Total War: WARHAMMER III

Total War: WARHAMMER III

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Deithland Series: The Reiksmarines
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20 Nov, 2024 @ 2:59pm
10 Feb @ 1:46pm
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Deithland Series: The Reiksmarines

Description
𝑭𝒓𝒐𝒎 𝒕𝒉𝒆 𝒓𝒆𝒅 𝒆𝒎𝒃𝒆𝒓𝒔 𝒐𝒇 𝒅𝒆𝒔𝒕𝒓𝒐𝒚𝒆𝒅 𝒃𝒂𝒓𝒐𝒏𝒊𝒆𝒔, 𝒌𝒊𝒏𝒈𝒅𝒐𝒎𝒔 𝒂𝒏𝒅 𝒆𝒎𝒑𝒊𝒓𝒆𝒔 𝒓𝒊𝒔𝒆𝒔 𝒂 𝒏𝒆𝒘 𝒐𝒏𝒆, 𝒑𝒐𝒘𝒆𝒓𝒆𝒅 𝒃𝒚 𝒂 𝒔𝒕𝒐𝒏𝒆 𝒐𝒇 𝒎𝒊𝒓𝒂𝒄𝒍𝒆𝒔 𝒎𝒐𝒓𝒆 𝒑𝒐𝒘𝒆𝒓𝒇𝒖𝒍 𝒕𝒉𝒂𝒏 𝒄𝒐𝒂𝒍 𝒂𝒏𝒅 𝒎𝒐𝒓𝒆 𝒓𝒆𝒍𝒊𝒂𝒃𝒍𝒆 𝒕𝒉𝒂𝒏 𝒎𝒂𝒈𝒊𝒄𝒌. 𝑺𝒘𝒆𝒂𝒕, 𝒔𝒕𝒆𝒂𝒎, 𝒇𝒊𝒓𝒆, 𝒕𝒉𝒆𝒔𝒆 𝒂𝒓𝒆 𝒕𝒉𝒆 𝒕𝒓𝒂𝒑𝒑𝒊𝒏𝒈𝒔 𝒐𝒇 𝒕𝒉𝒆 𝒏𝒆𝒘 𝒇𝒂𝒄𝒆 𝒐𝒇 𝒎𝒂𝒏𝒌𝒊𝒏𝒅.
𝑾𝒆 𝒂𝒓𝒆 𝑫𝒆𝒊𝒕𝒉𝒍𝒂𝒏𝒅.




At present, Deithland exists in the hearts and minds of her people, ready to one day come forth when enough wave her banner. There will not merely be survival, there will be prosperity, a glorious new era brought forth by advanced weaponry, powerful war machines, and the finest examples of humanity we have to offer as a species. This world is our birthright, humanity's cradle and fortress. We must be strong if we are to inherit it and earn it's stewardship.

For now though, this mod adds seven new elite infantry units to the Empire, with much, 𝒎𝒖𝒄𝒉 more to come.

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𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔

The very first of the mythic fighting force colloquially known as "The Red and Blues". Every man present has been pulled from his previous unit for distinguished service, and further honed into a lethal weapon proficient in all manner of killing. No matter where they came from, be it a greatswords brigade, halberdiers, handgunners, even artillery crews, these men are drilled in hand to hand combat and firearms, becoming equally adept at slaying and shooting their enemies.


𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔 (𝑨𝒙𝒆𝒍𝒐𝒄𝒌 𝑹𝒊𝒇𝒍𝒆𝒔)

The Reiksmarines as most know them. With a combat doctrine that focuses on ferocity in combat, some of the men, being given great liberty to personalize their kit, thought it more effective to leave their sidearms behind and simply bolt halberd heads to their weapon, allowing for deadly bayonet charges and the breaking up of charges directed at them


𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔 (𝑯𝒂𝒕𝒄𝒉𝒆𝒕𝒍𝒐𝒄𝒌𝒔)

Sometimes one shot is not enough. Sometimes there's no time to sheath your rifle and draw your sword. Sometimes you simply cannot be arsed to carry a whole rifle into battle. All these problems solved by simply attaching axeheads to pistols, two of them that is.


𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔 (𝑺𝒉𝒐𝒕𝒈𝒖𝒏𝒔)

A more popular but equally rare choice of firearms amongst the Reiksmarines. Shotguns loaded with ammunition meant to bring full-grown bears to the dirt have proven effective in just about any situation, unless perhaps, the enemy is clad in metal from head to toe. Nonetheless, even should an encroaching enemy be otherwise lightly injured by the first barrel, they shall fear what will come out of the second.


𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔 (𝑺𝒂𝒘𝒆𝒅-𝑶𝒇𝒇𝒔)

Mark our words, it took a mere 𝙩𝙚𝙣 Red and Blues taking hacksaws to their barrels before the workshops of Nuln simply began manufacturing shotguns in this configuration, yet still, some of the men do it anyway. The efficacy cannot be denied however, with relative ease of reload for what it is as well as being rather compact, the sawed-off shotgun makes for an excellent implement in clearing walls or city streets of Reikland's enemies.


𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔 (𝑮𝒓𝒆𝒂𝒕 𝑾𝒆𝒂𝒑𝒐𝒏𝒔)

While poleaxes and polehammers are typically weapons reserved for knights fighting on foot, the Red and Blues wear mostly full plate armor into battle too now don't they? Equally adept at splitting skin and cracking armor, these men can offend any foe, though without any particular expertise against large or small, something they leave to their firearm-bearing counterparts.


𝑹𝒆𝒊𝒌𝒔𝒎𝒂𝒓𝒊𝒏𝒆𝒔 (𝑺𝒑𝒆𝒍𝒍𝒔𝒉𝒊𝒆𝒍𝒅𝒔)

A proprietary device that's as effective as it is difficult to produce, Spellshields offer Reiksmarines a weak but direct connection to Sigmar's favor. At least, that is what the Colleges of Magic tell the Witch Hunters. There's no denying the miraculous defense it offers it's bearer, however, something that helps skeptics to overlook the embossed gem's dubious nature.

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All of these men are recruited from the Tier 3 Ranged building, the Gunnery School. I would have added other building requirements but those don't seem to work for anybody, and with compatibility in mind, these are fine as they are. If I figure out how to do it I'll make the foundry a requirement and that's it. The men are expensive however! So don't fill up your armies with them before you can afford the upkeep!

The mod also works with Elspeth's Gunnery school mechanic, all upgrades apply and unit cards visible, if you're interested in making these men truly elite.

SUBMODS:- I will be making a submod for Sigmar's Heirs soon-ish, and any other Empire mods that I personally use that will need it. 𝑰 𝒘𝒊𝒍𝒍 𝑵𝑶𝑻 𝒃𝒆 𝒎𝒂𝒌𝒊𝒏𝒈 𝒂𝒏𝒚 𝒔𝒖𝒃𝒎𝒐𝒅𝒔 𝒇𝒐𝒓 𝑺𝑭𝑶/𝑹𝒂𝒅𝒊𝒐𝒖𝒔/𝑮𝒓𝒊𝒎𝒉𝒂𝒎𝒎𝒆𝒓 𝒂𝒔 𝑰 𝒅𝒐 𝒏𝒐𝒕 𝒖𝒔𝒆 𝒕𝒉𝒐𝒔𝒆, 𝒑𝒍𝒆𝒂𝒔𝒆 𝒅𝒐 𝒏𝒐𝒕 𝒂𝒔𝒌 𝒎𝒆 𝒕𝒐 𝒅𝒐 𝒔𝒐. Please feel absolutely free to do that yourselves though!

Also do not use this mod together with the old version, they conflict unfortunately.

Please leave any feedback you like in the comments below, report bugs, make suggestions, anything you like!

[www.patreon.com]

Additional tags; empire, sigmar, flintlock, nuln, gunpowder, guns, gun, elite, armored

All assets are owned and created by CA, I've simply molded them into something new!

Thank you for visiting, enjoy the mod, and keep an eye out for my future work!
Popular Discussions View All (1)
12
30 Sep @ 3:32am
What do you want to see next?
Doktober
141 Comments
PapaBlitz™®© 7 Oct @ 7:10am 
@DivineFury. Read the description. I doubt the author tracks what submods have been made for this.
DivineFury 4 Oct @ 9:03pm 
Sorry to be a bother, but is there a SFO submod for this?
PΛSL 30 Sep @ 3:31am 
love this one too
GodEmperor 22 Sep @ 7:58pm 
Having an elite late tier "rifle infantry" would go hard, kinda like a kasirkin
CreamSandwich 18 Sep @ 11:17am 
Hi, I've translated your mod into Russian. Please add a link to the description :D https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3570428307
Doktober  [author] 12 Sep @ 2:15pm 
I've got ideas for something similar but it won't be a 1:1. I wanna maintain the balance that Deithland's infantry aren't that great, but have guns and strong artillery/war machines.
Willow.Wisp 11 Sep @ 9:01pm 
Will this mod, or something along the lines of it (more elite troops, akin in my eyes to what nuln ironsides are to handgunners) be implemented into your main deithland mod?
Doktober  [author] 7 Sep @ 8:38am 
It might not be, I think a few of the unit codes are the same and will crash the game if you use the mods together.
Perturabo 7 Sep @ 8:36am 
is this compatible with the bigger deithland mod you made.
Grug 6 Sep @ 7:22pm 
are they all recruitable from the reiksfort/castle reiksguard only? they should be