COMMUNITY SOURCED, PEER-REVIEWED BALANCE RECOMMENDATIONS LIST (PATCH 6.1+)

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2 months ago
Feb 20, 2025, 7:03:15 PM

​Dear CA,


We thank you for the effort and dedication that you showed with the many key changes in 6.0, which have resolved many of the major trouble-makers in MP. With Omens of Destruction out now we want to provide you another extensive overview over all the balance issues, suggestions and wishes of the MP community.

As we have before, the Total Tavern and Vermin League discord communities, together with many talented players from all over the MP and TW community have compiled open source, peer-reviewed and tested balance and bug fix recommendations to enhance Warhammer III Multiplayer battles. We work with both the Domination, Land Battle and the new and emerging Conquest communities as well with the help and technical insights of our resident modders to suggest solutions that work across the game modes and improve balance for Warhammer 3.

Thanks for continuing to support Warhammer multiplayer! Our goal is to make balancing this game as easy and low risk for you as possible. 


-Catholic Alcoholic (editor)

Top (revised) MP Balance Issues for Patch 6.1+:

COMMUNITY SOURCED, PEER-REVIEWED BALANCE RECOMMENDATIONS LIST (TOP ISSUES FOR 6.1) - Total War: Warhammer


Key nerfs to Ogre Kingdoms (Pigback Riders, Thundertusk, Meat Feast)


Key nerfs to Khorne (Hellforged Bellowers, Wrathmongers and Khorngors) but also key buffs to underpowered DLC units (Slaughterbrute and Scyla Anfingrimm)


Key nerfs to Slaanesh (Seekers and Pavane), recompensated by buffs to Daemonettes, Soulgrinder of SL and elite chariots


Key nerfs to overperforming collision attack SEMs (Sphinxes, Dread Saurian, Frost Wyrm)


Key nerfs to Dwarfs (Gyrocopters, Miners Blasting Charges, Bolt Throwers)


Key buffs to Chaos Dwarfs (Hobgoblins, Bull Centaur Renders, Magma Cannon) and Vampire Counts (Black Knights, Blood Knights, Hexwraiths)


Key buffs to Elite Infantry (e.g. Infernal Guard, Har Garneth Executioners, Swordmasters of Hoeth, Plague Monk Censer Bearers, Exalted Pink Horrors, Depth Guard)


Key buffs to Ranged Characters (e.g. Infernal Castellan, Handmaiden of the Everqueen, Gate Master, Skink Chief, Gunnery Wright) 


Key nerfs to select direct damage spells (Usirian’s Incantation of Vengeance, Flock of Doom, Flensing Ruin, Pavane of Slaanesh)


Key buffs to buff and debuff spells (e.g. Light of Battle, Aspect of the Dread Knight, Okkam’s Mindrazor, Word of Pain, Ash Storm, Incantation of Mania, Missile Mirror)


Full Balance and Bugfix Recommendations: 

Spells:

Spells that need nerfs:

Lore of Beasts:

Flock of Doom: Increase cooldown by +15s to 45s total and 0/+1 WoM to 6/13. Flock of Doom is currently too effective when spammed. Increasing the cooldown would drastically slow down the impact of the spell.

Skaven Spells of Ruin:

Flensing Ruin: +50g and -2s/-4s duration to 22s/34s total. Still more WoM-efficient than comparable spells considering the additional armour debuff, which should be solved by duration decreases to limit the amount of burst damage. Also does not pay the standard 200g for a rare spell.

​Lore of Nehekhara:

Usirian's Incantation of Vengeance: -2s duration to 22s total. A duration nerf would bring it more in line with other direct damage spells. The overcast version remains fairly useless and shouldn't be nerfed.

Lore of Slaanesh:

Pavane of Slaanesh: Split the spell into two phases, an initial 10s phase that applies the direct damage and vigour penalty, and a secondary 14s/28s phase that triggers later with the rampage effect. Pavane is currently the best spell in the game, applying almost as much direct damage as Fate of Bjuna, while also debuffing vigour on top of a very long rampage effect. Splitting the spell into two phases would nerf each of the individual effects of the spell to a more reasonable level, while also allowing more counterplay for the enemy due to a longer time to react with targeted units. A more detailed explanation can be found in the Top Issues list.

Spells that need buffs: 

Little Waaagh!: 

Sneaky Stealin’ Lore Attribute: Add -5% enemy Spell Mastery. Hex of the Winds effects are largely underwhelming across the game if they do not destroy reserves or hinder enemies from casting. Reducing Spell Mastery would be an interesting new way to debuff enemy magic usage.

Gork’ll Fix It: Increase CB effect to -40% total. -20% CB is typically not impactful enough to be very noticeable.

Night Shroud: Add Snipe attribute and 0/-2 WoM to 6/8. Stealth spells are very niche and do not add enough utility. The overcast has too little upgrades to be worth significantly more WoM.

Curse of Da Bad Moon: +2 dmg to 16 dmg total. Struggles to deal enough damage due to no AP damage. Should deal more damage to overcome its shortcomings.

Big Waaagh!:

Foot of Gork: Increase AP ratio to 50%. Doesn’t do enough damage for the high WoM cost.

Lore of Light:

Exorcism Lore Attribute: Add imbue Magical Attacks. The current effects are not very impactful.

Pha’s Protection: +8s/+8s duration to 30s/30s total. Buff spells need to last longer if they are supposed to have a noticeable impact in combat.

​Light of Battle: Add +50% Spell Resistance and increase duration by +8s/+16s to 30s/60s total. Unbreakable on its own isn’t a very appealing buff.

Birona’s Timewarp: Add the Unyielding Assault attribute and +25% Charge Speed. Currently underwhelming for the WoM price, adding Unyielding Assault would open up new niches. Buffs that increase walk and run speed should also increase charge speed.

Banishment: 0/-1 WoM to 15/20 and increase change max angle to 360°. Still a bit too weak for the WoM cost, at 20 WoM it would have better WoM cost breakpoints. Should follow suit with other updated vortex spells and have the new 360° change max angle standard.

Lore of Heavens:

Harmonic Convergence: Replace the +30 Armour effect with +20 Bonus vs. Large on the overcast and increase the duration by +3s/+3s to 25s/25s total. 30 Armour is not impactful enough to justify 4 additional WoM. Adding BvL would allow more factions to counter strong SEMs.

Curse of the Midnight Wind: +5s/+10s duration to 30s/60s total. Buff spells need to last longer if they are supposed to have a noticeable impact in combat.

Chain Lightning: +2 dmg to 13 dmg total and increase change max angle to 360°. Not enough impact to weigh up the randomness. Should follow suit with other updated vortex spells and have the new 360° change max angle standard.

​Lore of Fire:

Flaming Sword of Rhuin: -1/-1 WoM to 7/11 and add +30% AP Weapon Strength and +25% AP Missile Strength modifiers. Only buffing base damage values makes the spell unnecessarily complicated to use and too niche to be more broadly applicable.

Lore of Death:

Aspect of the Dread Knight: +6s/+12s duration to 22s/44s total. Doesn’t last long enough to be worth the WoM cost.

Soul Blight: +5s/+5s duration to 25s/50s total. Short duration for the WoM cost makes the spell an unattractive choice.

The Purple Sun of Xereus: +4/+4 AP dmg to 15/15 dmg total and increase change max angle to 360°. Underwhelming damage for the high WoM cost. Should follow suit with other updated vortex spells and have the new 360° change max angle standard.

Lore of Vampires:

The Curse of Undeath Lore Attribute: Increase duration to 14s total. The Curse of Death used to tick twice per second in WH2, which was removed in the transition to WH3 causing it to lose half of its healing and being significantly worse than similar healing lore attributes.

Curse of Years: -1 WoM to 10 and +3s duration. This spell is outcompeted by the much better alternatives in the Lore of Vampires.

Awaken from the Grave: Increase summon lifetime by +19s/+23s to 105s/140s total. The summoned Grave Guard and Wight King need more time to accrue sufficient value.

Command of the Unliving: -1/-1 WoM to 8/15 WoM total and increase summon lifetime by +10s/+13s to 95s/90s total. The summoned units need more time to accrue sufficient value.

​Lore of Metal: 

Metalshifting Lore Attribute: Add a +8 armour buff. The current buff isn’t very impactful on its own.

Gehenna's Golden Hounds: Increase AP ratio to 53%. A slightly higher AP ratio would give this spell more viable targets.

Transmutation of Lead: Add -30% AP WS debuff. Debuffing only base WS isn’t very useful and restricts the amount of viable targets.

Lore of Shadows: 

Smoke & Mirrors Lore Attribute: Add +10% Turn Speed and +10% Charge Speed. Currently not very impactful and missing an accompanying charge speed effect. A turn speed modifier would additionally help to make armies a bit more maneuverable when using this passive.

The Penumbral Pendulum: 0/+5 AP dmg to 36/50 dmg total. The overcast version was nerfed harder than the basic cast in an early WH3 patch, which has left the overcast behind in efficiency.

​Okkam’s Mindrazor: Increase the WS modifier to 75% total. This spell is currently not impactful enough to warrant the WoM cost and gold price.

Lore of the Wild:

Devolve: 0/-1 WoM to 4/8 and +3/+3s duration to 23s/23s total. Not very useful currently due to the short duration. The overcast overpays for its added effect area.

Viletide: Increase cast range to 200m. Is outclassed by other damage spells and lacks a niche.

Mantle of Ghorok: -2/-3 WoM to 8/13 and +4/+8s duration to 30s/60s total. Needs to be stronger to be worth the WoM cost.

Savage Dominion: Increase summon lifetime by +33s to 140s total. The summoned Cygor needs more time to accrue sufficient value.

Lore of Beasts:

Wyssan’s Wildform: +6/+6s duration to 25s/25s total. Weapon Strength is a weaker buff modifier than MD/MA effects since it requires more time to accrue sufficient value, especially if there is no increase to hit chance accompanying the buff.

The Amber Spear: -1/-1 WoM to 6/10 and decrease the cast wind-up time by -1s. Not very WoM effective since it doesn’t do well vs SEs, and takes too long to cast which makes it very dodgeable when trying to aim a shot at the flank of an infantry formation

The Curse of Anraheir: +4s/+4s duration 25s/25s total. Duration is a bit short for the WoM cost.

Transformation of Kadon: -3 WoM to 15 and increase Manticore summon lifetime by +25s to 110s total. Increase Great Eagle summon lifetime by +32s to 110s total. High WoM cost and manticores being weaker in WH3 makes this spell very unappealing. The Eagle version needs even more help.

Lore of Life:

Shield of Thorns: Increase damage reflection to 28/36. Also reduce cast time by -1s. Impact is too limited even in ideal situations for the WoM cost and takes too long to cast.

The Dwellers Below: -3/0 WoM to 17/24. The basic version is significantly weaker than the overcast which only costs 4 more WoM, making it a suboptimal choice in the majority of cases.

Lore of High Magic:

Hand of Glory: Add imbue Magical Attacks and +3s/+3s duration to 32s total. The split between both ranged and melee effects results in each individual aspect not being strong enough to be viable.

Arcane Unforging: Add -30% Spell Resistance to the overcast or increase the duration by 0/+7s to 22s/29s total. The overcast is still not worth the additional WoM since +15s increased cooldowns is a very weak upgrade.

Fiery Convocation: Reduce wind-up time by -2s or start a portion of the spell wind-up animation/composite scene during the wind-up time. The spell animation is too long for an additional 5s cast time on top as it makes the spell too easy to dodge. If the spell animation is started early there should still be a delay to ensure the overall reduction until damage is applied is roughly -2s.

Lore of Dark Magic:

Wrath of the Wood Lore Attribute: Increase duration to 15s. Hard to take advantage of with such a short duration.

Doombolt: +228 AP ranged damage to 900 for the basic cast, +592 AP ranged damage to 1600 for the overcast. Not WoM efficient and a bit lacklustre for a rare spell.

Word of Pain: Replace accuracy debuff with -40% CB. Accuracy isn’t a very good debuff effect, nor does it synergize with a melee attack debuff.

Chillwind: +6 dmg to the overcast version or improve the upgrades to the contact effect. The basic version is fine, but the overcast doesn't add anything meaningful.

Skaven Spells of Ruin:

Death Frenzy: 0/-2 WoM to 6/10. The overcast isn’t as useful as the basic cast.

Skaven Spells of Plague:

Bless with Filth: Add +25% WS modifier. Poison! alone is not nearly potent enough to have an impact, especially considering the already available sources of Poison! on the Skaven roster.

Pestilent Breath: -3/-3 WoM to 5/8. Overpriced compared to other breath spells.

Pestilent Birth: -2 WoM to 14 and increase summon lifetime by +17s to 90s total. The summoned units need more time to accrue sufficient value.

