Cathay Units in Need of Love: Sky Lantern & Wu Xing War Compass

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15 days ago
Apr 14, 2025, 2:49:09 PM

​Hi CA team,

Thank you for continuously listening to the community and making an already great game even better!

I've spent over 1,000 hours enjoying Total War: WARHAMMER III and the Shadows of Change DLC. I'm especially grateful for the free addition of the Nan-Gau Grenadiers for Cathay. However, I’d like to suggest a few adjustments to existing units that currently feel underwhelming or underused in the roster—specifically, the Sky Lantern and the Wu Xing War Compass.

These units, in their current state, are difficult to justify including in an army. And if a unit is rarely, if ever, recruited, it’s often a sign that some tuning may be in order.

Sky Lantern

The Sky Lantern feels largely ineffective. A simple yet meaningful change would be to increase its unit size from 1 to 4 while keeping the total health the same (e.g., reducing health per model from 5000 to 1250). This would make it more comparable to Dwarf Gyrobombers and give it a more dynamic battlefield presence without breaking balance.

Wu Xing War Compass

The Wu Xing War Compass is a bit awkward to use and doesn't clearly align with the theme or function of the real-world Wu Xing concept. If reworking its active battlefield abilities is too complex or disruptive, perhaps it could offer passive campaign benefits to enhance its strategic value. For example:

  • +2% Casualty Replenishment Rate per Wu Xing War Compass in the army

  • +6 Growth per Wu Xing War Compass in the local province

These bonuses should be relatively easy to implement, lore-friendly, and wouldn’t impact PvP balance. They would also give players a meaningful reason to field this unit beyond its current niche use.

Thanks again for all the hard work and your commitment to refining the game. Looking forward to what’s next!

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15 days ago
Apr 14, 2025, 2:59:45 PM

​If increasing the Sky Lantern’s unit size is too complex to implement, an alternative could be to simply reduce its reload time from 12 seconds to 3 seconds and increase its ammunition from 30 to 120.

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15 days ago
Apr 14, 2025, 3:39:11 PM

I like the skylantern as a concept, but I think it should have more ammo. It's already pretty hard to keep alive, so if the enemy doesn't have any ranged or flyers, it having maybe 40-45 ammo so it's still shooting late battle would be better.


Also the TT model has someone with little grenades on it, so maybe another person on it throwing them down just to give it a bit more punch would help out

Updated 15 days ago.
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15 days ago
Apr 14, 2025, 5:14:37 PM

TainBoCuailinge#8335 wrote:

As long as shooty flying units hard-counter entire races, any buff for them is out of the question.

No race would have trouble with Sky Lanterns with the proposed buff. This black and white reasoning is a bad argument.

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15 days ago
Apr 14, 2025, 5:25:45 PM

Passthechips#4366 wrote:
No race would have trouble with Sky Lanterns with the proposed buff. This black and white reasoning is a bad argument.

Slaanesh is race that can't deal with flying shooting units at all without overinvesting in a particularly weak unit.


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15 days ago
Apr 14, 2025, 5:28:34 PM

TainBoCuailinge#8335 wrote:
Slaanesh is race that can't deal with flying shooting units at all without overinvesting in a particularly weak unit.

Lmao, Slaanesh would have absolutely zero problems with a Cathay army that decided to waste unit slots on a slightly buffed Sky Lantern. 


Marauder Horsemen are also not weak.

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15 days ago
Apr 14, 2025, 5:32:02 PM

Passthechips#4366 wrote:

Lmao, Slaanesh would have absolutely zero problems with a Cathay army that decided to waste unit slots on a slightly buffed Sky Lantern. 


Marauder Horsemen are also not weak.

OP wants to quadruple the amount of the Sky Lanterns in a unit without lowering their DPS, so of course they would hard-counter Slaanesh with his piss-weak defenses. Furies are already a waste of money and Marauder Horsemen...you know you might need those against other things too. Cathay also has quite a lot of ranged firepower, so Marauder Horsemen with their pitiful ranged will just get blown away.


Flying shooty units must not be buffed until CA gets off their lazy asses and improves the performance of flying melee against them.

Updated 15 days ago.
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15 days ago
Apr 14, 2025, 5:42:03 PM

TainBoCuailinge#8335 wrote:

OP wants to quadruple the amount of the Sky Lanterns in a unit without lowering their DPS, so of course they would hard-counter Slaanesh with his piss-weak defenses. Furies are already a waste of money and Marauder Horsemen...you know you might need those against other things too.


