Total War: WARHAMMER III

Total War: WARHAMMER III

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3 (+3) Dwarf Aircraft
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70.552 MB
21 Aug, 2024 @ 5:46am
4 Jul @ 12:01pm
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3 (+3) Dwarf Aircraft

In 1 collection by Vrooktar
Vrooktars Mod Collection
19 items
Description
Update status: Seems to work fine with 6.2

Coming from my Dawi Tank mod I had a few ideas for more Gyrocopters I found interesting. While the strengths of the Gyrocopter variants and the Gyrobombers from the base game vary, they more or less all play very similarily. They are all squishy, fast, micro heavy, damage dealing, flying skirmishers. I wanted a new playstyle so most of the units from this mod are too slow to be considered skirmishers as they are not meant to act on their own to harrass enemy lines, but are instead supposed to support the frontline itself and offer different approaches to do so.

But without further ado, these are the gunships I came up with:


Bugman Balloon

This Balloon can be recruited on the Tier III from the Ranger Barracks similar to Bugmans Rangers. Its damage output is nothing to write home about, but it offers Liquid Fortification as an AoE buff to nearby troops and its beer projectiles spread some incredibly nasty debuffs among enemies.


Gyrogunship

This is the bread and butter Gunship that can be recruited from the Tier IV Engineering building. It offers no cool special effects apart from doing fire damage and has no specific target it is super specialized against. Its a simple, reliable attack Gyrocopter that will do decent damage against a large variety of targets.


Runefire Airship

This airship can be built with the Tier V Runesmith building. Its damage output alone is not bad, but its actual strength is its ability to silence spellcasters and relentlessly fire into the thick of the frontline without running the risk of hurting your own troops. This makes it a very powerful tool under the right circumstances. There are also 4 Thunderers with Grudgerakers on board, but its much less of a swiss army knife compared to the regular Thunderbarge.


War Balloon

This heavily armored and armed balloon can be built from the Tier IV Engineering building. It is a very slow unit with rather long range and should more or less be thought of as flying artillery. It has no meaningful means of defending itself in melee though, so it should not operate without the support of the rest of the army.


Gyrodynes

This combination of a plane and a gyrocopter can be built from the same Tier III Engineering building as the Brimstone Gyrocopter. It is the quickest unit in the entire game and carries twice as many Clatter Guns as the Gyrobomber, which gives it rather impressive skirmish potential. However, it has by far the least nimble flying behaviour among the gyrocopters and takes quite some time to reach top speed. It is very rewarding to properly micromanage them to get strong results against quite a few targets, but one mistake can easily lead to them getting caught by some bats and miserably dying in the process, so they should be used with care.


Broadsider Airship

This airship can be built from the Tier IV Engineering building.
It is more or less a Thunderbarge, that relies entirely on its Grudgeraker crew for damage. In exchange for lacking any other attack options it has 4 more Riflemen than the Thunderbarge, but because all of them are located on one side, they offer a much more concentrated form of fire. This also means that the other side is more vulnerable and that it requires better positioning though.


Known Issues

The Gyrodynes have no portholes, because the game can't generate one based on how the model works and the Runefire Airship has a rather misleading unit card, just like the regular Thunderbarge, because the unit card system really struggles to track units like this.


Compatibility

Should be compatible with basically everything.
Adding it in the middle of a playthrough seems to be unproblematic, but I advise against removing it in the middle of a playthrough.
If people want to make submods, just go ahead.
My SFO Submod can be found here 3 (+3) Dwarf Aircraft SFO Submod


Credit

I want to further credit Ole for his amazing AssetEditor, DJ Fro-Fro for his RPFM, d3rpyn3wb for creating many great warmachine mods that inspired me to follow in their footsteps in the first place and of course CA and GW for the game itself.

