Total War: WARHAMMER III

Total War: WARHAMMER III

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Tru' Black Orcs - Armed to da teef
   
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3.648 MB
15 Jul, 2023 @ 8:51am
28 Feb, 2024 @ 8:48pm
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Tru' Black Orcs - Armed to da teef

In 1 collection by [PuB] Axlegolas
Axl's Warhammer 3 Mods
15 items
Description
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Tested with Patch: 4.2
Version for 6.x:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3404736011
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This is my version of the "Armed to da teef" ability for the Black Orcs. They were kinda underwhelming in vanilla, due to the fact that they are only carrying great weapons. What makes Black Orcs so scary is their ability to carry all kinds of weapons and be able to switch them in battle. Some mods made them variants but the problem i had was that they don't have variants.

THEY ARE the variants - All inclusive

When using the Black Orc variants mods, it also takes up an additional unit slot which doesn't fit their role kinda-ish. So i put a lot more choppas and shields into this unit and gave them the ability to change their weapon set, just like wardancers can change their dances.

!!! Black Orcs are now shielded by default !!!

AI usage (not for players, but how the AI handles the abilities):
Shielded while marching
Dual weapons while charging
Great weapons while in melee

This makes Black Orcs a bit stronger, so i raised their cost by 50.

Additionally i gave them another visual appearance. The unit has now mixed animations, mixed weapons and a ton of alternative weapons on their back, they can carry with 'em.

I didn't change the Krimson Killerz. As RoR, they already have the "Armed to da teef" role (AP, BvInf and Splash) and visually, i thought that they would carry their preferred weapons into battle, so no need for additional backpacks (what let them stand out a bit more).

You like the visual changes, but you don't want the abilities? Check this one out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004803234

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This is not compatible with mods, changing the unit sizes. You can play with
increased unit sizes, but newly added Black Orcs will always have great
weapons. This mod is made for default unit size and lower.

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Take a look at my other mods:
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3000579270
36 Comments
[PuB] Axlegolas  [author] 10 Jan @ 1:06pm 
diggingdwarf26 6 Jan @ 6:32pm 
i think they should be mixed. i think the idea they are going for with them currently is having them be mixed, and if you implement armed to da teef then that isnt as much of a gimmick, so you could maybe change them somewhat? dunno.
[PuB] Axlegolas  [author] 6 Jan @ 4:00pm 
Should the Krimson Killaz also be a mixed unit in v2? What do you think?
[PuB] Axlegolas  [author] 6 Jan @ 3:56pm 
so after testing a bit with how CA implemented their new Black Orcs, I will have to make a new mod. I can't update this one anymore. I almost finished v2 and it will be uploaded the next days.
diggingdwarf26 5 Jan @ 5:44pm 
cool news!
[PuB] Axlegolas  [author] 5 Jan @ 5:10pm 
@diggingdwarf26 tbh, i don't like the CA implementation either. gonna update this the next days but to make it work I have to combine both new BO units and get rid of the ridiculous abilities from vanilla (just like the Skullreapers)
diggingdwarf26 14 Dec, 2024 @ 8:43pm 
i would love to see this updated! ca sort of tried to implement this kind of thing in the last update but it was frankly pathetic. of course only update it when you feel up to it and have time for it
soonfx 18 Aug, 2024 @ 8:53am 
Thank you for making such a great mod. I'm waiting for you to come back with an update someday.
Blackbeard147 21 Jul, 2024 @ 8:08pm 
will there ever be other units that can have this done?
Notthebeegees 6 Jun, 2024 @ 2:37pm 
@[PuB] Axlegolas I can confirm that the entity miscount is not purely graphical, I had two almost destroyed units heal to full health and entity count as soon as I entered a battle, which then persisted onto the campaign map. This was with the graphical only version as well.