The air is thick with fog, fire, and blood. The battlefield is strewn in the massive casualties of another campaign. Whether you’ve chosen to spread order, domination, or corruption or simply choose to preserve your chosen race, Total War: Warhammer brings players into the strife-riven Warhammer universe upon the tried and true mechanics of Creative Assembly’s Total War series foundation. Wherever your tactics lead, one thing is certain: The storm will be one of death and destruction well before there is any peace.
The marriage of franchises has proven to be a joyous one, as judged by many critics including our own. Total War: Warhammer scored an admirable 8.5 here at GameWatcher, standing out as a game that brings many of the factors fans of Total War games will be familiar with while twisting the formula with some appropriate Warhammer lore and mechanics to make it a game that is distinctly its own beast. Between the four factions, their distinct styles of play, army management, light 4X elements and building heroes to lead your armies, you’ll have plenty keep you busy.
Of course, if you’re looking for something a little out of the ordinary, we’re here to help. Total War: Warhammer has come out of the gate with Steam Workshop support and the community dedicated to this game is already filling that space with creative and interesting mods. As the scene fills, we’re on the prowl, combing the ranks and gathering the best of the bunch for your discerning tastes in one convenient place. Have a look at what will certainly be an evolving list. These are our favorite Total War: Warhammer mods.
Throughout all of the Dwarven kingdoms, few holds are as daunting, glorious, and greater as that of the Everpeak, otherwise known as Karaz-A-Karak. Now you can wage war on this specially designed map featuring the super massive hold and all of its amazing innards. Will you break its defenses in a ferocious siege or will you hold out within its walls against all aggressors in the name of Dwarven honor?
Now you can wage war with or against two new factions in Total Warhammer. This mod brings the Tomb Kings and Followers of Nagash to the game, each with their own mighty and unique units. These undying rulers will not see their lands soiled with the petty conquests of the fools that live in Total War: Warhammer’s time period. They intend to seize what was theirs in a vengeful and bloodthirsty conquests upon all that would deny them.
The Deepwood Cascades are a sight to be seen, but woe to those who do not belong. The verdant swaying trees, babbling brooks, and mighty waterfalls hide the footfall of armies set to clash and spill blood for control of the lush land. This layered cliff battlefield will supply a strategic consideration to those who seek to win the day and lay claim to the ethereal nature within.
What is chaos without excess? This mod embraces the ways of the god of excess and pleasure, none other than Slaanesh itself. The warriors faithful to the perverse and youngest prince of Chaos are set to do battle and inflict pain for their own pleasures. This mod reskins the chaos armies with Slaanesh’s colors, allowing them to carry the prince’s peverse natures deep into the fearful depths of the enemy ranks.
Welcome to Nuln, the unrivaled city of black powder and lead. This is the second largest city in the Empire and the greatest producer of munitions and war machines for the Empire’s cause. Seizing this city would be a truly unparalleled feat that would grant the victor an armory fit to conquer the world. Defend or take hold of Nuln’s canals and urban infrastructure as you vie for dominance in the streets of this mighty Bastion of the South.
The dark influence of the Vampire Counts corrupts the land and raises foul auras into the air they command. Now you can get a bit more visual with that sense of corruption. This mod adds a green mist to any lands the Vampire Counts capture and corrupt, lending a true progression of pestilence to the earth underneath the march of their terrifying armies.
Prepare to wage war on the militarized dukedom of Carcassonne! This land in the extreme southern regions of Bretonnia stands as a frontline against the Greenskin tribes of the nearby Irrana Mountains. With the castle as a centerpoint and bastion, players will fight across the mountainous region for control of the mighty city. Numerous strategic gates and control points lay waiting for the taking. Will the Bretonnians stand firm, the Greenskins finally overrun this proud land, or will some other faction intervene and take hold?
The Oak of Ages tech is an intensely useful one in that it reduces corruption and upkeep and promotes obedience. As such, it’s a bite that in co-op Wood Elf/Argwylon campaigns, only the host (the Wood Elves faction) gets to take advantage while the other player gets pummeled by rebels. This mod eases the pain by adding several techs to the Argwylon tech tree that lend advantages similar to the Oak of Ages tech. Now both players will be on par and be able to handle themselves better throughout the events of the campaign.
The Bretonnians demanded revelry and King Leon spared no expense to give it to them. This mod offers the Couronne Tournament Grounds as a playable map. Lore friendly and thoughtfully created, this map makes for a fantastic one-on-one battle. The crowd will roar, the blood will flow, and you just might ask at the end of your vicious battle if this savage audience is not entertained.
The vicious little assassins and raiders of the Greenskin tribes are about to get a fantastic new look. In comparison to the somewhat lackluster variation of the vanilla game, this mod offers the Night Goblins a cavalcade of new torso, head, leg, and equipment variations to lend a grand deal of greater diversity to the Night Goblin armies. These nasty little creatures will strike new terror into the ranks of your foes and look great doing it.
