COMMUNITY SOURCED, PEER-REVIEWED BALANCE RECOMMENDATIONS LIST (UPDATED FOR PATCH 5.2!) - Total War: Warhammer (2024)

Dear CA,

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.

We suggest buffs where needed to help underperforming units, and where we suggest nerfs, making MP price adjustments are always an option if other changes aren’t helpful for Single Player.

This list has been updated as we took in the helpful updates as well as the major new balance issues from patch 5.1.

Thanks for continuing to support Warhammer multiplayer! Our goal is to make balancing this game as easy and low risk for you as possible. On this point I’d also like to add a well-deserved shout out to Eumaies, who has created, moderated and guided this project since its beginning as the editor of this document. His effort has helped our community tremendously and with 5.1 being a great patch for our scene he has decided to retire and handed the reins over to me as the new editor for this community project.

-Catholic Alcoholic (editor)

Top (revised) MP Balance Issues for Patch 5.2+:

Across all Factions,Centigors/CentigorGW/Centigors of Tzeentchare overperforming significantly and need a nerf(e.g. +50g each to 750/950/1100).

Kislevstill needs more nerfs:+50g to Kislevite Warriors, +50g to Heavy War Sleds,+50g to The Things in the Woods, Tzarina Katarin’s Ice Court Sled: -10 speed and charge speed, set radius ratio of her articulation profile from 0.3 to 0.85 OR increase cost by 150g.

Key Dwarf nerfs:

Nerfs toRune of Hearth & Home’svigour effect: Remove it from MP or reduce it to 0.5%/s, 3% vigour reduction is still way too high.

Nerfs toSteam Gyrocopters: -16 WS, +50g & -5 missile damage and removeFire Whilst Moving.

Nerfs toDwarf Bolt Throwers: Reduce crew hp by half, reduce artillery piece health and set projectile penetration to “low” OR increase price by 250g.

Nerfs toThunderbarge ammo.

Nerf toDragon Slayer: +50gandDaemon Slayer: +100g.

Slaaneshtweaks: Fiends of Slaanesh: +100g ORreduce HP per entity to 508, Heartseekers of Slaanesh:Add attributeFrenzy, +14 CB, +4 WSor-150g, Exalted Seeker & Hellflayer Chariots: Increase WS.

Steam Tankis still overly strong in melee vs cavalry due to animations applying multiple hits, but also overly weak to cannon fire. If the animation cannot be fixed consider stat nerfs that reduce damage into non-infantry targets:(-10 MA for +10 BvI and reduce collision attack settings to 2/2, set size entity to “very large” to take fewer double hits and fix melee hit box to match articulation profile of visible model). They should also have aminimum firing range of 15, which prevents them from overperforming in duels versus other SEMs. Also consider removing the missile resistance from the Master Engineer when mounted on the Steam Tank.

Chaos Dwarfsstill have key dysfunctional units:Hobgoblin Archers: -50g or +30 entities & -2MS,Zhatan the Black's mount costs: -200g each,K’daai destroyer:add collision attacks,Lammasu: +800hp or -200gandOrc Laborers: -50g, but still need a duration nerf toChalice of Blood and Darkness:-4s to 9s.

Buffs to weakelite chariotsand someoutdated SE chariotsby increasing theirWS significantly (Cold One Chariots, White Lion Chariots, Black Coach, Gorebeast Chariots, etc.).

Full Balance and Bugfix Recommendations:

Recommendation areas that span multiple factions:

Spells:

Overly Strong Spells:

Lore of Vampires:

Gaze of Nagash:+2/+1 WoM to 9/15, does too much damage after the changes to homing missiles.

Skaven Spells of Ruin:

Flensing Ruin:+1/2 WoM to 15/22, significantly more WoM effective than comparable spells. Alternatively decrease duration by -2/-5s respectively.

The Dreaded Thirteenth Spell:-50m range to 100m, a bit too strong overall with its very long range, damage, and summon.

