Total War: WARHAMMER III

Total War: WARHAMMER III

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Survaldor's Knights of the White Wolf & Teutogen Guard
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File Size
Posted
Updated
77.043 MB
11 Sep, 2022 @ 1:47pm
4 May @ 3:16am
28 Change Notes ( view )

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Survaldor's Knights of the White Wolf & Teutogen Guard

Description
"Ulric give me the fangs of the wolf,
Ulric give me the claws of the wolf,
Ulric give me the coat of the wolf,
And I will show your enemies the mercy of the wolf."

- Ulrican Prayer.

The Order of the Knights of the White Wolf, or White Wolves as they are more commonly known, are the most infamous of all the Templar Orders under the worship and servitude of the Ar-Ulric and their God, Ulric, God of Wolves and Winter. Readily identified by their distinctive wolf pelts and their savage fighting-style, the Knights of the White Wolf are the most ancient and largest of the Templar Orders in the entire Old World.



Content
This mod adds the storied Knights of the White Wolf (and Teutogen Guard) to the Empire roster! You can recruit them at the Middenheim Great Temple of Ulric and Temples of Ulric in your campaigns. This mod also makes the Temple of Ulric chain buildable by all Empire factions, instead of only Middenheim.

This unit mod tries to be balanced for vanilla. Their stats are based mostly of other vanilla units.
Both units have 15% missile resistance because of their wolf pelt cloaks.
The Knights of the White Wolf benefit from the same tech/skill trees as Knights of the Blazing Sun/Reiksguard, the Teutogen Guard benefit from the same trees as Greatswords (aside specific ones like Karl Franz's buff skill to Greatswords).

Compatibility
This mod should be compatible with almost everything, aside from some minor things (e.g. the text on the skill and tech trees which were modified). Also since the stats for the units are balanced for vanilla, for any overhaul mod they need to be adjusted.
This mod is also intergrated into SFO, therefore is there no need to have both this and SFO activated.
This mod has in-built TTC compatibility, so no patches are needed.



Credits
- Xoudad & Willemsen two of the head models and textures, updated by me
- Ser_James for the other two head variants, minor texture adjustments by me
- Homer for the armor models and textures
- r1kko for the unit cards, adjusted by me
- Courtesy of Venris for the new hammers
- Data tables and minor texture work done by me
51 Comments
LWH 15 Jul @ 10:23pm 
:steamthumbsup:great units but available for ai?
Guts The Black Swordsman 11 May @ 4:33am 
The units do not show up for Gelt's and Elspeth's faction, the building shows up but no units.
Survaldor  [author] 2 May @ 6:27am 
@Yoshi should be fixed now as well!
Yoshi 1 May @ 4:06pm 
I cant see the temple of ulrik building as karl or as gelt.. do I need the Great temple first? Also are they only recruitable in middenheim with the great temple?
Survaldor  [author] 1 May @ 10:59am 
Thanks for letting me know, should be fixed now hopefully!
Guts The Black Swordsman 1 May @ 10:51am 
Yes unable to recruit as additional building required .
Pimmy 1 May @ 9:54am 
Hi Survaldor,
These units for Boris Todbringer seem fantastic! I unfortunately cannot recruit them in my campaign. The unit card has the red outline that would suggest an additional building is required. The way the blacksmith used to work. But, while it says 'additional building required', it doesn't say or show which building. Might this be the blacksmith the empire used to be able to build but can no longer build as of 5.0?

I tried with and without Sigmar's Heirs, but that didn't change anything.
Any idea what the problem is?

Thanks for your work!
sins8 1 May @ 6:47am 
could you add armor sundering?
Survaldor  [author] 1 May @ 5:26am 
Updated for 5.0!
No Name 13 Mar @ 9:34pm 
Is there any chance of getting the other 2 main missing Ulric wolf-kin and hunting hounds? That we can have all the 8th edition Middenheim units.