Total War: WARHAMMER III

Total War: WARHAMMER III

252 ratings
5 Dwarf Tanks
6
2
2
3
2
2
2
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
units
Tags: mod
File Size
Posted
Updated
55.488 MB
5 Aug, 2024 @ 10:02am
11 Jul @ 4:15am
11 Change Notes ( view )

Subscribe to download
5 Dwarf Tanks

In 1 collection by Vrooktar
Vrooktars Mod Collection
19 items
Description
Update status: Seems to work fine with 6.2

This is a mod I originally just wanted to make for myself.
I was absolutely stunned by the great mods from d3rpyn3wb yet at the same time felt overwhelmed with how large they are. So I just went ahead and was able to use his work as a blueprint to make a much smaller and less ambitious mod that „only“ introduces 5 new tank designs with a limited, but hopefully still meaningful impact on how the Dwarf faction plays overall and came to the conclusion that the result doesn’t deserve to stay locked away in my own game files alone.

I cannot stretch enough that all the groundwork comes from Derpy and that this mod would look so much worse if I wouldn’t have been able to use animations and the foundation of the assets from Derpy’s mods. So if anyone happens to actually want to thank anyone for making this possible, I would kindly want to redirect them towards d3rpyn3wb.

With this out of the way, here is a description of the tanks that are part of this mod:


Vorkhul Drung (Orc Horde Vanquisher)

This is a smaller tank that can be recruited on Tier III. It’s specialized to thin out large groups of infantry with its gatling gun. Although it would be kinda bold to call it „quick“ it is at least fast enough that it can also be used to harrass the flanks of enemy armies that lack mobility.


Vengryn Thrund (Gun of Vengeance)

This is a similar tank to the Vorkhul Drung regarding the facts that its just as fast (for a Dwarf unit) and has the same building requirements. But instead of a gatling gun it has a 3 barreled turret with high penetrating power. It can do fine against quite a few enemy types, but its doing especially well, when it comes to thinning out the lines of monstrous infantry or other large targets.


Drakk Maraz (Dragon Cleaver)

This is a larger tank, that also requires the Tier III engineering building to be recruited and is supposed to be some kind of armored cannon alternative for specific tasks. The extreme focus of its explosive shells is terribly inefficient against large groups of enemies, but is rather scary against single entities.


Haraz Dron (Fiery Thunder)

This tank requires the Tier IV engineering building for recruitment and expands the fiery options the Dwarves have towards a more indirect artillery alternative with long range. The rain of fire it brings is rather easy to dodge and due to its trajectory it cannot fire at targets that are close, but any flammable enemy that actually gets caught in it will end up having a rather bad day.


Khrum Uzkul (War Drum of Death)

This fortress made of metal can only be built with the tier V engineering building. It is slow and has a short range, but its incredibly capable of holding a position and hurting a large variety of enemies that dare to enter said range.


It is worth noting, that Malakai also needs to build the necessary buildings in an actual settlement to recruit any of these. Not even Malakai is going to be able to construct an entire tank in a makeshift workshop on his Thunder Barge. But primarily I think it makes his campaign more interesting if there is at least something he can’t do on the fly.



Known Issues

As far as I can tell there is no way of creating turrets with the ability to turn that have only a specific turning angle. As a result there are instances of the Khrum Uzkul turrets turning into and shooting through each other. This is only a cosmetic issue though.

The movement of the tanks can be a little janky from time to time. I think it comes down to them basically using the core dreadquake framework which, being a train, is a little janky on purpose, but maybe I will be able to improve on that a little at some point.


Compatibility

Should be compatible with basically everything.
Adding it in the middle of a playthrough seems to be unproblematic, but I advise against removing it in the middle of a playthrough.
If people want to make submods, just go ahead.
My SFO Submod can be found here 5 Dwarf Tanks SFO Submod

Credit

I want to further credit all the other people who contributed to making this mod possible.
That includes, but is not limited to:

Ole for his amazing AssetEditor
DJ Fro-Fro for his RPFM
Ylech for his Master engineer gyrocopter mount
phazer for his QtRME
The Modding Den for modding resources
snek and GreenPhoenix for their amazing mods and assets
d3rpyn3wb for his Dawi Gunpowder Units and Dawi Ironclad Mount mods
And of course CA and GW for the game itself

