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== Battle Balance == === KNOCKDOWN CHANGES === We’ve made a significant change to the knockdown system, which unfairly punished heavily armoured units. * The knockdown system works like this: when a unit is knocked down, it enters a knockdown idle state where it stays on the ground for a while. This time is determined by a random roll between 0.7 and 2 seconds. The unit’s armour is then multiplied by 0.02 and added to the knockdown time. Practically this means that units would add 0.5 seconds to their knockdown time for every 25 armour they had * We’ve now removed armour from the calculation and knockdown time is only determined by the roll now. As a rule, this means that heavily armoured units will be getting up substantially faster after being knocked down === IMPROVED SPLASH DAMAGE === The following on-foot units have had animation metadata tweaks, making several of their splash attacks bigger to bring them more in line with the splash attacks used by WARHAMMER I characters. * High Elf Princess * High Elf Prince * Alith Anar * Tyrion * High Elf Noble * High Elf Loremaster of Hoeth * Teclis * High Elf Mage * Dark Elf Sorceress * Dark Elf Supreme Sorceress * Red Crested Skink Chief * Saurus Old Blood * Tehenauin * Skink Chief * Skink Priest * Lokhir Fellheart * Morathi * Skaven Warlord * Tretch Craventail * Queek Headtaker * Skaven Grey Seer * Skaven Warlock Master * Lord Skrolk * Skaven Assassin * Skaven Plague Priest * Skaven Warlock Engineer * Vampire Coast Fleet Admiral (Halberd) * Vampire Coast Gunnery Wight * Vampire Coast Fleet Captain (Cutlass) * Liche Priest * Arkhan the Black === UNIT BALANCE CHANGES === '''High Elves''' * Mage – Ithilmar Chariot: +50 armour, +50 cost. * Alarielle (all versions): +50 cost. * Tiranoc Chariots: +30 armour, +50 cost. * Phoenix Guard: +4 health per entity. * Keepers of the Flame (Phoenix Guard): +4 health per entity. * Swordmaster of Hoeth: +4 health per entity. * Dragon Princes: +1 AP melee damage, -1 base melee damage. * Fireborn (Dragon Princes): +1 AP melee damage, -1 base melee damage. * Frostheart Phoenix: Blizzard Aura passive ability now also reduces base melee damage by -12%. * Hand of the Shadow Crown is now a playable hero unit in Custom Battle as part of the Campaign Exclusive Units. * Ranged Assassin Hero with Encourage, Stalk, Vanguard Deployment, and Fire Whilst Moving. * Has the abilities Loose and Slippery. '''Dark Elves''' * Malekith – Cold One Chariot: -10 armour, +35 missile block chance. * Dark Riders: +3 leadership. * Dark Riders (Shields): +3 leadership. * Blades of the Blood Queen (Har Ganeth Executioners): +4 health per entity. * Har Ganeth Executioners: +4 health per entity. * Black Guard: +4 health per entity. * Witch Elves mounted on the Cauldron of Blood now throw knives at enemies when in melee combat. '''Lizardmen''' * Bastiladon (Ark of Sotek): +1 base damage on Ark of Sotek ability (+33% damage increase). * Cold One Spear-riders: -1 melee attack. * Pok-Hopak Cohort (Cold One Spear-riders): -1 melee attack. * Temple Guard: -5 leadership. * Nakai the Wanderer: -100 cost. * Slann Mage Priest (Life): -150 mp cost. * Razordon Hunting Pack: changed trajectory to dual_low_fixed, allowing the unit to choose a higher trajectory if obstructed. * Amaxon Barbs (Razordon Hunting Pack): changed trajectory to dual_low_fixed, allowing the unit to choose a higher trajectory if obstructed. '''Skaven''' * Death Runners: +19 health per entity, -28 entities (-28% unit size), -4 melee attack, +10 bonus vs infantry. * Poison Wind Globadiers: +2 health per entity, +3 leadership, +4 ammo, +12 ap projectile damage, +2 base projectile damage, -32 bonus vs large on projectile, added direct damage contact effect. * Death Globe Bombardiers: +4 ammo, +50 cost. ** Weapon Team text alterations. The following units are now part of the new Weapon Team unit category: *** Ratling Guns *** Warplock Jezzails *** Warpfire Throwers *** Poisoned Wind Mortars *** Warp-Grinders