Total War: WARHAMMER III

Total War: WARHAMMER III

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[Discontinued] TW Millennium: Modern Warfare - Infantry Platoon Tactics Submod
   
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1.978 MB
17 Aug, 2024 @ 6:52pm
23 Aug, 2024 @ 10:15am
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[Discontinued] TW Millennium: Modern Warfare - Infantry Platoon Tactics Submod

Description
Updated for Patch 5.2. Leave a like if you enjoy this submod!

What is this?
This is a submod for one of my favourite mods of all time - TW Millennium by Jensehc and Nightsaber.

Started off for personal use, but thought to put it up for anyone interested in adopting a different playstyle. YOU NEED THE MAIN MOD ACTIVE, AND PLACE THIS SUBMOD ABOVE THE MAIN MOD IN LOAD ORDER.

What does it do? - An Overview.
This is a rebalance submod that reduces the unit sizes of infantry from company-size (original mod) to squad- (e.g. 12 men for specialised infantry) or platoon-size (e.g. 45 men for mainline infantry). Their AP missile damage has been rebalanced around this - increased up to 3-4 times to keep them as potent damage dealers, but also more vulnerable to be taken out.

Stats for vehicles and artillery remain untouched with few exceptions, as I feel they are already well-balanced. Notable exceptions include MAK AT Guns, especially the emplacement variant - buffed as I think almost no unit should be able to stand back up after taking a hit from it. Vehicles with autocannons have also been buffed to match MG variants.

*Note: I have balanced this submod on the Large Unit Size setting. Your experience with Small, Medium or Ultra may differ.

The Design Thinking Behind the Submod.
The original mod does an amazing job at bringing to life the (power) fantasy of a modern army going up against a fantasy setting. I cannot praise Jensehc and Nightsaber enough for such an extensive, well-thought out roster - and I've put in many hours across many months solely on playing this mod alone.

However, I did feel that the mainline infantry were too much of a "do everything" unit. They shred infantry, monsters, large/small flyers, cavalry, dogs, warmachines, artillery, buildings... literally everything in the game. Not only that, due to how many men there are in an infantry unit and how they're no slack in melee either, they were also too good at holding the line. There is no strong incentive to utilise any other type of unit in the roster, or even any of the more specialised infantry.

I thought to remedy this by reducing the infantry unit sizes and rebalancing things from there. Rather than commanding companies of infantry per unit, you will now be commanding platoons/squads. Still want big battles? Infantry upkeep has been halved across the board, allowing you to field more armies, so bring a second!

In Practice, What Can You Expect in Gameplay?
More Infantry Manoeuvrability and TACTICS
The smaller platoons/squads are more easily manoeuvred. Flanking is easily done with fewer men, complementing how modern infantry have a faster running speed compared to most vanilla infantry. With fewer men, your men are also quicker to respond and initiate firing at the enemy.

With how potent your modern infantry are, you can easily punch above your weight when going up against a larger army - by playing tactically. Tactics are essential, smaller unit sizes mean any infantry unit caught in melee are more easily cut down. Bullet damage has been increased to balance out and keep gameplay viable.

They are glass cannons, like non-fantasy humans with modern guns are - you can still easily exercise your power fantasy. Only now you're required to be smart about it, or be punished.

More Infantry Specialisation and TACTICS
Specialised infantry are now exceptionally good at what they do - to differentiate themselves from mainline infantry. As they are specialists, their unit sizes have been reduced to squads - as such, you are encouraged to tactically use them for their intended purposes and not spam them as you do with mainline infantry.

Please note that any number of men stated below are based on Large Unit Size setting.

Snipers
12-men team with slightly higher-powered rifles (small increase in AP) compared to mainline infantry. However, what differentiates them is that they are also given Bonus-vs-Infantry to make up for their unit size. They can still snipe large enemies decently, but that's not their strong suit.

They are designed to sneak behind enemy lines or stay in ambush to take out Lords/Heroes/elite infantry units; then make a getaway. Sneak, because if they ever get in melee, they are as good as gone.

Antitank Squad
12-men team with AT guns that deliver a devastating, accurate punch to large entities, whether cavalry or single-entity monsters.

Despite their slow rate of fire (unchanged from original), their increased AP damage means they are exceptionally reliable in taking down large units, which are usually lower in unit count in the first place. Each shot or two would likely take a knight out, and a few volleys would down a giant or Bloodthirster easily. Due to this, they are inefficient at killing infantry, as each bullet will likely just overkill one entity at a time.

Same with Sniper teams, they melt like butter in melee, so place them strategically or behind the frontlines to take out key large enemy units.

Light/Heavy Machine-gun Squads
Unchanged! They do what they do, and machine-guns are supposed to be pretty overpowered in the first place. Plus, even in the original mod, bad placement and lack of support gets them overwhelmed and punished already.

Flamethrower Squad + ROR
Unit sizes have been reduced, but not as small as Sniper and Antitank squads, as they are still intended to get up close to the frontlines to dish out their damage. Flamethrower damage arbitrarily increased to balance this out, though I am not sure how much this helps, as even in the original mod they are quite powerful.

