Da East Iz Green!

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Author: Kaia

Last revision: 23 Sep, 2017 at 20:46 UTC

File size: 6.14 KB

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Description:

Many players find the Greenskin campaign of Total War: Warhammer to be quite frustrating. ‘Hateful’ has been used to describe the first fifteen hours of gameplay and its not wrong.

Vanilla issues include: Basic infantry who can’t stand toe to toe with anyone else’s, dwarves who’re nigh invincible until you can access top tier units to counter their basic concepts, the utter let-down of Azhag the Underpowered, a lack of play-testing and a design philosophy at CA which amounts to ‘make all their units really bad at the job they’re supposed to do’.

The result is an army that just isn’t rewarding to play until you’re swimming in high end units, and a campaign that’s more of a test of your patience than enjoyable.

This mod attempts to make small adjustments to address the most glaring issues with campaign balance, while preserving the general character of the roster and the units. The end result of these small tweaks are units that perform as advertised and an army that finally starts to work well together.

Save game compatible.

Azhag the Slaughter restored – returned to his rightful glory as a full fledged warboss (wiv a magic ‘at!)

*Increased charge bonus, melee attack and melee defense to be consistant with other warbosses, both on foot and while riding Skullmuncha.
*Restored fifty ‘missing’ points of basic damage to bring him into line with other warbosses.
*Gave Azhag his shield back. He receives no mechanical benefit from dual wielding so losing 30% missile negation compared to other warbosses was pointless and painful.

Orc Boyz rebalanced – now actually capable of fighting.

*Modest buff to melee defense and hitpoints, bringing them up to par with other tier one infantry.

Ver 1.1 Change Log (Still save game compatible)

Orc Boar Boyz – slightly faster, less useless, available earlier.

Net result is that boar boyz of all stripes are now better at their jobs – anti-armor shock cavalry. They will still be cut to pieces if left in prolonged melee or denied their charge bonus, but brutally cunning (or cunningly brutal) use will make Stunties and anyone else rue the day they met Orcs on the open field.

*Slight increase to speed of all boars (including lord mounts) to match other barded cavalry.
*Increased armor of Orc Boar Boyz and Boar Boy Big’uns (but not savage variants) in line with other light armor wearers on barded mounts. Still considerably squishier than proper knights of other factions.
*Increased charge, melee attack and melee defense of Boar Boyz, Boar Big’unz and their savage variants in line with comparable heavy cavalry.
*Lowered the basic Boar Boy unit to tier two (down from three) allowing their use much earlier in the campaign to provide situational counter for high armor dwarf roster.
*Slight increase to Boar Big’unz damage (5%) to correct anomalous break with ‘AP=15% less net damage’ rule.
*Cost for all units unchanged – low(er) armor, poor leadership and absence of Fear makes their price point fine where it is.

Ver 1.2 Change Log (Still save game compatible)

Azhag’s attacks are now magical damage and affect ethereal units normally.

Tell da world
Da East Is Green!