Total War: WARHAMMER III

Total War: WARHAMMER III

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Expendable Underlings
   
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26 Feb, 2023 @ 1:20pm
30 Mar, 2024 @ 10:44am
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Expendable Underlings

In 1 collection by Grim Haydie K. Gangster Gunshot
Grim Haydie's Gangster Gunshot Mod Collection for the fair and kind people of Reddit
116 items
Description
Expendable Underlings is a mod that greatly increases the scale and squishiness of “meat shield” or “chaff” units such as Skavenslaves, Zombies, Goblins, Nurglings, Clan-Rats, Skeletons, Bats, and Prisoners of the Empire (additional mod required). In some cases this changes the play-style of individual units, or to a lesser extent, the faction itself.

The unit stats are more-or-less adjusted to put up an exhausting, yet losing effort fighting head-to-head with a unit of Empire Spearmen. However, when using “mass human wave tactics” or flanking, the sheer number of these units can quickly become overwhelming.

This mod is a work in progress, open to any and all suggestions for improvement.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~CHANGES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Below is a list of which units have been edited, how, and my (probably not loreful) reasoning behind it:

WAVES OF THE VERMINTIDE – Skavenslave units have been increased to (500) men per unit. HP per unit has been adjusted accordingly. Melee Defense and Melee Attack have been nerfed. Clan-Rats have been increased to (300) men per unit, with HP adjusted accordingly. Melee Defense is nerfed, while Melee Attack is slightly buffed. These changes reflect the way that Skaven rabble are assumed to be the most numerous population in Warhammer. I’ve left Skavenslave slingers untouched for balancing, and because it requires some degree of training which I doubt was common for lowly rat thing-things.



BRITTLE BONES, ARMORED FLESH – Skeletal infantry units have been increased to (300) men per unit, with drastically reduced HP and Melee Defense. This is contrasted by a significantly increased Melee Attack. Zombies have been increased to (1,000) men per unit, with increased health per unit but almost completely negligible Melee Attack/ Defense. The reasoning is that skeletons are not high-mass or very durable things, while (armored) zombies can take a thrashing despite not really having any combat skill.



MITES OF NURGLE – Nurglings have been increased to (350) men per unit, with HP adjusted accordingly. Melee stats have been slightly nerfed. While these little guys seldom do effective damage, they stick around for quite a while, bog down the enemy, and spread their debuffs as long as they do.



PRISON CONVOY – with the “Prisoners of the Empire” mod active, factions of the Norsca, Vampire, Daemon, and Dark Elve alignment can recruit this unit. I have simply increased the unit size to (500) men per unit. They have terrible melee stats, but can be fun for role-playing a prisoner transport with your preferred faction.



GOBLIN UNDERCLASS – Goblin spearmen have been increased to (350) men per unit, with their HP per unit adjusted accordingly. Melee Stats have been slightly nerfed.

SWARM – Bats from the Vampire factions have been increased in number, and had their melee stats nerfed. I am thinking about adding a “causes terror” stat to them, so that they are like a portable and highly maneuverable unit to decrease morale in a tactical area on the battlemap.

Laborers of Chaos -- Laborer units for the Chaos Dwarfs have been adjusted. There are 350 men per unit of Orc Laborers, and 500 men per unit of Goblin Laborers.






**Please note this mod was balanced with several other mod dependencies in mind, and while these are not strictly necessary, I strongly recommend them in order for the mod to balance as-intended**.

Here are the recommended mods in order of importance;

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~BALANCING~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Extra Longer Battles Mod
Friendly Fire
Custom Matched Combat Animations
Matched combat + Reload Animations Submod
Unrelenting Undead
Permanent Summons
More Animation
Prisoners of The Empire Unit

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~AESTHETIC~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Armored Zombie Infantry Reskin
Vampire-Skeleton Warrior Overhaul (desync animations)
Undead Eye Glow Further Distance
Red-Eyed Skaven 2.0 Reskin
40 Comments
Grim Haydie K. Gangster Gunshot  [author] 1 Jun @ 4:38pm 
hey @Sleepy Joe (Real),

thanks for spreading the good word! So this change to the Vampire Coast factions is intentional but requires further tweaking when I have the time.

1) In terms of mechanics, basically if I scale up the number of soldiers in a gunnary mob the lethality of their firearm stays the same and they become OP. The goal of the mod is to make the expendable units less effective and larger in number. So I made their accuracy terrible, but actually increased their lethality.

2) Lorefully zombies with black-powder weapons are not accurate and their water-logged pistols are prone to misfire. The play-style should reflect this -- try toggling "fire at will mode" off and then letting your gunnary mobs fire ONLY when the enemy is very close. Like I said this still needs balancing, but if you time it right they'll be slightly more effective but still complete ass (as intended)
Sleepy Joe (Real) 20 Apr @ 1:57pm 
Hey, i got my friend into this mod. We both fell in love. The only problem is the whole vampire coast faction has become unplayable as they miss 80-90% of their shots. Making the whole backbone of the faction unusable. Maybe revert the ranged units to vanilla or make them more accurate if possible please. Because in their current state they miss FAR too often to be able to use them.
Clanrat 27 Mar @ 7:25pm 
good old mod this one
retech9691 28 Dec, 2024 @ 11:38am 
This mod is great, would it be possible to add the new shielded goblins to the list?
NukerBob 25 Dec, 2024 @ 8:12pm 
make the skaven more expendable
Grim Haydie K. Gangster Gunshot  [author] 3 Dec, 2024 @ 11:05am 
@nikklenikkle I believe so, I will check this week when I have some free time!
nikklenikkle 31 Oct, 2024 @ 6:45pm 
Still compatible ?
Killerkitty641 10 Feb, 2024 @ 2:17pm 
Would love to see an update, and SFO compatibility maybe?
FrenzyBee 24 Jan, 2024 @ 11:20am 
Does this mod need to be updated? Also, can I ask for the Chaos Marauders to be larger in number like 175 or 200 with slight stat nerfs? I really want to face off against hordes of Chaos as the Empire :)
Altey 10 Nov, 2023 @ 3:00pm 
shouldnt slaves have larger unit size than zombies?