Ready for War: Epic Overhaul

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Author: Shorewall

Last revision: 17 Mar at 19:14 UTC

File size: 238.28 MB

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Description:

Experience Total War as it was always meant, with the action on the battlefield being the heart of every campaign. This overhaul sets to make battle/ unit roles as dynamic/ meaningful as possible and above all fun! Balancing is now intuitive and based on the elements of each unit, no longer arbitrary and prone to power creep.

Furious battle: All melee weapons from short sword to a giant’s club have an attack interval of just one second, down from the plodding 4 – 7 seconds of vanilla. Charge distance for units has been reasonably increased helping to run down fleeing foes who retreat from battle. Morale penalties have been adjusted to accommodate the rampant bloodshed melee combat will now bring, however once a units breaks they are shattered and flee the field in terror.

Armour and weapon choice matter: Every weapon class now serves a unique role. Armour piercing has been removed from all swords, spears and arrows while being retained for axes, halberds, hammers and bullets. (Axes and hammers having significant armour piercing capabilities) All spears/ halberds have anti large bonuses and all swords gain anti infantry bonuses. Heavy armoured troops will now pose a unique treat that must be dealt with specific anti armour tactics.

Rules of thumb: Two handed weapons will see and increase to attack power, melee attack and bonuses compared to one handed weapons. Shields in addition to missile block will increase melee defense. The larger an entity the greater the melee attack with conversely lower melee defense. Bracing and shield defense angle has been increased to 120 degrees. Unit’s pivot factor (rotation point) in now from their center.

Balancing: Stats and unit size are sensibly balanced to be consistent across races and eliminate power creep. The difference in performance of units will come from their equipment and entity traits rather than plot armour. Many units have been given attributes and abilities that fit their lore/ role. Ward save has been capped at 50% to prevent impervious characters.

Campaign affects: One turn recruitment for all units (player and AI) to facilitate diverse and strategically composed armies. Religious buildings add 1% magic resistance per level, faction wide. (This should help ward off spell spamming, cough cough… Warp Lighting) Save game compatible.

New units:

Hammers of Sigmar – "Bearing imperial hammers and wearing heavy plate, these devout men are exemplars of Sigmar himself" (Armoured, Armour Piercing)

War Wagons (Grenade Launcher) – "Mobility, protection and explosive power!" (Armoured, Ballistics Expert, Fire Whilst Moving)

Foot Knights (Poleaxes) – "Knights of courage who take to the battle field on foot, poleaxes in hand" (Armoured, Armour Piercing)

Foot Squires (Shields) – "Though not damage dealers like their claymore cleaving counterparts, they excel at getting stuck in the fight pinning down enemies for your army" (Armoured & Shielded, Defender)

Norscan Bow Hunters – "The harshest of wildernesses creates the most brutal of hunters" (Vanguard Deployment, Forrest Strider, Anti Large)

Marauder Champions (Halberds) – "The Champion’s halberd takes down the largest of wild beasts, and the most gargantuan of foes" (Armoured, Anti Large, Charge Defense Against Large)

I highly recommend pairing this overhaul with my Quartermaster: Master Collection reskin!
https://steamcommunity.com/sharedfiles/filedetails/?id=3114245541