Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Elites
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File Size
Posted
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492.859 KB
20 Oct, 2022 @ 2:27pm
6 Sep @ 8:32am
101 Change Notes ( view )

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Better Elites

In 2 collections by BAGHolder
Warband Upgrade Collection
9 items
Friend Coop
18 items
Description
This mod is a side-product of Warband Upgrade Ultimate, based on same concept in Immersive Bretonnia Upgrade --- to make elite units truly elite.

Does not require either mod, but they are designed to be compatible and coherent.

Intro
WH3 is such a great game. But, many elite units in lore were treated unfairly and mis-represented in game. Single entities and monsters are overpowered, while elite infantry is lagging, and many elite cavalry is useless.

The main purpose of this mod:
--- make tier-3 units better in terms of unit progression,
--- more functional according to unit role, grouped into cavalry, archer, defensive and offensive infantry.
--- elite units shall crush low-tier units, but can always be effectively countered by certain elite units.
--- faithful to both lore and vanilla game design.



Unit Resize
The main change is to decrease unit size, then increase health / damage / mass proportionally, and increase projectile impact radius.

With a smaller unit size and more health per entity, each entity can survive longer, deal more damage, and much more mobile on battlefield and especially siege map.

The armor / shield / AP percentage are also significantly improved. Other stat (attack / defense / charge) are little changed to be faithful to vanilla flavor.


Cavalry: Lethal Charge Impact
Tier 2 & 3 cavalry from applicable races are all properly resized (30/20/10) with significantly increased mass and splash attack. Added anti-infantry bonus for anti-infantry cavalry.

Now the elite cav can easily charge through most units. The best of the best (grail, blood, and chaos knights) are on-par with Ogre monster cavalry.


Archers: Smaller yet Better
Tier-3 archers are re-sized, with increased missile strength + 360 degree shoot + increased impact and penetration.

For archers of 30 entities or less, as well as ranged lord and hero, add a small shockwave radius to their arrows. This compensates the low-unit count, and makes ranged heroes on-par with magic / melee heroes.


Infantry: Defense or Offense
With increased mass and radii, elite defensive infantry (e.g., phoenix guard, black guard, ironbreaker) can stop the cavalry charge on front, and more effective against monsters.

Elite offensive infantry (swordmaster, bladesinger, greatsword, chosen, slayers, etc.) deal more damage per entity, and can break defensive line.


Battle Balance
When used correctly, elite units can handle multiple low-tier units.

Elite units facing each other generally follow the rule:
Cavalry >> Archers and Offensive infantry.
Archers and Offensive infantry > Defensive infantry.
Defensive infantry > Cavalry

Anti-large and anti-infantry attributes are important, giving significant bonus to both attack and weapon strength.


Compatibility:
Compatible with all mods, co-op, and safe to add or remove mid-campaign.

The list of resized units & races is here.

It is also compatible with SFO / Radious, but the mod is balanced around vanilla experience.


Misc:
I don't always check Steam comments. For time-sensitive request, please contact me on discord, either via modding den or my own channel[discord.gg].

And I always welcome a cup of coffee[www.paypal.com] for my work.
Popular Discussions View All (1)
5
9 Feb, 2024 @ 1:40pm
List of Resized Units
BAGHolder
133 Comments
andrebadass 2 Oct @ 10:57pm 
look at us, discussing and having a productive and humble talk about balance. Oh well, wish someone else in the game dev circle could cultivate such a thing. bit then gain, why should them. the mods will fix them for free, and the community will support them. Disgrace.
BAGHolder  [author] 6 Sep @ 8:24am 
@Captain Cacao

Thanks for the feedback!
Nerfed AP damage for shadow walker & slayer pirates.

@Thelonious

You are right that their arrows were so underwhelming...made it much better in shockwave, mass, and penetration.
Captain Cacao 22 Jul @ 12:56am 
Also Shadow-walkers are extremly op now - they rip appart literaly everything, with no need to stop and aim on top of 360 firing arc that some carzy shit
Captain Cacao 18 Jul @ 9:47am 
Great mod. I agree with most of the changes you made but there are some outliers. For example slayer pirates - their pistols are just to strong for how much they cost to recruit. And doomknights need their antilarge.
Thelonious 2 Jul @ 8:26am 
Could you please add missile penetration or shockwave radius to their arrows to "ushabti (great bows)" unit. Currently it is one of the worst archer units in the game
Thelonious 17 Jun @ 10:16am 
Thanks a lot for the quick fix
BAGHolder  [author] 17 Jun @ 9:52am 
updated:

1. Blood knight sword version is modified. The sword and lance version both have 15 entities, and similar role / attributes as grail guardian and grail knights in Bretonnia in every aspect.

2. Slightly buffed boar boyz in greenskin --- no change in number of entities, because they should come in mass, so just slightly increased their hp / attack to be a little less underwhelming.
Thelonious 17 Jun @ 9:26am 
Can you make the new Blood Knight unit better, like the old variant please
Zelsaard 8 Mar @ 5:16pm 
Found a conflict between this mod and "Recruit Regiments of Renown from Buildings" (tested with minimal modlist of these two mods and the console mod).

When the player has RoRs from the High Elf culture group in their army, the game will crash during battle loading. As far as I can tell, this also ONLY happens with High Elf RoRs, all other culture groups are fine.

Doesn't impact the AI at all.

This problem is completely consistent and repeatable.
Haseeb.T 3 Feb @ 8:27am 
do you think you can have a look at boar boyz? both variants are so underwhelming in vanilla