Total War: WARHAMMER III

Total War: WARHAMMER III

Beesden's Closer to Tabletop
245 Comments
sarumanthecursed 16 hours ago 
please put a link to the tzeench barrier sub,od in description
sarumanthecursed 16 hours ago 
despite some bugs and skill issues, the mod has very good combat balance
sarumanthecursed 18 hours ago 
Iron deamon does not fire, it reads as firing but never throws a projectile
sarumanthecursed 19 hours ago 
clan angrund ancestor dwarf lords seem OP being both Ethereal yet having high armor
sarumanthecursed 19 hours ago 
there is virtually no reason to get blood Knight swords over lances
sarumanthecursed 19 Aug @ 6:33am 
Maybe give them back stalk to differ them from Vargulfs some more?
Beesden  [author] 18 Aug @ 4:04pm 
Cathay roster updated using The Old World Arcame Journal.

I'm not really sure what to do with Mournguls. I found them effective when putting them within a blob of zombies to soak up some damage, I could have a play with making them a full unit again but they're single entity monsters in the core rules.

I can take a look at these two rule-pairs later, don't have much time at the moment (will try and sort soon tho).
sarumanthecursed 18 Aug @ 8:52am 
Throni Inronborw has two Forge Fire abilities
sarumanthecursed 18 Aug @ 8:38am 
specifically when brought back via the dead rise again mechanic
sarumanthecursed 18 Aug @ 8:38am 
they also don't benefit from the post battle option of using captives as replenishment
sarumanthecursed 18 Aug @ 8:34am 
As a now single entity Mournguls need some help, they don't get off many kills and are quite fragile in the midst of enemy infantry
Beesden  [author] 17 Aug @ 5:45pm 
I basically set up Cathay to be similar to Empire with a few tweaks (since there were no source rules).

Since there are now rules available for The Old World, I have taken those that are available and have applied them to the Cathay roster. I need to run some tests to make sure the new rules play ok and I will upload the update after.
trackpad_user 17 Aug @ 1:55pm 
Are Jade warriors supposed to have only 30 armour?
adimemir 22 Jul @ 9:15am 
Skarbrand's "Bellow of Endless Fury" might be bugged, the character starts with it in the mod but the skill tree also gives a weaker one in addition to the ability
adimemir 22 Jul @ 4:17am 
Pink Horrors of Tzeentch have "Blue Horrors" Passive
Beesden  [author] 28 Jun @ 9:37am 
@sephiroxical19981202

There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs


I've pushed a change that makes a few fixes tweaks to the dwarfs:

* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
.
* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.

* Also fixed flamethrower units, such as gyrocopters with brimstones guns
sephiroxical19981202 27 Jun @ 3:39pm 
And the grudge settler version of grudge throwers actually do zero damage in this mod... That's not an exaggeration, I have helper UI on and it shows that I do zero damage after they have already fired more than a dozen shots. The shots exploded in mid air and does nothing.
sephiroxical19981202 27 Jun @ 2:54pm 
Doomseekers is a single entity with 35 weapon strength? I assume he deals damage mostly through the whirlwind in this mod then. Also no unit in the Dawi roster has charge defence, drastic change from vanilla. I guess you're supposed to counter charge every thing.
Beesden  [author] 20 Jun @ 3:39pm 
Updated!
Mumion der Unsterbliche 20 Jun @ 10:32am 
Update PLEASE !
Urgat 15 Jun @ 5:16am 
I miss CTT so much. I hope some day some people will do compatibility patches for the main modded factions (the OVN ones, Nagash, TKE...) so I get to try out your version :steamthumbsup:
Beesden  [author] 17 May @ 6:19am 
@Gravenwitch The rules for doomseekers can be found here:
https://6th.whfb.app/unit/doomseeker

I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.

I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Gravenwitch 11 May @ 9:30pm 
Thanks for a great mod!

Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!
sarumanthecursed 4 Mar @ 8:46pm 
In order to not waste a skill point, I would recommend removing the hunger from vampire lord and heroes skill trees
sarumanthecursed 4 Mar @ 8:32pm 
Ghostly howl from banshees does very little damage and seems to miss even at point blank
sarumanthecursed 4 Mar @ 8:05pm 
Minotaurs of Khorne have Bloodgreed and Goregreed, same icon and similar effects, except for Gore greed it isn’t listed what increases the intensity
sarumanthecursed 4 Mar @ 7:53pm 
Balefire carts still seem very underwhelming for just -20 mastery in a small area.

I would add a silence, or increase miscast chance or a draining enemy winds of magic, they just seem rather redundant
sarumanthecursed 3 Mar @ 6:29am 
I would suggest adding submod link in the description
sarumanthecursed 2 Mar @ 10:06am 
Unless you plan to change every technology building and skill point in the game in regards to barriers, I think that the submod is essential

Otherwise, it negates a whole entire aspect of the tzeentch campaign and makes a lot of parts of it just useless and redundant, making for a very Janky campaign
Beesden  [author] 2 Mar @ 9:19am 
In terms of Barriers, i don't think these fit into the CTT pattern exactly - since they _prevent_ damage as opposed to _reducing_ damage, it essentially results in models lasting longer (and thus getting more shots) then an equivalent unit. This is then coupled with the regenerating factor of the barriers, which makes like-for-like blows hard to emulate.

