Ranged Units Are Absolutely Overpowered And Need To Be Severely Toned Down

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a month ago
Mar 26, 2025, 9:35:02 PM

Since I play in every new patch vanilla first thanks to most mods not working, I'm immediately hit with the fact that ranged units are still way too powerful in this game. Even basic archers can burst down heavily armored and shielded units in absolutely no time. Started a Kislev campaign as Boris and even basic Kossars unleash so much damage right away that the enemy army is in tatters before it even reaches my frontlines. Basic archers should absolutely NOT burst down shielded Chaos Warriors or other heavily armored troops like that. Archaon wanted to have a go at me and his army just died to the relentless torrent of missiles pouring from my units. I repeat, from the basic T1 Kossars. Factions with a stronger ranged focus can basically win battles without even moving. Units with no shield and low armor are currently also basically unviable because even a Goblin Archer can just kill half the unit on approach. Nurgle is completely SoL.


Ranged units should not be the absolute MVPs in a Warhammer game who basically decide battles all by themselves. Three factors need to be adressed. Calibration range needs to be lowered so ranged unit don't have max DPS at max range. Reload speed needs to be lowered so there isn't a seemingly unending torrent of missiles pouring down. And lastly low tier archers should have ZERO armor-piercing damage. You want to shoot armored troops, get something above a Goblin Archer or Kossar.


Ranged units being that strong is also one of the main factors why battles in this game are often so short and unsatisfying, ranged units just kill too many units too quickly (alongside army losses kicking in way too early). Boris and Archaon clashing should not be a battle that's done in under five minutes.

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a month ago
Mar 26, 2025, 9:47:51 PM

TainBoCuailinge#8335 wrote:

Ranged units should not be the absolute MVPs in a Warhammer game who basically decide battles all by themselves. Three factors need to be adressed. Calibration range needs to be lowered so ranged unit don't have max DPS at max range. Reload speed needs to be lowered so there isn't a seemingly unending torrent of missiles pouring down. And lastly low tier archers should have ZERO armor-piercing damage. You want to shoot armored troops, get something above a Goblin Archer or Kossar. 

Having tested this I can only say it makes the situation much better, lower Calibration range, much bigger Calibration Areas, no or very low Armor-Piercing damage for most ranged units make the game better straight up. Missile units don't even get useless merely balanced by doing so.


But then the game would be much better with much lower Armor-Piercing damage values for most units in the game.

Updated a month ago.
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a month ago
Mar 26, 2025, 9:53:21 PM

lordchance2#1568 wrote:
Having tested this I can only say it makes the situation much better, lower Calibration range, much bigger Calibration Areas, no or very low Armor-Piercing damage for most ranged units make the game better straight up. Missile units don't even get useless merely balanced by doing so.

Yeah, I normally play with a mod that changes these factors and now that this mod has been rendered unusable I have to play with vanilla settings and it's simply unbelievable just how OP ranged troops are.

I vaguely recall that originally ranged units were toned down between WH2 and WH3, did CA buff them up again? Because when I originally played Boris' campaign my missile troops weren't that massively effective.

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a month ago
Mar 26, 2025, 9:59:55 PM


I believe they where affected by various line of sight bugs in early WH3 that made them preform very badly, now mostly fixed, the actual stat nerfs where basically mostly re-load speed if I remember right and very little compared to what is needed to tune it to reasonable levels. I used to run a 15% missile resistance mod for the AI as a quick fix.

Updated a month ago.
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a month ago
Mar 26, 2025, 10:06:30 PM

WH3 nerfed fire rate by 10% compared to WH2. But there are other factors like this from this patch. 


Fixed issues with ranged unit's 'Fire at Will' stance by increasing the number of checks units make to start firing. They will now also prioritise firing over maintaining positional unit cohesion

https://twwstats.com/unitscards?units=f%3D0%26k%3Dwh_main_emp_inf_crossbowmen%26m%26r%3D0%26v%3D7978781633391378699&units=f%3D0%26k%3Dwh_main_emp_inf_crossbowmen%26m%26r%3D0%26v%3D6009914752132233841

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a month ago
Mar 26, 2025, 10:06:44 PM

I also started a Katarina campaign which has a Norscan faction as your first enemy. Which enemy units were the most dangerous? Marauder Hunters. They can somehow burst down armored Kossars with just a two or three volleys, so battles became rocket-tag where my ranged units and the AIs basically annihilated each other in under a minute. What the hey?


O yeah, have I mentioned that Marauder Hunters are anti-large missile units and not even meant to be all that effective against infantry?


Data5#9904 wrote:

WH3 nerfed fire rate by 10% compared to WH2. But there are other factors like this from this patch. 


Fixed issues with ranged unit's 'Fire at Will' stance by increasing the number of checks units make to start firing. They will now also prioritise firing over maintaining positional unit cohesion

I have a vague feeling that this might have had a wider ranging effect on the effectiveness of missile units because I really haven't seen them just melt everything at that speed before, not even in WH2. 