Lore of Slaanesh:

Pavane of Slaanesh:+2/+1 WoM to 14/23, is a great spell that now needs more WoM cost, especially on the basic cast.

Spells that need buffs:

Little Waaagh!:

Night Shroud:-2/-4 WoM to 6/10, too expensive to be viable.

Big Waaagh!:

Foot of Gork:-3/-6 WoM to 15/20 or more AP damage, doesn’t do enough damage for high WoM cost.

Lore of Light:

Banishment:-2/-3 WoM to 15/21, costly to take and random in its effects for high WoM cost.

Light of Battle:AddImmune to Flankingattribute, unbreakable on its own isn’t a very appealing buff.

Lore of Heavens:

Wind Blast:Increase dmg to 20/30, damage is too low, suggested values use Lore of the Deep’s Tidecall as a reference.

Chain Lightning:-1 WoM to 13, slightly too costly to take for random impact.

Lore of Death:

The Purple Sun of Xereus:-2/-3 WoM to 16/21, costly to take and random in its effects for high WoM cost.

Soul Blight:-2/2 WoM to 6/12, short duration and high WoM cost make the spell an unattractive choice.

The Fate of Bjuna:-2 WoM to 20, now that the one-shot dynamic has been toned down Bjuna should at least return to the old dmg/WoM effectiveness.

Lore of Vampires:

Curse of Years:-1 WoM to 10, change to +30s cooldowns, spell is redundant with the much better Vanhel’s Danse Macabre.

Lore of Shadows:

Okkam’s Mindrazor:Add +12 MA effect, buffs to WS increase aren’t very effective without a hit chance increase.

Lore of the Wild:

Viletide:-3/3 WoM to 6/10 and increase cast range to 200m, low damage for the WoM cost.

Lore of Beasts:

The Amber Spear:-1/1 WoM to 6/10. Not very WoM effective since it doesn’t do well vs SEs.

Transformation of Kadon:-2 WoM to 18, expensive spell and manticores are weaker now; spell is rarely used. The Eagle version needs even more help.

Lore of Life:

Shield of Thorns:-3/3 WoM to 4/7 and -1s cast time, impact is too limited even in ideal situations for the WoM cost and takes to long to cast.

Lore of High Magic:

Tempest:-1/1 WoM to 9/17, could need a small nudge due to its specialist design.
Arcane Unforging:-2/-2 WoM to 14/18 and increase duration on the overcast to 30s.

Fiery Convocation:-2s cast time or -2/-2 WoM. The spell animation is too long for an additional 5s cast time on top, makes the spell too easy to dodge.

Lore of Dark Magic:

Doombolt:+250 ranged damage for the basic cast, +600 ranged damage for the overcast, not WoM efficient and a bit lacklustre for a rare spell.

Word of Pain:Remove accuracy debuff and add -8 LD, accuracy isn’t a very good debuff effect nor does it synergize with melee attack, a minor leadership reduction similar to devolve would be a better option.

Lore of Stealth:

Black Whirlwind:-2/-1 WoM to 13/19, easy to avoid the damage for the WoM cost.

Skitterleap:+25s duration to 50s.

Veil of Shadows:AddSilencedattribute, a vortex that does no damage isn’t a very useful spell archetype.

Lore of the Deep:

Vangheist’s Revenge:-2s cast time. The spell animation is too long for an additional 5s cast time on top, makes the spell too easy to dodge.

Runic Magic:

All Runes:Increase range from 100m to 130m, would help slow mages.

Rune of Oath and Steel:add +10/20 missile block to basic/overcast.

Lore of Hashut:

Hell Hammer:-1/1 WoM to 15/21, given it's long windup time.

Dark Subjugation:Increase duration from 17/35s to 24/44s.

Curse of Hashut:-2/2 WoM to 9/14, very low damage even for its long range.

Killing Fire (lore passive):Needs to do ~32-64 damage per tick rather than 15-30 to even be remotely viable.