Instead, I've created a sub-mod which replaces all the Tzeentch ward saves with barriers. If popular enough, I can easily merge it with the main mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3437221393
Beesden  [author] 2 Mar @ 9:05am 
* Strigoi upkeep is higher because they have Regeneration / Poisoned Attacks. This uses Cataph's core formula for calculating cost / upkeep
* Balefire carts provide a magic debuff versus an explicit fire attack
* Breath attacks are always a bit peculiar, seems they require specific trajectories to do proper damage. There's a few projectile-related fixes I think I need to look into when I have more time
* Have fixed 'The Hunger' and 'The Curse' passive to prevent duplicates. It still might appear in the tech trees and not do anything, but as a quick fix should prevent over-regeneration or too much damage occurring.
* Perfect vigour is an upgrade, the existing vigor upgrade is only when a lord is nearby
sarumanthecursed 28 Feb @ 8:07am 
Strigoi ghoil ling upkeep is ridiculously expensive, 800 compared to vampire lord’s 400s when they have very similar
sarumanthecursed 28 Feb @ 7:26am 
Please reinstate barriers for tzeench campaign
sarumanthecursed 28 Feb @ 7:19am 
Vampire heroes start off with the hunger yet they can unlock a second version the other skill tree
sarumanthecursed 27 Feb @ 8:02pm 
Arkhan has 2 versions of The Curse, 1 vanilla and one simple explosion,
I recommend combining the two
sarumanthecursed 27 Feb @ 3:25am 
Menfreed can get 2 The hunger passives through his skill tree

Balefire corpse carps has lost a lot of its use by removing its grant of flaming and magical attacks

Pestilence Breath from Manfred Zombie Dragon does very little damage, good at disrupting though (unsure if intentional)

Vampire Technology granting Perfect Vigour for skeletons is largely useless now
Beesden  [author] 16 Feb @ 1:54pm 
Fixes:

* Gave Teclis stats for a horse instead of an eagle
* Created new icon for Forest Stalker
* Fixed new unit names for 'We's Speshul' compatability
Beesden  [author] 16 Feb @ 1:53pm 
@sarumanthecursed

Most of these are working as intended:

* I couldn't see the slayer passive for pink daemon lords... you mean the Heralds?
* In my tests, slashing attacks were quite effective (tested against skavenslaves)
* Doom Knights have magical attacks since the Disc of Tzeentch grants them 'Daemonic Attacks'
* I was unsure what to do with Barriers, I was going to tweak the campaign mechanics to be 'add +N barrier' vs 'add +% barrier' so that it becomes campaign specific
* Pink fire should be better versus blobs, blue fire versus single targets... just like canons / grapeshots. In practice, it's likely one is better than the other
* Nurglings are supposed to have 100 strength, as they have 4 attacks. I haven't done extensive in-game testing on swarms . They also do not have poisoned attacks.
* Bloodgreed applies three stacks of frenzy - which removes the ability to 'parry' If no shields, this has no ingame effect (IIUC)
sarumanthecursed 10 Feb @ 4:34pm 
Tzeentch pink demon lords when on flying discs have the “slayer” unit passive
sarumanthecursed 10 Feb @ 4:23pm 
“Slashing Attacks” bombardment from screamers of tzeentch doesn’t seem to do any damage or much disruption, the ability feels kind of pointless
sarumanthecursed 9 Feb @ 9:42am 
Teclis is Bugged, he flies on the air on his Ilthimar Stead (horse mount) with no animations
sarumanthecursed 4 Feb @ 6:48am 
Barrier hit points are so integral to the tzeetch faction that by removing it so many skills, buildings and tech technologies become utterly worthless
sarumanthecursed 3 Feb @ 8:04pm 
“Bloodgreed” reduces shield defence of generic minotaurs, yet they have no shields
sarumanthecursed 3 Feb @ 8:01pm 
Hell Scourges units in the slaanesh roster are practically redundant and don’t feel any purpose that the regular units don’t, they barely have any difference in stats either
sarumanthecursed 3 Feb @ 5:24pm 
“Loec’s Shroud” & “Forest Stalker” use the same icon (Loecs Tricksters war dancer ror)
sarumanthecursed 2 Feb @ 4:04pm 
shouldn'y nurglings have poison?

in comparison plaguebearers feel very weak
sarumanthecursed 2 Feb @ 3:07pm 
are nurglings supposed to have 100 weapon strength ?
sarumanthecursed 2 Feb @ 3:05pm 
with the removal of physical resist from demons, magical attacks become very useless, not much need to diversify army damage types now
sarumanthecursed 2 Feb @ 3:02pm 
Pink Fire of Tzeetnch and Blue Fire ammunition types both have the same number of projectiles,,,, making Pink Fire vastly superior in basically every way
sarumanthecursed 2 Feb @ 2:58pm 
i feel like barrier shields should be reinstated for tzeentch the conversion to ward save is just op and too much, kairos has 72% ward save at level 1....

not too mention several buildings and techs rely on buffing barriers replenishment and by removing barrier it makes a lot of this useless