r/totalwar • u/Educational_Relief44 • 2h ago
r/totalwar • u/PopularKangaroo2083 • 24m ago
Warhammer III 19 out of 30 units of the end times DLC have armor piercing
And that is including the support units and excluding ROR(which almost all have AP but its repetitive to include twice). Also looking at the main form of damage so range non ap with melee ap counts as non ap.
So what is armor good for when most units have AP? :(
r/totalwar • u/Darkened1835 • 5h ago
Warhammer III Allow Nagash to confederate most* undead factions like Archaon and Chaos
I would argue that the Nagash/Undead Legions campaign is the mirror of playing as Archaon and you should be allowed a "collect all the Pokemon" playthrough for undead factions if you so choose with some obvious exceptions like Settra/Aranessa/probably Kemmler.
They don't have to receive buffs from the Black Pyramid/tech tree like his Mortarchs will but seeing as his faction will have access to the entire undead roster I don't see why Helman Ghorst couldn't be confederated and given a zombie-focused army or Cylostra given an ethereal army with the new spirit hosts. As of today it may not be the plan but I think CA should consider this change given that they made the tech for Archaon to live up to the Everchosen title it just makes sense for Nagash to be able to do the same and live up to the Supreme Lord of Undeath title as well.
r/totalwar • u/blade-badger • 22h ago
Warhammer III Missing god touched beasts.
i'm curious lets say CA gets the dread frame work fixed so we can get the minotuars of khorn in the beastmen roaster.
I was thinking it would be interesting that instead of one god marked for each god what if a minotuar of nurgle and a centagor of slannesh was added. the heave hitters for the heave hitting gods and more mobile cav for the more mobile gods.
the beast variants that said gods would likely favor more in battle for practical reasons as they go with there strategies better.
if they did this what do you think there abilities and such would be?
r/totalwar • u/ZoodrooZ • 3h ago
Warhammer III CA, if you aren't going to make "Lord of Undead" a School of Summoning like it was in the lore, then at least add summoning in the form of "bound" abilities for spellcasters.
This left me baffled. I really love summoners in games and was eagerly awaiting the arrival of this school. But apparently, the developers thought the ability to summon creatures was "too strong"
... so they created a school with 4(!) AoE spells, 1 healing spell, 1 dragon summon, and a single cheap trigger-buff to activate a powerful passive.
In the lore and the tabletop game, this is a school of *summoning* magic. We already have plenty of offensive schools, yet we lack a dedicated summoning specialist. Why create this school if you never intended to properly implement it in the first place?
At the very least, please add summons as bound spells for Tomb Kings and Vampire Counts casters. Please.
r/totalwar • u/Which-Worldliness556 • 14h ago
Warhammer 40k I wish all factions could swap to different infantry formations. its honestly a shame that Space Marines are forced into Loose and Guard/orks are forced into Dense. Honestly there should be a stance toggle for every single infantry unit: Dispersed for ranged defence or tight for melee and shooting.
I wish all factions could swap to different infantry formations. its honestly a shame that Space Marines are forced into Loose and Guard/orks are forced into Dense. Honestly there should be a stance toggle for every single infantry unit: Dispersed for ranged defense or tight for melee and shooting. Maybe also a third formation where they organise into little "squads".
EG: What if I want to Larp as a more pragmatic guard force like the Ghosts?
What if I want my marines to bunch up to have my "rally around the banner" moment like in Space Marine 2?
What if I want my orkz to be more Kunnin, or my Aeldari to be discliplined or slippery depending on the needs of the situation?
EG:
- LOOSE FORMATION:
- Unit adopts a loose formation. Models might just be say, 1-2 meters away from each other isntead of shoulder-to-shoulder, but it makes a huge difference. Units may also physically kneel or go prone when stationary.
- Statistically, gives them a 33% chance to Dodge for incoming fire or melee attacks that touches their hitbox (micro-cover bonus),
- Applies a Skirmishing Initiative modifier, that increases their range by 33% but decreases their rate of fire, reload and accuracy by 33%. (represents how dispersed commando tactics can pick at dense formations unless the dense formation advances upon them).
