Total War: WARHAMMER

Total War: WARHAMMER

Hochland Longrifles Sniper Elite Edition
82 Comments
Zephif cp_dustbowl team 4 Jun, 2018 @ 5:57am 
Is this savegame compatible and does the ai use this unit? thanks for the (possible) reply.
Aztec 31 Oct, 2017 @ 9:15am 
привет сделай этот мод для warhammer 2 пожалуйста
Fire Destroyer 15 Sep, 2017 @ 10:41am 
Good Mod!
Redguard 9 May, 2017 @ 12:28am 
Is it possible to make normal handgunners to look like this unit ? I love the uniqe "dirty" look of it and wish to use more than only 30 men and single unit :)
Aizen2468 27 Feb, 2017 @ 11:10pm 
I love these Hochland rifle men, they look so badass! Any chance you can update them so we can use them with the Bretonnia update? I'd greatly appreciate it :D
[HS]Yellow 3 Feb, 2017 @ 1:09am 
if you could tell me how to install PFM that would be great
[HS]Yellow 3 Feb, 2017 @ 12:49am 
thnx sorry PS
Hugh de Salle 13 Jan, 2017 @ 8:49am 
Sorry you need to add the projectiles table to you mod forgot to say..
Hugh de Salle 13 Jan, 2017 @ 8:48am 
@hunter12262...Too add a rifle to the witchunter , Download PFM , create your own mod and simply add the land_units table , then find the witchhunter in the table change his animation to the same as handgunner .
Next becuse he does more damage than a hand gunner you cant use the same gun you have to create a new projectle in the projectles table name it witchhunter bullet and alter the damage , ap damage and range , you might also want to alter splash damage.

Save and enjoy...the whole process takes 5 mins tops....now you can stop bugging the Author...:steamhappy:
[HS]Yellow 11 Jan, 2017 @ 7:48pm 
Thankyou So much and i understand and im so sorry for being edgy Thankyou So much Again :)
TAS04159  [author] 11 Jan, 2017 @ 12:12pm 
@hunter12262 sorry for the delay. I'm trying my best to mod it in the time I'm allowed by real life. Also, as I'm finding out, modding a hero is somewhat trickier than units because of the various tables i need to pull. I understand your excitement and I will do my best to realize the great idea you've presented to me! :)
[HS]Yellow 10 Jan, 2017 @ 8:59pm 
Hello i was just wondering how the production of the Rifled Witch Hunter is coming along because you confirmed the construction on December 29th and it is now 11th of January and no news so i would like to know. And sorry if im being edgy but im just really excited for this mod because it would be cool to be able to control a litteral singleman sniper like the Elven Waystalkers
Hugh de Salle 30 Dec, 2016 @ 6:06pm 
Nice mod thankyou.
no 30 Dec, 2016 @ 5:43am 
hi, love this mod and all, but i cant recruit in campaign. i will get the ability to recruit, commission the unit and then next turn nothing. the option to recruit disappears as well
[HS]Yellow 29 Dec, 2016 @ 4:46am 
Thank You So Much TocCo your awsome thanks

