Total War: WARHAMMER III

Total War: WARHAMMER III

Enhanced Cavalry Breakthrough
113 Comments
Vedat Çölgeçen 28 Jun @ 10:53am 
Update pls
叁柏 28 Jun @ 4:29am 
可以有仅玩家使用的版本吗请问
Chris.T 13 Jun @ 4:05pm 
Anyone using this currently tell me how balanced this feels? Really can't stand how badly Cav charges are in this game and how often units get stuck for no reason but from comment it seems this mod breaks balance and make them insanely OP especially chariots?
joe 6 Jun @ 9:38pm 
Absolute staple of a mod, truly a must-have. Installed this mod when it was released years ago and haven't had it out of any of my campaigns load orders ever since. This is how cavalry and chariots should feel. They felt like a wet noodle before.

Sigmar preserve you, maker(s) of this mod!
KCrazyZ 5 Jun @ 11:13am 
该MOD是否对战车部队生效导致战车部队异常强力?
CheesyRamen 4 Jun @ 2:01pm 
@Aaron, it feels like mass has diminishing returns with this mod. Mounted lord/hero charges feel even worse.
Aaron 4 Jun @ 7:17am 
I like the mod but monstrous cav seem to become weaker than normal cav in a lot of circumstances. Any advice on that?
甜不辣 26 May @ 9:46am 
兼容atc吗老哥
Flechazo 25 Mar @ 10:49pm 
tks bro
Monoolefine  [author] 25 Mar @ 8:03pm 
Yep, updated:steamthumbsup:
agent.theory 25 Mar @ 3:51pm 
Crashes the game in version 6.10. Worked great before that! I think the point of these update patches is to make as many mods incompatible as possible.
Monoolefine  [author] 12 Jan @ 5:24am 
Well, it's always working, but some overhaul mods have their own rules.
Chubbynator 22 Dec, 2024 @ 5:02am 
does this mod need an update?
浮夸s 8 Dec, 2024 @ 6:48am 
好!早就受不了那傻啦吧唧挤来挤去的战场了!
Monoolefine  [author] 3 Dec, 2024 @ 2:15am 
很抱歉,修改的是全局参数,它无法单独作用于局部,因而做不成仅玩家生效的版本。
Azur Costin 6 Nov, 2024 @ 3:54am 
能做出仅玩家生效的版本吗大佬:steamhappy:
CheesyRamen 19 Sep, 2024 @ 9:28am 
@R0ses, read the description. There’s a less enhanced version which is somewhere in between this and vanilla. And if that’s still too much just use vanilla charge.
R0ses 19 Sep, 2024 @ 8:32am 
charge is too strong can you nerf this? i am your fan
CheesyRamen 19 Aug, 2024 @ 9:08am 
@Mum-Ra, I'm pretty sure this improves chariots, monsters, cavalry, everything. It's a rework of the collision formula and is unit type agnostic.
Mumm-Ra 15 Aug, 2024 @ 1:00pm 
any good alternatives with chariots?
WDNMD 10 Aug, 2024 @ 3:16am 
大佬mod原版都已经不生效了求更新
Geass 16 Jun, 2024 @ 1:51am 
sfo不生效,已经确保顺序在sfo上面了,求适配
Irithyl 18 May, 2024 @ 6:43am 
how to activate this mod with radious?
Irithyl 2 May, 2024 @ 8:06am 
love this mod thanks for the fast update!
Ensrick 21 Apr, 2024 @ 1:58pm 
"charge_cool_down_time" has been replaced by "charge_decay_duration" as of patch 4.2.0

I had to manually tweak it get a 15 second charge bonus instead of the default 13 seconds.
谢谢你狗子 22 Feb, 2024 @ 8:06am 
大佬,骑兵质量加回来啊:steamhappy: 更致命的骑兵冲锋催更
谢谢你狗子 6 Feb, 2024 @ 11:01pm 
没有你的mod这个游戏都没意思了,期待战锤3版的致命骑兵冲锋:steamthumbsup:
Nisenzi 20 Jan, 2024 @ 7:20pm 
When people say , " put the mod after another mod" does it mean under? Lets say grimhammer is number 25 , do i put this after 25 or before 25?
Im using the custom wh3 mod manager from github btw
acedefective13 10 Jan, 2024 @ 7:55am 
damn playing with this mod as Bretonnia is really fucking awesome, thank you so much for this!
星火飞扬 6 Jan, 2024 @ 7:06pm 
大佬能不能出一个sfo的版本。sfo的骑兵冲锋好像还是太弱了。
Saber.Alter 5 Jan, 2024 @ 4:27am 
这个好像覆盖不了R大的模组 除了R大以外基本都可以正常使用 究极阵型的反制冲锋也会正确生效不用担心被撞烂的问题 作者大佬能不能说一下R大模组不生效的原理?
coconutkiller14 27 Dec, 2023 @ 8:40am 
does this mod help chariots and single entities with collision dmg too?
TRIALON 31 Aug, 2023 @ 2:15pm 
@Prophet Of Merci You can tone down the damage by using the slow battles setting in SFO plus the mod "No more yeeted units". Or default battle pace but with the less enhanced cavalry breakthrough with the latter mod I mentioned. A lot of the damage cavalry deals with the cav breakthrough mod comes from the fact that charged infantry units fly some ridiculous 100 metres through the air, land hard and can't fight back before they get back up.

