Total War: WARHAMMER III

Total War: WARHAMMER III

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Dark Land Orcs
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Tags: mod
File Size
Posted
Updated
301.240 MB
Jan 17, 2023 @ 9:10am
Sep 6 @ 4:20am
40 Change Notes ( view )

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Dark Land Orcs

Description
Updated for 6.3

DESCRIPTION



The Greenskins are one of the most authentic Warhammer races and my personal favourite. Since my Dark Land Warboss (already included in this mod) was well appreciated, I decided to give them some new tools.





FEATURES
  • custom Dark Land Orcs faction and legendary lord
  • legendary hero
  • generic lord type
  • generic hero type
  • 5 units, 3 RoRs, 12 scrap upgrades
  • a new building chain for all Greenskins



THE ROSTER
Gormok the Dark Armourer


Gormok is the legendary lord and faction leader of the Dark Land Orcs. Even when everything shatters, he will stand as an impenetrable bulwark on the battlefield.

Gurthok the Harbinger


Gurthok is a legendary hero and will become available after finishing a quest against the Dawi-Zharr.

Dark Land Warboss


The Dark Land Warboss is a generic lord in form of a strong duellist and is exceptionally tanky but limited regarding his movement. In the campaign he features army-wide buffs.

Dark Land Drake and Dark Land Drake Rider


Featuring a high mass, a big charge bonus and a huge HP pool, these beasts sole purpose is to break through enemy battle lines and disturb their formations. But due to their low weapon damage they are rather very weak duellists.

The Dark Land Drake Rider has an overall strong stat line but also comes at a very high cost. He shares the recruitment capacity with the Black Orc Big Boss.

Terror of Gorgoth


The Terror of Gorgoth is a world beater that can be recruited from the RoR panel once a lord reaches rank 30.

Dark Land Bulwarkz


Dark Land Bulwarkz are strong and durable fighters that feature an area attack. But due to their low numbers they can get overwhelmed by other elite-infantry.

The ‘Breakerz of Zharr’ are a RoR and available once a lord reaches rank 25.

Scrap Shootaz


The Scrap Shootaz are a very slow yet tanky mid-ranged artillery unit. Their barrage in form of multiple missiles is inaccurate but devastating.

‘Da Bronzen Bastardz’ are a RoR and available once a lord reaches rank 25.

Dark Land Orc Boyz and Dark Land Orc Big ‘Uns


The Dark Land Orc Boyz are a basic armour-piercing infantry unit.

The Dark Land Orc Big ‘Uns are a high-tier shielded and durable infantry unit but are a bit lacking in regards of damage output.



Dark Land Orcs Faction
The custom Dark Land Orcs faction has unique faction effects, can build the building chain for the Dark Land unit recruitment everywhere and features unique garrison buildings.

MIXER is needed if you want to play as them yourself! With Mixer enabled, the AI will also perform like a major faction.



HOW TO RECRUIT FOR OTHER GREENSKIN FACTIONS?
The Dark Land Warboss is recruitable for all Greenskin factions. All other units can be recruited with a unique building chain that is only available for certain settlements in and around the Dark Lands, similar to the vanilla savage orc building chain.



The settlements (13 in total) are marked with a little icon. All Greenskins can build this building chain, except minor savage orc factions.



COMPATIBILITY
There should be no compatibility issues.
My mod is compatible with Variant Selector, Tabletop Caps and The Old World Campaign.

SFO submod
Damned Nations submod

Da Green Tide - Da Dark Wunz iz 'Ere
LEO's formations
Tabletop Caps (another version)

Chinese translation
Polish translation
French translation
Korean translation



CREDITS
  • Ubermorgen and Rhox for the scripting.
  • r1kko for some of the UI elements!
  • Diores for helping with the Fröbelcanum entries.
  • Fin for the stunning screenshots!
  • the Skeleton Crew, especially Stratovarius for helping with some DB issues and greenphoenix23 for teaching me how to edit rider positions.
  • Tonnes, BasedMemes and Pear for the lord selection video.
  • h3ro for his Asset Editor tool.



OTHER MODS
You like my work? Feel free to check out my other mods.

