Total War: WARHAMMER III

Total War: WARHAMMER III

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Ready for War: Epic Overhaul
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overhaul
Tags: mod
File Size
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320.578 MB
13 Mar, 2024 @ 9:21am
8 Jul @ 5:52am
578 Change Notes ( view )

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Ready for War: Epic Overhaul

Description
Experience Total War as it was always meant, with the action on the battlefield being the heart of every campaign. This overhaul sets to make battle/ unit roles as dynamic/ meaningful as possible and above all fun! Balancing is now intuitive and based on the elements of each unit, no longer arbitrary and prone to power creep.

Furious battle: All melee weapons from short sword to giant club have an attack interval of just one second, down from the plodding 4 - 7 of vanilla. Charge distance for units has been reasonably increased helping to run down fleeing foes who retreat from battle. Morale penalties have been adjusted to accommodate the rampant bloodshed melee combat will now bring, however once a units breaks they are shattered and flee the field in terror.

All units now have collision attacks allowing them to trample down combatants. Collision attacks occur from model impacts while charging or during attack animations (simply moving is not enough) This solves the age olde problem of unkillable routing enemies.

Armour and weapon choice matter: Every weapon class now serves a unique role. Armour piercing has been removed from all swords, spears and arrows while being retained for axes, halberds, hammers and bullets. (Hammers having significant armour piercing capabilities) All spears/ halberds have anti large bonuses and all swords/ axes gain anti infantry bonuses. Heavy armoured troops will now pose a unique treat that must be dealt with specific anti armour tactics.

Rules of thumb: Two handed weapons will see an increase to attack power, melee attack and bonuses compared to one handed weapons. Shields in addition to missile block will increase melee defense. The larger an entity the greater the melee attack with conversely lower melee defense. Bracing and shield defense angle has been increased to 120 degrees. Unit's pivot factor (rotation point) in now from their center.

Balancing: Stats and unit size are sensibly balanced to be consistent across races and eliminate power creep. The difference in performance of units will come from their equipment and entity traits rather than plot armour. Many units have been given attributes and abilities that fit their lore/ role. Ward save has been capped at 50% to prevent impervious characters.

Animations: Much needed update for original WH1 human factions: Empire, Bretonnia, Chaos Warriors and Norsca. Specifically animation sets for hu1 and hu1c. The slow overdrawn attacks have been replaced with concise and dexterous movements. Spearmen perform quick thrusts, swords, axes and halberds hack, slash and thrust. Soldiers with shields perform defensive attacks while guarding and shield bash to create space. Great weapons perform vicious strikes but no longer over step losing their footing. Troops now stand at attention while idling without constant jeering and taunting. The faster, more concise animations increase unit lethality somewhat (by allowing sooner follow up attacks) From my observations this has brought parity with WH2/3 factions.

Campaign affects: One turn recruitment for all units (player and AI) to facilitate diverse and strategically composed armies. Religious buildings add 1% magic resistance per level, faction wide. (This should help ward off spell spamming, cough cough... Warp Lighting) Save game compatible, safe to turn on/ off anytime.

I highly recommend pairing this overhaul with my Quartermaster: Master Collection reskin!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3114245541

New units:

Hammers of Sigmar - "Bearing imperial hammers and wearing heavy plate, these devout men are exemplars of Sigmar himself"

War Wagons (Grenade Launchers) - "Mobility, protection and explosive power!"

The Condemned (Dual Maces) - "Grim men who walk a path of violence... and for the right price, under your banner"

Free Company Swordsmen (Dual Swords) - "Whether seasoned levies or outlaws turned sell sword, these tenacious men have answered their Nation's call"

Imperial Axemen - "The trusty Nordaxe holds favour in the North as a cost effective and reliable battlefield weapon"

Foot Knights (Poleaxes) - Foot Knights (Shields) - "Knights of courage who take to the battle field on foot, challenging any who dare stand before them"

Foot Squires (Shields) - "Though of common lineage, the might of these battle hardened soldiers cannot be denied"

Crossbowmen-at-Arms

Norsca Hunters (Bows) - "The harshest of wildernesses creates the most brutal of hunters"

Marauder Champions (Halberds) - "The Champion's halberd takes down the largest of wild beasts, and the most gargantuan of foes"

Norsca Catapults and Ballistae - "Rare Northmen craft sea vessels, forge brutal weapons and operate machines of war displaying their genius to the Dark Gods"

Chaos Hellfires - "Mortals imbued with warp flame, they rain down fire at range" (Undivided upgrade for Marauders)

Punishers (Great Maces) - "As vicious as they are cruel, these malevolent Druchii deal out punishment on the battlefield"

Dwarf Warriors (Halberds) - "Dwarfs stout of heart against the enemy charge, no matter the size"

Ogre Warriors (Shields) - Ironguts (Halberds) - Mournfang Pack

Jade Warriors (Great Hammers)

Orc Big 'Uns (Halberds)

Hobgoblin Spearmen

Chaos Dwarf Warriors (Halberds)

Stormvermin Spears

Sylvania Undead Militia, Handgunners, Archers and Trebuchet - "Bestowed with sentients beyond that of common wights, these walking dead operate ranged weapons in service of their Vampiric Lord"

Liberated Skaven for Empire, Bretonnia, Grand Cathay and Kislev! (Recruitable through Discovery buildings)
Popular Discussions View All (3)
16
26 Feb @ 5:15pm
Balance discussion and suggestions
sarumanthecursed
3
11 Dec, 2024 @ 7:45pm
recruitment pool system
DarkStar
2
18 Jan @ 4:22pm
Wood Elf Bugs & Suggestions
sarumanthecursed
409 Comments
Adonnis 20 Jul @ 5:07am 
Thank you for your work
Adonnis 20 Jul @ 5:07am 
I like your brutal great mod. But is it possible in a future for a version just adding the new units with vanilla stats?
CatWizard33 10 Jul @ 12:38am 
Is it possible to have a lightweight version of this mod, with the changes to statistics and battle pacing without any added units? I would really appreciate
Michael A.N. Jello 29 Jun @ 7:14am 
Is there a bug with the leadership? I have a lot of unbreakable no matter what units on both my side and the enemy side such as a basic archer unit with 4 models left at 25 leadership. Also watching my empire knights losing to basic archers breaks my soul lmao funny times
tafmupfumi 23 Jun @ 2:33am 
Hello. Please assist, removing this mod is making it impossible to launch the game, any idea how to resolve this? thank you.
tafmupfumi 21 Jun @ 10:46pm 
Hello, after years of playing modded Warhammer, I'm having the most random issue with this mod. After removing it, the game crashes on start up. I'm not trying to load a save, just to start a new game. If I reinstall the mod, the crash does not happen.
Shorewall  [author] 18 Jun @ 12:07am 
Updated for 6.2 😎
CHAPLAIN QUOTES 3 Jun @ 2:08pm 
Yeah this great mod would benefit from partition - need to cut it in parts to make more the content more accessible and compatible
Šleser food reviews 29 May @ 6:50am 
Would this break if paired with SFO? (or would it break both mods?)
ThrobbingforMorbius 19 May @ 4:15am 
is it possible to have exactly this mod but no collision tweaks?