Total War: WARHAMMER III

Total War: WARHAMMER III

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Knight (not night) Goblins
   
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10.594 MB
Nov 8, 2024 @ 6:57pm
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Knight (not night) Goblins

Description
This is my first mod that hasn't been merely a submod or fix for work that has mostly been done by others. I owe my progress to the folks of the SCM discord and the various video-tutorial creators.


Knight Goblins

Not expressly lore-friendly, name wise at least, the game makes mention of some wolf riders that try to cover themselves in armour. Essentially think of these as goblin veterans, shock cav with anti-large bonuses. Their armour has made them tougher and a little bit more confident, however also more expensive to maintain and by no means would be able to solo high tier cavalry.

  • sacrifices cheapness and speed for greater armour and killing capacity
  • less models per unit, much of stats are based off of Bretonian Knights Errant
  • benefits from Cowardly Despoikers, to emphasise that while these goblins may have all the scrap they could ask for they are still at the end of the day goblins, and as such prefers attacking targets that are otherwise distracted
  • can use scrap upgrades, goblin related buffs and is recruitable by Gitilla da Hunta's nomadic camp

    I made these guys for a Gitilla da Hunta campaign, so I highly recommend you check out Lost To Insanity's work and their We'z Speshul series.
15 Comments
CrystalMath (AKA)BasicLich Jan 9 @ 10:34am 
I would love to see some heavy armoured infantry like these guys too
CrystalMath (AKA)BasicLich Jan 9 @ 10:33am 
Seems to be crashing everytime they're recruited :(
warbossrok Jan 4 @ 10:32am 
kind of a shame these are not possible to recruit with the normal greenskin factions
Mortarch Of Blood Nov 15, 2024 @ 5:58am 
You should call them WAAAGH Knights
Unless you do an Orc version then they should have that name, unless you call them PROPA WAAAGH Knights xD
Revelation Nov 13, 2024 @ 12:01am 
Night-Knight goblins when?
Phukface Nov 12, 2024 @ 7:58pm 
An overhaul for Dolmance sounds awesome, keep up the good work m8!
Your Mother Nov 10, 2024 @ 6:38pm 
Thanks for the reply. This is really good news. Warhammer III needs a not-Mongol Faction. The Hobgoblin Khanate as Steppe cavalry focused faction would fit nicely. Such has great potential given the physical space in I.E.E Map, and potentially distinct play style.
Boer Basher  [author] Nov 10, 2024 @ 6:17pm 
@your mother I'm already working on making a faction overhaul for Dolmance of SCPP. I'm considering this stuff like practice before I get into having to do all the battle entities and unit cards.
✯Lunion✯ Nov 10, 2024 @ 5:41pm 
That can be very interesting if you could do some equivalent units between greenskin rosters like Night brutes who will be Night goblins well armored like blacks orcs ( many idea for design, iron nose, guts plates etc..), maybe some elite cavalry for blacks orcs as everyone have it ( savage, night gobbo, regular gobs, normal orcs) Bref, that can be very good for fleshing the rosters by just taking an already unit concept but adapt it with visuel to another greenskin !
Your Mother Nov 10, 2024 @ 12:31pm 
Great work. You should put your engergies into making a fully flushed out and independent Hobgoblin faction. the Great Khan needs standing.