Your now da best modder ive ever encountered on Total War Warahmmer Workshop now :steamhappy:
TAS04159  [author] 29 Dec, 2016 @ 3:32am 
@hunter12262 Sure why not. Rifle Witch Hunter Coming up
[HS]Yellow 28 Dec, 2016 @ 8:02pm 
Is it possible for someone to give the vannila Witch Hunter a Rifle instead of a pistol. That would be awsome. If you cant do it please tell me so and if possible tell me a modder who can thankyou.
[HS]Yellow 28 Dec, 2016 @ 8:01pm 
Is there a More OP Version?
If so can you please link one so i can install it thankyou
TAS04159  [author] 24 Dec, 2016 @ 5:09am 
@Captain Black I'll give it some thought :)
Professor Von-Wulfen  17 Dec, 2016 @ 11:16am 
Thanks for the update :) Would it be possible to another less OP version of this unit?
Say Range: 180, Less damage, faster load time and unlock same time as hangunners?
TAS04159  [author] 16 Dec, 2016 @ 7:36am 
Has been updated. Sorry it took so long! I had to reimport all the tables and edit the data again :(
Professor Von-Wulfen  11 Dec, 2016 @ 2:22pm 
Please update, my fave unit :)
VanillaFrosting 9 Dec, 2016 @ 12:03pm 
update please
TAS04159  [author] 21 Oct, 2016 @ 9:46am 
Updated for latest DLC
/_Leon_\ 13 Oct, 2016 @ 2:47pm 
Thanks :D
TAS04159  [author] 9 Sep, 2016 @ 6:33pm 
Mod will be updated within the next 48 hours. I just got back from a long business trip, so I need a moment to rest
aarficcc10 9 Sep, 2016 @ 1:29pm 
could you make a all in one mod for your mods thx
Hektor Varvaras {GR} 4 Sep, 2016 @ 9:54pm 
is this up to date with grim and grave ?
Evil Lead 4 Sep, 2016 @ 2:23pm 
Love your mod! Cant wait for the update so I can continue my game!
TAS04159  [author] 14 Aug, 2016 @ 1:25am 
@Wiid sure thing will get to it. Thaknks for the compliments!
Wiid 9 Aug, 2016 @ 8:29pm 
your unit mods are really good. Hope you do some of the other factions. Id love to see someone make and Elite version of Gyrocopters. Like Ace pilots or a red baron.
Wiid 9 Aug, 2016 @ 8:26pm 
Great mod 2 suggestions, can you post a picture of the unit stat card so we can see its stats on the page, and you should add bonus to large to help them really excel at there role of sniping high prority targets like monsters and mounted Lords.
⎝👽⎠ Markus ⎝👽⎠ 30 Jul, 2016 @ 12:24pm 
would it be possible to you to make a version with 60 unit ?
TAS04159  [author] 8 Jul, 2016 @ 9:46pm 
@MMXHellFiRE that's what seemed to happen. Might need more exact testing but I couldn't find anything else that affected accuracy
Ineni 8 Jul, 2016 @ 5:49pm 
In the land_unit_table every unit has an accuracy of 10 no matter if they are dwarfen thunderers (normal accuracy in unit description) or Ork Arrer Boys (Bad accuracy in the unit card) So if you edit this table your unit becomes more accurate?
TAS04159  [author] 8 Jul, 2016 @ 8:02am 
@Pyrosan that is funny indeed. I think I might decrease their ammunition count in the future
Urpog 8 Jul, 2016 @ 4:34am 
It's not all ranged troops, I just moved these guys up to pick off the flanks and they ended up diminishing their army while the AI was set on Very hard difficulity
I'm not really complaining since it's an ez win but lmao
TAS04159  [author] 8 Jul, 2016 @ 3:06am 
@Pyrosan Interesting. I dunno if its a mod but for me when I hav no arty and my range units move up to get in range, the enemy starts advancing too
Urpog 7 Jul, 2016 @ 7:43pm 
You can break the AI with these guys if you use no artiliery in your army
They don't advance if you keep them at range, archers can't respond due to the range

GG.
Wish they were better in melee though
TAS04159  [author] 1 Jul, 2016 @ 5:03pm 
@jordandewig yes you can use these units in the campaign as well
jordandewig 1 Jul, 2016 @ 3:19pm 
does this mod can play in campaign ?
TAS04159  [author] 1 Jul, 2016 @ 6:12am 
@DiViNE NeKO: I couldn't keep my subs waiting too long lol
DiViNe NeKO 1 Jul, 2016 @ 5:53am 
wow quick response, I was just about say other version of this ' Wild Hunt ' is working, nice see your on top of this update crisis
TAS04159  [author] 1 Jul, 2016 @ 5:50am 
@DiViNE NeKO : Hey, I just reupdated it cuz I forgot to fix the main_entity entry in the land_units tables. Had to add this little line _blood_dismembers to it. It should work now, just tested it myself as well with only that mod on.
DiViNe NeKO 1 Jul, 2016 @ 5:48am 
Still getting a startup crash for me, could be a mod conflict im not sure tryin redo my entire mod list with this update broke about 1/2 my list
TAS04159  [author] 1 Jul, 2016 @ 5:35am 
Mod has been updated for latest patch!
Aften 1 Jul, 2016 @ 5:08am 
Thanks for the update keep up the good work !
Zen 1 Jul, 2016 @ 4:25am 
Thanks!!!
TAS04159  [author] 30 Jun, 2016 @ 11:50pm 
Mod will be updated in a few hours! Sadly still at work :(
Aften 30 Jun, 2016 @ 7:08pm 
Hi my dear ! Unfortunately the game crash due to the last DLC. Any idea when you gonna fix it ? Thx for your work !