If you’re looking to up the variation of the Chaos hordes even further than ever before, this is a great mod to go with. This one offers up a great collection of changes and variations for clothing, skin color, and more, often specific to the various units of the Chaos faction. Darker skulls, different shields, recoloured capes based on rank and more will make your Chaos legion look just a little bit more Chaotic as you storm the battlefield.
The Wissenland faction of the Vampire Counts region finally receives the grace of one of their mightiest champions. Elspeth Von Draken is a graceful and mighty sorceress with few equals. Now she can be recruited as a unique Lord to the battlefield atop the back of her iconic steed, the Carmine Dragon. Slow your enemies with her Death’s Timekeeper ability or regen her strength as she casts vicious spells with the Darkwalker and lay waste to your brutish foes under the blade of her mighty Pale Scythe.
The Empire isn’t the only faction in Warhammer lore featuring a wealth of chivalry. Now the fierce knights of the Bretonnian lands come into play. This mod offers up a grand collection of 9 new units to all Bretonnian factions, some of which will only be attained when the player conquers certain regions. These knightly warriors are well armed and will each lend their own honor and prowess to the cause of whoever can lay claim to them.
It’s a battle on the high seas! The ravenous rebels have taken control of an Empire Great Ship of Sigmar. Colliding alongside the pirated vessel in your own ship, it’s on you to take back the mighty naval fortress for the glory of the Empire. Or will you be the ones who steal this ship and kill off those who would take it from you? This map is a great one-on-one experience with fantastic scenery as you battle between the two naval vessels for control of these shivering waters.
This might just be the collection of maps to end all map mod packs. With a collection of other mods that must go with it, offering various settlements across the factions of Warhammer, this mod pack offers up a fantastic 60+ new maps for the Grand Campaign. These custom created maps each offer new details and dynamics to the regular run of the Campaign in order to offer fantastic new strategic possibilities.
Ah, Middenheim: the capital Imperial fortress of the province of Middenland. This mighty stronghold, known as the city of the White Wolf stands as the bastion of the northern Imperial territories. It is here that the threats of the further untamed north like those found in Drakwald Forest are answered. Now you can do battle in this multilayered territory and clash in 2-vs-2s and up to 4-vs-4s. Will the might of Middenheim prevail or will it be overcome by ferocious aggressors?
Had one too many AI mages or wizards explode? Then maybe it’s time to cut down the penalty on miscasts a little bit. With this mod, a miscast won’t kill the wizard. Instead, there will be a shockwave that knocks the caster and surrounding forces down, disrupting formations and attack. It’s still quite a penalty, albeit one not quite as harsh for the consequences.
Tired of seeing your AI controlled enemies come together all-too easily to crush you? Then maybe you need a little something to put a stop to that. With this mod, AI forces will be incapable of confederating. Player controlled factions can still confederate, but you won’t see AI gatherings anymore as you aim to carry out your campaign against their manageable and splintered forces.
It’s sort of an odd thing that even if you don’t have the DLC for the Regiments of Renown, the AI can still recruit these forces as they please and use them against you. This mod aims to even things out. It raises the recruitment level of the RoR to 99 so they are basically inaccessible in the campaign. There’s no reason you should be penalized or overcome for not having DLC. Keep in mind, if you do have the DLC, this is also a way to ensure that nobody, you or the AI, have access to the Regiments.
It’s time to wage an all-new terrifying level of war with your Ghouls. This mod reskins the Crypt Ghouls, Crypt Horrors, and Strigoi Ghoul King with bloodcurdling new looks. None of their values have been changed — this won’t affect their gameplay. However, they’ll look far more frightening than their vanilla counterparts, a force truly set to strike fear into the hearts of your unfortunate foes.
Straight out of the iconic lore of Warhammer comes a far more true Dwarfen stronghold of Karak Kadrin. Also known as Slayer’s Keep, this mighty fortress presents a custom battle that will be hard fought for the attackers. After all, Slayer’s Keep is known to be stalwart and practically impregnable. Will you be able to gather your forces and break the mighty defenses of the Dwarfen pride?
Vlad von Carstein is perhaps one of the most versatile and terrifying of all the vampire counts. He is capable of much destruction and is feared as the first Vampire Count of Sylvania. Now you can make him even more imposing. Unwilling to be held down by silly limitations, Vlad will now take up a sword in each hand to dual-wield, complete with all of the animations that should go with the change. Allow Vlad to become the tornado of steel and blood he deserves to be.
It’s time to do battle on a gloriously strategic frozen tundra. The Norsca landing is more than just a little snow. It’s spires of ice and rock jutting out at every turn beneath the alluring aurora of the sky. Do battle with your friends and enemies and race to lock down strategic choke points or be forced to attempt to wrest them from your foes. Multiple levels mean multiple possibilities as you set up ambushes and vanguards on this gorgeous map.
