Total War: WARHAMMER III

Total War: WARHAMMER III

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Ready for War: Epic Overhaul
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overhaul
Tags: mod
File Size
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321.904 MB
13 Mar, 2024 @ 9:21am
23 Sep @ 1:32pm
598 Change Notes ( view )

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Ready for War: Epic Overhaul

Description
Experience Total War as it was always meant, with the action on the battlefield being the heart of every campaign. This overhaul sets to make battle/ unit roles as dynamic/ meaningful as possible and above all fun! Balancing is now intuitive and based on the elements of each unit, no longer arbitrary and prone to power creep.

Furious battle: All melee weapons from short sword to giant club have an attack interval of just one second, down from the plodding 4 - 7 of vanilla. Charge distance for units has been reasonably increased helping to run down fleeing foes who retreat from battle. Morale penalties have been adjusted to accommodate the rampant bloodshed melee combat will now bring, however once a units breaks they are shattered and flee the field in terror.

All units now have collision attacks allowing them to trample down combatants. Collision attacks occur from model impacts while charging or during attack animations (simply moving is not enough) This solves the age olde problem of unkillable routing enemies.

Armour and weapon choice matter: Every weapon class now serves a unique role. Armour piercing has been removed from all swords, spears and arrows while being retained for axes, halberds, hammers and bullets. (Hammers having significant armour piercing capabilities) All spears/ halberds have anti large bonuses and all swords/ axes gain anti infantry bonuses. Heavy armoured troops will now pose a unique treat that must be dealt with specific anti armour tactics.

Rules of thumb: Two handed weapons will see an increase to attack power, melee attack and bonuses compared to one handed weapons. Shields in addition to missile block will increase melee defense. The larger an entity the greater the melee attack with conversely lower melee defense. Bracing and shield defense angle has been increased to 120 degrees. Unit's pivot factor (rotation point) in now from their center.

Balancing: Stats and unit size are sensibly balanced to be consistent across races and eliminate power creep. The difference in performance of units will come from their equipment and entity traits rather than plot armour. Many units have been given attributes and abilities that fit their lore/ role. Ward save has been capped at 50% to prevent impervious characters.

Animations: Much needed update for original WH1 human factions: Empire, Bretonnia, Chaos Warriors and Norsca. Specifically animation sets for hu1 and hu1c. The slow overdrawn attacks have been replaced with concise and dexterous movements. Spearmen perform quick thrusts, swords, axes and halberds hack, slash and thrust. Soldiers with shields perform defensive attacks while guarding and shield bash to create space. Great weapons perform vicious strikes but no longer over step losing their footing. Troops now stand at attention while idling without constant jeering and taunting. The faster, more concise animations increase unit lethality somewhat (by allowing sooner follow up attacks) From my observations this has brought parity with WH2/3 factions.

Campaign affects: One turn recruitment for all units (player and AI) to facilitate diverse and strategically composed armies. Religious buildings add 1% magic resistance per level, faction wide. (This should help ward off spell spamming, cough cough... Warp Lighting) Save game compatible, safe to turn on/ off anytime.

I highly recommend pairing this overhaul with my Quartermaster: Master Collection reskin!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3114245541

New units:

Hammers of Sigmar - "Bearing imperial hammers and wearing heavy plate, these devout men are exemplars of Sigmar himself"

War Wagons (Grenade Launchers) - "Mobility, protection and explosive power!"

The Condemned (Dual Maces) - "Grim men who walk a path of violence... and for the right price, under your banner"

Free Company Swordsmen (Dual Swords) - "Whether seasoned levies or outlaws turned sell sword, these tenacious men have answered their Nation's call"

Imperial Axemen - "The trusty Nordaxe holds favour in the North as a cost effective and reliable battlefield weapon"

Imperial and Bretonnian hounds - "Loyal and fierce protectors, should their master come to danger these hounds spring upon the threat"

Foot Knights (Poleaxes) - Foot Knights (Shields) - "Knights of courage who take to the battle field on foot, challenging any who dare stand before them"

Foot Squires (Shields) - "Though of common lineage, the might of these battle hardened soldiers cannot be denied"

Crossbowmen-at-Arms

Norsca Hunters (Bows) - "The harshest of wildernesses creates the most brutal of hunters"

Marauder Champions (Halberds) - "The Champion's halberd takes down the largest of wild beasts, and the most gargantuan of foes"

Norsca Catapults and Ballistae - "Rare Northmen craft sea vessels, forge brutal weapons and operate machines of war displaying their genius to the Dark Gods"

Chaos Hellfires - "Mortals imbued with warp flame, they rain down fire at range" (Undivided upgrade for Marauders)

Punishers (Great Maces) - "As vicious as they are cruel, these malevolent Druchii deal out punishment on the battlefield"

Dwarf Warriors (Halberds) - "Dwarfs stout of heart against the enemy charge, no matter the size"

Ogre Warriors (Shields) - Ironguts (Halberds) - Mournfang Pack

Jade Warriors (Great Hammers)

Orc Big 'Uns (Halberds)

Hobgoblin Spearmen

Chaos Dwarf Warriors (Halberds)

Stormvermin Spears

Sylvania Undead Militia, Handgunners, Archers and Trebuchet - "Bestowed with sentients beyond that of common wights, these walking dead operate ranged weapons in service of their Vampiric Lord"
Popular Discussions View All (3)
16
26 Feb @ 5:15pm
Balance discussion and suggestions
sarumanthecursed
4
23 Sep @ 8:29am
Wood Elf Bugs & Suggestions
sarumanthecursed
3
11 Dec, 2024 @ 7:45pm
recruitment pool system
DarkStar
422 Comments
Shorewall  [author] 26 Sep @ 3:47am 
@Killerkana Wood Elves climate is unchained. To my understanding they don't have any climate restrictions in vanilla.
Killerkana 25 Sep @ 10:15am 
Is wood elves supposed to have no suitable climates? Tested with this as only mod. Every other race seems to work fine.
Shorewall  [author] 22 Sep @ 9:42am 
Imperial and Bretonnian hounds added "Loyal and fierce protectors, should their master come to danger these hounds spring upon the threat"

These doggos are great, short enough to shoot over with ease and have 'Guardian' ability. A welcome addition to any hunting expedition 🐶
Shorewall  [author] 22 Sep @ 8:25am 
@sarumanthecursed Great catches, updated and fixed! As always thanks for the reports! 🫡
sarumanthecursed 16 Sep @ 1:10pm 
khepra guard tk RoR says anti infantry when they are anti large
sarumanthecursed 16 Sep @ 12:09pm 
ork boar boys have no weapon
Shorewall  [author] 5 Sep @ 8:42am 
@SpooNNNeedle Gud catch, Averlorn Treeman now have normal Treeman health. Thanks!
Duke Leto Atreides 4 Sep @ 8:06pm 
Are the lizardmen supposed to sport a 10:1 kill ratio against Norsca (I was playing Nakai, early game)?
flecha 3 Sep @ 8:58pm 
Empire artillery is a little op for me
SpooNNNeedle 2 Sep @ 8:32pm 
Averlorn Treemen have a stupidly high health pool.