The number of small changes to the Old World factions is in the thousands but here is a list of some of the biggest changes.
Mortal Empires balancing: In the process of balancing WH1 content for WH2, nearly every unit has gone through some changes. E.g. the changes to unit health and attack intervals have touched most of our units. Almost all the unit match ups are slightly different going into WH2 and some units have been radically affected by changes in mechanics. For some units we’ve done more focused rebalancing over the months leading up to Mortal Empires release. The changes listed below won’t be particularly detailed or exhaustive as we’ve done thousands of small stat changes over several months, but it should give you an idea of which units and abilities have had bigger changes coming into Mortal Empires.
General
Revised item and ability attachments for WH1 characters to offer more diversity and differentiation between characters.
Monstrous infantry entity number have been increased from WH1.
Dragons and Terrorgheists now have breath attacks
Nearly all abilities that modify Melee Attack, Melee Defense or Weapon Damage have been rebalanced.
All units have more health and lower attack speeds to match the new WH2 factions. Because of that these changes are not listed individually later unless they are significant.
Empire:
Griffons now have less charge bonus and higher melee attack.
Empire General: reduced melee damage from 450 to 430, minor cost reduction.
Boris Todbringer: reduced melee damage from 450 to 430.
Arch Lector: Major reductions in health and armour, massive reduction in base cost. Grand Hammer of Sigmar cost reduced from 240 to 160.
Volkmar: Improved melee attack and defense, whilst reduced base cost considerably.
Volkmar - War Altar of Sigmar: minor increase to health. Cost remained same, so mount upgrade now costs more relative
Karl Franz: Small increases to melee defense. Deathclaw is now a lot stronger than other Griffons. Ghal Maraz now has an additional bonus vs large effect.
Witch Hunter: Added Fire Whilst Moving and 360 degree firing. Added 25% magic resistance.
Warrior Priest: increased armour to 50.
Crossbowmen: cost reduced to 500.
Empire Knights: Increased armour to 110.
Demigryph Knights (All): Rebalanced to 24 entities on Large.
Pistoliers: Cost reduced to 500.
Great Cannon: Increased projectile damage.
Helblaster Volley Gun: increased projectile damage and range.
Dwarfs:
Thorgrim: Major increase to health, slightly increased melee defense to 62, major increase to cost, reduced charge to 20. Changed High King activation conditions.
Belegar:. Major reduction in cost. Increased melee defense. Rebalanced Revenge Incarnate, Mighty Oathstone, Hammer of Angrund.
Grombrindal: changed to the Rune Axe of Grombrinfal to buff ap melee damage rather than speed.
Ungrim: Doubled the bonus vs large effect of Axe of Dargo.
Runelord: increased weapon damage to 340.
Gyrobomber: can now move and fire.
Bugman’s Rangers: major increase to melee defense.
Longbeards (all): small increase to armour to 100, leadership increased to 80.
Slayers: cost reduction to 900
Hammerers: major increases to melee performance including higher weapon damage, armour, melee defense. Reduced cost to 1100.
Quarrellers (GW): cost reduced to 600.
Irondrakes (all): Increased entity count.
Irondrakes: reduced cost to 800, added “Burnt!” contact effect to projectile.
Irondrakes (Trollhammer Torpedo): Reduced cost to 900, added Bonus vs. large to projectile.
Bolt Thrower: added bonus vs large.
Organ Gun: increased range, tweaked reload animations to allow faster rate of fire and fire after turning.
Flame Cannon: range increased, added ‘Burnt!’ contact effect to projectile to reduce target morale.
Greenskins:
Wyvern mounts are now faster at 110 speed.
Grimgor: reduced base MP cost.
Skarsnik: increased health. His Tricksy Traps changed to hide units with stalk and unspottable for a short duration. Added charge defense against large.
Wurrzag: Major cost reductions to Wurrzag’s base mp cost. Warpaint of Wurrzag changed to a constant +11% physical resistance in a 40m radius.
Azhag – Skullmuncha: increased melee defense to 24.
Night Shroud: Changed to a spell that grants a unit stalk and unspottable.
Goblins & Night Goblins: added expendable
Night Goblins (Fanatics): increased damage for Spinning Loons ability.
Night Goblin Squig Hoppers: changed weapon strength to primarily armour-piercing, unit rebalanced accordingly.
Savage Orcs (all): reduced physical resistance to 25%.
Black Orcs: buffed and rebalanced to improve combat performance. Slight cost increase to 1150.
Orc Big’Uns: increased cost to 800, improved morale.
Savage Orc Big’Uns: increased cost to 900, improved morale.
All Orc Boar units have been rebalanced.
Trolls: Rebalanced for new entity counts, significantly more damage, small +2 increase to morale.
Squig Herd: now have rampage, Squigs Go Wild redesigned to just increase morale when enemies are close to the Squigs.
Doom Diver Catapults: Tweaks to accuracy and homing parameters.
Vampires:
Strigoi Ghoul King: increased melee attack to 54, charge bonus increased to 35.
Reduced costs of Corpse Carts and Corpse Cart mounts.