Skaven Spells of Stealth:

Toxic Rain Lore Attribute: +2s to 10s total. Too short to have a sufficient impact.

Skitterleap: +25s/25s duration to 50s/50s total. Should be longer to enable more use-cases.

Armour of Darkness: +10% Missile Resistance to 30% total. Slightly undertuned.

Veil of Shadows: -3/0 WoM to 5/10 and increase cast range to 200m. A vortex that does no damage isn’t a very useful spell archetype.

Black Whirlwind: Imbue the Disorganized! contact effect, -0/-2 WoM to 13/17 and increase cast range to 200m. The damage to WoM ratio is still significantly worse than other stationary vortices, especially the overcasted version. Adding the Disorganized! contact effect would give the spell a unique Eshin-themed identity.

Lore of Nehekhara:

Ptra's Incantation of Righteous Smiting: +8s duration to 40s total. Buff spells that target ranged units need a longer duration to be worth the WoM investment.

​Sakhmet's Incantation of the Skullstorm: -1/-2 WoM to 10/15. One of the weakest vortex spells due to the high WoM cost, small radius and complete lack of any AP damage.

Lore of the Deep:

Spiteful Shot: Add +15% base and AP missile damage. Not very impactful currently.

Vangheist’s Revenge: Reduce wind-up time by -2s or start a portion of the spell wind-up animation/composite scene during the wind-up time. The spell animation is too long for an additional 5s cast time on top as it makes the spell too easy to dodge. If the spell animation is started early there should still be a delay to ensure the overall reduction until damage is applied is roughly -2s.

Runic Magic:

All Runes: Increase cast range from 100m to 130m. This would help to supplement wider Dwarf formations instead.

Rune of Oath and Steel: Add +10/20 missile block to the basic/overcast versions. Outclassed by the other Runes.

Rune of Speed: +10s duration to 50s total for the Master Rune of Speed. The Master Rune of Speed isn’t enough of an upgrade over the regular Rune of Speed to justify the increased cooldown.

Lore of Hashut:

Dark Subjugation: +5s/+9s to 22s/44s total. Shorter than comparable MD debuff spells.

Curse of Hashut: -2/-3 WoM to 8/12 and add -100% Incoming Healing Modifier. Significantly worse than other direct damage spells.

Ash Storm: -2/-3 WoM to 8/11, increase speed debuff to -45% and add -25% acceleration. Very niche and hard to use with the current values.

Lore of Nurgle:

Blight Boil: Reduce wind-up time by -2s or start a portion of the spell wind-up animation/composite scene during the wind-up time. The spell animation is too long for an additional 5s cast time on top as it makes the spell too easy to dodge. If the spell animation is started early there should still be a delay to ensure the overall reduction until damage is applied is roughly -2s.

Lore of Tzeentch:

Treason of Tzeentch: +5s/+5s duration to 25s/25s total. Shorter than comparable spells.

Lore of Slaanesh:

Slicing Shards: Reduce wind-up time by -2s or start a portion of the spell wind-up animation/composite scene during the wind-up time. The spell animation is too long for an additional 5s cast time on top as it makes the spell too easy to dodge. If the spell animation is started early there should still be a delay to ensure the overall reduction until damage is applied is roughly -2s.

Lore of the Great Maw:

Bonecrusher: Increase AP ratio to 100%. Weaker than other explosion spells.

The Maw: Increase AP ratio to 50%. Weaker than other explosion spells.

Lore of Ice:

Frost Shield Lore Attribute: +2s duration to 13s total. Too short to have a sufficient impact.

Ice Sheet: +4s duration to 25s total. Shorter than comparable spells.

Crystal Sanctuary: -2/-4 WoM to 10/18. Not a very attractive choice due to the high WoM cost and the loss of movement.

Heart of Winter: -4/-2 WoM to 20/26 and add -10% speed to the first phase. Very dodgeable and therefore hard to use. Adding a small speed debuff to the first phase, similarly to the following phases, would make it slightly harder to pull out of the area of effect early.

Lore of Tempest:

Swift Wing: Add +25% Charge Speed and 0/-1 WoM to 6/8. Only buffs speed, but not charge speed. The overcast is of limited use so could be cheaper.

Biting Wind: Imbue the Disorganized! contact effect. Damage is not particularly good, adding a new contact effect would add more utility than just increasing the damage output.

Lore of the Hag:

Fate of Interlopers Lore Attribute: +2s to 13s total. Too short to have a sufficient impact.

Witchbroth: 0/-2 WoM to 6/6. The healing from Witchbroth! is not very strong and should cost less WoM.

Blessing of the Ancient Witch: +16s duration to 40s total. Buff spells that target ranged units need a longer duration to be worth the WoM investment.

Omen of Spirits: Add a target cap of maximum 4 affected units and add 0.08 reserves per second. Not very useful for 8 WoM currently, the current setup is very similar to Power of Darkness with the exception of regenerated reserves. Adding a target cap is key to prevent extreme gains via stacking multiple units inside the effect range, ensuring that the maximum amount of reserves gained per cast is capped at a reasonable level.

Incantation of Mania: -4 WoM to 12 and increase WS modifier to +75% total. Rampaging your own unit is not worth the current buff effects, which are comparable to Hysterical Frenzy.

​Cursed Cauldron & Blessed Cauldron: -2/-3 WoM to 16/19 total. The required WoM investment is too high for the damage.

Lore of Yang:

Strength of Yang Lore Attribute: Increase effect range to 100m and +5s duration to 18s total. Not being mapwide is a major reduction in power for a lore attribute.

Wall of Wind & Fire: Add Burnt! contact effect. Slow to move and outclassed by Dragon’s Breath. Adding Burnt! Would give it a more unique identity in the lore.

Lore of Yin:

Power of Yin Lore Attribute: Increase effect range to 100m. Not being mapwide is a major reduction in power for a lore attribute.

Storm of Shadows: Add -45% Charge Speed effect. Debuffs that decrease walk and run speed should also reduce charge speed.

​Blossom Wind: Replace wh_dlc06_unit_contact_blinded with wh3_dlc23_unit_contact_blinded. Add 0/+2 dmg for 18/28 dmg total. The current Blinded! contact effect is very short, replacing it with the new WH3 iteration of Blinded! would increase the duration of the debuff. The overcast has less dmg per WoM than the regular cast.

Missile Mirror: -2/-3 WoM to 8/12. High WoM cost for a spell that can be entirely negated via stopping the targeted unit from shooting.

General Game Balancing & Mechanics:

The addition of a set of predetermined quick-reactions (such as gg, rdy, glhf, and so forth) would greatly alleviate the lack of a chat system.


(!) Foot characters need to have higher % knockdown resist so that they can actually be killed rather than fall over (particularly mages). Should be at least at 40% across the board for foot characters.


Allow multiple contact effects to be active at the same time. The current system of being limited to only one active contact effect is a major bottleneck and leads to issues when multiple sources of contact effects are combined (e.g. through spells or ability phases).


Allow Spell Mastery debuff effects. Spell Mastery as a modifiable unit stat is a great addition to the game and allows for a lot of new interactions. Currently it can only be used as a positive modifier, but with a small adjustment (setting the default amount value to 0 for spells in special_ability_intensity_settings_tables) this stat could be used as a debuff as well. This would be especially helpful for making hex of the winds type of effects more useful, as the currently used effect modifiers (e.g. increased miscast chance and reduced WoM recharge rate) are generally not very impactful.


Ground based breath attacks on large monsters such as the Hydra, Elemental Bear & Toad Dragon should be usable while engaged in melee, as targeting becomes very frustrating otherwise.


Reduction of cast/wind-up time for buff and debuff spells. Buff and debuff spells with 5s cast time are a bit cumbersome to use, as they lack the speed to react to combat situations quickly. Spells like Okkam's Mindrazor for example suffer from the high cast time, which should ideally be lowered to 3s for most buff & debuff spells. Tying cast time to spell rarity is in general not a good system, as it is a major hindrance for many bombardments and wind spells and makes low tier spells a better choice in comparison. Balancing around spell power, additional spell animations, usability, etc. would create a much smoother experience.


Spells/runes 3-4-5-6 (out of 6) should get progressively & significantly cheaper to encourage variety, the current -5% cost for each spell or rune taken is too small to be impactful. Perhaps the cost decrease could also be split into three tiers and tied to the spell rarities, so that uncommon spells add a higher cost reduction than common ones, while rare spells add an even bigger one.


Many abilities, contact phases and items that affect speed should also modify charge speed. Major examples for this are: Foe-Seeker, Poison, Barbed Net, Birona's Timewarp, Curse of Anraheir, as well as Terrain & Fatigue effects.


Add an "overall gold value on field" counter next to the army damage counter. This would give players an option to gauge current army strengths via a system that takes crumbling damage, shattered units, summons and healing into account.

Bugs/miscellaneous issues:

The damage value counter is often erroneous and doesn't count damage from certain sources, such as army abilities. This would help to properly assess the current balance of power. Individual unit damage counters seem to work properly, just the global/faction values are not working properly.


The Dreadquake Mortar’s minimum range is bugged when combined with an Iron Daemon or The Daemon’s Tongue. The Dreadquake Mortar is supposed to have a minimum range of 60, but this minimum range is overridden by the minimum range value of the Iron Daemon’s projectile. This allows the Dreadquake Mortar trains to fire automatically onto their own position, causing massive damage to any unit that is trying to surround it.


Pathfinding and line of sight issues are heavily impacting gameplay. There are currently multiple issues with pathfinding that cause units to behave erratically, e.g. entities colliding and forming a “knot” when reordering. Additionally line of sight issues continue to impact ranged units, causing them to move into melee or refusing to fire, which makes ranged gameplay very frustrating.


Units with fire whilst moving are again impacted by a previously fixed bug that prevents them from firing. This bug was fixed in 5.3 but has reappeared in 6.0: “Fixed an issue where ranged units with the ability to shoot while moving would sometimes not fire when repositioned. Additionally, addressed instances where they experienced significant delays in firing due to misaligned ticks.”


Several units lack appropriate unit caps. Currently bugged unit caps that have not been mentioned for the fixed in 6.0.3: Stonehorn Harpoon Launcher (doesn’t count as a Stonehorn variant), Bloodbeasts of Khorne (do not count as a marked unit), Scyla Anfingrimm (does not count as a marked unit).


​Spells of the Lore of the Hag do not benefit from Spell Mastery. This is due to the Max Amount entry in special_ability_intensity_settings_tables being set to 1, when it should be set to 2 like all other spells.


Factions belonging to the Savage Orc subculture do not gain access to the Waaagh! army ability in MP & custom battle. The currently bugged factions are: Top Knotz, Skull-takerz, Blue Vipers and Dimmed Sunz.


The Daemon Prince of Nurgle has animation issues that prevent him from hitting small enemies in the air. The responsible animation set is hu10e_dlc20_daemon_prince_2h_noarmoury.


Some units still have suboptimal/bugged splash max targets. After the splash fixes from the recent hotfix there are still a number of units that require some splash max target tweaks. The following list of units will be updated over time:

Toad Dragon: Increase to 9 splash max targets. Has some matched animations with more splash zones than the current max target value (dr05_toad_matched_attack_01, dr05_toad_matched_attack_02). Collision attack values can stay the same.


Target intercept ranges for passive abilities should be displaying the same target range UI as spells and active abilities when hovering over their ability card. Abilities with a passive target intercept range (i.e. a condition that activates when enemy units are in/outside a specific range) such as Carrion Frenzy, Bugman’s XXXXXX, Hawkish Precision and Guardians of the Wildwood.

Domination Game Mechanics/Bugs:

Unit cap weights in domination should value expensive infantry units a bit more so they are not a liability, e.g. +2 cap weight for infantry units costing 1100g and upwards.


Resummoned units should not retain abilities gained in past lives (e.g. Norsca’s Rage, Soul Hunters, etc...). The newly added Reset Intensity in Reinforcement Pool entry in special_ability_intensity_settings_tables seems to be supposed to fix this issue, however it is currently non-functional and doesn’t reset intensity settings once a unit enters the reinforcement pool.


Several of the new domination maps have terrain issues. Most of the forest areas in Gates of Ekrund and Bordeleaux Landing do not allow units to hide. Road to Talabheim has bugged areas that apply shallow water terrain effects.


With small adjustments some of the new CA-original maps could be added to the Quick Battle map pool. Toothgrass Hill should have reduced vanguard deployment zones, on Marbad's Tomb the capture points I & III are far too deep inside the opponent's home territory and should be moved much closer to capture point II, on Crossroads the regular reinforcement points and deployment zone should be moved forwards since the map is rather large.


Converting some more Land Battle maps to domination maps in the future would help to keep Quick-Battle fresh and interesting. Tower of Hoeth, Altdorf Outskirts, Eschen, Golden Monolith, The Lost Crater and River Amaxon for example would be great maps for domination mode.