Overall I would appreciate if anyone using this mod as a blueprint themselves or even entire units, would credit me and everyone else who contributed to making it possible.
Other than that I have no issue at all with people using as much of my work as they want.
143 Comments
purplezombieahh 12 Jul @ 6:37am 
Don't use attack orders with the broadside just position it manually. You know the left side will always be the killy side. I do agree it may make more sense to put thunderers in the balloon. However I have a better idea. Why not both? Have two types to recruit. I also would humbly suggest a "right handed" broadside. Since right now they are all "left handed". Could open up fun strategies using them in pairs. Regardless this is the best damn unit pack for Warhammer 3 love this mod.
Diremerc 11 Jul @ 5:07pm 
The main issues I think is their range of fire is very short they get out-ranged by most archers who can move faster than the barge so they can effectually kite them in skirmish mode. The AI really struggles with an attack order on them. It tried to move towards the enemy by aiming the front of the blimp towards the enemy instead of the side that can shoot. This can be fixed by manually ordering them to turn so the guns aim the right way but it requires some micro-managing.
Vrooktar  [author] 11 Jul @ 3:29pm 
@Diremerc
Great ideas!
The firing cones with Thunderbarge units are really iffy and I had to experiment a lot to get it to work at all as well as it does. That basically has something to do with the fact that the original Thunderbarge has a rather weird way of determining its attack orders, due to its 4 different ammo types. If I change the arc to properly represent the gunners on top, the attack orders start to bug out.
If there is a way to "twist" the direction of the directional armor attribute then I also don't know how. Kinda sucks, I would have really liked that approach.
Rifles do make more sense than shotguns on an airship.
But is range really the core thing its missing?
Apparently you played more with the Broadsiders than I did.
What do you feel are the things that make them unpleasant to use?
Diremerc 11 Jul @ 9:30am 
I went back to my dwarf game and made a full stack of the Broadsiders to test them a bit more.
assuming you wanna keep the current design and not have it shoot on both sides.
My suggestions to changes to them would be:
-Replace Grudgerakers with Thunderers. Rifles make more sense than shotguns if you are going to be shooting out of a blimp.This way the blimp would have a proper range attack of like 200.
- Remove the flat 25% missile resistance and add a 180° 55% (silver) shield facing the opposite side than the shooting side
-Not sure if this is something you can change but right now the Blimp seems to think it has a 360 fire arc and you should see if you can change it to be a cone in the direction it can fire.
Vrooktar  [author] 11 Jul @ 3:52am 
@Diremerc
Thanks for your feedback! I won't fundamentally change the mechanics of the Broadside Airship, because I like its identity and the drawbacks of it only being able to shoot into one direction very much. If you think its too weak overall there are of course other possible solutions though. What do you think its core problem is? Too little damage? I think its almost as powerful as a regular unit of Grudgerakers which doesn't sound too bad on paper, especially due to its height advantage. Or do you think its too squishy?
Diremerc 8 Jul @ 5:53pm 
Excellent mod, I used this along with the tank one. These felt properly balance, no major issues with any of them. If I were to chance one thing is that I would make it so the Broadside Airship can shoot on both sides at the same time. As it currently stand it's actually a bit underwhelming for the cost and time it takes to make them. It should have the same amount of riflemen facing both directions and that would make it a very good unit while not being overwhelming overpowered as it can still be taken down pretty easily by archers and artillery units. Definitely my favourite unit of the pack thought.
purplezombieahh 5 Jul @ 7:24pm 
The broadside airship is the best modded unit that anyone has made For this game. Bravo! I love the look. I love the unique "broadside" way it works. Can not wait to see what airships you make next!
david.vicr 12 Jun @ 7:59am 
Why dont you just write it into your description? :D
Vrooktar  [author] 12 Jun @ 5:19am 
@david.vicr Great to hear. Thats a piece of advice I can forward in the future if someone has a similar question then!
david.vicr 12 Jun @ 3:09am 
@Vrooktar Thanks for the quick response! I managed to do it with the Warhammer3 Mod Manager – there you can simply just deactivate them. :)