Total war warhammer patches. The best mods for Total War: Warhammer. Rule settings and changes

Total war warhammer patches. The best mods for Total War: Warhammer. Rule settings and changes

The first game in a trilogy in the fantasy world of Warhammer Fantasy Battles.
The legendary strategy combines an exciting turn-based mode for building truly epic empires and large-scale, bloody battles in real time. Four different races: Empire, Dwarves, Vampire Counts and Greenskins. Each of which has its own unique characters, troops, buildings and playstyle.

Release date: May 24, 2016

The first expansion to include the new Chaos Warriors race.
Lead a terrifying race of Chaos, bloodthirsty warriors, terrifying mounts and monstrous creatures, taking on the role of one of three new legendary overlords. Join the destructive forces of chaos, complete new missions, find powerful objects and gain eternal glory.

Release date: May 24, 2016 Addition

Second expansion, Blood for the Blood God.
Throughout the Old World, from icy Norsca to the hot south of the Badlands, the thunder of endless war echoes. Each race hopes to prevail over the others or at least survive in times of disaster, but one thing is clear for now - blood will flow like a river!

Release date: June 30, 2016 Addition

The third addition, including the new race Call of the Beastmen.
A terrible threat lurks in the deep and dark forests. Beast Masters gather huge herds of wild creatures that combine human intelligence with bestial cunning and cruelty. The roar of war horns pierces the silence of the night - the call of the beastmen is heard throughout the Old World!

Release date: July 28, 2016 Addition

Expanding the possibilities of the Empire and the Vampire Counts, it adds two famous characters and a range of iconic units from the Warhammer Fantasy Battles universe to campaigns and battles. Two new legendary lords with their own quest chains, magic items and skill trees. Two new types of lords, five completely new types of troops with variations.

Release date: September 1, 2016 Addition

Wurrzag is a new legendary lord that can lead your faction in a campaign or multiplayer game. All magicians carry something divine within them - and this is not surprising, given the colossal flows of energy they have to work with every day. But the shaman of the wild orcs Wurrzag, even among them, stands apart.

Release Date: October 20, 2016 Addition

The legendary hero Grombrindal, also called the White Dwarf, has been known since time immemorial. Nobody knows who he is. Some consider him the incarnation of King Snorri Longbeard, others - the lover of the goddess Valaya, who grants protection from harmful magic... Be that as it may, Grombrindal is a living symbol of honor and hope for all the Davi people.

Release Date: October 22, 2016 Addition

Second set of lords. Expanding the capabilities of Greenskins and Dwarves, it adds two iconic characters and a range of iconic units to campaigns and battles. Two legendary heroes lay claim to one ancient fortress. Their destinies are closely intertwined; one day the king and the leader will meet in a decisive battle for the right to be called the ruler of the Eight Peaks of Karak.

Release date: November 12, 2016 Addition

Azrai are forest elves. Like the rest of the elven peoples, they came to the west from Ulthuan, but they were alien to both the arrogant arrogance of the asuras and the bloody decadence of the druchii. The Azrai consider themselves the only true elves who have preserved all the light and dark sides of their race. For many millennia they have lived in peace and harmony with the intelligent forest.

Adepts of the College of the Gray Order study the Wind of Ulgu. The spells of the Shadow school based on it allow you to quietly confuse the minds of your enemies. Increases the movement speed of friendly units throughout the map. Effective against groups of units, reduces movement speed. Deterioration of attack and defense in close combat. Deterioration of armor and discipline. Magic damage, large area of ​​effect, effective against groups of units. Magic damage, large radius of destruction, effectiveness against groups of troops, disruption of battle formations. Adding magic damage, improving damage through armor.

Release date: December 8, 2016 Addition

Adherents of the Jade Order study the Wind Giran, which gives life. Wandering throughout the Empire, they offer healing services to soldiers and civilians. Restores the health of all friendly units on the map each time it is used. Magic damage, large damage radius, target slowdown. Improving the armor of friendly fighters. Improved parry and weapon damage for all friendly units in the area of ​​effect. Restores health and increases physical damage resistance of specified friendly units. Restores the health of all friendly units in the area of ​​effect. Large radius of destruction, significant damage, effectiveness against groups of units, slowing down the target, chance of resistance.

Release date: December 8, 2016 Addition

Centuries ago, the legendary Gilles the Uniter founded the kingdom of Bretonnia between the Great Ocean and the Gray Mountains. Now this kingdom is ruled by the powerful monarch Luan Leoncourt, uniting proud and independent dukes. The subjects of Bretonnia sacredly honor the code of knightly honor and serve the mysterious goddess known as the Lady of the Lake.

