Ultimate Ancillary Guide

Total War: WARHAMMER II5 · 316 ratings13k views611 favorites5 min readby CpecificUpdated Mar 8, 2022View on Steam ↗

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Updates

(08.03.2022)
• Added "Can be stolen" section

(06.03.2022)
• Fixed a bunch of mistakes, added info, where condition triggered only for main lord.
• Made styles prettier

Patch 1.12.1 (10.09.2021)
• Ancillaries are now sorted by name.

Furry (15.07.2021)
• Spawn-Wrangler: Recruitment cost: -8% for Chaos Spawn units => Unit capacity: +2 Chaos Spawn
• Deleted for Beastmen:
  • Barbarian: Income from post-battle loot: +6%
  • Kurgan Chieftain: Income from sacking settlements: +10%
  • Collector: Income from sacking settlements: +6%
  • Slave Master: Recruitment cost: -2% (Lord's army)

Rakarth (19.03.2021)
• Clan Skryre Saboteur: own army => accompanying Lord.
• added Razed settlement for "Main Lord".

(14.03.2021)
• added "Main Lord" functionality, to easier determine when your secondary lords can't get ancillaries.
• added explanations for other types of ancillaries in the guide.

(06.03.2021)
• added bug descriptions (hover to see) and highlighted impossible to trigger conditions.
• turns out conditions with "Assist Army" could never be satisfied, as they are bugged.

The Asrai Resurgent (24.01.2021)
• It seems Steam no longer allows to cheat long content (more than 8k symbols)
• Eternal Guard Commander, Young Stag, Wardancer Drummer: Lord's army => own army

(21.12.2020)
• missed skaven follower "Clerk"
• dropped "Hand of the Shadow Crown" from trigger conditions and moved it to general description for High Elves
• extended automatization in my code, which fixed following mistakes and improved qol:
- super/chain could be misleading or outright false or incomplete (especially in Lizardmen's case)
- dropped all context conditions for "Lord" or "Hero" if it isn't specified in lua script. Only left those, who are ambiguous to understand based on description
- added a list of agent sub/types which can actually wear specified follower (and icons)
- agents now have a proper name for their culture (before it was something generic, like "Hero Wizard")

Twisted&Twilight (07.12.2020)
• a lot of new followers for Chaos/Norsca
• some wood elves followers were moved around to different trigger conditions and decreased their drop chances

Formatting and Terminology

  • Multiple trigger conditions are separated by dashed line (- - - -).
    Multiple conditions do not share context. For ex.
    (Context condition; Forbid condition) Some Trigger Description - - - - Some Other Trigger
    Some Other Trigger DOES NOT consider (Context condition; Forbid condition)
    All this stuff with multiple conditions is because there are a ton of bugs in trigger conditions.
  • Effect list may contain a list of agents that can actually wear referred follower
    (not sure whether it prevents a drop of ancillary).
    - all types of generals. - only certain subset of generals (look in effect list).
    - all types of heroes. - only certain subset of heroes (look in effect list).
  • "Lord" (underlined) means "Main Lord", the one who leads the battle.
  • chain "Walls/Garrison" refer to walls chain inside Major/Minor settlement
  • (N turn own/enemy) – before satisfying the condition, character must spend N turns in own/enemy regions (yes, regions; but not sure when it invalidates: during movement or during end turn?).
  • every Nth turn === if (TurnNumber mod N = 0) then do stuff.
  • faction has N% trade === context:faction():trade_value_percent() > N
  • if condition does not specify percentage of corruption/untainted, then it means said corruption/untainted must be dominant in province

Additional Info

  • "(Lord's army)" scope only works, when ancillary is worn by Lords.
    For heroes, there is a separate "(Hero's army)" scope.
  • It seems "have an ability to recruit" (not in region) applies to the whole province, even if you are in an enemy region.
  • “Assist Army” is not considered critical success action. That's why you can get followers by re-attaching heroes (not sure anymore about that one, as later discovered that it was CA bug).
  • Scouting (increase Magic item drop chance) and other similar effects don't influence chance of acquiring a follower. (not completely sure about that one either: if scouting influences drop chance, then it is deeply hidden in the backend).
  • "Win siege battle" means any battle in a city. Doesn't have to be walled.

Side Effects

Some user actions trigger a bunch of continious events. Here are some of them:
Occupy Settlement = { 1. CharacterPostBattleSlaughter } Occupy Unopposed = {} Loot Settlement = { 1. CharacterLootedSettlement 2. CharacterPostBattleEnslave } Loot Unopposed = { 1. CharacterLootedSettlement } Sack Settlement / Expand Under-Empire = { 1. CharacterLootedSettlement 2. CharacterSackedSettlement 3. CharacterPostBattleEnslave } Raze Settlement = { 1. CharacterLootedSettlement 2. CharacterRazedSettlement 3. CharacterPostBattleSlaughter }

Armour, Weapon, Talisman, Enchanted Item, Arcane Item, Banner

Heroes don't get them in post-battle (maybe they can steal it? haven't tested enough).
Such ancillaries are only dropped for lords when you win a battle and cannot be dropped if you stole some ancillary in the battle.
Some explanation of behind-the-scenes: function selects random category, and tries to find ancillary that can be (theoretically) equipped.

There is a bug though: if lord is not a caster, and army has a spellcaster hero in it, function may try give you arcane item. But as your lord cannot equip arcane items, you will not get anything.

Another bug gives you inconsistent drop chances:
  • slightly more drop chance, for main lord when you win as an attacker.
  • slightly more drop chance, for all lords when you win as a defender.
With maxed out hero's Scouting (magic item drop chance) +25% you can get 69% for main lord on Legendary difficulty for decisive victory. Each army will have it's own drop chance. Tomb kings chances are further multiplied by x0.5.
Rarity roll: 62% common, 28% uncommon, 10% rare.
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