Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Roster - Chaos Dwarfs SFO
GabeSky  [developer] 4 Nov, 2023 @ 2:57pm
Balance Changes Units V1
Orge Slaves (Based balance on Orge Bulls)
Decreased charge bonus from 32 to 30 (Orge bulls 44 -> 40) (72%)
Increased attack from 26 to 30 (Orge Bulls 28 -> 35) (92%)
Increased melee defense 24 to 25 (Orge Bulls 26 -> 25) (92%)
Increased HP from 7680 to 17280 (Orge Bulls 7992 -> 18000) (96%)
Decreased rank depth from 3 to 2
Increased physical resist from 0 to 10 (Orge Bulls 0 -> 10)
Increased multiplayer cost from 500 to 600 (Orge Bulls MP cost 500 -> 650)
Increased recuitment cost from 500 to 1300 (Orge Bulls SP cost 500 -> 1300)
Increased upkeep from 125 to 165 (Orge Bulls Upkeep 125 -> 165)
Increased melee CP from 500 to 600 (Orge Bulls CP 500 -> 650)

Zealot Berzerkers (Base Balance off of Slayers)
Increased charge bonus from 30 to 40 (Slayers 26 -> 35) (115%)
Increased melee attack from 38 to 45 (Slayers 38 -> 45) (0%)
Decreased melee defense from 28 to 25 (Slayers 32 -> 30) (88%)
Increased HP from 8000 to 15200 (Slayers 8640 -> 16000) (93%)
Decreased rank depth from 3 to 2
Decreased missle block from 30 to 25 (Slayers 30 -> 25)
Increased physical resist from 0 to 25 (Slayers 0 -> 25)
Increased missile resist from 0 to 10 (Slayers 0 -> 10)
Decreased fire resist from 25 to 20
Increased multiplayer cost from 900 to 1000 (Slayers MP cost 900 -> 1000)
Increased SP cost from 900 to 2000 (Slayers SP cost 900 -> 2000)
Increased upkeep from 237 to 250 (Slayers Upkeep 225 -> 250) (105%)
Increased melee Cp from 950 to 1000 (Slayers 950 -> 1000)
Increased bonus vs infantry from 12 to 15 (Slayers bonus vs large 24 -> 30)
Increased based melee damage from 32 to 35 (Slayers 32 -> 35)
Increased AP melee famage from 16 to 25 (Slayers 16 to 25)
Increased splash attack power from 0.3 to 1 (Slayers= 1)
Decreased collision attack max targets cooldown from 10 to 5 (slayers= 5)
Decreased melee attack interval from 4.3 to 4 (Slayers= 4)

Infernal Guard (Naphtha Bombs) (Balanced off of Infernal Guard=Base) (Ironbreakers=Bombs)
Increased armour from 100 to 110 (Infernal Guard 110)
Increased charge distance from 8 to 10 (Infernal Guard 10)
Increased melee attack from 28 to 40 (Infernal guard 32 to 45) (88%)
Decreased melee defense from 48 to 45 (Infernal Guard 45)
Decreased leadership from 80 to 75 (Infernal Guard 75)
Increased HP from 5840 to 20000 (Infernal Guard 20000)
Decreased rank depth from 3 to 2
Increased missile block chance from 55 to 65 (Infernal Guard 65)
Decreased ammo from 8 to 3 (Miners 3) (Ironbreakers)
Increased fire resistance from 25 to 40 (Infernal Guard 40)
Increased multiplatyer cost from 900 to 1500 (Infernal Guard 1400)
Increased recuitment cost from 900 to 3000 (Infernal Guard 2800)
Increased upkeep from 165 to 375
Increased melee cp from 300 to 800 (Range 600)(800+600=1400)(Infernal Guard 1400)
Naphtha Bomb Stats
Decreased minimum ranage from 7 to 5 (Ironbreakers 5)
Increased marksmanship bonus from 10 to 15 (Ironbreakers 15)
Increased base damage from 1 to 5 (Ironbreakers 5)
Increased mass from 3 to 6 (Ironbreakers 6)
Decreased fixed elevation range from 55 to 35 (Ironbreakers 35)
Increased expiry ranage from -1 to 130
Increased detonation damage from 20 to 30
Decreased ignition amount from 25 to 1
Increased detonation damage AP from 11 to 15
Abilties
Added immune to psychology
Added cause fear
Changed charge defence vs large to expert charge defence