Isabella von Carstein. During her lifetime, the daughter of the mad Count Otto von Druck was as arrogant, capricious and dissolute as most of the imperial ladies of high society. But after the death of her father, she had to marry Vlad von Carstein, the first and greatest of the vampire counts who seized power in her province. Their marriage was based on pure calculation, but then Isabella was struck by the irresistible charm of the vampire, and he, in turn, learned to trust her boundless devotion.

Release date: February 28, 2017 Addition

An add-on for the global fantasy strategy that adds the Norsca faction of northern warriors to the game. These are the warlike inhabitants of the northern part of the Old World, which is under the influence of the Chaos Wastes. The harsh conditions of this area twisted the body and mind of the warriors who dedicated their lives to serving the dark gods.

Release date: August 10, 2017 Addition

The second game of the trilogy in the fantasy world of Warhammer.
A strategy game of truly grandiose proportions. You have to choose one of four unique races and start an epic war with the goal of saving or destroying a huge and vibrant fantasy world. The game consists of two main parts - a turn-based strategy campaign in the open world and real-time tactical battles among the bizarre landscapes of the New World.

Release date: September 28, 2017

Large-scale free addition. Mortal Empires combines maps of the Old and New Worlds in one campaign. You can play as 35 legendary lords and choose one of 117 factions. Provides hundreds of hours of gameplay and contains 295 settlements on the map that can be captured.

Release date: October 26, 2017

The ancient kingdom was the pearl of human civilization. The cities of Nehekhara amazed with their luxury, armies conquered nations and kings ruled over people. But a thousand years ago, Nagash destroyed the kingdom, all living things died, and the dead rose from their graves. Death will not stop the Tomb Kings. In unlife they will restore their former greatness!

Release date: January 23, 2018

First set of lords. It buffs the High Elves and Dark Elves, adding iconic rivals and legendary units that can be used in both campaign and battle. Available in the "Centre of the Vortex" and "Mortal Empires" campaigns.

Release date: May 31, 2018

As your faction wins battles, seizes lands, and creates pirate coves, your lord's fame grows and his status rises. Having won the battle, they can only capture, destroy or rob the settlement, but also establish a bay. Eight golden piastres amulets are carefully hidden in different corners.

Release date: November 8, 2018

New set of lords. It adds two rival lords from the world of Warhammer Fantasy Battles. These lords can be used both in campaigns and in individual battles. Each has its own tasks, mechanics, units and playstyle.

Total War: WARHAMMER

We waited, we believed. And our faith was rewarded! Announcement Total War: WARHAMMER took place! The skeptics were put to shame, and the Vachomans rejoiced! But the developers have already managed to tell a lot of details on the forums. Was it first known? that this will not be one game, but a trilogy flavored with a whole bunch of add-ons and additional paid and free content. Secondly, there will be only four factions (Empire of Sigmar, Greenskins, Dwarves and Vampire Counts), but they promise to make them as detailed as possible, rich in units and really different from each other in gameplay. Thirdly, the heads of factions are now not just generals whom you don’t mind losing in battle. Now these are the Legendary Lords (Karl Franz, Grimgor, Thorgrim and Mannfred von Carstein), heroes with unique weapons, mounts, items and a set of quests. They also promise such new items as flying units, magic, tanks, cannons and muskets... in general, yummy! In general, we are waiting for more information and hope that the game will become a breakthrough in the series.

Well, we hasten to reassure apologists of historicity - a separate team is working on Warhammer. Historical games Total War, the production of the fantasy game is not slowing down.

More details about

Total War: Attila

The announcement of Total War: Attila, on the one hand, surprised us a lot, and on the other hand, it once again proved that SA is following the beaten path. After all, Attila is essentially a sequel to the “Barbarian Invasion” addon for Rome 1. However, this time they did not become modest and called it a “new game”. Ok, we won't argue. A separate game about the invasion of barbarian tribes on the civilizations of the ancient world is wonderful. It should be noted that the developers really did a great job. According to most players, Attila really turned out to be a worthy product that allowed you to plunge into dark eras.

More details about Total War: Attila Part 1 And Part 2

Total War: Rome 2

The announcement of Rome II Total War took place on July 2 and it caused a real storm of delight in our community! People were so hungry for hand-to-hand combat and legionnaires that the announcement of the sequel was perceived as a real miracle and a “dream come true.” To again lead legions bound by iron discipline, unshakable Greek hoplites and Macedonian sarissophorians into battle, trample enemies with elephants and throw severed heads at them - isn’t this happiness! But the new Total War games are also sea battles. And there will be a lot of fun here, because the developers promise active interaction between the ground and naval forces. Mutual shelling between coastal fortifications and warships in the roadstead will give a new degree of freedom to the “strategos” of the ancient world.