Heinrich Kemmler: increased weapon damage to 340, melee attack to 38, melee defense to 45.
Vlad von Carstein: Redesigned the von Carstein Ring to work as a one-use massive ward save ability.
Ethereal units: changed to 75% physical resistance, increased health.
Improved stats and cost of Zombie Dragon mounts.
Terrorgheist: rebalanced, major increase to melee damage and a reduced bonus vs. large.
Crypt Ghouls: +1 melee defense, +1 charge bonus, +2 ap damage.
Konigstein Stalkers: -50 cost.
Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count.
Grave Guard: +2 melee attack,
Grave Guard (GW): +2 melee attack, +1 melee defense, +2 weapon strength
Vargheists: Stats rebalanced for new entity count.
Hexwraiths: Cost reduction to 1400, small increases to melee stats.
Mortis Engine: Reliquary Binding now only affects allies around the Mortis Engine.
Chillgheists: Removed magic resistance. Increased speed debuff of Chilling Aura to -36% (also applies to Claw of Nagash ability).
Bretonnia:
Pass on character armour values.
Hippogryphs now have less charge bonus and higher melee attack.
King Louen: Greatly reduced costs for non-Beaquis mounted versions, Beaquis is a lot stronger than other Hippogryph mounts
Fay Enchantress: reduced max uses for Chalice of Potions to 2.
Alberic: Increased Wrath of Manann power.
Peasant Mob: Added expendable.
Grail Relique: Removed magic resistance.
Grail Knights: Increased armour to 90 and other minor tweaks.
Knights of the Realm: Increased armour to 90 and other minor tweaks.
Royal Hippogryph Knights: Increased armour to 80, added Lady’s Blessing passive, increased melee attack and weapon strength considerably.
Mounted Yeomen (all): rebalanced to have their stats match their cost more accurately.
Warriors of Chaos:
Greatly improved Chaos Dragon mounts.
Small health increases to Manticore mounts.
Reduced missile resistance of Sarthorael the Everwatcher to 60%.
Dragon Ogres: rebalanced for new entity count. Increased damage and bonus vs. large.
Archaon: increased health for Dorghar.
Kholek: +20 melee damage, +5 leadership.
Chaos Trolls: rebalanced for increased entity count.
Chaos Trolls (Armoured): increased armour to 110. Rebalanced for increased entity count.
Chaos Spawn: rebalanced for increased entity count. Big increase to damage.
Dragon Ogre Shaggoth: reduced leadership to 75, increased melee damage to 460. Small tweaks to melee attack, defense and charge bonus.
Chosen (All): increased leadership to 85, lots of small tweaks to stats.
Wood Elves:
Rebalanced Forest Strider attribute to +50% accuracy and +20% melee defense in forests.
Glade Lords: on Great Eagles and Forest Dragons rebalanced to match monster stats more accurately.
Forest Dragon: rebalanced stats to be in line with WH2 dragons.
Spellsingers: rebalanced on Great Eagles and Unicorns.
Increased Ancient Treeman weapon damage to 450, major reduction in cost and increased health to match Treeman.
Durthu: increased weapon strength to 470.
Orion: Added 3 max uses to Hounds of Orion and Hawk’s Talon.
Waystalker: made Hawkish Precision a free ability.
Branchwraith: Increased armour to 60 to match Dryads.
Dryads: Increased armour to 60 and made the unit more offensive in stat distribution.
Wardancers (Both): Increased entity count to 75.
Wardancers (Dual Swords): Added bonus vs infantry, reduced attack and weapon strength.
Wildwood Rangers: removed inherent bonus vs. large, now only gets a bonus vs. large in forests. Rebalanced accordingly.
Sisters of the Thorn: increased missile range and missile damage. Reduced weapon strength.
Glade Riders: increased missile range to 150, improved melee stats slightly.
Waywatchers: increased missile range to 190.
Deepwood Scouts: increased missile range to 180.
Beastmen:
Malagor: Icons of Vilification ability now buffs leadership rather than melee damage.
Morghur: Stave of Ruinous Corruption max uses reduced to 1. Spirit Essence of Chaos max uses reduced to 1. Spirit Essence now a passive that activates automatically when an enemy reaches under 20% health near Morghur.
Khazrak: Dark Mail now has an active phase duration of 32 seconds.
Bestigors: Increased entity count to 75 on large and rebalanced the unit accordingly.
Gor Herd (both): Rebalanced units. Clearer differentiation in role between the two. A lot of small tweaks to improve combat performance.
Gor Herd (Shields): Added Vanguard Deployment.
Ungors (All): Added expendable attribute.
Ungor Raiders: cost reduction to 425.
Ungor Herd: cost reduction to 400.
Minotaurs (all): Rebalanced for increased entity count. Tweaks to stats to offer better differentiatin between the 3 versions.
Razorgor Herd: Increased entity count, reduced cost, added rampage, other minor tweaks.
Centigors (all): cost reductions
Centigors (Throwing Axes): Increased missile damage.
Cygor: Slightly improved projectile accuracy.
Chaos Spawn: Rebalanced for increased entity count. Increased damage output.