The larger field guns are reduced damage due to longer reload time Missile damage is split over 10 second increments so if it fires every 20 seconds it would be severely reduced
But that also leaves more room for improvement, as reload speed is capped by animation, so stacking reload speed buffs is better on slow, but heavy hitting units
A fun mod I have used for quite a while. I have a pretty set core of units that I like, but I can say that anything but only air units can be strong. My units: Two Fortress Builders who can make ammo and medic areas, three trench builders for a strong anchor, and two early field pioneers for laying barbed wire. They are normally supported by 6-8 artillery units. The ammunition depots supply the artillery with great ammo reserves, the barbed wire takes up most of the build slots, and if you build the recruitment buildings on the map you can get temporary infantry reinforcements for the fight. Additionally, if you want some more immediate covering fire the light tanks are great as well.
The Tiger tank was more of an experiment to see how accurate we can reproduce such a unit in the game. It will eventually be moved into a sub mod, but for now it's just placed at the end of the tech tree, because its already in the mod.
Thanks for the great video and review. We do have plans to rework other factions once the Empire is done, so the mod will be more challenging for players. The AI is surprisingly good at using powerful ranged units so once Bretonia is done, the Empire will have it a lot less easy to fight in the west. Regarding the planes, they are really just flavor units, since a real plane is simply impossible to implement due to the way CA has designed all their flying units. One other thing that I want to mention is that the statcards are sometimes misleading. Some of the stats, especially the missile damage, doesn't get displayed properly in the game. Many of our projectiles, especially the artillery shells, have multiple stages of dealing damage to simulate their historic abilities as much as possible and not everything of that shows on the statcard. Last but not least there are some other abilities for units like the pioneers that you missed most likely. They are unlocked through the tech tree and are automatically disabled in custom battles. Sadly, we can’t change this, so you will have to manually activate them every time you add the units to your army. Again, thanks for the great video. It’s always nice if some appreciates all the work, we put into this. P.S.: The 1st Imperial Foot Guard is just the ror version of regular rifle infantry. They are more or less the Warhammer equivalent of the historic German “1. Garde-Regiment zu Fuß”.
Basically turning the Empire into WW1 era German Empire. Pretty cool idea, if a bit silly with how ridiculously overpowered the mod is. Maybe if they did more like turn Bretonnia into France and Kislev into the Russian Empire then I could see this mod being better, if at the cost of it being even more ridiculously silly.
There will be one last major update for the Empire. After this we will immediately start to work on Bretonia and later Kislev. We also want to rework other factions later on, but this will probably take a very long time to do.
it's good but i can see a load of room for improvement, especially with a lot of the unit card's not having the green text with what their good against and what not with most of the infantry being depicted with bayonets i would have sermonized that they attest have charge defense or a better charge bonus sense bayonet's were used for protecting against calvery charges
We try to offer a different way to play Warhammer 3 with our mod. It is currently difficult to balance it, because we have no other modern factions yet, but once we bring new content to Bretonia and other factions, after the Empire is finished, it will be a lot more challenging and immersive overall.
@@Jensehc You do that you gotta do. I have no issue with the balance, just with the fact that there are zeppelins and biplanes where griffins and wyverns would have been a better match. A tale where mass-produced firearms are so common that a rifle militia are a thing... I can't shake the feeling that the game is just a platform for the esteemed mod makers to try to make a different game... I assumed that a ww1 mod would introduce stuff that was a bit off, 'look, the wizard is in a flying machine, wtf?' not the completely industrial approach to warfare that the mod seems to introduce. I do not believe that it's the right game to introduce the mod into. There are vamps, immortal lizard warriors, vampires, and literal chaos gods. The idea stands out like a sore, injured in a steam mill, thumb. I do not wish to disparage your hard work, dedication, and skill. But I do strongly believe that it is misplaced, or perhaps misdirected. I still think its a stupid mod. Stay frosty. Cheers
@@piotrandrzejhertel4046 No hard feelings. To be fair one of the major reasons why we created this mod is the fact that Warhammer 3 has the best technical options for such units (only Total War with flying units, flame throwers, machine guns and tanks in the base game), as well as the fact that we always thought the vanilla units and gameplay are stupid in comparison to the historic Total Wars. Originally, I was never even going to buy the game at all, until Nightsaber (the other dev of the mod) convinced me to work on our own mods until we like the game. P.S.: We will include more flavor units for the Empire and stuff that is at least somewhat more related to the lore and world in the next major update.
"Warhammer three has all kinds of playstyles but the one thing it’s really missing is a bit of modern warfare."
Can't wait for Total War: WW1.
I might be wrong but I'm pretty sure that got scrapped I'm afraid
Tbf, Empires and Shogun 2: Fall of the Samurai is already modern enough
Basically a kaiserboo fantasy.
For the emperor...not much change there :)
As reggie said in his video about the mod, it's insane the Red Baron is a melee specialist despite being in a fucking bi-plane
The Vampire Coast gunfire of abyss mod is pretty crazy too
Balthazar in a tank is peak
The larger field guns are reduced damage due to longer reload time
Missile damage is split over 10 second increments so if it fires every 20 seconds it would be severely reduced
But that also leaves more room for improvement, as reload speed is capped by animation, so stacking reload speed buffs is better on slow, but heavy hitting units
A fun mod I have used for quite a while. I have a pretty set core of units that I like, but I can say that anything but only air units can be strong.
My units: Two Fortress Builders who can make ammo and medic areas, three trench builders for a strong anchor, and two early field pioneers for laying barbed wire. They are normally supported by 6-8 artillery units. The ammunition depots supply the artillery with great ammo reserves, the barbed wire takes up most of the build slots, and if you build the recruitment buildings on the map you can get temporary infantry reinforcements for the fight.
