Warhammer – Modern Warfare

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Author: Tetoa

Last revision: 1 May, 2017 at 23:30 UTC

File size: 9.25 MB

On Steam Workshop

Description:
Warhammer – Modern Warfare will be released for WH2 Mortal Empires, but it will still take some weeks, as I have to rewrite some tables. I plan to add interesting new mechanics, like strategic Gyrobomber air strikes, Artillery buildings and different munitions for Cannons

Two hundert years after Archaon was defeated in Vanilla Warhammer – he comes back. But this time, not only sword and shield will stand between the Chaos Intruders and the civilized world: Humans and Dwarfs have developed incredibly powerful firearms and devastating artillery. But is this enough to stop Chaos once again? Archaon is gathering even more armies than the last time and Vampires, Beastmen and Greenskins have waited for the first sign of weakness to attack again. You will have to use your superior military technic effectively to save the world.

This mod redates Warhammer from a 16./17.th century inspired era into a 18./19.th century timeframe with many new units and many small changes. This mod will change the way battles are played and how the campaign evolves and therefor offers a completely new way to play Warhammer: Total War. As Human or Dwarf you are now encouraged to rely heavily on ranged firearm units and artillery. But even with the massive firepower of the new late game units there is no perfect strategy – you will need to adjust your strategy to your opponents. While the slow Chaos warriors for example will lose some of their menace confronted with modern firearms, you will need different strategies to fight orcs, gobblins or vampires. The mod also changes AI army composition, so that Empire and Dwarf AI armies will also use many firearm units.

New Update 2.0 with the full implementation of Bretonnia, new units for Wood Elves, Vampires and Chaos and many small overhauls and changes. More info: here. With 2.0 I consider the work on this Mod finished, as it contains all things I want to add, which are technically possible. 🙂

The "Proper Combat" Mod from kam2150 isn’t needed anymore, though I still advise you to use it. The balancing with different battle overhauls may vary a bit, but not too much.

Features
  • 37 new Firearm, Cavalry and artillery units for Empire, Bretonnia and Dwarfs (full list: here)
  • 27 new units for Greenskins, Wood Elves, Vampires and Chaos to counter firearm units (e.g. Orc Suicide Bombers and new magic Archers for the Wood Elves)
  • completely new playstyle in Battles for Empire, Dwarfs and Bretonnia
  • another 11 new units implemented as RoR for Empire and Dwarfs (replace old ones, so still mod-compatible)
  • stronger enemies and stronger and earlier Chaos Invasion to compensate for the new units
  • modded garrisons and modded army composition, AI will use the new units
  • General overhaul for Empire: Empire generals (and captains) will look more like modern Generals
  • many minor changes to optimize the battle gameplay for the modern units (e.g. fire radius)
  • small changes for more immersion for the modern units (e.g. more smoke)
  • Some of the new units are able to use a small amount of formations
  • massive explosion effects for some units
  • I rate this mod "lore friendly" as long as you don’t mind that it is an alternative history, set 200 years after the End Times 😉
Submods:

Tier 4 Minor Settlements Submod
I advise you to use Mazz’ Mod with this submod, as it strengthens the AI.
Lesser Smoke
If you are experiencing performance drops while firing, this mod reduces the smoke of guns to a minimum
Modern Warfare Units Standalone Pack
Adds only most new units, but without the many small changes to battle and campaign gameplay, not completely balanced (you don’t need the original mod file), I recommend you to not use this mod, but my overhaul for the best experience
German Translation

I reccomend to use Less Blood, less Gore! and Resized Lords and Heroes.

Details
  • human and dwarf military buildings now need growth to be build, this will make it more difficult to field the later units early on
  • Modded army composition for all races to use more firearm units or to counter them better
  • all new units are conncted with military buildings AND technologies
  • most ranged units can fire in a 180 radius – feels more realistic and offers less micromanagement for ranged units
  • some of the already existing firearm and artillery units are buffed a little bit, but also a little bit more expensive
  • already existing low tier firearm Units like Thunderers and Handgunners can be recruited earlier in camapign
  • Greenskins, Vampires, Norsca and Chaos Warriors get campaign bonusses in unit upkeep and unit recruitment to compensate for the strong new units
  • Chaos Invasion is much stronger by fielding more armies and will start earlier (around turn 40, second wave ~90)
  • Rebels and Waaghs will also use the new units
  • Human and Dwarfen units are recruitable in four phases, reflecting their different time periods (1. Vanilla Warhammer, 2. Warfare of 18. century, 3. early 19. century, 4. late 19. century
Proper Combat Mod

Balancing these units is difficult and time-consuming, therefore I decided to make this balancing for the Proper Combat Mod as this is the most popular battle overhaul actually. A batlle overhaul is in my opinion a must-have-mod as otherwise battle are too fast for strategical decisions. The mod can be used without the Proper Combat mod, but with it you will have the correct balancing. With most other battle overhauls or vanilla the balancing will be a bit different, but not too much.

Mod Compatibility

This mod should be compatible with most other mods.
– mods changing the garrisons won’t be compatible (maybe you can use it still, but without my changes)
– mods changing the already existing unit stats especially for firearm units will bring trouble because of my rebalancings
– mods changing the Chaos invasion script will bring problems, this may lead to a weak Chaos invasion and an unbalanced campaign
– Mods adding formations may not be comaptible (this Mod already contains 3 formations)

Future plans

– with 2.0 I reached all my personal modding plans for this mod. I will still release bug fixes if necessary and update this mod for new released content.
– with the release of Warhammer 2 and 3 and new DLCS I want to implement the new factions, atleast for the Mega campaign map. If you have any ideas how to implement Lizardmen, High Elves etc. into this Mod and what new units they could get, feel free to write a commentary! 😉

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Proper Combat ModSteam Workshop