Total War: WARHAMMER III

Total War: WARHAMMER III

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The Ten Kingdoms
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2.844 MB
30 Jun, 2023 @ 11:20am
11 Jul @ 4:23am
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The Ten Kingdoms

Description
The Ten Kingdoms mod for the High Elves Adds 22 new unique units to the roster for use in campaign or multiplayer, inspired by a mix of warhammer novels and fantasy supplement books. There are 11 units and 11 regiments of renown, each based on one of the 10 kingdoms of Ulthuan. Most of the units are only recruitable from their home kingdoms. If you enjoy please rate and reward!

UNIT FORMATIONS Also Included is the return of unit formations , including diamond, flying wedge, stand and fight and the phalanx!

Eagle: Unit forms into a V shape, giving them improved maneuverability and increased mass

Arrowhead: Forms into the shape of an Arrowhead, greatly improved maneuverability and charge bonus.

Stand and Fight : Forms a hollow square formation, gives the Wardens improved defensive qualities and magical prowess. Useful for holding a position or protecting a lord from infantry and boosting nearby mages casting ability.

Phalanx : The classic. Unit tightens its formation, presenting an impenetrable wall of spears. This allows the unit to attack with multiple ranks making the unit a veritable killing machine, but heavily reduces the units mobility and ability to turn. Perfect for choke points or holding a line.

UNITS
Thank you to Flor, for the lovely unit cards for the Dragon Gate Guard, Annuli Eagle Riders and Cothiquan Knights
Each unit benefits from the lords red skill line and tech tree and are recruitable from their respective home kingdoms in the landmark buildings.

Shadow warriors (barbed arrows): Shadow warriors who use light, long range arrows with a debuff contact effect (inspiration from Sons of Ellyrion novel). They have high damage but very low armour piercing.

Knights of Anlec: Fast armour piercing shock cav. Not as tanky as Dragon princes but more deadly. Inspired by the Sundering novels, in which the Knights of Anlec pre-sundering times helped Malekith conquer the old world.
Can also assume the "Arrowhead formation". Recruitable from Tor Anlec or the Aesanar camp when playing as Alith Anar

Chracian Hunters: Bow and long-spear infantry, specialist antilarge unit with the toggle ability that lets them stalk and fire while moving at the cost of movement speed. Recruitable from Tor Achare

Caledorian Sentinels: Sturdy mid/elite sword and shield infantry with heavy dragon armour. Recruitable from Vauls Anvil

Ellyrian Lancers: More elite Ellyrian Reavers with long lances and a devastating charge, as well as the "Eagle formation"

Lothern Sea Rangers: A melee oriented shadow warrior type unit with a strong precursor bow attack. Inspired by the 'Storm of Chaos' High elf sea patrol units. Recruitable from Lothern or the Glittering tower in the vortex campaign

Cothiquan Knights: Armoured skirmish cavalry with good melee stats. Regarded as pirates by some for the wild behaviour and predilection for raiding. Inspired by the high elf heraldry book. Recruitable from Cothique.

Maidens of Isha: Light cavalry with lore of life bound spells and the "blinded" contact effect. the High elf equivalent of doomfire warlocks or sisters of thorn. Recruitable from the Gaean Vale or the Handmaidens gallery when playing as Avelorn.

Sapherian Pegasus Riders: Swordmasters with lore of heavens bound spells who ride pegasi. Very fast and useful for harassing enemy backlines. High damage, good in aerial combat but squishy. Recruitable from the White Tower of Hoeth. Has the "Eagle formation'

Annuli Eagle Riders: A unit of 3 Great eagles ridden by mightiest princes of Ulthuan. They have the ability to ambush their prey from the skies as well as spot enemy stalked units from a long distance. Very elite anti-large air-superiority unit and great for scouting. Recruitable only from the Fortress gates of Ulthuan.

Keepers of the Stones: ROR Silverin guard with long-spears, armour piercing and unbreakable. They swap martial prowess for Grim Discipline and have the Phalanx formation and formation attack.

