Total War: WARHAMMER

Total War: WARHAMMER

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Total War Tabletop Experience v0.89.1
   
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Tags: mod, Overhaul
File Size
Posted
Updated
190.003 MB
Jun 30, 2016 @ 12:12pm
May 4, 2017 @ 8:48pm
222 Change Notes ( view )

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Total War Tabletop Experience v0.89.1

Description
! IMPORTANT ANNOUNCEMENT !

The mod has been separated in two to avoid a bug which stopped me from making certain changes i wanted to make since a long time. The Grim and Grave DLC modified content will all be in the second mod, named "Grim & Grave Tabletop Experience". This second mod is unable to function without the original one, which is why I chose to make all the changelogs concerning the mod as a whole in the appropriate section this page.

To enjoy the whole content of the mod, just subscribe for the Total War Tabletop Experience and Grim & Grave Tabletop Experience and launch the two mods at the same time.


Hi all, lovers of slaughter and carnage of the all-grey dead Warhammer Fantasy Battle universe (curse you GW !)

This mod is developped with the aim of getting the closest to the miniature game and from the elements of the universe it depicts.

Have you been shocked seeing that Dwarf Miners are as good as Gobs? That Marauders are getting stomped by anything? That magic is, in the majority, useless? Or, in the contrary, that some spells are completely out of the charts? That there is no way to counter magic?

Then lovers of the eponymous tabletop game or of the universe it comes from, welcome home !

This mod's objective, in gameplay perspective is as follows : retrieve the strengh and weaknesses of the TT's units, whereas trying to resolve some balancing issues from it, then introducing new mechanics of gameplay that are really missing into the actual game (dispel, miscasts to name a few)


Broad view :

- All Lords traits for Legendary lords of all campaign-playable races have been reworked. I wanted to make them representative of these distinct characters and their influence in the Warhammer Battle universe. In addition to that, I thought that having a distinct way to play those lords, even in a same faction, would be a nice bonus to the player and the replayability of the whole campaign.

-New units : Giants Slayers, Spirits Hosts, Bats Swarms, Spellsingers from the lores of Death, Fire, Heavens, Light and Metal and all variants of WE arrows for the Glade Guard, Glade Riders and Deepwood Scouts.

- 50 playable factions in MP ! Some with really unique rosters.

- 40 new campaign loading pictures ! All from real WFB artworks.

- The unit's close quarter statistics have been completely redone. The Melee attack stat is greatly inspired from the WS one in the TT. The Melee defense depends on the WS and T, relying especially on the WS. That means that the higher the WS stat of a unit is, the higher its Mele defense will be.

- All armor values of units have been reviewed, based on this chart :

* No armor : 0.
* Light armor or equivalent (6+) : 30.
* Light armor + shield (5+) : 50.
* Light armor + shield + mount (4+) : 80.
* Heavy armor or equivalent (5+) : 70.
* Heavy armor + shield (4+) : 90.
* Heavy armor + shield + mount (3+) : 110.
* Heavy armor + shield + barded mount (2+) 130.
* Plates/Gromril/Chaos armor (4+) : 100.
* Plates/Gromril/Chaos + shield : 110.
* Plates/Chaos + shield + mount (2+) : 130.
* Gromril armor + shield + Palanquin (1+) : 130.
* Plates/Chaos + shield + barded mount : 150.

- All damage values of units and weapons have been reworked. Changes are particularly important concerning the role of great weapons and artillery. Damage values on one side and armor penetration values on another side have been changed inspired by the values of F from the concerned miniatures/weapons, and by the effects on the armors.

- Melee attack is now defined only by the WS value of the corresponding miniature :

* WS 1 = 10, WS 2 = 20...etc

- Melee defense depens on 2 TT characteristics : WS and T. Of course, WS is the most important.

* For instance : WS 1 and T 2 make a Melee defense of 2.
WS 2 and T3 make a Melee defense of 16.
WS 3 and T 3 makes a Melee defense of 28.

- All units have seen their cost redone to match TT ones as closely as possible. Of course, some units known for being completely overestimated, even in the army books, were rebalanced. These include units as the Slayers or the Flame Cannon. Others were readapted, their cost being explained easily in a turn-based game, but not in a real time one.