Looks like we got a little bit of Lord of the Rings in our Warhammer here, and what a addition to make. This mod brings in Helm’s Deep as a custom map, thoughtfully recreated down to the fine details. Attackers must battle across the wasteland and attempt to get past the walls to the stronghold that lay inside while defenders do everything in their power to stall the advance. However, no one’s going to blame you if you want to inject some Vampire Counts or Chaos Lords into this attack on the iconic Lord of the Rings fortress.
Perhaps the most puzzling aspect of unit management in Total War: Warhammer is the absence of options to organize your groups of units into formations, especially when it would benefit certain units so much. This mod makes it possible by adding numerous formations that can be applied to units in order to make them more effective. Protect your lords with circle formations. Push your rank breakers with an arrow formation, and position your marksmen in firing lines to allow all units position to fire at enemies from the get go with this helpful mod.
In most lore, often including that of Warhammer’s, Elves are a solitary people that tend not to dabble in the world around them unless it threatens to disrupt their way of life. With this mod, they will follow that logic in Total War: Warhammer as well. This mod adds a defensive personality to all Wood Elf factions in which they will keep to themselves, fortify their homelands and not act aggressively unless forced to do so by any act of war. It also increases their odds of confederating slightly.
Tired of seeing similar unit cards recycled between most factions? Then this just might be what you need to add some variety to the world. This mod adds all new faction unit cards for nearly every faction and province in order to better differentiate them from one another. Factions also get color specific cards that reflect the color carried by the faction in the field to distinguish them even further.
A revamp of this popular mod has finally come with consideration of all DLC thus far. Daelin’s Unit Resize is a lore-friendly revamping of nearly all units and heroes in Total War: Warhammer. Much of the vanilla content was already worked in a previous mod, but this includes revamping of Chaos, Beastmen, and Wood Elf factions as well in order to make this the most comprehensive option for making units fit the stature of their historic table top counterparts.
Merchant lords rejoice! A mod has come to break the barriers on your trade and resource management. In vanilla Total War: Warhammer, you could only export up to 12 commodities to any trade partner regardless of how many regions they control. With this mod, the number of commodities is entirely based upon how many regions your trade partner has, making a far larger amount of trade possible, while scaling down the benefits in order to balance out the economy a bit. Build a flourishing empire on the back of commerce without having to suffer game-imposed limitations that would otherwise make this impossible.
Now this is a comprehensive addition for the Empire. After all, the Empire is known for its many Knightly orders, each featuring their own strengths and weaknesses, and with this mod, you will have access to many of them. It adds nine new orders of knights featuring a total of over forty additional units that go with the many and distinct orders. Allow them to carry their banners proudly at the vanguard of your latest campaigns. They will give their lives to defend their honor and yours.
The Eternal Guard are an imposing force, or they should be anyways. Their defenses leave a little something to be desired visually. It’s time they had proper looking gear to fit their titles and prowess, wouldn’t you agree? This mod brings new shields to the Eternal Guard that actually look like they could stop an axe, sword, or arrow from cleaving the holding elf in the face, giving these units an overall better look.
Looking to get a little more out of Beastmen or just feel underwhelmed entirely by them as adversaries in the campaign map? This mod just might be what you need to spice up the Beastmen threat. It adds new scripted events relating to the appearance of Beastmen throughout your campaign. Two new invasions will occur, once early and once late in the game, and numerous other changes will have you watching them far closer than ever before to ensure they don’t get the better of you and your empire.
Want to get more out of your Wood Elf settlements and make your empire something more glorious? This mod will help you along the path to power. It allow provincial capitals to go up to tier three and special capitals like Altdorf and Eight Peak to go up to tier 4 settlements, with building, garrison, and GDP increases to match your larger settlements. Make your Wood Elf empire flourish like never before.
Prepare for unparalleled construction across all of your campaigns. This mod allows all province capitals 10 building slots, not including hordes. Build, amass, and create more than ever before with most of your favorite factions and conquer the world with strongholds containing just about every capability you’ll need to get the job done.
Get ready to do battle with your Wood Elf empire the way it should be. If you demand a truly lore-based set of rules that ensure that your Wood Elves will be able to play to the strengths they ought to have, then this is a great option. New perks come to many units, such as the Stubborn perk for the Eternal Guard and Treemen. Waywatchers receive truth in their words “We never miss!’ with a healthy boost to their accuracy. Finally most units receive updated stats to be more in line with what the Wood Elves should be as highly accurate and cunning, yet fragile beings.
It would appear that the Waywatchers were once given an ability known as Hawkish Finesse in which any unit that enters into a 70 meter radius of the Waywatcher or Stalker will grant a +40 reload bonus to the unit. For whatever reason, this ability was removed before the final cut of the DLC, but this mod brings it right back into the game for your use and enjoyment.
The amber system of the newest Warhammer update is a unique and interesting way to manage resources, but the gain of it for taking settlements is a little scarce. This solves the situation by upping the gains from any given settlement acquirement. Minor settlements, major settlements, and capitals all get their own increased tiers of amber reward to ensure you’ll be able to take your resources and machinations further than ever before.
