Total War: WARHAMMER III

Total War: WARHAMMER III

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Shazbot's Empire Sketchbook - TWH3
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graphical
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20.885 MB
19 Sep, 2022 @ 9:37pm
13 Aug @ 5:36pm
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Shazbot's Empire Sketchbook - TWH3

Description
I really oughta get some updated pics of these unit stat cards up but for now they should give an idea of what they do.

I made this mod for myself back in Total Warhammer 1 when I got the pack file manager to play with making my own army dudes to play with, and later released it because I thought maybe other people would have fun with it too. Here's Total Warhammer 3, and my activity with the game has waned but now that the Empire is around, getting back at least a little into playing with the pack file manager has been kind of fun.

For the Empire, you get a host of mid-to-late tier units beginning as a step above state troops. Starting with the medieval warriors theme, you get mid tier Warbands with spears, shields, swords, polearms, and horses. Knights, mounted or on foot, are great at crushing your enemies with lances, greatswords, and pollaxes while archers and crossbowmen rain steel from afar. You even get a Dwarven ballista and Bretonnian trebuchet.

Playing with the potential of Empire technology, I made some units fit for 17th-19th century warfare. Three flavors of musket armed line infantry capable of shooting and engaging in melee, balanced out by a weakness to cavalry and low armor and hit points. You get skirmishing snipers, grenadiers with quicklime, carbine and saber cavalry, and some insane war machines including a heavy and light tank, both with exploding mortar shells, a gyrocopter with guided rockets, gyrobomber with explosive bullets, a Dwarven organ gun re-armed into a Volley Howitzer with explosive shells, and War Wagons that carry Helblaster Volley Guns loaded with canister shot so they're giant 9-barrel shotguns. These are my favorite units.

You get a selection of hero and officer units as well. The Enchanter, Battlemage, Ranger, Paladin, Berserker, Druid, Shaman, and Shadowknight each bring their own abilities to use in battle. For Officers, the Colonel carries a rifled repeater with superb range and area effect leadership buffs while the Banner Lord imbues himself with contact effects to lead by example in the thick of the fight.

If I get back into it, I may be adding more units here in the future.
238 Comments
SpooNNNeedle 10 hours ago 
Riflemen feel just fine btw. They're on-par with the Guns of the Empire firearm infantry, which is also balanced quite well against other factions.
SpooNNNeedle 10 hours ago 
Haven't tested them yet, I have a separate mod for ballistae (Sylvania faction)

Speaking of separate mods, it might be worth looking into setting up Mod Configuration Tool settings in your mod to enable/disable specific units from being recruited on the campaign map. The Expanded Roster or any of Graetor's unit mods should all give you examples of how to properly set something like that up.

It would allow someone in my circumstance of having more control over the kind of units AI armies are recruiting, and would also allow someone who might not want to play with or against the hero units added by this mod to personalize their campaign that way.
Earth Burger®Fishless Sandwich™  [author] 9 Aug @ 8:05am 
I love my custom steam tank, man.

Skirmished against an auto-generated Kislev army, I'm wondering if my ballista are a bit strong for their price in my list. I might bump up their cost maybe. Anyways, I had two units of ballista almost destroy a custom tank before it could finally disable their guns, brought it down to 35 hit points. I was expecting to lose the tank, and the battle.
the mad lad had other plans
Thanks to AI being too stupid to not shoot at the impenetrable front shield, it hung on to those 35 hit points like a honey badger on a lion's unmentionables and proceeded to MASSACRE everything in front of it while my remaining line and back line infantry supported it, keeping everything away from its vulnerable sides and rear.
Earth Burger®Fishless Sandwich™  [author] 9 Aug @ 5:49am 
Wondering if I should touch up Rifleman hit points a little more, but they do have solid accuracy, DPS, and range, even if still shorter than dedicated range their volleys can be comically destructive.
Helion Halion 9 Aug @ 12:49am 
Wow you are still updating this :>
Thanks you
Earth Burger®Fishless Sandwich™  [author] 8 Aug @ 9:50pm 
Got caught up with tinkering with my units in AI skirmishes. Did a number of changes after feeling some of my units were behind or lacking in some ways.

Increased hit points of Riflemen a tiny bit and Musketeers a lot. Musketeers should be able to withstand an amount of ranged fire now. Musketeers didn't have the hit points to justify their role in a battle line and their absence of DPS, and accuracy. Riflemen can maybe tolerate being in melee for a while, but still fold under fire.

Touched up elite units (Guards, Foot Knights) hit points, they kept getting burned down first (still a problem, just maybe less so now) in Skirmish. Foot Knights especially got a melee glow up.

Grenadier damage was comically bad. Increased it, and added a contact effect that reduces accuracy and reload speed. Their role is to cripple enemy ranged units so line infantry can hold against melee infantry a little more safely with ranged being their intentional weakness, giving a bit of synergy.
Earth Burger®Fishless Sandwich™  [author] 5 Aug @ 9:32am 
Life has kept me rather busy in many ways, but I have put out a quick update to include shielding for the skirmish mages. I want to get back to playing with them when I am next able. Been taking care of IRL business and helping community things with another game.
Earth Burger®Fishless Sandwich™  [author] 22 Jul @ 2:33pm 
Yeah, that's true. Right now they're basically grenadiers, mine or outriders, but with some more mobility and better melee stats. I'll be playing around with them, might figure out some nice spells for them to have.
Once upon a time I had them with different ammo types, but an update kind of broke my ammo type setup and I haven't figured out how to properly implement it yet. They could switch to long range projectiles with a slowing debuff, AoE that reduces effectiveness of shields and armor, and a "siegebolt" that was slow, very short range, and awkward to use on anything but a gate to bust it down or a monster to obliterate it.
So I'll be tinkering with them from time to time when I'm in my packfile.
SpooNNNeedle 21 Jul @ 3:49pm 
Currently they just sit in a role that most of the Order factions already have occupied, and occupied very well. I was able to recruit them into a Bretonnian army and they were very nice there, since (unmodded) Bretonnia lacks good skirmish or ranged firepower, though, I could get those kinds of units through a military ally as well.
SpooNNNeedle 21 Jul @ 3:45pm 
They’re okay at frontline support, for the empire there’s not a ton of incentive to take them over Outrider Grenadiers, since both can fire on the move and deal strong AoE damage at the right angle.

Outriders, though, are Large and much faster, so naturally more versatile (and they have the added benefit of being cavalry, which can displace enemies through charging them).

I’d like to see some bound spells, or maybe a magical aura or something to make them stick out as a more defensive alternative to outriders. I’d also point out that for frontline aoe support, they’re now competing with the other Grenadiers as well.