The ultimate goal is that a much higher share of your battles will be interesting fights between two armies with reasonable compositions.Johns Hopkins University Applied Physics Laboratory, Laurel, Maryland, was awarded a $165,914,899 task order for Sentinel support. The goal for the mod is that you will have to make some hard choices about which elite units you want to bring, and that both you and the AI will field no ‘doomstacks’, instead bringing balanced forces. You can find a full list of the current unit costs for tabletop caps on this website which was created by the illustrious Bapp on the Modding Den.īalance for the factions who are new with WH3 is still very much being decided - I haven’t had time to play every single faction through an entire campaign with the mod yet. The only thing which does not have tabletop caps is quest battles - these will be extra challenging with this mod enabled, but are still very much winnable for an experienced player. In cases where certain units diverge substantially from tabletop, they are balanced according to how they function in game.Īll limits are enforced for the AI just like for humans - including Slaaneshi Devotee armies, Khorne army summons, rogue armies, and challenge armies. Additionally, the total available and spent points are visible on the UI when you have any army selected.Ĭore Special and Rare distinctions are decided based on tabletop precedent and game balance. When the recruitment panel is open, you will be able to see the costs of each unit displayed on the unit cards, both for the unit options available to recruit and for the units already in your army. Each army is allowed to have an unlimited number of core units, up to 10 points worth of special units, and up to 5 points worth of rare units. This mod adds army-level Unit Caps for all factions, inspired by the Warhammer Fantasy Battles Tabletop rules for army composition.Īll units are either core, special, or rare units, and have an associated points cost.
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