Total War: WARHAMMER II

Total War: WARHAMMER II

Attack Move and Counter Charge (WH2)
49 Comments
wowhvb 12 May @ 1:55am 
@paperpancake I use this for my frontline squads. This frees me up to micro my cavalry units to harass enemy's range and flank their front line. Before trying your mod, I either had to use a range-heavy army (boring!) or play most battles at slow speed (tedious). Now I can play even important or outnumbered encounters at normal speed. Now my frontline not only can hold but the stronger troops can also help out the weaker ones. And then the cavalry arrives to seal the enemy fate. Beautiful! Also, I can sneak some troops behind their line and tell them to attack move once they are in places. I can forget about them and move on to something else. Thank you again for such a great nod!
wowhvb 12 May @ 1:39am 
Oh man, how did I miss this mod after 500+ hrs in WH2 and thousands in Total War? This makes the game combat 5x more enjoyable for a QoL-spoiled guy like myself. I want to be a general in the battlefield, not a sergeant micro-ing every single squad movement. Thank you so much! And yes, please please bring it to Three Kingdoms!!! Thank you again!
wm.j.olson 17 Aug, 2023 @ 10:00am 
Would be great if you added this mod to Three Kingdoms, Britannia, Troy, and Attila.
paperpancake  [author] 12 Jul, 2023 @ 6:29pm 
@Valour The default is 64 meters if the unit is directly in front and no special considerations apply. More typically it is less because the enemy is at an angle, etc.

It will chase unless the enemy runs far enough out of range.

Some of the settings like redirect_radius can be seen and adjusted in the optional configuration.

The WH3 version is similar and has a YouTube video if you want to see it before trying it yourself.
V 12 Jul, 2023 @ 12:56pm 
When attack moving, how close does an enemy unit have to be to for our unit to attack it? Does it chase the enemy?
paperpancake  [author] 18 Mar, 2023 @ 12:36pm 
paperpancake  [author] 16 Mar, 2023 @ 10:50pm 
I'm almost done porting this to WH3.

After I publish it, I might make a short YouTube video to later add to the Steam page to highlight some situations where this mod is helpful. I'd love to hear from all of you about what you most often use this mod to help you do. Some use-cases I'm thinking of highlighting:

- Guarding artillery from summoned and flying units
- Defending against enemies trying to charge or flank while you're looking elsewhere
- Tell units to keep fighting in an area
- Attack-moving through forests that might have enemies
- Waiting for enemies to get in range before charging
- The chaotic start of ambush battles (esp if you don't want to pause or can't because of Legendary)
paperpancake  [author] 17 Feb, 2023 @ 6:31pm 
@Niki "Plan" might be too strong of a word, but I hope to port this to WH3. Modding is a tricky thing to find motivation for when I get so easily distracted by playing the game for fun. XD

Thanks everyone for the positive comments. I read them all and they help my modding motivation more than you might expect. :WH3_clasp:
Niki1911 17 Feb, 2023 @ 10:30am 
hey, awesome mod!
any plans to port this to wh3 in the future?
TGW 19 Oct, 2021 @ 4:15pm 
Tried the mod itself and IT WORKED! Set F2, loaded up a custom battle and my infantry did their jobs without me having to hold their hands! I'm happy to have helped find a bug, I had no idea and just figured it was some incompatibility with my many enhanced campaign mods.

What's more, I loaded with Adjustable Battle Speed afterward and it worked too, I'm not sure why I crashed earlier since I've changed no other mods. Good enough for me.

Huge thanks man for making this mod and sharing it with the community, this is a game-changer.
Pimpin Pippin 19 Oct, 2021 @ 1:34pm 
thank you for all the awesome mods you make and update :)
paperpancake  [author] 19 Oct, 2021 @ 1:17pm 
@The Great Warrior - I just now updated the mod to fix a bug that was preventing the F2 hotkey configuration from being correctly applied (previously it was almost always using the Save Camera Bookmark 7 hotkey even if you configured it to use F2 or another hotkey). Thank you for reporting this bug so I could find and fix it. Could you try again with the latest update to verify that the F2 hotkey has been fixed for you?