If you should enjoy one of my mods so much that you want to give something back, I am always happy about a donation!
[www.paypal.com]
941 Comments
Fröb  [author] Sep 6 @ 4:21am 
Updated! - A very minor change.

Dark Land Orcs Faction
- adjusted the possible unit types in Waaagh armies
Fröb  [author] Sep 5 @ 10:16am 
@Svobius: I took these measurements because I really hate the unit bloat of the Greenskins. But I overdid it with the first change, I see that now. The common Orcs should not be needed for the custom Dark Land Orcs faction, because they have the Dark Land units - and I want the faction to focus on those. One variant of the Black Orcs can still be recruited via major settlement buildings.
Svobius Sep 5 @ 10:01am 
I could play without forrest goblins and I never recruit them much anyway but i can't play much without common orcs. That's why I never play Skarsnik. I know there is unique building at Grimgor starting province for recruiting black orcs. I did not test this to build that building with dark lands faction if it's even possible. It's your mod, so do whatever you want with it. I understand why you made the changes. I just wrote my thoughts.
Svobius Sep 5 @ 10:01am 
thank you for bringing back at least cavalry units. it made the faction partly playable for me again. But I still miss vanila building for melee units such us orc big 'uns and my favourite black orcs. Also I use another mods for units and i cannot recruit them because they are recruited from that building that is missing. You have done a hella job with that mod and i appriciate it. I love this mod playing as Grimgor or Gorbad, It's great to get access to dark lands units from that unique building chain but playing dark lands faction is still kinda limiting for me (after the update). Mainly because another mods.
Fröb  [author] Sep 5 @ 6:30am 
@Bloodjunkie423: Usually, it would require more people to state the same issue before I act - but your argument that the unit roster of the Dark Land Orcs faction would be way inferior to any of the other Greenskin factions convinced me. ;)
Bloodjunkie423 Sep 5 @ 6:25am 
raknik is kinda meh. I just want to say how appreciative I am not only of the time and effort you put into making a mod like this, but also in your willingness to hear feedback even if its from a simpleton like myself. Thank you again!!
Fröb  [author] Sep 5 @ 2:01am 
Updated! – Some medium changes.

Dark Land Orcs Faction
- reverted some of the recent changes regarding the limited unit roster, i.e., the buildings for the recruitment of Squigs, Cavalry and Chariot units are now available again
- slightly reworked faction traits
- the Night Goblin Warboss is again accessible as a character for recruitment
- slightly reworked the effects of the Dark Land Orc recruitment building

@Bloodjunkie423: The Forest Goblins still did not make it back – they simply feel too much out of place for a faction that inhabits a basically burned and scarred region such as the Dark Lands. Besides, I never really enjoyed Raknik Spiderclaw…
Fröb  [author] Sep 5 @ 1:30am 
@Bloodjunkie423: Those are some valid points - especially what you meant regarding 'simply taking a different Greenskin faction and getting access to the Dark Land units'. I will revert some of the recent changes. Regarding the garrison troops: the custom faction has now unique settlement buildings which by default feature slightly stronger garrisons. Also, the increase in local recruitment capacity is not part of the regular Orc infantry building either.
Bloodjunkie423 Sep 4 @ 2:19pm 
I get the reason behind the reduced recruit variety, but now I can just have to pick a different greenskin faction and once I take some territory in the dark lands I get access to all the dark ork units, which kind of makes the change superflous imo. I would like to see the colossal squig/armored one returned to the roster. also the loss of the garrison troops from building the dark orc buildings was tough because it helped a lot with defending.

when you removed the regular ork infantry tree, you also removed the increased recruit capacity along with it.... personally in my game before 6.3 broke it, I had different confederated greenskin ll with corresponding type units. what about the spider lord in the tech tree? his whole thing is spider riders and there ain't any now. hopefully you didnt just remove that too without replacing it?

I'm gonna stay subscribed because it is a very beautiful and well fleshed out mod, but I dont see myself playing the faction again as it is now.
Fröb  [author] Sep 4 @ 1:39pm 
@Svobius: I admit it was quite a hefty change to remove access to many of the vanilla units. But I felt like the Greenskin roster was already extremely bloated and with my additional units the custom faction felt even more chaotic. Could you be a bit more specific what you don't like/miss based on the latest changes?