Lore of Nurgle:

Curse of the Leper:-2/2 WoM to 6/9, impact is too limited even for ideal situations for the WoM cost.

Blight Boil:-2s cast time.The spell animation is too long for an additional 5s cast time on top, makes the spell too easy to dodge.

Lore of Tzeentch:

Glean Magic:Increase enemy power recharge effect from -40% to -100%.

Lore of Slaanesh:

Hysterical Frenzy:Increase duration from 22/44 seconds to 25/50, was over-nerfed for the rampage loss.

Slicing Shards:-2s cast time. The spell animation is too long for an additional 5s cast time on top, making the spell too easy to dodge.

Lore of the Great Maw:

The Maw:-4/-4 WoM to 16/22 or add more AP to overcast.

Toothcracker:-2/2 WoM to 5/10.

Lore of Yang:

Wall of Wind & Fire:-2/-2 WoM to 5/9, very hard to land.

Might of Heaven & Earth:-1/2 WoM to 10/18, compare to Frost Blades.

Lore of Yin:

Talons of Night:-1/1 WoM to 17/24, was over-nerfed over multiple patches.

Unit balancing that spans multiple factions:

(!) All low-armour type foot characters need to have higher % knockdown resistso that they can actually be killed rather than fall over (particularly mages). Should be at least at 40% across the board for foot characters.

(!) All Forsaken variants: +800 HP.Forsaken are too squishy for their price on Ultra unit size.

Gotrek: -50g.Is overpriced even for a multi-faction hero.

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

A lot of abilities and auras from lords and heroes would benefit from a 55m aoe when the effects aren’t particularly strong,since Ultra unit size has made it more difficult to keep multiple units in a 35m aoe. Examples of this include: Loremaster & Handmaiden’s auras, Waystalker’sWarrior Baneitem, Necrotect’sStone ShaperandWrath of the Creator, Gunnery Wright’sDead Eyes, Master Engineer’sProspector’s Spyglass, Dreadlord’sThe Guiding Eye&Shield of Ghrondand Gor-Rok’sShield of Aeons.

Many of the old ranged Lords and Heroes have poor missile strength valuescompared to their newer counterparts and could require a ~25% increase in missile strength. This includes the Khainite assassin, Dreadlord (Sword and Crossbow), Master Engineer, Alith Anar, Handmaiden of the Everqueen, Princess, Master Assassin, Glade Lord, Waystalker and Gunnery Wright.

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.

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

General Game Mechanics/Bugs:

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.

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.

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.

Domination Game Mechanics/Bugs:

Unit cap weights in domination should value expensive infantry units a bit moreso they are not a liability, e.g. +2 cap weight for infantry units costing 1150g and upwards.

Resummoned units should not retain abilities gained in past lives(e.g. Norsca’s Rage, Malus post-transformation, etc..)

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.

(!) In Conquest, contesting capture pointswith units in melee or standing stillshould pause the timerso that games don't end prematurely.

  • In Conquest, units should capture capture points much faster than in domination. You often need to cap with small tattered units in the late game.

Faction-specific Recommendations:

Beastmen:

(!!) Centigors/Centigors Great Weapons/Centigors of Tzeentch: +50g each to 750/950/1100.Across all Factions Centigors are overperforming significantly and need a nerf.

(!) Pestigors: Reduce missile resistance by -10% and -20 armour.Unit is over-performing with many perks and strengths for price. Alternatively increase price by 50g.

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

Bestigors: +6 CB or -50g.Like other older GW units they are a bit lacking in performance for cost.

Cygor: Increase Projectile Explosion Radius to 8.Recent buffs were good, but the unit’s performance in WH3 is worse due to the switch to Ultra unit size. Increasing the projectile explosion radius would address the issue.

Bretonnia:

Grail Knights, Grail Guardians & Royal Hippogryph Knights: -400 HP.Health pools remain slightly too large ever since the unit got a rework.

Questing Knights: +2 WS.Could still need slightly more punch.

Peasant Mob:+25g.Are too useful for the price.

