Total War: WARHAMMER III

Total War: WARHAMMER III

638 ratings
Asrai Unit Pack (Wood Elves)
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units
Tags: mod
File Size
Posted
Updated
79.240 MB
5 Jun, 2023 @ 3:48pm
16 Jul @ 9:57am
25 Change Notes ( view )

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Asrai Unit Pack (Wood Elves)

Description
Description
• Adds 6 New Units to the Wood Elves faction.
• Officer Models for New Units
• Tech Tree Supported
• Allied Recruitment








Balance
These units are not CA balanced, and while I have tried to keep them similar to base stats of other equivalent units they may be stronger or weaker in certain ways. Currently some of these units are a bit overtuned and are due small nerfs.

Fundamentally, this mod could be seen as unbalanced as it can cover up weaknesses the faction is designed to have.

Compatibility / Submods
Tabletop Caps Built-in to this mod
Armourygeddon Support by Cipher & RagnaroK
Ignore Trees Submod by Cipher
Gifts of Athel Loren Submod by Cipher
Warband Upgrade Ultimate Submod by CatCanBawl
SFO Submod by 坤坤ikun(真爱粉)
2x Unit Size by Steeps
RU Translation by Ded_Inside
CN Translation by 泡泡茶壶
CZ Translation by Martarios

Regarding submods: If anyone is willing to make an SFO or Radious submod then please do, it would be greatly appreciated and I would be happy to link it here in the description with credit.

Issues
• Some clipping issues here and there
• Most LOD Issues Fixed, but I still recommend Hooveric LOD mod
• Can cause FPS drops when many of these units are on screen, particularly with x2 unit count modifier. Working on a performance optimisation patch for it.

Credits
• Dietrich for the inspiration and for providing the guides I used to learn asset modding. Check out his Eternal Wood Elves mod, it works alongside this mod nicely.
• GreyHound for some short descriptions texts.
• CA for practically everything else
• RPFM, AssetEditor & QtRME modding tools

Mods used to capture screenshots:
Matthew's Reshade Preset
Ultimate Lighting 2.0


Tags: Wood Elves / Wood Elf / Asrai / Unit Pack / Cipher
Tags: Wood Elves / Wood Elf / Asrai / Unit Pack / Cipher
255 Comments
rage 17 Jul @ 5:41pm 
but i really do appreciate your work, you do make the game more bearable with these units and i really do appreciate it.
rage 17 Jul @ 5:40pm 
i will say this, your units do require at least a lvl4 settlement to get. they should be slightly better than vanilla simply because they take 2 turns to recruit compared to vanilla taking 1 and they have a higher army upkeep. so them being better than them should happen. its like high elves sisters of avelorn. the only other high elf archer unit is shadow walkers in comparison to them. I guess that's the main reason im advocating for a buff to them, nothing crazy but a little push.
Cipher  [author] 17 Jul @ 4:34pm 
Good points, I'll take a look at Rangers and see what can be done for them to stand out compared to wardancers but not outshine them in their own speciality.

Wow 270 range is insane haha, I'd love for them to have such insane range but it'd be far too strong for the vanilla roster :) I do understand where you're coming from, many people requested an SFO version for months for the same reasons (SFO is probably even worse with my units and their drastic changes).

Still, thanks for putting the thought into my units, it's given me some ideas to work with.
rage 17 Jul @ 10:40am 
for the maidens, um disregard my comment on them, because i do have to take into consideration you don't balance around the radious mod. because it does push units into different proportions and thats why i was thinking your unit was more so lackluster. because radious mod units do outshine them to a certain extent, and i just wanted them to be more relevant. its why i asked for moonfire on them, because in radious, way watchers they get stupid range on them (270) and 36 ammo. so it was a hard choice to choose between the two. i guess if i did a mix it would mesh better.
rage 17 Jul @ 10:40am 
i didn't realize about the tool tip for oak guard, ill try and use them again. i just assumed because defense against large wasn't there they weren't worth it.

that's the issue with rangers, is that you can get war dancers on your second turn. which is why i brought it up. which makes them irrelevant, if they were a starting unit in the army. i wouldn't have made a suggestion, just that dancers you can get relatively earlier than you think. i think a good alternative would be give them magical weapon damage? because its really hard to choose them in any army at all. because nothing is really going for them compared to war dancers.
Cipher  [author] 16 Jul @ 10:15am 
Oak Guard are quite a strong hybrid unit and they do actually benefit from anti-large defence bonuses, as well as charge reflect. Not all of their features are displayed in the UI tooltip area due to a limit of 4. Personally I think they're quite versatile and make for a great vanguard or flank protector unit and have some solid armour by WEF standards.

Maidens of Kurnous do have the same fire damage as the moonfire bows it just might not be displayed very well. They sacrifice stealth and high AP by offering a magical attack option that does zero friendly fire, so they can be used to shoot into melee without any worry on team killing. I still want Waywatchers to be an amazing unit and for my unit to offer players different options rather than a direct upgrade where possible.

Even so I want to say thanks again for putting in the time to write up the feedback it's appreciated. I've made some notes on the areas you've listed for when I go through the balancing changes :steamthumbsup:
Cipher  [author] 16 Jul @ 10:13am 
Thanks for the detailed feedback.

I've patched the skirmish mode on rangers, that must have made its way back into the pack somehow since I remember disabling that before.

I'm doing a balance pass after the optimisation update so I'll look at the areas you've suggested here. I will say though, I can't justify balancing this around Radious as it's designed to fit in with the vanilla roster and stats only.

Glade Rangers - they will always be worse than wardancers by design, they're a T1 cheap option just to pad out armies and provide an alternative to only spamming Glade Guard. Their best feature imo is that they're recruitable from an outpost building allowing you to form a quick defence. They work well with the warband mod too, as they're a good stepping stone to other units.
rage 15 Jul @ 11:21am 
oak guard are very irrelevant and don't have anything going for them even as a hybrid unit. high elves have a unit similar to them and they have defend against large on them. so you should give it to them as well. to make them more viable and more value to them as a unit.

high born sunderers are in a great spot. they do their job very well. especially for chaos boss sniping.

blademasters need more melee defence, in the radious mod which i know a lot of people use. their melee defense is sub par and there are better options than them which do their job better. and their speed is lackluster as well. and even with their shield they get murdered very quickly. even higher ranking ones.

shield maidens do their job amazingly holding the line. no complaints, very solid unit.

thank you for the mod. i appreciate your hard work in making them.
rage 15 Jul @ 11:20am 
hello, i know you update this mod often, i use radious with this mod. and the maidens of kurnous gets out beat by way watchers pretty badly. i was going to ask could you give them moonfire ammo since they already do fire attacks. it would help them out a lot in terms of being more viable.

your glade rangers need to be buff slightly, war dancers are better than them because of melee defense and also the glade rangers have skirmish mode on them. and i forget to turn it off and then a portion of my line crumbles because they believe they have bows.

there will be a part 2 cause of the 1k character limit
tenkis1004 13 Jul @ 3:51pm 
This is a really cool mod!
However, if I have one regret, I don't play Wood Elf.
It would be very, very good if there was a high elf version of this wonderful mode. Please request it. T^T