Total War: WARHAMMER

Total War: WARHAMMER

Fast Units - Fast Armies
75 Comments
Maitre Supreme 14 Feb, 2019 @ 4:44am 
:legitimacy: Great Mod - THX :epic:
Bodongs 11 Sep, 2018 @ 11:43am 
Does the effect stack? Or is this basically "traditional" armies with even one artillery piece will be at 90% regardless of composition otherwise? That is, the benefits are only seen by armies of pure monster or pure cavalry?
Crynsos  [author] 8 Sep, 2017 @ 4:22pm 
This only has an effect on the campaign.
Bumberbog 8 Sep, 2017 @ 1:09pm 
Does this apply to the battlefield only, or does it also reduce campaign movement range?
OverLORDY 8 Sep, 2017 @ 9:33am 
That makes sense. Good job btw.
Crynsos  [author] 7 Sep, 2017 @ 4:15pm 
I'm pretty sure those big guys can run pretty fast if you poke them sufficiently hard in their behinds...
Either way, most monsters are gonna be able to run pretty fast and it ain't much different from cavalry, plus you are much more likely to have a fully cavalry army than a full monster army anyways.
OverLORDY 7 Sep, 2017 @ 1:53pm 
I was more thinking about outrunning giants.
Crynsos  [author] 7 Sep, 2017 @ 1:32am 
Have you ever succeded in outrunning a flying unit with your cavalry?
OverLORDY 7 Sep, 2017 @ 12:16am 
Shouldn't cav armies be fastest?
3dahs 5 Sep, 2017 @ 6:48am 
ahhh missed that one :)
Crynsos  [author] 31 Aug, 2017 @ 2:33pm 
That depends entirely on the type of mount that your Hero is using.
3dahs 31 Aug, 2017 @ 2:30pm 
Basing this off your pic up above.. Heroes are considered war beasts/monster units? They get 140%?
Robert Montjoy 18 Aug, 2017 @ 11:05am 
oops.. just forget about that nessecary Lord Commander. I was still in the "Old Games" where one didn't need no Lord at all.
Crynsos  [author] 18 Aug, 2017 @ 11:02am 
Even if they did, it wouldn't work as the army is always limited by the lord's movement speed and dwarfs have no mounts.
Crynsos  [author] 18 Aug, 2017 @ 11:01am 
I heard it was last seen in Shogun 2, probably before that as well but not in Rome 2 anymore.
Robert Montjoy 18 Aug, 2017 @ 11:00am 
sorry just forget: Do Dwarfen Helicopters count as guns (move wise) ?

A Dwarfen Helicopter Ranger Mountain Patrol capable of intercepting nearly everything would be coool :)
Robert Montjoy 18 Aug, 2017 @ 10:58am 
Ah yes, very nice. Thanks a lot. As far as I'm concerned there' should be no way for a Dwarfen Army with Guns and all stuff to catch up with my Goblin Wolf Raider Party :(

Sorry that the Devs didn't think about that in first place. If I remember correctly this feature was in older Total War Games implemented, wasn't it?

Greetings from Switzerland
Robert
Crynsos  [author] 9 Jun, 2017 @ 1:55pm 
It shouldn't conflict with any other mods.
Bishop 9 Jun, 2017 @ 11:36am 
Cool mod! Apologies if its been answered already, but will this conflict with the 'Home Region Movement' mods at all?
invite a friend 14 May, 2017 @ 3:33am 
i don,t ander stand :))
This mod hes help us ...........
Crynsos  [author] 12 May, 2017 @ 1:51pm 
Nope, as that terrain is not passable at all and we can't edit the map like that.
yu-gi-master 12 May, 2017 @ 11:13am 
Would it be posible for armies with flying only to ignore terrain penalties (like mounten paths) on the main map?
Crynsos  [author] 11 Apr, 2017 @ 6:34am 
Which means that giants are most likely at their optimal size for their race and thus they could easily be atheletic if they wanted to be, they just tend to be drunk, drugged or thelike and lazy.

