Total War: WARHAMMER III

Total War: WARHAMMER III

1,632 ratings
Tabletop Caps: Thrones of Decay
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Tags: mod
File Size
Posted
Updated
458.374 KB
5 Apr, 2022 @ 9:27am
17 May, 2024 @ 7:02am
26 Change Notes ( view )

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Tabletop Caps: Thrones of Decay

Description
Features

This mod adds army-level Unit Caps for all factions, inspired by the Warhammer Fantasy Battles Tabletop rules for army composition.

All units are either core, special, or rare units, and have an associated points cost. 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.

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. Additionally, the total available and spent points are visible on the UI when you have any army selected.

Core Special and Rare distinctions are decided based on tabletop precedent and game balance. In cases where certain units diverge substantially from tabletop, they are balanced according to how they function in game.

All limits are enforced for the AI just like for humans - including Slaaneshi Devotee armies, Khorne army summons, rogue armies, and challenge armies. 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.

You can find a full list of the current unit costs for tabletop caps on this website http://ttc-costs.surge.sh/ which was created by the illustrious Bapp on the Modding Den.

Balance 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. Feedback is greatly appreciated.

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. The ultimate goal is that a much higher share of your battles will be interesting fights between two armies with reasonable compositions.


Compatibility
This mod should be compatible with all other mods. However, custom units added by other mods will be considered core (unlimited) units, unless the mod author specifically adds their units to the Tabletop Caps system. If you come across a unit mod that you’d like to work better with this mod, let me know and I’ll see if I can help the author set that up.

You can see a list of submods for popular unit mods here.

This mod should be compatible with multiplayer games in consecutive turns mode. Simultaneous turns mode should be fine too, in theory, but I haven’t tested it and it is very new, so consider yourself a beta tester if you’re taking this into a simultaneous turns MP game.

Mod Configuration
This mod has settings available in Vandy's Mod Configuration Tool.

Thanks to
Cataph, both for help with balance and for creating the new mod image.
Bapp, for creating the webapp mentioned above, where you can view unit costs.

Links
My Github[github.com]
The Modding Den Community Discord[discord.gg]
Unit Pack Submods.
Bapp's Tabletop Caps Costs Site[ttc-costs.surge.sh]

Popular Discussions View All (17)
89
15 Oct, 2024 @ 2:51am
PINNED: BALANCE FEEDBACK
DrunkFlamingo
20
21 Oct, 2024 @ 4:21am
PINNED: SUBMODS LIST
DrunkFlamingo
9
6 Jun, 2023 @ 7:16am
Unit Submod Code Template
DrunkFlamingo
628 Comments
Guts 17 Feb @ 2:48pm 
o7
Hyper_squirrel 1 Feb @ 4:29pm 
Just did, giving another go
JonnycXD 31 Jan @ 2:52pm 
You need the reupload mate, this one hasnt been updated
Hyper_squirrel 31 Jan @ 12:49pm 
Game cheats. Just had a battle against Greenskins and they had 5 Arachnarok Spiders (flingers) and a doom catapult in one army.
Vaxar Kun 20 Dec, 2024 @ 10:29pm 
Tapzu - you cannot enable/disable the mod within a campaign. You have to do it in the main menu, like with most other mod configuration options.

BTW the reuploaded mod is here - thanks Groovy
https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=3386989556
Xerath 18 Dec, 2024 @ 6:31pm 
@Groove Wizard: Thanks so much for taking the time to update this mod. Please do not feel obligated to anything, contrary to what some impatient people in these comments want you to be. (Sorry for eventual bad english)
Tapzu☺ 18 Dec, 2024 @ 11:27am 
It seems like the problem was with MCT, without it I can use this mod. 'Ere we go..
Tapzu☺ 18 Dec, 2024 @ 11:06am 
Hey I wonder whats wrong with this mod, when I start a campaign and try to activate it with MCT the "Enable Mod" is greyed out, cannot activate the mod. Is this because it's out of date or is the problem with MCT?
Meska 18 Dec, 2024 @ 10:45am 
Thank you Drunk Flamingo for the amazing work you've done until now,
And also a lot of thank to Groove Wizard to help maintaining this mandatory mod for TTW3.
Game has a total different taste when this mod is off.
You guys are true Hero hidden in the shadow :steamthumbsup:
Lampros 18 Dec, 2024 @ 4:32am 
DaemonischesD,

I echo all you've written!