This is an updated version of the popular mod, recreated with all of the DLC up to the Wood Elves addition in mind. With it, Lords and Legendary Lords will receive double skill points from level 10 on, non-Lord characters will get double skill points every five levels, and both the AI and players will be affected. Make the most out of your levels and enjoy greater strategic options with your abilities than ever before.
The amber resource is a new and interesting way to handle unit production and management, but if you find yourself over-encumbered by this system, perhaps you’d like to play without it. In that case you need this handy mod. It removes the amber cost for Wood Elf units, essentially removing a massive mechanical restriction from the game and allowing you to produce units to your heart’s content without awkward boundaries.
Not all trees are the same. In fact, almost every tree looks a little different, so shouldn’t the Dryads and Treemen as well? Of course! That’s why this mod exists. It adds a hefty depth of visual variety to both units, making them altogether more visually appealing and interesting. Let your living forest run rampant and flaunt their natural flair as they take your war to the enemy front lines.
Looking to get the absolute most out of your Wood Elf armies, but find yourself a little underwhelmed by a limited variety of deployable units? Then it’s time to expand the ranks. This mod supplies a number of unique and lore-friendly new units to recruit and train to fill various untouched niches in your Wood Elf armies. From the Asrai Champions and Shadow Dancers to Araloth himself, you’ll be able to take to the field in new and exciting ways with this fantastic collection of Wood Elf units.
Ever had a serious issue with lack of population after you grow a settlement to level 5? This mod helps out a ton with the situation. With it, the surplus population a settlement can store is increased to a cap of 10, ensuring that you’ll have some left over in most any settlement following that final transition. This is an absolute must have if you’re working with any mod that allows you to grow minor settlements above level 3.
Simply put, Total War: Warhammer’s enemy AI is not that great. Dumb moves abound will have under-prepared armies dying on the battlefield like lambs to the slaughter. With this mod, not only will the enemy create better formations and compositions to attack with, but it will also become more aggressive to give you and your strategic prowess a bit more of a tactical workout.
Vampire Lords, listen up! If you have a thing for domination by sheer force of your undead minions, this pack is well worth having. It adds three new types of zombie units to your recruitable ranks. Overwhelm your enemies with ravenous and bloodthirsty runners, poison and plague their ranks with the putrid biles of the infected, or conscript your once dead enemies into a proper force with the zombie troopers. The land will tremble with a new stench of death under the rotting tides of your resurrected army of darkness.
It’s time to declare a WAAAAGH! Get your orkish warbands into a tizzy with new and blood lusting new units ready to cull the lands. This collection of 12 lore-friendly new units for the Greenskins features everything from diminutive goblin snotlings good only to serve as a cheap and disposable army of numbers to the ferocious and terrifying armored colossal squigs ready to plow through hardened enemy ranks and eat all in their path.
You thought you’d won when you defeated Archaon and turned the tide of the Chaos invasion back, but it was only the beginning. Two hundred years after the events of vanilla TW: Warhammer, Archaos returns stronger than ever and ready to devastate the world once again. Not all hope is lost though. Human and Dwarves have had two centuries to develop new and more efficient firearms for war. The fine use of 25 new tactical firearm-based units is all that stands between Chaos and peace in this new and strategically dynamic new campaign.
This mod unlocks the agile and fearsome Desert Dog Mercenaries of the deserts of Araby as a Regiment of Renown for the empire. The Desert Dogs aren’t like other raiders and corsairs of the desert sands. These calvary don light armor to ride swiftly in and out of isolated settlements and a man of the empire holds the reigns of these wild stallions. Can you tame the Desert Dogs for your campaign against Chaos?
The mighty Clan Angrund receives a fittingly mighty reskin to fit their return from the Ancestor Halls to return to the fight beside Beleger! With this mod, the Clan Angrund’s faction uniforms are changed to a black sheen and banners and Beleger’s unit cards receive a new darker theme. Many other changes also take place such as increasing Beleger’s size to give all of Clan Angrund the imposing look it deserves.
This rebel uprising cannot stand! When the Empire faction of Reikland finds itself threatened by these petty rebels, there are many legendary units that should be there in lore that are not in Total War: Warhammer. This mod brings them in. Reikland receives 12 new unite elite units that will put these vile rebels in their place. From Altdorf’s Noble Sons Abroad to the Carroburg Greatswords, these units require more time and upkeep, but they will far outdo the resourcefulness of their vanilla counterparts and put this insurgency down with sound strength and fortitude.
This mod is actually a collection of several unit mods for the dwarves built to offer a much greater variety to their fighting force. From the Gromril Gunners armed and trained to perforate rampaging hordes in no time to the Rune Golems that represent the mightiest tier of Rune Smith craft, built to pulverize infantry and cavalry with ease, the forces of dwaven might will be more prepared than ever to quell the onslaught of enemies on their doorstep.