Mods for diplomacy.

Diplomacy and Resurrection

This mod expands the player's diplomatic capabilities:
- you can become a vassal of a faction of your culture.
- both diplomatic and forced (through the capture of the last settlement) vassalization are available.
- you can release dead factions (as in Attila).
The restrictions between cultures are as follows:
- people, vampires and gnomes are free to free and subjugate each other, but cannot do anything with the orcs.
- orcs can only liberate and subjugate orcs.
- Norsca and Chaos remained in vanilla state. Those. Nothing is available to Norsca, Chaos can liberate the Norscan tribes.
- elves can free and subjugate elves and people (and vice versa). However, there are still ample opportunities for diplomatic vassalization (except for orcs)

Known Issues:
- in some liberated cities, buildings of another subculture are preserved. Relevant only for AI, does not affect the player. AI quickly rebuilds them.
- apparently, the possibility of subjugating the orcs by military means remains.

For all changes to take effect, you must start a new campaign.
The mod is incompatible with mods that change the start position.

What liberation looks like:

Diplomatic land transfer
This mod introduces a number of special events that allow the player to gift certain regions to other factions. Each possible transfer has its own unique event and effects, based 100% on the plot and background of the Warhammer universe.

More detailed information on the mod translation page on Steam.
Mod page on Steam
Steam translation page

Diplomatic Options - No Confederations
A mod that removes the possibility of confederations between factions of the same culture. Which in turn increases the lifespan of minor factions on the map. Must have!
Mod page on Steam

Liberate as Vassals
The revived factions automatically become not allies, but vassals of the “liberator”, a kind of diplomatic cheating, but a pleasant one. The mod is fully compatible with Diplomacy and Resurrection.
Mod page on Steam

Mods to strengthen the hordes of Chaos, greenskins and beastmen.


Hordes of the Old World
Author: AneyVildzhim
The first mod is aimed at strengthening the spawning hordes of wild orcs and beastmen.
Peculiarities:
1) Hordes are fully equipped on any difficulty level
2) Probability of more than one horde spawning
3) More variety in the Beastmen troops
4) Hordes spawn less frequently
https://yadi.sk/d/nKso7WYqxu8nX

The purpose of the second: to strengthen the Storm of Chaos, since in the original Chaos is not felt as a real threat to the entire civilized and not so civilized world.
Peculiarities:
1) Now a huge horde (much more stacks) is coming from the north, which cannot be destroyed in a couple of battles.
2) The roster of troops in the hordes of Chaos has been changed: there are now no marauders (only cavalry from the penultimate patch), the backbone of the army in the first wave consists of Chaos Warriors and the Forsaken, in the second wave (now less numerous than the first) - the Chosen of Chaos.
3) Chaos (and Chaos Beastmen) received immunity to vampire taint and other types of non-combat losses (too often chaosites died in vampire lands)
4) Norsca receives one and a half times more money.
https://yadi.sk/d/79MPO8423EoTwD

"The Big Green Menace!" (Da Green Threat!)
Mod "Da Green Threat!" increases the chance of spawning hordes of greenskins and beastmen, and also creates stacks of dead greenskin minors with the same chance. Perfect for complicating the game, for atmosphere, and for those who think that greenskins in the latest patches often lose to the dwarves. The spawn frequency has been changed, the spawn location has been changed in accordance with the backdrop of the universe (beastmen - forest, orcs - mountains and southern wastelands). The most interesting thing is that the losing orc factions can now return (the stack will spawn in the territory that no longer belongs to it, i.e., be reborn; the orcs cannot be suppressed now, they are reborn, for example, the appearance of a stack of “black poison” and “eye-scratchers” has been noted) after 10 moves after drinking this tribe).
Previously saved games work after installing the mod.
- Should be compatible with anything that doesn't affect Beastmen and Savage Orc hordes scripts.
- Compatible with the Rise of the Beastmen mod.
Steam mod page

P.S.: The mod must be compatible with mods Hordes of the Old World And Da Green Threat! Only hardcore!!! Let the cities burn and the chairs burn!!!
Translation of descriptions - Tatar

BAI Mods (Battle AI)

by rawhide


Spoiler: Let's start with what will never happen in fashion:

- the movement speed of units will not change
In my opinion, the speed of units in tactics is now optimal: look at the rate of movement of cavalry and infantry relative to the landscape. neither subtract nor add. I don’t understand at all: are all the authors of “BAI-slowers” ​​really not noticing obvious things? or are they so frustrated by the flanking attacks of the AI ​​cavalry that they are looking for out-of-game ways to hedge against it? This is not “Attila”, where there really were cockroach races; here, in this sense, everything is harmonious.

