Total War: WARHAMMER II

Total War: WARHAMMER II

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Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
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Tags: mod, Overhaul
File Size
Posted
Updated
7.648 MB
28 Nov, 2017 @ 11:20am
7 Feb, 2022 @ 3:09pm
419 Change Notes ( view )

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Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)

In 1 collection by Cataph
Cataph's stable collection - WH2
51 items
Description
- On WH3[www.patreon.com].


To business!

- CTT aka Boyz will be Boyz is an overhaul intending to offer an alternate balance take: closer to tabletop balance, more unforgiving, with more focus on counter-play and loss management.
This means stats were rebuilt on ALL units. The system has worked beyond our expectations and it has proven enjoyable even to testers that were not tabletop-savvy.

- Tabletop stats and rules are converted via spreadsheets and patterns, with little to no arbitrary juggling. Where this is not possible (e.g. abilities), careful planning and manual action ensues.
Units will not be artificially tuned for "defensive roles", and we'll make sure they stay as true as possible to their miniature selves. We either fix our own mistakes, or balance via unit sizes and such, or correct the entire formula.

- A big ol' pile of abilities, phases, passives and thingamangies.
Including and not limited to artillery misfires, Eye of the Gods, four stances for Wardancers, three for Black Orcs, staged passives for Flagellants and Minotaurs, an actual Killing Blow thing for the right people, bumpy chariots and EXPLODING steam tanks.

- Generated campaign dynamic unit caps.
Because we can't have stacks of 19 black dragons, can we? Special+ units need cap contributions from each building/source.
We also override DF's Tabletop Caps with new generated weights when that mod is enabled, for a double layer of unit pooling.


SUPER RECOMMENDED READING for more info: ATTACHED GOOGLE DOC aka THE PAMPHLET.[docs.google.com] Template for modders inside.

They are answered in the said doc, but I will anticipate these here:
- NOT COMPATIBLE with other battle overhauls and tweaks, NOR with additional units unless specifically mentioned in the pamphlet.
- COMPATIBLE with actual reskins, most campaign overhauls and tweaks, certain AI mods (like Celtik's), startpos mods, supported mods THAT ARE FULLY OPTIONAL. We take care of compatibility internally, without needing separate submods unless handled by fans!
See also my stable collection.
- Can be used on an existing save game (it was meant to be possible to disable it mid-campaign too, but something is preventing it for now).

'OFFICIAL' SUBMODS:
- Unit Pack. Current units added in this optional submod can be previewed in custom battle in this main mod.
- Please Don't Die edition: slower combat version. dead submod until further notice



For any question and doubt, don't forget to check the linked doc beforehand and this MOD USER GUIDE![tw-modding.com]
Mac users: due to a problem with the Mac port and the symbol '@', this pack will not fire for you. You'll have to find the pack locally wherever mods are installed on the Mac port and rename the @@@ctt_boyz.pack file without the '@'s. Keep in mind that you'll need to do it again whenever I update it, which is often. Sadly we can't rename live packfiles.



Don’t forget to provide feedback and rate!

FOLLOW VIA PATREON BLOG[www.patreon.com] for dev posts, detailed patch notes and stuff!
Also, JOIN THE MODDING DEN DISCORD SERVER[discord.gg], designated lurking place for me and other modders.
Popular Discussions View All (15)
593
24 Nov, 2023 @ 10:53am
PINNED: REPORT FILTHY BUGS HERE / SUGGESTIONS
Cataph
112
6 Jun, 2022 @ 3:33am
PINNED: MOD SUPPORT
Cataph
26
8 Feb, 2022 @ 6:49pm
PINNED: BATTLE AND CAMPAIGN STORIES
Cataph
2,574 Comments
johnfante 28 Dec, 2024 @ 12:24am 
Hello, looking for any advice for this wonderfull mod.
-Is there any instances the Hellblaster volleygun is usefull ? For its price, I allways finish with very low kills, and it looks always better to chose the over powerfull canons..
-I have the same problem to use any ranged, specially short ranged, characters. Feel like they never hit their targets. Specially Witch Hunter, very limited range... can you find any use in battle for him ?
Same for Dark Elves and Skaven assassins...
Thanks !
Raven Gaming 22 Dec, 2024 @ 6:12pm 
is this ever coming to game 3
Cataph  [author] 1 Dec, 2024 @ 10:37am 
sure, no worries as long as it's a submod
A Caveman 1 Dec, 2024 @ 7:53am 
Cataph, I'm working on a submod for this wonderful mod. All it does is change the horde units into the default units their respective factions, so rather than having to recruit a regiment of swordsmen, swordsmen are just 200 entities by default (daring, are we?). This is the first mod I've made for a warscape total war game! May I have your permission to publish this once it's finished?
TemmieGaming-64 #savetf2 2 Jun, 2024 @ 5:37pm 
It turns out it was another mod. I thought it might be a bug because none of the other mods modify any units in any way, but I was wrong. Thank you for responding, and for making this mod in the first place. I think it's great.
Cataph  [author] 2 Jun, 2024 @ 12:18pm 
in general, there's absolutely no reason for stuff to stop working after two years. and it worked. check your mod list.
TemmieGaming-64 #savetf2 2 Jun, 2024 @ 11:56am 
Dwarf Cannons are bugged. The button to switch to Grapeshot has no stats and doesn't do anything when pressed.
bycomet 9 May, 2024 @ 4:10am 
Is Skaven playable with this mod (together with table top caps)? I tried Clan Rictus, got beaten by Malekith.
johnfante 25 Jan, 2024 @ 1:17am 
Do someone knows if using the mod "No more stupid animations" change the unit balance coupled with CTT ? Thanks !
BEEN 25 Nov, 2023 @ 12:21am 
Taking away skirmish mode is a real downer