Overall I would appreciate if anyone using this mod as a blueprint themselves or even entire units, would credit me and more importantly d3rpyn3wb and everyone else who contributed to parts of it for making it possible.
Other than that I have no issue at all with people using as much of my work as they want.
Popular Discussions View All (1)
1
7 Aug, 2024 @ 11:14am
unit key
Hyperborean
132 Comments
Vrooktar  [author] 11 Jul @ 3:32pm 
@Diremerc
It shouldn't hit much harder against large targets than the hellblaster thats a valid comparison. I think I will experiment a little in that regard. Maybe I "outsource" more of its firepower to the Bonus versus Infantry to prevent it from overperforming against large targets.
Diremerc 11 Jul @ 8:47am 
The thing with the Vorkhul Drung is that basically every single individual shot it fires hits with the same power as a cannon and it should be hitting more like a machine gun. The 1 burst kill on Queek was likely a fluke as Queek was running right at the tank and was fairly close up so when it fired he basically ate the entire volley without a shot missing. But it's inaccuracy isn't as much of a factor when it's shooting at giants, Arachnaroks, Bloodthirsters or large lords were even with it's lack of accuracy it can land every hit. I'd tone it down at least to the level of a hellblaster volley gun (right now it hits 3 times harder than the volley gun does and fires 3 seconds faster).
Vrooktar  [author] 11 Jul @ 4:21am 
@Diremerc
Thank you for the valuable feedback!
I agree on the Drakk Maraz, ran a few tests and nerfed it significantly. Its still strong af for the very specialized role it occupies, reflecting its high cost, but its now closer to vanilla high performing artillery units.
I tried to test the performance of the Vorkhul Drung on lords and heroes, as you described, and found not much of an issue there though. Its simply too inaccurate to really snipe small targets. Really problematic behaviour only seems to occur, when I basically park them point blank in front of the tank, which would be just as much of a terrible experience against many vanilla ranged units as well.
Diremerc 8 Jul @ 5:43pm 
Having played my dwarf campaign to a long campaign victory at ~120 turns using these tanks Difficulty (Very hard/ Very hard) I will say that these tanks are exceptionally strong, maybe not "lol I win" strong but I think they a bit a stronger than likely any other units currently in the game. During the entire campaign the only tanks that got destroyed was some that got hit by a Doomrocket from Ikit claw and they always got a tonne of kills in every fight they participated in. Two Drakk Maraz was able to shoot down and kill a Bloodthirster before it could get in range and even Skarbrand was like a helpless child to these things. After some testing I would say that the Vorkhul Drun and the Drakk Maraz are the broken ones the other tanks actually seemed fine. The other stats are all fine but their damage I think is too high. I feel like it should be like half of what it is. Really good mod thought! Love the design and very fun units to play with.
Emperor of Mankind 8 Jul @ 12:47pm 
Yeah the Khrum Uzkul is so awesome. It gets the most kills in my army every single battle, pushing over 6 or 7 hundred most of the time.

Thank you for your time reading and responding to my comment, and thanks again for the mod.
Vrooktar  [author] 8 Jul @ 6:40am 
@Emperor of Mankind
Auto resolve unfortunately poorly handles melee stats of ranged units. The poor melee defense stats of the tanks is essentially what kills them in Auto Resolve. I am not quite sure what to do against it, apart from just adjusting the stats into something that AR does a better job of handling.
Khrum Uzkul being difficult to build an army around is something I can understand. I use it as a staller unit for the artillery to shine. But I am not sure if thats enough either. I may look into it.
The idea that Haraz Dron is too strong surprises me though. It doesn't really do more damage than a hellfire rocket battery and is actually less accurate, due to the super long travel time of the projectiles. Unless of course you are good at making the enemy blob, then artillery like this overperforms like hell.
Vrooktar  [author] 8 Jul @ 6:34am 
@Diremerc
The problem with the Missile Damage stat is that due to how animations work and how its calculated per entity the number alone is poorly predicting how much damage potential a unit actually has. Gyrobombers are a good example for a unit that always had massive missile damage stats that rarely translated into any actual damage potential.
But I will look into the Gatling Tank. Its supposed to shredder infantry. Not one shot lords.
Emperor of Mankind 7 Jul @ 4:49pm 
Responding to the balance comment below just to share my experience playing on Legendary with few other mods. I think the tanks are all balanced well, except the Tier V is very weak, and the Tier IV is actually a "Lol I win" unit, but I just build few of them due to that reason. I wish the Fortress tank was a little stronger as I struggle to see its place in an army.
Emperor of Mankind 7 Jul @ 4:46pm 
Hi Vrooktar, just wanted to start by saying this is my favorite unit mod I've ever played since 2017. I love how you balanced them. I would love an improvement to how they are calculated in autoresolve, if you have control over that. AR does not respect the tanks whatsoever and you have to manually play every little battle with them.
Diremerc 6 Jul @ 4:30pm 
I mean one of the Gatling tanks pretty much 1-shot killed a level 16 Queek Headtaker and while It's true that most of those 3 stacks were slaves, clanrats and a few Stormvermin I feel like they did excessively well. I will keep using them to see how they do when the enemy gets more late game units. I think I understand now that the Missile Damage stats reflect the combine value of all the guns together which is why they are absurdly high cause you fire multiple projectiles with most of these tanks.