Total War: WARHAMMER III

Total War: WARHAMMER III

Factional Favoured Regiments
127 Comments
Crimson ReapeR 13 Jun @ 12:06am 
quick question, can you make another version that removes the cooldown or adds the units to their starting army? i say this because i just really want to make a Sigvald army full of mirror guard lol
Alshua  [author] 30 Apr @ 2:12am 
New Modded Factions
* Added support for Lost2Insanity's We'z Speshul: Da Howlerz

Changes
* Changed Skrag's favoured regiment from the Sky-Striders to the Amblepeak Yhetees (partly because CA implemented some of the buff I had Skrag giving them as baseline)
* Skarsnik gains Durkit's Squig Hoppas in addition to his Da Warlord's Boyz, as the latter is one of the weakest RoRs in the game
* Greasus's upgraded Snowhorn of Mourn active ability now also grants Flanking Immunity
* Fixed Skarbrand's bonus again
* Minor adjustments
Vojd 8 Feb @ 6:37am 
Great! Into the base game! Besiege the developers of unwashed pigs who don't play their own game and have created a wretched action game for kids!
Alshua  [author] 6 Feb @ 2:49am 
New Modded Factions
* Added support for grackul's Heroes No More: Skarr Bloodwrath
Fixes
* Updated to fix compatibility with Cataph's Southern Realms
* Fixed Skarbrand's bonus
Dux 2 Feb @ 1:11pm 
Great concept. Love your mods.
Alshua  [author] 2 Feb @ 7:55am 
@Picasso Sparks - Yeah, I think that's a great side effect of the system.

@Sombidy - Yep, and it includes the new Legendary Lords.
Sombidy 1 Feb @ 10:54pm 
is this updated for 6.0? Thank you for ur hard work!
Picasso Sparks 30 Dec, 2024 @ 9:13am 
Just a lovely bit of flavor and makes me more likely t *use* my faction's favored RoR as a standing member of the army rather than using RoRs as emergency insta recruitment fodder.
Alshua  [author] 12 Nov, 2024 @ 12:17am 
New Modded Factions
- Added support for numerous playable factions from Skaven Clans
Fixes
- Small improvements to text consistency
Alshua  [author] 5 Jul, 2024 @ 2:26pm 
@Tucanonerd - Is there a reason the Doomseekers are more connected to Malakai than the other Slayers, other than that they came out during the same DLC? I am considering being generous to Ungrim and letting him increase cap on multiple Slayers RoRs.

@doutreleaun - Thank you. The philosophy of this mod is to follow lore over game mechanics. Miao Ying lacks a really strong connection to any of the RoRs, so I chose to associate her with the one tied to Cathay's capital, as Miao Ying is the favorite daughter of her parents. The Crossbowmen RoR, which came out more recently, is tied particularly to Miao's mother, so perhaps it could make sense as well.
Alshua  [author] 5 Jul, 2024 @ 2:26pm 
@JP - This mod is already pretty great for making the AI actually recruit their favoured regiment, because by increasing their cap, it means that once some random ally of their race recruits the regiment, they will be the only ones with the unit cap available to get it. The main issue is that AI has trouble getting their characters to high levels, and so may take a long time to unlock most RoRs. However, I will think about your suggestion of encouraging AI even more.

@Pop000100 - Thank you, should be fixed.
doutreleaun 25 Jun, 2024 @ 10:11am 
hello Alshua first great mod very good work but i have a question for miao ying it wouldn't be better if she had the celestial crossbowmen as renon's regiment since her strength is the shooting units it's more logical no?
Tucanonerd 1 Jun, 2024 @ 3:24pm 
Ungrim should also get all Slayer Units, and maybe Malakai should only get Doomseekers plus the Gyrobomber
Pop000100 29 May, 2024 @ 1:26pm 
Ironhand's bull centaur renders are gaining physical resist instead of ward save
Dante 28 May, 2024 @ 9:53am 
+1 forgot to add, maybe the script should only work for AI LL’s*
Dante 28 May, 2024 @ 9:51am 
Suggestion

I reckon it’s a great mod the only problem is the AI. They will not necessarily always recruit their RoR (from my experience).

Perhaps a simple script mod that will automatically add a “1 unit of favoured regiment to the specific LL” on campaign start and on LL respawn (back from being wounded).

