Total War: WARHAMMER III

Total War: WARHAMMER III

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True Champions of Chaos - SFO Version
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Tags: mod
File Size
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180.910 KB
11 Jun, 2024 @ 7:45pm
18 Mar @ 4:39pm
11 Change Notes ( view )

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True Champions of Chaos - SFO Version

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
The chosen of chaos are supposed to be among the best fighters in the world, with incredibly thick armor, raining immensely strong blows upon their enemies. This mod drastically reduces the size of the following units but increases their stats to compensate. Each unit should have similar combat prowess to the current balance, but it feels more thematic to have them in smaller units.

Chaos warriors (80 entities -> 40)
Chosen (40 entities -> 24)
Chaos knight (40 entities -> 16)
Aspiring champion (16 entities -> 8)
Doom knight (26 entities -> 8)
Bloodcrusher (32 entities -> 16)
Skullcrusher (32 entities -> 8)

Stats are as they are in the vanilla version, but with additional health to bring them to SFO standards.

DOES NOT REQUIRE VANILLA VERSION

As with all small units, they will be weaker in 1v1 situations where they may get encircled, but will be stronger when supported by swarms of their followers.

In addition, the marks of chaos have been redesigned for these units, giving each god marked unit a very different playstyle.

Khorne marked chaos warrior/knight and chosen excel at killing massed enemy units but are weaker against exceptionally skilled enemies, these units have frenzy, far higher spell resistance, splash damage, higher armor piercing damage and leadership, but with reduced melee defence. They will carve a swathe through their enemies but are susceptable to being ground down over time.

Nurgle marked chaos warrior/knight and chosen units excel at fighting enemy armored melee units and armor piercing units, but are weak against enemy ranged especially flaming projectiles, or high damage dealers in general. They have a very high level of ward save, and have a super powerful poison on their weapons, but are drasically slower, are much easier to hit and hit less often in melee, and become very vulnerable to fire. They are masters of attritional warfare able to outlast many enemies.

Slaaneshi marked chaos warrior/knight and chosen units excel at fighting skilled enemies in melee, and keeping enemies locked down. These units have essentially two modes, their default mode boasts incredibly high defences, damage reflection and debuffs to weaken enemy units in melee. Their second mode sheds many of their defences for an incredibly big damage boost. Essentially they can transform from the tankiest unit in your army to one of the highest damage dealers at the press of a button - but being slaaneshi they don't enjoy killing their enemies without getting their fun in first...

Tzeentchian marked chaos warrior/knight and chosen units excel at fighting enemy mages or units that have magic attacks, and bolstering friendly spellcasting. They have magical attacks, a barrier, remove magic attacks from enemies they're fighting in melee, and replenish winds of magic pool while fighting in melee. They also significantly disrupt enemy spellcasters in melee with them, while being close to immune to magic themselves.

Undivided units have small boons from each of the four gods, without any of the negatives, so currently have a very small amount of ward save, a small amount of magic resist, a small amount of melee defence and a reasonable amount of leadership. They are also often seen as leaders among the ranks of chaos, and as such have an aura to boost other units combat prowess and bravery, at the cost of becoming a bit too courageous for their own health.
32 Comments
Cerb  [author] 12 May @ 2:24pm 
No worries mate, im glad youre enjoying it :)
Beast of Bedtime Tales 12 May @ 7:41am 
Oh! Missed that one because i selected just from your "sfo realism and depth" collection. I should have looked through your workshop instead, thanks for the correction :). And after playing SFO with your mods i totally understand why you are focusing on modding SFO instead of vanilla, it's so much better.
Cerb  [author] 11 May @ 6:39pm 
So i just tested it with dying races, this mod and SFO only, and lothern sea guard was still 60 men. Are there any other mods youre using currently? Are you using my SFO cap change mod for example? If so, you may need to use the compatibility patch - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3279250374
Beast of Bedtime Tales 11 May @ 6:24pm 
This mod is incompatible with your dying races sfo mod. So far, the bug ive noticed is lothern sea guard getting 100 entities instead of 60 like they should with dying races. Out of many of your mods im using, i isolated the incompatibility to this mod.
Cerb  [author] 10 May @ 3:52pm 
Thats a cool idea, ill look into it and see how possible it would be, thanks :)
Mann 10 May @ 1:50pm 
Hi @Cerb, I'd like to suggest you review the skaven and how they are implemented, Plague Monks to be more specific. In general, Plague Monks were a rarer species and appeared on the battlefield one by one, and often one appearance was enough for the whole army to start dying and decaying, so corrosive and deadly diseases are carried by a Plague Monk. In SFO they are just like fanatics with high attack and low defence, glass cannon indeed. And I noticed that you've implemented this in general and partially in the Chaos Warriors of Nurgle, which on contact inflict a squad damage by a curse, so, is it not possible to do the same for the Skaven, but on a small area? Including it would be possible to make it so that the damage is inflicted in general to all and allied units if they are not the same plague.
VANDALON 1 Mar @ 1:43pm 
Roger that, bro. I'll try to test it in diferent ways. Thank you for this mod!
Cerb  [author] 1 Mar @ 12:58pm 
Nurgle has higher health and much higher ap damage, also has regen in melee combat. Slaanesh has melee reflection and an ability that turns them from low damage to very high damage instantly, so you can choose between tanks and glass cannons.

A lot of stats have been changed to make each gods units feel different, unlike in the base game where theyre all basically the same.

Khorne is definitely not the best, unless youre talking about speedclearing chaff :D
VANDALON 1 Mar @ 7:50am 
Hi, I have a question: Why are Khorne's Chaos Warriors clearly stronger than all the other Chaos Warriors? Why do Slaanesh's warriors have such low melee damage? And why do Nurgle's warriors have so little armor?
Death1565 1 Jul, 2024 @ 9:04am 
Ok ill try it later