Total War: WARHAMMER III

Total War: WARHAMMER III

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Tru' Black Orcs - Armed to da teef
   
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File Size
Posted
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3.648 MB
15 Jul, 2023 @ 8:51am
28 Feb @ 8:48pm
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Tru' Black Orcs - Armed to da teef

In 1 collection by [PuB] Axlegolas
Axl's Warhammer 3 Mods
13 items
Description
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Tested with Patch: 4.2
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This is my version of the "Armed to da teef" ability for the Black Orcs. They were kinda underwhelming in vanilla, due to the fact that they are only carrying great weapons. What makes Black Orcs so scary is their ability to carry all kinds of weapons and be able to switch them in battle. Some mods made them variants but the problem i had was that they don't have variants.

THEY ARE the variants - All inclusive

When using the Black Orc variants mods, it also takes up an additional unit slot which doesn't fit their role kinda-ish. So i put a lot more choppas and shields into this unit and gave them the ability to change their weapon set, just like wardancers can change their dances.

!!! Black Orcs are now shielded by default !!!

AI usage (not for players, but how the AI handles the abilities):
Shielded while marching
Dual weapons while charging
Great weapons while in melee

This makes Black Orcs a bit stronger, so i raised their cost by 50.

Additionally i gave them another visual appearance. The unit has now mixed animations, mixed weapons and a ton of alternative weapons on their back, they can carry with 'em.

I didn't change the Krimson Killerz. As RoR, they already have the "Armed to da teef" role (AP, BvInf and Splash) and visually, i thought that they would carry their preferred weapons into battle, so no need for additional backpacks (what let them stand out a bit more).

You like the visual changes, but you don't want the abilities? Check this one out:
https://steamproxy.net/sharedfiles/filedetails/?id=3004803234

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This is not compatible with mods, changing the unit sizes. You can play with
increased unit sizes, but newly added Black Orcs will always have great
weapons. This mod is made for default unit size and lower.

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Take a look at my other mods:
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https://steamproxy.net/sharedfiles/filedetails/?id=3000579270
27 Comments
Notthebeegees 6 Jun @ 2:37pm 
@[PuB] Axlegolas I can confirm that the entity miscount is not purely graphical, I had two almost destroyed units heal to full health and entity count as soon as I entered a battle, which then persisted onto the campaign map. This was with the graphical only version as well.
쵸즌 워리어 4 May @ 12:05pm 
5.0 plz
bigeazze 3 May @ 5:23pm 
update 5.0?
sanakan7 17 Mar @ 5:06am 
Worth noting is that Black Orcs with Great Weapons could NOT switch to other equipment in TT.
Slinkerdeer 3 Jan @ 9:32am 
Was gonna try this but 0 response to Ralin pointing out a bug nah ill pass
Ralin 2 Nov, 2023 @ 1:04pm 
Hi, this is a classy idea and good implementation.

However, I found a bug: the number of units on the squad icon during the battle behaves completely erratically - sometimes with almost killed unit it shows 80 orcs, and sometimes with half wounded (visually about 40-50 models) it shows 10-15.

Try to fix it?
[PuB] Axlegolas  [author] 5 Sep, 2023 @ 3:19pm 
updated for 4.0
[PuB] Axlegolas  [author] 17 Jul, 2023 @ 8:28am 
@ROIT @less1630 i found the bug. It seems that the game itself causes the visual bug when using several champions in a regiment. i don't think i can do anything about that. But since entities do die, it shouldn't have an impact in battle.
ROIT 16 Jul, 2023 @ 4:59pm 
I also encountered the same problem. On the premise of not using any mods, there was a problem with the number of black orcs.
less1630 16 Jul, 2023 @ 9:58am 
no , I didnt use WezSpeshul or Expanded Roste MOD , nvm , I will think of other ways.
thank you