Lava Trolls (Balanced off of Greenskin troll)
Increased armour from 60 to 80 (Greenskin troll 40 -> 80)(150%)(120 Armour)(Ahhh thats a lot of armour)
Increased charge bonus from 20 to 45 (Greenskin troll 24 -> 50) (83%)
Increased melee attack from 32 to 40 (Greenskin troll 34 -> 40) (94% = 37.6)
Kept melee defense at 30. Base is 30 for Lava. (Greenskin troll 32 to 35)
Reduced leadership from 45 to 40 (Greenskin troll 45 -> 40)
Increased hp from 7776 to 11000 (Greenskin troll 7904 to 11000) (98%)
Decreased rank depth from 3 to 2
Increased missile resist from 0 to 20 (Greenskin 0 -> 20)
Decreased model count from 16 to 10 (Greenskin 16 -> 10)
Increased multiplayer cost from 800 to 1100 (Greenskin troll 800 to 1100)
Increased recuitment cost from 800 to 2200 (Greenskin troll 800 to 2200)
Increased upkeep from 200 to 275 (Greenskin troll 200 to 275)
Increased tier from 2 to 3
Increased melee cp from 800 to 1100 (Greenskin troll 1100)
Weapon strength 90 -> 120 (Greenskin troll 100 to 125) (Less weapon strength = Better base vs worse AP)
Increased base damage from 65 to 80 (Greenskin 30 to 75)(210%)
Increased AP damage from 25 to 40 (Greenskin 70 to 50) (35%)
Increased max splash attack from 3 to 5 (Greenskin troll 4 to 6)(75%)
Increased collision attack max targets from 0 to 1 (Greenskin troll = 1)
Decreased collision attack max targets cool down from 5 to 2 (Greenskin troll = 2)
Increased melee ataack interval from 3.8 to 4 (Greenskin troll = 4)
Added stupidity as ability
To Add caps
Tier 2 Lava fields = 2
Tier 3 Monster pens = 3
Tier 4 Fire Enclave = 4
Chaos Dwarf Quarrellers (Balanced off of Dwarf Quarrellers)
Increased charge bonus from 4 to 10 (Dwarf quarrellers 4 -> 10)
Increased melee attack from 18 to 25 (Dwarf quarrellers 18 -> 25)
Increased defense attack from 28 to 30 (Dwarf quarrellers 28 -> 30)
Increased leadership from 60 to 64 (Dwarf quarreller 64 -> 70)(94%)
Increased HP from 5200 to 9600 (Dwarf quarrellers 5600 to 10000)(96%)
Decreased melee rank depth from 4 to 2
Increased missile block chance from 35 to 55 (Dwarf quarrellers 35 -> 55)
Increased ammo from 22 to 26 (Dwarf quarrellers 22 -> 26)
Increased fire resistance from 15 to 20
Increased multiplayer cost from 550 to 575 (Dwarf quarrellers 575)
Increased recuitment cost from 550 to 1150 (Dwarf quarrellers 1150)
Increased upkeep from 138 to 143 (Dwarf quarrellers 143)
Decreased melee cp from 165 to 145 (Dwarf quarrellers 145)
Increased missile cp from 385 to 430 (Dwarf quarrellers 430)

