This impacts infantry in particular, because units in back ranks will no longer be able to use charge attacks immediately when the formation’s front ranks are engaged – they’ll have friendly units ahead of them, and thus be blocked.
Two major changes have been made in this build: firstly, a charge attack will not take place if the unit’s charge path is blocked by a friendly unit. That’s not what’s been happening in Total Warhammer II, however: because there are typically more individual units in an infantry formation, charging cavalry are taking more hits than were intended, while dealing comparatively few of their own.Ĭreative Assembly has been working on a fix for this, and it’s now available in a beta branch on Steam. When cavalry charge an infantry formation, Creative Assembly explains, the cavalry unit should be favoured to win, even when the infantry unit reacts and counter-charges.
A new beta branch is available now on Steam that includes some proposed fixes to the formulae that govern these cavalry engagements.
As Total War: Warhammer II gets ready to head off to pasture, one question remains: what’s up with the strategy game’s cavalry? As Joe has reported, the player community has voiced some concerns over the viability of cavalry units vs counter-charging infantry, and it seems Creative Assembly has heard their cries.