Doesn't mean that they can't run if they would want to, we've just never seen it in battle so far.
If we stick with the oversized human analogy, then he wouldn't have the muscles to easily smash humans or larger units with that club, as he would have enough trouble with carrying his body.

As for flying units, I'm pretty sure that they have the "Ignore Terrain Penalty" built-in, otherwise it would certainly show up somewhere as a passive ability.
Lampros 11 Apr, 2017 @ 6:28am 
Two points, CaptaineYolo:

First, TW: Warhammer is based on the Warhammer tabletop game rules and lore. So I think many would prefer the two gaming systems to be relatively consistent - especially there are many players who are more fans of Warhammer than TW and play exclusively because it is a Warhammer game, rather than a TW game.

Second, relatedly, I think the large human analogy is misplaced, because we are not dealing with larger humans, but an entirely different species. And in that context, bigger mass does not automatically equate to awkwardness or lack of athleticism. Consider, in terms of real-life analogy, gorillas v. humans in terms of speed and reflexes. Besides, and this is really the point, we are dealing with fantastic creatures - not humans transposed into massive frames.
CapitaineYolo 11 Apr, 2017 @ 5:53am 
May I suggest putting giants down into the 25% or even 10% category? Maybe you can reflect the extra mobility their long legs grant them by letting them ignore movement penalties from terrain, so they can roam the map more freely. (Which would be a fitting trait for all flying and beast units, dont you think?)
CapitaineYolo 11 Apr, 2017 @ 5:53am 
Here is my reasoning:

Yes, the extra height helps with traversing rough terrain, especially mountains. So at a walking pace, a giant moves faster than your conventional field army. But he is also clumsy and could not run or even jog for a long amount of time with all the weight he has to carry. Its not like a giants body equals that of an athletic human times eight in size. His stature is much worse due to its scale alone. You can see the same trend if you look at real-life large humans. Worse bloodflow, worse stature, impaired body dynamics compared to the average. Sure they excel at basketball, but its not thanks to good technique, footwork or stamina.
CapitaineYolo 11 Apr, 2017 @ 5:53am 
You would intuitively think of a giant as the type of unit used to break the spine of a large-scale army. Solid in stature, able to put overwhelmingly much weight behind its blows, but cumbersome and sluggish. Which is why Im not seeing him hold pace with flying units, or swift beasts, which on top of being built for hunting prey, are not weighed down by any equipment.
Lampros 11 Apr, 2017 @ 4:01am 
In Warhammer tabletop rules, monsters generally tend to move "fast."
Crynsos  [author] 11 Apr, 2017 @ 3:49am 
@Hepari00
They are classified as war machines / chariots and thus should move at cavalry speed.


@CapitaineYolo
Well, they are huge and longer feet means easier movement over a lot of terrain with the approximately same stamina as a human, so it makes sense.
CapitaineYolo 11 Apr, 2017 @ 3:39am 
I can see Warhounds, Varghulfs, Manticores and Dragons getting a 40% increase but Giants?
Heto 3 Apr, 2017 @ 9:02am 
I think Steam tanks are not artillery, but war machines. Those self-propelled, steam-driven tanks should not slow down your army.
PsychoticSoul 3 Apr, 2017 @ 7:52am 
Ah, I miss the days when we didn't need to have Lords or Generals lead stacks...
Crynsos  [author] 3 Apr, 2017 @ 7:08am 
Cygors are actually classified as missile infantry and thus move at normal infantry speed.

Gyrocopters fall under both the Missile Infantry and War Machine categories, so they will be at least moving at the speed of infantry and might even be able to move at cavalry speed, except Dwarfs don't have any lord that wouldn't slow them down. Also, they have to be fueled, so it makes sense for them to not have quite the range of classic cavalry.
PsychoticSoul 3 Apr, 2017 @ 6:59am 
What about Cygors? They're classed as artillery, but I have a hard time seeing how they would slow an army down.