Lions of Kurnous: ROR Chracian Hunters, who forgo the use of bow and spear like the traditional hunters of Chrace, instead using a mighty glaive, and relying on the blessing of kurnous for their ranged damage. Mapwide Horn ability that imbues allies with the strength of the white lion.

Harbingers of Kurnous: ROR Ellyrian Lancers with perfect vigour, Eagle formation and a mapwide Horn ability (with blowing animation) that improves speed and vigour

Dragon Gate Guard: ROR caledorian sentinels who use Spears instead of sword. Also has an armour piercing ranged attack. Inspiration from HE uniforms and heraldry book.

The Shadow Knights: ROR Knights of Anlec with magic anti-infantry attacks, fear, the "Arrowhead formation" and Loecs shroud ability.

The Maiden Guard: Inspired by earlier TT editions. Extremely elite low model count archer unit with 2 fire modes (regular arrows and penetrating multishot arrows that can attack buildings) and a bombardment ability. Also very good in melee with AP antilarge spears.

Wardens of the White tower: Swordmasters ROR with high and life bound spells. Can also cast "Flames of Hoeth" magic spell, an expensive short range blast of fire that destroys anything in its path. In addition they can use the "stand and fight" formation, that increases their magical ability and their defences.

Avengers of Tor Anroc: ROR Tiranoc chariots with armour piercing, armour sundering melee, AP antilarge missiles, but half the ammo of tiranoc chariots, as only one of the charioteers carries a bow; the other wields a halberd. More heavily armoured and melee focussed than regular tiranocs.

The Watcher of the Vale: ROR treeman with bound dwellers below, entangle, and aoe buff/debuff passives. Also has massive weapon strength and higher HP, along with being physically much larger than a normal treeman. More in line with other "super monsters" like the dread saurian.

Sentinels of the glittering tower: ROR bolt thrower with longer range, flaming magical bolts, and a full seaguard crew, making them much more difficult to kill in melee.

Submods and Compatibilty
This mod is made to fit within the vanilla game. It is not intended to be compatible with SFO, Radious or any other overhaul mods and should not be used with them. Please do not ask about submods for these because i do not support them. If you wish to make such a submod please ask permission first.
Other submods, such as translation submods are very welcome, provided they conform to the regular
Chinese Translation submod
https://steamproxy.net/sharedfiles/filedetails/?id=2997374700

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111 Comments
[-ODM-] Loupi  [author] 17 Jul @ 3:06am 
separate issue, imriks ROR recruitment is fixed. mod is not compatible with modded HE factions so you wont get the ROR with non-vanilla factions
icU°Rovdyr 17 Jul @ 1:06am 
It gives an notification that i have unlocked the RoR unit but i am unabble to see any off them (just the vanilla ones). do i need to have the settlements and landmarks built to be able to see them? currently playing IEE as Guardians of Calith, so that might also be the same issue as with imrik?
[-ODM-] Loupi  [author] 11 Jul @ 4:23am 
should be fixed now, thanks
[-ODM-] Loupi  [author] 11 Jul @ 4:10am 
can you tell me which units specifically? he can recruit the ROR
Nutwit 10 Jul @ 11:00am 
Hi, Just wanted to point out that Imrik cant recruit the new units added by the mod, eg, the caledorian sentinels dont show up at either vauls anvil or the dragon graveyard for him. Also tested with tyrion and noticed that they show up for him. So, it seems this is an Imrik only problem. I tested it without using any other mods active.
[-ODM-] Loupi  [author] 9 Jul @ 5:37am 
updated for 5.1.1
[-ODM-] Loupi  [author] 9 Jul @ 3:30am 
super fun unit for sure :)
omletinaomletina 9 Jul @ 1:19am 
Ellyrian Lancers - the reason i prefer light cav more (than Silverhelms and etc.)
[-ODM-] Loupi  [author] 8 Jul @ 1:28pm 
@Luckie thanks, just spotted this problem, should be fixed now
[-ODM-] Loupi  [author] 8 Jul @ 12:15pm 
ok ill ask steam then