Total War: WARHAMMER II

Total War: WARHAMMER II

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Regiments of Renown - Vampire Cavalry
   
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Tags: mod, Units
File Size
Posted
Updated
35.750 MB
28 Oct, 2017 @ 10:04am
18 Apr, 2019 @ 3:31am
7 Change Notes ( view )

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Regiments of Renown - Vampire Cavalry

In 1 collection by Whysofurious
Whysofurious Mods for TWW2
11 items
Description
Regiments of Renown - Vampire Cavalry



Simple port of the same mod from TWW1 that you can find here

Features
This mod add 2 units to the vampire factions as Regiments of Renown:

Knights of the Red Death
None were more bloodthirsty or more merciless than the Knights of the Red Death. These were the butchers behind the Massacre of Modruin and the slaughter of every living soul in the siege of the walled town of Ostwald. The vampire Gorgivich Krakvald rode at the fore of this unit, and its standard was emblazoned with a representation of Krakvald Castle.

Source and reinterpretation based on: http://warhammerfantasy.wikia.com/wiki/Knights_of_the_Red_Death

  • Probably one of the best cavalry in the game
  • Custom ability: bloodbath
  • They have the hunger ability
  • Causes terror
  • Lance formation
  • Custom officer: Gorgivich Krakvald, on his shield is the depiction of Krakwald Castle (sort of)


Drakenhof Templars
The original Drakenhof Templars were a genuine knightly order. Founded long before Otto von Drak was usurped by Vlad von Carstein, they had the noble goal of driving the darkness out of Sylvania. Needless to say, they failed, and Konrad von Carstein tore the last grand master apart hundreds of years ago. Becoming a group of fearsome Blood Knights, there would be several iterations of the order, for Vlad and his heirs were ever imitators of human tradition.

Source and reinterpretation based on: http://whfb.lexicanum.com/wiki/Drakenhof_Templars



Compatibility
Should be compatible with pretty every mod. To avoid compatibility with other mods, this mod do not edit the Startpos.esf file, this RoR units can be recruited like normal units through the building chain, but have a global cap of 1.
Units should be balanced for vanilla, of course any suggestions on balancing is welcome.
I have to redo the textures for both units, so they may need additional tweaks. So expect some differences between the screenshot and the units in game (consider also different lightnings between the game 1 and 2).

If you want, consider checking my workshop ;)

Currently in development:
- Porting of Abhorash mod and Arboreonecromancy mod.
- Other sweet plans here[www.twcenter.net]
34 Comments
CiernioV 15 Jul, 2021 @ 1:26am 
update ?
Mathicsatem 18 Oct, 2020 @ 1:27pm 
@Whysofurious any chance of helping you with mods? I would like to learn how. Maybe I could help you keep this updated if you show me how?
jayful 1 Sep, 2020 @ 6:33am 
Could anyone please update this
Mortarch Of Blood 28 Feb, 2020 @ 11:46am 
Would love to test this out, please update when you have the time! <3
Augsburg 13 Sep, 2019 @ 1:30pm 
Update please.
SavetheBees 20 Apr, 2019 @ 2:26am 
Do they get affected by skill trees and technologies that buff blood knight?
Xenos 16 Apr, 2019 @ 4:11pm 
Thanks:)
Whysofurious  [author] 16 Apr, 2019 @ 3:14pm 
@Xenos, feel free to do it :) I don't have any plans about SFO^^
Xenos 11 Apr, 2019 @ 3:08pm 
Hello friend, do you plan to make these units compatible with SFO? If not, do you mind if I add them to the official units submod? Giving credits, of course.