Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Elites
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File Size
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483.556 KB
20 Oct, 2022 @ 2:27pm
20 Aug @ 7:09am
89 Change Notes ( view )

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Better Elites

In 2 collections by BAGHolder
Warband Upgrade Collection
9 items
Friend Coop
18 items
Description
This mod is a side-product of Warband Upgrade Ultimate, based on same concept in Immersive Bretonnia Upgrade --- to make elite units truly elite.

Does not require either mod, but they are designed to be compatible and coherent.

Intro
WH3 is such a great game. But, many elite units in lore were treated unfairly and mis-represented in game. Single entities and monsters are overpowered, while elite infantry is lagging, and many elite cavalry is useless.

The main purpose of this mod:
--- make tier-3 units better in terms of unit progression,
--- more functional according to unit role, grouped into cavalry, archer, defensive and offensive infantry.
--- elite units shall crush low-tier units, but can always be effectively countered by certain elite units.
--- faithful to both lore and vanilla game design.



Unit Resize
The main change is to decrease unit size, then increase health / damage / mass proportionally, and increase projectile impact radius.

With a smaller unit size and more health per entity, each entity can survive longer, deal more damage, and much more mobile on battlefield and especially siege map.

The armor / shield / AP percentage are also significantly improved. Other stat (attack / defense / charge) are little changed to be faithful to vanilla flavor.


Cavalry: Lethal Charge Impact
Tier 2 & 3 cavalry from applicable races are all properly resized (30/20/10) with significantly increased mass and splash attack. Added anti-infantry bonus for anti-infantry cavalry.

Now the elite cav can easily charge through most units. The best of the best (grail, blood, and chaos knights) are on-par with Ogre monster cavalry.


Archers: Smaller yet Better
Tier-3 archers are re-sized, with increased missile strength + 360 degree shoot + increased impact and penetration.

For archers of 30 entities or less, as well as ranged lord and hero, add a small shockwave radius to their arrows. This compensates the low-unit count, and makes ranged heroes on-par with magic / melee heroes.


Infantry: Defense or Offense
With increased mass and radii, elite defensive infantry (e.g., phoenix guard, black guard, ironbreaker) can stop the cavalry charge on front, and more effective against monsters.

Elite offensive infantry (swordmaster, bladesinger, greatsword, chosen, slayers, etc.) deal more damage per entity, and can break defensive line.


Battle Balance
When used correctly, elite units can handle multiple low-tier units.

Elite units facing each other generally follow the rule:
Cavalry >> Archers and Offensive infantry.
Archers and Offensive infantry > Defensive infantry.
Defensive infantry > Cavalry

Anti-large and anti-infantry attributes are important, giving significant bonus to both attack and weapon strength.


Compatibility:
Compatible with all mods, co-op, and safe to add or remove mid-campaign.

The list of resized units & races is here.

It is also compatible with SFO / Radious, but the mod is balanced around vanilla experience.


Misc:
I don't always check Steam comments. For time-sensitive request, please contact me on discord, either via modding den or my own channel[discord.gg].

And I always welcome a cup of coffee[www.paypal.com] for my work.
Popular Discussions View All (1)
5
9 Feb @ 1:40pm
List of Resized Units
BAGHolder
115 Comments
BAGHolder  [author] 16 Jun @ 9:37am 
fixed the empire bulding requirement, grudge settler cost, and plaguebear spawn issue.

Yes, ogre cav is not as exciting as it was, due to how other elite units catching up. After next DLC come up, which is about ogre, I will take another look at their units.
sephiroxical19981202 10 Jun @ 12:56am 
Now Grudge settler hammerers and slayers has no recruitment costs when the rest of the GS units do.
gaotsu 27 May @ 3:05pm 
Thank you for the awesome mod although Ogre cav feels a little bit underpowered now i think, also Epidemius Plaguebearer spawn ability is bugged, the unit spawn with 100 entity instead of 30 and they have the mod stats so they are op.
Fenix Thorn 19 May @ 7:42pm 
Thanks so much for making and maintaining this mod! I love both it and Warband Upgrade!
Jack_Ryan 16 May @ 3:16am 
I make some testing deactivating my mods one by one except Better Elites, the problem was still present.
Only with Better Elites there is the problem.
Activating all my mods except Better Elites, no problem of recruitment.
So it seems the problem come from Better Elites
Jack_Ryan 15 May @ 9:06am 
Hi, I noticed that when I'm using Beter Elites that there is a requirement for Greatsword, Blazing sun and Demigrypth Knight. They need Great Cabin and Engraved Wall, but impossible to find these buildings.
I checked activating/deactivating mods, when I deactivate Better Elite, no more requirements.
sephiroxical19981202 14 May @ 12:07pm 
There are some unit costs change in the new update,
leek 7 May @ 4:27am 
爱你!
BAGHolder  [author] 7 May @ 3:57am 
should be fixed now
Bone muncher 6 May @ 8:05pm 
For some reason when using this mod I am unable to switch the ammunition on the Sisters of Twilight