Strategic Movement

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Author: pwd5032

Last revision: 13 May at 17:35 UTC

File size: 574.68 KB

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Description:
TL;DR

Army movement range is determined by a speed rating — the harmonic mean of all unit battle speeds, where one slow unit drags the rating down more than one fast unit lifts it. Heroes get speed-based movement whether they’re solo or embedded in an army, and mount changes update movement in real time. Recalculates on the fly when you recruit, disband, merge, embed, or change settings. Composition, territory, climate, naval, hero, and raid income layers all configurable via MCT. Safe to add or remove mid-campaign.

Also, create your own fully custom movement profile to suit your exact preference.

Why?

In vanilla WH3, every army moves the same distance regardless of what’s in it. Twenty cavalry and twenty artillery cover identical ground. Army composition is a battle decision with zero campaign consequences — there’s no reason to think about mobility when building your armies.

This mod changes that. What you recruit now shapes how you move on the campaign map, where you can project power, and how much you earn from raiding. A small cavalry force can outmaneuver a full stack. An artillery-heavy army crawls.

The result: army-building becomes a strategic decision that extends beyond the battlefield.

How It Works

Army Composition

Every army gets a speed rating calculated from the harmonic mean of its units’ battle speeds — meaning one slow unit drags the army down more than one fast unit lifts it up. A cannon in a cavalry army ruins your speed. Smaller elite forces are inherently faster than full 20-stacks.

The speed rating maps to a movement modifier via three configurable parameters:

  • Baseline — the modifier for a typical mixed army (speed rating ~30). Light preset: -20%. Standard: -35%. Harsh: -50%.
  • Minimum — the floor for the slowest armies (pure artillery). Light: -45%. Standard: -60%. Harsh: -75%.
  • Maximum — the ceiling for the fastest armies (elite cavalry/flyers). Light: +85%. Standard: +60%. Harsh: +35%.

Each army displays a named bundle reflecting its speed tier — from Siege Train (slowest) through Baseline March to Windborne (fastest) — with flavor text describing the army’s pace.

Prefer a simpler setup? Flat-bonus mode skips the composition math and gives every army the same movement bonus.

Question: Does the AI understand this mechanic and know how to take advantage of it?

Answer: Nope but it will still apply to them. Doesn’t mean this isn’t fun or worth doing.

Question: Is this balanced?

Answer: Idk – is it balanced for Dwarfs to have short legs in the first place?

Mid-Turn Recalculation

When you recruit, disband, merge, or transfer units, your army’s movement recalculates immediately. The movement ring updates on the spot — it’s an estimation so it may not always be perfect but it’s usually quite close. The true version is calculated over the end turn.

Question: Wasn’t that difficult to figure out?

Answer: Very – thanks for asking.

This creates tactical moments that don’t exist in vanilla. Disband your artillery mid-chase and your movement ring expands. Merge a fast reinforcement into a slow army and see the speed change before committing.

This works without breaking any vanilla modifiers. Hero skills, faction bonuses, Lightning Strike, quest rewards, and all other mods continue to function normally.

Hero Movement

A hero’s battle speed drives their campaign movement — a mounted champion covers more ground than a witch hunter on foot.

Disabled by default — opt in via MCT.

Naval Speed

At sea, army composition is replaced by fleet-size scaling across five brackets (Scout through Armada).

Two MCT sliders control naval speed — Min and Max. Set both to the same value for a flat bonus to all fleets. Set different values for convoy discipline, where small fleets sail faster and large armadas sail slower.

Seafaring factions (Vampire Coast, Dark Elves, High Elves, Norsca) get an optional bonus on top of naval speed — a single slider from 0% to 50%.

Territory Bonuses

Armies in your own territory benefit from familiar terrain, established supply lines, and local cooperation. The bonus scales with settlement tier — higher-tier settlements provide better support networks. Does not apply in allied, enemy, or unoccupied territory.

Two premade profiles (Moderate, Light), a Custom mode with per-tier sliders, or off.

Climate Suitability

Movement is affected by how well-suited your faction is to the local climate. Armies move faster in familiar conditions and slower in harsh, unfamiliar environments.

Four premade profiles (Balanced or Penalty-only, in Light or Standard strength), a Custom mode with per-tier sliders, or off.

Raid Income Scaling

Raid income scales with army composition: fast armies earn more, slow armies less. A small fast raiding party earns significantly more than a full stack — making hit-and-run raiding viable. Configurable independently via three sliders (min/baseline/max).

Raid income concept inspired by Lore Series: Hertz Dynamic Movement Range by 8 Hertz WAN IP.

Worth Noting

  • Save-game safe — add, update, or remove mid-campaign at any time. No baked save data, no cleanup needed.
  • MCT changes apply instantly — adjust settings, finalize, and see the effect on your armies without ending your turn.
  • All layers stack — composition, territory, climate, naval, seafaring, and raid income appear as a single bundle icon with per-layer breakdown in the tooltip.
  • AI uses this too — all AI armies receive composition-based movement, territory, climate, naval, and raid income (hero AP conservation is human-only, since AI doesn’t interact with the embed mechanics).
  • Khorne bloodletting — small decay rate adjustment to prevent the heaviest Khorne compositions from being unplayable.
  • Vanilla compatible — hero skills, faction bonuses, Lightning Strike, quest rewards, stance costs, beach transitions, and other mods all work normally.
  • Lightweight — minimal static overrides (2 DB rows for Khorne). Everything else is computed at runtime, so conflicts with stance mods, transition mods, and most other campaign mods are rare or zero.

Configuration (MCT)

Fully configurable via Mod Configuration Tool (optional — balanced defaults without MCT).

  • Page 1 — Movement: presets + custom profile, territory, climate
  • Page 2 — Naval, Hero & Debug: naval + seafaring, hero movement, logging


From the Dev

Enjoying the mod? A thumbs-up is the clearest signal I’ll get that this kind of work is worth continuing.

I play with 100+ mods and prefer slower, more strategic campaigns, but the mods I make are built as toolkits — configurable enough to fit your playstyle, not just mine. Thanks to Gaming for Immersion for fostering this community.

This is a hobby — I have a full-time job and an infant son, so updates happen when they happen.

Bug Reporting

Give me as much context as you can so I can recreate the issue for myself.