Do you fancy yourself fine-tuned in your Warhammer lore and infuriated at in-game diplomatic affinities between Warhammer factions that deviate from their respective cultures in the tabletop games and books? Then this mod is what you need to set things right. It aims to overhaul and rebalance faction affinities based on cultures, personalities, and religious practices of factions in the game to make everything more in tune with the Warhammer diplomacy you’ve come to know and love.
Traditionally Norsca is a land of tribes that will fight among each other as much as they fight other races. This mod is built to rework the northern tribes into conditions faithful to their form. The two factions representing them are broken into seven proper tribes and they are now capable of declaring war on one another. With this, the northern portion of the map is going to get far more chaotic and hopefully more entertaining as a result.
Standing far and above their diminutive and nasty counterparts, the Colossal Squigs come to the Orkish faction set to sow chaos and fear among the battlefields with their massive maws and even greater hungers. They’ll be your mighty anti-infantry bulldozers, relying on their speed and strength to break formations and gobble up as many troops as they can before the enemy can finally bring these fierce beasts down.
The Blood Knights get a fearsome and lavish armor suited to the long living and decadent Vampire Counts. This reskin mod adds helmets and new gear to the Blood Knights, decking them in a sanguine red armor outlined in beautiful gold. Their horses receive a similar treatment, getting fantastic armor plates to fit their striking riders.
The Ogre Leadbelchers are a burly class of Ogre. They put their bodies on the line to wield mighty personal cannons that sling explosive death at enemies from afar. It’s considered a mark of shame or inexperience if a Leadbelcher isn’t missing parts or scarred from the deadly nails, knives, rusty metal, and black powder they fill their weapons with. Now you can bring these fierce Ogres into your armies as mercenaries to tear through groups of troops from the distance.
Looking for new ways to fight your wars with the Dwarven factions? Then look no further. This mod brings a grand slew of new Dwarven units into your empire to allow you to fight your wars in new and unique ways. From low-tier axe throwers to mighty Dragon Slayers to new Gyrocoptors built to drop fiery death from above. These awesome units will be a great way to play with the way you approach your Dwarven campaigns.
There can only be one true empire and you will serve it well with this grand addition of new units to the Human factions. The sell sword Free Company’s band of archers and swordsman will be at your command for the right coin, but later on you can look to the Marienburg and Erenburg Harbors to call upon the aide of the White Wolves. However, when things look their darkness and chaos threatens your castle walls, perhaps you can find the resources to call upon the might of Sigmar’s Immortals and banish all of your enemies away with their great axes.
This is a faction unlocker a little beyond your standard faction unlocker. Not only does it allow you to choose between any of the factions that can be found in the Total Warhammer game, but it makes each faction 100% distinct and functional without placeholders for any faction. Furthermore, it is fully modular, meaning if you have an overhaul pack you’d like to bring to your favorite faction, this unlocker will allow you to make full use of your favorite mods on top of the minor factions you choose.
An amusing addition for any death dealing general worth their salt. The Screaming Skull Catapult is one of the finest works of war from the Liche Priests. It’s built to fling Skulls who cry with the death wails of their former owners into the ranges of enemies. The Skulls explode with infernal fire and bite through the armor and flesh of those unfortunate enough to be hit. These weapons will damage enemies and cause fear in troops as their ordinance is launched into the enemy’s confused ranks.
This mod began as a project to make the warring lands of Warhammer a bit darker where applicable, but has been translated to all ends of the world. It darkens even the brightest of worlds and gives eternal night to the Beastmen and Vampire Lord domains, creating the vibe that those lands ought to have. Meanwhile, every land is just a bit darker, building upon the already gothic nature of Warhammer to give your entire campaign map the more dangerous and desolate look it deserves.
If you’re like Lokerian, you’ve found that garrison’s are far too feeble under most circumstances. It’s not that villages without armies or walls should be able to shut down invading armies, but they should at least put up a fight right? This mod aims to give garrisoned cities that balance. Garrisoned cities will now do more damage to enemies and help armies defend when stationed there. Sieging a city with armies and walls will now be appropriately difficult, given the defensive measures of the city and even the weakest of fortified towns won’t just fall over like a house of cards.
And the rivers shall run red with the blood of your enemies. This mod is for the Norsca and Chaos regions, bringing red water to the areas surrounding. Inland areas will flow with ruin and the coasts of terror will seep into the great seas. As a bit of an extra, Skavenblight features appropriately blighted waters and all waters feature a darker richer tint to give them a much more awesome visual effect.
If you’re tired of your Imperial army’s potential giving way to the better units of other factions in late games of Warhammer, then it’s time to give your army better resources. This mod brings numerous new units into the game that will pack the punch the Imperials need late in campaigns. Corsairs, Heavy Halberdiers, and Great Swordsmen have the strength, skill and look to make your armies a formidable force to deal with late into your adventures and offer you everything you need to match your adversaries on all fronts.
