Total War: WARHAMMER

Total War: WARHAMMER

Stance: Expedition March
29 Comments
Doomjazzer 29 May, 2020 @ 5:59am 
That's a fair point, fortunately the general consensus seems to believe that there's only one more DLC left, so hopefully mod-breaking patches will be winding down as CA move on to WH3.
Fizz  [author] 29 May, 2020 @ 4:53am 
I'm glad you like it. Unfortunately I won't be making the mod for WHII any time soon, as I currently do not have the time to update it with each new DLC/patch released for the game.
Doomjazzer 24 May, 2020 @ 3:06am 
Just wanted to add: I don't own WH2 yet, but had a look at the mods page but couldn't see this mod's sequel. @Fizz any chance of an Expedition March for WH2 one day?
Doomjazzer 23 May, 2020 @ 1:47pm 
I saw the AI use Expedition March for the first time today! A Chaos stack sailed down to Marrienberg and when they came to shore they used the stance and are now encamped outside the city. Refreshingly smart!
pleeb2 3 Jan, 2017 @ 12:41pm 
Is there a version of this mod where we can get this new stance, but not loose forced march?
Drakonhammer 7 Dec, 2016 @ 2:53pm 
Ohh. Wouldn't it be more useful to leave it with the defence against ambushes (to make it an ambush countering stance, for against beastmen for example) & give it a different downside?
Fizz  [author] 30 Nov, 2016 @ 1:40pm 
oh yeah. forgot about that. long time ago I made this mod. So there is a 65% chance you get attacked in an ambush whilst moving or standing after the round.
Drakonhammer 30 Nov, 2016 @ 11:13am 
I thought the stance reduces the chance of an ambush?
Fizz  [author] 30 Nov, 2016 @ 11:05am 
Oh there is a downside. If you get caught at the end of the round by the AI and expedition march is active you have to face an ambush battle. You are still in a marching formation. So they will jump down on you as they please.

So there is a certain risk in it to use it at the end of the round.
Calor 29 Nov, 2016 @ 11:28pm 
Having now played with this mod i think i can never go back <3 thank you for this great idea.
(Gotta agree with Drakonhammer though:
"I do have one question though, is there any chance you would consider adding a movement cost to enter this stance? Otherwise there's no downside to activating it at the end of each/every turn when you finish moving (in default stance) in an area where you would otherwise suffer full attrition." )
Drakonhammer 17 Nov, 2016 @ 3:20pm 
This mod is perfect, I honestly can't play the game anymore without it.

I do have one question though, is there any chance you would consider adding a movement cost to enter this stance? Otherwise there's no downside to activating it at the end of each/every turn when you finish moving (in default stance) in an area where you would otherwise suffer full attrition.
Erroneous Lex 20 Oct, 2016 @ 6:32pm 
I feel like a dirty cheater since accidentally discovering how useful this is for my new VC campaign.

Thanks for updating it for the newest DLC today!
Fizz  [author] 17 Sep, 2016 @ 2:15am 
If they changed forced march in the radious mod then it depends on which mod loads first. But if they don't override it there shouldn't be a problem.
Fizz  [author] 17 Sep, 2016 @ 12:25am 
Should be compatible with anything.
DopeDawg 16 Aug, 2016 @ 11:21am 
Does it screw up the AI?
I mean does AI still use forced march like it did before?
AngryCupcake 5 Jul, 2016 @ 5:44am 
haha, At first I was like.. cool mod, but na. Then I read "Vigour in battle: FRESH (not tired! ignore the tooltip.)" and I'm like. oh shit, there we go. totally using this.
Steel*Faith 3 Jul, 2016 @ 9:45am 
I tested this mod with mine, and it's fully compatible. I loaded it up and worked fine with my existing campaign.

Thanks for this mod though Fizz, this was a good idea. Cheers!
Fizz  [author] 3 Jul, 2016 @ 12:31am 
That should be a problem with the other mod. Sometimes modders don't clean up their tables they mod and let all the old lines in. That's why incompatibilities happen.

