Total War: WARHAMMER II

Total War: WARHAMMER II

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Attack Move and Counter Charge (WH2)
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Tags: mod, Battle
File Size
Posted
Updated
180.284 KB
10 Aug, 2020 @ 10:03am
22 Mar, 2023 @ 8:45am
17 Change Notes ( view )

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Attack Move and Counter Charge (WH2)

Description
This mod is for anyone who has wished you could give your units standing orders so that they could do the most basic tasks without constant supervision.

Now also available for WH3.

How do I use this?
  1. Select some units.

  2. (optional) Give a move order. You need to unpause briefly... You no longer need to unpause if you have the latest update! :)

  3. Use the hotkey or press the button. Yes, do this after your move order unless the unit is already ordered to be where you want it to be and you are just turning on counter charge.

  4. This mod saves the ordered location for each unit, locking it in.**

  5. This mod frequently checks to see if your unit should attack nearby units.
    • When there are no appropriate targets, the mod will reorder your units to move toward the locked-in destination.

  6. When your attack-moving unit reaches the ordered position, the attack-move order turns into a counter charge order. Your unit will attack any units that come near and then keep returning to its locked ordered location.

  7. IMPORTANT: While this attack-move lock is on, it will override any new orders you are trying to give your units. If you want to give a new move or attack order to the unit, you must unlock the attack order by selecting the unit and using the hotkey or pressing the button.

**This mod cannot determine if you've shift-clicked some orders. It will just lock in the final destination and all the other orders in between will be lost (unless your configuration has a sufficiently big "chasing adjustment", perhaps?).


You'll notice that is a little different than other RTS attack-moves

It is the best I could come up with given the scripting limitations for this game. If you are curious or if want to help me think of better workarounds, I invite you to check out the discussion about scripting limitations.


What hotkey does this use?

You can use whatever key combination you want. By default, this mod uses whatever you set in "Save Camera Bookmark 7" (which is usually not set to anything). I personally use Z, since I don't ever use Z to control the camera.

If you don't want this mod to piggyback on your "Save Camera Bookmark 7" hotkey, you can configure this mod.


Disabled by default during siege battles

By default, this is disabled during siege battles since this mod doesn't know how to handle walls. You can enable it during siege battles using a config option (see below). Attack-moving units that can't climb or fly over walls will stand like confused puppies at the base of the wall if their target is on the wall.


Optional Configuration

This mod should work without you doing anything with configuration. However, you can customize a lot of variables between battles using either the new MCT or a text file.


Pairs well with...
Find Idle Units


Compatibility
Saved Games? Yes.

Other mods that DON'T run scripts during battle? Yes, definitely.

Other mods that DO run scripts during battle? Yes for most. No for some. Examples:
  • YES: Find Idle Units, AI General II, Counting Skulls, Quick Spell Menu, ClickNFight, etc.
  • NO: Spectator Mode II (use AI General II instead)

Please let me know if you find another incompatible mod so I can list it here and/or work with its authors to fix the incompatibility.

Technical compatibility details for curious modders


Multiplayer
This works in most multiplayer situations. As with all mods, this mod will only work in multiplayer if you and the person you are playing with have the same mods enabled, and have no extra mods in your data folder. (Otherwise, the game will say you have a version mismatch).

The only multiplayer issue I know of is that during multiplayer cooperative campaigns, this mod will only work for the player who has an army in the fight. If you spectate your ally's battle and your ally gifts you units, this mod will do nothing for the spectator. You can still play as normal, though, and the original player will still be able to use attack move and counter charge like normal.
Popular Discussions View All (3)
2
10 Aug, 2020 @ 4:02pm
PINNED: How do I use the configuration options?
paperpancake
1
4 Dec, 2023 @ 8:05pm
Scripting limitations preventing the perfect attack-move
paperpancake
0
10 Aug, 2020 @ 6:06pm
Technical compatibility details for curious modders.
paperpancake
49 Comments
wowhvb 12 May @ 1:55am 
@paperpancake I use this for my frontline squads. This frees me up to micro my cavalry units to harass enemy's range and flank their front line. Before trying your mod, I either had to use a range-heavy army (boring!) or play most battles at slow speed (tedious). Now I can play even important or outnumbered encounters at normal speed. Now my frontline not only can hold but the stronger troops can also help out the weaker ones. And then the cavalry arrives to seal the enemy fate. Beautiful! Also, I can sneak some troops behind their line and tell them to attack move once they are in places. I can forget about them and move on to something else. Thank you again for such a great nod!
wowhvb 12 May @ 1:39am 
Oh man, how did I miss this mod after 500+ hrs in WH2 and thousands in Total War? This makes the game combat 5x more enjoyable for a QoL-spoiled guy like myself. I want to be a general in the battlefield, not a sergeant micro-ing every single squad movement. Thank you so much! And yes, please please bring it to Three Kingdoms!!! Thank you again!
wm.j.olson 17 Aug, 2023 @ 10:00am 
Would be great if you added this mod to Three Kingdoms, Britannia, Troy, and Attila.
paperpancake  [author] 12 Jul, 2023 @ 6:29pm 
@Valour The default is 64 meters if the unit is directly in front and no special considerations apply. More typically it is less because the enemy is at an angle, etc.

It will chase unless the enemy runs far enough out of range.

Some of the settings like redirect_radius can be seen and adjusted in the optional configuration.

The WH3 version is similar and has a YouTube video if you want to see it before trying it yourself.
V 12 Jul, 2023 @ 12:56pm 
When attack moving, how close does an enemy unit have to be to for our unit to attack it? Does it chase the enemy?
paperpancake  [author] 18 Mar, 2023 @ 12:36pm 
paperpancake  [author] 16 Mar, 2023 @ 10:50pm 
I'm almost done porting this to WH3.

After I publish it, I might make a short YouTube video to later add to the Steam page to highlight some situations where this mod is helpful. I'd love to hear from all of you about what you most often use this mod to help you do. Some use-cases I'm thinking of highlighting:

- Guarding artillery from summoned and flying units
- Defending against enemies trying to charge or flank while you're looking elsewhere
- Tell units to keep fighting in an area
- Attack-moving through forests that might have enemies
- Waiting for enemies to get in range before charging
- The chaotic start of ambush battles (esp if you don't want to pause or can't because of Legendary)
paperpancake  [author] 17 Feb, 2023 @ 6:31pm 
@Niki "Plan" might be too strong of a word, but I hope to port this to WH3. Modding is a tricky thing to find motivation for when I get so easily distracted by playing the game for fun. XD

Thanks everyone for the positive comments. I read them all and they help my modding motivation more than you might expect. :WH3_clasp:
Niki1911 17 Feb, 2023 @ 10:30am 
hey, awesome mod!
any plans to port this to wh3 in the future?
TGW 19 Oct, 2021 @ 4:15pm 
Tried the mod itself and IT WORKED! Set F2, loaded up a custom battle and my infantry did their jobs without me having to hold their hands! I'm happy to have helped find a bug, I had no idea and just figured it was some incompatibility with my many enhanced campaign mods.

What's more, I loaded with Adjustable Battle Speed afterward and it worked too, I'm not sure why I crashed earlier since I've changed no other mods. Good enough for me.

Huge thanks man for making this mod and sharing it with the community, this is a game-changer.