Total War: WARHAMMER

Total War: WARHAMMER

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Ryhn's Tower Range Nerf
   
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Tags: mod, Battle
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5.396 KB
11 Apr, 2017 @ 5:58am
14 Apr, 2017 @ 2:27am
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Ryhn's Tower Range Nerf

Description
This is a simple adjustment that limits city towers' range to 300, so that siege weapons can do their job. I believe this helps to alleviate the initial bum-rush to the walls and allow more options as the attacker.

This should work aslong as different types of towers aren't added, simply enable out-of-date mods. Overhaul mods or mods that alter towers will likely conflict with this mod.
8 Comments
kelman221 21 Apr, 2018 @ 7:44pm 
To Locklave, I played almost every total war before this. Seiges used to actually be sieges until this game came out. Most older fans of the series enjoy more strategic sieges. Towers COULD be OP in previous games, but there were always different ways they could be neutralized. This is the first Total War game with these terrible sieges and towers that do so much damage and cannot even be avoided. Beofre, you could use seige equipment to take out towers before losing half a unit and the siege was still completely balanced. This is a great mod, nobody is forcing you to use it to cheese. If you feel like it is somehow cheating, just don't get it. I agree that due to the simplistic nature of sieges in this game it is harder to balance out sieging by possibly making it to easy, but that is really up to the individual to decide.
Ryhnhart  [author] 10 Aug, 2017 @ 7:58pm 
Going to test it later today, but it should unless the Norsca have unique towers.
Rhedd 10 Aug, 2017 @ 6:28pm 
I assume this still works fine after the Norsca update?
Ryhnhart  [author] 5 Jul, 2017 @ 6:33pm 
There are any number of new strategies that this should allow players to utilize, if you want to cheese it and sit back with 10+ units of artillery...well that's up to you. One other thing, the siege maps being so small doesn't help stop people from using that strategy but that is out of my control and capability.
Ryhnhart  [author] 5 Jul, 2017 @ 6:33pm 
Splitting your forces is now viable, before you wanted to get as many guys through as small a gap to avoid as many towers as possible. ACTUAL sieging is now possible, wherein you slowly attack with proper ranged units and artillery. You can employ the use of waves rather than needing to get everyone as close to the wall as possible. Rather than being forced to duke it out in one area, you can afford to punch another hole in the wall and send flanking troops. Cavalry isn't as totally useless with this method. Siege Artillery is now actually more useful than Monstrous units in sieges. As the defender you can't now just sit on the walls and let the enemy get massacred by your towers. Because of the AI limits this is more interesting against other players, in which sieges get FAR more complicated.
Locklave 5 Jul, 2017 @ 6:02pm 
But what is the varience of strategy now given that the towers are out of range at the start? All I can imagine is knocking down the doors/towers without any risk. I didn't play any other TW games so I have no clue how towers were dealt with differently in terms of strategy.

I mean if it's just a nerf because you don't like towers, that's up to you.
Ryhnhart  [author] 5 Jul, 2017 @ 2:59pm 
You might be able to if you have the vast majority of your army be artillery. This mod is just making the sieges the way they used to be in previous TW games. Artillery could ALWAYS out-range the towers and it was fine. If you want to exploit the game's mechanics, go ahead, there are plenty you can exploit in vanilla too.

Like I said in the discription, I did this to vary the attacking strategy as bumrushing was the only option that didn't incur massive losses.
Locklave 5 Jul, 2017 @ 10:09am 
This mod means that you could just use your siege with a greater range to destroy the entire defending army without taking any losses. Defenders never attack when they have walls.

This is a cheat mod.