Total War: WARHAMMER III

Total War: WARHAMMER III

Elite Knights: Warhammer III
41 Comments
TheGrandSirPiggy 16 Apr @ 4:14am 
This mod would be perfect if you would have included the deapth guards as well
Dux  [author] 22 Dec, 2024 @ 8:42pm 
Updated for 6.0.3! Check change notes for details.

@Whysoserious:
These units are already appropriately limited in model number.
Whysoserious 12 Nov, 2024 @ 2:18pm 
Have you thought about this treatment for some of the new units? Ogre crushers, Rot knights, Skullcrushers, Bearcav etc?
Dux  [author] 12 Nov, 2024 @ 12:30pm 
Mod updated for 5.3! I have not applied CA's HP changes for Grail Knights/Grail Guardians, as the HP values in this mod are already quite different to account for the much higher combat stats. The unit/upkeep cost for these units has been changed slightly to match what CA has done, however.
Dux  [author] 28 Jun, 2024 @ 11:09am 
Mod updated for 5.1! AP damage for Grail Knights and Grail Guardians slightly reduce to mirror changes CA made for this patch. The values are still scaled based on the rules of the mod.
Puppychow 9 May, 2024 @ 1:24pm 
You're awesome!
Dux  [author] 3 May, 2024 @ 8:30am 
Mod updated for 5.0! Table formats updated to new standard.
Dux  [author] 24 Feb, 2024 @ 7:09pm 
Mod updated for 4.2! No changes required.
Dux  [author] 6 Dec, 2023 @ 10:20am 
@Puppychow:
I feel the same way! I'm glad people are enjoying the mod.
Puppychow 3 Dec, 2023 @ 10:33am 
Thank you for this mod. I've used it so long I can't imagine not having it now.
Telemark 21 Nov, 2023 @ 8:33am 
thanks for the quick update
<3
Dux  [author] 21 Nov, 2023 @ 7:42am 
Mod updated for 4.1!

- Encourage removed for Grail Guardians, as after further review it seems unnecessary with the Peasant/Knight leadership relationship changes. Grail Guardians retain "Guardian" passive.
Dux  [author] 31 Aug, 2023 @ 9:25pm 
Mod updated for 4.0!

Minimal changes required for compatibility (e.g., new tier levels considered), but that's it.
Autumnchain 21 Jun, 2023 @ 10:09pm 
@Rebel That's understandable. I retract a lot of what I've suggested in regards to Knight units. However, I think my arguments still hold merit outside of Knight units where a unit could be made smaller but more individually powerful due to exchanging a weaker mount for a better one (such as with Crushers compared to Mournfang) or a weaker main weapon for a strictly better one (Outriders compared to Pistoliers).
Rebel 7 Jun, 2023 @ 2:55am 
@Autumnchain Completely disagree. Knights like Reiksguard and Gryphon Legion are already appropriately better than their predecessors due to superior all-round stats. Lowering model count makes little sense - they're just regular human dudes, same as Empire Knights and Winged Lancers, just with better skill and equipment. Lower model count should showcase that the unit is superhuman in some way, like Chaos Knights in comparison to Empire Knights. Reiksguard are not, and should not be equal on a per-model basis in comparison to Chaos Knights.
Autumnchain 6 Jun, 2023 @ 7:42pm 
What about the first one where I suggested giving several Knight units the Elite treatment? That seems within the scope of the mod.
Dux  [author] 6 Jun, 2023 @ 7:37pm 
Mod (finally) updated for 3.1! Some of the 3.1 changes were brought over, but unit sizes were not (e.g., Grail Knights are still "Rare Elite" size). Full details in the change log!

@Autumnchain:
You have some good suggestions there, but that's going a bit outside the scope envisioned for this mod.
Autumnchain 27 May, 2023 @ 9:57am 
Mournfang Cavalry and Crushers are both the same unit size. Either Mournfang could have their numbers increased or Crushers get their numbers reduced. Finally, there are some very cheap chaff units that could be made 80 unit size like the Goblin Wolf Rider units at the cost of individual weakness. These units are Yeomen, Marauder Horsemen (not Marauder Horsemasters or Hellstriders), Peasant Horsemen, Spider Riders (archer and non-archer), Kossovite Dervishes, Horse Archers, Feral Cold Ones (made a 60 model unit instead), Skeleton Horsemen (not Nehekhara Horsemen) and Skeleton Horse Archers.
Autumnchain 27 May, 2023 @ 9:56am 
After Bretonnia, there are some other units that I think deserve this treatment. Questing Knights, Gryphon Legion, Reiksguard and Knights of the Blazing Sun could be given the Elite treatment. There are also some other units that aren't in the category of knights that I think deserve the same treatment. Heartseekers of Slaanesh, Wild Riders, Hexwraiths, Outriders (regular version, not Grenade Launchers version who were given the treatment) and Boar Boy Big 'Uns (regular and savage) could be given the Elite treatment and Horned Ones given the Rare Elite treatment. There's also the possibility of doing a similar thing to Chariot units but in the opposite direction where they are made individually weaker but doubled in unit size. This could be done to Tuskgor Chariots, Chaos Chariots, Ithilmar/Tiranoc Chariots, Marauder Chariots, Ice Wolves Chariots, Seeker Chariots and Corpse Carts (quadrupled unit size instead).
Dux  [author] 25 May, 2023 @ 2:50pm 
This mod will need an update to take the recent Bretonnia changes into account. I will post here when that's done.
Jev Athens 25 May, 2023 @ 8:22am 
this likely needs an update now as CA has made changes to the bretonnian units
The Mannis 19 Apr, 2023 @ 3:09am 
Thank you for this mod, I like it a lot so far.
Dux  [author] 17 Apr, 2023 @ 3:18pm 
Mod updated for 3.0! Changes below:

