Total War: WARHAMMER III

Total War: WARHAMMER III

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Lampros Apr 9, 2023 @ 4:22pm
Do any tech/character buffs apply to units you recruit from allies?
If not, then what's the point of recruiting them - I guess unless they have a strong unit type that you lack (maybe flying monsters such as a Star Dragon?)?
Last edited by Lampros; Apr 9, 2023 @ 4:25pm
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Showing 1-7 of 7 comments
Pseudok Apr 9, 2023 @ 4:28pm 
Generally techs do not benefit ally recruits. The point is the versatility they offer versus the specialization within your own faction.

I think there is a mod that enables parent faction technology to affect your recruits, though, if you want that extra in late game.
Lampros Apr 9, 2023 @ 4:30pm 
Originally posted by Pseudok:
Generally techs do not benefit ally recruits. The point is the versatility they offer versus the specialization within your own faction.

I think there is a mod that enables parent faction technology to affect your recruits, though, if you want that extra in late game.

As, I expected.

But good news on the mod front though! I will look for that mod - and thanks!
Aleera Apr 9, 2023 @ 4:30pm 
Filling a gap that you lack.

Empire with ironbreaker frontline.
Dwarfs that gain access to cavalry from Bretonnia.
Strong artillery for Helves.

Etc etc.

The only only tech / character buffs that apply should be the ones that apply to your entire army, like the +10 armor for imbedding a runesmith.
Research that applies, I believe only the Empire has that, due to their research going to all infantry etc. Yes, this research means that allied unit's that are classed as infantry will gain the +10 armour, this includes monstrous infantry.
Lampros Apr 9, 2023 @ 4:42pm 
Originally posted by Pseudok:
Generally techs do not benefit ally recruits. The point is the versatility they offer versus the specialization within your own faction.

I think there is a mod that enables parent faction technology to affect your recruits, though, if you want that extra in late game.

Okay; I found this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2862148632&searchtext=tech+buff+%26+allied+units

Is this what you meant? It actually governs Lord skills though, not technology.
Fryskar Apr 9, 2023 @ 4:50pm 
Originally posted by Rianne:
Filling a gap that you lack.

Empire with ironbreaker frontline.
Dwarfs that gain access to cavalry from Bretonnia.
Strong artillery for Helves.

Etc etc.

The only only tech / character buffs that apply should be the ones that apply to your entire army, like the +10 armor for imbedding a runesmith.
Research that applies, I believe only the Empire has that, due to their research going to all infantry etc. Yes, this research means that allied unit's that are classed as infantry will gain the +10 armour, this includes monstrous infantry.
Wasn't WoC or the mortal DoC lord buffing non deamonic or deamonic stuff too? Guess that should work too.
/Uninstall Apr 9, 2023 @ 5:30pm 
Originally posted by Fryskar:
Originally posted by Rianne:
Filling a gap that you lack.

Empire with ironbreaker frontline.
Dwarfs that gain access to cavalry from Bretonnia.
Strong artillery for Helves.

Etc etc.

The only only tech / character buffs that apply should be the ones that apply to your entire army, like the +10 armor for imbedding a runesmith.
Research that applies, I believe only the Empire has that, due to their research going to all infantry etc. Yes, this research means that allied unit's that are classed as infantry will gain the +10 armour, this includes monstrous infantry.
Wasn't WoC or the mortal DoC lord buffing non deamonic or deamonic stuff too? Guess that should work too.

Yes this works in tandem with WoC vassals. You can force vassalize anyone by taking their last city, and all the WoC generals red lines work like this. So all WoC can buff all units from all their vassals. Side note, the non-daemonic infantry red line skill seems busted to me. For sure not working on marked marauders. To be fair, this could be mod related. The cavalry one definitely worked on chaos knights in the same generals stack.

Agree it should just work this way for everyone. They can maybe have some different buffs to keep things fresh. Like one factions red line might be MA+MD for melee infantry, where another gives armor + charge. Whatever the case, all units in the stack should be buffed by the red line regardless of them being your faction or allied recruit.

Thanks for pointing out the mod, Lampros.
SpeaksTooFast Apr 9, 2023 @ 6:47pm 
There are some lords and heroes that have buffs which apply to all of a certain type of units or their entire army. Some of these buffs will also work on allied units but you will have to check if they are actually applying.

Things like an engineer hero increasing the range of a unit of if a lord has a skill that gives weapon strength to all melee units may apply but if it matters I would check to make sure it is working.

As an example Archeorn's personal trait will give 5% ward save to his army, I think the allied units will also get the weapon strength bonus from experience. However the "monstrous strength" skill that supposedly affects non-demonic monstrous units will not affect allied units like mammoths or hydras.
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Date Posted: Apr 9, 2023 @ 4:22pm
Posts: 7