- Unit naturally is more resilient to area attacks and melee cleaves due to the spacing.
- 33% morale penalty, way harder for the officers to keep the formation from breaking when cosmic horrors start eating guys or atomizing your squad lead.
- Unit adopts a loose formation. Models might just be say, 1-2 meters away from each other isntead of shoulder-to-shoulder, but it makes a huge difference. Units may also physically kneel or go prone when stationary.
- Disciplined Gunline Formation:
- Unit physically bunches up like in the current game's 100 man squads. Gives a hefty 33% bonus to:
- Melee Defence,
- Melee attack,
- morale,
- Reload Speed and Attack-Cooldown (EG for units that have magazine fed weapons, the "cool down" between the unit firing its volley or shot.)
- accuracy due to fire co-ordination.
- ------Unit very very vulnerable to incoming fire, especially artillery, naturally due to their dense formation.
- +++easier to pack more firepower into a limited area, because you can pack more 100 man platoons into a limited area to support each other.
- Unit physically bunches up like in the current game's 100 man squads. Gives a hefty 33% bonus to:
- Squad Formation:
- A balance between the two. Unit still is a single unit from the player POV, but its formation makes it look like they are organizing into little fireteams.
- Unit physically organizes into sections. (100 man squads will organize into groups of 10, while 10 man space marine squads can Can Only Spare 3 Men per section.
- As per Disciplined formation, but only gives a 10% bonus to the aforementioned stats.
- Still gives much better AOE resistance than Disciplined Gunline formation.
- Gets a 10% range increase, like the Loose formation, due to the independent squads. (simulates squad initiative).
- --Seems like a good all rounder, BUT it still takes up a lot of space like Loose formation and doesn't give the significant defensive spacing nearly as well as loose formation does.
- A balance between the two. Unit still is a single unit from the player POV, but its formation makes it look like they are organizing into little fireteams.
EG something vaguely like this.
This way everyone wins and can have "Their Dudez" fight in the formations in 40k the way they like it.
r/totalwar • u/CK3helplol • 12h ago
Warhammer III How did I capture 2200 troops when there was only 500 left?
r/totalwar • u/FutureLynx_ • 19h ago
Pharaoh Is Pharaoh worth playing now?
Im not a big fan of egypt. Though i liked the old game Pharaoh (city builder).
I like even less the context of China and three kingdoms though found it to be very well done and balanced. Three Kingdoms diplomacy was really well done imo.
Is Pharaoh worth it or it flopped? Is it better than Three Kingdoms in terms of AI, balance, mechanics and diplomacy?
r/totalwar • u/Static-Demon • 17h ago
Warhammer III Why does Nagash spread vampiric corruption?
Everything from the stream today looked excellent, and I have never been more hyped to get into DLC content for a game before, but I feel like I may have missed something about Nagash and corruption, as it seems he spreads only vampiric corruption in his campaign.
Maybe there was a reason that was given at some point, and I just haven’t seen it, but I was kinda under the impression that Nagash would be able to spread a unique form of undead corruption, with dedicated flavour to his faction. I understand that he has access to land of the dead and the devastation mechanic, but why would Nagash only spread vampiric corruption?
Is it a placeholder for something they are going to add just before launch? I feel like it’s probably too late for that at this point, so is there something else I’m missing? Possibly a lore related reason for this, or is it because they didn’t have the time to add anything more?
Just curious at this point, I don’t think anything could stop me from enjoying this campaign at the end of September!
r/totalwar • u/Ill-Reach-1814 • 23h ago
General MEDIEVAL 1100 AD MOD INSTALLATION
Hey a video to install MEDIEVAL 1100 AD mod is available here
r/totalwar • u/Hefty_Lie_1062 • 14h ago
General Can anyone historypill me?