With the "no more yeeted units" mod installed, units will get run over instead of getting sent flying. This way the charge no longer looks movie-like over the top and your cav units won't just sweep through infantry formations like thin air, mass will be also more noticeable on low-tier infantry units. The damage will still be fine and more even with different infantry units, just no longer over the top.
Prophet Of Merci 21 Aug, 2023 @ 10:25am 
Due to the enemy not slowing them down and the cav running through the opponent, just add more buffs to mass, charge bonus, and/or speed/acceleration, and they will kill just about everything.

Mind you, this also applies to enemy cav. Boar Boys are effin DEADLY, and enemy cav should almost always be focused. Not sure about hound units though, including spider/wolf riders.

Airborne units with a bunch of mass like wyverns, gryphons, and other big baddies land awfully hard as well, killing tons of enemies and nearly crushing 2/5 of an entire unit before they make their first swing.

Its nasty, and i enjoy it. Though cav micromanagement with a single unit of cav (tier 2 and 3) can easily route 6-8 other units solo. Just keep that in mind.
Prophet Of Merci 21 Aug, 2023 @ 10:20am 
So ive been using this mod, and hooooooooly sh*t.

1 single unit of calvary got 1900 kills. I have a formations mod that increases their mass and accelleration when charging by 25%, and these guys run through everybody, and dont stop...not even a little.

1 unit of cav, the only reiksguard i got, got 1.9k kills in a single battle against skaven before they ran off and shattered.

They literally charge into a group HARD, and kill tons of enemies, then if you target another unit nearby, they immediately accelerate to the next unit and kill them. Keep chaining units near eachother and they will get hundreds of kills in under 15 seconds.

Playing on ultra unit size and very hard difficulty by the way, and i got 315 mods installed whilst using SFO.
Buff_Cosmo 25 Jul, 2023 @ 6:56pm 
Big fan of what you are doing. What effect does this mod have on the vanilla cavalry getting stuck on units and thus being unable to disengage? Does it happen less because of enhanced mobility or more because of higher formation penetration?
endofanty  [author] 30 Jun, 2023 @ 6:27pm 
I think it's the former, the vanilla game is the official balance, and this mod strengthens the charge. This mod can be disabled during campaigns without damaging saves.
kevinwend 30 Jun, 2023 @ 3:48am 
Hello. Does this mod makes cavalry charges too powerful or is it balanced for a challenging campaign?
endofanty  [author] 27 Jun, 2023 @ 11:34pm 
是的,它将作用于全部单位
巨兽加强了吗?
Monoolefine  [author] 23 Jun, 2023 @ 7:01am 
@icyricee: Yes, it should always work.
Monoolefine  [author] 23 Jun, 2023 @ 7:00am 
战场规则修改将作用于战斗地图中的全部单位
垂死塑料 17 Jun, 2023 @ 12:44am 
您好,想问一下这个MOD是只对玩家生效的吗?还有半人牛这种不知道算不算骑兵的单位生效吗?
icyricee 25 May, 2023 @ 5:21pm 
does this still work?
CheesyRamen 27 Apr, 2023 @ 12:33pm 
@EFRIM JEZEROVSKY, it affects all units including infantry. It’s rework of the collision formula and is unit agnostic. I will admit however that monstrous cavalry don’t notice the benefits as much as regular cavalry but idk if that’s a speed, size, or entity count issue.
Kota ti ga Smota 27 Apr, 2023 @ 12:13pm 
Does this work with demigryphs also? I have noticed a big change with regular cav but demigryphs seem lackluster..
agent.theory 23 Apr, 2023 @ 9:46pm 
It definitely works. Heavy cavalry plows right through a line of infantry (as they should!).
VK30.02DB 21 Apr, 2023 @ 2:21am 
巨兽的话怎么算呢
Inabyssia 17 Apr, 2023 @ 11:08am 
這模組完美呈現回阿提拉的騎兵衝鋒了,必須裝...不然騎兵根本不存在,沒裝前騎兵除了讓遠程啞火跟反偷背、卡大型外毫無作用
Mathayus 15 Apr, 2023 @ 4:59am 
Doesnt really feel like this mod is making a difference at the moment; Skullcracker has a mass of 10k (so it says) and can't even charge through a group of skaven