Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Dread King Legions
370 Comments
Lato Jun 23 @ 2:46pm 
I never heard of these guys. They lore accurate?
SteelBlood Jun 16 @ 9:43pm 
If you don't see this faction to start with in Immortal Empires, look under Tomb Kings.
=♥Abby♥= Jun 8 @ 8:54am 
This is probably the worst tomb king faction i've ever played right beside lybaras.
Duke Jun 2 @ 2:05am 
is it normal every unit save for the necromancer to be silent (king included)
Drag0nl0rdss May 11 @ 8:49am 
I dont have the tomb king DLC yet. plus I thought it was a separate faction
Rhox May 11 @ 7:48am 
If you haven't read description: It's Tomb King faction, so it's under the Tomb King, or you don't have Tomb King DLC
Drag0nl0rdss May 11 @ 7:39am 
hey excuse me I need help. I dont see the faction in immortal empires. only skirmish vs AI
PapaEnclave May 10 @ 4:46pm 
wish there was a living version of this faction or something similar just random greeks in warhammer
Crowsen Apr 12 @ 9:08am 
works NOT on Immortal Empires...
Dragon32 Apr 6 @ 1:52pm 
@Sorcerer on Disc
Check all the different culture groupings, e.g. these are Tomb Kings iirc
Sorcerer on Disc Apr 6 @ 11:41am 
i have downloaded all OvN factions, yet for some reason, Araby Albion and Fimir show up in IE campaign selection screen, but Grudgebringers DreadKing & Manaan Blades doesnt show up. I can find them in the Unit & Spell Browser, but when trying to select a campaign, those names are missing from selection. was anybody able to fix this themselves?
Dragon32 Mar 30 @ 5:20pm 
@GHOSTOFCHRISTMASPAST
Where are you looking? On the campaign map? Faction selection screen?
GHOSTOFCHRISTMASPAST Mar 30 @ 2:37pm 
I just downloaded it and i cant find dread king
noblewarriorsf Mar 29 @ 5:12pm 
update your mod i didnt pay $0.00 for nothing >:(.
GHOSTOFCHRISTMASPAST Mar 29 @ 9:46am 
why isnt the dread king showing up
foxconnor272 Mar 26 @ 5:49am 
Guys even though OVN isn't updated yet Dread King is still working for me with Nagash.
TheWonderOfU Mar 25 @ 10:40pm 
update please
Nectul Mar 25 @ 12:57pm 
Defeat Trait for Dread King: Character's aura leadership effect range +5 and Leadership aura size +15%
Darla Mar 24 @ 2:27pm 
Rhox Mar 8 @ 8:34pm 
No
Cody Mar 8 @ 8:04pm 
You need to remove the lambda symbol from some of the shields, it's extremely immersion breaking.
Rhox Feb 28 @ 5:07pm 
Test with minimum mods first.
Pandemonium Feb 28 @ 4:08pm 
Is there a known conflict with tomb kings extended mod? The necrostrike ability won't activate and that's the only mod i have that i can think may affect it.
KidouKenshi22 Feb 27 @ 11:59am 
another great mod without mp support.. warhammer without mp is boring
gongoozler Feb 7 @ 10:01pm 
could u upgrade the stats of dire wolf and ghouls to Arkhan level? they are much weaker rn.
Rhox Feb 7 @ 4:54pm 
Lots of mod== death from natural causes
Illegal FQ Feb 7 @ 4:14pm 
It's crashing for me after loading turn 2. I have a lot of mods running, Are there any compatibility issues anyone might be aware of?
Rhox Jan 31 @ 6:05pm 
Yes. Tomb King
Walt The Why Jan 31 @ 6:04pm 
Do i need any dlc to play this mod?