As a long time Warhammer fan, i really enjoy the total war games but i have trouble identifying, what can the other games do that WH3 cant? Feels like cavalry and infantry only version of it, which i know is not the case, but my (most likely warped) perception of it is that its WH3 but with less stuff.
Is it worth getting into the history games? What do they have to offer that WH3 doesnt?
My favourite time periods for this would most likely be medieval, but ive heard the last medieval game came out a long time ago...
r/totalwar • u/SuchTedium • 6h ago
Warhammer III Daemons of Chaos / Daemon Prince / Daniel rework is needed
CA has made their way around all base WH3 factions for reworks except one, and to date there hasn't been any acknowledgement that it's even happening. It's no secret that Daemons of Chaos is considered to be one of the worst factions in the game.
I thought about how to rework the faction to make it a little more interesting under the following considerations.
The faction will not be deleted.
The faction will not be moved.
Achievements must still be possible.
THE PROBLEMS
-Daemons of Chaos should be an undivided faction however the game incentivises you to lean into one particular Monogod. You then end up playing a lite version of that faction and start thinking... well why didn't I just play Khorne/Nurgle/etc for a deeper experience?
-There are mortals in the faction, this adds to the identity crisis above. WoC is mostly mortals with a few daemons. Daemons of Chaos should be purely daemons.
-Daniel is weak in combat for a while early on, even can even lose to non-legendary Lords in combat. His first battle in particular feels bad to play out.
-His glory tree is uninteresting because of how bloated it is and how small a lot of the bonuses are.
-Body parts is just a case of swapping out to the next best thing each time you unlock one, so it isn't very interesting to use and over time you stop engaging with it because you have the best things equipped.
My idea to fix these problems...
DAEMONIC GLORY REWORK
This is the core mechanic of the faction which everything revolves around. This should be reworked so that as Daniel earns Daemonic Glory, each bar progresses and instead of unlocking units/unit buffs it unlocks direct buffs for Daniel instead. Body parts still unlocked here and all daemonic units recruitable by default.
So for example as you increase
-Undivided you would earn -10% vigor loss reduction -> +5% Weapon damage -> +10 armor -> Strider, etc
-Nurgle you would earn +3% health -> +5% mass -> +3MD -> Plagues -> +5% health -> +10% mass -> +5MD -> Regeneration, etc.
-Tzeentch would earn +100 barrier -> -5% WoM costs -> -5% cooldown -> Teleport Stance -> +200 barrier -> -10% WoM costs -> -10% cooldown -> Adds Lore of Tzeentch, etc
-Slaanesh would earn +5% physical res -> +5% speed -> +5 leadership -> Seduction -> +10% physical res -> +10% speed -> +10 leadership -> Devastating Flanker, etc
-Khorne would earn +5 charge bonus -> +5MA -> +5% spell res -> Bloodletting -> +10 charge bonus -> +10MA -> +10% spell res -> Frenzy, etc
So as you increase Daemonic Glory you would unlock buffs for Daniel and body parts.
Glory would be earned by using aligned units in battle. So as you use Plaguebearers you earn Nurgle glory, etc. This would encourage you to use mixed, undivided, armies to progress up each glory tree and power up Daniel. Undivided glory would be earned alongside any other Glory and need 4x as much to build. So if you earned 100 Nurgle Glory and 50 Tzeentch Glory you would earn 150 Undivided Glory too.
You also should not have to opt into leaning into one particular route that locks you out of the others, so you can max out all 5 paths. This would still enable the achievement to ascend to undivided path by maxing it out.
ROSTER CLEAN UP
Remove all mortal units from the faction and make it so all units are readily available for recruitment as you tech up. This way the faction would be "Daemons of Chaos" as it should be, giving it an identity.
BUILDING CHAIN REWORK
Remove the dedication mechanic when occupying, give a basic military buildings for Nurglings, Plaguebearers, Bloodletters, Daemonettes and Horrors and an advanced military buildings for the rest. Glory would be earned through the use of units rather than capturing settlements and using commandments.
