Total War: WARHAMMER II

Total War: WARHAMMER II

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Empire Battle Wizard Regiments
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Tags: mod, Units
File Size
Posted
Updated
7.396 MB
1 Sep, 2021 @ 7:15am
8 Nov, 2021 @ 11:27am
8 Change Notes ( view )

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Empire Battle Wizard Regiments

In 1 collection by prop joe
Prop Joe Mods
58 items
Description
“Battle Wizards are nothing more than weapons. They are rare, thank Sigmar, and they are more powerful than other Wizards. For our good and in respect to Sigmar’s Word, these foul creatures are kept locked in the bowels of their College buildings, only to be released under the strictest controls and supervision in those times when the pure steel and honest sweat of Sigmar’s chosen people face the Powers of the Old Dark. Where the loss of any good citizen’s life is loss to the Empire, the loss of some Collegiate filth is not. Let the damned destroy the damned with their own weapons, so long as Sigmar’s people are saved from the contamination of Chaos.”
Johann Nider, Templar of Sigmar



This mod allows Empire factions to recruit Battle Wizard Regiments, units that can cast spell from each of the Winds of Magic available to the Empire. There are 7 unit variants, one for each Wind of Magic. First you recruit a Battle Wizard Bodyguards unit and then upgrade it with a Battle Wizard officer. These Battle Wizards serve in the Imperial armies as ordered by their College of Magic, both in times of war and as part of their training. Unlike the Hero versions of Battle Wizards, the Battle Wizards in this mod are not as advanced in their craft, so on the battlefield they form a unit with Greatsword bodyguards. They can also cast each of their spells only once per battle, but all their spells cost 2 WoM less.

The amount of wizard regiments you can have as a faction is capped by the wizard chain buildings, the mod also adds a new building to the beginning of the chain.

The main Upgrade Units mod is required, but you can disable all the upgrades the main mod comes with if you so wish, details on that mod's page.

Thanks to ChaosRobie for the gold wizard model.
Thanks to crisord for the mod thumbnail.

Compatibility:
No submods currently, maybe in the future.
All mods that change unit stats need a separate submod, otherwise things will work but the new units from this mod won't be balanced stat-wise.

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18 Comments
003skar98 11 Sep, 2022 @ 5:28pm 
"the withering" doesnt work
martybell34 10 Sep, 2022 @ 12:51am 
will this b ported 2 wh3?
wampower99 9 May, 2022 @ 11:50am 
Do all of the wizard addons immediately get one of very spell in their discipline? I like the idea of the mod, but it seems a bit overpowered that you can get really powerful spells like Pit of Shades that early in the game. Is there a way to edit the mod? Thanks!
prop joe  [author] 8 Nov, 2021 @ 11:29am 
Updated:
fix for player not having caps caused by the previous update
prop joe  [author] 2 Nov, 2021 @ 10:21am 
Updated:
AI factions can now also get these units.
Jack Greedy 19 Sep, 2021 @ 9:50am 
Good mod
JediLordNathan 8 Sep, 2021 @ 10:24am 
Essentially you'd attach some free company about half the size of the buildible unit to the State Troops or give that state troop unit a summon that summons a non-degrading half unit of free company; in tabletop free company were not a standalone unit you'd attach them to your state troops like a banner.
prop joe  [author] 8 Sep, 2021 @ 1:57am 
@jedi7000nathan/sevenbillionjedi
how would those work?
prop joe  [author] 8 Sep, 2021 @ 1:56am 
Mixu's tabletop lords mod adds a gold wizard hero for the Empire, so you can use that