Total War: WARHAMMER

Total War: WARHAMMER

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Fast Units - Fast Armies
   
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Tags: mod, Campaign
File Size
Posted
Updated
9.267 KB
31 Jan, 2017 @ 5:11pm
28 Feb, 2017 @ 3:22am
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Fast Units - Fast Armies

In 1 collection by Crynsos
Crynsos' Mod Collection - Gameplay
41 items
Description
Why are pure cavalry armies just as slow as an army that uses artillery? Why can't dragons and warhounds outrun an infantry filled army? Ask these questions no longer, get this mod instead!


This mod modifies the movement speed of armies, based on the slowest unit.
So an army full of cavalry can now stay well ahead of slower armies with infantry and artillery to scout ahead, hunt down slower armies or evade enemy armies much better.


You should also check out my other mods:
All Factions Unlocked
Campaign Script Modifications
Gotrek & Felix
Instant Quest Battles
Isabella von Carstein - Legendary Hero
Themed UI Compilation
Unit Formations




Detailed Mod Information
Artillery slows down an army by 10% for a maximum speed of 90% of the base range.
This includes units such as Cannons, Catapults, Trebuchets, Gyrocopters, Steam Tanks, ...
Infantry continues to provide the baseline movement speed of 100% for most armies.
This includes units such as Spearmen, Swordmen, Dwarf Warriors, Orc Boyz, Marauders, ...
Monstrous Infantry can move about 10% farther than normal infantry units.
This includes units such as Trolls, Chaos Spawn, Minotaurs, Vargheists, Dragon Ogres, ...
Cavalry provides fast skirmishing armies that move 25% faster than normal infantry units.
This includes units such as Pistoliers, Black Knights, Goblin Wolf Chariots, Centigors, ...
Armies full of Monsters and War Beasts have fast or flying units that can move 40% faster.
This includes units such as Giants, Warhounds, Varghulfs, Manticores, Dragons, ...

These bonuses are applied based on unit type, so they should be compatible with all correctly categorized units from mods as well.
Remember that your lords and heroes also need to be fast enough to not slow everyone else down!


I may eventually fine tune this mod a bit more to provide bonuses to more specific unit groups.


Compatibility
This mod should not conflict with any other mod that I know of.

You have to start a new campaign for this mod to take effect.


Donations
If you like my mods and value the time I spend on improving them, you can support me by donating via Paypal to[www.paypal.com] thecrynsos@gmail.com
Donations will be primarily used to buy future expansions and DLCs of TW:W for modding.
75 Comments
Maitre Supreme 14 Feb, 2019 @ 4:44am 
:legitimacy: Great Mod - THX :epic:
Bodongs 11 Sep, 2018 @ 11:43am 
Does the effect stack? Or is this basically "traditional" armies with even one artillery piece will be at 90% regardless of composition otherwise? That is, the benefits are only seen by armies of pure monster or pure cavalry?
Crynsos  [author] 8 Sep, 2017 @ 4:22pm 
This only has an effect on the campaign.
Bumberbog 8 Sep, 2017 @ 1:09pm 
Does this apply to the battlefield only, or does it also reduce campaign movement range?
OverLORDY 8 Sep, 2017 @ 9:33am 
That makes sense. Good job btw.
Crynsos  [author] 7 Sep, 2017 @ 4:15pm 
I'm pretty sure those big guys can run pretty fast if you poke them sufficiently hard in their behinds...
Either way, most monsters are gonna be able to run pretty fast and it ain't much different from cavalry, plus you are much more likely to have a fully cavalry army than a full monster army anyways.
OverLORDY 7 Sep, 2017 @ 1:53pm 
I was more thinking about outrunning giants.
Crynsos  [author] 7 Sep, 2017 @ 1:32am 
Have you ever succeded in outrunning a flying unit with your cavalry?
OverLORDY 7 Sep, 2017 @ 12:16am 
Shouldn't cav armies be fastest?
3dahs 5 Sep, 2017 @ 6:48am 
ahhh missed that one :)