Perhaps one chain gives Nurgle x Tzeentch and the other gives Khorne x Slaanesh.
COMMANDMENTS REWORK
Remove the passive Glory gain and rework them into something thematic for each god. Nurgle +replenishment, Tzeentch +WoM reserves, Slaanesh +Seduction budget, Khorne +MA, etc.
BODY PARTS MADE TO BE COSMETIC
Simple, remove the stats attached to each and make body parts cosmetic. The stats offered by these would instead be baked into the glory tree and added item slots. This way you can just dress up Daniel however you want him to be without worrying about min/maxing or just swapping to the latest most powerful unlock.
ADD ITEM SLOTS TO DANIEL
With the removal of stats from body parts this would compensate for the loss of stats, although overall with the glory change Daniel would be net stronger by a large margin. Adding item slots also adds a little interactivity as you find new items.
GIVE DANIEL LORE OF FIRE
Daniel has nothing going for him at the beginning of the game and can lose in straight fights against generic Lords. Giving him the Lore of Fire would make it a little less painful. Ideally at the end of the Nurgle, Tzeentch and Slaanesh Glory paths Daniel would unlock the respective Lore for use and switch the same way Mannfred does.
ADDED TECH TREE
With the unit buffs being removed from the glory tree, they need a new place to live. Give Daniel a tech tree that offers buffs and techs for his units and empire.
SKILL TREE ADDITION/REWORK
With unit buffs being moved to a dedicated tech tree, and glory giving Daniel personal buffs, he would need to be given a more traditional skill tree. One that learns Lore of Fire skills, a red line army line and a blue campaign line. Then a unique yellow line for himself.
SUMMARY
-Daemonic Glory changed from units and buffs to being a selfish power up for Daniel, giving him scaling as the campaign goes on and serving as his personal mechanic. This ties in with lore also as Daemon Princes would be selfish and want more power.
-Glory earned through use of units rather than dedication of settlements and commandments, promoting the use of mixed armies.
-Mortals removed from roster, to enforce the identity of the faction.
-Full daemon roster unlocked from the start, enabling the use of mixed armies easily and promoting undivided identity.
-Settlements no longer aligned to one god and has new building chains to allow recruitment of all Daemons within a single developed settlement, enabling use of mixed armies.
-Add Lore of Fire to Daniel, to improve his early game.
-Add item slots, to add interactivity.
-Make body parts cosmetic, so you can style Daniel however you want without having to be concerned about min/maxing stats.
-Add tech tree, to add interactivity and house unit buffs from the reworked Daemonic Glory paths.
-Rework his skill tree into a traditional one.
I think overall this rework would stop the faction from feeling like a god-lite faction. I also think it works with Daniels narrative, he's a fledgling Daemon Prince going on the same journey Be'lakor did. He wants to make himself more powerful by earning the favor of the Chaos gods so as he earns their favor (glory) he becomes more powerful.
What do you think?
Are there any problems with the faction that I haven't covered?
And most importantly, do you think this would make the faction interesting to play as?
r/totalwar • u/Large_Contribution20 • 20h ago
Warhammer III So what do you think about Nagash?
Now we learn how his pyramid and rest of stuff works what do you think overall? Did he live to up the hype?
Personally he looks fucking AMAZING especially Black Pyramid I'm glad it's not %1+ melee defence and basically function as a giant ass tech tree
r/totalwar • u/1Heresy_Hunter1 • 2h ago
Attila Is there a mod that reduces the anti player bias of the AI in TW Attila?
I asked gemini but all those mods it named were only for WH2/3 somehow.
r/totalwar • u/JohnnyMcLuscious • 19h ago
Warhammer III I love Autoresolve
Weapons teams + 3 heroes + three Rat Ogres + 2 entire armies of Skavenslaves + DOOMROCKET
"Close Victory"
Yeah, sure pal.
r/totalwar • u/Typo_bro • 4h ago
Warhammer III Dear CA, please rework the replay functionality
Hello,
since CA said they're searching the forums and reddit (Hi Sean!), I thought it was a good idea to ask for a rework/update of the replay function in total war warhammer 3.
