Total War: WARHAMMER III

Total War: WARHAMMER III

Elite Knights: Warhammer III
Showing 11-18 of 18 entries
< 1  >
Update: 31 Aug, 2023 @ 9:19pm

Update for 4.0
What's changed:
  • Grail Knight cost increased to match CA changes in 4.0.
  • Tier levels for Grail Knights/Guardians and Blood Knights increased to match CA changes in 4.0

Update: 6 Jun, 2023 @ 7:33pm

Update for 3.1
What's changed:
  • Grail Knight and Grail Guardian costs shifted up to match CA changes in 3.1.
  • Grail Knight armor increased to 120 (matching CA changes).
  • Missile block chance increased to 35% for Royal Pegasus Knights and Grail Knights (matching CA changes).
  • Royal Pegasus Knight Bonus vs. Large 12 -> 15 (matching CA changes).
  • Grail Knight and Grail Guardian weapons AP ratio changed to match CA ratio (still scaled as before in this mod). New values are 22/36 (base/AP) for Grail Knights, 23/37 for Grail Guardians.
  • Blood Knights have had their AP ratio changed to match their Bretonnian counterparts, so that they do not get left behind. New values are 26/42.

What hasn't changed:
  • Grail Knights are still at 24 models (32 on ultra) per unit.
  • Grail Guardians still get Encourage and Guardian.
  • HP scaling for Grail Knights and Grail Guardians has not been increased to CA's levels, but...
  • Bonus stats for Grail Knights and Grail Guardians have not been reduced to CA's levels, either.

Developer note: While the changes to AP ratios in 3.1 have been carried over into this mod (with increased costs to go with them), the Elite Knights version of Grail Knights and Grail Guardians will still have comparatively lower HP with higher attack and defence stats to compensate, resulting in units that perform better when engaged in melee combat but which are more susceptible to focused fire or magic.

Update: 17 Apr, 2023 @ 3:17pm

Update for 3.0
  • Bretonnian units changed to track with CA's changes to the base units in 3.0:
    1. Grail Knights: Melee Defense 45 -> 48, Bonus vs. Large 12 -> 18
    2. Grail Guardians: Melee Attack 50 -> 58, Charge Bonus 38 -> 50, AP Damage 18 -> 28
    3. Royal Pegasus Knights: HP (per model) 346 -> 360, Melee Defense 40 -> 45, Charge Bonus 65 -> 75
  • High Elf units changed to track with CA's changes to the base units in 3.0:
    1. Dragon Princes (and RoR): Fire Resistance 40% -> 25%
  • Warriors of Chaos units changed to track with CA's changes to the base units in 3.0:
    1. Chaos Knights (swords), all Marks: Base Damage 37 -> 43, AP Damage 16 -> 18
    2. Chaos Knights (lances), all Marks: Base Damage 36 -> 41, AP Damage 17 -> 20
    3. Chaos Knights (lances), Undivided + Slaanesh: Weapons Reach 1 -> 2 (this was already 2 for other Marks)
    4. Chaos Knights (both types), Slaanesh: Physical Resistance 10% -> 5%
    5. +1 leadership for all Chaos Knights, all types and all Marks, including Swords of Chaos (RoR)
  • DB Tables updated as required for 3.0 compatibility

Update: 20 Feb, 2023 @ 9:12am

Updated for 2.4
(no changes required)

Update: 24 Nov, 2022 @ 6:56am

Update for 2.3
  • Blood Knights Leadership value changed to reflect change in 2.3 vanilla (70 > 65)

Update: 25 Oct, 2022 @ 2:19pm

Update for 2.2, Grail Guardian change
  • Previous melee defense buff reverted; Grail Guardians once again get only +20%, bringing their total MD to 70
  • To compensate (and make more interesting), Grail Guardians now get the Guardian ability in addition to their Encourage attribute

Reasoning: The idea here is to make the Guardian version of Grail Knights an excellent support unit in addition to having great staying power in combat.

Update: 22 Sep, 2022 @ 8:14pm

Small Update

The following changes have been made:
  • Grail Guardians: Melee Defense boosted an additional +5 (bringing their total increase from +20% to +30%).

    Reasoning: Grail Guardians just weren't getting quite enough boosts compared to other "Rare Elite" units in this mod. Gaining the Encourage attribute helps to offset that, but they needed a little more... about +5 MD more, I'd say.

  • Chaos Knights (all varieties): Melee Attack/Melee Defense boost lowered to +12%, Weapon Strength boost increased to +15%.

    Reasoning: This is a very minor change that serves to differentiate the boost Chaos Knights get versus the boost Dragon Princes get.

  • Swords of Chaos (Chaos Knights RoR): Melee Attack/Melee Defense boosted to 60/70, which matches the stats of the updated Chaos Knights at maximum rank. HP lowered by 10% to compensate as unit size and cost are both unchanged.

    Reasoning: For consistency's sake, the full-rank RoR Chaos Knights should not have lower melee stats than standard Chaos Knights with veterancy boosts. They will be better in melee now but fare slightly worse against massed ranged fire, which fits the theme of the changes in this mod quite well.

Update: 20 Sep, 2022 @ 1:21pm