I haven't yet been able to reproduce the incompatibility with Adjustable Battle Speed that you describe. The mods seem to work ok together when I tried them today using just those two mods plus MCT, but I'll keep playing around with it. If you discover anything that might help me pinpoint this, please let me know.
TGW 19 Oct, 2021 @ 9:47am 
This idea intrigues me greatly and I downloaded to try and test it, but it is incompatible with Adjustable Battle Speed and crashed every time I tried to pause the battle until I unloaded that mod.

I also just couldn't get the mod to work afterward - I see it's enabled and have mod configuration settings in MCT, set F2 as a hotkey, but in both custom and campaign battles I saw no indicators above my units, and couldn't use any of the given methods to get any sort of attack-move.
paperpancake  [author] 14 Oct, 2021 @ 5:06pm 
This mod is also useful when you're playing with a range-heavy army vs unit spawns (like Skaven's "Menace From Below" ability). Give your nearby melee units a countercharge lock using this mod. Then when the pesky enemy unit spawns, your nearby melee units will charge the new unit as soon as it is spawned. Once they've cleaned up the enemy, they'll return to their original positions (or attack other enemies if they've dared to venture too close).
paperpancake  [author] 12 Oct, 2021 @ 1:31pm 
@Zed I'm so glad you're liking this. Btw, if you want to change the size of that area you talk about, you can configure the redirect_radius using either MCT or the config text file. You can even make the redirect_radius large enough that the area is map-wide if you want.
Zed 12 Oct, 2021 @ 3:41am 
This mod is 'mwah.'

Takes a bit of getting used to. Basically, give the attack order; and once your units are engaged where you want them to be, press the button on the interface (or use the hot-key if you're not a mouse warrior like me). They'll now cause havoc; but only in that area.

If you want to move them OUT of that area, click the button again (pressing pause while doing this is advised), and move them onto a new target. Once they get where they're going, re-engage that button and sit back and watch the carnage.

This makes the game so much easier to enjoy. It's especially useful on 'mainline' troops, because with this mod your mainline troops become death-brawlers, actively pursuing and finishing fights anywhere with a 25-metre radius. It's especially fun to see your swordsman finish up flanking one unit, then turning on the next one; and the next; and the next.

Brilliant stuff dude. <3 Thanks.
Pimpin Pippin 1 Sep, 2021 @ 10:44am 
Phenomenal!
paperpancake  [author] 30 Aug, 2021 @ 8:55am 
In today's update:

- You no longer need to unpause for your orders to register before turning on Aerial Pursuit. (The cosmetic arrow won't update until unpaused, but the icons will, and the target will be chosen correctly.)

- Added a new configuration option, not_idle_when_countercharge_is_on, to give you more control over how Find Idle Units treats units with countercharge.
paperpancake  [author] 19 Aug, 2021 @ 1:36pm 
@=[NK]= Col. Jack O'Neil My new Aerial Pursuit mod allows you to move flying units on top of other units.
Nobody 2 Aug, 2021 @ 6:26pm 
bless you sir I was looking for so long for this exact thing
Luxmaris 23 Jul, 2021 @ 8:27pm 
Perfectly! Thank you so much.
paperpancake  [author] 23 Jul, 2021 @ 6:20pm 
This update adds mode_after_victory as a configuration option to both the text file and the MCT options.

