Total War: WARHAMMER III

Total War: WARHAMMER III

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Hold the Walls!
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Tags: mod
File Size
Posted
Updated
110.024 KB
22 Sep, 2023 @ 4:18am
30 Jul @ 4:27am
6 Change Notes ( view )

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Hold the Walls!

Description
Gives defending units that are on top of walls +4 Melee Defense, +5 Leadership and ammo replenishment

Small mod that I made for myself and thought I might as well upload it.

How it works:
The same building that provides the "Siege Defender" passive Ability, which grants +15% MD and +10 Leadership to defending Units in a siege battle, now grants an additional passive called "Hold the Walls!" which applies to all defending units that are on top of walls.
Note: This applies to enemies as well if you are the one attacking.

Why?
I thinks it's kinda dumb that sometimes it's the smartest move to immediately forfeit the walls since there's not much reason to hold them besides the towers, this should hopefully circumvent that a bit. This also makes destroying gates or creating breaches more meaningful, since these allow you to avoid the buff of the enemy should you be the one laying siege.

Compatibility
Should be compatible with anything. Units added by mods also receive the buff since it just targets all defending units on the battlefield.


Changelog
Update for 5.0: Now the effect additionally replenishes ammunition for ranged units. (Similar to how the Barricade Platform Siege Deployable works)

Update for 5.1.2: Changed how the effect for the ammo replenishment works, now every 10 seconds 10% of ammo are replenished, so no more having to move your units onto or off from a wall to trigger the effect. The effect is now triggering constantly every 10 seconds as long as the unit is on top of a wall.

Update for 6.0: Reduced the stat boost a bit from +5/+7 to +4/+5

Update for 6.1: Fixed a crash that happened because of uppercase letters in database filenames, this causes crashes since 6.1 for whatever reason.

33 Comments
ktoffel 31 Jul @ 7:24am 
@Strain
You're right, thanks for clarifying - this change seemed to have slipped my mind :D
CaptainKampfkeks 30 Jul @ 9:17am 
Great to hear. Cheers man! :chug:
Strain  [author] 30 Jul @ 4:54am 
@Captain thanks, mod should not have needed an update, but is updated now anyways so people can be sure that it works

@ktoffel glad you like it. Some time ago CA removed merlons as physical blockers, which I think is a good thing since range units now are actually willing to shoot units that are on top of walls. In turn they added an effect to all units that are docked on walls that gives +20% Range, +25% Missile Block Chance (Shield) and +10% Missile Resistance, so that the theoretical benefits of merlons are still impacting the battle. Giving units another missile resistance or block chance seems overtuned to me, since 25% Block and 10% Resistance already is a lot.
ktoffel 26 Jul @ 10:28pm 
Hello Strain, thank you for this mod . I've been using it for quite a while now and love it <3
Wanted to ask for a little feature, none the less:
What do you think about adding a missile block modifier for units on the walls, representing merlons of the parapet.
Or probably a flat out missile resist?

cheers
CaptainKampfkeks 24 Jul @ 3:09am 
This, coupled with vanguard deployment and assladders begone seems like a good incntive to actually keep your archers on the walls. Nice mod. I take it it doesn't need an update since?
Gorgious 28 Mar @ 12:03am 
Thank you very much ! Cheers
Strain  [author] 26 Mar @ 2:05pm 
@Gorgious thanks for the info, its fixed now
Gorgious 26 Mar @ 1:37pm 
FWIW causes crash to desktop when launching game with latest update. Cheers
[NC] Will Francesco 24 Mar @ 4:27pm 
the ai siege defender still immediately abandons the walls, sadly. Sieges feel so anticlimactic compared to WH2
MightNight 7 Mar @ 5:52pm 
@BulleTgt +1 for only ammo replenishment