Chaos Dwarfs:

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

(!) K’daai Destroyer: Add collision attacks.Underwhelming damage for the price, collision attacks help to solve animation related damage application issues.

(!) Zhatan the Black: -200g on Great Taurus and Lammasu mounts.Mounts are overpriced compared to their unit version.

(!) Lammasu (base unit):+800hp or -200g.Still not competitive.

(!) Hobgoblin Archers: +30 entities, -1 AP missile strength, -1 base missile strength.Hobgoblin Archers fall more in line with other 120 entity archers like Skeleton Archers or Night Goblin Archers due to their low range and low missile strength. Alternatively decrease price by 50g.

Orc Labourers: -50g.Too expensive for their stats and role.

Drazhoath the Ashen:Dark Renownability should also affect Drazhoath himself.

Oglah Khan’s Wolfboyz RoR: -50g.Was forgotten when the base unit got a cost decrease.

Daemonsmith Sorcerer: -50g on foot.Is slightly overpriced on foot, mount prices are okay.

Blazing Bodypassive ability: Set max amount of seconds in combat required for full charge to 300.Intensity charging requirement is quite a bit too harsh for this ability to be impactful.

Daemons of Chaos:

Arcalux, Prince of Fury: -200g.Not competitive at his price point.

Daemon Prince: -200g.Not competitive at his price point.

Caress, the Darkling Prince: -200g.Not competitive at his price point.

Be'lakor: -100g.A bit too expensive, a slight price reduction would make him more appealing.

Herald of Tzeentch (Metal) gives the wrong army abilities, he should unlock TZ army abilities.

Dark Elves:

(!) Crone Hellebron: +50 WS on Foot, Dark Steed & Manticore, -150g on Manticore, -50g on Cauldron of Blood.Very fragile lord that doesn’t hit hard enough. Changes to her Cauldron of Blood below.

(!) Cauldron of Blood (Crone Hellebron & Death Hag): +100 WS, +20 CB, +10 BvI, set collision max targets cooldown and attacks to 4/4.Very weak chariot mount that does little damage.

(!) Cold One Chariots: +700 mass, +35 WS, +20 CB, set collision max targets cooldown and attacks to 2/2.Elite chariots need a WS increase to set them apart from mid-tier chariots. Collision attack profile should be adjusted accordingly.

Khainite Assassin:Add attributeExecutioneror swap WS to majority ap; additionally increase missile damage substantially.Low damage values and high price make it difficult for them to fulfill their job as assassins. The missile attack is barely noticeable, consider improving penetration settings or making it armour piercing. Alternatively decrease the price by 75g.

Doomfire Warlocks: +500 HP.Still a bit squishy for the price. Alternatively decrease the price by 100g.

Cold One Knights: +480HP and +3 MA.Cold One Knights were nerfed in patch 4.2 with the primal instinct change and were already weaker than Lizardmen Cold One Spear-Riders.

Cold One Dread Knights: +4 WS.Could be a bit more aggressive afterPrimal Instinctswas nerfed.

War Hydra:Fiery Breathshould lose itsout of meleecondition 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, removeIn meleecondition forAura of ArdourandAura of Agonyand -200g.Currently just a worse version than the Bloodwrack Medusa that costs 500g more. Particularly the buff and debuff auras are largely inactive since the Bloodwrack Shrine isn’t very good in melee.

Dwarfs:

(!) Dwarf Bolt Throwers: Reduce crew entity hp + reduce artillery piece health and set projectile penetration to “low” OR increase price by 250g.

(!) Gyrocopters: -16 WS for both variants,-50g for brimstones,+50g & -5 missile damage tothe steam version. RemoveFire Whilst Movingas well.Both gyrocopter variants should cost the same. The steam version deals too much damage per shot and is hard to shut down since it can keep firing while being chased. The weapon strength of the gyrocopters wasn't reduced after the model count increase, which has resulted in gyros dealing too much damage in melee if they are caught.

