The Best Total War: Warhammer 2 Mod -- Rebirth

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Thank you so much for the video Daimyo!

As you've noticed yourself there's still a tremendous amount of work needed to be done before the mod is complete and many flaws of the campaign gameplay have not been addressed yet, but they will be looked at in due time.

I'm confident that we'll be able to transform Warhammer into a much more worthwhile experience in the future.

juggernaut
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Yeah this mod was amazing at fixing the gunpowder units. And single entities can still be devestating, when used CORRECTLY as well timed shock troops to break infantry organisation or deliver morale shocks.

The best part about this mod is in juggernauts stiving to fix tactics to be more representative, he's incidentally made the game MORE lore friendly. I test out a battle of dwarves vs vampires.
I set the vampires to heavily outnumber and outmatch me, and while I was able to whittle away the undead, the new magic system made the general extremely important because he just kept reviving them. This is exactly what the vampires are about, reviving the dead constantly in battle to overwhelm and fatigue the enemy.

So in a last ditch effort I threw my general at the enemy lord and beat him via combat, this didn't just give the army a small morale shock thats neglible...it actually destroyed the army. They no longer had a necromancer vampire reviving them, so they over the next minute teetered out and all dropped dead.

It created a unique experience for me that not only was tactically satisfying, but built a narrative around the battle that could have been it's own epic film.

Nasmr
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oh my gosh someone out here actually making a total war warhammer game playable, what a legend

darkranger
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1:52 still nice to see how cav charge is dogshit in wh games. 3:08 love the change of range enemy has to be brought down to be shattered as in original you had to bring a unit to like 100 HP to have them shattered otherwise they are routed.

rebidiom
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I played first warhammer, and now recently started second one. And I missed so much of these features. I really struggle with combat in this games, like it took me 10 hours at the beggining to understand that spears aren't supposed to be used against other infantries, like in medieval or real life. Then it took me a while to understand that my range units aren't broken but the game is lacking reload animations. And ofc mass routing. Hopefully this will make combat make sense again. And lets combine it with reload animation mod for best experience. Thanks for mod highlight XD

DiaGnostiKS
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Oh man I’m looking forward to what you have to say on juggernauts mod I’ll be watching in work today and amending comment when I have something to say about it

Nasmr
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This would go perfectly with mods like Realistic Flying Units, Better Sieges and Grand Campaign custom maps.
There is still a long way to go though. One of my biggest gripes with the Warhammer games is magic. When I see a giant flaming skull eating through almost an entire plague of Skaven, I expect piles of crispy rats, not for a third, even half of the units smothered in fire to get back up and keep fighting; and these are just Clanrats, nothing unbreakable, they should be running away.

Nothing will satisfy me as much as surrounding a host of Uruk-Hai with my outnumbered Rohirrim in Third Age: DaC and watching the entire unit get smashed to a pulp.

Also, you shouldn't be able to spam magic, but rather it should be used like the god powers from Age of Mythology. As the battle goes on, the better powers you gain, depending on how strong the winds of magic are; they offer a one time use ability that can dramatically shift the balance of power if used correctly.

LordBurgerofFriesland
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this mod has to go to every game from rome II and forward

diegomedina
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What do you think about the Medieval Kingdoms 1212 ad mod for Total War Atilla?

derreckxiao
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Ohhh, is this mod being developed for warhammer 3?

princeniccolo
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I cant find the mod on steam workshop or im blind.. 😎

larserikandersen-evgb