Total War: WARHAMMER III

Total War: WARHAMMER III

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True Champions of Chaos
   
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Tags: mod
File Size
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171.004 KB
21 Apr @ 8:39pm
30 Jun @ 6:14pm
14 Change Notes ( view )

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True Champions of Chaos

In 3 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
28 items
Chaos Dwarf Challenge Mode
49 items
Karl Franz Challenge Campaign Vanilla
42 items
Description
The chosen of chaos are supposed to be among the best fighters in the world, with incredibly thick armor, raining immensely strong blows upon their enemies. This mod drastically reduces the size of the following units but increases their stats to compensate. Each unit should have similar combat prowess to the current balance, but it feels more thematic to have them in smaller units.

Chaos warriors (100 entities -> 40), extra 20 armor, ~80% more hp, ~doubled melee damage
Chosen (80 entities -> 24), extra 20 armor, doubled health, doubled weapon strength
Chaos knight (60 entities -> 16), 20 armor, tripled health, ~120% weapon strength, higher leadership
Aspiring champion (16 entities -> 8), 80% health, 20 armor, 80% weapon strength, increased melee attack and defence, increased leadership
Doom knight (32 entities -> 8), 120% health, 20 armor, given significantly higher ap damage, given bonus vs large,
Bloodcrusher (32 entities -> 16), 60% more health, 60% more weapon strength, higher splash
Skullcrusher (32 entities -> 8), 170% more health, 20 armor, significantly higher ap damage, better splash, bonus vs large for regular variant

As with all small units, they will be weaker in 1v1 situations where they may get encircled, but will be stronger when supported by swarms of their followers.

In addition, the marks of chaos have been redesigned for these units, giving each god marked unit a very different playstyle.

Khorne marked chaos warrior/knight and chosen excel at killing massed enemy units but are weaker against exceptionally skilled enemies, these units have frenzy, far higher spell resistance, splash damage, higher armor piercing damage and leadership, but with reduced melee defence. They will carve a swathe through their enemies but are susceptable to being ground down over time.

Nurgle marked chaos warrior/knight and chosen units excel at fighting enemy armored melee units and armor piercing units, but are weak against enemy ranged especially flaming projectiles, or high damage dealers in general. They have a very high level of ward save, and have a super powerful poison on their weapons, but are drasically slower, are much easier to hit and hit less often in melee, and become very vulnerable to fire. They are masters of attritional warfare able to outlast many enemies.

Slaaneshi marked chaos warrior/knight and chosen units excel at fighting skilled enemies in melee, and keeping enemies locked down. These units have essentially two modes, their default mode boasts incredibly high defences, damage reflection and debuffs to weaken enemy units in melee. Their second mode sheds many of their defences for an incredibly big damage boost. Essentially they can transform from the tankiest unit in your army to one of the highest damage dealers at the press of a button - but being slaaneshi they don't enjoy killing their enemies without getting their fun in first...

Tzeentchian marked chaos warrior/knight and chosen units excel at fighting enemy mages or units that have magic attacks, and bolstering friendly spellcasting. They have magical attacks, a barrier, remove magic attacks from enemies they're fighting in melee, and replenish winds of magic pool while fighting in melee. They also significantly disrupt enemy spellcasters in melee with them, while being close to immune to magic themselves.

Undivided units have small boons from each of the four gods, without any of the negatives, so currently have a very small amount of ward save, a small amount of magic resist, a small amount of melee defence and a reasonable amount of leadership. They are also often seen as leaders among the ranks of chaos, and as such have an aura to boost other units combat prowess and bravery, at the cost of becoming a bit too courageous for their own health.
72 Comments
Cerb  [author] 26 Jun @ 8:34pm 
Changed them to 40/50% in mod now
Cerb  [author] 25 Jun @ 2:34pm 
Will do, thanks.
Vaxar Kun 25 Jun @ 9:14am 
Might need to tweak Khorne mortal units - all of them have 35% spell resistance in vanilla now - some of the units with this mod have lower
Cerb  [author] 12 May @ 1:08am 
I sent you a friend request, just accept, dump info in and then block me if you want lol
Elemental Israelite 11 May @ 9:33pm 
Okay! Um... how do I PM somebody in Steam? Lol...
Cerb  [author] 11 May @ 7:18pm 
Yeah ill be doing an SFO version, i like how themed each of the chaos factions are in this mod, they all seem significantly different, which i dont even feel in SFO tbh.

And yeah of course, always looking for ideas :)
Elemental Israelite 11 May @ 5:18pm 
I imagine this mod does not need an SFO equivalent because they already do something similar with the chaos warriors and the chosen on their own? Or would you consider making an SFO version of this mod that gives them this version's model count but strengthens them even further than SFO?

Also... any chance I could toss an idea to you through PM? I have no clue how to message mod authors on here but I have a comprehensive Chaos faction mod idea and I need to tell someone with modding capabilities before I burst! :3
Cerb  [author] 10 May @ 3:34pm 
Didnt work anyway, the charge distance seemed to be the same regardless of what i set it to, upped their base speed a little instead and their acceleration.
Cerb  [author] 9 May @ 5:42am 
Different for each unit type, cav is often 30-40, inf usually 20-30
Vaxar Kun 9 May @ 5:37am 
damn, if i wanted to micro, i'd play slaanesh /s

Thanks for the update. Normally, when does a unit start charging? 30m?