Total War: WARHAMMER III

Total War: WARHAMMER III

798 ratings
Proactive Garrison Attack: All-Faction All-Region
13
7
4
4
2
3
3
4
2
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
941.658 KB
1 Apr @ 2:46pm
17 Jun @ 11:53am
3 Change Notes ( view )

Subscribe to download
Proactive Garrison Attack: All-Faction All-Region

Description
This mod allows garrisons from all factions and all regions to actively attack nearby enemies.

Click on any of your garrisoned towns to reveal a purple range. You can then launch a proactive attack against any enemy troops within that purple area.

AI will not use this feature. Compatible with all mods. Compatible with saved games.

Frequently Asked Questions
Why can't the AI use a similar feature?
The AI cannot make use of the active garrison sally-out mechanic, and only CA can update the game to enable this in the future. My personal guess is that the reason CA has restricted this is because, if allowed, the AI might treat every garrison as a full army when making decisions during end turns, which would significantly slow down turn processing speed.

Does this mod make Kislev's Atamans meaningless?
My mod stacks additively with the effects of Atamans. For example, if an Ataman provides 1000 garrison sally-out range and my mod provides 1500, then the city governed by that Ataman will have a total sally-out range of 2500.

What's the difference between this mod and "Garrison Sally for All"?
Both mods build upon the Kislev Ataman's sally-out mechanic, but we use different approaches. My mod’s effect does not rely on any buildings, factions, or regions, and is active from the start of the game. As a result, this mod also has better compatibility. Of course, you can also enable both mods at the same time—doing so will result in their sally-out ranges stacking additively.

My other interesting mod:
More High Angle Fire
More Random Legendary Heroes

This mod will be continuously updated, made purely out of passion. All I ask is for your support—please leave a like! Thank you all!
101 Comments
Idlari 10 hours ago 
Thanks for this mod! I think this has changed gameplay for me more than any other mod, and now almost every town has walls built.
cybergroover 11 Jul @ 2:21pm 
Cool, thanks for the info. How hard would it be to set up, in the MCT, adjustable: sally out range, and (I know your mod doesn't touch this) garrison reinforcement range? That would be awesome if possible! For me the sally range feels a bit too big and the reinforcement range too small and I feel like it could be 2/3 or 3/4 of sally range?
ArthasL1  [author] 11 Jul @ 10:48am 
@cybergroover
Yes, it works in forts, bastions, and gates as well. I don’t usually play with SFO, but in theory, changes like that are applied globally, so it should also affect the distance at which garrisons can join as reinforcements.
cybergroover 11 Jul @ 1:20am 
And I see that SFO increases the reinforcement range (sorry I didn't check that before). So would SFO increase the range at which garrisons can join as reinforcements (when using SFO and this mod)?
cybergroover 11 Jul @ 1:15am 
Thanks. I mean does this work in forts/bastions/gates?
ArthasL1  [author] 10 Jul @ 10:40am 
@cybergroover
If you mean Ogre camps, then no, since Ogre camps are technically armies, not settlements.
cybergroover 10 Jul @ 9:46am 
Does this work in forts too?
cybergroover 6 Jul @ 7:23pm 
Thanks! I didn't know vanilla reinforcement range was this long, which I think is a good distance (I assumed it was from your wonderful mod :) ): https://imgur.com/a/mBAzvRf
ArthasL1  [author] 6 Jul @ 8:23am 
@cybergroover
Thanks! The reinforcement mechanics are the same as in vanilla — garrison armies will only reinforce if the attacked army is very close to the settlement. The sally-out range does not affect the range at which the garrison can join as reinforcements.
cybergroover 6 Jul @ 7:52am 
This is an awesome mod! Can the sallying happen to reinforce your other armies that are attacked if within range (or just when your own armies attack)?