Some units have incorrect capture weight settings: 
                Jade & Jet Lion (should be domination_monsters)
                Pigback Riders (should be domination_infantry_expendable)

Land Battle/Conquest Game Mechanics:

(!) Spell casters count too much towards the balance of power. Caster effects on the balance of power bar should be scaled down with WoM spent or just be lower from the start.


The Steps of Isha maps are missing from both custom and multiplayer battles, despite still being present in the gamefiles. These maps should be made available again, as they were quite nice.

Unit balancing that spans multiple factions:

​Scyla Anfingrimm: -50g and add an imbuement of the Monstrous Impact contact effect to Crimson JuggernautScyla is currently still a bit too expensive for what he offers. Crimson Juggernaut could also receive some help, as speed and charge bonus effects alone are not worth the 200g price tag.


Chaos Knights Lances (all variants and marks): -100g. The Lances variant for Chaos Knights should cost the same as the basic variant, as it isn’t a straight upgrade.


​Chaos Spawn (all variants and marks): +5 CB to 35 total. Chaos Spawn are currently still struggling to be relevant compared to other Monstrous Infantry units. The Slaanesh variant should receive +10 CB since losing CB because of Devastating Flanker isn’t necessary on this unit.

Faction-specific Recommendations:

Beastmen:

[Improvements to lord selection, improved internal roster balance. No major shifts to faction power level]


(!) Gor Herd: +25g. Recent buffs warrant a price increase. Does not apply to the shielded variant!


Gor Herd Shields: +4 CB. Significantly weaker than the regular Gor Herd variant and outclassed by Ungors in their role.


Khorrok's Manrippers RoR: +2 AP WS, +4 CB and add Immune to Psychology. Underwhelming in comparison to other AL options in the roster.


Ungor Raiders: +0.9s base reload time to 8.9s total. Did not get the ~10% reload nerfs that all ranged units got in 2.0, due to having been the only ranged unit in WH2 that didn’t have a reload reduction component baked into their base statline.


Malagor the Dark Omen: Remove Hide (forest) attribute. This is a leftover from when Malagor wasn’t able to fly, and should be removed.


Taurox the Brass Bull: Add Frenzy attribute. Increase the buffs of Rune-Tortured Axes to +10 MA and +20% WS total. Taurox is outclassed by other Lord options on the roster. He also lacks Frenzy, which he had on the TT.


Beastlord: Increase the armour debuff of Totem of Rust to -15 total and add a +25% base WS modifier to Blood Lust. Add Mangelder as a purchasable item for 200g. Generic melee lords need impactful items and abilities to have a role in the roster.


Gorebull: Increase the WS buffs of Banner of the Fallen Kings to 25%. A 12% WS buff is very weak considering the activation condition.

Bretonnia:

[Increase to faction power level, improve internal cavalry roster balance]


(!) The Green Knight: +40 WS, add Perfect Vigour and increase Hit Reactions Ignore Chance to 80. The Green Knight should hit harder for his price, especially since his WS lacks behind newer characters after the switch to Ultra unit size. He should also receive Perfect Vigour like other grail units.


​(!) Pegasus Knights: +300 mass and +4 WS. Pegasus cavalry is currently underperforming.


​(!) Royal Pegasus Knights: +300 mass and +4 WS. Pegasus cavalry is currently underperforming.


Knights Errant: +5 CB, +2 MA and add Errantry Banner as a purchasable upgrade for 150g. Knights Errant are missing 5 CB and 2 MA when compared to their RoR, as well as having had 4 more CB in WH2 than they have currently. Errantry banner would be a thematic addition, but the banner would have to be converted into a special ability phase first.


The Blessing of the Lady: -50g. The Blessing of the Lady is too expensive at 200g to be a cost effective upgrade for units like Knights of the Realm, and is therefore never picked.


Foot Squires: -50g. Received cost nerfs in the aftermath of the Bretonnia rework in 3.1, which turned out to be unnecessary since the main culprits were the overperforming Grail units.


Battle Pilgrims: -50g. Received cost nerfs in the aftermath of the Bretonnia rework in 3.1, which turned out to be unnecessary since the main culprits were the overperforming Grail units.


The Holy Wardens of La Maisontaal: +5 Bonus vs. Infantry. Underwhelming for the cost.

Beastslayers of Bastonne: +10 armour, +5 WS and add attribute Immune to Psychology. Do not accomplish their role as elite halberds.


Wardens of Montfort: +4 accuracy and +11 CB. Increasing their Charge Bonus to match the regular Mounted Yeomen would help their hybrid role. They are also missing 4 accuracy compared to rank 9 Mounted Yeomen Archers.


Chaos Dwarfs: 

[Major increase to faction power level. Buff to hobgoblins, elite infantry, long range units. Small nerfs to OP SEM characters to prevent toxicity]


(!) Hobgoblin Cutthroats: +4 MA or -25g. Hobgoblin units are currently underperforming and need buffs.


(!) Hobgoblin Sneaky Gits: +4 MA or -25g. Hobgoblin units are currently underperforming and need buffs.


Malign Authority: +2 LD. Could boost LD a slightly bit more to make the interaction with Hobgoblin uits more valuable.


Infernal Castellan: +10 Bonus vs. Large, +40 missile damage. -50g for Dig In!. Increase uses to 3 and duration to 45s for Breath of Hatred. Ranged heroes are underperforming and lack damage.


Zhatan the Black: Set the maximum intensity requirement for Boundless Cruelty to 200 enemy entities in range. Decrease the maximum intensity kill requirement for Obsidian Axe to 150 kills. Add +20% Spell Resistance to Chaos Runeshield. Zhatan is in a much better place now after his price reductions, but his items and abilities are still lacking. Reducing the intensity charging requirements as well as adding an additional effect to the Chaos Runeshield would be a big improvement to his utility.


Magma Cannons: -100g. Too expensive compared to the Deathshrieker Rocket Launcher.


Bull Centaur Renders: -50g for regular and Great Weapons variants, -100g for Dual Axes variant. -50g for Hashut's Dark Ravagers. Bull Centaur Renders should receive varying cost decreases based on their usefulness for the roster.


Infernal Guard (all variants): +4 HP per entity. Infernal Guard are currently using the entity HP values of longbeards, which makes them uniquely squishy for elite dwarven infantry. Increasing the HP values slightly would make these elite infantry units more viable.


Hobgoblin Wolf Raiders: -25g and +100 mass. Hobgoblin units are currently underperforming and need buffs.


Hobgoblin Wolf Raiders Bows & Oglah Khan’s Wolfboyz: -50g and +100 mass. Hobgoblin units are currently underperforming and need buffs.


K’daai Fireborn: -50g and add the Hide (forest) attribute. Could be a bit cheaper since they have less HP than other monstrous infantry. They also lack the ability to hide in forests, which is likely an oversight.


Gorduz Backstabber: Increase the healing received from Lucky Git to 0.8% per second. Add They Needs Stabbin’ to his ability selection. Increase duration of Dagger of Malice to 25s. Goduz’ abilities and items could be stronger to make him more interesting. 


The Immortals RoR: +6 MA and add the Unyielding Assault attribute to Undying WillThis RoR loses too many features of the base unit for limited gains, and isn’t strong enough in melee to justify the price.


K’daai Destroyer: +15 CB and add the Unyielding Assault attribute to Hellish Frenzy. Still a bit on the weaker side of things.


Sorcerer-Prophet: Decrease the duration of Chalice of Blood & Darkness to 9s or reintroduce a 100m range in which the enemy spell has to be cast. An extremely effective source of healing on a strong character for a small price.


Daemonsmith Sorcerer: +100g on Bale Taurus. Is currently a bit too cheap considering the damage increase gained through the ranged contact effect.

Daemons of Chaos:

[Reduce faction power level via nerfs to overperforming daemons, listed under monogod factions. Revisit Be’lakor after major nerfs in 2.x patches]


Be'lakor: Set the maximum intensity requirement for Lord of Torment to 4 units with leadership wavering or lower and decrease the maximum intensity kill requirement for Blade of Shadow to 240 kills. His items have very demanding intensity settings for the price.

Dark Elves:

[Improved internal roster balance and lord selection. Mainly buffs to niche units/characters, as well as addressing the left-over elite chariots and cauldron mounts.]


​(!) Crone Hellebron: +50 WS on foot, Dark Steed & Manticore. Increase the WS buffs of Blood Frenzy to +20%, +40% and +50% total for the respective stages. Very fragile lord that doesn’t hit hard enough. Blood Frenzy is an extremely weak ability currently and needs a major buff. Changes to her Cauldron of Blood mount below.


(!) Crone Hellebron & Death Hag:


Cauldron of Blood (Crone Hellebron & Death Hag): +100 WS, +20 CB, +10 BvI and +1300 mass. Very weak chariot mount that does little damage, needs more WS to be impactful in melee. Also didn’t receive the chariot mass standardization changes and should be buffed to 3000 mass.


Fury of Khaine: +17s duration to 45s total. The duration decrease from 62s down to 28s in the aftermath of the rampage rework has made this ability much worse.


Bloodshield of Khaine: Increase physical resistance to 10%. This ability hasn’t aged very well with WH3 adding many new sources of magic damage. 5% physical resistance on its own is also not very impactful, and the Cauldron of Blood needs to have more impactful buffs in order to fulfill a distinct role.


Witchbrew (Crone Hellebron & Death Hag): Add a contact effect that imbues Rampage, such as Euphoric! or Madness of Khaine!This should only apply to the character version of Witchbrew. Both Crone Hellebron and the Death Hag would gain a unique role this way, after the regular Witch Elves lost their Rampage imbuement capabilities. If you decide to use the Madness of Khaine! contact effect make sure to reduce the duration of wh2_main_unit_contact_witch_elf_poison to 5s, as 15s would be too long.


(!) Cold One Chariots: +7 base WS, +19 AP WS and +20 CB. Elite chariots need a WS increase to set them apart from mid-tier chariots.


​Rakarth: -50g on foot and on the Scourgerunner Chariot, -150g on the Manticore. -100g, +6s duration and add Removes Immune to Psychology to Whip of Agony. Increase the Damage Resistance of Beast Armour of Karond Kar to 15% total. Rakarth is currently a bit too expensive on some of his mounts compared to other characters. Both of his items also need help, especially Whip of Agony, which should have the standard 200g cost for legendary items, as well as Removes Immune to Psychology to make it a more broadly applicable debuff.


Har Ganeth Executioners: +8 MA, +8 CB, +50g and add Hungering Blades. Har Garneth Executioners are heavily underperforming in their role as elite anti-infantry clearers and require offensive stat buffs which could be combined with a price increase to their original 1200g price. Adding an ability that increases WS and MA after a set amount of kills, like Hungering Blades would further underline their offensive nature.


Khainite Assassin: +25 WS, set calibration area to 0.3 and spread to 1.65. Increase the uses for Black Lotus and Dark Venom to 2 and increase cooldowns to 90s. +50g to Web of Shadows. Increase the mass of wh2_main_def_infantry_hero_fast_blood_khainite_assassin to 700 and increase Knock Interrupts Ignore Chance to 70. Low damage values and high price make it difficult for them to fulfill their job as assassins. The missile attack is barely noticeable due to a high amount of missed shots, increasing the accuracy values would help a lot. The assassin’s item and ability selection could use some adjustments, both Black Lotus and Dark Venom are too weak due to the extremely limiting single use cap, while Web of Shadows is a bit too strong for its current price, making it an autotake. The Dark Elf infantry hero battle entity entries could use some tweaks as well, the mass and Knock Interrupts Ignore Chance values are currently set too low and impact other Dark Elf characters negatively as well.


War Hydra: Fiery Breath should lose its out of melee condition and add collision attacks. Ground based breath attacks on large monsters should be usable while engaged in melee, as targeting becomes very frustrating otherwise. Collision attacks solve animation related damage application issues.


Bloodwrack Shrine: +190 WS and fix projectiles applying almost no damage when firing at close range. Suffers from similar problems as the Cauldron mounts and lacks damage in melee. Additionally the projectiles do barely any damage when fired in close range, which happens quite frequently when the Bloodwrack Shrine is engaged in melee.


Knights of the Ebon Claw RoR: +12 speed and add Vanguard Deployment attribute. This RoR lost its unique selling point after Primal Instincts was reworked and stopped rampaging Cold One cavalry units. Increasing speed and allowing them to deploy in the vanguard would fit with their lore background as Malus’ cavalry vanguard.


Slaanesh’s Harvesters RoR: Add Soul Siphon and Causes FearThis RoR is a bit overpriced and should receive one of the new Slaanesh passive abilities introduced in WH3 to fit with its theme.