Flying shooty units must not be buffed until CA gets off their lazy asses and improves the performance of flying melee against them.

Quadrupling sounds like a big deal until you realize a single Sky Lantern does a piddly amount of damage, especially relative to any other flying shooting unit. 


Sky Lanterns do 108 damage per shot, so 432 damage per Volley for the proposed 4x unit. 


Terradon Riders, a unit that costs 300 less, have 67 damage per shot with 10 units, so a total of 670 damage per volley.


You are making a mountain out of a mole hill. Slaanesh can survive and win against armies with much higher quality flying missile units than what is being proposed with the Sky Lantern.

Updated 15 days ago.
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15 days ago
Apr 14, 2025, 7:51:45 PM

TainBoCuailinge#8335 wrote:

Passthechips#4366 wrote:

Lmao, Slaanesh would have absolutely zero problems with a Cathay army that decided to waste unit slots on a slightly buffed Sky Lantern. 


Marauder Horsemen are also not weak.

OP wants to quadruple the amount of the Sky Lanterns in a unit without lowering their DPS, so of course they would hard-counter Slaanesh with his piss-weak defenses. Furies are already a waste of money and Marauder Horsemen...you know you might need those against other things too. Cathay also has quite a lot of ranged firepower, so Marauder Horsemen with their pitiful ranged will just get blown away.


Flying shooty units must not be buffed until CA gets off their lazy asses and improves the performance of flying melee against them.

Just increase the cost until it's balanced. You make it sound like sky junk is instant win against slaanesh. 

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15 days ago
Apr 14, 2025, 9:02:22 PM

Furies are absolutely underrated. Super fast, and have one of the best charge attacks I have seen. Cycle charging furies melts anything, and they are so cost effective for basically no upkeep. 


Some races should be hard counters to others, and force you to change your tactics and unit composition. Having races with the ability to field everything takes away from the asymmetrical gameplay. Marauder Horsemen, and Furies are more than enough to deal with large slow moving flying units. 

Updated 15 days ago.
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15 days ago
Apr 15, 2025, 12:47:18 AM

Phenex77#4577 wrote:

Furies are absolutely underrated. Super fast, and have one of the best charge attacks I have seen. Cycle charging furies melts anything, and they are so cost effective for basically no upkeep. 


Some races should be hard counters to others, and force you to change your tactics and unit composition. Having races with the ability to field everything takes away from the asymmetrical gameplay. Marauder Horsemen, and Furies are more than enough to deal with large slow moving flying units. 

I struggle to understand how Furries are routinely disregarded. Aren't they tier-zero units with very fast speed, high damage output, and physical resistance paired with decent armor? Do they even require you build a building in order to recruit them?

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15 days ago
Apr 15, 2025, 1:08:17 AM

Fully agree that Furies already do great against flying vehicle units (with the possible exception of gyrocopters/gyrobombers, which can be slightly oppressive to fight for some factions), and that giving Sky Lanterns extra models would be very unlikely to make them overpowered even in specific match-ups.


You could give them extra models and a single-use bomb ability and I still don't think they'd be that strong.  Gyrocopters had that before WH3 and they certainly weren't overtuned.

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15 days ago
Apr 15, 2025, 1:27:46 AM

Funzo#7954 wrote:
I struggle to understand how Furries are routinely disregarded. Aren't they tier-zero units with very fast speed, high damage output, and physical resistance paired with decent armor? Do they even require you build a building in order to recruit them?

Have you been to a furry convention? Jokes aside, Furies (at least where Slaanesh is concerned) do require T1 Stables, and do particularly poorly in auto-resolve, which Slaanesh already has a lot of problems with.

