Total War: WARHAMMER III

Total War: WARHAMMER III

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Singe's Units for the Empire
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Tags: mod
File Size
Posted
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761.564 KB
28 Aug, 2022 @ 5:12am
29 Apr @ 3:44pm
18 Change Notes ( view )

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Singe's Units for the Empire

In 2 collections by Singemeister
Singe's Unit Collection
28 items
Singe's Playlist of Aggregated Units
118 items
Description
PSA: I am not making 200 variations of this mod, it's just too much of a pain to consistently update. The old Hunters and Archers are dead, mourn them and be done with it. Same goes for the Pistolmen (redundant, pointless) and the Repeater Handgunners (did not work as intended).

Free Company Militia (Dual Weapons) - From the army book, useful as a screening force that can put out some damage.
Light Lancers - Tier 1 Shock Cav. Not great at fighting if I'm honest.
Shielded Halberdiers - Slightly better at dealing with missile fire
Imperial Footmen (Spears) - Solid spear infantry (Receives buffs to State Troops)
Imperial Footmen (Swords) - Solid anti-infantry infantry
Imperial Halberdiers - Solid anti-large AP infantry
Imperial Halberdiers (Shields) - Solid anti-large AP infantry that can survive missile fire
Grenadiers - Very powerful. Probably too much, despite me taking down their damage from Outriders
Empire Knights (Great Weapons) - From the army books again, some nice anti-infantry potential
Imperial Pegasus Knights - Recruitable from the Tier 5 Cavalry building until I make an Empire version of the Peaks of Parravon. Not as good as Bretonnian Pegasus Knights, but they'll do.
Imperial Griffon Templars - Badasses on Griffons, but not as good as Royal Hippogryph Knights. Recruitable from the T5 Temple of Sigmar building. I edited them from Guv's 1 model version because I am stubbornly sticking to my "2 wyverns per unit is fine" decision from the Greenskin unit pack and will not be budging or taking further questions.

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Singe's Unit Compilation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790061057
98 Comments
broncos1600 8 Jul @ 8:24pm 
update?
♠vorzan♠ 4 Jul @ 7:08am 
and if its possible remove feathers from helmets
♠vorzan♠ 4 Jul @ 6:58am 
hello dear singes,not sure if youre still working on this mod,but would be great if you change their helmets (atleast most of them) to fully closed salads,to make it more accurate to the picture(and it would fit empire better) instead of armlets or closed helmets,thank you
TeamDoggo 28 May @ 11:43am 
causes crash to desktop from version 6 and newer
Borris the Conqueror 4 Nov, 2024 @ 10:40pm 
when update?
Dairak Logrus 18 Oct, 2024 @ 12:21pm 
Is it balanced?
Yes, I followed the vanilla style reduced by 25%. So all of the additional points are 25% weaker than the vanilla ones.
Example:
[Vanilla] Melee Defence: +4, +8, +12
[Vanilla] Weapon strength: +6%, +12%, +20%
[EHST] Melee Defence: +3, +6, +9
[EHST] Weapon strength: +5%, +10%, +15%

Does the AI use it?
Yes, copied the vanilla style on what the AI will take -aka avoids taking blue tree and focuses more on the yellow and magic trees.

Save game compatible?
It will work with no issues BUT it will reset your blue tree skillpoints on all heroes and it will not give you the skillpoints that you lost on those back.
Dairak Logrus 18 Oct, 2024 @ 12:19pm 
the balance will be vanilla, like in the Devon scheme and unique?
Singemeister  [author] 18 Oct, 2024 @ 10:29am 
I'm slowly tweaking my old Heroes skill mod.
Dairak Logrus 18 Oct, 2024 @ 10:23am 
I asked because many mods give units, but they lack some uniqueness, either much stronger and without balance, or slightly better than the original (I want something really interesting in builds and balanced for vanilla, by the way, have you considered the skill tree for heroes? otherwise a good mod from Devon was abandoned(
Singemeister  [author] 18 Oct, 2024 @ 9:52am 
@Dairak Logrus
Nope, I ain't touching MCT. Just one more thing to go wrong. You can always edit the file so they don't show up in game.