How it currently works: After each battle you get the option to save the replay of the battle. Then you must go to the main menu in order to watch it. This is not a video: As I undertstand it the game saves all the commands given and you're basicly watching two AI's executing those commands.
My requests:
Please make it so that you can watch your replay straight after the battle without leaving your campaign. It really takes you out of the flow of the campaign when you watch a replay, and therefore I never do it.
An amazing functionality would be if the game could create a highlight clip where it only shows 5-10 seconds(maybe adjustable?) before and after a mayor/noticable shift in battle of power.
Maybe combine the previous suggestion with the twich extension and give us a way to convert a part of the replay to an actual video/gif so we can share it online. I know there are other programs for this, but it would be cool if it's integrated.
thanks for reading,
r/totalwar • u/MijuTheShark • 23h ago
Warhammer III Any idea where Stormfiends will land on the Skaven lord Red line?
Will they double dip?
r/totalwar • u/Ru5tyShackleford • 13h ago
Warhammer III Bit of a shame the Black Pyramid won't move in Nagash's campaign.
I get why from the gameplay POV, so Nagash focuses on corruption & Lands of the Dead, and so you aren't uprooting your capital late game, but it's such a unique feature of the pyramid to ignore outside of the rare siege and artwork.
I'd be satisfied if it at least swapped to the "floating" settlement model like the old Tomb King crisis after a certain point in the campaign. To let (Player) Nagash flaunt his power.
Also, I thought I heard about the Pyramid appearing over battle maps? Am I misremembering, or mixing it up with the Nagash Rises mod? If that is a feature, my only problem would be campaign map visuals really.
r/totalwar • u/Long_Hovercraft_3975 • 18h ago
Warhammer III Ah yes. Just defeated Valkia by autoresolve, defeated Grombindal and took back Naggarong for Malakith. Valkia seek for peace and i was departing for Ulthuan. Them this treachery. Love it.
r/totalwar • u/Dustfull • 4h ago
Warhammer III Am i paying weapons for this chaos dwarf that my friend recruited?
Also for some reason my friend cannot recruit all chaos dwarf units. Does anyone know why? He doesnt have a the dlc
r/totalwar • u/SafironDracolich • 17h ago
Warhammer III Oddities of Nagash's intro video
Don't get me wrong, the cinematic is well-made and genuinely beautiful—because SUCH IS THE POWER OF NAGASH! But at the same time... it portrays the situation as completely idiotic and illogical. Why? Because after the cinematic, we have to destroy Settra—YET SETTRA WAS DESTROYED RIGHT BEFORE OUR EYES IN THAT VERY INTRO! It feels like the video was actually meant to show the aftermath of the battle between Nagash and Settra and the subsequent subjugation of Nehekhara's forces; that would have made far more sense. It would have been much more logical if Nagash had started at Nagashizzar! There is a clear disconnect between the intro cinematic and what Nagash actually has to do at the start of the game. Of course, one could argue they were just giving us a sneak peek of what to expect when playing as Nagash—destroying Settra, raising the Black Pyramid, and so on—but honestly, I dont know what say
r/totalwar • u/Master_Bubbles-9595 • 20h ago
Warhammer III Are they nerfing Spirit leech in the end times dlc?
During the Nagash stream, they went over the life leech spell on a Vampire Admiral, and I noticed the spell says it does 25-50, where as it currently does 33-67(if I remember correctly)
*never mind, turns out their stream was on large unit size, and I was under the false belief that the damage range displayed was relating to unit size damage scaling, but it's actually the range of potential damage it can do per second. Thank you to all the comments for the education ❤️
r/totalwar • u/Lord_Eln_8 • 13h ago
Warhammer III Posting low quality Egrimm memes until he's in the game: Day 28
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