@Luxmaris Happy early or late birthday or [insert your preferred holiday]. Your wish has been granted. ;) To get the behavior you requested, set the new mode_after_victory MCT option to "report and unlock", which will order any locked units to stop attacking when victory is declared and go to their locked location, and then this mod will unlock them. Let me know how it goes.
Luxmaris 22 Jul, 2021 @ 10:40am 
Yes that right, I am playing Dwarf right now, and they are so slow to chase anything, I just set them to counter charge and let the range do their job. Yes I know that I am too lazy, I can just select them all and turn off the auto attack key. But sometime I just want to roleplay a little bit, for the Dwarf only counter those attack them then return to their post and stand guard, not running around and catching nothing. It is just my selfish wish, so sorry.
paperpancake  [author] 20 Jul, 2021 @ 8:38pm 
The MCT bug appears to be fixed, so this mod can see your MCT settings again. I had to unsubscribe and re-subscribe to MCT to get the latest MCT bugfix, so I recommend you do the same. I have only done limited testing so far, but I've confirmed this mod can see your MCT settings again with that fix (thanks @Vandy!). As always, this mod still works without MCT using either the default settings or the optional text file configuration.
paperpancake  [author] 20 Jul, 2021 @ 11:15am 
@Luxmaris I'm glad you're enjoying the mod. :) I have some questions to make sure I understand your suggestion: Once victory is declared, all enemy units are broken, so those would be the only units you could attack-move to at all, iirc. So in other words, your suggestion is equivalent to adding a setting that automatically turns off all attack-move locks once the battle is won? That would certainly possible if that's what you'd like, though I'd be curious to know why. (Perhaps friendly archers are accidentally hitting the backs of your pursuing units after the battle or something?)
Luxmaris 20 Jul, 2021 @ 12:09am 
Hi, love your mod. While waiting for the fix from Vandy, would it possible to add a MCT settings to turn off auto chasing broken units after the battle end? Thank you.
paperpancake  [author] 19 Jul, 2021 @ 7:58pm 
If you use MCT, please note: the new MCT currently has a bug that makes it so your MCT settings are ignored in some battle mods like this one (it doesn't crash or anything; this mod just can't find your MCT settings). I just spoke with Vandy and he is working on a fix. In the meantime, this mod still works with the text file configuration or with just the default settings.
paperpancake  [author] 19 Jul, 2021 @ 1:29am 
"Updated." As usual, no changes were necessary to be compatible with the recent game update (based on in-game testing and looking at CA's script changes). Now the launcher won't complain about it being out-of-date, though.
=[NK]= Col. Jack O'Neil 11 Jul, 2021 @ 6:04am 
Ok, yeah I was also thinking an ability that would move you within a really small range but then didn't do an action but maybe kept trying to do an action and move closer constantly until you selected another action like drop bomb.

But thank you for your reply, sorry for my late one!
paperpancake  [author] 8 Jun, 2021 @ 7:48pm 
@MOMO & YUNA I do not, since I don't have those games.
paperpancake  [author] 8 Jun, 2021 @ 7:48pm 
@=[NK]= Col. Jack O'Neil Kind of. The same scripting limitations that prevent me from doing everything I want to with this attack-move mod also prevent me from doing exactly what you request. I'm hoping they will address those limitations in TWW3? But idk. However, it *is* currently possible to create a mod that would do what you want if you would be ok with the following steps during a battle: (1) select the unit, (2) use a hotkey, (3) click to move *near* the target unit, (4) the mod locks your unit and takes it over, remembering the closest enemy unit to your ordered location, and it force-moves your units on top of that unit (so you could drop bombs, etc), (5) you would have to use a hotkey to unlock the unit. That's wonky, but it's the best I know how to do with the current scripting limitations without introducing potential irregularities.
=[NK]= Col. Jack O'Neil 5 Jun, 2021 @ 11:24pm 
Her paperpancake,
Is there any chance you could create a hotkey, like ALt + RMB, that force moves, or moves ontop of a unit? For instance with units that can drop bombs, I find it hard sometimeds when the battlefield is a mess being able to right click anywhere without issuing a ranged attack order. It would be awesome if there was a way to force move to that units location (Even better if it tracked the unit), so it was easier to bomb
MOMO & YUNA 17 May, 2021 @ 7:27am 
Do you plan to make this mod and AI General for TW:3K and Atila ?
paperpancake  [author] 16 May, 2021 @ 9:14pm 
Apologies everyone for the late replies.

@MOMO & YUNA I'm glad you are liking the mod. :D

@Mr. Bunny I haven't been able to reproduce the bug you describe. It seems to be working fine for me. Until I can reproduce it, I'm unable to fix it. Could you (or anyone else) tell me more about how you are getting the bug? And does it happen even if you use just this mod with all other mods turned off?

