Total War: WARHAMMER III

Total War: WARHAMMER III

34 ratings
Dying Races - SFO
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graphical
Tags: mod
File Size
Posted
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272.223 KB
4 Feb, 2023 @ 2:18am
1 Aug @ 12:13am
49 Change Notes ( view )

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Dying Races - SFO

In 3 collections by Cerb
SFO Hardcore Mode
76 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
116 items
Description
A mod that helps the elves and dwarfs feel a little more like the dying peoples that they are. Reduces model count of elven units by 33-50% (high elven spearmen are reduced by 50%, most others are around 33%), and dwarfs by ~20-25%. HP is not increased to compensate however they all get bonuses to their skills and other defences.

Elves get additional melee defence (5% less chance to be hit in melee), attack (10% higher chance to hit in melee), physical resist (20% reduced damage against non-magical) and weapon strength (20% more melee damage per hit). Low armored elves get 15% ward save to represent their reflexes when unencumbered, medium armored elves get 5% ward save for their reflexes encumbered. Missile troops get 30% increased missile damage damage, and 1 second lower reload time at base.

Dwarfs get additional armor (30 extra armor for all troops), weapon strength (20% melee, 20% ranged), physical resist (10%) and missile resist (10%).

All tier 4-5 units get 20% magic resist, and tier 2-3 units get 10% magic resist, with a few exceptions, to stop units being sniped by undodgable spells such as melkoths mystifying miasma (sp?).

What this means in game terms is that elves become better in melee, dwarfs become stronger against non-armor penetrating enemies. Dwarfs are more vulnerable to armor-piercing damage and strong magic, elves become considerably more vulnerable to all magic and other damaging abilities such as barrages/dragon breath etc...

Good luck and have fun, the swings will be tough!

Disclaimer: this mod reworks blunderbusses into an explosive weapon, increasing their damage against infantry at the expense of some power against large entities, in order to make the weapons more adherant to both lore and reality.

While this mod works alone, it was designed to be utilised with the following:
Rare, powerful veterans: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897308135

Attrition matters - lower replenishment: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897307805

Anti-large rebalance - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897308050

"Thin lines of brave elves assembled along the slope of the hill, armor shining in the light, standards held high above them. Their skill at arms was unmatched, their soldiers having trained for decades with masters with hundreds of years of expertise, on the back of millennia of combat experience and history. Opposing them were myriad soldiers of darkness, their forms granted strength by the dark gods, but their brains shriveled and deranged, their technique sloppy.

The tide of violence surged forwards into the Asuryan host opposing them, the shield wall held firm as the first rank of elven spears swept forth, precisely aimed at gaps in their opponents defences. As the second wave pushed through their dead comrades they raised their weapons to strike as the second rank of elven spears made them pay for their arrogance. Still the enemy kept coming, surging forward at maniacal pace, oblivious to their casualties. The elven lines started to falter as a section was swept away by a pack of hungry trolls, their bones crushed and bodies broken under the onslaught.

The elves were back to back fighting now, enemies on all sides as their lines slowly crumbled in, pockets of resistance still carving bloody retribution through their hated enemies ranks. A hum filled the air as lightning cracked overhead, thunderbolts leaving nothing but craters and ash behind where moments before their comrades were clamouring over one another, frenzied and oblivious to the danger. The day would be hard fought, but while there was one elf left standing, the day could still be theirs."
76 Comments
Cerb  [author] 1 Aug @ 12:13am 
Thanks for the heads up, fixed now :)
gamertimeboya 31 Jul @ 8:37pm 
I think one of the units has been bugged or overtuned. Drake thunderers seem to have 400 damage with their guns when using this mod.
Cerb  [author] 15 Jul @ 5:20am 
Perfect :)
Bedge 15 Jul @ 4:28am 
300 vibes
Cerb  [author] 22 Apr @ 8:20pm 
Definitely, glad you're enjoying it!
Colorado_Jones 22 Apr @ 4:57pm 
Lovin the feel this mod gives to the Asur... with the greenskin hordes nearly overwhelming my front lines. Battles feel more... desperate
Cerb  [author] 12 Apr @ 3:06pm 
the mod SFO, this is a submod for it.
exqsme 12 Apr @ 10:20am 
what SFO means??
Mann 21 Mar @ 5:36am 
I checked in and you haven't updated the unit tires yet. Also you will probably have to update the ror units in your others mods and chaos dwarf as well, since you must have changed the tires there too
Cerb  [author] 20 Mar @ 5:09pm 
Yep they are very powerful :) which is intended for the most part, they should lose to something like swordmasters or being flanked by AP units, but in a direct fight theyre bloody tough