Total War: WARHAMMER III

Total War: WARHAMMER III

Hashut's Gunpowder Units ( Vanilla 6.X.X ) ( MCT/TTC )( REQURES CHD ASSET PACK )
Balance Suggestions
I noticed that this submod does not have a balance discussion pinned so figured I would add one so I could move my comments about this mod here from the Lord mod page. I know balance is probably not a top concern at the moment for a beta, but figured I'd leave them now before I forget. I was happy to make a contribution on Paypal for sharing this wonderful work. I hope you can find time to keep working on it. Thank you!

I have a few suggestions after two long campaigns (with the gunpowder mod only). They are in no particular order. I'll add more as I think of them (I am starting a new campaign with the full mod)
1) The Drazh-Zull Haraz RoR is a great, fun unit and I don't mind how powerful it is. But since it is effectively a guaranteed win in 1v1 battles until late in the game, I would just suggest making the recruitment and upkeep ruinously expensive - like 10k to recruit and upkeep of 3-5k gold per turn. The Chaos Dwarves become rich enough that this will only be an impediment if you manage to level up your lord very quickly.
2) The repeater RoR's is inferior to the base units with high rank. Since Chorfs can recruit level 6-7 units in the mid-game this makes them kinda useless by the time they're unlocked, especially given they have very limited ammo and 20 fewer models. I would suggest increasing their models and ammo to the base units, upping their damage and reload to match a rank 9 base, and maybe adding magical ammo. That way they're like a R9 repeater with a little extra range and melee ability.
3) The Etal Hazkala are so good they practically obviate any use for the Prazaskal Hazkala other than against heavily armored enemies. Ton of ways to balance this and some people will disagree no doubt.

That's all for now -
Last edited by bwburman; 13 Mar @ 2:57pm
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Second the 2nd one. For 1st, just nerf Haraz RoR, they don't need that much power.
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