- Bretonnian units changed to track with CA's changes to the base units in 3.0 (details in changelog)
- High Elf units changed to track with CA's changes to the base units in 3.0 (details in changelog)
- Warriors of Chaos units changed to track with CA's changes to the base units in 3.0 (details in changelog)
- DB Tables updated as required for 3.0 compatibility
EyeBags.On.Fleek 2 Apr, 2023 @ 9:30pm 
What @RandomBazac said
RandomBazac 14 Mar, 2023 @ 10:03am 
It'd be great if you could do this for other non-cav units, for example 100 Swordmasters of Hoeth seems way too many for being master swordsmen that have trained for centuries.
Dux  [author] 20 Feb, 2023 @ 9:20am 
Tested for compatibility with 2.4. All good!
Dux  [author] 10 Jan, 2023 @ 12:20pm 
@Vaxar Kun
I could look into that at some point.
Vaxar Kun 10 Jan, 2023 @ 6:57am 
any chance you'd do a submod for Expanded Roster: Vampire Counts? It adds a blood knight unit - or any directions on where to start with it?:
Dux  [author] 24 Nov, 2022 @ 9:28am 
@gregdoubleu:
That is correct. The units you listed are all unchanged.
gregdoubleu 24 Nov, 2022 @ 9:25am 
so this only makes changes to the units listed correct? not empire knights, reiksguard, n demis?
Dux  [author] 23 Nov, 2022 @ 10:47am 
@puppychow413:
Glad you're enjoying it! I will need to adjust Blood Knights to be in line with the new leadership changes for Vampire Counts in 2.3, but that should be the only discrepancy. Update should be coming soon!
Puppychow 23 Nov, 2022 @ 10:17am 
Still loving the mod. Seems to work fine for 2.3 but I haven't played too long. Thanks for your work.
Dux  [author] 25 Oct, 2022 @ 2:26pm 
Mod has officially been updated for 2.2 with a Grail Guardian change: Instead of the +5 MD they got in the last update, Grail Guardians are back to where they started with combat stats but now get the Guardian ability in addition to Encourage, making them even better in the support role. After all, "Guardian" seems like a fitting ability for "Guardians."

Let me know what you think of this change in the comments!
Puppychow 23 Oct, 2022 @ 4:38am 
Seems to work fine on 2.2 for me. I haven't done any real test but the game starts and the units are adjusted. Great mod; loved it in WH2 and now can't play some factions w/o it enabled. Thank you for your time and work it is very appreciated! :steamhappy:
Dux  [author] 22 Oct, 2022 @ 4:31pm 
@Susano'o:
The mod should still work in its current state in 2.2. I will be releasing a small update soon to get that green checkmark, though.
Susano'o 22 Oct, 2022 @ 10:34am 
Sorry, there will be updates.
Shigen 20 Sep, 2022 @ 7:15pm 
@Dux:

I would totally be in favor of raising their cost, if that counts for anything. At only 18 models, they do have a nice chunk of health but they are at that precarious number where they can easily be surrounded and hit multiple times without the benefit of their melee defense. I fear lowering their health would ultimately lead to them being mulched much quicker in sustained melee despite being a RoR melee cav.
Dux  [author] 20 Sep, 2022 @ 7:11pm 
@Shigen:
You raise a good point. I didn't want to touch the balance on Swords of Chaos, but it does feel odd that the non-RoR Chaos Knights would be outperforming them in melee stats, even if they don't outperform them overall (Swords of Chaos have a boatload of HP and mostly AP damage). I may boost their melee stats just enough so they match regular Chaos Knights at max rank (as they do in vanilla), but then I would need to either raise their price or lower their HP slightly to compensate. I'll think on it for the next version.
foreskin gamer extreme 20 Sep, 2022 @ 6:22pm 
I have been waiting for a mod like this!!! perfect!!!
Shigen 20 Sep, 2022 @ 6:13pm 
Great mod! One question, it looks like you didn't rebalance the Chaos Knight R0R Swords of Chaos to scale with the new stats of the Chaos Knights. As it stands, when you max chevron a regular Chaos Knight they end up with better Melee Attack and Melee Defense than the RoR by at least 8.
Trepen0004 20 Sep, 2022 @ 4:04pm 
Good job