Total War: WARHAMMER III

Total War: WARHAMMER III

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Waaagh! Movement Fix
   
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9 Sep, 2022 @ 12:00am
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Waaagh! Movement Fix

Description


What Does This Do?

In Total War: Warhammer 2, we had the ability (whether intended or not) to assign Lords to Waaagh! Supporting Armies in order to remove the massive penalty to campaign movement that the main army got when a Waaagh! was declared. This mostly* (see below) fixed the movement problem, and also allowed the Waaagh! army to replenish.

How Do I Use This?

I've included images with highlights, but purely in text format is as follows.

  • Step 1: After declaring a Waaagh!, select any army which has the Waaagh! Supporting Army.
  • Step 2: Click the Waaagh! Army View.
  • Step 3: Click "Character Details"
  • Step 4: Click "Replace Lord"
  • Step 5: Select whichever Lord in the list you wish to assign to the Waaagh! Supporting Army and click the tick.
  • Step 6: Smash da gitz!

Was The Campaign Movement Range Nerf Intended Or Not In Warhammer 2?

I don't remember any actual hard evidence other than some vague comments about whether or not CA intended this negative campaign movement effect. But I also never saw them attempt to fix the AI assigning Lords to their Waaagh! armies and bypassing the said effect. So screw it, we're bringing it back because at least with this it doesn't feel crippling to call a Waaagh!

Are There Any Side Effects Of Doing This?

Yeah, so... Any Lord you place in charge of a Waaagh! army is going to level up, has skills, can equip items and ancillaries, but they'll also die when the Waaagh! ends. So unless they've got Immortality (or are a Legendary Lord) when the Waaagh! ends, they're gone for good unless you replace them prior to the end of the Waaagh!

This can be used to level up Lords outside of having them commanding your main armies as long as they are either immortal or you remember to replace/disband them before they get wounded at the end of the Waaagh!

The AI should also be able to use this same feature.

* * * * *
IMPORTANT

The restoration of campaign movement range might NOT apply on the turn you replace your Lord in the Waaagh! army. It (from very limited testing) happens at the START of your next turn in most cases. Additionally, any skill or trait that grants your MAIN ARMY LORD some type of bonus to campaign movement range, like Route Marcher, will not carry over to the Waaagh! Supporting Army (unless the Lord of the Waaagh! Supporting Army also has Route Marcher).

If the Main Army Lord has more bonuses to campaign movement range, then your overall movement range will be diminished slightly. Though it will still be an improvement to the base system with no Lord assigned to the Waaagh! Supporting Army.

Bugs?

No Idea. In theory it should work just fine with the 5 main Greenskin factions, but please report any issues that you find.

Compatibility

The base mod does not work alongside SFO. However, a compatibility mod for that can be found here . Don't run both Waaagh! Movement Fix mods at the same time and only use the one you need.

28 Comments
VoRt-lol  [author] 25 Mar @ 11:34pm 
@ Emo_Rock , Glad to hear it works. Waaagh! on.
Emo_Rock 25 Mar @ 9:32am 
yeah that was it just came back to delete my comment
VoRt-lol  [author] 24 Mar @ 11:20pm 
@ Emo_Rock , I just tested it again and it works.

You must have this mod activated before you declare a Waaagh!, it cannot be activated after a Waaagh! is declared because it changes the support army to a base game copy without a specific tag which prevents the replacing lord option.

And obviously there might be issues with other mods you have, that part is more complicated.
Emo_Rock 24 Mar @ 11:19am 
doesnt work as of 4.2.2
VoRt-lol  [author] 20 Sep, 2023 @ 10:11pm 
@ Flying Katz, the Waaagh! absolutely does (or at the very least did) have the same issue in WH2. You can find a multitude of threads and bug reports on it specifically during 2020 when the Greenskins got their update. Whether it got fixed or not in later stages of WH2 I don't know, since I would need to load that up and test it.

All this mod does is change the functionality of the Waaagh! to allow replacement of the 'Lord' unit in the Waaagh! so you can bypass the campaign movement issue. This treats the Waaagh! Supporting Army as identical to the system we had in WH2, since CA added some tags preventing adding a Lord to it.
Flying Katz 20 Sep, 2023 @ 4:20am 
Yes, that's what I mean. The Waaagh doesn't have this problem in WH2, but it does in WH3
VoRt-lol  [author] 13 Sep, 2023 @ 10:51pm 
@ Flying Katz , are you inferring that the current Waaagh! mechanic is broken in 4.0? Or are you just commenting on the general ineptitude of CA?

I agree with the latter, CA have gotten worse over time with support on the TW:WH franchise. I just want to know if there's something else I have to muck about with in this mod if it somehow broke in 4.0. Last I checked it still functioned, but hotfixes came and I'm not sure what happened after that.
Flying Katz 13 Sep, 2023 @ 6:11am 
F**k CA, they screwed up the Waaagh
L7 7 Jul, 2023 @ 4:28pm 
I literally delete my waaagh as soon as it starts... (too slow) The old early WH2 waaagh that was a separate commendable army was way better IMO.
VoRt-lol  [author] 17 Feb, 2023 @ 2:56pm 
@ Eye tyrant , I've added a compatibility mod in the description. Should be working fine now.