Total War: WARHAMMER III

Total War: WARHAMMER III

57 ratings
Ungor Tide (Waaagh! mechanic for beastmen)
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
731.419 KB
9 Oct @ 12:21am
9 Oct @ 9:30am
2 Change Notes ( view )

Subscribe to download
Ungor Tide (Waaagh! mechanic for beastmen)

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

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀🐐 The Ungor Tide 🐐

"A seething, roaring, stinking mass of hair and muscle, sprinting and bounding towards us..."
— The Trial of Helmut Eisner
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Mod Summary


The Ungor Tide grants your warherds the terrifying, dunk-covered, unwashed masses of goat-headed infantry exactly the way they are described in Warhammer lore.

Beastmen warfare is built on the philosophy that a tidal wave of brutal, expendable flesh will always crush ordered steel.

Beastmen lore consistently describes Ungors as the absolute lowest caste, used solely as disorganized cannon-fodder, scouts, and the first wave to break an enemy's line. Their purpose is not to win the battle, but to soak up ammunition, distract the enemy's formation, and pave the way for the powerful Gor and Bestigor units to deliver the killing blow.

However, in vanilla campaigns, Ungors often aren't worth the recruitment slot, pushing players toward small, elite monster stacks that feel far removed from the promise of a forest-shattering herd.

This mod allows your Warherds to truly muster the unending masses of the Beastmen.

Mechanic: Upon purchasing the Rewards of Dread: Increasing cap for Ungor Herd and Ungor Spearmen Herd(Shields), a dedicated, temporary herd of 10 units is immediately summoned to your side.

Composition:This force is dominated by the lesser, expendable kin: Ungor Spearmen Herds and Ungor Raiders. Rarely, the dark gods send forth a flight of Harpies or a stampede of Razorgor Herds.

Duration: The spawned Herd will fight alongside you for 10 turns.

The Horror of the Great Herd: Instantly transform your main force into a terrifying stack of disposable, raging beasts. Drown the enemy's walls in the bodies of the unworthy, let the Chaos ascend, and destroy all that is not part of the unending, primal wilderness!



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
FAQ

Will it work with SFO? - Yes, it should, no patch needed.
Will AI use that mechanic? Yes
Will it work with modded factions? - Yes, no need for submod

14 Comments
Guvenoren 21 hours ago 
Maybe there is a way to make waaagh armies not take army slots?
stiginge-oy  [author] 17 Oct @ 10:19am 
Ok. I didn't know that.
SPUDSOFTHEAPOCALYPSE 17 Oct @ 10:13am 
Waaagh armies take up an army slot, kind of a problem.
Incata 10 Oct @ 8:08am 
Just an observation, I don't see any harm in this mechanic for units with a cost of 100, but adding units with a cost of 300 or more is a rather noticeable imbalance.
Altey 10 Oct @ 2:13am 
Vamcoast and moddee faction submods?
Guvenoren 9 Oct @ 11:45pm 
Add to FAQ: Can AI utilize the waaagh mechanic?
RuDo 9 Oct @ 5:18pm 
I think Tomb kings, Vampire counts, and vampire coast are also suitable.
rduon0 9 Oct @ 1:32pm 
Are you planning on continue making the Waaagh! Mechanic for other factions?
stiginge-oy  [author] 9 Oct @ 9:31am 
should be fine now. I dont know how why earlier version uploded
Zach 9 Oct @ 9:24am 
Getting a crash on startup due to invalid db entry in ritual_payload_transported_military_forces_tables

Specifically for wh_main_ritual_bst_vicious_herd and wh_main_ritual_bst_vicious_shadows
I couldn't find a reference for either of those in data or scripts

Deleting those two allows the mod to load and function

Also for effect_bundles_to_effects_junctions_tables its still referencing the skaven ritual, incase you meant to change that

As is effects_tables, and the .loc file