Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Araby
Sheerkuh 27. juni 2024 kl. 13:00
Cav Issues and Suggestions.
Great work on the mod.
The level of detail and effort made to bring this faction into the game and feel authentic while doing so is incredible, I especially love the voice acting and the unit variety as well as the factions art direction.

However I do have some issues:

1- The Camel Jezzails have their swords up instead of their Jezzails by default for some reason, even without melee mode on. As a result they end up under-performing as mounted missiles because they keep switching back to their swords every time you give them a move order, meaning they would struggle to get repeated volleys off especially when being chased.

2- It doesn't make much sense that the Camel Cataphracts aren't anti-large, why not give them some lances and have them be anti-large because right now Araby struggles with finding mounted anti-large units apart from that RoR unit.

3- It doesn't make much sense that the Camel Cataphracts are recruitable from the urban military building (Cataphracts Barracks), why not have them be recruited from the nomad military building (Livery or Beast Enclosure) since they would fit the nomad theme more, while switching the Waghzen to the beast building (Royal Menagerie).

4- The faction lacks light cavalry options for the early game, the Arabyan Knights (the first cav option for Araby) are slow and lack impact. Moving them a tier up and giving them armor-piercing while increasing their price would greatly increase their value. Meanwhile, they can be replaced with a light cav unit similar to the RoR unit (Al Muktar's Desert Dogs) but without all the buffs and with higher speed.

I understand these suggestions might have impacts on the balance (apart from the first issue which seems to be a bug) but I think they would greatly improve the feel of the faction.

Again, thank you all very much for your great work.