Total War: WARHAMMER III

Total War: WARHAMMER III

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Special Tabletop Caps for Chaos
   
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426.359 KB
2 Sep, 2022 @ 4:47pm
9 Jun @ 12:50pm
7 Change Notes ( view )

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Special Tabletop Caps for Chaos

In 1 collection by Captain Freakout
Captain Freakout's submods & mods
4 items
Description
About the mod
Once upon a time, Daemons and Mortals of Chaos were subjected to interesting divisions in the tabletop ruleset, in which, for instance, if you took a Mortal Chaos Lord to the field, Daemons would not be a common type of troop (and viceversa).

The idea of this mod is to add that ruleset back through DrunkFlamingo's Tabletop Caps system, with the aim of making your playthroughs with either Mortal or Daemon forces comparably different. For the most part, the rules follow this scheme: base Daemons are Special to Mortals, and base Mortals are Special to Daemons. For the monogod factions, this means you will have two types of army compositions, depending on whether you're fielding a Daemonic or Mortal general, with the intention that you see either Daemons or Mortals as support units. For Warriors of Chaos, the intention is to treat Gifted Units as specializations for your army; for Daniel, it means your roster will favor daemons over humans and mutants, with the intention to make it more of a purely Daemonic force. For the sake of variety, Be'lakor remains untouched, so you have a third playstyle available. Consider, though, that mortal undivided lords will still have the ruleset applied to them.

In summary: Daemon general (LL and regular lords) army compositions now favor daemons; Mortal general (LL and regular lords) army compositions now favor mortals. The spirit of this ruleset is to present you with interesting decisions when it comes to building up your armies, and, through the rosters themselves, to give you a lot of playstyle variety when picking any variant of Chaos, understanding variety less as vanilla's freer "pick n' mix" approach and more as a series of open, conscious tactical decisions.

Rules
Each faction has its own rules, which are detailed in the Discussions below. In more general terms, I have tried to keep balance, particularly for daemonic armies, by keeping at least 3 Core units for each faction. This meant shifting around some Special units (like Screamers or Bloodcrushers) into Core. I believe the loss of cheap and easy-to-recruit mortals more than compensates for the strength boost. Also, to compensate for the loss of variety, some Daemon units' Special/Rare points cost has been lowered. In parallel, Mortal armies have a wider variety of units already, so the changes are oriented towards making your picks of Daemon units much more significant.

In the end, I believe this will make each one of your armies distinct, and will give you many, many interesting decisions about what to pick in your roster depending on each general.

Warning
Before subscribing, consider that this is not a structural gameplay change, which means that there's no compensation of any sort in terms of campaign mechanics. This means that you will have a different experience to vanilla/TTC simply because you have to approach army-building in a more specialized manner; it might be more difficult than before, or it might be easier, depending on your faction pick. In both cases, you should have a more "stable" experience by the mid-game.

The rosters, particularly Undivided, are huge, so if you see a unit (or a Lord) that is not working please let me know and have some patience while I figure it out!

Have in mind this is meant for use in Immortal Empires, though it will work with other campaigns. Be'lakor is Daemons of Chaos in RoC, while he is part of the Warriors in IE, so both campaigns will play differently either way.

Compatibility
Should be compatible with anything, including TTC submods like my own. The rules are tied to a new skill that all Chaos Lords of all types have, titled either "Master of Mortals" or "Master of Daemons" ("Dominion Over Mortals/Daemons" is the Undivided variant). If you have mods that add skills to LLs or generic Lords, it might be possible to have a clash, so let me know if you have any problems when activating any skill mods.

If you use Legendary Characters, which includes some Chaos Lords, you can use my Special Tabletop Caps for Legendary Characters submod along with this.

Mods supported:
SCM's Patron Gods.
ChaosRobie's Pleasureseekers of Slaanesh and Tzeentch Great Winged Terrors.
madgeneral2019's Aspiring Champions of Chaos.

Unit mods are a lot of work, so I will only add a very select few - please don't ask me for more.

Bottom line & acknowledgements
Because of the *big* army list, I need your feedback and support in testing army comps. Let me know in the Rules Discussion about any observations you might have regarding balance, points, etc.

Above all, I hope you have fun!

Thanks to DrunkFlamingo for the nerdy joy that is the TTC system! Also, thanks to Nothing. for the help and feedback. Thanks to other TTC submodders for the inspiration, and of course, to Bestial for the 6th edition WHFB talk.
Popular Discussions View All (1)
2
4 Sep, 2022 @ 7:54am
PINNED: RULES DISCUSSION
Captain Freakout
37 Comments
Matthew39 9 Jun @ 3:43pm 
Thanks for the update! Another must have for me :)
Captain Freakout  [author] 9 Jun @ 12:54pm 
So if anyone is still subbed to this, I've finally had time to sit down again with it and fix it! :) Thanks for the patience, hope you have fun with these rules again!
Captain Freakout  [author] 29 Oct, 2023 @ 6:51am 
Thanks Skratch, yeah, I fixed that in my own version of the mod but it's still not working. I'm going to ask some people for help, so it's going to take a while for me to get this done. It's going to take a long time, probably, so if it isn't working for you, please disable it in the meantime.
Skratch 29 Oct, 2023 @ 2:25am 
Hi Freakout, I am using the TW3 Mod Manager and it brings an error message for your mod:
"patch 4.0: New table character_skill_node_set_items_tables requried"
Maybe that would helpl to solve the issue.
Captain Freakout  [author] 28 Oct, 2023 @ 1:02pm 
@sander454 actually I couldn't solve the problem! On my end it's still not working, lol, but if it's working for you I'm glad!
sander454 26 Oct, 2023 @ 10:44pm 
Thank you!! Now is all working as intended. Apologies for late reply but didn't play with Warhammer recently until last few days;)
Captain Freakout  [author] 23 Sep, 2023 @ 12:58pm 
Hey all, I've identified the problem with this submod not working. I may have time to solve it tomorrow, but if not, I'll get to it next weekend, promise!
Captain Freakout  [author] 16 Sep, 2023 @ 1:14pm 
Hey sander454 I spent all my modding time updating another submod so this is gonna have to wait another weekend, sorry! Hope you have another campaign going in the meantime.
Captain Freakout  [author] 13 Sep, 2023 @ 9:35am 
Hi sander454 I will, thanks for the report. I think I need to wait for the main TTC mod to be updated as well, but I'll see if I can do something for now this weekend.
sander454 13 Sep, 2023 @ 5:46am 
Hi Captain Freakout. Unfortunately after newest patch your mod seems to stop working on my Kairos campaign. He can now recruit mortal units as core. any chance of checking it, please?