Total War: WARHAMMER III

Total War: WARHAMMER III

689 ratings
Hold Position - Hold Ranged Units Stationary (Updated for 5.03)
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Tags: mod
File Size
Posted
Updated
1.079 MB
30 Sep, 2022 @ 8:07pm
14 May @ 11:53am
8 Change Notes ( view )

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Hold Position - Hold Ranged Units Stationary (Updated for 5.03)

Description
This mod adds a unit ability to all missile units including artillery, infantry, and ranged war machines which imbues the "can't move" attribute and a 100% movement speed reduction to force them to stay in place. The ability can be toggled on and off as much as you want. The ability is applied to all vanilla ranged units in custom battles (I may have missed some so please let me know if a unit is missing it. This will also apply to all ranged units including MODDED ranged units via an effect when in a campaign and should be compatible with any overhaul like SFO or Radious. Thanks to HKrul for the new icon artwork.

What this does is force ranged units to stay where they are and just fire. If a unit is given target to the left or right of their fire arc, the indvidual entities will instead pivot in place and fire immediately instead of the whole unit shuffling to face their target. If you give a fire order but the unit does not have line of sight to that target, the unit will just not fire instead of walking forward out of position until it finds line of sight. If a target is outside their firing range, you will not be able to assign the rife order at all.

Likewise for artillery If an artillery unit has its target move out of its firing arc, each engine will pivot in place to acquire the target instead of the whole unit rolling their guns to square up again. Artillery pieces should no longer wiggle incessantly getting positioned.


This is save game compatible to add but NOT to remove because of the effects to apply to modded units, so try in custom battles first.


Credits to 9999999999 for both the original idea and the outline for this mod.
148 Comments
lmpa 4 Oct @ 9:19am 
This should not be a mod, but a basic feature of the game. But since it's not, this mod is a necessity. And god! Am i thankful for it.
Snek  [author] 28 Sep @ 1:56pm 
It is greatly appreciated, but for this mod the credit for original idea and implementation goes to this modder: https://steamproxy.net/profiles/76561198036302344/myworkshopfiles/?appid=1142710
FyreEagle 28 Sep @ 12:53pm 
You have created the single greatest mod in the history of total war.
Snek  [author] 17 Sep @ 12:58pm 
Last I checked, in campaigns it should be via a campaign effect.
三月的云 17 Sep @ 6:58am 
May I ask if this feature can also be added to mod units?
Vitruvian 27 Aug @ 1:34pm 
Not sure if this is intended or not, but the mod only removes the base speed. This leads to my units having a little bit of speed and very slowly start moving around. I didn't notice this happening a couple months ago. Anyone else with the same issue?
=[NK]= Col. Jack O'Neil 4 Jul @ 3:23pm 
This should have been in the base game. love it so much
Malarraenaepcaleac'h 11 Jun @ 12:48pm 
Would be nice to make a list of known issues
HunterIII 10 Jun @ 7:17am 
thank god for this. The new steam tank always moving around after fired its first shot. Even with this mod plus in guard mode, it still ended up 50 meters away
Vanic 25 May @ 11:04am 
Any chance you can make a "Rally Point" button? Like they used to have in Medieval TW2? It gets so annoying when units retreat, but then rally, but just stop where they are, facing AWAY from the enemy. We need a button mechanic to set the Rally point so units will go there, instead of just all over the place. It makes battles better too, cuz it allows for an army to engage, full back in good order, the meet again for a second encounter.