Blood bowl is set 1000s of years after WHFB, they have bloody chainsaws and maniac stuff, i would be aginst incuding it in the mod.
Blood bowl is set 1000s of years after WHFB, they have bloody chainsaws and maniac stuff, i would be aginst incuding it in the mod.
please leave magic and role playing out. Leave it purely tactical and strategic.
Please leave useless spam out. Leave it purely what Warhammer is all about.Originally Posted by pike master
well guys, im off like a lepper teste
you got it pretty much right but since i have book handy i can tell all.
Units Champion
Spearmen (recruited at barracks) Lordling
Crossbowmen (recruited at archery range) Lordling
Shades (i have no idea. they live in mountains) Blood Shades
cold one knights (recruited at stables) Dread knight
cold one chariots (recruited at stables) none
reaper bolt thrower (recruited at ballista maker) none
dark riders (recruited at stables) Herald
witch elves (recruited at temple, like norse war clerics) Hag
corsairs (recruited at port kind of like merchant cavalry militia) Reaver
executioners (recruited at barracks) Draich-Master
cauldron of blood (increases morale, decreases enemy morale) none
harpies (undoable, they have flying) none
black guard (high morale, pikes)
War hydra (pretty sure it's undoable)
Major Heroes
Malekith (king)
Morathi (mother of malekith/ maybe queen, maybe family member)
Malus Darkbalde (great general, maybe decreases morale of allies and enemies, general or family member)
Hellebron (leader of witch elves)
Shadowblade (really good assassin)
Rakarth (good general, bonus when commanding cavalry, general)
Tullaris of Har Ganeth(inspires fear to enemy units, general)
Kouran captain of the Black Guard(same as cauldron of blood, general)
Minor heroes
Highborn (family member)
High Sorceress (dont no how magic will work)
Noble (general)
Sorceress (same as high sorceress)
Assassin (he's an assassin)
Beastmaster (i have no idea)
Special Abilities
More gold from sacking settlements
Ships have more movement points
Assassin start out with at least 3 agents skill
More income from mines
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It's a fool's race to be run, if all is lost if it be won.![]()
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This has probably been discussed before, but I haven't seen it. Medieval II has the religion stat, which alot of traits and such are based on. (bonus command vrs muslims and such) In Warhammer, religion plays a part, but every faction has its own beliefs, with a little overlap among elves.
I suggest that this stat should be used, but more like it's used in the Brittania campaign in Kingdoms than religion. I would call it 'ethnicity' or some such, and it would make sudden sweeps of conquest difficult. Every faction would have ethnicity, and conquering a faction of a different ethnicity would be difficult, especially without purges. Then, you could add traits or buildings that make it easier for some races to convert. Chaos should have a corrupting effect just from bordering another faction, and swiftly convert anything they conquer. Orcs and Goblins would also have high conversion rates, coupled with high growth rates. Empire and Brettonia would be average, of course. Elves, and Dwarves should take a while. I'm not sure how Vamps and khemri should be treated, but I would leave them in the middle. probably skaven as well.
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