Total War: WARHAMMER III

Total War: WARHAMMER III

Dawi Gunpowder Units ( Vanilla 6.X ) ( MCT/TTC Support ) ( REQUIRES ASSET PACK )
527 Comments
Bartcheeks 27 Jul @ 12:01pm 
rainmaker mortar was pretty... underwhelming to use, was quite hyped up to be able to finally build and use them. Dmg feels pretty bad even after taking into account enemy armor.

Same goes to hailstorm rocketeers and the other similar one, just not a lot of dmg for their animation.

Still struggling to find a decent generic army comp using this tbh, or maybe i'm mistakenly expecting a lvl of compstomp that this mod isn't meant for (im used to higher-tech mods allowing fun compstomps)
Geese Hater 22 Jul @ 1:44am 
I noticed that when playing belegar the Ancestor Master Engineer does not have the mount skill tree path(Dramar Hammerfist). Is this Intentional? Sorry if this is a FAQ
Jeanne Duck 17 Jul @ 10:02pm 
Oh ma god, Crazy ass Mod!!!
☢Insanias☢ 14 Jul @ 2:45am 
the M1G1 and M1G2 and brewmaster tank all show up in the recruitment pool twice, and the other tanks like the M1G3 and the barag m2 dont show up. similar happens with some ranged units too
Sköll 28 Jun @ 1:40am 
solved it, apparently you need to load this mod before the asset pack
Sköll 26 Jun @ 5:32pm 
currently causing crashes on startup
♥Darkini blessy♥ 8 Jun @ 3:14am 
Do the units have any Perks? I noticed their section where it tells you Anti-Large or Anti-infantry or Armored & shield is not displaying for me as wondering if they do or they don't since I am looking at other units as they have their own set of perks but for this mod displaying none or if not supposed to
RIDOX 5 Jun @ 5:04am 
unit invisible bro how i fixxxxx that bro ?????
嗷嗷 28 May @ 7:05am 
Artillery: 炮兵单位在招募一个以后 待招募的兵牌就会消失 是不是BUG?? 求改善
Dreadwolf 27 May @ 5:20am 
this is the dawi answer to the WWI Empire mod hehe
-Da-_-Goddess- 12 May @ 12:34pm 
all angklad war machines that needs the foundry and gunsmith forge isn't recruit-able even though their built as malakai.
VicThor 12 May @ 6:09am 
Do the war machine unit benefit from malakai buff?
CHAOS DWARF 3 May @ 11:08pm 
If given sufficient time, would the Zhufbarian Guard and Hammerguard Fusiliers consider adding standard-bearers to make them look cooler?
Brother Bjoth the Drinker 26 Apr @ 12:32am 
does this work for multi player?
GordonTheSeal 24 Apr @ 3:34pm 
muzzle flashes are broken
Mioka 10 Apr @ 4:27am 
Good day, I subscribed to "all modifications" but the mod itself does not work (
Shal Kesh 1 Apr @ 2:37am 
Has anyone noticed if the no friendly fire mod works with this or not cause i swear some of my front line takes damage from getting shot in the back or danger close artillery
Fargus404 30 Mar @ 1:15pm 
Everything works fine except for one thing you can't see the shells at all, you can fix it. I'm not the only one here.
RV_770 30 Mar @ 10:40am 
just WOW !!!

This puts Melakai's inventions to shame..

What an Amazing MOD :steamthumbsup:
HAVOKMACHINE 25 Mar @ 11:58am 
is this mod outdated? or how do you make it work? i got asset pack - i got mod - nothing shows up ingame. how? what am i doing wrong?
Josh.G 22 Mar @ 10:19am 
here's a solid question, you think it's possible to make a mod that adds some of those units for Zhufbar roster ingame?
xenokinglv426 17 Mar @ 5:40pm 
Does/did this work in campaign? Keeps crashing every army attack. Thank you
Lelouch 16 Mar @ 3:39pm 
is there a way to give these mod units more health? they are very underpowered with sfo
Doctor INZANE 23 Feb @ 10:31am 
They used to have very visible projectiles. I think an update in the last few months broke something.
Seeker 23 Feb @ 5:53am 
Is it normal that your units dont have Projektiles?
Church A.I 20 Feb @ 7:49pm 
Nevermind, I am stupid, May I ask that It put in this mods description not to use the Tank mount mod with this one, I totally missed that for like, 2 hours of headscratching
Church A.I 20 Feb @ 6:10pm 
Crashing on startup for me after adding it
Krakenous 19 Feb @ 1:38am 
D3rpy is it possible to limit the number of sound samples from from the ROR laser tank and a few of the other units? In intense battles they cause the game to CTD with the sound effectively becoming overloaded, then no sound at all, then it hangs and crashes. I think it's the number of audio calls from the M1GX ROR. Might be easiest to perhaps either mute the sounds or change it to something that is a single sound, maybe like a breath attack sound sample.
Seeker 18 Feb @ 11:36am 
am i the only one with invisible shoots? Do i to change some configs?
Seeker 13 Feb @ 2:14pm 
the shoots on the Engineer are inviseble only in this pack, the standalone works
Zetsuji 8 Feb @ 11:33am 
crashes game
Sun Bro 6 Feb @ 5:28pm 
loooooove this mod, so cool loooking, but man the whole aim debuff thing with moving tanks really throws a skaven in my gear box, id love some option to remove that
McLovin 2 Feb @ 10:44am 
cant use 3x unit size with this mod
Tactical Weeb 1 Feb @ 10:34pm 
This is a little bit of a nitpick, but the heavy gunners guns having butt stocks looks weird to me.
I mean the way they use they use the guns, they don't use their shoulders to brace the gun.
Removing the butt stock would make it more natural looking, in my opinion.
The way it is now, it looks like a dwarf using a gun meant for an ogre.
BloodandDeath52 1 Feb @ 5:19am 
Also would be nice if some of the units could benefit from Malakai's Advenures. Even a mere cannon can vastly outperform higher-tier arty from this mod.
BloodandDeath52 1 Feb @ 5:14am 
Also for some Reason the Ironhog Volleys have really good stats and can go toe-to-toe with mid-tier cavalry and has mediocre missile damage, so they just..make for mediocre cavalry. It's really, really weird.

