Total War: WARHAMMER III

Total War: WARHAMMER III

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Skavenslave Tide (Waaagh! mechanic for skaven)
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753.949 KB
5 Oct @ 8:20am
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Skavenslave Tide (Waaagh! mechanic for skaven)

In 1 collection by stiginge-oy
STS mods
7 items
Description

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀🐀 The Skavenslave Tide 🐀

“SKAVENSLAVES ARE ALWAYS ACCEPTABLE CASUALTIES, YES-YES!”
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Mod Summary

The Skavenslave Tide grants your armies the terrifying, unending, unwashed masses of vermin exactly the way they are described in Warhammer lore.

Skaven warfare is built on the philosophy that quantity has a quality all its own.

Skaven lore consistently describes Skavenslaves as the absolute lowest caste, used solely as expendable cannon-fodder and living shields. Their purpose is not to win the battle, but to soften the enemy, absorb devastating enemy (and friendly) fire, and hold the line just long enough for the "real" soldiers to arrive.

However, in vanilla campaigns, Skavenslaves often aren't worth the recruitment slot, pushing players toward small, highly technological armies that feel far removed from the promise of the endless vermin tide.

This mod alters the existing Skaven Rite of Dominance, adding a mechanic inspired by the Greenskins' Waaagh! This grants all your armies up to 15 additional Skavenslaves (with a rare chance for Slingers or Wolf Rats) for 15 turns.

This quickly swells your ranks, turning a single full army into a terrifying stack of disposable vermin. You can now play Skaven the way they are described in lore.

Unleash the true numbers of the Under-Empire and bury your foes in the bodies of the expendable Skavenslaves!

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FAQ

Will it work with SFO? - Yes, it should, no patch needed.
Why do Waaagh unit banner changes for Greenskins when playing as Skaven? - This is an issue that I will try to solve.
Will AI use that mechanic? Yes
Will it work with modded factions? - Yes, no need for submod

44 Comments
akeean 12 Oct @ 2:51am 
Now if only those could be turned into food (do own casualties count in post battle food calculation ?), it'd be perfect.
Jurixix 11 Oct @ 2:42am 
Would definetly use but right now it (or one of the other two tidemods) causes crashes during turn 1 (im using over 170 other mods so it's hard to track where the problem lies :))
VoltageSR 10 Oct @ 8:46pm 
Absolute Cinema
Ashaarz 10 Oct @ 4:06pm 
fucking awesome
Formous 10 Oct @ 11:48am 
You know, a thought I have here is maybe to integrate this idea to other factions.
Anime Hunter 10 Oct @ 9:20am 
i had to reissue a command in a province and it fixed it for me
great mod thank you!
stiginge-oy  [author] 10 Oct @ 7:12am 
I just tested and it works fine. just SFO and my mod
Anime Hunter 10 Oct @ 7:10am 
yes i know i did that but the part that says what i should do is just empty
it is probably an issue with another mod that i have
stiginge-oy  [author] 10 Oct @ 7:07am 
Its n big red letters- you need to issue commandment in province.
stiginge-oy  [author] 10 Oct @ 7:04am 
My mod just adds to rite, doesn't change it. I don't remember what are prerequsite for SFO to perform rite. It should be in rite descripton.