Total War: WARHAMMER III

Total War: WARHAMMER III

🦀The Crustacean Nation🦀(Complete Edition)
Review (Old Kelpbeard)
So far its a great mod and I'm having a blast but there are some things that should be fixed (mainly upkeep, it is far too high. should be reduced across the board mainly for crab levy's and warriors)
FIX
-Crushing claw spell is trash, even when it hits it does bad damage to ZOMBIES(first spell you get is stronger)
-Upkeep for tier 1 and some tier 2 units is far to high for how worthless they are (levy units are almost as bad as skavenslaves yet cost almost double)
-Upkeep, i'm on turn 70 completed my short victory and can barely afford 2 armies(one army even has ♥♥♥♥♥♥ units)
-auto resolve against Vampire counts/lizardmen/tzeench are severly understating the power of monk crabs and leviathans(the vampires had an entire army of skeletons/zombies and said it was a crushing defeat? I lost 6 models, not even a single unit)
GOOD
-The shell mechanic is really well balanced, I thought I could abuse it.
-The unique kelpbeard buildngs are perfect, thought they were broken, but not until turn 100 does it truly make a difference (considering the buffs they give that's a good thing)
-unit design is fantastic
-unit roster is great
-love the lords animations and how big they are (sometimes enemies too small to hit)
-equipment is cool and unique
-easy to learn
-the quests you made are amazing, it really helps on knowing what to do next
-The legendary lord recruitment quests are also amazing but because of upkeep I just added them to my recruitment pool
-the shell spells are really good. Usually for buff spells they never make a difference, however these ones actually look like they are making a difference on the battle field
-The war shrine is decent at least for low melee attack units(never thought this was possible)
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edit- the unique kelpbeard buildings(ancient sanctuary) show a difference at turn 70-80 not 100
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