Updated a month ago.
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a month ago
Mar 26, 2025, 10:38:19 PM

Wait I thought the Norscan starting army against Katarin had the throwing axe marauder hunter which is armor piercing not anti large? Or was that the Realm of Chaos starting army, it's been a while since I played IE Katarin.

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a month ago
Mar 26, 2025, 10:42:32 PM

ToastingBread#6550 wrote:

Wait I thought the Norscan starting army against Katarin had the throwing axe marauder hunter which is armor piercing not anti large? Or was that the Realm of Chaos starting army, it's been a while since I played IE Katarin.

There's practically no difference in effectiveness between those units right now. Every ranged unit simply obliterates whatever they start shooting at in no time.
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a month ago
Mar 26, 2025, 10:45:12 PM

I think a very important change would be making ammo not start at full in every battle, but it should be replenished gradually each turn like unit replenishment. So you want to spam archers and destroy the enemy army before it reachs you? Ok, but beware of the second army that is comming right behind the first, you won't be able to do the same thing again, for a while at least.


I wish there was a mod doing this.

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a month ago
Mar 26, 2025, 10:57:40 PM

So the armor piercing ranged units being effective against an armored units is bad because reasons? Plus she starts with a winged lancers and a snow leopard, why would you let the low range armor piercing ranged unit get close enough to your front line to obliterate it?


TainBoCuailinge#8335 wrote:
There's practically no difference in effectiveness between those units right now. Every ranged unit simply obliterates whatever they start shooting at in no time.

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a month ago
Mar 26, 2025, 11:02:47 PM

ToastingBread#6550 wrote:

Mar 26, 2025, 11:57:40 PM So the armor piercing ranged units being effective against an armored units is bad because reasons? Plus she starts with a winged lancers and a snow leopard, why would you let the low range armor piercing ranged unit get close enough to your front line to obliterate it? 

 It didn't matter whether it was the hunters with javelins or axes, they both did insane damage.

Updated a month ago.
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a month ago
Mar 26, 2025, 11:47:38 PM

TainBoCuailinge#8335 wrote:

ToastingBread#6550 wrote:

Mar 26, 2025, 11:57:40 PM So the armor piercing ranged units being effective against an armored units is bad because reasons? Plus she starts with a winged lancers and a snow leopard, why would you let the low range armor piercing ranged unit get close enough to your front line to obliterate it? 

 It didn't matter whether it was the hunters with javelins or axes, they both did insane damage.

Only in warhammer is throwing axes more armor piercing than grenades. 

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a month ago
Mar 27, 2025, 12:01:35 AM
So I did some testing. Kossars that shoot a shielded Chaos Warrior unit from the front will bring it down to 50% HP at the expense of all of their ammo. An unshielded CW unit will go down to 75%.While people might argue that no good player would allow his units to get shot for that long, I must stress that Kossars are a low-tier non-AP unit who cost only slightly more than half the price of a CW unit. They have no business presenting any sort of threat to what should be the least ideal target for them in the game. A non-AP melee unit in the same priceclass as Kossars (like Ork Boys) taking on CW will trade way less favorably.
With the mod on that contains the changes I argued for above the casualty percentage becomes 25%/33% respectively while also taking a good while longer thanks to lowered reloading speed. I consider this to be a way more reasonable trade. If you want to damage armored units you should bring anti-armor specialists. 

PoorManatee6197#6481 wrote:
Mar 26, 2025, 11:45:12 PM

I think a very important change would be making ammo not start at full in every battle, but it should be replenished gradually each turn like unit replenishment. So you want to spam archers and destroy the enemy army before it reachs you? Ok, but beware of the second army that is comming right behind the first, you won't be able to do the same thing again, for a while at least.


I wish there was a mod doing this.

But that would mean one ranged army trades for two melee ones which I think is a bad exchange rate. While I think gradual ammo replenishment is a good idea if only to encourage more thoughtful campaign gameplay, ranged units should be toned down regardless.

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a month ago
Mar 27, 2025, 12:15:58 AM

Basically, until Chaos Warriors w/ Great Weapons can walk (not run, WALK) across a non-armor-piercing archer unit's entire arc of fire and shrug off most of the damage, ranged units will remain overpowered.


And for armor-piercing units, like various rifle infantry, the armor-piercing projectiles are supposed to be counterbalanced by a much lower absolute damage value, requiring more volleys, and thus an infantry unit that runs at the rifle unit should take low-medium damage if nothing is done to impede it tying up the rifle unit -- that's not the case either.


So that's why my standard for this issue is whether or not a unit of Chaos Warriors w/ Great Weapons can operate without being at major threat from ranged units, except over extended periods of time. They're supposed to be these heavily armored juggernauts that are a huge threat up close and advance unrelentingly against anything, even without shields. Until that's the case again, ranged units will remain too powerful.