Dwarfs:

[Reduce oppressive playstyles & units for LB. Balance pass for the underpowered LLs which should have limited impact on overall power level]


(!) Miners Blasting Charges: +25g and swap 2 AP explosion damage for 2 non-AP explosion damage. Miners with Blasting charges are a bit too cheap and spammable considering their very powerful ranged attack. Reducing the AP ratio of the blasting charges as well as increasing the price slightly would make them a bit more reasonable.


(!) Gyrocopters (both variants): +100g, -5 speed and reduce Gyrocopter Bomb uses to 1. Gyrocopters are still dominating most Dwarf builds and are too cost-effective. Increasing cost by 100g would reduce their cost efficiency, with the speed nerf allowing more flying units to catch them while the reduction of bomb uses would limit their overall value potential.


Rune of Hearth & Home: Remove this item from the MP item selection. Only encourages toxic playstyles and should be removed from MP instead of being nerfed further.


Bolt Throwers: +50g. Bolt Throwers are still a bit too strong after their rework.


Glorious Death: Add a 50g price. Currently comes for free, which isn’t necessary.


Malakai Makaisson: Add Suppressed! contact effect to his ranged attack, +10 ammunition and -50g. Malakai Makaisson is currently not good enough to be picked over other lords.


Ungrim Ironfist: +5 speed, +40 WS and add Glorious Death as a purchasable ability. Ungrim Ironfist is currently not good enough to be picked over other lords.


Grombrindal: Add Vanguard Deployment attribute, add +5 speed to Rune Helm of Zhufbar. Set uses for Grombrindal Has No Fear to unlimited. Grombrindal is currently not good enough to be picked over other lords.


Belegar Ironhammer: Add the Sundered Armour contact effect to the Hammer of Angrund and increase the WS buff to +25% total. Increase the effect range of Mighty Oath Stone to 55m. Belegar could use some small updates to his items and abilities.


Wards of Grimnir & Slayer of Legend: Decrease the kill requirement for maximum intensity scaling to 150 kills. The intensity setting for this ability is set too high and isn’t achievable in most games.


Master Engineer: +60 missile damage. Ranged heroes are underperforming and lack damage.


Longbeards Great Weapons: +2 MA and +2 CB. Longbeard Great Weapons are not performing as well as they should on ultra unit size and need small updates.


Quarrellers Great Weapons: +6 MD. This Quarreler variant is not worth the investment as it loses both MD and shields, both of which are extremely useful for ranged units. Matching MD with the regular variant should make the GW less of a downgrade.


Runic Magic: Increase cast range to 130m. This would enable the faction to play in a less boxy style in spite of having slow characters.

Grand Cathay:

[Increase to faction power level, improve internal roster balance, particularly weak SEs]


(!) Terracotta Sentinel: +100 WS, +10 CB and add the Encourage attribute. Terracotta Sentinels are too static and expensive to be useful for the Grand Cathay roster and should gain some small support utility.


Peasant Long Spearmen: Lose Expendable attribute & adjust domination capweight to 5. Peasant Spearmen are still too strong in Land Battle, removing Expendable would weaken them there while at the same addressing Grand Cathay’s capture weight issues in Domination.


Jade Lion: +20 armour and +20 WS. Has less armour than other constructs and is currently not dealing enough damage.


Jet Lion: +20 armour and +20 WS. Has less armour than other constructs and is currently not dealing enough damage.


Great Longma Riders: +300 mass, +3 MA and -50g. Currently too weak. The cost buff should not be extended to the RoR!


Gate Master: +2 ammunition, -2s reload time, set calibration area to 1 and -50g for Bulwark of the Gate. The Gate Master is currently using the calibration area value of the regular Jade Warrior Crossbows unit, which is far larger than what is typical for ranged characters and not suited for a SE ranged unit. Bulwark of the Gate is a very underwhelming buff considering the activation condition and ability price.


Jade Warriors: -25g. Jade Warriors were nerfed a bit too hard and could be slightly cheaper. Should not apply to the halberd variant.


Astromancer: -50g on foot and on the Warhorse mount. The astromancer currently costs 50g more than the Alchemist on foot and on his horse mount despite having very similar stats. 


The Dune Dragons RoR: -50g and +15% spell resistance. The Dune Dragons RoR is currently overpaying when compared to other RoRs for elite infantry units. 20% spell resistance isn’t enough on its own to make it truly resilient to spells, increasing it to 35% would make it a more pronounced feature of the unit.


The Jade War Drum RoR: Add +10% speed and +20% charge bonus to Fury of the Falling Blade. The War Drum RoR isn’t adding anything substantial that the base unit doesn’t already cover. Its unique drum ability is weaker than the regular ones and should be buffed, allowing a more aggressive playstyle.


Great Moon Bird: +700 mass, +1 non AP and +1 AP dmg for Moon Flare. The Moon Bird has low mass for an expensive SEM, Moon Flare could do slightly more damage to be on par with Emberstorm.

Greenskins:

[Slight increase to faction power level, improve internal roster balance, particularly weak LLs. Extend efforts to improve chariot balance to low and mid tier chariots]


(!) Gorbad Ironclaw: +50g on foot and on Gnarla. Underpriced for his stats and the utility that he offers.


(!) Goblin Wolf Chariots: +7 base missile damage and +1 armour piercing missile damage. Used to double shoot but now that that bug is fixed their ranged damage is too weak.


Grimgor Ironhide: Add +50% base WS to Gitsnik. Add +10 non-AP explosion damage to Blood-Forged Armour and increase radius to 15m. Both Gitsnik and Blood-Forged Armour are a bit outdated, Gitsnik should affect both base and AP WS and Blood-Forged Armour should match similar low-damage explosions considering the 200g price tag.


Savage Orc Great Shaman: -150g and +300 mass on War Boar mount. The Savage Orc Great Shaman currently pays 400g for his War Boar mount, when the established standard is 250g, e.g. for Wurrzag who also gains a Warboar mount that adds some additional armour. Also has 300 less mass than other War Boar mounts.


Giant River Troll Hag: Swamp Breath should lose its out of melee condition. Ground based breath attacks on large monsters should be usable while engaged in melee, as targeting becomes very frustrating otherwise.


Arachnarok Spider: Double the missile damage of the goblin archer riders. The projectile damage values of the riders are far too low to make an impact.


The Arachnarok Queen RoR: Add Vanguard Deployment attribute and -100g. Overpriced when compared to other RoRs. Should also receive the buffs to the rider missiles that are listed for the base unit.


Snagla’s Deff Throwa RoR: Add Vanguard Deployment attribute. This would allow the Deff Throwa to better utilize terrain during deployment to use its Snipe attribute.


Night Goblin Archers Fanatics: -75g. This unit is overpriced since the fanatics are extremely niche for a ranged unit.


Krimson Killerz RoR: +5 MA. Should hit a bit harder.


Snotling Pump Wagons Spiky Rollers: -150g. The Spiky Rollers variant currently pays a premium over the Flappas variant without being much better in practice.


​Wyverns, Feral Wyverns and Skullmuncha: +1000 mass. -100g for the Feral Wyvern. Wyverns didn’t receive the same mass increases as dragons in the transition to WH3 and get stuck too easily. The Feral Wyvern is still too weak and pays too much compared to the mounted versions who do not suffer from Feral Rage.

High Elves:

[Increase to faction power level. Focus on buffs to elite infantry and hero selection. Major buffs to Eltharion and his item selection]


(!) Eltharion the Grim: 


Mistwalker's Barrage: Add the wh2_dlc15_lord_passive_mistwalkers_barrage explosion back to the projectile, and restore the previous explosion damage values to 50 AP detonation damage, 0 normal detonation damage. Mistwalker's Barrage received additional stealth nerfs in 5.0.3, which entirely removed the explosion element from the projectiles and further reduced the explosion damage profile from 50 AP dmg to 10 base, 5 AP dmg. Both of these changes should be rolled back, just like the spread increase. Mistwalker's Barrage was perfectly balanced in its original release state in 5.0 and was sorely needed to make Eltharion viable in MP.


Helm of Yvresse: Instead of Cannot Die add Invulnerability, reduce duration to 14 seconds and reduce cast range to 25m. Add an Engaged in melee cooldown recharge condition. The Helm of Yvresse is currently very underwhelming and doesn’t add much utility, as models still take damage in the current iteration, which results in them still dying due to being barely alive once the effect wears off. Buffing this item by replacing the effect with Invulnerable would offer great synergies with the many elite units in the High Elf roster.


Fangsword of Eltharion: Extend WS buff to base WS. In its current form the Fangsword is on the weaker side, and newer iterations of similar items tend to boost both AP and non-AP WS.


​(!) Swordmasters of Hoeth: +2 Bonus vs. Infantry, +10 armour, +15 Missile Block Chance and +8 CB. Swordmasters of Hoeth are currently too squishy to be worth the risk, and also have a lower WS value than any comparable elite infantry. Increasing armour and missile block chance would help their survivability, while buffs to their BvI and CB would allow them to punch slightly harder.


Loremaster of Hoeth: +40 WS, +10 armour, +15 Missile Block Chance and increase Knock Interrupts Ignore Chance to 75. Increase the effect range of Loremaster’s Cloak to 55m. Add +5 Bonus vs. Infantry to Blessed Tome. Add The Book of the Phoenix as a purchasable ability for 100g. The Loremaster needs buffs to his WS and an increased resistance to knockdown to function properly in combat. Additionally he would benefit from adjustments to his items in order to give him more utility.


Silver Helms (both variants): +10 armour and +6 CB. Also increase acceleration to 7 and turn speed to 120. Silver Helms are currently underwhelming because of their low armour and lack of punch for an expensive cavalry unit. Elven barded steed entities also currently have less acceleration and turn speed than their human counterparts (wh_main_cavalry_slow_blood).


Sisters of Avelorn: +2 missile damage and +10 armour. Are not competitive compared to other elite ranged units.


Handmaiden of the Everqueen: +60 missile damage. Increase the effect range of Quicksilver Shot, Horn of Isha and Enchanted Spyglass to 55m. Add +10% armour piercing missile damage to Enchanted Spyglass. Add Guardian as a purchasable ability. Ranged heroes are underperforming and lack damage. Increasing her buff AoEs to 55m and adjusting their effects would help to reflect the switch to ultra unit size and would allow her to fulfill her role as a support character.


Shadow-walkers: +18 HP per entity and add Hawkish Precision attribute. Shadow-walkers have an extremely small HP-pool which makes them too risky. They also lack ranged damage, which could be mitigated via adding Hawkish Precision in conjunction with adding +15% base Missile Damage to Hawkish Precision, which is listed as a buff below in the Wood Elves section.


Rangers: +2 MA and +2 CB. Lack the offensive power to chew through enemy front lines quickly.


​Noble: Reverse WS AP ratio of the Ithilmar Chariot mount to 210 AP WS, 90 base WS. Adjust WS AP ratio of the Great Eagle mount to 280 AP WS, 140 base WS. Replace Deadly Onslaught with Colossal StrikeSince the animation issues with the Ithilmar Chariot have been fixed since WH2, reversing the WS values to be majority armour piercing again would be welcome. The Great Eagle mount is very underwhelming currently since the Noble loses both AP and AL attacks on this mount, swapping to armour piercing attacks would make it more appealing. The Noble was also forgotten when AL characters received Colossal Strike, he still has only access to Deadly Onslaught in MP despite being updated in campaign.


Sun Dragon, Moon Dragon & Star Dragon (including mounts): Add Flaming Attacks. Dragons should have Flaming Attacks in order to allow synergies with weakness to fire imbuements.

Khorne:

[Followup adjustments to new DLC content and improved internal roster balance. Nerfs to oppressive units such as Hellforged Bellowers compensated by buffs to underpowered units. Slight reduction in faction power level]


(!) Wrathmongers: Remove splash attacks (remove splash attack target size entry) and -6 speed. Wrathmongers saw a massive performance jump after the splash fixes and are currently trading significantly upwards into almost any unit in the game, including monstrous infantry and SEMs. Their infantry performance is especially impacted by the impact force tied to their splash attacks, which causes infantry models to fall down and prevents them from dealing any damage back. Removing splash attacks would bring them closer to their original launch state, which should be a balanced spot after receiving Immune to Flanking and a HP buff, without having to balance around the broken infantry interactions caused by the impact force from the splash attacks. The reduction in speed is mainly targeted at preventing further speed creep since Wrathmongers are now just as fast as older lightly armoured fast infantry, and the current speed value is set higher than their charge speed, so a running speed value of 40 would fix both of these issues.


(!) Hellforged Bellowers RoR: Reduce range to 160 and set the damage values of the vortex spawned by the projectile to 2 base, 1 ap dmg. The Skullcannon RoR is still way too strong, since it gains multiple perks that make the unit too easy to use and toxic to play against. Homing missiles remove one of the main weaknesses of the base unit, and the multishot is extremely potent since it shares the explosion profile of the regular Skullcannon, but with 4x as many projectiles. Reducing the damage and AP ratio of the lingering vortices as well as reducing the range would put the Skullcannon RoR more in line with other shotgun-type artillery piece, and encourage a more frequent use in melee, which synergizes with its increases melee stat profile and the Hellraiser ability.