Sean Jan 22 @ 4:02am 
Oh the other cool thing is, the Hand of Nagash's special chariot buffs also applies to flying cavalry from the Necromancy mod. His army now is half chariots and half various flying cavalry and again it's basically a point and click wrecking ball, absolutely peak
Sean Jan 22 @ 4:00am 
I'm running four Hellwraiths, six hexwraiths, one mortis engine and the rest cairn wraiths and I'm basically melting most armies
Sean Jan 22 @ 3:59am 
I gotta say, an all-ghost army is really fun. With enough Hellwraiths providing extra damage and all of them with barrier, it takes serious firepower to prevent enemy ranged units from being charged straight up and demolished. Lots of fun
Rhox Jan 21 @ 11:57pm 
Gotcha. Will check. Thanks for the report
Sean Jan 21 @ 10:27pm 
Oh and Hellwraiths. If this is intentional because they're all ethereal, ghost-y units then all good lol
Sean Jan 21 @ 10:26pm 
Minor thing, the Teachings of Nagash tech didn't remove disintegrating and crumbling from Cairn Wraiths, Hexwraiths and Mortis Engines even though said units appear in the tooltip for the tech
Sean Jan 18 @ 1:04am 
props to whoever did the Dread King dialogue
Sean Jan 14 @ 3:54am 
@Griffox yeah it's especially bad for the Dread King because his start position is surrounded by enemies. The AI just gets completely bamboozled. As a human player you got a human brain so you can handle it, it's a slow start but once you get the second army up and running, capture the Tower of Arkhan, take out the Araby minor to the south of you (if you have the araby mod too) which usually gives you two additional free elephants to raise as needed, then you're good. The AI though... yeah nope lmao
Mat_Arg Jan 13 @ 11:33am 
* monkey see spartan shield * subscribe automatically
Griffox Jan 5 @ 2:55pm 
Consider letting the faction start by being able to start with 2 commanders, the AI ​​today starts using 3 to 4 commanders before 15 turns, the tomb kings are in need of a general update, start with only 1 commander with a race that needs numerical superiority it is complicated.
Swinky Jan 3 @ 10:16pm 
Does anyone know why they seem to not work in multiplayer anymore? They were working fine before and i never had any issues, but i recently saw on all the ovn mods that they no longer work
Mal'kurian Jan 1 @ 7:26am 
Thank you!
Rhox Dec 31, 2024 @ 11:52pm 
Tomb King Faction
Mal'kurian Dec 31, 2024 @ 10:51pm 
Which DLC does this need? Link on the page is all messed up and wont show the DLC name and when I click it, it takes me to the winter sale page for all of steam rather than the dlc
Duran'Zan Dec 28, 2024 @ 10:57am 
I am really loving this mod! only thing is I wish they were human instead of undead. I get that it would be maybe to much copy right, but still.
Sean Dec 26, 2024 @ 10:13am 
@rainierfane I think the reason the Dread King AI gets wiped most of the time early on is that the faction starts surrounded with only one army, the second one comes at turn 14 if memory serves me right. So what ends up happening, most of the time, is Volkmar and Rapanse double team the Dread King and crush him. The only times I see him last longer is when Arkhan beats Rapanse and allies the Dread King, but even then he usually gets beaten eventually by Settra, Volkmar, basically any of the other LLs in the area.
As for a way to fix this, maybe an extra army for the AI only? As the human player having the one army to start with is fine, but that's because you have a human brain lol
The_Bloody_Gun Dec 26, 2024 @ 9:58am 
not working in multi sadly... ( otherwise awesome, i loveit, pls make it work)
Kratos Dec 13, 2024 @ 2:23pm 
Also, does not appear to be available in custom battles.
rainierfane Dec 13, 2024 @ 9:57am 
The Greek Theme is fun, but I've noticed as an AI that this faction always gets wiped out very early, like in the first 5 turns, so unless my faction start is near them, I never get to fight them. Playing as them, not having my units benefit from the Dead Rise Again mechanic after battle is rough. That drawback could be off-set if I could raise unique race-themed zombies post-battle like we can with some monsters and Humans/Elves (I'm thinking Dwarves, Greenskins and Skaven, plus more monsters like dragons), but that obviously would require work to make the models. Great work overall though. Thanks!
Kratos Dec 9, 2024 @ 9:04am 
Having this faction have hoplites, but only giving them a phalanx buff that triggers when they stand still is a damn crime. I don't understand the thinking? Please, just give them something like the Dwarves' shield wall toggle ability ffs. The whole point of hoplites is that their phalanx's can MOVE. Slowly, but all the same a phalanx moves forward against enemy lines pushing them back, stabbing them with spears, and trampling them under foot. Maybe this mod came out before the dwarf shieldwall was added to the game but there is no excuse anymore. So please, I beg that you update this mod to give the hoplites a shield wall toggle that they can actually move in.
Sean Nov 6, 2024 @ 3:06am 
In my experiences TWW3 gets progressively more unstable the more mods you have. I think it might be a memory issue, but I'm not sure. You'll even get mods that all play nice with each other, but with too many it just overwhelms the game, it isn't the fault of any specific mod but the game itself as under the hood it's a mess lol