Total War: WARHAMMER III

Total War: WARHAMMER III

Cataph's Southern Realms (TEB)
carlon89 22. sep. 2024 kl. 15:37
Border Princes Campaign Thoughts
Just finished my BP campaign and sharing my findings:
- Found the unit roster a bit underwhelming. Really struggled late game with the low tier units and didn't seem to have any strengths in any category. (Kind of pre-DLC Empire but worse)
- Not sure what I am supposed to do with the tortoise, couldn't find anything that it was good against and was confused with it's high weapon strength because it seemed to do low damage to everything it went up against (anything to do with it having 6 guns at different angles?)
- Could not get any other LLs, other Southern Realms are wiped by like turn 15 so did not have chance to confed anyone and when I tried to let the areas rebel and bring them back it was the non-mod versions with standard Empire units.
- Felt like some of the tech tree and lord skills were pointless. The melee chapter 1 and 2 red line is frustrating and seems like wasted space. Can you not merge them into a 3 pointer and have a different skill? There were other skills like the ones that give increased upkeep but you only had access to maybe one of the units so didn't seem worth at all.
- I really like the plutocracy mechanic especially mounts but didn't like that I could only get 1 griffon and couldn't use the bear because there is no merchant prince for BP. Are you planning on tweaking these or adding more?

Apologies that it's a bit negative. The design is amazing and I know a lot of work has gone into it.
Sidst redigeret af carlon89; 22. sep. 2024 kl. 15:51
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minecraft with gadget 24. dec. 2024 kl. 21:43 
A problem with this mod has always been that it feels made for another game. It requires a lot of synergy, army comp balance, and micromanagement in a game that actively punishes that playstyle and demands you cheese and stack less than 5% of any given faction's roster to win. TEB has no broken units or insane lategame monsters or war machines, which would be fine if that didn't clash with TWH's unfortunate design ethos. It's TOO well-designed for TWWH3.

TEB does have a strong early game roster though, and Tabletop Caps makes things much more tolerable in the late game.
Sidst redigeret af minecraft with gadget; 1. jan. kl. 12:46
You know, I said that, then I ran into a demon army with TEB. They stand absolutely no chance, but that's not a knock on TEB. The powercreep in this game is just too much, and again TEB is way too well-designed for as bad of a "strategy" (spam OP units and leftclick magic abilities over and over) game as TWH3 is.

It seems like TEB does well against the factions from 1 and 2 and terribly against the ones from 3, which is pretty true of every mod faction.
Sidst redigeret af minecraft with gadget; 2. jan. kl. 21:11
bradcq 25. jan. kl. 14:54 
I wanna preface with saying the mod does something awesome by adding tons of flavor to a previously bland region, and the hard work that went into it is apparent, especially with all the custom units. The best part of the mod for me is just having unique factions in that area to fight against in my other campaigns. But I had similar thoughts as the OP after starting an SFO campaign as Gashnag and looking over the border princes unit roster. It does feel like the roster fits better into a historical total war game where factions have limited unit options with distinct strengths and weaknesses and fighting styles.

For total war warhammer though, the roster is missing too much i think. I just dont know where your mid-late game damage comes from. The roster is completely missing high tier/elite options in most of the unit archetypes in the game. No elite AP missile infantry or cavalry, heavy calvalry, artillery, monsters, or AP infantry damage dealers. They have maneaters, which is super cool thematically, but cant replace all that's missing.

You have 3 units of low tier antilarge infantry with almost complete role overlap, but not a single greatweapon infantry unit at any tier. There's a few mid tier lightly armored infantry units that kill low teir unarmored units well and some good skirmish cav and hybrid bow units, all of which work well in the early game but fall off later against tougher units and anything with good armor. The saving grace is maybe that there are numerous regiments of renown and unique units unlocked via the plutocracy mechanic which can fill some of these gaps once unlocked?

I just think there is too much focus on making each subculture unique through limiting the unit rosters. In a region known for producing and exporting mercenaries it doesnt make much sense that their ways of war and the troops used would be so mutually exclusive from each other.
Cataph  [udvikler] 4. feb. kl. 3:46 
I don't get notifications from discussions, so uh, yeah I don't really read this space. Steam forum stuff is just not my thing and it's way too slow for a true conversation. I would always prefer discussing on my Discord server and channel.

I'll only point out a few things from the latest post.

I cannot interact with the SFO context. I don't play the mod, and I don't know what it and the submod do in terms of balance.

"You have 3 units of low tier antilarge infantry with almost complete role overlap"
sorry, no. At least in vanilla, spearmen, billmen and half-pikes all do different things despite all having sticks. For example, the fact that spearmen have anti-large is just a sidenote to their role.

" I just dont know where your mid-late game damage comes from."
Again, in a vanilla BP context, Swashbucklers can do some horrifying damage if handled well. The rest has to work together.


In general, as a player I do have long experience in the game but I will never consider myself a top APM or cheese-tier one. I can play this stuff and finish campaigns (but I *am* on the look-out for bits that stick out and could be buffed).
There WILL be ♥♥♥♥♥♥♥♥ from vanilla stuff that will pound you, but that's true for any other balanced vanilla faction that doesn't happen to have nukes or Grimgors.
Since this is a campaign thoughts thread I'll post here.

1. So I was thinking about how much I enjoyed using the pikemen and I'd like to ask if they could be altered to have pike wall formations like in Medieval 2 Total War. Or at least have a defense and unit mass buff.

2. The Italio-Iberia theme is fantastic and I've got a unit suggestion. Jinets like from Medeival 2. High speed skirmisher cavalry with lets say 8 javelin and equipment similar to the real life units but with different helmets and shields than what you'd see in M2. I'm thinking the morion helmet along with shiny steel buckler shields and steel greaves to protect their legs when entering melee against foot soldiers. The rest of their gear would be simple leather vests and/oror gambesons. Less polished looking horses than the norm, go for something like the kislev kossar horses. An irregular unit available to all factions, or at least the old world factions.
I didn't want to risk running out of room so this is in two posts.

3. I really think that their mercenaries could be expanded to include some elven units, custom or base units. With mengels manflayers routinely fighting in the region it wouldn't be lore breaking since he obviously sets precedent for the dark elves at the bare minimum.

Repeater crossbows and warbeasts are nice, maybe add some hawk rider archers from Athel Loren? I wouldn't be surprised to see some in the borderlands joining the humans in culling the greenskin menace to keep them from their forests. Or joining a campaign against Skavenblight.

Heck, I'd volunteer my unit for scout and skirmish work against greenskins if I was a hawk rider captain if this stuff was real.

4. Pegasai riders would be a nice elite mercenary addition, something really expensive with a unit cap of 2 per mercenary camp or region capitol.
5. Another thing to occur to me is that a feature where confederation or a landmark could give you access to the units belonging to the other sub cultures. For example as the Black Prince I liberate Tilia from their Sartosan overlords and I get access to the units that aren't part of my sub-culture.

6. A unit inspired by the Swiss Guard for Tilia and Estalia or all of them with grenades like the dwarf miner units. Basically grenadiers but in partial plate with halberds. Unbreakable with very high defense skills and a unit cap of 1 or two per level 5 Temple of Shallya. Base armour of 60, defense of 50 maybe, unbreakable, bonus vs large, charge reflect, immune to flank bonuses/maluses, and encourages nearby units with an upkeep of 400 or even 500.
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