Total War: WARHAMMER III

Total War: WARHAMMER III

Gorilla's Yeomen and Squire Rework
15 Comments
AwDiddums 9 Mar @ 12:27pm 
Thanks for the swift reply, no problem. I'll also take the opportunity to thank you for all your work for Total War. I use most if not all of the mods you've made, they're really very good!
Gorilla  [author] 9 Mar @ 12:14pm 
@AwDiddums: Thanks for the feedback! I haven't had a chance to play a full campaign with these yet so the balance may need some tweaking. They're meant to be roughly on par with Foot Knights and I tried to mirror the stats of the Foot Knights from the Old World: However I'm not necessarily very good at balancing and I may need to make some adjustments. I'll take a look at it and hopefully get a patch out soon.
AwDiddums 9 Mar @ 12:01pm 
I've been playing a Bret campaign with these as my main and found that they surpass 'Blessed Bretonnia' Foot Knights significantly (can also be recruited earlier, cheaper upkeep etc.).

This is just my opinion, but I feel the Foot Squires are a little overpowered. They are vastly superior to Men-At-Arms and pack-a-punch greater than Empire Greatswords (Tier III). A hypothetical Foot Knight upgrade of these units would be very powerful. Is there any consideration to nerf them?

Love the mod by the way which is why I'm posting this feedback!
Gorilla  [author] 2 Feb @ 5:09pm 
@RIP AND TEAR: Thank you for the kind words!

@b074k: The mod has built in compatibility with the tabletop reskin, just make sure you run that mod first. I'm not going to add Polemen with shields though, plenty of other mods do that including, I think, one of Lily's.
bo74k 1 Feb @ 3:57pm 
Is it possible to add Polemen-at-Arms with Shields to the mod? and is the mod compatible with the tabletop reskin?
RIP AND TEAR 13 Jan @ 2:07pm 
Nice changes Gorilla! I had also just realized you did the War Castle mod lmao, it's so good! It feels like such a fitting unit for the 'wackier' side of Bretonnia alongside the Grail Relique. Running your Bret reskin as well, Lady bless you for all of the goos Bret content
Gorilla  [author] 9 Jan @ 6:12am 
Just pushed a patch adding some of the changes recommended by @RIP AND TEAR. Thank you RIP AND TEAR!

@Eyebags.On.Fleek: Thanks!

@linkfire12: Thanks for your suggestions. I did just buff the contact effect on the Boarspears so hopefully that makes them more worth it. I'd rather not do stalk because then I feel like I'd have to add it to the longbows as well and that could make them pretty OP, but we'll see. I might rename them to Tuskgor Spears in the future, that's a pretty good idea.
linkfire12 5 Jan @ 7:39pm 
I love the idea of a unit explicitly designed to trap enemies in place for cavalry. Eshin triads are maybe not meta, but they are one my favourite units due to how unique they are.

Boarspears are quite expensive compared to regular man-at-arms, so it might be worth buffing the contact effect to make units more vulnerable to cavalry damage. Stalk might also be worth considering. The increased movement speed and vanguard deployment are useful, but catching cavalry might not be possible without stealth.

Alongside the anti-large bowmen and poison arrow tipped ROR, this adds new tools to the Bretonnian roster without making other units obsolete. Only other thing I can think of would be a net throwing ability.

Shield squires could arguably overtake the lineholder role, but without charge defense regular peasant infantry still have a place.

Also, should they be renamed to Tuskgor spears ala Kruber? Perhaps that is too elite a category for peasants who are primarily regular hunters.
EyeBags.On.Fleek 5 Jan @ 8:31am 
Really cool premise great work
Gorilla  [author] 5 Jan @ 6:32am 
@RIP AND TEAR: Yeah, the inspiration behind the Boarspears was actually the Eshin Triads that the Skaven have. I wanted to make a more "offensive" spear unit that you might use for ambush tactics rather than defensive line holders. The contact effect was to make them more support-focused, they could tie up halberd units that otherwise you wouldn't want your knights charging into and effectively nullify them a little bit.

However in effect they're two flimsy to do any good. I'll try and release a patch later today to address what you've told me.
RIP AND TEAR 3 Jan @ 1:53pm 
Regarding the Boarspears I do like the idea behind them quite a bit, with 30 MA on top of their BvL they're a more offensive Spear unit which is an interesting niche.

Perhaps not the most exciting idea, but a simple bandaid solution might be to bump them up to 120 models like their Men-At-Arms counterparts, or increase HP per model if you were wanting their units to be smaller intentionally.

I might also look at buffing their contact effect slightly. I understand the thinking behind it but I'm not sure it's the most useful in practice. Maybe an added small Speed or MD debuff to simulate the unit being gored/wounded.
Gorilla  [author] 3 Jan @ 11:30am 
@RIP AND TEAR: Don't worry about being nitpicky, I really appreciate the feedback. Balancing has never been my strong point so I'll take any and all suggestions into account.

Yeah, for some reason I thought Peasant Bowmen had 120 range, but I see that was a mistake. I'll revert the change and buff up the armor as your suggested. I know the Boarspears definitely need some tweaks so I'll try and have an update to address all this in the coming days.
RIP AND TEAR 2 Jan @ 4:53pm 
Love the additions here, I do have some thoughts on balancing:

Yeoman Archers have 20 less Range than Peasant Bowman, this feels odd to me as they're described as Longbowmen. I think they could have the same Range as Peasant Bowmen and be fine.

Yeoman Boarspears are fun but I'm not sure they're that much better than taking MAA Spears/Polearms for their price. Compared to Polearms you're losing a chunky 1000hp, AP damage, a higher BvL and you're gaining a pretty negligable amount of Speed, LD, MA & CB. The contact effect is interesting but not enough to justify the price imo

Foot Yeoman (all variations) seem to have 5 less armour than MAA units, yet the vanillaYeoman units have 30 armour. I think they could get bumped up to 30 without any issue.

I don't intend to be a nitpicky asshole here, I really love the idea behind the mod and plan to give it a go. Thanks!
Gorilla  [author] 30 Dec, 2024 @ 6:02am 
@linkfire12: Thanks! Really appreciate your compliments. I hoped to reach a middle ground with the balance. I think I overtuned the longbow yeomen so I did nerf them a little bit after release. It's difficult to keep Bretonnia's faction identity in check while also giving them new tools to play with.

This mod is definitely designed to compliment my Bretonnia reskin. I used the same process I used there to have the yeomen match some tabletop models from the 5th edition.

I haven't used the Bertrand mod much but I think it should. AFAIK it doesn't alter any core units and just adds a new building chain with the outlaw stuff. The yeomen might be a little redundant with the outlaws but I don't think there'd be any compatibility issues.
linkfire12 29 Dec, 2024 @ 8:21pm 
I love this, I'm extremely glad to see such high quality modding done for Bretonnia, leaning into both the mundane and mythology, that still retains their faction identity and balance.

I love all the work Lily has put in, but I haven't tried the overhaul after reading its description, as it seemed like it was mostly flat buffs to various aspects of Bretonnia, and lots of new units that remove their intentional weaknesses.

This seems like a nice middle-ground, and I know from your reskin that your models look really polished and high quality.

I wonder if this would play nicely with Bertrand's Brigands.