Annihilators (Balanced off of irondrakes Trollhammer Torpedo)
Decreased armour from 125 to 120 (Trollhammer 125-> 125)
Decreased charge bonus from 6 to 5 (Trollhammer 6 -> 5)
Increased melee attack from 22 to 35 (Trollhammer 20 -> 30)(110%)(33 rounded to 35)
Increased melee defense from 27 to 30 (Trollhammer 27 -> 30)
Decreased leadership from 80 to 65 (Trollhammer 85 -> 70) (94%)
Increased HP from 3360 to 5250 (Trollhammer 3584 -> 5250) (94%)
Increased ammo from 18 to 24 (Trollhammer 18 -> 24)
Increased fire resist from 40 to 60 (Trollhammer 40 -> 50)
Increased missile resist from 0 to 25 (Trollhammer 0 -> 25)
Increased model count from 28 to 35 (Trollhammer 28->35)
Increased multiplayer count from 1000 to 1250 (Trollhammer 900->1200)(110%)
Increased recuitment cost from 1000 to 2600 (Trollhammer 900 -> 2400) (110%)
Increased upkeep cost from 250 to 330 (Trollhammer 225 -> 300)(110%)
Increased melee cp from 150 to 325 (Trollhammer 300)(Slighty better melee)
Increased misssile cp from 850 to 950 (Trollhammer 900)(Slighty better boom)
Annihilators Range
Increased range from 90 to 150 (Troll hammer 90 to 150)
Increased muzzle velocity 35 to 50 (Trollhammer 50)
Increased base damage 30 to 80 (Trollhammer 28-> 75)(107%)
Increased missle AP damage from 150 to 190 (Troll hammer 116 -> 150)(129%)
Increased calibration distance from 40 to 80 (Trollhammer 80)
Increased calibration area from 1.7 to 5 (Trollhammer 5)
Increased bonus vs large from 24 (Trollhammer 24 -> 75)
Increased expiry ranage from 160 to 300 (Trollhammer 300)
Increassed vegetation irgore time from 1.2 to 1.5 (Trollhammer 1.5)
Added flamming attacks to range
Added causes fear
Added immune to psychology
Removed monsterous impact in favor of take cover (Monsterous impact only for Massive cannons)Siege Giant (Balanced off of Chaos giant)
Decreased armour from 80 to 60 (Chaos giant 50 -> 40)(160%)
Increased charge bonus from 35 to 45 (Chaos giant 40 -> 50) (88%)
Increased melee attack from 60 to 65 (Chaos giant 65 -> 70) (92%)
Decreased leadership from 100 to 80 (Chaos giant 100 -> 80)
Increased HP from 12612 to 14000 (Chaos giant 12620 -> 14000)
Increased rank depth from 1 to 2
Increased magic resist from 0 to 25 (Chaos giant 0 -> 25)
Increased physical resist from 0 to 10 (Chaos giant/savage 0 -> 10)
Increased missile resist from 15 to 50 (Chaos giant/savage 15 -> 50)
Increased multiplayer cost from 1550 to 1750 (Chaos giant 1400 -> 1600)(110%)
Increased recuitment cost from 1550 to 3250 (Chaos giant 1500 -> 3200) (103%)
Increased upkeep from 380 to 400 (Chaos giant/savage 375 -> 400) (101%)
Increased melee cp from 1550 to 1600 (Chaos giant 1600)
Decreased AP damage from 450 to 315 (Chaos giant 500 -> 350) (90%)
Decreased splash attack max attacks from 11 to 10 (Chaos giant 10)
Increased splash attack multiplier from 1.7 to 2 (Chaos giant 2)
Increased collision attack max targets from 0 to 1 (Chaos giant 1)
Decreased collision attack max targets cooldown from 10 to 5 (Chaos giant 5)
Added trample
Added bolstered attack
Added crush contact effect to melee
To add a new giant roar

Hobhound Ravagers (Balanced off of hobgoblin wolf raiders)
Increased model count from 60 to 80
Increased armour from 70 to 80 (Wolf Raiders 45 -> 60)(150%)(90 way to high)(75 to 80 better)
Decreased charge bonus from 46 to 45
Increased melee attack from 34 to 35
Decreased melee defense from 32 to 30
Increased HP from 3300 to 8800 (Wolf riders 4260 -> 10000) (77%)
Decreased rank depth from 5 to 2
Increased multiplayer cost from 700 to 825 (Wolf riders 550 -> 650)(128%)
Increased recuitment cost from 700 to 1650(Wolf riders 550 ->1300)(128%)
Increased upkeep from 175 to 205 (Wolf riders 138 to 163)(127%)
Increased melee CP from 700 to 750 (Wolf riders 550)