(!) Skullcannon: Set the damage values of the vortex spawned by the projectile to 4 base, 2 ap dmg. The Skullcannon is one of the most effective SE artillery pieces after its rework in 5.3, and could stand to lose a bit of its ranged killing power in order to force the skullcannon to use its melee component a bit more, especially since it got major buffs to its WS as well. Reducing the damage and AP ratio of the lingering vortex means that the Skullcannon isn’t as effective against all types of infantry anymore, since it currently makes taking armoured expensive infantry almost impossible.


Khorngors: -4 WS and -4 CB. Khorngors overperform against infantry due their very high Charge Bonus and aggressive damage profile. Reducing their Charge Bonus slightly as well as reducing their Weapon Strength makes them a bit more reliant on their Bonus vs Large and prevents them from performing too well against non-Large targets.


Slaughterbrute: Add a unique ability/contact effect or repurpose an already existing one such as Revel in Slaughter or Shattering Aura. Also add the missing Causes Fear attribute. The Slaughterbrute currently lags behind other SEMs, lacking any additional utility such as an aura or contact effect, leading to a lack of a defining role in the Khorne roster. Repurposing a pre-existing ability such as Revel in Slaughter or Shattering Aura could be alternative solutions to give the Slaughterbrute additional utility outside of its raw combat stats.


Arbaal the Undefeated: +300 mass on Flesh Hound of Khorne. Currently uses the same mass value as regular barded steeds.


Bloodspeaker. -50g on all variants. Increase duration of Murderous Exhortations to 30s. Add +75% base and AP WS to Vial of Troll Blood. Slightly overpriced since he also needs to pay for all his abilities. Vial of Troll Blood is not worth 200g due to its single-use limitation.


Soul Grinder of Khorne: +50 WS or improve the utility of the precursor missile. Weakest version of the 4 Soul Grinders, as the special precursor missile weapon isn’t very useful due to the player not being able to target it.


Relentless Rage: Add Unyielding Assault attribute. This army ability is currently weaker than both the tier 1 and tier 3 options.

Kislev:

[No major change to faction power level. Focus on reducing the oppressiveness of Frost Wyrms, compensated by buffs to Ice Guard and Patriarch abilities. Improve character selection by nerfs to Ice Witches and buffs to Kostaltyn, Hag Witches and War Bear mounts. Major changes to Lore of the Hag]


(!) Frost Wyrm: -30 Armour. The Frost Wyrm is now a very useful unit after it received collision attacks, but is a bit too tanky and versatile for its price point. Rolling back the armour buff that it received in 5.0.3 should make it a bit more vulnerable against chip damage, particularly from infantry and non armour piercing range units.


Ice Witch: +50g on foot, Warhorse and Frostwyrm mounts. A bit too cheap compared to Tzarina Katarin, except on the War Bear mount.


Hag Witch: Change projectile trajectory to fixed or fix accuracy issues and add a new explosion component (using a modified version of wh3_dlc24_ostankya_attack_explosion with damage values set to 14 non-AP and 32 AP explosion damage would work really well here). Remove use limits from Zhnarkharja’s Ward. Increase Missile Block Chance and Armour debuffs to -20 for Vorozheja’s Foresight. Add Unyielding Assault attribute to Fury of the LandCurrently misses far too often due to its trajectory sight setting. The projectile also lacks explosion damage of any kind, making it exceptionally poor against most targets. Using a modified version of Mother Ostankya’s explosion profile with the explosion damage values cut in half would work very well for the Hag Witches. Some of the unique abilities could use some help.


Armoured Kossars Great Weapons: -50g or +2 MA and +2 CB. The Great Weapons variant is much weaker than the shielded version, and should either cost the same or receive some additional offensive upgrades.


Armoured Kossars Great Weapons: -50g, +2 MA and +2 CB. Also set spacing to wh3_main_kislev_infantryThe Great Weapons variant is much weaker than the shielded version, and should cost the same and receive some additional offensive upgrades to allow it to actually perform better against armoured units than the shielded variant. Altering the spacing setting would also help, as the currently used spacing is much more spread out than the shielded Armoured Kossars, reducing the number of entities in the front rank.


Boris Ursus: -100g and +20 WS on all variants. Increase the WS modifier for Armour of Ursun to 25%. Boris Ursus is currently overpriced compared to other anti-large characters and should receive some help to balance out the nerfs to Ice Witches.


Ice Guard (both variants): +6 WS. Have little reason to be taken; high price for decent ranged attacks and poor melee stats.


Patriarch & Kostaltyn: Increase duration of Ursun’s Roar to 25s. Increase duration of Tor’s Battle Hymn to 35s and -50g. The Patriarch abilities could use some adjustments to make them more useful.


Kostaltyn: Increase the WS modifier for Brazier Mace of Ursun to 50%. Add Enduring Devotion as a purchasable ability for 150g. Kostaltyn is currently a bit too weak and could use some small changes to his items and abilities.


​Light & Heavy War Sleds: Set entity size to very_large. The change to entity size in 5.3 has caused a major drop in performance and has made this unit fairly weak and prone to getting stuck. Increasing the entity size to very_large again would make the War Sleds a balanced unit, since they won’t be as good as before due to the price nerf that they also received in 5.3.


Elemental Bear: Elemental Breath should lose its out of melee condition. +10 LD for the The Frozen Heart of Winter RoR. Ground based breath attacks on large monsters should be usable while engaged in melee, as targeting becomes very frustrating otherwise. The RoR doesn’t get any LD buffs from its experience ranks after the Elemental Bear lost the Unbreakable attribute in patch 4.2.

Lizardmen:

[No major change to faction power level. Focus on reducing the oppressiveness of Dread Saurians compensated by buffs to Carnosaurs and Saurus Warriors. Improved internal roster balance, particularly weak characters.]


(!) Dread Saurian: Change the wh2_main_lzd_mon_stegadon_giant_blowpipe projectile to arrow and small_arm_default. The Dread Saurian currently applies multiple Leadership penalties, due to both incurring the small arms fire penalty via the javelin skink riders, as well as the artillery fire penalty via the giant blowpipe. Changing the blowpipe to a small arm fire projectile would help prevent the stacking of multiple Leadership penalties. Since the Ancient Stegadon shares the same projectile entry either a new entry exclusive to the dread saurian could be created, or the Ancient Stegadon could receive some compensatory buffs in the future, since it isn’t doing all too well currently anyway.


Gor Rok: Change the Rok of Itza ability to be a targetable ability with a 100m range, increase price to 150 and set rarity to uncommon. Increase duration of Shield of Aeons to 30s. Increase the effects of To the Death to 14 MA and 8 LD total. Gor Rok still lacks a role in MP, due to his slow nature and lack of agency. Giving him more ways to support his army would give him a niche.


Chameleon Stalkers: Increase detonation radius of the precursor missile to 3 or +5 Bonus vs. Infantry. The damage of the precursor missile is rather underwhelming, considering it is one of the unit's standout features and cannot be aimed. Alternatively add a Bonus vs. Infantry if the unit is supposed to be more melee focused.


Skink Chief: +30 missile strength. Increase rarity of the War Drum of Xahutec to uncommon and price to 150g, set speed and charge bonus effect to 15% and effect range to 55m. The War Drum of Xahutec is tied to an uncommon ancillary in campaign, and the current effect is too weak to have a major impact. Increasing the effects as well as increasing the effect range would make it useful in more situations.


Saurus Warriors (both club variants): +3 MA. Could be a bit more aggressive after Primal Instincts was nerfed.


Pop-Hopak Cohort RoR: Add Devastating Flanker attribute and -50g. Lost its unique advantage of not rampaging during the transition to WH2 and could do with some added utility to differentiate it a bit more from the base unit.


The Pale Death RoR: Primeval Roar should not start on a cooldown at the beginning of a game. This RoR is currently not worth the upgrade and its unique ability is hard to use since it is on cooldown at the start of a game and needs to be recharged in melee, which is hard to achieve with kite builds.


Saurus Scar-Veteran: +4 MA on Carnosaur mount. Replace Deadly Onslaught with Colossal Strike. The Carnosaur mount for the Saurus Scar-Veteran used to match the MA values of the Feral Carnosaur in Warhammer 2, but has been left behind after buffs to the base unit. The Scar-Veteran was forgotten when AL characters received Colossal Strike, he still has only access to Deadly Onslaught in MP despite being updated in campaign.


Carnosaur (all variants and mounts): +436 HP. All Carnosaur variants, including mount versions, are currently a bit underwhelming.


Sacred Kroxigors: +4 MA or -50g. Slightly underperforming compared to the regular Kroxigor unit. Price changes should not apply to the RoR version!


Bastiladon Solar Engine: Reduce the vigor effect of the Solar Engine passive ability from -1% to -0.3% or add a cooldown similar to The Old Grumblers. The vigor reduction value is too aggressive, as it outpaces the fatigue gain of most actions by a significant margin.

Norsca:

[Increase to faction power level, improve internal roster balance.]


(!) Marauder Ice Wolves Chariots: Increase missile damage to 200 or higher and +500 mass. Currently the missile damage is far too low to have any impact.


Marauder Champions Great Weapons: -100g. The Great Weapon variant isn’t more powerful than the shielded variant since the added punch is weighed up by the loss of defences, so they should both cost 1000g.


Marauder Spearmen: -25g. Slightly overpriced compared to other spear units.


Icehorn Marauders RoR: -50g. Slightly overpriced.


Throgg: Copious Vomit should lose its out of melee condition. Ground based breath attacks such as Copious Vomit should be usable while engaged in melee, as targeting becomes very frustrating otherwise.


Wulfrik the Wanderer: Add the Weakened! contact effect to Sword of Torgald. The Sword of Torgald is currently hard to justify as a pick due to its unique design of only buffing base WS. Adding an additional contact effect would make it a more appealing choice.


Fimir Balefiend: +8 MA. Currently a bit lacking in his hybrid role, a higher hit chance would help him apply armour sundering.


Mist Stalkers RoR: -50g. Slightly overpriced.


Marauder Horsemen Throwing Axes: -25g. This is the only Marauder Horsemen variant that pays more than its WoC counterpart and should cost 600g as well.


Skin Wolf Werekin: Add attribute Strider. Lacks the Strider attribute that the other skin wolves units have.

Nurgle:

[Increase to faction power level, improve internal roster balance. Address key underpowered mobile units to allow a more interactive playstyle]


(!) Nurgle army abilities: Charge-up should be a bit faster (particularly active abilities). Rot, Glorious Rot should get a -1% vigor drain effect or increase duration by +6s to 24s total. Rot, Glorious Rot is currently too weak and never used. The Nurgle army abilities also charge a bit too slowly, especially activatable abilities are not significantly more impactful than passive abilities in terms of charge rate.


Pox Riders of Nurgle: +6 MA. Pox Riders of Nurgle are not worth the investment over regular Plague Toads.


Rot Flies: +5 AP WS, +2 MA, +500 mass and reduce splash targets. Needs buffs to deal meaningful damage to infantry.


Bile Trolls: Replace Poison! with the new Stomach Acid! contact effect. Diversifying the contact effects on the Nurgle roster would allow for new strategies, and since the newly added Stomach Acid! contact effect fits thematically it would be a great addition for Bile Trolls.


Plague Ogres: +1 MA, +5 MD and +4 CB. Plague Ogres underperform and do not get all the benefits from their mark.


Plague Ogres Great Weapons: +3 MA, +5 MD and +4 CB. Plague Ogres underperform and do not get all the benefits from their mark.


Epidemius: +30 WS and decrease the maximum intensity kill requirement for Tally of Pestilence to 250 kills. Epidemius is a bit too weak currently to compete with other Lords on the roster. Tally of Pestilence has a somewhat demanding intensity requirement which should be lowered slightly.


Chaos Warriors of Nurgle: -25g. The Great Weapons variant already follows the pricing scheme of +50g over the undivided variant, the shielded version should do the same. 


Chaos Warriors of Nurgle Great Weapons: +4 CB. Chaos Warriors of Nurgle Great Weapons are not performing as well as they should on ultra unit size and need a small buff.


Marauder Horsemen of Nurgle Throwing Axes: -25g. Pays too much for the mark


Forsaken of Nurgle: -25g. Pays more than any other marked Forsaken unit.


Great Unclean One: +50 WS, -200g and add Foetid Stench. Increase uses of Stream of Corruption to 2. Greater Daemon units should receive 2 uses of one of their bound spells as they are currently a bit lacking. This should also be extended to the RoR.


