Total War: WARHAMMER III

Total War: WARHAMMER III

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SFO: Grimhammer III - RISE OF THE RAT
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overhaul
Tags: mod
File Size
Posted
Updated
2.703 GB
11 Apr, 2022 @ 1:09am
28 Sep @ 11:43pm
198 Change Notes ( view )

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SFO: Grimhammer III - RISE OF THE RAT

Description






S.imply F.un O.verhaul: Grimhammer III is a total overhaul mod that changes every aspect of the TW: WH III to be closer to the lore and Warhammer universe. This mod contains all campaign and battles changes. Our main goal is fun gameplay, don't expect balance from a small team mod. SFO mods are not meant to be better than vanilla game but meant to be a different experience! Vanilla is great and no mod will change that!

Do not require any other mods or even DLC to give you full SFO experience.

We are long fans of Warhammer and want to share this passion with all of you.

COMPLETE LIST OF CHANGES 🔗HERE
CHANGELOG 🔗HERE
IF MOD IS NOT WORKING AND DLC WAS RELASED 🔗HERE [www.patreon.com]


18.09.2025 - 1.40 Rise of the Rat Release!

https://www.youtube.com/live/AzM8hw2DO2A?si=TQUkXiDa-yjkWHJs



The SFO Mod Team has a large community with more than 20,000 people on public discord and 500,000 subscribers to its mods! All this is thanks to our dedicated fans that help develop this mod every day with advice, feedback, and positive energy! Join us and let’s share this passion together!

Amount of work we put into SFO is INSANELY LARGE, but we do not require any payments to access it. We want everyone to be able to experience our vision of warhammer total war. But, we still have families to feed. Any support is appreciated.

[discord.gg]


🔥SFO Mod Team Website - main mod hub 🔗HERE[www.sfomod.com]
🔥YouTube - modding videos/guides and more 🔗HERE
🔥Twitter - always latest news 🔗HERE

SFO: Grimhammer III contains a lot of diverse mods that have seen an individual release. Many of those mods were made for SFO in the first place and then released as standalone for vanilla.
🔥List of integrated mods can be found 🔗HERE

🔥Those that help us will never be forgotten! Find them 🔗HERE and appreciate their work.
🔥Check other great mods made by community and we highly recommend. 🔗HERE

WE ALSO WANT TO THANK CREATIVE ASSEMBLY FOR MAKING BEST WARHAMMER FANTASY GAME AND GAMES-WORKSHOP THAT CREATED THIS FRANCHISE!



SFO IS FULLY STANDALONE AND DOES NOT REQUIRE ANYTHING (EVEN DLCs) TO WORK PROPERLY! IT ALSO DOES NOT EDIT START_POS FILES.

DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO WITH NO OTHER MODS ENABLED

FAQ - read those before posting! 🔗HERE
🔗SFO III PREVIOUS

Comments with strong language will be removed.


[www.patreon.com][www.paypal.com]
Popular Discussions View All (225)
2,011
3
23 Oct @ 5:24pm
PINNED: BUG Thread
Venris
723
6
24 Oct @ 1:32am
PINNED: SUGGESTIONS Thread
Venris
568
14 Oct @ 7:16am
PINNED: BALANCE Thread
Venris
15,969 Comments
Astartes 15 hours ago 
zephiz, your best comment
Naylind 15 hours ago 
nah, it's happen, but it's not a fixed behavior as i said my kugath campaign had all the north and south empire dominated by order factions.
The only thing that really still don't like it's Khatep, i tried some hours ago and the victory condition need a rework for him and probably his starting location need to change or the climate, i don't know. He has -25 aversion against majority of factions around there, so no ally, If I were CA i will swap him with the dwarf expedition in the desert if they don't change the victory condition.
King Douchebag 17 hours ago 
i got a suggestion. how about make all non-order faction have -100 diplomacy with eachother. because chaos, orks, vampires and wood elves barely ever attack eachother. mean while the empire is gone turn 20, britonnia and most of the dwarfs die within the first 7 or 10 turns, and high elves get destroy by the allied vampire pirates and dark elves. im just thinking if the non-order factions have more infighting the order has better chances.
Naylind 23 hours ago 
@Fren
@Astartes
Lol my Kugath current campaign see the order utterly destroy everything in the north and south empire, while in lustria there's no more lizarmen standing. Glad to see Master of innovation faction survive the first 20 turn.
WolfShadowRider 28 Oct @ 11:11pm 
Is it intentional for Rictus Stormvermin to still have unit caps, even if "No Caps" is enabled?
zephiz 28 Oct @ 4:46pm 
@Astartes save us all from your AI chatting ahh
FREN 28 Oct @ 2:47pm 
@Astartes I understand what you say but i mean the AI dwarfs are always dead at turn 20 even with a buff , crooked moon is strength nr 1 and wiped thorgrimm early and like 15 turns later ungrimm. Now they attacking kislev city at turn 100. I would love when at least Karaz a karak would hold skarsnik a bit back. Turn 90 all dwarfes are dead except belegar (me). Maybe its a coincidence but it happened 3 times in a row now.
Astartes 28 Oct @ 11:30am 
FREN, Orcs are strong in this mod, but Dwarves are just as strong. Compare Avengers, Giant Slayers, and Doomseekers—they're overbuffed killing machines, especially the latter! Doomseekers are only inferior to The Immortals (Infernal Ironsworn). I don't know why you're having so much trouble with Orcs. The mod brilliantly captures the scale of the orcs, reflected in their squad size. While in the vanilla game, the Orc Boyz couldn't beat the Dwarf Warriors in a fair fight, here, thanks to a +40 model squad bonus and the Proppa Smash passive, the orcs feel like orcs. It's just a pity that the balance in the mod still requires correction; the damage, attack, and defense of units of the same level, especially 1st and 2nd level barracks, are almost the same or differ by +-5
Venris  [author] 28 Oct @ 11:28am 
@Astartes: We write there and take feedback from there.
Astartes 28 Oct @ 11:17am 
Venris, please tell me if the "SUGGESTIONS Thread" and "BALANCE Thread" discussions are still active???? I and other players write there, but there is no feedback.