Spoiler: And now what has changed:

- the speed of hand-to-hand combat has been changed. At the same time, several more aspects of the combat mechanics were rebuilt so that there were no strong distortions in the design of battles.
- further ballistics tuning
- except for previously changed parameters bullet mass, slightly changed dispersion area calibers.
- the previous things led to me returning to the game friendly fire
-
If in vanilla and the first version of S&L reiters shot more often than other fighters with hand guns, now they fire 6 bullets in one salvo (according to the number of barrels in the block), and then reload their monsters for a very long time. The dispersion area of ​​bullets for these things has been significantly increased. The range of a direct shot is reduced to 80 meters, the range of actual fire to 40. That is, at 40 meters a salvo can cause a lot of harm. then you need to drive to a safe distance and recharge. Fortunately, the speed of the reiters is good. various mounted riflemen are knocked out from the flank only to set off. but they require care and precise microcontrol. Yes, their ammunition is also depleting noticeably faster than before. Of course, all this is done without changing the stats of the unit itself, so there is no conflict with different unit packs.
- reinforcement radius increased to the usual level since the time of Attila. garrisons will now come to the aid of field armies more often and vice versa. and field armies interact better with each other, including p/u AI.

Spoiler: Changes in versions 2.2.x:


- the weight of hellblaster shells has been changed
- tuning of ballistics for all guns that fire cannonballs (except turret ones)
- tuning of ballistics for two onboard dwarven cannons (copter_brimstone_shot and gyrocopter_steam_shot. The onboard multi-barreled gun was redesigned in the first versions)
- projectiles tables have been rebuilt in a blind search for unknown stuff that was caused in 2.2.3. crashes for some players.
- upgrade for gnomes from Tryggvi in ​​the form of new skills for an engineer. New skills to improve aircraft in the hero's army.
- a small tuning of the auto-combat calculations - so that the result was less predictable and less loyal to the player (but it was not possible to achieve great success, this is not Attila, everything is more complicated here).
- improving the properties of arrows and bows of elven hawk riders. so that they at least represent something like arrows. improved ballista. characteristics of their weapons to compensate for the small number of shooters in the squad. I didn’t touch the damage parameters themselves.
- tweaked the parameters of dryad carcasses. again, so that they would stop being so useless, and could be a normal mass unit, like the swordsmen or halberdiers of the imperials.
- the terrain parameters on the strat map and the cost of entering the ambush mode have been changed. so that the AI ​​catches the player more often and more successfully. otherwise I was caught a couple of times, but not the most pumped-up lord managed to notice the ambush and prepare for battle. and only freebies (due to scripts) dominated with their surprise attacks. With the new AI settings, ambushes should be successful more often.
- the threshold for evading direct damage (not from explosions and debuffs) has been slightly increased for all types of units. for longer duration of battles.
- added a small boost to the mod for AI lords. so that the player's upgraded characters meet normal opponents, and not first-level beginners (except for quest characters, who are immortal).
This is especially true for those who play with mods that raise the level ceiling of heroes, expanding sets of perks and the number of experience points.



- small arms of RoR units have been added, their parameters are brought into line with the rest of the “Silver and Lead” small arms.
- the gnomish easel arrow launcher has been tuned.
- various edits to the general rules of combat (restored from the first version of the mod in accordance with the new conditions after all the patches)
- ALL units in the game (except heroes and lords) received individual experience gain speed modifiers. In order for AI armies to be pumped up not only during recruitment, but also in battles. this way the player has a greater chance of encountering AI units of varying quality.
- added fix from Tryggvi:


The theme of the mod is on Imperial (the mod is also available for download there)​

Mods to correct the Russian localization of Total War: Warhammer.

Corrected Russian localization of Total War: Warhammer


The mod is aimed at correcting localization and focuses (primarily) on translating the lore of the Warhammer Fantasy universe created on the Warforge forum.
Steam mod page.



Author's edits of Russian localization, created for a comfortable transition of the author from the original to the Russian version. Accordingly, Russian WHB armiebooks and names accepted in the ru-community were considered, but were not indisputable authorities.

