Total War: WARHAMMER III

Total War: WARHAMMER III

TW Millennium: Modern Warfare
 This topic has been pinned, so it's probably important
Nightsaber  [developer] 27 Aug, 2022 @ 3:28pm
Suggestions
If you have any kind of ideas for new units or mechanics for this mod you can post them here.
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Showing 1-15 of 186 comments
Random ideas:
Melee Officer:
Melee focused officer that is apart of each unit. Attached to Flamethrowers and Melee Cav.
Could be a normal soldier + gasmask + long sword. (Potentially with the WW1 Kaiser styled decorative helmet? The one with the spike if that model is available?)

Ranged Officer:
Same as above but with a pistol in his offhand (could use the Free Company Militia animations for this lad). Attached to ranged units (possibly attached to Flamethrowers as well instead of melee variant?) (Potentially with the WW1 Kaiser styled decorative helmet? The one with the spike if that model is available?)

Tank idea:
Cavalry Tank:
Leichttraktor styled vehicle but with machine gun. Same/similar speed as Rifle Cavalry.

Infantry idea:
Shocktrooper:
Heavier armoured infantry with hammers. In a world of monsters where skaven can come out of the ground, it does make sense that even a army employing machine guns and heavy artillery would still need someone to go around beating up those who get close.

Smaller unit count but each model/unit has high HP and armor.
Last edited by Nathan the Dwarven Shark; 27 Aug, 2022 @ 3:56pm
Spartak 27 Aug, 2022 @ 5:43pm 
IS it normal for the Rifleman and some other troops having very few ammo, like only 7 ammunition?
Nightsaber  [developer] 27 Aug, 2022 @ 5:50pm 
@Moonrise. Yes the Rifle-Company and the pioneers are supposed to only have 6 shots. After firing the 6 their passive ability activates, which refills their ammunition. It was the easiest way to simulate reloading the magazine. For the ability to activate they must have emptied their ammo and can not be in melee or fleeing.
The Black Templar 27 Aug, 2022 @ 6:27pm 
perhaps a total empire conversion? it could be big but it would feel more concise and would be (in my opinion) a bit cleaner to discern the new modded stuff without having the OG empire units
Sky 27 Aug, 2022 @ 7:17pm 
I have a few suggestions again, how about some lower level units, like more primitive machine guns, light mortars, some single shot rifles, these units could have less armor and be like conscripts or early units (lvl 2-4 area)
i think all the units need way more ammunition they all run out and they are useless in hand to hand fighting so once they have empty guns its pretty much game over and the artillery more ammunition would be good for them to they always seem to run out fast
could the tech tree things that count to the hellfire and mortars and hand gunners be applied to these units that would be good.
Aebe 27 Aug, 2022 @ 8:22pm 
How about balancing unit via much smaller size but better maneuver performance? 'Modern war' you may intended to depict in this mod can be defined by 'era of superior fire power.' Dispersal, small unit based maneuver became basic principle around those age.

Even stormtrooper style unit (which is empire assault infantry) seems bit too large for that standard. (BtW Stormtooper were more about 'infiltration via terrain' rather only using fire power.)

So here is the suggestion. Let them have all round fire arc with more range but cut troops number into 36~45.

By doing so, 'modern unit' may react flank much easily which make more sense because individual fire replace the fire control from officier (which is basic sense around WWI). But also make them very fragile once if ever allow chance to enemy melee unit too close.

Which will make player to choose much different tactics compare to any other faction. Small unit based dispersal formation. With good balancing point because they are kind of fragile if they allow melee.
Last edited by Aebe; 27 Aug, 2022 @ 8:32pm
perl 27 Aug, 2022 @ 9:37pm 
Maybe like a conscripts unit? Decent in melee and are armed with rifles
GeloDGreat 28 Aug, 2022 @ 12:11am 
Adding air units can be much more fun like adding the gyrocopters or gyrobombers from the dwarfs
Alackofcaring96 28 Aug, 2022 @ 1:13am 
Suggestions:
Mount options for the Lords, Captain, Witch Hunter, Priest and Legendary Lords that make them look like WW1 officers. Commisars for inquisitors.

maybe level 20 as the unlock for it, so when you got a fully maxed out empire you can pump out officers.

An author for Warhammer 2 empire unit mod was able to get bayonet animations working but i forget who and how. Possibly have 2 different Riflemen, one with anti-large bonus and one with anti-infantry Trench Shovels.

Zeppelins of course would be cool. Weak to fire bomb laden airships equipped with rifle men like the Cathayan airships.

Smaller personal airships for anti-infantry and anti-air duty equipped with machine guns to protect them.
Last edited by Alackofcaring96; 28 Aug, 2022 @ 1:17am
Idea for the Repeater Rifles:
Instead of an ability that replenishes ammo to replicate reloading, why not change the weapon to something like the Automatic repeater or Rockets? Burst fire with a delay between each burst?
Nightsaber  [developer] 28 Aug, 2022 @ 3:42am 
We tried that at the beginning, but discarded it since the results were pretty disappointing. The animation was only activated once per burst, leading to them once recoiling then lowering the rifle and materializing the next shots in front of their face.
Last edited by Nightsaber; 28 Aug, 2022 @ 3:42am
Ah, I see.
ImboundCarp 28 Aug, 2022 @ 5:48am 
Would it be possible to have lord skills and technology impact the damage and ammunition of units from this mod?
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