Total War: WARHAMMER III

Total War: WARHAMMER III

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Starting Unit Changer
   
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13 Nov, 2022 @ 7:25am
3 Oct, 2023 @ 2:05pm
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Starting Unit Changer

Description
With pretty much all of the lords getting a new starting army it's no surprise a few of them are stinkers.
Luckily, with the power of nitpicking and personal preference I've made a mod to change a few of the armies which I'm not too fond of to either make them more unique, more thematic, or more fun.

Changes and Why:
Alberic: Gained a Grail Reliquae.
Nobody else uses this unit and Alberic has a very bland starting army. Plus meme units are funny.
Belegar: Gained a Bolt Thrower.
A lesser used unit that fits in with Belegar using cheaper units to make up for his upkeep increase.
Grimgor: Two Goblin Archers replaced with Orc Arrer Boyz.
Dose Gobbos are only good bein' shot outta sling! Jokes aside, it's more thematic and is a unit you won't replace in 5 turns.
Skarsnik: Goblin Spearmen and Goblin Archer replaced with Night Goblin Archers.
Again it's thematic but it also plays into Skarsnik's army better as his Waagh buffs ranged units which are lacking in his starting army.
Grom: Orc Arrer Boyz replaced with Goblin Archers.
Once again, it's thematic but also plays into his gameplay better.
Skarbrand: Has his RoC starting army.
Just infantry and dogs is incredibly boring for a starting army.
Greasus: Maneaters replaced with Ironblaster.
Not only do Ogres use a huge amount of monsterous infantry to begin with, but Greasus doesn't even favour Maneaters as he benefits Ironguts more.
Skrag: Loses all Gnoblar Spearmen for a Stonehorn.
Very enjoyable, fits with his skills, screw Gnoblars.
Queek: Plagueclaw Catapults replaced with Warp Lightning Cannons.
Makes him different from Skrolk.
Settra: Gains a Khermrian Warsphinx.
Settra has a lot of enemies to begin with very little strong in his starting army aside from Settra himself. Plus it's more fun.
Khatep: Loses all Spearmen and Necropolis Knights, gains Screaming Skull Catapult and Hierotitan.
Is more themed to Khatep and makes his army quite interesting to play with few but elite units. Necropolis Knights deserve to be in Khalida's army.
Khalida: Loses Screaming Skull Catapult and one Horse Archer, gains Necropolis Knights and Sepulchral Stalkers.
Speaking of. It's a lot more thematic and doesn't have overlap with Khatep's new army.
Mannfred: Grave Guard become Great Weapon variant and Skeletons become Spear variant.
Mannfred's starting army is extremely similar to Vlad's starting army aside from the Black Knights. The Combo of Great Grave Guard and Spear Skeletons should also be useful in Tomb King land.
Be'lakor: Loses all mortal units and Spawn, gains two Nurglings, another Pink Horror and a Soul Grinder of Khorne.
The mortal followers are doomed to be disbanded pretty quickly and it's thematic for Be'lakor to have brought over a toy from the Soul Forge he talks so much about.
Drycha: Loses two Dryads, Gains Deepwood Scouts (Swiftshiver Shards) and Great Hawks.
Drycha's starting army is incredibly basic. This basically reverts to how she was in 2.
Zhatan: Rocket Launcher replaced with Magma Cannon.
Entirely personal bias here. I just find Deathshriekers incredibly underwhelming compared to other artillery.
Changeling: Tzaangors replaced with Forsaken.
Forsaken function very similarly to Tzaangors except Forsaken actually benefit from Changeling's skill tree.
Again, synergy, and using only crappy early game units for a starting army is never fun.

If there are any issues do let me know, I've not uploaded a mod orientated around startpos so I would not be surprised if something goes wrong.
You can also input your own thoughts and ideas but this mod is very preference based so don't be offended if your ideas don't get added.
20 Comments
Ciaphas Cain 3 Oct, 2023 @ 5:10pm 
Awesome!!
Grizzla™  [author] 3 Oct, 2023 @ 2:14pm 
The mod has finally been updated to being scripting instead of startpos.
Pyrodysseus 2 Oct, 2023 @ 3:49pm 
https://tw-modding.com/wiki/Example_Scripts
scroll down to "replacing starting armies", copy and paste that and there ya go. I can email you a version that has Morathi as an example if you need it
Ciaphas Cain 30 Sep, 2023 @ 9:01am 
Its possible to change starting units via script apparently, there's a few mods out there that do just that! But I'm no script modder, haven't got round to learning how to do that yet. I'll ask around and see what I can find
Grizzla™  [author] 28 Sep, 2023 @ 9:38am 
@Mortarch Of Blood I would make a version which is kind of a combination of both but uhhh yeah Mixu probably wouldn't be happy with that. xD
Ciaphas Cain 28 Sep, 2023 @ 9:19am 
Mod sounds amazing but start pos mods.....urgh! It would break my heart to NOT use faction unlocker :'( lol

Great choice of units though!
'nitzen 17 Sep, 2023 @ 8:52am 
You're the best! Thank you so much!
Grizzla™  [author] 17 Sep, 2023 @ 7:42am 
@'nitzen mod has been updated. :)
'nitzen 9 Sep, 2023 @ 1:43am 
Please consider updating this :)
'nitzen 21 Jun, 2023 @ 6:45am 
I think this needs updating. Can't pick Chorfs in IE while this is active, and it seems new RoR won't show up either. Even if I start a new campaign with this mod, and then disable it, new RoR aren't available.