(!)Nerf toRune of Hearth & Home’svigour effect: Remove it from MP or reduce it to 0.5%/s, 3% vigour reduction is still way too high and promotes toxic gameplay).

(!) Thunderbarge: Move cannons to the secondary ammo pool so that the primary pool only includes the bombs. Reduce the primary ammo pool to 5 & reduce secondary ammo pool (ie. cannons, grudgerakers, grenadiers) to 30.Ammo is still too high for Land Battle as the Thunderbarge almost never runs out of ammo, and particularly the bombs are almost unlimited.

(!) Daemon Slayer: +100g.Should not have had his price reduced in 5.1 as he is very good.

Flame Cannons:+40 range or -100g.Still worse than they were before 5.0.

Dragon Slayer: +50g, -50g to his unique items.Is a bit underpriced for utility but his items/abilities are all overpriced.

Thane: +50g.Is very tanky could cost a bit more but theSilver Horn of Vengeanceneeds a buff(e.g. to +24 CB total)andRune of Dismay(e.g. to 20% slow)

Quarrelers Great Weapons: -25g. Normal quarrelers are always better than the Great Weapons variant

Rangers Great Weapons: -50g or +30 range.So fragile they are rarely viable

The Skolder Guard RoR: -50g or +10 range.Doesn't have much of a reason to be taken at their price point relative to standard Irondrakes right now.

Rune Magic: Should be designed with 130m cast rangeto enable the faction to play in a less boxy style in spite of having slow characters.

Grand Cathay:

Peasant Long Spearmen: LoseExpendableattribute & adjust domination capweight to 5.Weakens them in Land Battle but helps Grand Cathay in Domination.

Great Moon Bird: -100g on unit and mount versions.A bit too expensive currently.

Jade Lion: +20 WS.Could punch slightly harder for the price.

Jet Lion: +20 WS.Could punch slightly harder for the price.

Greenskins:

(!) 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.

(!) Grom the Paunch: +70 WS and set collision attack profile to 5/5.Impacted by the transition to Ultra unit size.

(!) Feral Wyvern:-300g.Great to see a unit from the Extended Roster to make its appearance in MP, but currently quite a bit overpriced.

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

Orc Boyz: -5g.Not being a flat 100/50/25 price is frustrating for army building.

Da Big Un RoR: Increase Projectile Explosion Radius to 8.The unit’s performance in WH3 is worse due to the switch to Ultra unit size. Increasing the projectile explosion radius would address the issue.

Black Orcs: -50g.Could be slightly cheaper.

Da Eight Peak Loonies RoR: -10g.Not being a flat 100/50/25 price is frustrating for army building.

High Elves:

(!) Lion Chariots of Chrace: +30 WS, set collision max targets cooldown and attacks to 2/2.Elite chariots need a WS increase to set them apart from mid-tier chariots. Collision attack profile should be adjusted accordingly.

(!) Eltharion the Grim: -200g on Stormwing.Mistwalker's Barrage: Add the wh2_dlc15_lord_passive_mistwalkers_barrage back to the projectile, and restore the previous explosion damage values to 50 AP detonation damage, 0 normal detonation damage.His griffon mount is still overpriced when compared to other griffon characters.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.

Flamespyre Phoenix: Increase WS by ~15% (+50 WS), increase damage ofWake of Fireby ~10%.A bit too weak on Ultra unit size, the bombs do not do enough damage.

Frostheart Phoenix & Arcane Phoenix: Increase WS by ~15% (+60 WS).A bit too weak on Ultra unit size.

Tiranoc Chariots: +4 base missile damage and +2 armour piercing missile damage.Ranged damage values are too low to make a noticeable impact and fail to set the unit apart from the competing melee chariots.

Rangers: +3 BvI.Are still slightly underperforming in melee.

Phoenix Guard: +4 WS or add attributeImmune to Psychology.Have fallen somewhat behind in WH3.

Sisters of Avelorn:-1s reload time.Are not competitive with other elite ranged units.