Steam mod page.

BAI Mods (Battle AI)

Silver and Lead by rawhide


  • further ballistics tuning
  • except for previously changed parameters bullet mass, slightly changed dispersion area for certain types of bullets. slightly changed calibers.
  • the previous things led to me returning to the game friendly fire, and without directly enabling it through the appropriate option. in general, our own people now also suffer a little, finding themselves in the line of fire, although to a much lesser extent than the enemy. half or three times less)
  • multi-barreled guns of imperial reiters have been changed, the unit received a completely different tactical role than before.
If in vanilla and the first version of S&L reiters shot more often than other fighters with hand guns, now they fire 6 bullets in one salvo (according to the number of barrels in the block), and then reload their monsters for a very long time. The dispersion area of ​​bullets for these things has been significantly increased. The range of a direct shot is reduced to 80 meters, the range of actual fire to 40. That is, at 40 meters a salvo can cause a lot of harm. then you need to drive to a safe distance and recharge. Fortunately, the speed of the reiters is good. various mounted riflemen are knocked out from the flank only to set off. but require care and precise microcontrol. Yes, their ammunition is also depleting noticeably faster than before. Of course, all this is done without changing the stats of the unit itself, so there is no conflict with different unit packs.
- reinforcement radius increased to the usual level since the time of Attila. garrisons will now come to the aid of field armies more often and vice versa. and field armies interact better with each other, including p/u AI.

Spoiler: Changes in versions 2.2.x:

Unlocked experience for named units of undead and orcs

  • Hellblaster shells' weight has been changed
  • tuning ballistics for all guns that fire cannonballs (except turret ones)
  • tuning of ballistics for two onboard dwarven cannons (copter_brimstone_shot and gyrocopter_steam_shot. The onboard multi-barreled gun was redesigned in the first versions)
  • projectiles tables were rebuilt in a blind search for unknown stuff that was caused in 2.2.3. crashes for some players.
  • upgrade for gnomes from Tryggvi in ​​the form of new skills for an engineer. New skills to improve aircraft in the hero's army.
  • a small tuning of the auto-combat calculations - so that the result was less predictable and less loyal to the player (but it was not possible to achieve great success, this is not Attila, everything is more complicated here).
  • improving the properties of arrows and bows of elven hawk riders. so that they at least represent something like arrows. improved ballista. characteristics of their weapons to compensate for the small number of shooters in the squad. I didn’t touch the damage parameters themselves.
  • tweaked the parameters of the dryad carcasses. again, so that they would stop being so useless, and could be a normal mass unit, like the swordsmen or halberdiers of the imperials.
  • The terrain parameters on the strat map and the cost of entering ambush mode have been changed. so that the AI ​​catches the player more often and more successfully. otherwise I was caught a couple of times, but not the most pumped-up lord managed to notice the ambush and prepare for battle. and only freebies (due to scripts) dominated with their surprise attacks. With the new AI settings, ambushes should be successful more often.
  • The threshold for evading direct damage (not from explosions and debuffs) has been slightly increased for all types of units. for longer duration of battles.
  • added a small boost to the mod for AI lords. so that the player's upgraded characters meet normal opponents, and not first-level beginners (except for quest characters, who are immortal).
This is especially true for those who play with mods that raise the level ceiling of heroes, expanding sets of perks and the number of experience points.
- solved the problem of matching regular units with the growth of their experience and unique Regiments of Renown
A fix from jdharrow has been partially integrated, allowing RoR units to gain experience in battles. Their original stats have been slightly reduced. These units have also been given personal experience gain modifiers.
NB! in custom (in the squad selection menu), as before, RoR squads will not be given additional experience. but in the battles themselves everything is in order, chevrons are awarded.
  • small arms of RoR units have been added, their parameters are brought into line with the rest of the “Silver and Lead” small arms.
  • The Gnomish easel arrow launcher has been tuned.
  • various edits to the general rules of combat (restored from the first version of the mod in accordance with the new conditions after all the patches)
  • ALL units in the game (except for heroes and lords) received individual experience gain speed modifiers. In order for AI armies to be pumped up not only during recruitment, but also in battles. this way the player has a greater chance of encountering AI units of varying quality.
  • added fix from Tryggvi:
Installation: unzip, drop into data, connect in launcher. discard previous versions of the mod (if installed)
The theme of the mod is on Imperial (the mod is also available for download there)
Can you give me a link to download this mod? Because Imperial is doing something weird, I can’t register.

The best squad skins, balance changes and other great Warhammer mods from the Steam Workshop.