Air/Assault Troops
30-men team with SMGs, meant to storm positions quickly and dish out damage. In the original mod, these units were OP as heck - as if they were carrying high-powered assault rifles.

As such, their AP damage has been slightly reduced to reflect the SMG nature of their weapon - and a smaller unit size has helped balance them out too. They no longer demolish Chosen in one volley, but still do a great job at it, though you may need to maneuvre a bit more since each volley doesn't guarantee shredding whatever is coming at you. They still shred light infantry easily though, which makes more sense.

Nevertheless, if you have a stack of these, they're still pretty OP.

Vanguard Infantry + Bloch's Breachers ROR
For both, their shotgun range has been increased, as based on my experience they seem to struggle getting even their first shot off in the original, due to enemies closing in too quickly. AP has been increased as well to make them more viable.

60-men platoon for the Vanguard Infantry, as they are the dedicated infantry meant to hold the line after all. Meanwhile, like the assault troops they're based on, the Bloch's Breachers ROR has a reduced squad size.

Pioneer Squads
As they are not meant to be mainline combatants, their unit size has been reduced, which also helps them move around the battlefield more agilely.

Combined Arms Is a Necessity, hence STRATEGY
Smaller unit sizes means your infantry units are easily snuffed out by enemy artillery or projectile spells (e.g. fireball), which tend to take out 1/3 of your infantry unit with each direct hit. AS THEY SHOULD.

This means you will need to make use of combined arms more often. If the enemy has artillery, you need to bring your own too, or better, a tank. Otherwise, be prepared to take heavy losses on the advance. AS YOU SHOULD FOR BEING UNPREPARED. Infantry rushes are still doable, you just risk losing entire units more at the end of it.

- End -
10 Comments
VonJoe  [author] 24 Nov, 2024 @ 3:59am 
I do not have proper documentation of the values. However, for anyone else who may want to remake a similar submod, the core philosophy is quite simple:

- smaller infantry sizes (the mod description above lays out exact number for large unit size)
- increase bullet damage for rifle infantry by 3 to 4 times
- no damage increase for SMG infantry, in fact, reduce the AP damage slightly to make them less OP
- increase shotgun unit range by 20, damage increase is optional
- specialisation: increase BvInfantry damage for sniper bullets, BvLarge for AT rifle bullets
- Anti-monster cannon's AP value is exactly 750, the big emplacement variant's is exactly 4500 (almost nothing should survive getting hit by that!)

No hard and fast rules, so tune to taste.

Thanks to all who tried this out and enjoyed it (while it still worked/if it still works). I might revive this project if I ever pick-up the main mod in the future (though I'm sure it'd be better balanced then).
VonJoe  [author] 24 Nov, 2024 @ 3:58am 
I'll be taking an extended break away from gaming, as such I will likely not be updating this submod in the foreseeable future. It was just a little pet project I had and the value changes were tuned just to my taste, with no intention to make a refined submod that is supported long-term.
badassgrunt 29 Aug, 2024 @ 8:33pm 
Nevermind, it was an load order issue.
badassgrunt 29 Aug, 2024 @ 8:23pm 
Same issue as @clouldwill.
cloudwill 26 Aug, 2024 @ 9:09am 
Weird issue, the unit sizes are adjusted in skirmish, but stay normal (unchanged from original) in the campaign. I'm sure it's a mod conflict, was just wondering if anyone else had this happen.
VonJoe  [author] 24 Aug, 2024 @ 7:43pm 
I've since rebuilt the mod and reuploaded it. If the crashes still happen, I can customise a standalone version for ya.
Jesse Stinkman 23 Aug, 2024 @ 8:00am 
Yeah, it crashes for me too. Only two mods active, your submod above the main mod. Unsubbing and subbing didn't work. I hope you fix this, because balanced Millennium is everything I ever wanted for the mod lol
VonJoe  [author] 22 Aug, 2024 @ 10:28pm 
Heya, @CHAOStheory1220 let me look into this after I get off work. Worked fine for me the last time I started it up. Any error message shows up? And have you tried unsubbing and resubbing both mods?
CHAOStheory1220 21 Aug, 2024 @ 10:24pm 
The mod is crashing on start up for me. I only have it and the original mod enabled plus i put this one above it in the load order and it's not working. I checked with just the original mod and that is working fine just not with this one which sucks cause this mod seems really fun.
VonJoe  [author] 18 Aug, 2024 @ 5:06am 
Hi all, I plan to have a full changelog put up possibly by next weekend.

One, for my own record, to update this submod for future versions of the original.

Two, to help anyone better provide feedback on what exactly to tweak - subject to my discretion since it's still partially a personal mod. But feel free to replicate the values for this concept for your own packfiles.

Speaking of packfiles, I worked off the original by the mod devs, hence it's heavy, standalone nature. Don't quite have the modding understanding yet to do up a light submod that overwrites only the values I want, since I picked up modding just few days ago. If anyone can give directions on how do accomplish the above - it's much appreciated!

Huge thanks to the original mod devs for creating something so beautiful. I'm sure they have in mind to finetune the infantry roles to make them unique, but they have bigger stuff to work on for the mod, so thought I'd do a little unofficial take on it first.