Total War: WARHAMMER III

Total War: WARHAMMER III

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Sons of Grimnir (SFO) - Dwarf Unit Collection [Update in progress]
   
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Jan 31, 2023 @ 8:49pm
Jan 15, 2024 @ 7:28am
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Sons of Grimnir (SFO) - Dwarf Unit Collection [Update in progress]

Description
***Update in progress***

SFO is currently updating, and I will not be keeping up with the beta branch as doing so requires waaaay more time and effort than simply updating for formal releases. The existing SFO version will still *likely* work with the beta branch, but I won't make any guarantees and I won't be updating this version till the SFO guys are done. They do phenomenal work, but quality takes time and QA. Patience is a virtue!

You only need this version of the mod to play with SFO. You do not need to have original version enabled.



Unit List and Descriptions:

  • Rune Golems - Our flagship unit! Each Rune Golem comes ready to manufacture as much gobbo salsa as you could ask for. Armored and tough, but fewer hitpoints than most monstrous creatures in its class. Vulnerable to armor peircing damage, and lacks the bone crushing charge animations of other monstrous units. Still very satisfying to watch charge into a line of goblins or orc boyz. Great for mushing up infantry, dangerous to leave alone against some of the large troops since they usually all pack armor peircing damage.
  • Rune Golem Hurlers - Because sometimes you want gobbo salsa, but don't want it on your shoes. Less tough than their bretheren, and with less punch. Their range weapon is a very useful burst-oriented utility. Each rock hits with a significant punch, but the reload time is a substantial 30 seconds base. In addition, their range is much shorter. So using them against archers will likely mean using them to flank or getting them very close to the front line.
  • Irondrake Grenadiers - I created this unit more for fun than anything else. With a longer range and large splash radius, but less damage per shot than a standard flamethrower. The one place where this unit appears to outperform the standard flamethrower is firing over a line of friendly troops. While it is by no means safe (see above mentioned blast radius), the Irondrakes seem fairly adept at landing grenades in packed enemy ranks and avoiding friendly fire better than most Irondrakes. Plus, Grobi go es-plode.
  • Gromril Gunners - These are essentially Ironbreakers using greataxes and rifles instead of axe/shield and blasting charges. Stats have been modified to accomodate the changed role and added versatility. Specifically, this unit has a shorter range than most ranged troops, even goblin archers, and less ammunition to boot. A relativity short reload time will also make them very handy for intercepting enemy cavalry performing wide flanking maneuvers, but the lack of a charge defense bonus means any direct heavy cavalary charge will ensure they have a bad time. Good for flanks, not good for sustained range DPS.
  • Slayer Riveters - A great hulking bludgeon is always appealing to a slayer, and the fact that it spits white-hot metal at trolls is a magnificent bonus. I created this unit to give slayers a ranged unit option, for those inclined to field a more slayer-themed army. The unit itself is smaller than most other main-line ranged troops, though each shot packs a bigger punch and has a small amount of splash damage. This, longer reload-times, and less ammo make this unit overall less effective as a source of direct ranged damage against infantry, but they are more effective at damaging large targets such as cavalry and monstrous units, which is a Slayer's purview.
  • Slayer Sappers - These are by far one of the scariest ideas I've ever toyed with, and can easily change the course of a battle if used correctly. I had to scale them down from regular slayers and bump their cost and upkeep just to keep things fair, but I can see why slayers were never intended to have grenades in the vanilla set. Sappers are at home flanking an enemy line and bombarding packed Urki from the rear. They're also extremely fast (speed 48!) which allows them to out maneuver enemy infantry and run down fleeing foes to help finish off that massive army you just broke. Although they have a little protection (Leather aprons and backpacks. Whazzat? That's no armor ye crazy loon! Its ta keeps mah jimmies from roasting!), they have no shielding and are extremely vulnerable to both archers and cavalry. The latter particularly so, since these slayers are specifically anti-infantry, not anti-large. They also have a tendency to ignore orders when getting punched in the face...
  • Slayer Linebreakers - I set out to create a vanilla balanced Slayer unit that was a little more versatile than the base model (think very slow cavalry) without being completely vulnerable to missle fire. I.E., a unit people would actually consider fielding against an army that wasn't full of trolls or giants, and thus give poor Ungrim something to do. I tried to balanced this upgrade with a high initial investment and high upkeep cost. They are an end-game unit, through and through. And have power to match.
    DISCLAIMER: Linebreakers are not Lore friendly units. Yes, I know. Please see the F.A.Q.



F.A.Q.:

Do these units scale off technology and Lord/Hero skills?
Yes. These units all synergize with techs and skills targetting hammerers, slayers, ironbreakers, irondrakes, and thunderers where appropriate.

Is this mod save-game compatible?
Yes. Like most mods, you can't remove it once you've started using it, however.

Does this mod conflict with XXXXXXX mod and/or XXXXXXX creator?
Unless XXXXXXX mod used any of the assets in this mod as a base, or got really, really unlucky, it is unlikely.

Do you have an SFO/Radious/OtherMajorOverhaul Compatibility patch?
Puddles404 has created a Radious submod for the beta branch here and the vanilla version released by me can be found here. These mods will conflict! So only enable to SOG mod version you need.

Can you remove [unit] from this package, or can you publish [unit] seperately?
I've created a seperate Rune Golems mod which contains only the Rune Golems and Hurlers. You can find it here. Otherwise, no.

Do you know some of these units are not lore friendly? Do you care that these units are not lore friendly? How can you sleep at night after putting out content which is so blatantly against the story?
I'm going answer these one more time, and only one more time: Yes, I do. No, I don't. With a pillow, after spending hours of effort to provide free content to people who are not obligated in any way to use it.




Don't forget to rate and comment! I like to be pretty responsive, so let me know if these units work, or if they need further tweaks.
27 Comments
123 Feb 6 @ 8:43pm 
up
Mystical Llama  [author] Oct 18, 2024 @ 6:34am 
Not abandoned, but on backburner.
Sir ironclad Oct 16, 2024 @ 9:02am 
is tihs abonndoned?
Castiel Aug 29, 2024 @ 8:27am 
Update please crash on new patch
Migstar117 Jul 26, 2024 @ 7:42pm 
would love to see this updated! :)
Mister Bungus Jun 17, 2024 @ 6:56pm 
Thanks so much for making this submod; my dwarf campaigns aren't the same without it! Hype for the update!
Vampire Kisses Jun 17, 2024 @ 10:52am 
I think SFO is updated fully now, will an update be possible?
Ghostgg10 Jun 16, 2024 @ 9:43pm 
update possible?
Stargott Jun 15, 2024 @ 6:14am 
update pls?
Mystical Llama  [author] Feb 6, 2024 @ 5:37pm 
@Saiphos - Happy to do so! I love the SFO guys and their work. They're wildly more experienced, organized, and talented than I - but always super busy and constantly under water keeping up with that monster. So I'm always happy to do what small bit I can.