Total War: WARHAMMER

Total War: WARHAMMER

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Gromril Gunners
   
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Tags: mod, Units
File Size
Posted
Updated
52.397 KB
4 Nov, 2016 @ 11:18pm
11 Sep, 2017 @ 9:47pm
5 Change Notes ( view )

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Gromril Gunners

In 1 collection by Mystical Llama
Sons of Grimnir
8 items
Description
Ironbreakers are charged with the defense of some of the tightest tunnels in Karaz Ankor, and can be downright deadly when you place a gun in their hands.

Using the latest in shortened musket barrels and cartridge ammunition, these troops are excellent at breaking up an orcish charge before it reaches the iron-clad line.

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Notes from the Creator:

Not my favorite build, so I sort of lost interest toward the end. I won't win any points for creativity on this mod, but someone might find the unit useful. I may end up leaving it out of my final compilation unless I can find an interesting spin for it. So I'll probably revist the idea at another time.

These are essentially Ironbreakers using greataxes and rifles instead of axe/shield and blasting charges. Stats have been modified to accomodate the changed role and added versatility. Specifically, this unit has a shorter range than any other ranged troop, even goblin archers. And less ammunition to boot. I don't beleive in direct upgrades that invalidate previously purchased units, so Thunderers remain a useful addition to your army despite the availability of these troops. They can be quite useful for softening up enemy regiments before melee contact, and their decent charge bonus, heavy armor, and armor-peircing axe will make them an excellent flanking force as well. A relativity short reload time will also make them very handy for intercepting enemy cavalry performing wide flanking maneuvers, but the lack of a charge defense bonus means any direct heavy cavalary charge will ensure they have a bad time.

Balance
- Pricey elite units. Shorter range, but faster reload time and a more powerful punch. Limited ammo makes them of limited use as skirmishers or heavy ranged support in pitched battles, and are better suited as linemen than primary firepower.

Compatibility
- No known issues so far.

Art
- Thumbnail artwork credited to Beaver-skin on Deviant art. Unit tile is created using composites and (bad) modifications performed by myself. I do not own either base asset.

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Unit Details

Gromril Gunners

Stats
- Unit size: 60
- Total Hitpoints: 4620
- Armour: 120
- Leadership: 85
- Speed: 26
- Melee Attack: 34
- Melee Defence: 41
- Weapon Strength: 32 (AP)
- Charge Bonus: 21
- Ammunition: 8
- Range: 95
- Missle Damage: 22

Recruitment and Upkeep
- Cost: 1500
- Upkeep: 345
- Available through the Hall of Oaths (Castle lvl4 Baracks)
- Requires a Foundry (Workshop lvl3) in the province.

If you like this unit, check out my full compilation!
I also have a compilation that utilizes only vanilla assets to ensure you don't have to buy any DLC.

There is now a Radious Total War compatible version of this unit in one of my compilations!

Please don't forget to rate and comment! Let me know if you like this unit, or if it needs any tweaks or changes!
23 Comments
Classic Reggie 13 Jun, 2019 @ 7:12pm 
sure! what platform for the file drop?
Mystical Llama  [author] 10 Jun, 2019 @ 10:37am 
Happy to help! If you're still unable to get it to function, feel free to send it my way via a file drop. I'd be happy to take a look.
Classic Reggie 9 Jun, 2019 @ 11:37pm 
i actually did.... after commenting, of course right lol. and i see where u made the changes. nice choice using the engineers snubby rifle. I tried changing the definition a number of ways but no luck. the animations for the characters and rifle blasts all work. the rifles still don't show. not sure what's causing the issue. i tried calling the mesh reference and the individual meshes for the rifles themselves. no dice. I am in WH2 so maybe there were changes. Thanks for the response tho! and the Dawi unit compilations you guys put together look great! love the work!
Mystical Llama  [author] 9 Jun, 2019 @ 7:15pm 
@Classic Reggie

You'll have to modify the variantmeshdefinition for your unit to add the gun's appearance. Take a look at my mod under that category, and you ought to be able to figure it out.
Classic Reggie 7 Jun, 2019 @ 9:50pm 
Bit of a dated question. I found your mod after experimenting with adding rifles to ironbreakers myself. I changed the man animation to match the thunderers. My ironbreakers shoot fine but the rifles don't show. Would you know how to get the generic Dawi rifles to show up in that case? or did you have to add your own variant manually? I'm working with TW2 but thought i'd ask none the less.
Odstarva567 21 Oct, 2017 @ 1:31am 
ok thank you very much
Mystical Llama  [author] 20 Oct, 2017 @ 3:14pm 
Shoot, looking at it, just wait until October 26th XD
Mystical Llama  [author] 20 Oct, 2017 @ 3:12pm 
@odstarva567

Dwarves don't feature very heavily in TW:WH2, and most mods which make them playable tend to do weird things to the overall campaign.

I'll consider it once things stabilize, or if CA decides to throw in a playable dwarven race. Count on it ;)
Odstarva567 20 Oct, 2017 @ 11:24am 
can you please make your mods in warhammer 2?
Leto 4 Jul, 2017 @ 4:56am 
How can I change their range, just like normal muskets