertide needs SOMETHING to kill cavalry…
Huskarls (Great Weapons) – among the most elite and loyal units in the Norscan roster in lore, these hulking beasts can rip apart just about anything given time, and have Perfect Vigor to keep them going – but low model count and health for their cost makes them vulnerable if not screened. Limited cap.
Huskarls (Dual Axes) – trading the AP of Great Weapons for a hefty bonus vs. infantry, these guys can blendo their way through a battle line at record speeds – if they can get there. Limited cap.
Bestigors (Halberds) – yada yada, antilarge options that aren’t just Minotaurs.
Warriors – sword-wielding counterparts to High Elf Spearmen. Not as good at holding a line as Spearmen, but easier to keep alive against missile fire than Rangers.
Asps of Asaph – spun off of a bit of lore, these elite archers are the undead equivalent of Sisters of Avelorn, sporting powerful poisoned attacks at long range, with the typical Tomb kings tradeoff of higher model count but lower accuracy and damage. Still, they’re pretty elite by TK standards. Limited cap.
Royal Chariot Guard – lore-friendly but not appearing in tabletop as far as I know, these elite chariots are limited to 1 per chariot building, but will absolutely shred any infantry in their path like the miniature Chariots of the Gods that they are. Limited cap.
Chaos Dragon – it’s a dragon… but Chaos-ey. Stats wise it’s similar to a Star Dragon with rearranged stats.
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Special thanks to Zorbaz for many of the unit cards!
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I welcome feedback on these units; if you find some of them too strong or too weak, or if you want to see new ones. I make no promises about making new stuff, I’ve been busy as hell lately, but am definitely open to the possibility!
Revisions:
Old revisions of this mod are available below. Click the link to download.