Warhammer is a game about tiny plastic orcs fighting tiny plastic dwarves, but to be honest, for some people the point of the game is to lovingly paint and customize tiny orcs and dwarves and then send them back to the shelf. How fortunate that just a few months after its release, Total War: Warhammer acquired hundreds of mods capable of changing the game in the spirit of a board game. Of course, there are also mods for fine-tuning the combat rules; you could even ask Chaos to hold its damn horses so you can prepare for the End Times.

Overall, there are a lot of mods for Total War: Warhammer, and we've updated our guide to include the best of the best. Everything on the list can be found on the Steam Workshop, where new items are constantly being uploaded, so keep your eyes open.

In the modification manager for Total War: Warhammer, you can see some of them have an “out-of-date” mark next to them, which means that they have not been updated since the release of the last addition to the game. However, they will not necessarily conflict. Look in the comments to the mod, you can usually find information there about whether it works or not. If yes, check the “enable out-of-date mods” box.

Typically, various conflicts occur between mods that change the starting positions in the campaign or add new factions. The more serious the changes, the more conflicts, but fortunately, mod management in Total War: Warhammer is simple and convenient.

New units

Download

If you want more units that fit into the official Warhammer backdrop, then Closer to Tabletop will add Dwarven Dragonslayers, Reiksguard Infantry and Imperial Flagellants to the game. Remember those guys from the old movie “Jabberwocky” who loved to whip themselves with whips? Now you have a whole squad of them. The mod also changes a couple of rules regarding units, such as adding magic resistance to Steam Tanks and increasing infantry morale with the Resolve rule.

Download

If you are interested in small Old World states like the "French" Vampires of Musillon or the Tilean City-States of the "Italian Renaissance", then this mod will satisfy your curiosity. New technology doors, new legendary leaders. Modder Lokerian also created free mods "Bretonnia Overhaul Pack" and "Skaeling Overhaul - Feature Pack", which add new units, buildings, items and more, making these factions rival the popularity of the main ones.

Download

Another mod compatible with Modular Factions, it significantly expands the capabilities of the Princes of the Borderlands, Estalia and Tilea, supplementing their armies with units like the Borderland Rangers and Sartosan Pirates, as well as new heroes. In the main game, these factions look like just the Empire with different skins, but the modification gives them unique features.

Download

In tabletop Warhammer, Orcs and Goblins have their own roster, full of strange creatures like small Snotlings and bouncy Squigs, sort of balls of meat with fangs. "Southern Hordes" complement the Greenskins with Stone Trolls, Spider Swarms, Wild Giants and others. Very serious innovations that will most likely lead to crashing from the game in the campaign, but in battles everything works with a bang.

Download

A mod that continues to develop, the goal of which is to add new Lords to the game in the image of all the generals available in the wargame. Here you can meet such characters as the Lamian Countess, the Lord of the Light Wizards, the Demon Slayer and the Wild Orc Warboss. The mod is fully compatible with the Call of the Beastmen add-on, but to do this you will have to start the game with a new save.

The board game HeroQuest brought a lot of kids to Warhammer, and if you're looking to relive those fond memories of those Goblin and Skeleton Warrior miniatures, then these are a couple of mods to help. In addition, you will receive new art on the loading screen and quotes from. With their long braids, those Skeletons look quite scary.

The cursed land of Sylvania is inhabited not only by the undead, but also by ordinary people, because someone has to sweep the floors in all these creepy Gothic castles. The Human Levies mod brings unfortunate peasants armed with swords and spears, and hunters with bows onto the battlefield, making them the first undead unit to attack from a distance. However, for the sake of maintaining balance, you can use only two squads of archers. The “Additional Vampire Counts Units” mod is similar to the first one and, if you don’t care too much about game balance, puts powerful halberdiers and crossbowmen into your hands.

Download

For this mod you will need the Warriors of Chaos add-on. In the unmodified game, heavily armored Chaos berserkers have to keep an eye on the Dwarves serving the artillery, but this mod gives you the opportunity to fight with full-fledged squads of evil bearded little guys, with horns and all that, and even in pointy Babylonian helmets. They have higher characteristics, have fire attacks, but at the same time, they have an increased cost and the need to build a Tower of Darkness to access recruitment.

Download

You can’t do without the “The King and the Warlord” DLC. The mod introduces another artillery unit for Dwarves into the game, and a difficult one at that. The unit throws barrels of Bugman Swill at enemies - not the most accurate weapon, but it does decent damage. In addition, he buffs all the shorties around him, because even the high explosiveness of the liquid is unable to keep them from taking a sip or two.