Chaos Sorcerer Lord of Nurgle: Reduce healing from The Crown of Everlasting Conquest to 0.15%. A constant 0.2% passive healing rate with no activation condition is noticeably too strong on an item with the rarity Uncommon. Similar items have either lower healing rates or limited uptime, as such The Crown of Everlasting Conquest is a major outlier that surpasses most similar rare and legendary items.

Ogre Kingdoms:

[Reduce faction power level. Followup adjustments to new DLC content and improved internal roster balance. Nerfs to oppressive units such as Pigback Riders and Thundertusks. Improve underpowered characters]


(!) Pigback Riders: -10 CB, -5 LD and reduce Uncanny Coordination to 6 LD and 4 MD. Set capweight to expendable. The Pigback Riders are excessively cost effective even against enemy infantry due to their high charge bonus, inability to be knocked down and low cost. Additionally they have unnecessarily high Leadership and Melee Defence for an expendable unit due to the Uncanny Coordination passive.


(!) Piggyback Knights RoR: -20 CB, -5 LD, -600 HP and +50g. The Piggyback Knights receive a multitude of very powerful upgrades over the already too strong base unit, for a very small price. They should receive at minimum the same nerfs as the base unit, but should also lose the additional HP gains and be more expensive in order to balance out the additional Armour, Charge Bonus and Piggyback Joust! passive ability.


(!) Thundertusk: -1008 HP, nerf crossbow and harpoon crew (damage, penetration & secondary ammo) and reduce the explosion radius of the iceshard projectile to 10m. The Thundertusk is currently too strong due to combining a very good melee monster with a strong artillery attack, as well as getting a debuff AoE and two secondary missiles that use the damage values of a Hunter’s spear and the Stonehorn’s Harpoon launcher, while only costing 200g more than the Harpoon Launcher Stonehorn. Nerfing its HP to be equivalent with a regular Stonehorn would make it less oppressive in melee. Additionally the crossbow and harpoon missile crews should receive substantial nerfs via reducing their damage, penetration and ammo - they currently add significant additional damage output on par with primary ranged attacks of other missile monsters, with their projectiles outright killing multiple enemy entities per shot, on top of having a very high secondary ammo pool to draw from. Furthermore, reducing the primary missile’s explosion radius to 10m would further balance out the ranged presence of the Thundertusk and put it more in line with the explosion profiles of other missile monsters.


(!) Meat Feast: Reduce duration by -8s to 19s total. Meat Feast currently heals roughly 45% of a unit’s health, which is an extreme value compared to other single target healing abilities. Burst healing on this scale only encourages toxic SEM gameplay, while being largely irrelevant for most non-SE units. Reducing the duration to 19s would yield a roughly similar healing amount as the old Butcher.


Golgfag Maneater: Add -8 MD to Been There, Done ThatConsidering the heavy activation and target restrictions of Been There, Done That the actual debuff effect is fairly weak, and should include a MD debuff, which was mentioned in the pre-release blogpost but got cut before launch.


Bruiser: Increase uses of Fistful of Laurels to 3, add 120s cooldown. -50g for Where You Goin!?. The Bruiser is currently not seeing a lot of play, improving his ability and item selection would help him out.


Skrag the Slaughterer: Add the Vanguard Deployment attribute. Skrag is currently not very useful in Multiplayer since he doesn’t add much utility over the cheaper Slaughtermaster, who also gets better items. Giving Skrag the Vanguard Deployment attribute would further differentiate him and allow him to be deployed together with his Gorgers.


Stonehorn Harpoon Launcher: Add 100 Bonus vs. Large to the harpoon missile damage. The harpoon missile is rather underwhelming and doesn't justify the cost increase over the regular Stonehorn.

Skaven:

[Improvements to lord selection, improved internal roster balance via nerfs to oppressive weapon teams but buffs to underpowered weapon teams. Nerfs to Flensing Ruin but buffs to weak spells, particularly Lore of Stealth. No major shifts in faction power level]


Ratling Guns: -0.3s base reload time to 4.7s total. Ratling guns are currently struggling due to receiving larger reload time nerfs in the transition to WH3 compared to other ranged units. With the removal of the base reload time reduction stat for non-RoR units they lost their innate 15% reload time reduction, which was a comparatively harder nerf since most other ranged units used a 10% reload reduction for their base stat profile.


Teeth-Breakers RoR: -50g. Was forgotten when the base unit received a price decrease.


Queek Headtaker: +384 HP, add Disrupted! contact effect and -50g. Add an additional self-target phase to Warp-Shard Armour that imbues +20 Melee Damage Reflection to Queek. Queek is currently the weakest Skaven LL due to a lack of agency as well providing no major utility for the faction while being very squishy. Giving him a unique contact effect and buffing his armour would make him a more attractive choice.


Poisoned Wind Globadiers: -3 non-AP explosion damage. Now that the Skaven roster as a whole is a lot stronger this unit should become slightly weaker, as it is currently dealing too much burst damage for its low price.


Warpfire Throwers: -1s base reload time to 13s total. Warpfire Throwers are currently struggling due to receiving larger reload time nerfs in the transition to WH3 compared to other ranged units. With the removal of the base reload time reduction stat for non-RoR units they lost their innate 15% reload time reduction, which was a comparatively harder nerf since most other ranged units used a 10% reload reduction for their base stat profile.


​Throt the Unclean: Increase uses of Remouldered to 3, add +25 BvL and +5 LD on the Brood Horror mount in exchange for +150g to 1450g total. Throt the Unclean is currently too weak and is still not a competitive lord choice. Allowing him to use his BvL on his Brood Horror would give him a niche and should be combined with a partial rollback of the major price buffs he received in 5.3.


Plague Monk Censer Bearers: +3 MA. Plague Monk Censer Bearers are not performing as well as they should on ultra unit size, an increase to their MA would noticeably decrease the time to beat enemy units, reducing exposure to missiles and magic.


Mutant Rat Ogre: Set Hit Reactions Ignore Chance and Knock Interrupts Ignore Chance to 65. Suffers from stagger and knockback issues due to low hit and knockback ignore chance values, which prevents him from being an effective combatant. Newer content already uses higher values for these entries, which has had a positive effect for combat consistency.


Doomwheel: Increase collision attack profile to 4/4. Collision attack profile should be adjusted to match the new WS values.

Slaanesh:

[Nerfs to oppressive cavalry units like Seekers and a major nerf to Pavane. Add compensation buffs via improvements to underpowered lords, basic Daemonettes, Soulgrinder and elite chariots. Reduce faction power level in Domination but ensure viability in LB]


(!) Seekers of Slaanesh: +100g and increase the radii ratio of wh3_main_sla_cavalry_steed_of_slaanesh_blood mounts to 0.35. Performs a bit too well after it received hitbox changes in 5.3 and should be reverted to its old price of 1000g. Additionally tweak the width of the steed of slaanesh mounts via a slight increase to the radii ratio.


(!) Eternal Entourage RoR: +100g. This RoR was good even while the base unit was underpowered, now that Heartseekers got a healthy buff this RoR should pay a bit more for its upgrades over the base unit.


Hellflayers: +15 WS and +10 CB. This squishy elite chariot needs a WS increase to set it apart from the mid-tier chariots. 


Chaos Lord of Slaanesh: Add Soporific Musk! contact effect, increase speed effect from The Beguiling Gem to -20%. The Chaos Lord of Slaanesh doesn’t gain any additional perk over the regular mark effects like the other marked Chaos Lords, which would be remedied by adding a contact effect.


Daemonettes of Slaanesh: -50g. Weaker than the other mainline daemon infantry units.


Chaos Chariots of Slaanesh: +16 CB. The presence of Devastating Flanker doesn’t require a reduced charge bonus compared to the unmarked variant, since it is a fairly niche attribute.


Soul Grinder of Slaanesh: +10 Bonus vs. Large. The Soul Grinder of Slaanesh is currently underperforming and needs to be stronger to give Slaanesh a counter to enemy SEMs.


Cultist of Slaanesh: -50g on foot and on the Chaos Steed mount. Costs too much for the utility.


N’Kari: Replace Glamour of Slaanesh with Allure of Slaanesh. Increase duration of Harvester of Souls to 25s. N’Kari is a bit too weak for the price. Harvester of Souls is very hard to activate and should be slightly more impactful once it is activated.


Keeper of Secrets: Increase uses of Lash of Slaanesh to 2. Greater Daemon units should receive 2 uses of one of their bound spells as they are currently a bit lacking. This should also be extended to the RoR, which should receive an additional use of The Enfeebling Foe.

The Empire:

[Nerfs to oppressive elements such as Coruscating Blast and Engineer kite. Improve internal roster balance via buffs to underpowered warrior priest characters, artillery and ranged units.]


Coruscating Blast (Elspeth von Draken): Fix damage spikes or make the breath somewhat dodgeable by reducing projectile velocity. Coruscating Blast is still very frustrating to play against. The issue here is not the base damage, but outlier situations with extreme damage spikes. These spikes seem to appear particularly when a horse or chariot character is targeted in the flank or the rear - in these situations there is a significant increase of damage compared to the same character being hit from the front. Adding even more price increases to this already very expensive mount are unlikely to address the noninteractive and unfun aspects of Coruscating Blast, so a fix to make the damage more consistent and more reasonable would be preferable for MP.


Flagellants: +6 CB and increase the duration of Strength of the Penitent to 30s. Flagellants are not performing very well and could use a CB increase to offset the switch to Ultra unit size. Increasing the duration of Strength of the Penitent would make it more consistent and prevent it from being lost too soon once the combat turns to an even fight.


Volkmar, Arch Lector & Warrior Priest:


Divine Power: Add -15% Power Recharge rate. Increasing miscast chance is a very niche debuff, which is why Divine Power could use an additional effect.


Grand Hammer of Sigmar & Hammer of Sigmar: Imbue magical attacks. Not strong enough to justify the cost.


War Altar of Sigmar: +5 MD, +5 MA, +1000 mass and +500 HP. Volkmar’s War Altar is a bit too weak for the cost.


Arch Lector: Add +10 Bonus vs. Infantry. Increase the WS modifier to 75% for The Mace of Helsturm. His dual hammers could justify some Bonus vs. Infantry to give him a niche.


​Theodore Bruckner: Remove use limits of Stormlance and add Engaged in melee recharge condition. -50g to Baleflame Amulet. Theodore Bruckner is not very viable currently and could use some tweaks to his items. Stormlance is too limited with only 2 uses, Baleflame Amulet does good damage but is a bit of a gamble and should cost less to make it worth the risk.


Handgunners: -25g or -1s reload time. After being hit by the reload nerfs in 2.0 this unit struggles to perform for its price, and should either fire faster or cost less.


Helblaster Volley Guns: Increase maximum projectile penetration to 3. Increasing projectile penetration would improve performance against infantry, while leaving damage against cavalry and other large units untouched.


Engineer: +50g on all variants or +1s reload time. The Engineer is currently a bit too strong due to his high missile damage and 360° shooting.


Mortars & War Wagons (Mortars): +5 accuracy or -50g. A bit too unreliable currently. 


Crossbowmen: -25g or -1s reload time. After being hit by the reload nerfs in 2.0 this unit struggles to perform for its price, and should either fire faster or cost less.


Zintler’s Reiksguard RoR: -50g. Didn’t receive the cost buff that the basic unit got in 5.3.


The Tattersouls RoR: -75g. Too pricey for the upgrades.

Tomb Kings:

[Reduce faction power level. Nerfs to oppressive collision attack SEMs and nerf to Usirian’s incantation of vengeance. Buffs mainly limited to underpowered mounts and LLs]


​(!) Settra the Imperishable: +50g on Khemrian Warsphinx. Increase acceleration to 8 and deceleration to 9 for the Chariot of the Gods. Should be more expensive on the Khemrian Warsphinx. The Chariot of the Gods is a downgrade compared to the Warsphinx mount. Increasing its acceleration and deceleration values is a good way to improve SE chariots, allowing the Chariot of the Gods to charge through infantry a lot more fluently.


​(!) Necrosphinx & The Sphinx of Usekph RoR: -400 HP. Since the Necrosphinxes are much stronger after having received WS boosts and collision attacks they should lose some of the HP buffs they gained in 2.0. 


Grand Hierophant Khatep: -50g on Skeleton Chariot mount. -100g on Casket of Souls mount. Some of Khatep’s mounts could receive some small cost changes to make them more viable.


​Casket of Souls: Increase Calibration Distance to 340, decrease Calibration Area to 60. A bit too inaccurate for an expensive artillery unit. Should also apply to Khatep’s mount version.


Skeleton Chariot mount (Arkhan the Black, High Queen Khalida, Tomb King, Tomb Prince & Necrotect): +50 WS. Single entity chariot mounts need higher WS to work properly. Also consider adding more mass via creating a new battle entity entry that isn't shared with the Skeleton Chariots unit.


