Total War: WARHAMMER III

Total War: WARHAMMER III

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Tabletop Caps: Thrones of Decay
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Tags: mod
File Size
Posted
Updated
458.374 KB
5 Apr, 2022 @ 9:27am
17 May @ 7:02am
26 Change Notes ( view )

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Tabletop Caps: Thrones of Decay

Description
Features

This mod adds army-level Unit Caps for all factions, inspired by the Warhammer Fantasy Battles Tabletop rules for army composition.

All units are either core, special, or rare units, and have an associated points cost. Each army is allowed to have an unlimited number of core units, up to 10 points worth of special units, and up to 5 points worth of rare units.

When the recruitment panel is open, you will be able to see the costs of each unit displayed on the unit cards, both for the unit options available to recruit and for the units already in your army. Additionally, the total available and spent points are visible on the UI when you have any army selected.

Core Special and Rare distinctions are decided based on tabletop precedent and game balance. In cases where certain units diverge substantially from tabletop, they are balanced according to how they function in game.

All limits are enforced for the AI just like for humans - including Slaaneshi Devotee armies, Khorne army summons, rogue armies, and challenge armies. The only thing which does not have tabletop caps is quest battles - these will be extra challenging with this mod enabled, but are still very much winnable for an experienced player.

You can find a full list of the current unit costs for tabletop caps on this website http://ttc-costs.surge.sh/ which was created by the illustrious Bapp on the Modding Den.

Balance for the factions who are new with WH3 is still very much being decided - I haven’t had time to play every single faction through an entire campaign with the mod yet. Feedback is greatly appreciated.

The goal for the mod is that you will have to make some hard choices about which elite units you want to bring, and that both you and the AI will field no ‘doomstacks’, instead bringing balanced forces. The ultimate goal is that a much higher share of your battles will be interesting fights between two armies with reasonable compositions.


Compatibility
This mod should be compatible with all other mods. However, custom units added by other mods will be considered core (unlimited) units, unless the mod author specifically adds their units to the Tabletop Caps system. If you come across a unit mod that you’d like to work better with this mod, let me know and I’ll see if I can help the author set that up.

You can see a list of submods for popular unit mods here.

This mod should be compatible with multiplayer games in consecutive turns mode. Simultaneous turns mode should be fine too, in theory, but I haven’t tested it and it is very new, so consider yourself a beta tester if you’re taking this into a simultaneous turns MP game.

Mod Configuration
This mod has settings available in Vandy's Mod Configuration Tool.

Thanks to
Cataph, both for help with balance and for creating the new mod image.
Bapp, for creating the webapp mentioned above, where you can view unit costs.

Links
My Github[github.com]
The Modding Den Community Discord[discord.gg]
Unit Pack Submods.
Bapp's Tabletop Caps Costs Site[ttc-costs.surge.sh]

Popular Discussions View All (16)
85
23 Jun @ 8:10am
PINNED: BALANCE FEEDBACK
DrunkFlamingo
19
16 Jun @ 2:17am
PINNED: SUBMODS LIST
DrunkFlamingo
9
6 Jun, 2023 @ 7:16am
Unit Submod Code Template
DrunkFlamingo
570 Comments
Bert 19 Jul @ 4:32am 
I would also like to ask about compatibility with Great harmony sentinel mod :)
Bing Chilling 19 Jul @ 2:12am 
Any chance of a compatibilty mod for Nanus Pirates of Sartosa?
Siin_Wolf 18 Jul @ 9:44am 
does this work with modded units like singe's unit mods?
JoHein 17 Jul @ 8:38am 
Raise dead may be able to circumvent caps, just encountered a Necromancer with 4 Bloodknights, 4 Terrorgheists and triple Mortis. So only slightly above limit.
I'll have to do some testing.

Most of the time working as intended, even in co-op. Cheers!
code18 13 Jul @ 6:53pm 
@DrunkFlamingo sometimes the AI hires units over the limit
Pet Mudstone 12 Jul @ 3:02pm 
Alright, caps still seem to work just fine, which is good!

@LitSin If you mean changing how much of each unit rarity you can field in the army, get and enable Mod Configuration Tool. There will be a new button in the top left bar that you can use to configure mod settings including how much of each rarity you can field with this mod.
Gecko 2.6 8 Jul @ 4:06pm 
Does this mod still work and if so, does it work in a multiplayer campaign aswell? :)
LitSin 5 Jul @ 1:06pm 
Hello,
Do you know if we can change the limit of rare units and special in the files of the mod ? And Where ?
Mumion der Unsterbliche 5 Jul @ 2:51am 
Update ?
Pet Mudstone 30 Jun @ 12:56am 
The caps are still present in campaign as of 5.1 though i'm not sure if they actually stop ya from recruiting units yet if you surpass em, will update once I figure that out.

However, the icons don't seem to appear over unit cards when you're setting up skirmish nor does general functionality apply which is a bit annoying when you're trying to quickly reference stuff. The unit browser also doesn't show unit rarity when you access it via skirmish but it works just fine in campaign in both the battle and strategic layers.