Since the above script would technically take 1 unit cap, that should allow the AI to do whatever they want to the other unit cap but this would soft-force AI’s LL to actually have their favoured regiment at all times.

LL’s having a permanent RoR on their army even after respawning may sound unbalanced to some, but to each their own?
Alshua  [author] 11 May, 2024 @ 2:12pm 
Update
New Factions
- Malakai Malakaisson favours all Slayer regiments of renown with a Missile resistance buff, representing his unusual ranged/Slayer combination of personality traits.
- Tamurkhan the Maggot Lord favours the Rotting Riders (Rot Knights) with a Missile resistance buff as well.
New Modded Factions
- Mahaduvha, the Deva of Blood favours The Marquis of Masochism (Keeper of Secrets) with a special buff that inducts them into her cult (Poljanan's Sect of Akhalee )
Fixes
- Kugath Plaguefather's extra Nurgling RoR unit is now properly available (thank you, Sithdude, for the report)
sithdude 9 May, 2024 @ 6:03pm 
Hey just so your aware at the moment Kugath can only recruit one set of his nurgling ror instead of two. Checked it with all mods but this one deactivated
RobbySin 5 May, 2024 @ 4:55pm 
Any progress with Malakai and Tamurkhan? :) <3
King of Clubs 2 May, 2024 @ 6:11pm 
Hi @Alshua, I have a request but i am not sure of it is possible, is there a way that you make the tomb kings increase the tomb kings (Legion of Legends) unit cap, more than (+1), ƪ(˘⌣˘)ʃ
Alshua  [author] 30 Apr, 2024 @ 10:06pm 
5.0 (Throne of Decay) Update
* Epidemius favours the Festering Stooges (Plaguebearers) .
* Kugath Plaguefather has been changed. He still favours the Frolickers Bubonic (Nurglings) , but lost the Festering Stooges to the more closely linked Epidemius. Since the Frolickers are fairly weak, he has been allowed to have two Favoured Regiments, and the second has been changed to Uncle Furuncle (Great Unclean One), as Kugath is a Great Unclean One himself.
* Elspeth von Draken favours Grundel's Defenders (Spearmen) , as they are a Nuln-based regiment.

Malakai and Tamurkhan are still pending.

@NoMalarkey - Elspeth has been fixed.
NoMalarkey 30 Apr, 2024 @ 6:50pm 
Not seeing a 2nd unit of Grundel's spearmen in an Elspeth RoC campaign. I see the text in the campaign selection menu, but doesn't seem to be in game.
Alshua  [author] 21 Apr, 2024 @ 12:47pm 
New Modded Factions
- Added support for the many new Norscan factions in Tribes of the North
Alshua  [author] 27 Mar, 2024 @ 9:11pm 
New Modded Factions
- Added support for the two new IEE factions in Marienburg
- Added support for Legions of Nagash
Alshua  [author] 27 Mar, 2024 @ 9:11pm 
@Behrzerker - I will at least take a look at Beastmen again at some point. Until we have another Minotaur lord I tend to think of Taurox as their "representative" among WH3's Beastmen.

