Mighty Campaigns: Siege Battle & Campaign Overhaul
A complete overhaul of both campaign and siege battles. Defenders arrive in staggered waves, attackers gain thematic reinforcements, and both sides unlock new race‑specific siege events. Relief forces, mercenaries, dynamic map usage, and automatic unit behaviours create sieges that are more cinematic, varied, and strategically engaging across every faction and settlement type.
- Dynamic relief force mechanics for defenders and attackers
- Custom siege events for attackers after one turn of sieging
- Overwhelming and underwhelming force effect modifiers
- Defender reinforcements arrive in staggered waves and auto‑move to key positions to minimise micromanagement (can be disabled via MCT)
- Instant attacker reinforcements
- Siege towers, rams, and ladders automatically target the closest walls/gates at the start of battle.
- Overhauled construction costs for defender siege buildings
- Auto-constructed arrow towers at battle start
- Increased missile resistance and reload speed for wall-occupying units
- Significantly boosted missile resistance for units operating siege equipment
- All features apply to AI as well as the player
Before CA announced the Siege Proving Grounds, I played a siege defence battle as the Chaos Dwarfs and actually had fun. That experience got me thinking: how can I recreate that feeling consistently across different factions and maps?
This mod attempts to produce better sieges by tackling some their biggest issues.
Deploying and organising a defensive army is time consuming and often draining, especially when planning the entire battle up front. Barricade and tower construction choices are limited during setup and discourage experimentation.
Vanilla sieges offer limited faction-specific content. Outside of attrition modifiers and building-based supply changes, sieges tend to feel the same across campaigns and races.
Maps are designed with large armies in mind, yet actual battles often feel sparse. Custom battle sieges tend to feel better balanced due to attacker-favoured battle funds, giving the attackers the numbers needed to overwhelm the defenders.
- Relief forces reinforce defenders after one turn of siege, scaling with campaign progress and province regions controlled.
- Attacker reinforcements may arrive on turn one or two, with units tailored for each race.
- Unexpected reinforcement events add unpredictability for both sides.
- Faction‑themed besieger events unlock after one turn, enabling wall breaching, artillery upgrades, gate sabotage, and more.
- Mercenary hiring system allows attackers to recruit semi‑randomised, faction‑appropriate units.
- Unwalled settlement receive their own events to make the system feel cohesive.
- Siege attrition immunity is applied depending on subculture (eg Dwarfs/Chaos Dwarfs), major settlement, capital settlement.
- Staggered defender reinforcements arrive in waves, reducing deployment fatigue and creating a siege battle with combat spread across the whole map.
- Automated unit behaviour sends new reinforcements toward relevant defensive positions.
- Supporting balance tweaks: increased wall/gate HP, improved wall‑unit missile resistance and reload speed, reworked barricade/tower costs, and auto‑constructed towers at battle start.
Unsure if this is for you? Give it a go in custom battles. The new battle mechanics will work just like in the campaign.
This mod is safe to add mid-campaign but not safe to to remove.
The mod requires units and events to be defined per subculture. This means new factions/characters within a subculture will generally work without any changes (eg Mixu’s Legendary Lords), however wholly new subcultures won’t have any of the new siege events and limited support for the new battle mechanics. All factions within MIXER – Mixu’s Unlocker are supported as allied reinforcements.
The following subculture mods have support (but need more testing):
Cataph’s Southern Realms
Gnoblar Hordes – The Unwashed Masses
OvN Lost Factions: Araby
OvN Lost Factions: Albion
OvN Lost Factions: Fimir
OvN Lost Factions: Dread King Legions
Units from the following mods will start appearing in relief forces if they are installed:
Chaos Marauder Expansion – either version will work.
Dead’s Hobgoblin Units Pack
Go Squig or Go Home!
Guv’s Ogre Labourers Unit Mod
We’z Speshul – (All-In-One) – AIO version only
Recommended complementary siege mods:
Distinct Faction Towers
More Consistent Siege Attackers
More Thematic Wallbreakers
(Some) Ogres and monstrous infantries can climb walls
Seems to work fine with SFO: Grimhammer III.
Compatible with Assladders Begone!!! Long Live Buildable Ladders!!!
Not multiplayer compatible at this stage.
If you want more detail about how the mechanics work, please see the design document
Full Design Commentary (Google Docs)[docs.google.com]
Wondrous Wizard Levels (Magic Skill Tree Overhaul)
Bretonnian Shields: Details Matter + Gorilla Tabletop + Lily Shields + Faction Unit Cards
New Settlement Who Dis 2