Download

The Imperial ranks are bolstered by a major new unit, the Ogre Lead Belcher, a mercenary who takes the term "hand cannon" too literally. Shoots slowly, but is extremely effective.

Download

Artillery for the Vampire Counts. It’s not the best thing for game balance, but it looks cool with all these cunning mechanisms throwing laughing skulls, and the skeleton servants comically flinch and pinch the holes in their ears to escape the noise.

Reskin squads

Download

Have you ever played Skyrim with the Giant Giants mod? Here it is, giant giants, and the effect also extends to the giant Greenskin spiders and huge bats of the Vampire Counts. Giants trampling tiny enemies swarming under their feet look truly creepy.

Download

Since we’ve already started to increase the size, we’ll also grab those Chaos Steeds at the same time. In accordance with the canon, the Chaos Knights have mutated horses under their saddles, transformed by the power of the warp into terrible creatures with scarlet eyes and fangs. It's absolutely right that they now look bigger than ponies.

Download

However, let's not get carried away with the sizes. Special characters that lead armies into battle already have increased sizes, making them easy to spot in the turmoil of battle. And this is strange, because some of them are ordinary people who, by the will of fate, became wizards. This mod reduces all heroes to the size of regular squads.

The Kingdom of the Wood Elves has one drawback - their units look very monotonous. The difference between the Elves is so small, as if the employees of the retail chain were allowed to put two of their personal items of clothing on their uniforms. Forest Cosmetics diversifies the color selection, including more hair colors, and Varied Trees changes the bark of Dryads and Treemen, making them more pleasant to look at.

Download

Crazy shaven-headed short guys with suicidal tendencies look a little monotonous in the base game, but with this mod your Assassins will dilute their costumes with combat kilts, which look much more stylish than whatever-their-armor.

If you are upset by those random corpses dug out of the ground that you use to replenish your army of the dead, then you need these mods. The first one adds new Zombies, armed with different weapons and more similar to the resurrected soldiers of the Empire, and colors their uniforms. The second makes the undead even more rotten and grotesque, and there is a version compatible with Varied Zombies, so you can install both at once.

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Even if you don't play Beastmen, thanks to the DLC you'll probably encounter them a couple of times during the campaign. "Beastmen Color Variations" makes their units less dull, although there are bugs where they turn white or bloom with red spots during a pause.

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While the three main factions of the Vampire Counts are located in the eastern Empire, another group exists beyond the Gray Mountains in the city of Musillon. Since it is based on Bretonnia, it is logical that its troops resemble those of Breton. The same mod Frenchizes the Musillonians. Please note that this modification conflicts with some other vampire mods, such as Human Levies.

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In the 8th edition of the tabletop "Hammer of War" Imperial soldiers acquired heavier armor, and "Men of the Empire" is designed to make them look like their miniatures. Just in case you hate it when your troops look more like Renaissance artists, there is a version that removes the soldiers' foppish hats.

Rule settings and changes

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If you are already sick of enemy troops plundering your provinces, to expel them you have to drive your armies from far away, this mod will give a 10% increase in the speed of armies moving across their own lands. If you prefer to play in hordes like Chaos Warriors or Beastmen, then the mod is useless for you, since they are considered to have no home. Poor stray creatures.

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AI loves, with the help of its heroes, to kill your lords, block armies, sabotage walls and generally annoy you in every way. Of course, you can raise a couple of your own heroes at the beginning of the game so that by the time enemy agents appear you will be able to deal with them, or you can simply install this mod that prevents them from attacking. At the same time, you retain the ability to take hostile actions against the enemy, since this is required for some tasks.

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In Total War, open-air battles are just as fun as defending the walls of a big city, but everything in between those extremes is much worse. Maneuvering Napoleonic horsemen through narrow village streets is another pleasure. Total War: Warhammer manages to avoid this by turning every battle for a small settlement into a Great Battle in the Field, but if you happen to be more into sieges, this mod builds at least small walls around each village that you can hide behind.

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Each of the initial factions of “TW:W” is opposed to some other; they are capable of capturing settlements only of their antipode or their own species. This leads to some interesting differences between campaigns and encourages you to stockpile and wipe out the undesirables. If you want to paint the entire map to the last corner in your colors, this mod will allow you to take control of any settlement.

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The mod adds depth to the Norsk Vikings, new tribes and individual differences from each other, unique bonuses. But mostly he just paints on their teeth. Now they will begin to fight with each other and in general with everyone they can reach on their boats. You can play the campaign for them, but due to the shift in starting positions, conflicts are possible.

