Total War: WARHAMMER III

Total War: WARHAMMER III

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Ironfist Legion (Vanilla)
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units
Tags: mod
File Size
Posted
Updated
28.413 MB
2 Sep, 2022 @ 6:30pm
3 Oct, 2024 @ 11:06pm
14 Change Notes ( view )

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Ironfist Legion (Vanilla)

Description
Remembering the Legion

As Immortal Empires is finally out for WH:3, I've decided to do an update for the unit mod that started it all and give it a place in the newest warhammer installment.

Since it is an update and I wanted to have the essence of the original mod intact - no unique animations, formations and abilities are present.



What are they now?

They are eight units ready to abuse the enemies of man:

  • Ironfist Fusiliers- Hardened riflemen that are decent in melee combat. Gains benefits from Handgunner Red Line tree.
  • Ironfist Grenadiers - Explosive armored ranged specialists. Gains benefits from Handgunner Red Line tree.
  • Ironfist Erstspeer - Heavy armored spear and shield defender. Gains benefits from Spearmen Red Line tree.
  • Ironfist Greifschwert - Heavy armored greatswords. Gains benefits from Greatswords Red Line tree.
  • Ironfist Vergoldetschilde - The shield and hammer insurance unit that has a high magic resist. Gains benefits from Sword and Shield Red Line tree.
  • Ironfist Kriegvorbote - The greathammer insurance unit. Gains benefits from Greatswords Red Line tree.
  • Ironfist Lancers - Light armored, hard-hitting shock cavalry that is best used by disengaging and re-engaging. Gains benefits from Empire Knights Red Line tree.
  • Ironfist Jägers - Light armored, fast-moving explosive bow cavalry . Gains benefits from Outriders Red Line tree.



Features
  • Aside from the Fusiliers, Lancers and Jager units, the heavy armored units are of course still unbreakable and provide the encourage attribute.
  • HP has been adjusted for vanilla values along with some tweaking of stats - of course they're still supposed to steamroll but not that hard like WH2.
  • Recruitment is still through the same vanilla building tree used in Eisenfaust.
  • No unit caps.
  • If you are playing as an Empire faction that doesn't start in Reikland, you can recruit the units once you acquire Altdorf.



  • Will these be updated?
    Probably just the meshes and any errors with future patches.
  • What happened to Pax Imperium?
    So how units animations work with WH3 has been changed and while I can still make some, the format makes converting every single unique animation I did for Pax-Imperium really atrocious. That's a lot I did and I'm waiting for a tool update that will let me view the animations in the old format.
    ADDING: I view mod creation as an art really, especially with my custom meshes. That being said, my depressive instances really make it hard for me to pick it back up. It's easier to just escape. Sorry friends. I'll get around to it someday.
  • So these units won't have custom abilities or anything?
    Really depends on how I feel about it in the future. This is really just a legacy port and I'm not going to have it compete with Pax-Imperium as that is my main project.
  • So what is the plan in the meantime?
    Hopefully get my ♥♥♥♥ together so that I can get back to modding.
  • Sub-mod and mod conflicts?
    Sub-mods would need to be made by someone else and just let me know in the comments below what issues arise.
  • Save game compatible?
    Yes.



As always thank to Ole and Frodo for their wonderful tools and the modding den community in answering troubleshooting questions.

If you've been a fan of my work previously or just now and would like to support things like this, this is always welcome but not required:
[paypal.me]
209 Comments
That-Womble-Guy 18 Jun @ 2:44pm 
@the Wild Hunt, found an issue where this mod sets the speed for Brettonian mounted yeomen to 33. Probably due to being out of date but thought id say just in case :)
Hades#BOO! 17 Jun @ 11:56am 
update pls
Kane Beckett 2 May @ 2:44pm 
Please keep them up to date.
aurore.auger 4 Apr @ 9:36am 
please update, thanks.
nurlan.ezizli.95 2 Apr @ 1:56am 
please update
Mac 13 Mar @ 2:44pm 
@Kasgigz

same, having a sort of traditional looking order would look good with the modern units, also just being able to recruit melee units again would be good.
Kasgigz 3 Mar @ 8:49am 
I'd love a compatibility mod with Millennium Warfare
Seran561915 19 Jan @ 2:49pm 
Could you make it so that these units are affected by Karl Franz custom skills? Because when it says in those skills that it adds attack to greatsword units, it doesn't include yours.
KoiGemz 8 Dec, 2024 @ 11:02pm 
Great mod just wished it wasn't location based
NEST-7 14 Nov, 2024 @ 10:25pm 
Hey, can you add those units for Elspeth?