@GAVACHUBBS - How strange, it suddenly works with Nagash.
Bone daddy. Ainz Ooal Gown 27 Mar, 2024 @ 6:18am 
Does it work with Nagash?
Behrzerker 10 Mar, 2024 @ 12:37pm 
Also, on a side note regarding Taurox, of course I wouldn't mind him at all having minotaurs instead of a ghorgon as favoured regiment, but only if those said minotaurs where either khorne worshipping, or at the very least "classic" minotaurs, however they're far from it. The Butchers of Kalkengard really have that special vibe and design of their own that is very specific to Ragush and its Redhorn Tribe, therefore I still stand by what I said earlier. So even despite Ragush not being a vanilla legendary lord, I still consider that the Bloodbrute Behemoth would better suit Taurox than the Butchers.
Behrzerker 6 Mar, 2024 @ 7:28am 
Alternatively, you could give Khazrak one of each regiment, so that instead of the two regiments of Destroyers he has at the moment, he would have only one of them, and one of the Manrippers. Or the Black-Horn's Ravagers if you think that would be a bit too op, which I could definitely understand, since keeping balance fair is also important.
But in that case you may consider giving the Manrippers to Malagor then, in order to avoid duplicates (or to Morghur if you really wanna stick to the lore, it's up to you).
But overall I think that would make a good compromise.
I just feel that the Manrippers should belong to at least someone, you see ?
So what do you think ?
Behrzerker 6 Mar, 2024 @ 6:35am 
@Alshua
I have to admit that Khorrok's Manrippers are in the lore more affiliated with Morghur than with Khazrak actually. However I find it a shame that the legendary beastlord and leader of the bestigor herd himself is only left with some ungors as favoured regiments, that's about it. Besides the fact that the Manrippers are no one's favoured regiment at the moment. And if I had to choose between them and the Destroyers of the Drakwald, even by taking the lore into account, I'd still choose the Manrippers over the Destroyers for sure. And one must also admit that Khazrak having bestigors instead of ungors wouldn't be so much of a hit to the lore, honestly. But I get your point.
DDkiki 6 Mar, 2024 @ 4:15am 
@Alshua
I get your point, problem is that you dont really want to use this unit as Skrag with tabletop caps, so my experience as ogres and your mod+my mod collection was kinda iffy due to it.

And gorgers are in same red line as stonehorns so its pretty expected for him to rely on them in his armies, same as Greasus who can focus on ironguts and can choose whatever for his special and rare units, and crushers are a good choice for him.

I know lore is probably on your side, but gameplay-wise im not a fan at all :<

P.S. its not really a big deal, just sharing experience, otherwise im enjoying this mod a lot and i hope you dont see it negatively ^^''
Alshua  [author] 5 Mar, 2024 @ 9:50pm 
I think some concerns with the RoR choices come from a slightly different philosophy, where the general type of unit is prioritized over the story of the specific RoR. Legendary Lords already (should) have effects that favour their preferred type of unit, and while that often overlaps with the RoR's story, it doesn't always.

I do appreciate the comment about Ragush, for that reason, since it's very focused on the specific RoR, and the comment on Greasus/Skrag, which was more vibe-based. That said, since Ragush is not a vanilla lord, I can't assume players have him. And in his absence... I feel like "minotaur faction leader" (which we only have one of) is more important trait to emphasize for Taurox than "Khorne faction leader" (which we have many of). I recognize that's a subjective call.
Alshua  [author] 5 Mar, 2024 @ 9:40pm 
@Behrzerker - The lore says that "Khazrak the One-Eye is an eternal threat upon the Human lands of the Drakwald Forest," and that's also his starting location in game. The Destroyers of the Drakwald are definitely the best choice for him. Khorrok's Manrippers were the scourge of a forest far away in Bretonnia.

@DDkiki - In the case of Greasus and Skrag, Skrag gets a unit that is linked to his god, since they are scavenging weapons from the Great Maw's "holy" war against the Sky Titans. Lorewise, these scavengers are nothing like the professional standing armies of Greasus, you know? They are "wild," and originate from outside Greasus's vast territory.

The Snowhorn, on the other hand, was captured from the Granitetooth Graveyard, which we know as a place for "treasure hunting." And what ogre do we know who loves treasure?
Behrzerker 27 Feb, 2024 @ 11:53am 
Additionally you may also give the Bloodbrute Behemoth to Taurox instead of the Butchers of Kalkengard, since it's already Ragush of the Bloody Horn's favoured regiment, and should lorefully only be his.
Behrzerker 27 Feb, 2024 @ 11:53am 
Hey, love your mod ! Though may I ask if you could change Khazrak's favoured regiment from Destroyers of the Drakwald to Khorrok's Manrippers please ?
Zovereign 22 Feb, 2024 @ 11:39pm 
Great mod!
DDkiki 17 Jan, 2024 @ 2:11am 
Hello, awesome mod that adds nice flavour to each LL, love it!