About as straightforward as mods get. If you’re tired of looking at and having to click through a cavalcade of company advertisement cinematics and intros, then this mod is exactly what you need to get on with your busy life. It allows you to skip all of that and get straight to the title screen of Total War: Warhammer with relatively little hassle.
Healers and undead rejoice, the HP regeneration cap that has probably wreaked havoc on your life in Total War: Warhammer will be pretty much removed with this mod. Before, the cap would limit how well healers could heal and Vampire Lords could revive their forces. Truly, this was most unfortunate for Vampire Lords considering that was their entire strength. This mod moves the cap so far up that most players will never see it, so you’ll never be ruined by the nefarious cap again.
Tired of working your agents up to be grand contributing members of your society only to have them cut down? Tired of watching enemy agents run amok over the battlefield? Want to cut agent aggression out while not completely dulling their utility? This is the one then. It allows agent passive abilities and actions to remain, but removes all aggressive agent actions that would might have otherwise perilous consequences. Use them and abuse them, but don’t lose them!
Now this is a mod made to cater to the true Warhammer faithful. This ongoing project will add a slew of heroes and lords into your Warhammer game, based entirely on their counterparts from the tabletop game! Eventually, the modder intends to add all tabletop lords and generals into the game with extensive balancing and design based on their counterpart. A must have mod for any fan of the original boardgames.
Now this is a mod built towards making the ever changing world around your battlefields far more realistic. The weather changes and the climates vary, but this mod brings out those effects to a far more satisfying degree. Specifically, this mod deepens fog, snow, and rain effects, giving them a stronger visual quality. Furthermore, battlefields will feature weather types based on the season and units will suffer penalties based on the type of weather on the field. That means that soldiers soaked to the marrow in rain will become more tired and have more difficulty with aim and precision, as well they should.
A wizard should be a wizard and shouldn’t be punished for being a wizard right? Right! That’s why this mod exists. In response to the weak spellcasting that forces magic users to specialize in areas outside of the arcane, this mod brings strength and versatility to spellcraft. Magic user of all races will enjoy newly reworked skill trees, new cooldowns, and new tweaks and rebalances to ensure that when you cast a spell, the enemy will sure as heck feel it.
Feel more than a little underwhelmed by the unit variety in the regular ranks of the Chaos Warriors? Then get yourself a revamp that will bring them up to the fighting force they ought to be! This mod revamps most of the units in the Chaos Warriors faction with entirely new ranks that fill new and interesting niches. Bring an all new level of tactical fear and destruction to the Empire!
It’s been a while since Total War: Warhammer has been out now. Are those regular loading screens starting to get boring? No worries. We’ve got you covered. This mod spruces up the regular wallpapers with cinematic detail and adds quite a few new wallpapers with the same amount of care and detail to the game to cycle through during loading times. If you’re going to sit around staring at stagnant images while the game loads, the images might as well be most awesomely detailed ones you can get.
If you’re annoyed with bland and useless icons that give you very little information about what’s going on in the state of your constructive endeavors, then perhaps you might enjoy this handy addition to the game. It replaces most of the vanilla building progression icons with new, hand-drawn icons that better represent your buildings and where they are in their current state of progression.
Tired of clone leaders running your ranks? This isn’t Star Wars! Get your generals some variation! This mod will create numerous new variations for your generals to ensure they don’t look just like faceless goons that just got fancier. These guys rose through your ranks to become the best after all. One would think they should look just a bit more unique from one another.
Are you bothered by the fact that the zombies not only all look a little too similar, but almost also seem to be wearing clothing that no one else in the Empire would ever wear, despite being supposed undead thralls? You’re not alone. This mod brings some much needed cosmetic variety to the undead shock troops of your armies. Just because they’re all zombies and there’s tons of them doesn’t mean they can’t have looks that appear to have once belonged to a regular living creature at some point.
“This is Warhammer! We need blood and lots of it! Bring on the body parts, mayhem, and gibs!” If this sounds delightful to you, we have a treat to sate your thirst. With this mod, you’ll be able fill the battlefield with more gore and splatter that will remain present long into the brutal fight. After all, a clean war is no war at all. Let there be fountains of death.
If you’re getting bored with the skills your current unique characters are hosting in your Warhammer campaigns, maybe it’s time for a healthy boost. This mod will offer you over twenty new skills and abilities, both common and race-specific. You’ll be changing up your game in no time with the new toys and versatility given to your warlords and heroes on the battlefield.
Bretonnian’s rejoice at the arrival of the wise and battle-hardened Templar Crusaders. These unique units are built to be lore friendly, canonically acting as scholars and sages and only engaging in combat when the land of Bretonnia is threatened. Each Crusader is a powerful force on their own and can tip the scales on the battlefield through their own sheer presence.
One of the most interesting undead groups comes to Total War: Warhammer as a recruitable faction! Richter Kreugar was an enterprising leader of mercenaries who betrayed the wrong necromancer and became living death, rising from his death every time he is slain and gathering undead slaves anytime a being falls to his sword. Kreugar’s Cursed Company is a unique minor faction and can be brought into your fold as long as you’re not running a Vampire Lord or Bretonnian campaign.