​Khalida: Add Immune to Contact Effects attribute on all variants. Increase mass on the Necroserpent mount to 1800. Increase the effect range of Blessing of Asaph to 55m, add Missile attack possible condition and add imbue Poison! contact effect. The Blessing of Asaph ability is currently very weak and doesn’t synergize well with Khalida’s role as a duellist, an increase of the effect range could reduce this problem. Imbuing the poison contact effect via Blessing of Asaph as well as adding the Immune to Contact Effects attribute to her base statline would bring Khalida closer to her Tabletop implementation.

Tzeentch:

[No major changes to faction power level. Nerfs to oppressive character squads. Buffs to underpowered characters with a major focus on the Changeling. Small buffs to various underpowered units.]


The Changeling: 


Formless Horror: Reduce cooldown to 60s. Reduced cooldown on his transformation ability would promote using his changeling form, allowing his spellcasting side to shine.


Deceiving Shadows: Add 25% Spell Mastery and give the decoy unit the Disorientated! contact effect. Decoy abilities are fairly weak in Multiplayer since they add little actual utility. Adding spell mastery during the duration of the ability would allow the Changeling to utilize the Snipe attribute, and giving the decoy the Disorientated! contact effect would be both thematic and open up some new tactics.


Cowled and Cloaked: -100g and add +25% speed. This ability is too situational due to it’s activation condition to be worth 200g. Reducing the price and adding a speed boost would further encourage the use of the Changeling form instead of staying transformed for the entire duration of the battle.


Iridescent Horror: -50g on all variants. Increase duration of Locus of Change to 30s. The Iridescent Horror is currently a very underwhelming hero choice due to not adding much utility that isn’t already covered by other characters. Reduced price and better items & abilities would give him a role.


Chaos Lord of Tzeentch: +50g on all variants. The recent price decrease wasn’t needed, as he is already one of the best generic melee lords.


Exalted Hero of Tzeentch: +50g on all variantsCosts 50g less than the Exalted Hero of Nurgle despite gaining both AP and BvL.


Exalted Pink Horrors of Tzeentch: Add 0.01 Reserves Per Second to Arcane Mirth or add +5 armour and +8 MA. Exalted Pink Horrors currently lack a reason to be taken over regular Pink Horrors. Improving the utility of Arcane Mirth or buffing their combat stats would make them a more attractive choice.


Chaos Warriors of Tzeentch (both variants): -25g. Should follow the same +50g pricing scheme over the undivided variant as the other marked variants.


Marauders of Tzeentch Spears: -25g. Slightly overpriced compared to other spear units.


The Blue Scribes: Add Warpflame! contact effect and -100g. -80g for Spell Syphon and add +60% Power Recharge. The Blue Scribes still are too expensive to be a serious pick, reducing their price and adding the Warpflame! contact effect to synergize with other horror units would make them slightly more relevant. Spell Syphon currently has an awkward price of 180g and could also stand to be much cheaper to make the overall cost of the Blue Scribes less punishing.


Lord of Change: Increase uses of Pink Fire of Tzeentch to 2. Greater Daemon units should receive 2 uses of one of their bound spells as they are currently a bit lacking.

Vampire Coast

[Slight increase to faction power level. Buffs to underpowered characters with a major focus on the Gunnery Wright. Small buffs to various underpowered units.]


Aranessa Saltspite: -50g on both variants. Increase duration of Manann’s Luck by +5s to 20s total. Not competitive compared to other lord options.


Necrofex Colossus: Increase calibration distance to 275 and decrease calibration area to 8.5. The Necrofex Colossus is too inaccurate to be worth its price.


Gallows Giant RoR: Increase spread of the projectile, so that it hits more entities per shot. The Gallows Giant currently fires a very compact beam, which can often lead to just a few entities being hit.


Depth Guard (all variants): +10 HP per entity. A bit too squishy for the price.


Deck Gunners: -0.6s base reload time to 10.4s total. Deck Gunners are currently struggling due to receiving larger reload time nerfs in the transition to WH3 compared to other ranged units. With the removal of the base reload time reduction stat for non-RoR units they lost their innate 15% reload time reduction, which was a comparatively harder nerf since most other ranged units used a 10% reload reduction for their base stat profile.


Gunnery Wight: 


+60 missile damage on all variants and -200g on the Rotting Promethean mount. Ranged heroes are underperforming and lack damage.


Dead Eyes, Enchanted Ballistics and Pigeon Plucker Pendant: Increase the effect range to 55m. Increasing some buff AoEs to 55m would help to reflect the switch to ultra unit size.


Bomb-Throw and Cackle-Fruit: Increase detonation radius to 6m. Too weak to be worth the investment.


Zombie Pirate Deckhand Mob Halberds: -25g. Slightly too expensive.


Zombie Pirate Gunnery Mob Pistols: +25g. Slightly too cheap for what they offer.


Mourngul Haunter: +500 mass and -100g. Add -10% Speed to Scarecrow BannerOverpriced, Scarecrow Banner is not very useful currently.


Vampire Fleet Admiral Pistol: Replace Black Periapt with Forbidden RodBlack Periapt is currently too powerful due to providing an unlimited source of additional WoM reserves and should be replaced with a different item such as Forbidden Rod.


Rotting Prometheans Gunnery Mob: Remove this unit from the Missile Units and Missile Cavalry, Chariots & War Machines unit caps. Counting as a missile unit for the unit caps makes this unit very hard to fit into builds due to Vampire Coast often already using the maximum number of allowed missile units.


Bloated Corpse: -25g. Could be very slightly cheaper.

Vampire Counts:

[Major increase to faction power level. Buffs to underpowered units with a major focus on cavalry units.]


(!) Black Knights: -100g. Black Knights need to be cheaper to give Vampire Counts an affordable mobile screening unit.


(!) Black Knights Lances & Barding: +5 CB. Black Knights lances & Barding are currently not worth the price and could use some more punch on the charge.


(!) Blood Knights: Swap 4 base WS for 4 AP WS and +8 CB. Blood Knights have been powercrept by other elite cavalry units and are struggling.


Vampire: -50g on all variants and add Book of Arkhan as a purchasable item for 100g. The generic Vampire Hero needs an item unique to her to give her a reason to be picked.


Grave Guard (all variants): +4 MA. All Grave Guard variants are too weak and do not do enough damage for their price.


Terrorgheist (all variants and mounts): +1500 mass. Terrorgheists didn’t receive the same amount of mass buffs as other dragons in 2.0 and are a bit too prone to get stuck.


Cairn Wraiths: Add Flaming Attacks, +10 CB and +8 MA. Ethereal units are still struggling to be competitive.


Hexwraiths: Add Flaming Attacks, +6 speed, +10 CB and +4 MA. Ethereal units are still struggling after the loss of effective HP due to the reduction of their physical resistance. In order to compensate for this Hexwraiths should have Flaming Attacks like in TT, and should be as fast as Seeker cavalry while also punching a bit harder. If Speed is increased to 100 Charge Speed should be adjusted as well.


Banshee: Create a purchasable Ghostly Howl breath attack (applies Discouraged! contact effect). The Banshee could use a unique ability to give her more identity.


​Black Coach: +40 WS and increase acceleration to 7 and deceleration to 8. Damage is too low for a single entity chariot to work. Acceleration increases are crucial to make this unit viable, as it allows for more fluent cycle charging.


​Helman Ghorst: -100g on foot and -200g on The Brother Ghorst Corpse Cart. +1s duration for The Liber Noctus and increase uses to 3. Ghorst received multiple massive cost nerfs in the early patches of WH3, which were too harsh considering the more problematic units were nerfed later on. The Liber Noctus could do with a minor duration increase to generate +10 WoM reserves per activation, as it currently falls one tick short and only generates 9.9 WoM reserves. Furthermore, adding an additional use would reinforce his niche as a spellcaster and would remain balanced because of the inflicted self-damage.


Mannfred von Carstein: Reduce WoM reserves gained per second to 0.08 for Sword of Unholy PowerCurrently a bit too powerful.


Necrarch Vampire Lord: Replace Arcane Conduit with Greater Arcane Conduit as a purchasable ability. The Necrarch Vampire Lord should match his campaign counterpart and be allowed to use Greater Arcane Conduit instead of the generic version.


Vampire Lord: Add Staff of Damnation as a purchasable item for 150g. The generic Vampire Lord needs an item unique to him to give him a reason to be picked over other Vampire lords.

Warriors of Chaos:

[Increase to faction power level. Buffs to undivided Chaos Lords. Will benefit from a lot of the buffs listed under monogod factions or in the general section]


Chaos Lord & Chaos Sorcerer Lord: 


-100g on Manticore, +600 HP and add Flaming Attacks on Chaos Dragon. Manticore mounts are too expensive, Chaos Dragons did not receive the same HP gains as other Dragon units in the transition to WH3.


Armour of Damnation: Increase armour effect to 30 total and add 10% spell resistance. Currently this item is too weak.


Aether Sword: Increase WS effect to 50% total. Currently this item is too weak.


Kholek Suneater: +5 LD. Could stand to be a bit more brave.


Dragon Ogres: -50g. This unit is slightly overpriced.


Swords of Chaos RoR: Remove splash attacks. Splash attacks are a net negative for this unit since the WS is not high enough to warrant it to be split across multiple targets.


​Chaos Warriors Great Weapons: +4 CB. Chaos Warriors Great Weapons are not performing as well as they should on ultra unit size and need a small buff.


Chaos Warshrine (Undivided): -100g. The undivided Chaos Warshrine is weaker than all the marked variants and needs to be cheaper. This should be extended to all the mount versions as well.


Bilious Thunderguff RoR: -100g. Slightly too expensive, since one of the biggest appeals of the base unit is its low price.

Wood Elves:

[No changes to faction power level. Buffs mainly limited to underpowered characters and RoRs]


Ariel: +5 armour piercing explosion damage to Acorns of the Oak of Ages, +100 ranged damage and +20 explosion damage to Dart of Doom. Both Acorns of the Oak of Ages and Dart of Doom aren’t very strong items, especially since Ariel is already very expensive. 


Lost Sylvan Knights RoR: +5 WS, +1 MD. The Lost Sylvan Knights lose too much WS compared to the base unit, as well as missing 1 MD from their rank 9 stats.


Wardens of Cythral RoR: +8 MA, add Expert Charge Defence and Magical Attacks. This unit got weaker as a result of the changes to the base unit, and could get some buffs.


Hawkish Precision: Add +15% base Missile Damage effect. Extending the buff from Hawkish Precision to also affect non-AP missile damage would improve the Waystalker who barely profits from it and is necessary for the addition of Hawkish Precision to Shadow-walkers to have the desired effect.


Waystalker: Increase the effect range of Eyes of Kurnous to 55m. Increase the effect of Warrior Bane to -12% base Weapon Damage. The Waystalker’s items and abilities could use some small touch-ups to be worth the investment.


Great Stag mounts: +30 WS. Great Stag mounts should punch slightly harder to justify the upgrade cost.


Zoats: -50g. This unit is slightly overpriced.


Updated 2 months ago.
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2 months ago
Feb 20, 2025, 9:04:08 PM

Insane amount of work that goes into this recommendations. Keep the great work! (Short Reminder for CA Some stat nerfs that multiplayer might need, van Always ne added to the tech tree, thinking here e.g. About the speed of wrathmongers

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2 months ago
Feb 20, 2025, 9:38:08 PM

Some really good stuff here. Daemons of Chaos and Ogres are especially oppressive at the moment.

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2 months ago
Feb 21, 2025, 11:29:05 AM

(!) Foot characters need to have higher % knockdown resist so that they can actually be killed rather than fall over (particularly mages). Should be at least at 40% across the board for foot characters.

On this point I would suggest CA look to launch Cathay and Kislev characters who tend to range from the 60% to 80% knockdown resist range but are all functional.

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2 months ago
Feb 22, 2025, 1:23:10 AM

Louen and bret lords STILL DON'T have their grail vows in MP. How do I take this game mode seriously?

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2 months ago
Feb 22, 2025, 3:01:17 AM

MuldenMuddi#7257 wrote:

No buffs for Hawk Riders? That List Must be incomplete.

it's a contentious type of unit.  But yes they definitely should get a buff at least to their melee prowess.  

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2 months ago
Feb 23, 2025, 9:00:58 AM

I agree with most things. Just be wary when calling for buffs to already very strong and overperforming factions like Norsca and no nerfs to Beastmen. These are 60% wr factions and are def overtuned atm, the units changes are good but then they need compensation nerfs.


Winrate stats ref: https://totaltavern.com/factionstatistics (Overall these stats are pretty accurate for DOM. Majority of the games are dom & are random matchups so no counterpicks. Outliers would be Grand Cathay that is mostly played by mains inflating their value up to 45% they should be around 40%.) Also I think that a faction with both low wr and playrate should get an extra nudge like Bretonnia to incentives play.


