Let’s look around, and we’ll see a lot of examples. Ok, what would your metersticks for the Fonzies be? Obviously, more heavy infantry with great weapons. Daring, aren’t we? And what faction are they for? Dark Elves, I decide that the Fonzies are Dark Elves. Let’s continue the example and say your unit, hereby The Fonzies, is to be a unit of heavy infantry with greatswords. No, vanilla balance is not perfect, and gods know I have my grievances, but that’s what we’re working with. Which is like a yardstick, but we don’t do that sort of measure in these parts.Ī healthy habit I found is identifying possibly two or even up to four vanilla units that you can use to delimit what your unit should be. If your Halfling Rooster Knights can keep up with Grail Knights there’s definitely something wrong. If you’re designing, say, a heavy cavalry unit for whatever non-elven non-chaos faction, you should likely avoid making it more powerful than what the supposed kings of heavy cav can bring, aka Bretonnia. This also works from another perspective. In other words, pooling good units from multiple factions into one still creates an OP chimera. Hey, they can’t be OP if they’re the same as vanilla unit X, right? Wrong, some units may be deliberately stronger for a faction exactly because that’s where that faction is supposed to shine and to compensate other weaknesses. Relatedly, you could be tempted to exactly copy the stats of a unit to add one to another faction. So while it may be your active choice to, say, add a unit comparable to Chaos Chosen to Wood Elves, and assuming you’re still reading because you still somehow want to balance them, know that you’re removing a faction’s weakness, specifically the lack of a uber heavy infantry unit. Wood Elves are supposed to be the kings of squishy skirmishers. The Empire is a faction built for width rather than height, with only a couple units that can shine in their department. Dwarfs are a tanky and shooty faction famously suited for corner camping because of how lacky they are in terms of mobility. We want to preserve those factional strengths and weaknesses the usual examples being how Warriors of Chaos are a meatheaded faction poised for a decisive melee push with expensive and elite melee units, with little in the way of missile potential, and predictably fielding heavy armour stuff. One of the main features of Warhammer is that its balance is asymmetrical, in that there are many diverse factions and most of them have their own strengths and weaknesses, usually much more marked than they’d be in a historical setting of human-only warfare. Keep in mind this guide will avoid technicalities of how to create a unit, that’s for the unit creation guides to do.Īlrighty, you’re making a new unit. “But I want unbalanced OP units!” Sure, then read no further and we won’t talk about it. Then there’s the famous “all units become OP in campaign” which is kinda true but sort of an excuse, and out of our hands insofar as we do our job balancing the unit’s baseline stats. Of course, MP’s tendency towards min-maxing and cheesing will expose issues faster than a Karen in a retail shop. You can balance a unit for both, give or take. I agree that MP poses issues that SP doesn’t, but I personally disagree with those that see the two aspects of the game as incompatible. There is also the spiky and infamous matter of SP or MP balance. On the other hand, there are scenarios in which what you’re doing is objectively too weak or too strong. I’m sure that many of you may be thinking “but balance is subjective!”, which is possibly true, but it’s especially true only because balance is fickle and does depend on context a lot. What I intend to do is suggest ways towards tuning your stuff so that it fits in the whole shebang and avoiding the common mistakes. This guide is aimed at unit or character modders in WH2, and while I assume we’re talking about introducing or editing stuff for vanilla balance, most of the tips should remain useful even if you’re doing your own battle overhaul or whatever it is you’re doing.
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