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14 days ago
Apr 15, 2025, 6:29:14 AM

I kinda get the point about certain factions not being able to deal with flying shooty units


Trying to attack flying shooty units with melee feels painfull but I don't see an easy fix for it


But the sky lantern legit feels like a massive meme, it does nothing but fire one shot every now and then that does no damage, is very slow and will fold under any pressure


What's even funnier is that has a Lord in it sometimes, making sniping the Lord trivial


No clue what the compass should do I find it hard to use, it does feel a bit underwhelming

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14 days ago
Apr 15, 2025, 7:35:01 AM

elias_heyndrickx#6201 wrote:

I kinda get the point about certain factions not being able to deal with flying shooty units


Trying to attack flying shooty units with melee feels painfull but I don't see an easy fix for it


But the sky lantern legit feels like a massive meme, it does nothing but fire one shot every now and then that does no damage, is very slow and will fold under any pressure


What's even funnier is that has a Lord in it sometimes, making sniping the Lord trivial


No clue what the compass should do I find it hard to use, it does feel a bit underwhelming

Flying units tend to have issues attacking fast moving units and units with wonky hurtboxes. This thing falls into exactly neither of those categories. It's a fraudulent argument. It's a tabletop unit that should have never found its way into an entirely different medium. It's irredeemable. 


The mount option for the Lord Magistrate is actually very good if you have the proper support for it. The unit itself is pretty terrible because of its lack of utility and damage output. It has the damage profile of Crane Gunners -- as far as range, reload and such -- but with 14 fewer models. 

Updated 14 days ago.
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14 days ago
Apr 15, 2025, 11:26:57 AM

TainBoCuailinge#8335 wrote:

OP wants to quadruple the amount of the Sky Lanterns in a unit without lowering their DPS, so of course they would hard-counter Slaanesh with his piss-weak defenses. Furies are already a waste of money and Marauder Horsemen...you know you might need those against other things too. Cathay also has quite a lot of ranged firepower, so Marauder Horsemen with their pitiful ranged will just get blown away.


Flying shooty units must not be buffed until CA gets off their lazy asses and improves the performance of flying melee against them.

Whenever I read the most hilarious nonsense of the week, I look up and see your name above it.
Let me guess, you are also afraid of Grail Relique doomstacks?

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14 days ago
Apr 15, 2025, 4:59:33 PM

Funzo#7954 wrote:

elias_heyndrickx#6201 wrote:

I kinda get the point about certain factions not being able to deal with flying shooty units


Trying to attack flying shooty units with melee feels painfull but I don't see an easy fix for it


But the sky lantern legit feels like a massive meme, it does nothing but fire one shot every now and then that does no damage, is very slow and will fold under any pressure


What's even funnier is that has a Lord in it sometimes, making sniping the Lord trivial


No clue what the compass should do I find it hard to use, it does feel a bit underwhelming

Flying units tend to have issues attacking fast moving units and units with wonky hurtboxes. This thing falls into exactly neither of those categories. It's a fraudulent argument. It's a tabletop unit that should have never found its way into an entirely different medium. It's irredeemable. 


The mount option for the Lord Magistrate is actually very good if you have the proper support for it. The unit itself is pretty terrible because of its lack of utility and damage output. It has the damage profile of Crane Gunners -- as far as range, reload and such -- but with 14 fewer models. 

I just ment to bring up the issue of flying units have trouble being attacked properly. Kinda feels glitchy.


You see the same issue on land with units on mounts missing other lords heroes all the time when they are retreating and they just kinda push them.

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14 days ago
Apr 15, 2025, 9:47:00 PM

elias_heyndrickx#6201 wrote:

Funzo#7954 wrote:

elias_heyndrickx#6201 wrote:

I kinda get the point about certain factions not being able to deal with flying shooty units


Trying to attack flying shooty units with melee feels painfull but I don't see an easy fix for it


But the sky lantern legit feels like a massive meme, it does nothing but fire one shot every now and then that does no damage, is very slow and will fold under any pressure


What's even funnier is that has a Lord in it sometimes, making sniping the Lord trivial


No clue what the compass should do I find it hard to use, it does feel a bit underwhelming

Flying units tend to have issues attacking fast moving units and units with wonky hurtboxes. This thing falls into exactly neither of those categories. It's a fraudulent argument. It's a tabletop unit that should have never found its way into an entirely different medium. It's irredeemable. 


The mount option for the Lord Magistrate is actually very good if you have the proper support for it. The unit itself is pretty terrible because of its lack of utility and damage output. It has the damage profile of Crane Gunners -- as far as range, reload and such -- but with 14 fewer models. 

I just ment to bring up the issue of flying units have trouble being attacked properly. Kinda feels glitchy.


You see the same issue on land with units on mounts missing other lords heroes all the time when they are retreating and they just kinda push them.

The issue of units not being hit by other units is 100% a legitimate argument. The people that are arguing against this particular hunk junk (no relation) being improved are not making a valid argument, because it doesn't fall into those groups. 

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