Total War: WARHAMMER III

Total War: WARHAMMER III

Aggressive Battles
43 Comments
Equalibrium Apr 17 @ 2:51pm 
@Travhero Thanks for testing it and writing the result, I appreciate it, highfive bro.
Travhero Sep 19, 2025 @ 6:28pm 
I'm not sure its working anymore. I tested a battle with on and 1 with off and attacks looked to be the same. The battles also ended at the around the same time.
Hemir95 Jan 28, 2025 @ 7:14am 
Will you be still updating this mod? It really makes my gameplay more enjoyable
Weylando Dec 23, 2024 @ 7:51am 
Anyone tested it with new update?
傲天狼 Jul 30, 2024 @ 7:35am 
Will it affect the movements and execution
SID Jul 29, 2024 @ 3:45pm 
does this work with modded units? My main issue with other mods that do the same thing is that the attack intervals are only modified on base-game units, making modded units just kinda bad
Zasler  [author] Jul 28, 2024 @ 7:19pm 
Updated, so it should be working again now.

Also @Husky, that's unlikely because this mod just affects melee units
Husky May 17, 2024 @ 9:20am 
something in my mod loader seems to make the towers in sieges fire like machine-guns, and it may be this
Fojtin May 12, 2024 @ 7:17am 
I BEG OF YOU PLEASE UPDATE THIS MODS ITS TOO GOOD TO NOT WORK
NINA rojozangre Jul 30, 2023 @ 9:03pm 
UPDATE?? PLZ
Feet pic plz May 21, 2023 @ 3:35am 
Update please ?
Harbinger Apr 16, 2023 @ 3:41am 
Still works with 3.0?
Anonymoooose Mar 22, 2023 @ 3:52pm 
i would absolutely love to have a submod list similar to coffees for unit mods
Harkonnen Matata Mar 18, 2023 @ 11:18am 
I'm so torn. This is amazing but I like unit mods.
Waldston SFM Feb 20, 2023 @ 8:45pm 
nice
Zasler  [author] Feb 20, 2023 @ 1:43pm 
@Waldston SFM It still did, but I just updated it for 2.4.
Zasler  [author] Feb 20, 2023 @ 1:42pm 
@Noble Poptart I've tried that elimination of delay on a Wood Elf Hero archer and it does look way better & immersive, but I am currently not planning on doing this to most ranged units to the possible balancing being thrown around and the fixing of issues that would occur as a consequence. Perhaps somebody else has a mod like that in the workshop though.
Waldston SFM Jan 2, 2023 @ 6:04pm 
does this mod still work?
Noble Poptart Nov 23, 2022 @ 8:36am 
Thank you so much for this great mod. Just what I was looking for, less standing around and more FIGHTING! Could you do the same to ranged units as well, eliminating the delay between reloading and taking aim at a new target?
Zasler  [author] Oct 23, 2022 @ 1:47am 
It does not work on mods that modify the melee_weapons table. New unit mods almost always modify that since they have their own table for it. For mods that change unit stats, they are fine so long as they do not modify the table I mentioned.
niuxia1997 Oct 22, 2022 @ 7:07am 
Hi, you mentioned that this mod does not work on modded units. Do you mean new units that mods adds or units that mods changes stats or both? Thanks!
Zero Sep 17, 2022 @ 8:37pm 
Rly? How come my guys don't. It drives me crazy. They kill something or something routes and they will just get the zzz icon on their name plate and sit there watching their allies fight :?
Zasler  [author] Sep 17, 2022 @ 12:41pm 
@Zero That's a normal action even without the mod
Zero Sep 17, 2022 @ 11:56am 
Does this make it so after a melee unit kills an enemy it will target the next closest enemy?
IIFriggII Sep 10, 2022 @ 8:40pm 
TYVM :D
i already did something semilar for skarbrand; very happy i don't need to figure out how to do it for everyone :P
BrattyPhoebe Sep 10, 2022 @ 7:22am 
This turns Skarbrand into an angry blender with legs, thank you very much.
Zasler  [author] Sep 8, 2022 @ 9:27pm 
I'm going to assume you were asking about modded unit compatibility, so in regards to that, no this mod does not work on modded units. You can use modded units alongside this mod, but they will not have the attack speed boost.
Chosen Sep 8, 2022 @ 9:25pm 
Does the mode unit also apply?
Zasler  [author] Sep 7, 2022 @ 11:15pm 
That's great to hear!
Harbinger Sep 7, 2022 @ 11:09pm 
Yes, the trick did the job! Now it's perfect, thanks.
Zasler  [author] Sep 7, 2022 @ 12:56pm 
I'm currently in a custom battle with only this mod enabled and the magical attribute is there, so try unsubscribing and resubscribing to the mod to make sure, or it could be a mod incompatibility.
Harbinger Sep 7, 2022 @ 11:59am 
Unfortunatley the bug seems still there. I checked in custom battle and in campaign, the magical attribute is missing :(
Zasler  [author] Sep 7, 2022 @ 11:39am 
@Harbinger It should be fixed now.
Harbinger Sep 7, 2022 @ 4:56am 
Hey there, after the last update something strange happens: I noticed that Dwarf Hammerers don't have magical attacks, but the change to their HP is there.
Harbinger Sep 3, 2022 @ 6:41pm 
Thank you so much mate, this is as simple as usefull!
Lwh@sama Sep 1, 2022 @ 7:45pm 
great,and improve the battle speed?
Zasler  [author] Aug 29, 2022 @ 4:26pm 
I have published a more tame version of this mod for those players that felt this was too fast. Try it out and see if you like it better!
FTale Aug 29, 2022 @ 5:56am 
good mod but it is too strong for a kind of tank -steam tank, blood wrack, mortis engine..., they need nerf
Zasler  [author] Aug 24, 2022 @ 2:19pm 
@ZyF I can possibly create a mod that slightly slows down combat to aid this mod if it's too fast for some people, although it will take a bit of time since I'll have to test how much to tone down melee attack & weapon damage.
ZyF Aug 24, 2022 @ 12:09pm 
Thank you! This makes the game look MUCH better, surprised it hasn't been done before. But now I feel the units are dying too fast in melee; is there a mod that tones down the dmg for melee or maybe accuracy? I
Zasler  [author] Aug 24, 2022 @ 2:48am 
@moomin Fixed the bug, Waagh should now work again in battle.
moomin Aug 24, 2022 @ 2:12am 
After installing this, waaaagh does not rise during battle.
MobileSteve Aug 23, 2022 @ 6:48pm 
Crucial mod. Battles are 10x more interesting now