I really, really don't think this mod was obsessing over balance so much it made its own units underwhelming; the Griomril Guard and the Regiments of Renown are proof otherwise. Basically every single RoR in this mod is just straight-up busted to a point where they should count as entirely different units from their base forms. This is also quite odd, considering RoRs actually often have very little difference from base units with T9 experience.

I just think the author of this mod underrated how crucial AP is and didn't really playtest the mod. It's quite a shame; the designs of the units are spectacular, and I really want to use the Mountainbreaker without it being a complete deadweight and a waste of a slot.
BloodandDeath52 1 Feb @ 4:59am 
The tanks are...there. Due to their passives, they do pathetic damage while moving, so you need to use them as turrets. They do their job well enough, but they have honestly nonsensical range. 1100 range is...quite something. They don't make for doomstacks, just single-entity cover for missile infantry.

The turrets also...exist. They do a LOT of damage for summons. They are not that tanky, so caution is necessary.

The Dwarf Rocketeers and the Hailstorm Launchers are the strongest entry so far. Not as good as the Irondrake Grudgesettlers, but pretty good. Both of them are Tier 5, but have subaverage AP damage, which seems to be the running theme of this mod.

The Gromrill Guard have some pretty good missile damage, and can just...use Shieldwall. Vanilla gave that ability to T7+ Ironbreakers after researching, but the Gromril Guard just...has it. Also, they are better at defense than Ironbreakers so that's interesting.
BloodandDeath52 1 Feb @ 4:43am 
The Stormbolt Launchers and the Ironstorm battery are just odd versions of Organ Guns and the Cannons. The difference is honestly negligable.

The Thunderlobs are basically Empire Mortars.

The Rainfire Mortars have great shrapnel and impact zone, but has PATHETIC damage. Most artillery have about twice the AP damage as normal damage, but Rainfire Mortars have it the other way around. Even the slightest amount of armor cripples this thing. Exactly like Dragon Princes, and just as shit. Does not belong in tier 5, that's late-game where high-armor targets are galore.

The Mountainbreaker is Garbage Number Two. It is a Single-entity, Single-shot entity that shoots one cannonball. It is useless in Anti-Infantry, period. Against single entities, it does decent damage. However, it has a RELOAD TIME OF 40 SECONDS. I literally could not find any unit in the game that has even half that reload time. You can shoot this tier-5 heap of Garbage exactly once before the enemy gets in range.
BloodandDeath52 1 Feb @ 4:43am 
The balance of this mod is...interesting.
Despite generally being more expensive than the preexisting units, some of the newly added units are not particularly better than said preexsiting units, and in one case just bafflingly bad.

The 8mm and the 20mm Heavy Gunners have absolutely pathetic Anti-large and Anti-infantry bonuses of 5 each, meaning there is next to no incentive to use them against intended targets. The 20mm version appears to be just better than the 8mm in general.
Anti-Large-wise neither of them can hold half a candle to the trollhammer irondrakes., and Anti-Infantry-wise neither of them can hold half a candle any irondrake variant. They appear to be just better Thunderers.
Seeker 31 Jan @ 8:22am 
can i somehow make the options make the projektiles on the gunners more visible. i have mostly every thing on high and have to zoom close to the ground to see the 20mm projektiles? :lovebs: (i just love to see the meatgrinder work)
CodexWarz 29 Jan @ 10:49am 
Game won't launch with this mod enabled, It needs an update.
tonymmo 22 Jan @ 1:19am 
The Gromril Guard is bugged, they dont have a model in battle but they do have a collission box. They dont shoot and they dont attack. They can be beaten by an unit of goblin.
LILSAW 21 Jan @ 11:10pm 
Does this crash for anyone else?
ElectricPOtatoe 9 Jan @ 11:43am 
This is the kind of thing we want hahahahahaahah. Awesome
Bomb.com 8 Jan @ 2:05am 
Please update
EpicDovah 3 Jan @ 5:32pm 
please update, crashes game
berloga92 1 Jan @ 1:17pm 
What could be if dawi were more open-minded) This mode totaly leaves no chance to the non-dwarves)
CodexWarz 29 Dec, 2024 @ 11:57am 
Sadly this one is not compatible with the Radious mods
Azazel122436 29 Dec, 2024 @ 6:38am 
Crashes for me.