Do you ever wish your banshees didn’t look quite so much like the Crypt Keeper? Wish they had a more mysterious and luring presence instead of looking like every other undead flesh muncher in your ranks? This mod will help you get a little closer to what you’re looking for! The Banshees will have a new texture and new portrait to go along with it, bringing their ghostly presence up to your standards. After all, they should be the ones howling on the battlefield, not the unfortunate people that have to look at them.
Do you feel as though your giant creatures just aren’t giant enough? This mod is going to help. It makes the Giant, Terrorgheist, and Arachnarok units sensibly larger and more imposing. Your armies of monsters will cast a suitable shadow over the measly whelps that oppose them as they lumber onwards towards victory for you campaign. If you favor a big army in the most literal of ways, this is the mod for it.
Ever look at the Black Orcs and think about how they don’t look like they should at all? If you’re a long time fan of Warhammer, you know full well that the Black Orcs, besides being some of the toughest boys in the Orcish armies, are also very unique looking to show it. This mod aims to bring the Black Orcs the visual prowess they deserve with a cosmetic armor recoloring. Now your Black Orcs will wear the armor of their savage and proud bloodline.
Do you wish you could push your generals and heroes well beyond their set threshold? All generals cap at level 30 in vanilla, but this mod will boost that significantly. Now you’ll be able to raise your champion up to level sixty with all of the points that entails for your precious skill tree. With this mod comes a few other adjustments to provide balance and functionality.
Looking to put a little edge on your Chaos campaigns or make life a little more challenging for yourself with any other faction? This mod is the one to allow that. With it, any normal settlement or capital that is ruined will leave a Chaos Rift that spreads Chaos Corruption to that region and neighboring regions. Chaos factions will have an easier time building influence while other factions will have more trouble keeping them down. Just the same, if it gets too tough, you can flip this mod on and off at will with relative ease.
Do you become frustrated at attempting to keep up with and out-strategize enemy agents? This is probably because there’s a secret stat that increases enemy agents’ chances of success for every skill point they have, thus allowing them to naturally level faster than your agents. With this mod, that passive success gain is removed. Enemy agents will still have all of their other stats unchanged, but this mod will at least level the playing field without tipping it too far in your favor.
Familiarity with your own lands should count for something shouldn’t it? This modder believes so, as this mod offers bonuses to movement for any armies traveling within their own faction’s territory. Both players and AI will be able to take advantage of this mod, though it should be noted that Chaos faction will not receive any bonuses as they cannot own territory. As such, this mod might provide a slight extra challenge for your Chaos campaigns.
Looking to up the availability of rideable mounts for your Legendary Lords? This mod allows each Legendary Lord to ride a slew of unique mounts previously unavailable to them. Take Azhag on a Warboar or Archaon on a manticore. Rule the skies with Balthasar on the Imperial Gryphon or Prince Sigvald on the Chaos Dragon. This mod opens possibilities for your legendary heroes to be even more intimidating than ever before.
When you look at the Dwarven Slayers, do you scoff at the garb of these supposedly “mighty” relentless warriors in their armour and pants? Do you get annoyed that these hard hitting folk all look the same? This mod aims at bringing Slayers up to code with the variety they deserve. They’ll run the battlefield bared with not more than kilts and golden prizes to their form, slaying your enemies with pride and ferocity.
When you look at the ranks of your regular soldiers in TW:W, everyone seems to be on the same page. They’re a formation that lacks standouts or leadership outside your heroes and your own commands. This mod aims to give a leader to each company of your troops. Between the Empire, Vampire Counts, Dwarfs, Greenskins, Chaos, and Bretonnians, each appropriate faction will have a unique officer leading each unit.
Do you wish your veterans meant a little something more for all of that experience they’re supposedly getting? Check out this mod then. It changes up veteran units to significantly boost troop morale as well as giving higher values to their attacking and defending. With this mod, not only will your veterans matter. They’ll be some of the strongest of your forces and well worth protecting and employing in your war marches.
If you ever get tired of auto-resolving menial struggles only to see a much beloved unit of your forces almost get decimated in the results, this mod has a little something to ease your troubles. It reworks the replenishment values to offset autoresolving mishaps and keep your monsters and generals going strong longer. Each race gets a specific bonus to balance each other out.
If you’re the type that desires a great and grand empire, then you are no doubt familiar and perhaps annoyed with the Great Power Penalty. If you become an expansive empire, factions will hate you no matter what, so it’s difficult to be large and in-charge and beloved at the same time. This mod offers respite by removing the Great Power Penalty. Make factions hate you because you’re too evil or too good, not just because you’re the big guy on the playground.
As masters of deception, terror, and manipulation, it shouldn’t be beyond Vampire Counts to force fearful humans into their ranks. This mod takes that philosophy and applies it to the ranks of the faction in TW:W. With it, vampire counts can now conscript spearmen, swordsmen, and huntsmen to be fight for their nefarious purposes. Upkeep is higher and morale is lower, but that’s the price of loyalty through fear.