But I really feel that Greasus and Skrag should be switched around. Skrag focuses much more on "wild" units so Stonehorn fits him better i think, and Greasus is kinda more about "elite" units of Ogres, which their cavalry is, Crushers are kind of a "mounted Ironguts.
TorquevonThorne 16 Jan, 2024 @ 12:16am 
Does this mod prevent each AI faction to recruit other factions RoR? I don't think it's a good idea for example to make the mirror guard avaible for the Legion of the Gorequeen like in the vanilla game.
Alshua  [author] 12 Jan, 2024 @ 1:27pm 
New Modded Factions
- Completed support for Cataph's Southern Realms by finally adding Lupio Sunscryer , with an interesting effect
- Added support for Cataph's Kraka Drak


@Bishamonten - Thanks! At this point this mod is really stuffed with support for other mods.
Bishamonten 9 Jan, 2024 @ 6:42am 
I deeply respect how fast you are with this
Alshua  [author] 8 Jan, 2024 @ 10:51pm 
New Modded Factions
OvN's Araby
- Sultan Jaffar naturally favours his bodyguard, the Black Scimitar Guards (Palace Guards).
- The Golden Magus , as a seafaring corsair and mystic, favours The Sea Monarch (Sea Nymph).
- Fatandira favours Al Muktar's Desert Dogs . Not only are they desert nomad mercenaries (who comprise the bulk of Fatandira's army in canon), they share a Border Princes origin with her.

Fixes
- Small improvements to text consistency.
Alshua  [author] 7 Jan, 2024 @ 12:05am 
@soulmindproductions - I will definitely be looking to support any new Old World playable factions that have a Legendary Lord. As far as I'm aware none have been publicly released yet; if I've missed some feel free to let me know. However, any existing factions that are also present in the Old World should already be supported. So, to be clear to other users who may be reading, this mod is compatible with the Old World campaign mod.
sigmars_disciple 5 Jan, 2024 @ 10:27pm 
Hey Alshua, this was probably asked before (sorry), but are you planning to extend this to The Old World campaign as well? I guess in any case you'd have to wait until more factions have been nestled in their "final" places, correct?

Thanks and Happy New Year! <3

Amazing that you updated for IEE's LCCP - that mod is pretty badass, isn't it...
Alshua  [author] 21 Dec, 2023 @ 1:51pm 
Big Modded Factions Update - LCCP
- Added all 16 new factions from the LCCP mod
- Added about 3 or 4 missing factions from other mods already partially integrated
Alshua  [author] 2 Dec, 2023 @ 5:56pm 
@treneered613 - This mod does not add any new RoRs. It increases the cap for certain existing RoRs. If you are missing some of the vanilla RoRs, you may be missing the DLC that added them; most RoRs are tied to DLC.
biggyboii47 2 Dec, 2023 @ 12:53am 
where can i recruit them on campaign they arent showing up on my ror list ???
Alshua  [author] 1 Oct, 2023 @ 1:18pm 
Weren't the Eternal Entourage created for Total War: Warhammer III? I was not able to find any lore on them other than what very little is available in-game. Would be interested in a link if you have it.

(Discussing probably easier in the pinned thread listing regiments, though.)
Lokki 1 Oct, 2023 @ 12:13pm 
N'kari getting another bringers of beguilement makes no sense, shouldn't he instead buff the Eternal Entourage Heartseekers since in lore they are n'kari's chosen daemonettes?
Alshua  [author] 27 Sep, 2023 @ 11:52am 
New Modded Factions
- Sarthorael the Everwatcher from medusa0's Demoted Sarthorael favours the Shrieking Skyrays (Screamers) . As someone who likes watching things, a good scouting unit matches his theme.
- Maiden of the Black Lotus from Lost2Insanity's Jade-Blooded Vampires favours the Shadows of Nongchang (Wild Ghosts) . Her faction is Nongchang after all, and they make sense as a more numerous unit.
- Sporctacus from Lost2Insanity's We'z Speshul favours Morgrubb's Mangy Marauders (Wolf Archers) , a pitiful and poorly equipped unit that fits with his dire struggle as an escaped slave.
Alshua  [author] 27 Sep, 2023 @ 7:46am 
Sigvald does still have the Mirror Guard available, with and without this mod, as do Archaon and Kholek. You may be having some unrelated issue.
Willow 26 Sep, 2023 @ 12:24pm 
Sigvald doesn't have the mirror guard RoR, even with the mod :(
I don't understand why CA didn't give them to him, they are litteraly his favoured men. How is he supposed to watch himself fight on the battlefield now and marvel at his own reflection while he slays his ennemies?