You can ask the modder if (s)he wants to look into that.

Expedition March should be campatible with anything as long as forced march remains untouched by other mods you use.
Queco Jones21 2 Jul, 2016 @ 9:33pm 
Hi, first gotta say I love your mod. It helps so much in dealing with the AI. Now, since the patch, your mod for me does not activate. I unsuscribed and suscribed again, but it doesnt change the march stance to expedition stance. Only mod I also activate that might affect it is the Steel Faith mod. Do you know if its not compatible with it?
Fizz  [author] 14 Jun, 2016 @ 9:00am 
alright. I will look what i can do. You are right. I found some mods that do quite well with handling the road runner ai. In Attila there was no mod like that, so I just continued the way I did it back then.

the idea is good. But that should be a mod on its own then.
Lyvewyrez 13 Jun, 2016 @ 7:21pm 
Is there anyway of having both? There are times when I need to get the fuck to the other side of the map ASAP, where forced march is absolutely a "life saver" (literally town defence). But I really like the idea behind this safe stance.

I'm currently using the full-cost forced march mod, which does a good job of removing the bull shit use by the AI of jumping into forced march after doing something by making it require 75%/100% of movement to initiate it. I'd love to add your mod as an additional stance especially for VC or when I know someone is laying an ambush nearby.

As someone who has fiddled around with the stances what do you think of this idea I've had where forced march has reduced campaign movement for every consecutive use. So after say 3 turns it actually has less movement than no stance, but for each turn used your troops suffer reduced damage done or leadership for 1 turn per use, stacking up until not using the stance.
Fizz  [author] 11 Jun, 2016 @ 1:09pm 
well... uh yes, sure. But there are already other mods that do that.
SQW 11 Jun, 2016 @ 10:25am 
Just significantly increase the attrition rate of force march and the AI will reconsider the duration it plays hide and seek in your land. Given how badly AI fares in battle, if we are able to catch the AI easily, the game becomes a cake walk. Alternatively, the 10% bonus movement rate in your own land mod also solves this kiting issue nicely.
Fizz  [author] 11 Jun, 2016 @ 2:41am 
changed stats:

campaign movement range: -15 to -20
Attrition resistance: -75% to -60%
Ambush defence cahnce: +80% to +35% (wasnt sure at first if tthe chance will be added or exchanged for the new value. it is an addition)

Fizz  [author] 10 Jun, 2016 @ 11:55pm 
I am still in testing with the bonuses. I also think already the 80% ambush defence chance is too high. That's nothing I can't change and polish in future updates. This is a community mod so feedback is well appreciated to make it better.

But keep in mind that there are lots of negative aspects to even the bonuses out. You can't recruit, you can't attack, you can't go into camp to replenish after marching and you have less movement range. That makes it very specialized to use... and thats what stances are for.
Xeryx 10 Jun, 2016 @ 4:38pm 
The AI will not use it. I am using a similar mod already. However this mod is unbalanced. There are skills for attrition, ambushes and sight so this is WAY OP plus why not have a movement bonus!
Sin-SAsian 10 Jun, 2016 @ 3:48pm 
Cool! I'll check this out. Hate playing cat and mouse with the ****ing AI
Fizz  [author] 10 Jun, 2016 @ 3:43pm 
well that was never the case with Safe March in Attila. The AI never used it like it used forced march.
For Expedition March I can't tell right now. Cause I just made it and tested just the technical function so far. But I doubt that the AI uses it like forced march to run away. It always knows how far it can go before getting catched. It doesn't pretend that it has still the 50% more reach available it had with forced march. So should be fine with AI behavior.

On the other side I also doubt that the ai will use expedition march at all. It is a stance for special situations and the AI won't see the use in it like the player does.
TROCH22 10 Jun, 2016 @ 3:27pm 
So if the AI is running away like normal. would it now be in this stance? Being its replacing force march?