Unit names changed now that their weapon team status is reflected in the unit category: * Ratling Gun Weapon Team → Ratling Guns. * Warpfire Thrower Weapon Team → Warpfire Throwers. * The text on special effects in Ikit’s Workshop has also been updated with the new names. '''Tomb Kings''' * Sepulchral Stalkers: added stalk attribute, -25 missile resistance, -3 melee attack, -2 bonus vs large, +0.1 melee attack interval, +4 ammo, no longer marked as high threat, + -5 AP melee damage, +2 base melee damage, reduced number of projectiles per volley to 1, +91 AP projectile damage, +26 base projectile damage, +68 projectile velocity, are now four times as accurate, removed projectile spread, reduced projectile penetration, removed poison contact effect from projectile. * Eyes of the Desert (Sepulchral Stalkers): +23 accuracy, -3 melee attack, -2 bonus vs large, -3 melee defence, +0.1 melee attack interval, +4 ammo, no longer marked as high threat, -5 ap melee damage, +2 base melee damage, reduced number of projectiles per volley to 1, +91 AP projectile damage, +26 base projectile damage, +68 projectile velocity, are now four times as accurate, removed projectile spread, reduced projectile penetration. * Necropolis Knights: +20 armour, +12 health, +200 multiplayer cost, +0.7 melee attack interval, removed problematic side and rear attack animation that made the entities sometimes fight with their flank or rear facing the enemy. * Necropolis Knights (Halberds): +20 armour, +12 health, +200 multiplayer cost, +0.4 melee attack interval, removed problematic side and rear attack animation that made the entities sometimes fight with their flank or rear facing the enemy. * Tomb Scorpion: -400 health. * Casket of Souls: + 1m explosion radius, -1 sec reload time, projectiles are now 2.5 times as accurate. * Khatep – Casket of Souls: + 1m explosion radius, -1 sec reload time, projectiles are now 2.5 times as accurate. * Arkhan – Chariot: +15 armour. * Khalida – Chariot: -15 armour, -50 cost * Khatep – Chariot: -15 armour, -50 cost. * Tomb King – Chariot: -30 armour, +35 missile block chance , -50 cost. * Tomb Prince – Chariot: -20 armour, -50 cost. * Necrotect – foot: +50 cost. * Skeleton Archer Chariots: +30 armour, +100 multiplayer cost. * Skeleton Chariots: +30 armour, +100 multiplayer cost. * Ushabti: no longer marked as high threat. * Ushabti (Great Bows): no longer marked as high threat. * Bone Giant: +10 base missile damage, +40 AP projectile damage, +50 bonus vs large, reduced accuracy by roughly 30%. '''Vampire Coast''' * Scurvy Dogs: +4 charge bonus, +2 melee defence, +50 cost. * Depth Guard: +2 melee defence. * Depth Guard (Halberds): +2 melee defence. * Bloody Reaver Deck Guard (Depth Guard – Halberds): +2 melee defence. * Deck Droppers (Bombers): -2 ammo, +11 base explosion damage, +4 AP explosion damage. * Salt Lord’s Scuttlers (Deck Droppers – Bombers): -2 ammo, +4 base explosion damage, +11 AP explosion damage. * Deck Gunners: +2 AP projectile damage, +1 base projectile damage. * Shadewraith Gunners: +2 AP projectile damage, +1 base projectile damage. * Rotting Leviathan: +15 bonus vs infantry, +1 max splash attack targets. * Queen Bess: no longer marked as high threat. * Animated Hulks: no longer marked as high threat. * Aranessa – Foot: now marked as high threat. * Aranessa – Rotting Promethean: now marked as high threat. * Cylostra – Foot: now marked as high threat. * Cylostra – Rotting Leviathan: now marked as high threat, +15 bonus vs infantry, +1 max splash attack targets. * Luthor Harkon – Foot: -100 cost. * Luthor Harkon – Terrorgheist: +100 cost. * Sartosan free Company: Fire while moving. * Damned Paladin: +8 bonus Vs large. '''Empire''' * Flagellants: +2 melee defence. * Tattersouls (Flagellants): +2 melee defence. * Halberdiers: -25 cost. * Spearmen: +25 cost. * Greatswords: +1 Bonus vs Infantry. * War Wagon: +40 ammo, -50 cost. * War Wagon (Mortar): -50 cost. * Free Company Militia: Fire while moving. * Warrior Priest: No longer has access to Scroll