Additionally, if you want some more immediate covering fire the light tanks are great as well.
"But what about machine guns, or bomber planes?"
Both already in the game.
I am convinced that Gelt yell "LORE OF METAL" too hard and this mod happen.
Nah, Gelt use Lore of Supreme Metal now
Ah yes 40k,fantasy,hoi4,and kaisereich. Now let's wait for the my little pony mod for immortal empire
so if umgi has ww1 tech then dawi have ww2 tech, and skaven tech.... uh thats skaven tech
Everything looks interesting, except for that tiger tank XD
yeah the tiger is a bit of a weird addition lol
The Tiger tank was more of an experiment to see how accurate we can reproduce such a unit in the game. It will eventually be moved into a sub mod, but for now it's just placed at the end of the tech tree, because its already in the mod.
Thanks for the great video and review.
We do have plans to rework other factions once the Empire is done, so the mod will be more challenging for players. The AI is surprisingly good at using powerful ranged units so once Bretonia is done, the Empire will have it a lot less easy to fight in the west.
Regarding the planes, they are really just flavor units, since a real plane is simply impossible to implement due to the way CA has designed all their flying units.
One other thing that I want to mention is that the statcards are sometimes misleading. Some of the stats, especially the missile damage, doesn't get displayed properly in the game. Many of our projectiles, especially the artillery shells, have multiple stages of dealing damage to simulate their historic abilities as much as possible and not everything of that shows on the statcard.
Last but not least there are some other abilities for units like the pioneers that you missed most likely. They are unlocked through the tech tree and are automatically disabled in custom battles. Sadly, we can’t change this, so you will have to manually activate them every time you add the units to your army.
Again, thanks for the great video. It’s always nice if some appreciates all the work, we put into this.
P.S.: The 1st Imperial Foot Guard is just the ror version of regular rifle infantry. They are more or less the Warhammer equivalent of the historic German “1. Garde-Regiment zu Fuß”.
Did we just make 40k?
Basically turning the Empire into WW1 era German Empire. Pretty cool idea, if a bit silly with how ridiculously overpowered the mod is. Maybe if they did more like turn Bretonnia into France and Kislev into the Russian Empire then I could see this mod being better, if at the cost of it being even more ridiculously silly.
They do have plans for converting the other human factions into ww1 equivalents. They do have some ww1
bretonnians in custom battles.
@@JacobTurnmireso the Bretonnians finally get off their lazy asses and get to improving their tech
There will be one last major update for the Empire. After this we will immediately start to work on Bretonia and later Kislev. We also want to rework other factions later on, but this will probably take a very long time to do.
4:38
man and machine and nothing there in between
There really needs to be a 40K mod
Thanks for the tip!
it's good but i can see a load of room for improvement, especially with a lot of the unit card's not having the green text with what their good against and what not with most of the infantry being depicted with bayonets i would have sermonized that they attest have charge defense or a better charge bonus sense bayonet's were used for protecting against calvery charges
I can hear you using the Iron Harvest soundtrack.
needs a mod to buff the enemies similarly
I would recommend Great War Western Front for those who really want to feel the WW1 experience.
so i could almost play trench crusaders
Warhammer 1.914K
The Jew in me: no no no
The Warhammer fan in me: yes yes yes
Lmao
Noobs in Combat if it received a good update
Does elspeth still get the gunnery school campaign mechanic in this mod?
For now, the gunnery school is not yet changed to work with the modern units, but we will completely rework it in the next major update.
I can't help but think that this mod played an important role in CA deciding to make a WW1 Total war.
Proof TWWH40k would work
This is WW1 era technology though, WH 40k is way into the future and more conventional.
A wonderful review, but what a stupid mod...
Nah it’s fun
We try to offer a different way to play Warhammer 3 with our mod. It is currently difficult to balance it, because we have no other modern factions yet, but once we bring new content to Bretonia and other factions, after the Empire is finished, it will be a lot more challenging and immersive overall.
@@Jensehc You do that you gotta do. I have no issue with the balance, just with the fact that there are zeppelins and biplanes where griffins and wyverns would have been a better match. A tale where mass-produced firearms are so common that a rifle militia are a thing... I can't shake the feeling that the game is just a platform for the esteemed mod makers to try to make a different game... I assumed that a ww1 mod would introduce stuff that was a bit off, 'look, the wizard is in a flying machine, wtf?' not the completely industrial approach to warfare that the mod seems to introduce. I do not believe that it's the right game to introduce the mod into. There are vamps, immortal lizard warriors, vampires, and literal chaos gods. The idea stands out like a sore, injured in a steam mill, thumb. I do not wish to disparage your hard work, dedication, and skill. But I do strongly believe that it is misplaced, or perhaps misdirected. I still think its a stupid mod. Stay frosty. Cheers
@@piotrandrzejhertel4046 No hard feelings.
To be fair one of the major reasons why we created this mod is the fact that Warhammer 3 has the best technical options for such units (only Total War with flying units, flame throwers, machine guns and tanks in the base game), as well as the fact that we always thought the vanilla units and gameplay are stupid in comparison to the historic Total Wars. Originally, I was never even going to buy the game at all, until Nightsaber (the other dev of the mod) convinced me to work on our own mods until we like the game.
P.S.: We will include more flavor units for the Empire and stuff that is at least somewhat more related to the lore and world in the next major update.
Bretonia is also becoming the French 🏳️
You realize the French held during the entire war right?
the french won in ww1 tho?
@@matthewjones39 it is a ww2 refrence
@Der_Deutsche123 Yeah and this mod is most inspired by WW1.
@Der_Deutsche123 the mod is based on imperial germany