When you do things right, there should be some kind of reward, should there not? This should be especially true of the citizenry you’re working to please in your own lands, yet the happiness statistic in TW:W seems to do little more than keep your citizenry from revolting against you. This mod exists to give extra weight to those extra smiles (and frowns) with tax percentages given raised in each happy province and lowered in angry ones. Challenging for the ill-caring warlord, but perhaps very beneficial to the generous and providing king!
If you’re looking for a mod that just reworks everything into a more suitable state, this is the one to consider. Radious is a total overhaul, bringing new values to combat, economy, territory management, enemy AI and even some graphical changes to the game, all meant to make TW: W a much more immersive experience. If you only get one mod, it really ought to be the one that can do most everything you’ll ever need it to.
If you find yourself stressed by the arrival of the Chaos events, feeling like you just don’t have enough time to prepare, then you’re not alone. This mod offers a balanced solution to the situation. With it, the Chaos events will start in much later turns than before at the cost that they will be suitably stronger when they finally do arrive. You’ll have time to prepare, so you’d best use it wisely…
If you’re a fan of the Warhammer tabletop game and fancy a certain kind of Empire unit that fits your nostalgic memories, have a look at this mod. It reskins the Empire troops to look a bit closer to pre-8th edition Warhammer tabletop Empire unit models, giving them a more heavily-armored look. Each unit will march into battle wearing steel, plates, and mail that just might bring a tear to the eyes of old-school Emperor loyalists.
If you look at the Chaos in your game and think, “I don’t fear you,” then maybe it’s time for a makeover. This mod brings a slew of cosmetic changes to the Chaos Warriors to make them look far more intimidating. Between pitch black capes, new chaimmail, a new blend of swords and shield, and various other changes, the Chaos Warriors, will bear a more imposing threat than before, marching across the land like the threat they promise to be.
Do you fancy the idea of being able to play co-op with your pals as the same race? This mod makes that possible by repositioning one legendary lord of each race into another faction of that race. With this, you and your pals will be able to build dual empires as you see fit to take control of the land under your combined rule.
Much as it does imply a sense of grandness and regality, perhaps simply having your heroes on the battlefield is enough for you without having them tower over every one of the regular troops in their regiment? If that’s the case, this mod will offer you something close to what you’re looking for. It resizes hero and lord size to be more in line with the proportions of the troops that follow them into combat. Don’t worry. Your enemies will still feel the might and magic of your hero’s prowess all the same.
In an effort to streamline the game, Creative Assembly made research of tech and construction of new buildings rather quick. This, in turn, cuts down the time and deliberation in an active campaign. If you find this pace to be just a bit too quick, then consider this mod as a solution. It doubles building and research times for you and all other major factions in play in a game. Good strategy shouldn’t be rushed after all.
In the base game, the territories and lands that you can conquer are limited, based on what faction you’re running and what kind of region it is. With this mod, that limitation is pretty much lifted. You can conquer and confederate any region you set your eyes on. Spread your influence and take an iron grip of the land as you march towards an enormous and unstoppable empire.
For the sticklers of cosmetic customization, this is a mod worth watching. It’s a work in progress, but already usable, offering a few redesigned flags to the Greenskins, Chaos, and Vampire Count factions. Future updates will see additional flags, designs, and customizations added to this mod, giving players new and cool flags to march into the tides of war.
Screenshot enthusiasts rejoice! We’ve got a mod for you. This particular mod both increases how close you can zoom in and how far you can zoom out on the battlefield, allowing for a lot more visual interactivity than in the vanilla game. Take some slick screens of your heroes in all of their detailed glory or zoom out and capture the full sight of your vast empire. Whether you intend to share these sights or simply revel in them yourself, this mod is certainly the one to help you do it.
Do you feel like the enemy factions in the world are a little bit too gentle and passive for your liking? This is a mod built to supply you with the hostile bloodlust you crave in a Total War game. It reworks enemy behavior to be more likely to declare war on you or others and when wars inevitably do break out, it pushes enemies to be more aggressive in attacking as opposed to openly declaring war and then occasionally sitting back on their haunches, letting turns sit far too idle.
If you’ve played Total War games in the past, you might know full well that towers are a bit of a pain in the butt to deal with. They make sieging an enemy compound a very difficult time and this has only developed into an even bigger factor in Total War: Warhammer. This mod dulls the fangs on those nasty towers a bit, lowering their range and damage and making them less of an annoyingly imposing threat to your aggression.
When the final turn is over and the flags of victory and surrender have been raised, we hope we were able to help you find your way to new and exciting ways to enjoy the world of Total War: Warhammer. If you didn’t find what you were looking for, don’t give up! The modding community has been active from day one with this game and more and greater mods are sure to make their way out into the ether. We’ll be constantly searching for those treasures to liven up your experience, so be sure to check back soon!
About TJ Denzer
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