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a month ago
Mar 27, 2025, 12:42:24 AM

In FPS games, there's a key term called Time to Kill (TTK), which is crucial for gauging the game's overall pace. I'll use this concept to discuss the thread's topic. 


From Warhammer 1 to Warhammer 3, to enhance the "fun" and "excitement" of battles and entice players to buy DLC, CA has been increasing the "damage output per unit time" of game DLC units.


In Warhammer 1, CA's design was relatively conservative and traditional. 


By Warhammer 2, CA introduced some innovative designs, such as unique ranged units. However, especially in the mid - to late - stages of Warhammer 2, the overall TTK had noticeably decreased, and some overpowering DLC units' TTK became a concern. 


In Warhammer 3, CA's game - unit design has gone off the rails, with unit stats in a bloated and broken state. The first (or second, if Ogre Kingdoms is counted) DLC, Champions of Chaos, mainly has melee units, so the issue isn't obvious. But with Forge of the Chaos Dwarfs, the Chaos Dwarf Blunderbusses that can kill a lord in 2 seconds and the Dreadquake Mortar that can wipe out an infantry unit with one shell show that TTK has become ridiculously short. Enemy units entering the range of ranged attacks are melted quickly like butter being cut with a hot knife, and the game's battle pace has become super fast.

The later - released Land Ship, Thunderbarge, and Thundertusk are complete disasters. They have extremely high damage output and good survivability, allowing players to defeat an entire enemy army with just 2 or 3 units.

Updated a month ago.
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a month ago
Mar 27, 2025, 1:12:17 AM

PoorManatee6197#6481 wrote:

I think a very important change would be making ammo not start at full in every battle, but it should be replenished gradually each turn like unit replenishment. So you want to spam archers and destroy the enemy army before it reachs you? Ok, but beware of the second army that is comming right behind the first, you won't be able to do the same thing again, for a while at least.


I wish there was a mod doing this.

Wegh - An Overhaul / Pile of S


(But it's an OVERHAUL MOD that modifies many other aspects.)

Updated a month ago.
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a month ago
Mar 27, 2025, 7:21:09 AM

Funzo#7954 wrote:

eah! This kind of nonsense has even found its way into real life too! 

Buddy, knights in full plate armor were all but impervious to arrows here in "real life" and Chaos Warriors are supposed to wear armor stronger than full plate.


So take you smarmy comment and shove it.


And before you start babbling about Battle of Agincourt or something, the archers didn't shoot the knights, they shot their horses. The knights themselves were cut down in melee while slipping around in the mud.

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a month ago
Mar 27, 2025, 8:17:24 AM

TainBoCuailinge#8335 wrote:

Funzo#7954 wrote:

eah! This kind of nonsense has even found its way into real life too! 

Buddy, knights in full plate armor were all but impervious to arrows here in "real life" and Chaos Warriors are supposed to wear armor stronger than full plate.


So take you smarmy comment and shove it.


And before you start babbling about Battle of Agincourt or something, the archers didn't shoot the knights, they shot their horses. The knights themselves were cut down in melee while slipping around in the mud.

Firstly; stop spouting these pronouncements as historically accurate. There's no evidence or consensus that arrows couldn't penetrate plate armor. Not only is that an actual fact, but they don't even believe that the volley was the type of shot that was use in actual warfare. It to is a matter of debate. 


Secondly -- and more importantly -- I was mostly thinking about bulletproof body armor. It can stop certain calibers of ammunition but it still takes a physical toll on the wearer even though it didn't penetrate the armor. 


Lastly; it was a -- somewhat snide -- commentary on how missile based combat CLEARLY replaced melee combat at every turn. That's something that has happened throughout history. 

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a month ago
Mar 27, 2025, 8:26:32 AM

Funzo#7954 wrote:
Firstly; stop spouting these pronouncements as historically accurate.

You are the one who made the claim that archers countered heavy armor.


Just a question, if archers were really that effective against heavy armor, why did knights even bother? Heavy armor is after all pretty expensive, weighs you down and hampers your mobility. If it also fails to actually protect you from some lowly archer, what's the point? Why were armies not just build like in Napoleon's time except with archers replacing the gun lines?


I tell you a secret, because archers weren't actually that effective and shields and later full-plate was resistant enough for it that you couldn't just line up archers and expect the knights and man-at-arms to never reach you. Why do you think there was first the crossbow and then the musket which started flooding the battlefields?


Even in battles where archers did make the difference, like at Carrhae, the Parthians had to actually shoot the Romans for hours (which was only possible because Crassus had lost his own cavalry) and then exploit gaps in the lines with heavy cavalry.


Also, on the Warhammer TT, low-tier ranged troops are not cost-effective against  heavy armor, so the source material disagrees with you as well.


Updated a month ago.
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