Total War: WARHAMMER III

Total War: WARHAMMER III

Vlad's Dominion Faction Project
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Update: 13 Dec, 2024 @ 12:44am

Update: 13 Dec, 2024 @ 12:22am

Balance Update Part 1

Vanguard Legion:
*changed ammo from 15 to 12.
*changed hp from 8200 to 7600
*changed ap ranged dmg from 8 to 7
*changed speed values, walk 1.7 to 1.9, run from 3.1 to 3.4
*changed armour from heavy metal 80 to heavy metal 60
Info:
The vanguard is a t3 hybrid unit with vanguard deployment.
They have a close quarters ranged weapon and they have a decent melee ability. They are pretty much pseudo-missile units..
They deal decent damage to shieldless units but do not deal much damage to enemies with shields. With vanguard deployment they should be used quite mobile, and able to harass the enemy melee troops before retreating. They will be useful flankers, deployed hidden in trees and allowing them to wait till the battle line has formed is a solid strat. Since they are hybrid units they should also not generally win a 1v1 against a t3 melee unit. Before the balance they had a 50-50 chance at beating tzar guard sns, and even if they lost the tzar guard would be heavily damaged. After the update, if the vanguard are left to 1v1 either tzar guard variant, they would lose, and the gs variant would take more dmg than their sns counterpart which makes sense since the vanguard pistol should not be used against shielded targets.

The use of the vanguard units is to counter squishy ranged units, and be able to deflect damage from said ranged units. They can also be used to destroy flanks, and damage light armour infantry
They can be easily stopped if focused with heavy missile
They are also countered by t3 melee units

This unit is as balanced as I would like, I will also check in campaign to see how it performs with variety of other dominion units, as well as how it performs against a variety of enemies



Charger Legion:
*changed speed values, walk from 1.7 to 2, run from 3.1 to 3.5
*changed hp from 8200 to 7300
*changed armour from heavy plate 80 to heavy plate 55
*ammo reduced from 20 to 15
Info:
My initial thought after balancing the vanguard unit is that the chargers seem pretty redundant since they will fill the same roles as the vanguard. So I will aim to fix that with this balance update. Before the update, they were hybrid inf that excelled in both the ranged role and the melee role. They are supposed to be a very similar unit to the vanguard legion. They are faster, and they feature a shotgun that fires twice the projectiles. They also have less armour than the vanguards, less hp and no shield. This makes them quite vulnerable to both t3 heavy melee, and enemy ranged. These units are intended to be a high skill, high reward as they fill the role as an on foot ambusher. Using vanguard deployment, they can be placed hidden in forests off to the sides and they can strike enemy missile units, artillery or the enemy’s battleline from behind. In order to keep them alive the player must be moving them often to dodge enemy charges or projectiles. These units cannot directly 1v1 handgunners and should avoid melee combat with heavy melee troops or calvary



Lightrifle Legion
*changed hp from 8000 to 6800
*changed range from 160 to 145
*changed ap projectile damage from 16 to 12
*changed projectile display to match the fire glaive, added ignition to ranged attacks
*reload time change from 10 to 9
Info:
This was the first unit I made for the mod so of course they were not balanced correctly. The thought behind the Light Rifle Legion was to make a unit that excels in both ranged and melee attack sort of like the fire glaives, however they excelled in ranged too well and were able to cut down lines of infantry before they even got close. The purpose of this update was for them to be on the same level with their closest vanilla counterpart which would be the Fire Glaives. They are essentially a beefed up streltsi unit. The intended purpose for this unit is to allow the player to field a strong hybrid unit to be the bulk of their armies late game. They should be your go to choice when filling the gaps in your armies. Now they should be balanced and able to hold the line and deal ranged damage, but not have the capability to nuke entire armies. Now they should also be supported by melee troops if attacked by damage dealing melee units since they are more fragile now
When 1 v 1 ing their vanilla counterpart, they will lose in a ranged battle since they are much more mobile than the chaos dwarfs and they have 10 less armor. In a 1v1 with streltsi they will destroy them, generally because the streltsi are a trash unit.
To use these units, they should be placed at the front line, and it is optional to have them supported by melee troops (depending on the enemy) Generally it will be expected that they will win a fight against a melee troop rushing at them
To counter them, focus them with missile units who out range them, attack with cavalry, or send multiple melee units against one regiment. Organically a player would not be able to field a large amount of these troops in a single army mid-late game

Heavy Gun Legion
*changed unit count from 20 to 14
*changed projectile display to match the fire glaive, added ignition to ranged attacks

Pre patch, these units are quite broken and will most likely break your campaign and have them in an army as you will win every battle. The goal of this patch was to bring them back to reality, while still making them a strong, relevant t4 unit pick. The thought behind these units was to create a ‘ranged aspiring champions’ type unit. However, the concept alone sounds pretty op so these units will always be strong. Yes, it would be easy to make them a really fragile/weak melee capabilities and strong ranged unit, but being weak wimps does not fit the visual representation of this unit as they are in ultra heavy armour and are some of the strongest Oculon soldiers.
But I will try my best to bring their values to a more balanced state.
The use of these units is essentially a special weapons team that can withstand being attacked. However, they should eventually be supported by your other units since they cannot solo multiple melee units.
For balancing this unit, I took a simple approach and just lowered the number of men that are in the regiment. This resulted in a much lower hp, as well as a general damage output. This type of balancing will be the trend for the rest of the elite infantry, since they were all modeled after the aspiring champions type unit, and if the unit counts are too high then they will be easily broken
These units are built to directly support lords and heroes. They have a strong ranged attack and survivability in melee combat, especially when supported by your lord and hero. When soloing strong melee troops like chosen berzerkers, they will heavily damage them, but ultimately lose the melee combat a majority of the time. Or if they win, there will be less than 5 troops remaining.

Tunnel Paladins (SnS)
No change
Info:
These units are meant to fill the role of heavy melee for the dominion roster. However, unlike most factions they will not be able to get them till t4. But these are still t4 units, and they seem quite balanced in custom battle 1v1s. Against their closest vanilla unit (chosen) they will win the battle at half hp, however if they face Khorne's axe chosen, they will lose and the axe chosen will have above half hp.
As stated these units will fill the role of heavy melee infantry, and will be used to support ranged units during late game. They do have a smaller unit count at 50 for ‘lore’ purposes, as these are some of the utmost elite Oculon troops, there should not be a full 120 troop or 80 troop.
They can be countered with anti inf and calvary



Tunnel Paladins (GS)
No change
Info:
These units are the anti infantry melee units for the dominion. However, I do not think there is a place for them in the roster. Most of your damage in your armies should be from your missile units and war machines. The purpose of adding heavy melee units was to support your mis

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