Chaos Dwarf Bolt Thrower (Balanced off Spear Chukka from El Papa vs Goblin rock lobbers vs Dwarf bolt thrower)
Increased charge bonus from 5 to 10 (Dwarf bolt throwers 2 -> 10)(250%)(Other chaos dwarf arty =5/10)
Increased melee attack from 15 to 20 (Goblin rock lobbers 15) (Dwarf bolt thrower 16 ->20)
Increased melee defense from 5 to 15 (Goblin rock lobbers 10) (Dwarf bolt thrower 20)
Increased leadership from 40 to 50 (Goblin rock lobbers 40 -> 45) (Dwarf bolt thrower 65)
Increased HP from 4452 to 10240
Decreased rank depth from 5 to 2
Increased hiding scale from 1 to 1.5 (Spear Chukka 1.5)
Increased ammo from 22 to 30 (Spear Chukka 30)
Increased number of engines from 4 to 6 (Spear Chukka 6)
Increased men count from 44 to 100
Increased multiplayer cost from 500 to 550
Increased recuitment cost from 500 to 1100
Increased upkeep from 125 to 150
Increased melee cp from 60 to 75 (Spear Chukka 60)
Decreased missile cp from 540 to 500 (Spear Chukka 440)
Range
Increased minimum range from 8 to 10 (Spear chukka 10)
Increased muzzle velocity from 70 to 75
Increased base damage from 25 to 50 (Spear Chukka 50)
Increased collision radius from 0.1 to 0.2 (Spear Chukka 0.2)
Decreased base reload from 11 to 7 (Spear Chukka 5)
Increased calibration distance from 265 to 270 (Spear Chukka 270)
Decreased calibration arrea from 2.9 to 3 (Spear Chukka 2)
Increased building damage multiplier from 1 to 2 (Spear Chukka 1.5)
Movement
Increased walk speed from 2 to 3 (Dwarf bolt thrower 3)
Increased run speed from 2 to 3 (Dwarf bolt thrower 3)
Decreased acceleration from 3 to 2.2 (Dwarf bolt thrower 2.2)
Increased charge speed from 2.4 to 4.5 (Dwarf bolt thrower 4.5)
Increased charge distance commence run from 30 to 40 (Dwarf bolt thrower)
Increased charge distance adopt charge pose from 20 to 30 (Dwarf bolt thrower)
Increased charge distance pick target from 20 to 30 (Dwarf bolt thrower)
Increased turn speed from 65 to 75 (Dwarf bolt thrower)
Acolytes of Hashut (Balanced off of Infernal Ironsworn vs Aspiring Champions)
Author stated unit was inspired off of Aspiring Champions
Anti-Large Halberd Unit Tier IV Elite - 16 Model count
Recuited at tier IV 4 Building
Halberd units are weak to missile fire
Unit is a little bit worse then Aspiring Champions

Decreased model count from 16 to 12 (Aspiring Champions 16 to 12)
Increased charge bonus from 6 to 10 (Infernal Ironsworn 12 to 10)
Increased melee defence from 68 to 70
Increased HP from 7296 to 13200 (Aspiring Champions 9856 to 13200)
Increased fire resistance from 25 to 40 (Infernal Ironsworn 25 to 40)
Increased physical resistance from 0 to 25 (Aspiring Champions 0 to 25)
Increased multiplayer cost from 950 to 1900 (Aspiring Champions 1100 to 2000)
Increased recuitment cost from 950 to 3800 (Aspiring Champions 1100 to 4000)
Increased upkeep from 237 to 475 (Aspiring Champions 275 to 500)
Increased melee cp from 900 to 1900 (Aspiring champions 2000) (Infernal Ironsworn 1750)
Increased bonus vs large from 26 to 30
Increased base damage from 15 to 40 (Aspiring Champions 50) (Infernal Ironsworn 30)
Increased AP damage from 40 to 75 (Aspiring Champions 75) (Infernal Ironsworn 20)
Increased splash attack max attack from 1 to 3 (Aspiring Champions 4)(Less damage split = better vs larger HP units but worse vs chaff)
Increased ignition from 0 to 1 to give fire attacks
Added calavery bane to contact effects
Decreased collision attack max targets cooldown from 10 to 5 (Aspiring Champions= 5) (Infernal Ironsworn= 5)
Decreased melee attack interval from 4.3 to 4

Aspiring Champions
1x Active Ability 60 Secounds
1x Passive Buff
1x HP based ability

Acolytes of Hashut
Lacks Active = To be worse then Aspiring Champions
Passive Debuff = Enfeeble Defense
Leadership based = Frenzy (♥♥♥♥♥♥♥ Crazy Relgious Fanatics)
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Showing 1-2 of 2 comments
Beskerber 12 Nov, 2023 @ 10:40am 
I was waiting for that mod and it feels great, but i feel like ogre slaves are too expensive for their stats, even more when we include the rampage - that really hurts their potential, especially on top of them having 20 leadership less than ogre bulls.
I would suggest giving them buff to make them closer to ogre bulls in stats or lowering the recruitment and upkeep cost.
Last edited by Beskerber; 12 Nov, 2023 @ 10:55am
GabeSky  [developer] 13 Nov, 2023 @ 6:50pm 
I will probably lower the recuitment cost and the upkeep cost. I actually previously nerfed the leadership because the unit should not behave as an independent unit. It is a labourer unit and needs a unit with contempt to boost the unit's effectivness.
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Showing 1-2 of 2 comments
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