@Yellowboy I'm not certain about the idea you had about flying units and sadly haven't had time to look into it yet. I'm glad you find the mod helpful, though!
MOMO & YUNA 16 May, 2021 @ 2:19am 
I like the idea. It's like the "AI defend" order in Shogun 2 and Rome 2. Thank you very much. You are a life saver.
Mr Chicken 21 Mar, 2021 @ 12:23pm 
This mod is kinda broken, let's say I move a group of units forward there's always some units that instead of just walking directly to that path they will instead move off to the right or left which ends up in them rubbing up against the edge of the map.

Needs to be updated because something is clearly wrong here, the units don't all walk directly where you told them to.

If standing still however for counter-charging it works just fine.
Blublah 2 Mar, 2021 @ 1:14pm 
Hello. I really appreciate your mod as it give more control option and it helps me to not constantly check back and forth while micro other units on the other side of the map.
I am here for a request. If possible I really want to have a button to make !!!!flying unit stay on the ground instead of flying all the time!!!!. I just thought that it might related to your mod and you may have a way to make it happen. I wish the "specific_behavior_type" should have stance like this as a standard not to the point of making a whole new script. please consider to your own convenient and thank you for adding more mechanic to the game.
Shandod 16 Dec, 2020 @ 1:30pm 
Wonderful update, I agree, even better solution! Would love to see that with AI General, haha. Fantastic work, friend, thanks again.
Pimpin Pippin 15 Dec, 2020 @ 4:36pm 
Awesome, thank you very much!
paperpancake  [author] 15 Dec, 2020 @ 3:11pm 
Small update today: This mod now only mutes unit responses if you actually give an attack-move order. There's a new config option you can use if you want to go back to always muting unit responses all the time (in case you liked it how it used to be).

@Shandod Today's update was inspired by your request. It's like what you asked for, but I think it's even better. What do you think?

@Popo I can be slow to implement new features, but I try to squish bugs ASAP. :)
Popo 7 Dec, 2020 @ 4:16pm 
Didnt expect you to fix this issue this fast! Thanks for the update, i'm just glad I can use the mod again haha
Shandod 7 Dec, 2020 @ 3:25pm 
Ah, great to hear the quest voicing is fixed. Might be nice to have a toggle for the unit responses, like AI General does, for when we aren't actively using the mod and won't have to worry about the response spam. Otherwise, LOVE the mod, works great and definitely helps me not feel so overwhelmed trying to keep track of everything. Thanks!
paperpancake  [author] 7 Dec, 2020 @ 12:12pm 
@Popo Fixed in today's patch. Thank you so much for taking the time to isolate and report the bug, and I'm glad you're liking the mod.

If you're curious, the problem was that unit responses during battle and quest battle speeches both apparently use the same volume type. This mod disables unit responses during battle out of necessity, since this mod needs to re-issue commands frequently. But I was originally just turning off that volume type for the entire battle. Today I added a few lines to the script to turn that volume type on during cutscenes and back off if no cutscene is running.)
Popo 7 Dec, 2020 @ 6:15am 
Hey I just want to let you know this mod somehow breaks quest battle speeches as in you can't hear them.

I've had multiple mods enabled but I singled the problem out to this mod(I've only had this mod enabled when testing). With almost every quest battle your lord first gives a VO speech. Every sound in the game is fine except the voice for the speech. Could you mayeb look into it to see what causes this? Thanks!
(btw I love this mod, really helps micromanaging)
paperpancake  [author] 3 Dec, 2020 @ 3:11pm 
Updated. This update fixes a minor bug that was causing the bearing tolerance configuration option to be ignored when using MCT for configuration. (It appears that no changes were needed related to dlc release, so you should be good there.)

Thanks for the positive feedback! Since this mod has been in beta for several months without any reported issues, I'm removing the "beta" designation. Of course, please still let me know if you run into any issues.
Bawlerr 28 Oct, 2020 @ 5:29am 
been wanting a mod like this since launch
thanks so much
Proxy 9 Oct, 2020 @ 12:15am 
Спасибо друг, очень необходимая опция особенно в больших боях где стенка на стенку.
Pimpin Pippin 26 Aug, 2020 @ 9:31am 
I really like what this mod wants to do.
Hopefully TWW 3 will be more modern and have these features.
=[NK]= Col. Jack O'Neil 25 Aug, 2020 @ 9:33pm 
Thanks :)