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In the board game, firearms have a bonus against armor due to their piercing ability, which reduces the target's saving throws. In Total War: Warhammer, the pistoleers' guns are more of an irritant, their bullets simply bouncing off armored enemies. The mod corrects this injustice.

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Have you ever turned on auto-battle for a simple battle and saw victory achieved at the cost of the death of one of the best troops? It happens that auto-battle will deprive the player of one of the Giants or even more powerful units if they start the battle with incomplete health, and you will either have to manually go through each pointless meat grinder, or subscribe to this modification.

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If you need more time to befriend your neighbors and annex them from the ground peacefully or grind them into dust with an iron boot, Chaos Please Wait will give you it. Depending on the chosen faction, the player gets up to 100 turns to expand and build an empire before the Chaos Warriors get off the leash and rush south.

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The Vampire Counts faction received their own currency, based on dark magic, convertible into imperial gold crowns one to one, while the Greenskins were left with ordinary coins. Some of their events refer to the real currency of the greens: teeth knocked out of enemies, but only this mod gives the horde their “money” back.

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The first in a series of mods designed to highlight the unique traits of each army, Warhammer Revival makes Wood Elves more accurate with bows without changing their range. The mod adds special rules for other units, making them faster and stronger, but not more durable. (The compatible mod “Buffed Wardancers” improves the characteristics and cost of units of the same name).

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This mod works nicely with the previous one on the list, buffing Beastmen in a similar way - enhancing their Rage-based abilities to make them appear more ferocious and uncontrollable.

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If you find it annoying that Dwarves regularly start wars with their kin, Loreful Diplomatic Affinity will reduce the likelihood of such events happening. By making factions of the same culture more loyal to each other, the mod also leaves some of them untrusted by others. The diehard northerners of Middenheim will never get along with the rest of the peoples of the Empire, and the forest spirits of Argvilon will forever remain wild. Please note that with this mod you will have to start the campaign again, just as you won’t be able to disable it halfway through.

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The whole point of the Night Goblins is that they hide Fanatics in their ranks, tiny maniacs drunk on mushroom juice and swinging huge balls on chains. They love to jump out of regular archer squads like strippers out of a cake. However, sometimes they spin a couple of times and disappear without a trace. This mod ensures that the Fanatic will remain on the dance floor a little longer, and since they move very chaotically and can even turn against their relatives, it does not introduce a big imbalance into the game.

Visual improvements

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One of the joys of Total War: Warhammer is watching soldiers jump up close to charge, or roll dramatically along the ground when caught in a cavalry charge. And with “Better Camera” you can make your close-up even bigger!

Olympian Campaign Camera – WAAAGH Edition

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If you need more control over the camera behind the world map or on the battlefield, then this mod is for you. While zooming in too much in combat can expose you to some graphical issues (grass growing through units), the campaign map looks great from any height.

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Arrows in TW:W leave a bright white trail behind them (unless you turn it off in the settings), which looks strange compared to the flashes of gunpowder weapons. The armies of the Empire and Dwarves massively use firearms and artillery, and with this mod the units will be beautifully shrouded in clouds of acrid smoke floating over the battlefield.

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The most effective spells in Total War: Warhammer are often those that strengthen your units, increasing their leadership, attack and other characteristics. Everything comes at a price, however: bits of visual effects swarm over the fighters' heads like shiny cellophane. The mod will get rid of them.

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Usually an army of the undead goes into battle under the cover of magical clouds or at night, which this mod simulates. The darkness thing is no joke. You'll have to get used to how dark the nights are here.

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Changes the usual yellow lines of your borders to green for your own territories and red for enemy lands. Neutral states are outlined in blue. There is no longer any need to press TAB and study the overview, everything is clear at a glance.

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Colors the waters around Norsca and the Chaos Wastes blood red, those around Skavenblight greenish, and darkens and slightly embellishes the rest of the oceans. The Dark Water mod does only the latter without changing the color of the water.

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Swordsmen, knights, and improved spearmen of the Empire are usually equipped with huge shields with only five designs, which quickly become boring. "Better State Shields" increases the number of patterns to 25. Modders plan to do the same with all other factions, starting with the Bretons.

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Since we're on the job of sprucing up shields, this mod will turn regular metal Dwarven shields into gold and silver. Looks good.

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These yellow arrow marks under the units are quite pale and on some maps are lost in the terrain. The mod complements them with a dark gray center, making them more visible (especially on snowy maps).

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