of Power. Replaced with Scroll of Shielding. * Luminark of Hysh: +20 projectile range, +2 ammo. * Templehof Luminark (Luminark of Hysh): +20 projectile range, +2 ammo. * Karl Franz: +7 melee defence (on foot/Warhorse/Barded Warhorse/Imperial Pegasus). '''Dwarfs''' * Ghost Master Engineer: added magical projectile damage. * Dragonback Slayers: +50 cost. * Flame Cannon: -50 cost. * Longbeards: +50 cost. * Organ Gun: Made projectile 1.5 times as accurate. * Rangers (Great Weapons): +5 projectile range. * Ulthar’s Raiders (Rangers – Great Weapons): +5 projectile range. '''Greenskins''' * Orc Boar Boyz Big Uns: +15 armour. * Orc Boar Boyz: +5 armour, +2 charge bonus. * Savage Orc Boar Boyz: +2 armour. * Orc Boar Chariot: -10 armour, -50 cost. * Forest Goblin Spider Riders: -2 charge bonus. * Orc Warboss: +50 cost, +110 AP melee damage, -160 base melee damage, added Get Back ‘Ere ability in custom battles. * Orc Warboss – Boar: +35 AP melee damage, -35 base melee damage. * Orc Warboss – Wyvern: -100 cost. * Skarsnik: added Get Back ‘Ere ability in custom battles. * Grimgor Ironhide: now marked as high threat. * Azhag the Slaughterer – Foot: +45 ap melee damage, -25 base melee damage '''Vampire Counts''' * Black Coach: +1050 mass. * Hexwraiths: +2 melee defence, +3 AP melee damage, +1 base melee damage. * Chillgheists (Hexwraiths): +2 melee defence, +50 cost, +3 AP melee damage, +1 base melee damage. * Cairn Wraiths: +6 melee defence. * Black Knights: -2 melee attack, +50 cost, +2 AP melee damage, -4 base melee damage, +8 bonus vs infantry. * Grave Guard: +100 cost, +2 melee attack, +4 AP melee damage, -2 base melee damage. * Grave Guard (Great Weapons): +50 cost, +2 melee attack, +1 AP melee damage, +1 base melee damage, +3 bonus vs infantry, -1 charge bonus. * Sternsmen: +50 cost, +1 melee attack, +4 AP melee damage, -2 base melee damage. * Banshee: +8 melee attack. * Crypt Horrors: +3 melee attack, no longer marked as high threat. * Vargheists: no longer marked as high threat. '''Warriors of Chaos''' * Forsaken: +10 armour. * Daemonspew (Forsaken): +10 armour. * Gorebeast Chariots: +10 armour. * Chaos Chariots: +20 armour. * Exalted Hero – foot: +5 melee defence. * Exalted Hero – Chaos Steed: +5 melee defence. * Exalted Hero – Barded Chaos Steed: +5 melee defence. * Exalted Hero – Manticore: -200 cost. * Chaos Lord – Manticore: -100 cost. * Chaos Spawn: no longer marked as high threat. * Wyrd Spawn: no longer marked as high threat. * Aspiring Champions: no longer marked as high threat. * Archaon the Everchosen – Foot: now marked as high threat. * Marauders (Great Weapons): +3 AP melee damage. '''Beastmen''' * Khazrak – Razorgor Chariot: -10 armour, -50 cost. * Chaos Spawn: no longer marked as high threat. * Minotaurs: -100 cost. * Minotaurs (Shields): -100 cost. * Minotaurs (Great Weapons): -100 cost. '''Bretonnia''' * Green Knight: +25 hit reaction ignore chance, +25 knock interrupt ignore chance. * Alberic – Foot: +10 AP melee damage. * Alberic – Pegasus: +10 AP melee damage. * Alberic – Tempete: +10 base melee damage. * Blessed Field Trebuchet: no longer marked as high threat, reduced radius of projectile to match regular Trebuchet projectiles. * Grail Relique: now marked as high threat. * Paladin: +8 bonus vs large. * Companions of Quenelles: +10 bonus vs large, +100 cost. '''Norsca''' * Marauder Chieftain – foot: +2 run speed (he finally gave in to coming along for some cardio with the rest of the crew and now matches normal Norscan foot speed). * Marauder Chieftain – Marauder Chariot: -10 armour, -50 cost. * Shaman Sorcerer – Marauder Chariot: +5 armour. * Wulfrik – Marauder Chariot: -20 armour, -100 cost. * Marauder Chariot: +20 armour, -50 cost. * Ice Trolls: +4 melee defence. * Marauder Hunters (Throwing Axes): +4 ammo, +1 AP projectile damage, +10 projectile range. * Fimir Balefiend (Shadow): now marked as high threat. * Throgg: now marked as high threat. * Marauders (Great Weapons): +3 AP melee damage.
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