Total War: WARHAMMER III

Total War: WARHAMMER III

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Leadership Matters - SFO
   
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battle
Tags: mod
File Size
Posted
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227.915 KB
27 Apr, 2023 @ 10:36pm
18 Jun @ 6:12pm
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Leadership Matters - SFO

In 3 collections by Cerb
SFO Hardcore Mode
76 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
116 items
Description
Adds two buffs to all units in the game that have a morale system, i.e. all living units.

When below 50% of base morale, a unit will start to favour defence, losing the confidence to be more aggressive - as such it will lose 20% melee attack and gain 10% melee defence.

When a unit is below ~15% of base morale, it will become focused solely on survival, losing an additional 15% melee attack and gaining another 20% melee defence.

For now, it works with all base units, but extra unit mods will require submods to access these abilities - but i hope to change that soon.

"The men at arms holding the flank of the formation were confident, their shields were sturdy and their swords sharp, they had trained for this moment, it was their duty to defend their homes against the beastmen menace. Disgusting mutations, not even worthy of life, they had been told. Looking across the field, it was clear to see they had been told the lady’s honest truth, disgusting aberrations formed up against them, ready to die by their hands. A cheer went out from the men as they charged forth, each eager to out-fight the other.

At first, the fight went well, they had put many of the goat men archers to the sword, but realising too late the trap had been sprung and a huge herd of axe wielding goat men emerged from the nearby brush and charged into their rear. A counter charge went forth at the last moment which barely managed to stem the tide, but were cut down quickly beneath such a savage onslaught.

As casualties mounted, the men became less foolhardy, having seen their comrades die around them and wishing to not be among them. Soldiers took less risks and the same acts of valour from mere minutes earlier became nothing but a memory.

A thunderous cry echoed as the Green Knight charged into the enemy formation, cutting down multiple of the foul creatures with every swing. Inspired by such heroism, the men gathered their remaining courage and drove the foul creatures into the night, their entrails and lifeless forms stampeded across in their desperate attempts to run."
22 Comments
Cerb  [author] 18 Jun @ 6:13pm 
Hid the ability to reduce UI clutter.
Cerb  [author] 27 Feb @ 1:39pm 
No idea why but my last update didnt seem to go through, sorry its been so long, should be good now!
Cerb  [author] 30 Aug, 2024 @ 5:31pm 
ill look into it for you
Barracuda 30 Aug, 2024 @ 4:56pm 
@Cerb Makes sense. If I could request, could submods be made for The Old World and Mixu's Legendary Lords?
Cerb  [author] 25 Aug, 2024 @ 2:54pm 
Sadly yeah it would need a submod
Barracuda 24 Aug, 2024 @ 2:52pm 
@Alan I am aware of the normal version but it states the same line at the bottom that it needs submods
Barracuda 24 Aug, 2024 @ 8:21am 
Have you had any success making this mod and your other battle mods universal? The only downside to your amazing mods is having to ignore larger unit mods like Sigmar's Heir's
Alan 10 Jul, 2024 @ 7:53am 
Yep you made that one for me <3

Looking through my other mods, I also have dynamic difficulty which ALSO buffs AI income and growth, so combined with Zach's mod...geez.

Anyways, going to try another campaign without so many stacked AI bonuses and see if I can use your mod without 20 trillion enemy armies.

All that said, it might still be cool to have a +/- for high leadership in addition to the ones for low leadership.
Cerb  [author] 9 Jul, 2024 @ 10:16pm 
Only by 30%, most of zac's are 50-100% upkeep reduction, and i have a special version for radious that doesnt reduce upkeep at all (since upkeep in radious is in general far lower)