Total War: WARHAMMER III

Total War: WARHAMMER III

Radious Total War Mod - Part 1 - UPDATE IN PROGRESS
Skeletal Archers - Balancing
I'm playing as Empire against the Undead and I do agree that the Undead needed something as a ranged, some trash archers and whatnot. But I think the Skeletal Archers are a bit overpowered. Here is what I found:

This is all going to be compared to Empire Archers:

If all hits connect for Archers - 1980 damage
If all hits connect for Skeletal Archers - 2160
Have higher armor piercing melee (higher unit count = more efficient in melee)
Has +1 in Armor Piercing ranged
Have -1 Melee Attack
Has 25 (+3) Melee Defense
Has Strength of 25 (+1) in weapon damage
Has 160 range (+20)
Archers have 90 Troops while Skeletal Archers have 120
They crumble (imo is better than running away)

Undead shouldn't get better Archers than the Empire is my argument. They are primarily a melee focused faction but giving them these really, in my opinion, overpowered archers it makes it not fun to go against. My fix is, nerf their range or have them do significantly less damage as their unit count easily makes up for it, especially due to the Undead's replenishment rate, that should be the only thing truly going for them.
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Showing 1-5 of 5 comments
Radious  [developer] Mar 1 @ 11:05pm 
Skeletal archers are only usable at early stages, unlike all other missile units from other races they dont get any missile buffs like range, ammo, reload or damage via skills or techs. So almost all other missile units outmatch them when they get some of those.
Valyus Mar 3 @ 2:21pm 
Fair enough as I didn't realize there is no upgrade path for the Skeletal Archers, they just suck to go against very early game that I'll have to build or stratagize around as Vampire Counts love pumping out quite a few of them, especially early game. I will look to cavalry as a way around this. I appreciate your response
Last edited by Valyus; Mar 3 @ 2:21pm
Present May 13 @ 9:09pm 
Although I agree and understand that they're only usable at the early stage, it makes 'no sense' that they have better range than even empire handgunners. At least they should have been given with shorter range. It becomes clearly a major problem when you play above VH in campaign difficulty where AI can spam things. You don't get reliable cav and whatnot to make them all rout or be killed in the early stage of the game, whereas they can just spam archers and call it a day. And I mean, seriously, it doesn't make any sense like I've told already. A raise-dead skeleton being more capable in shooting things, than humans having practiced throughout their life for shooting something, is nonsense. I want their range to be nerfed to 135 or 140. This way VC will retain its ranged combat capability needed in the early stage, without making them too overpowered and 'nonsense' even when spammed. Not to even mention how cost efficient they are, considering the fact that these skeleton archers have more numbers, better range, and almost the same base damage as their counterparts. It's crazy.
Last edited by Present; May 13 @ 9:12pm
Radious  [developer] May 14 @ 1:07am 
I will take a look at their range if we can reduce it a bit without hurting their early potential too much.
Present May 14 @ 6:28am 
Thank you, I've been enjoying your overhaul mods since Rome 2, I sincerely thank you for keeping up the good work!

Originally posted by Radious:
I will take a look at their range if we can reduce it a bit without hurting their early potential too much.
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Showing 1-5 of 5 comments
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