Total War: WARHAMMER III

Total War: WARHAMMER III

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Landships should be changed. they are "OP"
While powerfull they might not be truly overpowered.

What i have a gripe with is that they are 1 of 2 units in the entire game that has a mindboggingly annoying mechanic. They can still fire ALL RANGED WEAPONRY while in Melee. No other unit can do this (outside of thunderbarge, convieniently from the same DLC). You cannot shut them down, you cannot lock them in place due to their mass and you cannot surround them with anything but single entities as infantry will get annihilated from its self destruct.

While performance and cost whise it might not be truly overpowered, it it immensely annoying and frustrating to deal with.
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Showing 1-15 of 15 comments
Spookymancer May 22, 2024 @ 5:36pm 
War Wagons also continue to use all ranged weapons when in melee.
Poor war wagons, always forgotten.
It's okay little guys. I still love you.
rlee87 May 22, 2024 @ 5:44pm 
i can see the point for factions that dont have piercing artillery, however landships have the same oversight/bug (or intentional) as chariot mounts and units. They seem to have 2 hitboxes and piercing ranged attacks seems like it hits twice. so cannons and warp lightning cannons over perform when attacking one.
Last edited by rlee87; May 23, 2024 @ 11:34am
Pretty sure Arachnaroks, Dread Suarians, and Rotting Leviathans all also do that
Filthy Pollo 🐔 May 22, 2024 @ 8:10pm 
Skill issue :BL3Shrug:
Squeakers May 22, 2024 @ 8:16pm 
Tomb Kings Warsphinx do this too Iirc
Ashley May 22, 2024 @ 8:18pm 
Yeah the archers on the elephant in Return of The King couldn't attack either cause the massive like 50 foot elephant they were on was in melee combat
Zeek May 22, 2024 @ 8:27pm 
Kislev sleds do it too
Aleera May 22, 2024 @ 11:48pm 
Every single unit that's a chariot with a ranged component that's separate from it's main model keeps firing in melee.

So this whole "no other unit" is you simply not noticing prior.

Heck, this has been a thing since the very first ranged chariots ingame. The goblin wolf chariots, arachnorok spider and the original model of the steamtank.
Falaris May 23, 2024 @ 12:06am 
Heck, luthor harkon still shoots in melee.

So it's not unique. Or a DLC thing. But is it a problem?

Well, it's a unit that basically cannot attack in melee. It would be highly problematic if it WAS shut down by melee, as far as I can tell; even a unit of bats would automatically destroy it. Harpies would do it quickly. Other units have a self destruct without it having been considered a problem before (steam tanks has done that since game 1).

Basically, there's nothing making it OP in its base mechanics; cost effectiveness is another question.
Lokaror May 23, 2024 @ 2:14am 
Yeah, there are TONS of units that can shoot into melee while in melee.
Exactly 150 Snails May 23, 2024 @ 12:29pm 
Originally posted by Howell-Barrex Soldier Ja'kala:
Pretty sure Arachnaroks, Dread Suarians, and Rotting Leviathans all also do that
well... true. did actually think about those the second i posted them, but didn't go in to correct is as their ranged shots are not their main method of damage. For the landship and thunderbarge, the top gunners deal similar if not more damage than the main artillery weapon on the front.
Exactly 150 Snails May 23, 2024 @ 12:31pm 
Originally posted by Zeek:
Kislev sleds do it too

That's interesting because i am pretty certain that most other ranged chariots gets melee locked if put into melee. I remember that specifically with Tomb kings chariots and goblin chariots, they loose their ranged attack while in melee.
Exactly 150 Snails May 23, 2024 @ 12:34pm 
Originally posted by Falaris:
Heck, luthor harkon still shoots in melee.

So it's not unique. Or a DLC thing. But is it a problem?

Well, it's a unit that basically cannot attack in melee. It would be highly problematic if it WAS shut down by melee, as far as I can tell; even a unit of bats would automatically destroy it. Harpies would do it quickly. Other units have a self destruct without it having been considered a problem before (steam tanks has done that since game 1).

Basically, there's nothing making it OP in its base mechanics; cost effectiveness is another question.

As directly hinted at and mentioned i don't think it is inherently OP, just frustrating as no other ranged unit has the same "issue". Most other chariot type units with a ranged attack gets locked into melee when fought in melee. Only exception i know of where the ranged weaponry is also the main weaponry is the steamtank. The top turret keeps fireing, but the main cannon gets shut down in melee (or atleast it used to, i don't know if they changed it with the DLC).

the Landship does also have melee stats, hinting at a melee attack.
Exactly 150 Snails May 23, 2024 @ 12:34pm 
Originally posted by Filthy Pollo 🐔:
Skill issue :BL3Shrug:
woosh
Exactly 150 Snails May 23, 2024 @ 12:37pm 
Originally posted by Rianne:
Every single unit that's a chariot with a ranged component that's separate from it's main model keeps firing in melee.

So this whole "no other unit" is you simply not noticing prior.

Heck, this has been a thing since the very first ranged chariots ingame. The goblin wolf chariots, arachnorok spider and the original model of the steamtank.

goblin chariots loose the ranged attack when locked in melee (but gl locking the AI into melee with them), Arachnarok spiders ranged attack is not the main attack and quite minor in terms of damage and impact, steamtank was the only true ranged focused exception i forgot to mention whose ranged attack actually matters, albeit mostly post buff.
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Date Posted: May 22, 2024 @ 3:59pm
Posts: 15