Total War: WARHAMMER III

Total War: WARHAMMER III

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Superhuman Grail Knights
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overhaul
Tags: mod
File Size
Posted
Updated
476.251 KB
25 Aug, 2022 @ 1:59pm
21 Jul, 2023 @ 11:02am
14 Change Notes ( view )

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Superhuman Grail Knights

Description
Current Version: TWW III v 3.1.0

In the Warhammer Lore, Grail Knights are the pinnacle of human warriors. They are physically super strong, regenerate their wounds faster and have magical ward save. They are bane to all unholy and its skill and strength matches the Chaos Champions and Vampires. There is an extremely low amount of such living saints and all of Bretonnia know their names and deeds. This mod changes the unit cards for both Grail Knights and Grail Guardians to make them more loreful and powerful, as they are supposed to be.

Acknowledgement: Patch 3.1 drastically changed the vanilla Grail Knights for the better, reducing their numbers and increasing its combat prowess. This is good news =)


New stats:

GRAIL KNIGHTS
-----------------------
Unit Size: 24
Helth per Model: 310
Leadership: 80
Melee Attack: 42
Melee Defence: 38
Weapon Strenght: 80 (24 Base + 56 AP)
Bonus vs Large: 32
Charge Bonus: 75


GRAIL GUARDIANS
----------------------------
Unit Size: 16
Helth per Model: 480
Leadership: 85
Melee Attack: 48
Melee Defence: 62
Weapon Strenght: 90 (46 Base + 44 AP)
Bonus vs Inf: 42
Charge Bonus: 50


ROYAL PEGASUS KNIGHTS
----------------------------------------
Unit Size: 16
Helth per Model: 450
Leadership: 80
Melee Attack: 42
Melee Defence: 38
Weapon Strenght: 90 (27 Base + 63 AP)
Bonus vs Large: 32
Charge Bonus: 75


ROYAL HIPPOGRYPH KNIGHTS
---------------------------------------------
Unit Size: 8
Helth per Model: 1310
Leadership: 85
Melee Attack: 48
Melee Defence: 42
Weapon Strenght: 150 (25 Base + 125 AP)
Charge Bonus: 62

52 Comments
Reuz 16 Jun, 2024 @ 11:27pm 
Is this currently working?
daminnous 15 Dec, 2023 @ 2:12pm 
udapted please, i love the mod
Altus Aquila 21 Jul, 2023 @ 11:35am 
@mgsanm Thank you a lot. Seems they act like real superhumans xD
mgsanm  [author] 21 Jul, 2023 @ 11:04am 
@Altus Aquila I think I've fixed it. Let me know what you think! Cheers
mgsanm  [author] 21 Jul, 2023 @ 12:51am 
No worries! We are trying to squeeze a bit more fun out of this game we love. I am still testing all these things and tweaking the tables. I will upload a new version if I manage to sort it out. Cheers!
Altus Aquila 19 Jul, 2023 @ 11:12pm 
Thanks for your work, at first.
I don't want to be annoying, so, if you don't want to read my vision, it's ok.

I test new version and it's weaker than 3.1 update. With vanilla knights and guardians i can easily destroy any enemy army, almost take no damage. With this mod, seems they don't register dmg on charge, and without option to retreat immediately, they just die surrounding by the enemies. Knights are more response, but only, when you want to take them out of fight, they can't keep charging if you select next enemy close to you current, and charge dmg almost 0.
mgsanm  [author] 19 Jul, 2023 @ 6:39pm 
After some testing I feel like the Grail Knights are responsive and it's possible to issue several charges consecutively, dealing and absurd amount of damage. The Grail Guardians, on the other hand, get stuck much easily, serving their purpose as melee cav instead of shock cav. Thanks for bringing this to my attention @Altus Aquila.
mgsanm  [author] 19 Jul, 2023 @ 5:45pm 
On it. Just pushed a version that hopefully unites the best of the two worlds. I'll be testing the responsiveness of the modded units to see if it matches the regular ones.
Altus Aquila 4 Jul, 2023 @ 11:47am 
Great mod, but with update, vanilla grail guardians (and i suppose others), lose in stats but outperform modded units with responsiveness.
Modded grail guardians just stuck in enemy units and don't want to get away.
Killerkitty641 23 May, 2023 @ 9:55am 
is there a chance we could get compatibility with Lily's mods? I really like both mods and I feel I prefer the scale of this one (much smaller units but much much more powerful)