Total War: WARHAMMER

Total War: WARHAMMER

Warhammer - Modern Warfare
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Update: Dec 3, 2016 @ 4:33am

Version 1.6.1

- small update that makes all RoR units for Emp and Dwf gain experience, seems to be more interesting and more balanced for me

Update: Dec 3, 2016 @ 3:55am

version 1.6
11 new elite RoR Units for Empire and Dwarfs! Still without startpos-Edits and therefore still as compatible as before!

- 8 new Regiment-of-Renown-Units for Empire replacing 8 of the old ones: Revolverhounds, Arbassos Cuirassiers (on Demigryphs), Terminators of Matys (like Dwf. Terminators), Reidas Norsca Rebells, Banished Cossacks, Marksmen of Miragliano, Reiksgunners (Riflemen with armour), Hellgunners of Reikkrag (like Dwf. Hellthunderers)
- 3 new Regiment-of-Renown-Units for Dwarfs replacing 3 of the old ones: Inferno Gunners, Veteran Thunderers of Karak Azul, Kirmolins Gang
- because of the replacing the mod is still compatible with most other unit mods and even units mod which add new regiments of renown
- solved a Bug with wrong recruitment buildings for Artillery units
- little overhaul of the Empire Gatling gun
- overhaul of some Qualities of the new units in auto-resolve
- Vampires have a campaign wide +20 and Chaos a +15 bonus to winds of magic (they have developed magic far more, while Empire and Dwarf concentrated more on technical developments)
- some small balancing issues (for example the Thunderrangers were much too expensive)

I Will update this mod as soon as possible for the upcoming Wood Elves DLC, but after that I will play it, so there will be some time (maybe 3 weeks or so) til the next updates.

Update: Nov 24, 2016 @ 10:27am

version 1.5.1
A small bugfix, cause one of the new unit icons wasn't shown.

Update: Nov 24, 2016 @ 9:40am

version 1.5
The Greenskins strikes back! 4 new Greenskin units, 1 new Vampire unit, 1 new Dwarf unit, more interesting Chaos, many small changes

- new units for Greenskins: Bomb Runnerz, Bomb Riderz, Bomb Arrer, Doomdiver (with Bombs)
- new units for Vampire: Fell Bats (with Bombs)
- new units for Dwarfs: Thunderrangers
- many small changes for particles, especially explosions (will be continued)
- (human) Rangers renamed to "Hunters" (no confusion because of the Dwarf rangers)
- all new units are used by the AI
- Chaos Invasion spawns with more of the new firearm Units
- a little bit more upkeep and recruitment bonusses to Greenskin, Chaos, Beastmen and Vampires, very small bonusses to Bretonnia
- some little changes to ai army composition, to make the Ai more difficult
- Cuirassiers got a little nerf (less missile damage)
- First person shoot mode should work for all new artillery units now
and some small bugfixes

about the new Units and how to use/counter them:
I don't want to make the other races to "Empire/Dwarf" clones, therefore they won't get standard rifle infantry. However I want them to have new stronger units that somehow adapt to the new playstyle of the human/dwarf factions. This is the first try to create new units to counter the firearm-dominance of humans and dwarfs.

The Bomb Runnerz, Bomb Riderz and Bats (with Bombs) are very small units that will - once they reach melee - explode automatically and cause instantly enormous damage, so they are suicide bomber units. Trying to stop these units before they reach your line will therefore be one of your main strategy while fighting against them. The explosion effect by the way looks very nice and the explosions effectiveness is also a little bit random, I think this adds much to the game. If you play with the Bomb units just order them into melee. The Bomb will automatically detonate once they reach any enemy unit (even if its not the unit you ordered to attack).

The Doomdiver (with Bombs) and the Bomb Arrer Boyz are non of this "suicide Bomb units". They work completely like normal Arrer Boyz or the normal Doomdiver, but their projectiles have very small (Arrer) or medium (Doomdiver) sized bombs that let them inflict additional damage. Also I implemented nice particle effects for the explosions. Doomdiver (with Bombs) is - even though it is technically a primitive unit - one of the most strongest unit now in the whole game, because of its guided projectiles. This makes the units Hunters, Scouts and the new Dwarf ranger units important as they can sneak behind enemy lines and clear off their artillery. Also cavalry gets more important for this reason.

Update: Nov 16, 2016 @ 9:35am

version 1.3

- Chaos Invasion included again (weaker than before, stronger than vanilla, starts ~ turn 45)
- Small balance changes to different units (especially dwarfs):
  • Dwf Militia, Veteran Thunderers and Dwf. Riflemen little bonusses to reload speed and accuracy
  • all new units (without Terminators and Hellthunderers) have ~ +2/3% to damage
  • Terminators and Hellthunderers little bit nerfed, they now inflict around 50% ap-damage and 50% normal damage
  • Cuirassiers now have +5 ranged bonus against other cavalry
  • No more tooltip "Ballistic Expert" for any units, to prevent misunderstanding

Update: Nov 15, 2016 @ 2:02pm

version 1.1 without the chaos invasion script
will be updated with a better balanced chaos invasion script hopefully tomorrow

Update: Nov 15, 2016 @ 7:10am

back to version 1.1 (vers. 1.2 didn't worked correctly)

Update: Nov 15, 2016 @ 4:00am

version 1.2
Just a small update with some new balancing for the chaos invasion

Update: Nov 14, 2016 @ 3:38pm

version 1.1
- Clan Angrund can use the new units in custom Battles and campaign
- all new units are a bit weaker in auto resolve (~ -7%)
- small balance changes to some units:
  • Marksmen/Hawkeye thunderers: -5% dmg/ap-dmg, +10% price, -5 Marksmenshipbonus
  • Terminators: +5% more dmg, -5% ap-dmg
  • Hellthunderers: +5% more dmg, -5% ap-dmg
- a new submod for lesser Smoke if you experience performance problems while units fire

Update: Nov 10, 2016 @ 4:46am