Gyrocopters slowing down a stack makes little sense to me as well.
Crynsos  [author] 2 Apr, 2017 @ 4:57am 
Though that doesn't mean that they can't at least temporarily go ahead of their supply lines to catch a fleeing enemy army.
Kipsta 2 Apr, 2017 @ 4:56am 
"Why are pure cavalry armies just as slow as an army that uses artillery?"
A cavalry army has arguably a bigger beggage than an infantry army. That's why.
Jami 31 Mar, 2017 @ 2:20pm 
You really have to question the logic on that. One of the most technologically advanced factions and their leader chooses to be carried slowly into battle.
The BlackVision 31 Mar, 2017 @ 1:21pm 
Yeah, try as they might, 4 dwarves carrying a shield with a heavy book and another dwarf on top can't keep up with horses/pegusi/etc, totally understand that.
Crynsos  [author] 31 Mar, 2017 @ 11:53am 
The movement speed of the full army is ultimately based on the lord and as Dwarf Lords have no real mounts, that wouldn't work.
The BlackVision 31 Mar, 2017 @ 10:43am 
Excellent mod! Only requrest would be to allow Gyros/airbourne seige weapons 100% move speed too, but that's a minor niggle, and probably not worth the effort.
Lampros 23 Mar, 2017 @ 9:24am 
This is really a good mod; now I cannot just stack artilllery and pwn everything from distance with no work. In other words, this mod is realistic! ;)
Doc_Calm 23 Mar, 2017 @ 8:52am 
U definitely earned a $ Donation for you mods. I read 1 of Ur mod discussions, & wow.
Crynsos  [author] 21 Mar, 2017 @ 5:00pm 
Probably as part of their oversimplification to either reduce their workload and / or make it more mass-compatible.
Lampros 21 Mar, 2017 @ 12:16pm 
This looks like a wonderful idea. And frankly, why did CA not have this in the first place? They did for the older TW games (not sure of the recent games, as I don't play them).
Baihu 8 Mar, 2017 @ 8:08am 
@Xenos, By rights, the Vampires have problems with sunlight, so nearly all their army movement would be restricted to the night. In Warhammer, the older a vampire gets, their strengths AND weaknesses increase. You know what that means? In the novels, Mannfred lept backwards in a fight because he got spooked by a SUNBEAM. Strigoi just freaking combust in the sun. GW Vampires can't cross flowing water, just like literary vampires. You won't be able to move armies across any rivers or streams either unless you take the long way.

So unless there's a Black Coach or something in the army to let the Vampire snooze in, the Undead would only be able to move at night. And all their battles would have been at night (there's actually a mod for that to make it more in line with Warhammer lore).

Or we just accep there's some leeway with lore where gameplay is concerned.
Crynsos  [author] 8 Mar, 2017 @ 6:49am 
Well, you have to consider that they are mainly not going to walk in vampire corrupted territory, so the necromancer controlling them will have to take breaks to re-stabilize his control over them from time to time. If this were not true (and it is going to be true most of the time), undead would become far too unbalanced.
Xenos 8 Mar, 2017 @ 6:14am 
Actually, undead armies should move the faster. They can march day and night without rest.
Chaotic Entropy 3 Mar, 2017 @ 12:24pm 
Huh... nice one, I did wonder where this went.
Cerb 28 Feb, 2017 @ 12:48am 
Unahim, google the mongols you putz. Lol.
Jami 24 Feb, 2017 @ 11:31am 
@Unahim - over very long distances sure, but cavalry is more mobile. The most ideal way to represent that would probably be some kind of campaign stamina system, but that's not happening. So either you're choosing a system where pure cavalry armies can't catch pure infantry armies over relatively short distances, or a system where cavalry armies are faster over both short and long distances.

Neither is entirely realistic, so it's a choice between which is more believable to you.