Overall it's a very basic infantry meta, cavs mostly used as anti-large. Most SE's feel very weak and/or overpriced. I like the approach that League of Legends has that balancing isn't about getting everything perfectly balanced but keeping the meta fresh and fun. Maybe give basic infantry a bigger hit to vigour? Elite inf should be excluded as they are weak atm.


Do CA have publicly published API's? These could be used to pull usage numbers and winrates for certain spells/heroes/units etc.     


*edit add* Having a PTS (public test server), could be a separate instance that could be installed voluntarily, to test some upcomming changes/concepts would be cool. That could also aid in the test process of new dlcs. Just limit units as to not expose everything new.  

Updated 2 months ago.
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2 months ago
Feb 24, 2025, 5:18:34 PM

I agree with a lot of stuff.

As I did in previous patch 6 threads, imo Thundertusks should still have more HP. Thundertusk is bigger than Stonehorn, so it makes perfect sense - even visual - that it has 1000 hp more. It is/was OP, I even said that myself, but keep it's HP higher.


In general it would be good to review mass of Lords: weird how Tamurkhan on Bubebolos has 9k mass, Greasus has only 4 k mass(gets stuck as usual), Settra on his Gods Chariot only 3 k mass... Skrag drags his heavy cauldron, but has the same mass as Golgfag etc.


Also nice how you point out ''forgotten'' Lords that are a bit lacking and/or see play rarely. 

Of course I'd like to add Greasus, who lacks armour sundering attacks despite having record WS on tabletop. He is as bad as he always was, on top of that his Everyone Has a Price ability got nerfed in my opinion - duration got shortened to 15 seconds.

Greasus and Tyrants could use + 500 HP buff.





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2 months ago
Mar 6, 2025, 4:57:47 PM


Also, the Guardian of the Depths has low morale, only 60, and loses even in those battles in which it could win, due to the fall in morale and the beginning of disintegration.

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2 months ago
Mar 8, 2025, 6:26:48 PM

I wrote a post about untriggerable MP abilities a while ago. Changing activation threshold on Blade of Shadows to 240 makes no sense. An army may have 200 models in total currently.


It's like changing the price of Coca-Cola bottle from $1000 to $900 in your shop. Glad you noticed its severely overpriced but the change is by far not enough to make it purchasable. 

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2 months ago
Mar 8, 2025, 10:51:58 PM

KittingR#2411 wrote:

I wrote a post about untriggerable MP abilities a while ago. Changing activation threshold on Blade of Shadows to 240 makes no sense. An army may have 200 models in total currently.


It's like changing the price of Coca-Cola bottle from $1000 to $900 in your shop. Glad you noticed its severely overpriced but the change is by far not enough to make it purchasable. 

The smaller adjustment to Blade of Shadows is fully intentional and serves to prevent making Be'lakor OP again


I think your core premise of how these intensity-based abilities should work is mismatched with the balance reality of most items in the game. Items and abilities shouldn't always in every scenario be able to reach their maximum efficiency


Your example of a sub 200 model army is a great example for that: In the same scenario any other ability focused on killing infantry (e.g. Valkia's Spear of Slaupnir) would be greatly diminished in effectiveness as well, and that's a good thing. If your opponent brings an elite killing spell or item but you chose to go for a wide army focused on cheap units you should receive an advantage for that, that's part of what makes army building interesting


Now in case of the Blade of Shadows we have an ability that has an extremely high power potential. 20 MA and 50% WS are incredibly high values for a potential constant passive buff - usually you see these levels of stat modifiers being heavily limited by short duration active abilities. Now in this case the ability also sits on a character with an incredibly powerful base stat profile. 


If Be'lakor were able to reach consistently in almost any situation +20 MA and +50% WS he would be far too strong. Lowering the kill requirement down to 75 kills would have that effect - that is essentially just one pit of shades and you get a campaign level buffed Be'lakor for 200g. That is not something that MP balance would benefit from, but it also would make the ability itself completely uninteresting gameplay-wise since it barely needs any interaction from the player to activate at such low kill tresholds


240 kills on the other hand makes the maximum intensity requirement a bit more manageable, but doesn't result in an almost guaranteed maximum intensity charge in a typical game.

Adding onto this, one advantage of intensity based abilities compared to the binary on or off state of condition based abilities is that you don't need to reach the full intensity condition to gain a benefit. With the current suggestion 75 kills would still give you +5 MA and +12% WS - that's not a bad buff considering you keep it for the rest of the game, especially when you compare it to other items in the game

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2 months ago
Mar 9, 2025, 10:56:40 AM

CatholicAlcoholic#6232 wrote:

KittingR#2411 wrote:

I wrote a post about untriggerable MP abilities a while ago. Changing activation threshold on Blade of Shadows to 240 makes no sense. An army may have 200 models in total currently.


It's like changing the price of Coca-Cola bottle from $1000 to $900 in your shop. Glad you noticed its severely overpriced but the change is by far not enough to make it purchasable. 


240 kills on the other hand makes the maximum intensity requirement a bit more manageable, but doesn't result in an almost guaranteed maximum intensity charge in a typical game.

Adding onto this, one advantage of intensity based abilities compared to the binary on or off state of condition based abilities is that you don't need to reach the full intensity condition to gain a benefit. With the current suggestion 75 kills would still give you +5 MA and +12% WS - that's not a bad buff considering you keep it for the rest of the game, especially when you compare it to other items in the game

Pit of shades does not guarantee kills unless you overcast it on peasants / zombies. So I guess you need two of them to guarantee 70+ kills.


In your example +5 MA +12% WS for 400 gold & 44 WOM (Pit of shades is not free, you have to also pay for it) which triggers AFTER you find a good moment to cast this pit of shades is a terrible deal. Settra's +12% WS costs 200g, consistently works right from the beginning of the match and buffs allies.


Ideally the kill requirement needs to be replaced with damage dealt requirement.


The proposed changes are a step in the right direction but it will not work. I've played many matches with Belakor and after I watched replies and asked myself a question "if at this stage of the game my Belakor would have this buff enabled would it change anything?" the answer was NO in 99% cases.

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2 months ago
Mar 14, 2025, 4:33:31 AM

Support all the changes above including a buff to hawk riders and a 200g cost decrease to man-eaters since they get overshadowed by ironguts.

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2 months ago
Mar 14, 2025, 5:24:46 AM

Additional Ideas:


Grand Cathay:


Buff to Sky Lanterns that allow all 4 shots to be shot at 1 direction increasing usability.


Buff to Saytang to a level in where if he trades with a bone giant, he would win at least. Buff to windbow


Cost decrease of 25 to bandits of silver road, 625 makes them unable to be taken with other units in armies with not much added buffs from crossbows.


Jade warrior HB has CD vs large while pesants have Expert charge defence.  This should be flipped.


Give Yuan Bo ancestral warrior summon instead of talons since Miao Ying already has talons and no need to have a comet and talons on one character.



Dark Elves:


Crone Helebron loses too much BD on Manticore compared to base and on steed.


Morathi can get a bit of cost decrease.


Sisters of slaughter need some type of defense from getting charged by cav since their low armor makes them too squishy as a def unit, maybe some kind of damage reflection.


CD chariots, cost decrease. 1100 current cost means you will always take scourgerunners.


Greenskins


Nasty skulkers need more MD to so that they can trade better.


Savage orc boar boy big uns need more BvL since +5 is too little to make difference.


Snagla gorbspit needs cost decrease. Not much utility for price point


Ogre Kingdoms


Ironguts or maneaters need a cost decrease and nerf to allow orgres to have a unit fufill the 800-1000 g cost range option. currently too similar.


Scraplauncher and ironblaster need buffs or cost adjustments since not worth taking all all vs other options.


Leadblechers need cost increase or nerf.


Sabertusks to get vanguard.



Skaven


Trench craventail abilities need to get reworked 


Warlock master needs interesting items to make as viable option to take vs Ikit. Current Warlock engineer items are even better.


Wolf rats needs some better differentiation between poison variant


Hell Pit abomination needs buff, maybe to MD.



Vampire Coast


Cylostra knight summons needs nerf to duration.


tide of Skold need cost decrease


Tzeentch


Sarthorel the Everwatcher needs a nerf, currently stronger and cheaper than other flying bird Tzeentch lords

Updated a month ago.
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a month ago
Mar 17, 2025, 4:01:04 AM

RecklessDegen#1358 wrote:

Additional Ideas:


Grand Cathay:


Buff to Sky Lanterns that allow all 4 shots to be shot at 1 direction increasing usability.


Buff to Saytang to a level in where if he trades with a bone giant, he would win at least. Buff to windbow


Cost decrease of 25 to bandits of silver road, 625 makes them unable to be taken with other units in armies with not much added buffs from crossbows.


Jade warrior HB has CD vs large while pesants have Expert charge defence.  This should be flipped.


Give Yuan Bo ancestral warrior summon instead of talons since Miao Ying already has talons and no need to have a comet and talons on one character.



Dark Elves:


Crone Helebron loses too much BD on Manticore compared to base and on steed.


Morathi can get a bit of cost decrease.


Sisters of slaughter need some type of defense from getting charged by cav since their low armor makes them too squishy as a def unit, maybe some kind of damage reflection.


CD chariots, cost decrease. 1100 current cost means you will always take scourgerunners.


Greenskins


Nasty skulkers need more MD to so that they can trade better.


Savage orc boar boy big uns need more BvL since +5 is too little to make difference.


Snagla gorbspit needs cost decrease. Not much utility for price point


Ogre Kingdoms


Ironguts or maneaters need a cost decrease and nerf to allow orgres to have a unit fufill the 800-1000 g cost range option. currently too similar.


Scraplauncher and ironblaster need buffs or cost adjustments since not worth taking all all vs other options.


Leadblechers need cost increase or nerf.


Sabertusks to get vanguard.



Skaven


Trench craventail abilities need to get reworked 


Warlock master needs interesting items to make as viable option to take vs Ikit. Current Warlock engineer items are even better.


Wolf rats needs some better differentiation between poison variant


Hell Pit abomination needs buff, maybe to MD.



Vampire Coast


Cylostra knight summons needs nerf to duration.


tide of Skold need cost decrease



Great suggestion esp on  Cathay part!

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a month ago
Mar 19, 2025, 8:29:32 AM
I'm glad to see more suggestion that CWGW need buff,but i think 2MA 2CB is better than 4CB.

the core issue is that in TW3,CWGW's stats(MA,MD) is a bit low,for now their stats doesn't make them perform well in prolonged hand to hand combat.
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17 days ago
Apr 12, 2025, 11:12:26 AM

RecklessDegen#1358 wrote:

Additional Ideas:


Grand Cathay:


Buff to Sky Lanterns that allow all 4 shots to be shot at 1 direction increasing usability.


Buff to Saytang to a level in where if he trades with a bone giant, he would win at least. Buff to windbow


Cost decrease of 25 to bandits of silver road, 625 makes them unable to be taken with other units in armies with not much added buffs from crossbows.


Jade warrior HB has CD vs large while pesants have Expert charge defence.  This should be flipped.


Give Yuan Bo ancestral warrior summon instead of talons since Miao Ying already has talons and no need to have a comet and talons on one character.



Dark Elves:


Crone Helebron loses too much BD on Manticore compared to base and on steed.


Morathi can get a bit of cost decrease.


Sisters of slaughter need some type of defense from getting charged by cav since their low armor makes them too squishy as a def unit, maybe some kind of damage reflection.


CD chariots, cost decrease. 1100 current cost means you will always take scourgerunners.


Greenskins


Nasty skulkers need more MD to so that they can trade better.


Savage orc boar boy big uns need more BvL since +5 is too little to make difference.


Snagla gorbspit needs cost decrease. Not much utility for price point


Ogre Kingdoms


Ironguts or maneaters need a cost decrease and nerf to allow orgres to have a unit fufill the 800-1000 g cost range option. currently too similar.


Scraplauncher and ironblaster need buffs or cost adjustments since not worth taking all all vs other options.


Leadblechers need cost increase or nerf.


Sabertusks to get vanguard.



Skaven


Trench craventail abilities need to get reworked 


Warlock master needs interesting items to make as viable option to take vs Ikit. Current Warlock engineer items are even better.


Wolf rats needs some better differentiation between poison variant


Hell Pit abomination needs buff, maybe to MD.



Vampire Coast


Cylostra knight summons needs nerf to duration.


tide of Skold need cost decrease


Tzeentch


Sarthorel the Everwatcher needs a nerf, currently stronger and cheaper than other flying bird Tzeentch lords

Good suggestions generally about Ogres, as I always say Ironblasters got overnerfed and hardly see ANY use. Too risky to use them, too inaccurate. They have trouble hitting big targets sitting right next to them.


Maneaters should have 45 melee defence minimum.

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