- Morale values of all units in the game have been aligned on their respective TT values with this chart :

* Ld 1 = 10, Ld 2 = 20 ... etc

- Introduction of a whole new system for range units. The system is in its infancy but the bases are here. It is meant to better represents the differences between the missile weapons and the accuracy of their bearers.
The ranges for missile weapons and projectile-based spells have changed as follow :

* 6ps : 60.
* 12ps : 100.
* 18ps : 140.
* 24ps : 180.
* 30ps : 220.
* 36ps : 260.
* 48ps : 300.

However, the accuracy in the TT heavily depends on the range your unit is firing at. I wanted to represent the -1 to BS when firing at more than mid-range. Thus, I made it so the weapon will have a decent accuracy when firing at mid-range and less, even thought it can be usefull at longer range, but not very reliable. The BS of the bearer has also a great impact on this. It works as having a greater calibration range as the BS is increasing in value.

This was the system for the weapons using the BS characteristics, but for those which don't how does it work?

The Calibration range value is then dependant of the weapon

- Units which were part of Special and Rare units in the army books, or with any limitation, have received a number limit for you can use in your army, in MP or of course, in custom battles. There are some exception to the following rule thought :

* Special Unit : limited to 4.
* Rare Unit : limited to 2.
* Hero Unit : limited to 2.

- All magic lores have been modified. See the patchs notes for details.

- The HP system for all Big monsters, lords and heroes have been reviewed in detail. The HP of a unit depends essentially on its W characteristic in teh TT. T and mounts are also taken into account in the formula.

- Morale and Combat rules have changed to make longer battles, units left unmarked will rally and charge again - beware of Trolls ! Units have bigger morale issues when charged on the Flanks or by the Rear. A fleeing or a dead lord is more detrimental as ever for its army so don't let him die in vain !

- Speed values for all units have been changed with formulas adapted for each kind of unit in the game.

- All Heroes and Lords costs have been modified to better represents their fighting capabilities of the TT and lore.

And many more !


Thanks to all of you for your attention and enjoy ! Will Sigmar and Grimnir be with you !


PS : If you have any kind of issue with the mod, make sure to tell me !
Popular Discussions View All (4)
25
Jul 2, 2017 @ 8:03am
Suggestions and discussion about Gameplay/Balance...etc
MrCrisps
8
Aug 28, 2018 @ 7:03am
Technical issues
MrCrisps
0
Feb 24, 2017 @ 2:45am
A Guide to Magic in the TWTTE
MrCrisps
300 Comments
Mumion der Unsterbliche May 17, 2021 @ 12:51am 
Good day . I know the game is older. But since part 2 is coming to an end and part 3 is just around the corner, I wanted to ask if there is still hope that this beautiful mod for part 1 and part 2 is coming. and is updated. I thank you in advance and hope you are in the best of health.
Mumion der Unsterbliche Dec 29, 2019 @ 1:01am 
Question. Another update for part 1 is coming. And part 2. Yes or no .
Mumion der Unsterbliche Sep 19, 2019 @ 10:38pm 
Ok .
Lampros Sep 19, 2019 @ 8:38pm 
Jesus, Mumion. Just go and use Cataph's Boyz will be Boyz.
Mumion der Unsterbliche Sep 19, 2019 @ 8:33pm 
Update ? News ?
Mumion der Unsterbliche Jun 30, 2019 @ 9:37am 
Unfortunately, it looks like nothing is coming here. Neither for part 1 nor part 2. I think it was a pity that I was already looking forward to it.
Mumion der Unsterbliche Jun 29, 2019 @ 6:06am 
I wish you a happy day. Wanted to ask if this mod is still being updated and if there is anything else for Warhammer 2 would be a shame to this great mod.
Mumion der Unsterbliche Jun 18, 2019 @ 10:45am 
I hope here is something else for part 1 and 2. Would be a pity about the great mod.
Mumion der Unsterbliche Jun 2, 2019 @ 8:11pm 
Update ? News ?
Mumion der Unsterbliche Feb 15, 2019 @ 2:12am 
I'm not giving up yet. And I hope you this mod for WH 1 & 2 Updatest.