War Lions of Chrace: +3 BvI.Are slightly underperforming as a specialist unit.

Omen of Asuryan RoR: Add minor vigour replenishment effect of -0.01 to theOmen of Hopeability.

Noble: Reverse WS ratio of the Ithilmar Chariot mount to 210 ap WS, 90 base WS. Swap WS values and increase price by 50g for the Great Eagle mount.Since the animation issues with the Ithilmar Chariot have been fixed, reversing the WS values to be majority armour piercing would be welcome. The Great Eagle mount is very underwhelming currently, swapping to armour piercing attacks in exchange for a small increase would make the mount more appealing.

Khorne:

Gorebeast Chariots of Khorne: +30 WS, set collision max targets cooldown and attacks to 2/2.Elite chariots need a WS increase to set them apart from mid-tier chariots. Collision attack profile should be adjusted accordingly.

Chaos Warshrine of Khorne: Increase AoE to 55m and set MA effect to +16 MA max for theGiver of Furious Gloryability.Is currently too weak to be viable.

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.

Minotaurs of Khorne (Great Weapons): +50g.Overperform now that the rest of the roster is much stronger.

Minotaurs of Khorne: +50g.Overperform now that the rest of the roster is much stronger.

Bloodthirster: +40 WS.Needs to hit a bit harder to be in line with other newer SEMs.

Relentless Rage (Tier 2 Army Ability): Add +40 MA or replace effect with invulnerability.Is currently too weak.

See buff toForsaken of Khorneabove.

Kislev:

(!) Tzarina Katarin’s Ice Court Sled: -10 speed and charge speed, set radius ratio of her articulation profile from 0.3 to 0.85 OR increase cost by 150g.Can currently path through enemy units a bit too easily because of a small articulation profile.

(!) Kislevite Warriors: +50g or -4 MA.Are a bit too cost effective as a frontline unit.

Heavy War Sleds: +50g.Currently a bit too good considering their hybrid nature.

The Things in the Woods: +50g or -4 MA.Too strong for the current cost.

Horse Archers: +50g.Too strong for the current cost.

Kossovite Dervishes: -5 LD or +25g.A bit too brave withBy Our Blood.

Ice Witch: +50g on all mounts.A bit too cheap.

Oath-Brothers of Tor RoR: +50g or increase the cooldown of theCall of Tor ability to 120s.Gains a lot of upsides over the regular unit for a very small price.

Elemental Bear:Elemental Breathshould lose itsout of meleecondition. 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.

Frost Wyrm: Add collision attacks.The Frost Wyrm struggles with damage application due to its animations, collision attacks would solve this issue. Also include a cost increase to the mount version of at least 50g.

Hag Witch:Change projectile trajectory tofixedor fix accuracy issues and add some explosion damage.Currently misses far too often due to its trajectory sight setting. The projectile also lacks explosion damage of any kind, making it exceptionally poor against infantry.

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

Boydinov’s Brawlers RoR: Set Splash Target Size to 0.Suffer from the old splash attack issue that regular Streltsi had.

Lizardmen:

(!) Coatl: Add collision attacks.Collision attacks solve animation related damage application issues.

(!) Gor-Rok: -100g and increase duration ofMace of Ulumakto 30s, increase aoe ofShield of Aeonsto 55m.Not a very impactful character for the cost.

Tehenhauin:Blade of the Serpent’s Tonguedoesn’t affect allies, only himself.This is a bug as it should be the other way around.

Nakai the Wanderer:+30 WS or -50g.Needs to hit harder to be relevant.

Lord Kroak: -50g.A bit too expensive to be more than a niche pick.

Skink Oracle: -50g.A bit too expensive to see more widespread use.

Shredder of Lustria RoR: +100g.Could stand to be a bit more expensive after the recent buffs.

Bastiladon Ark of Sotek: Increase the vortex damage from theArk of Sotekability or increase radius to 25m.The damage is currently very underwhelming, but shouldn’t be too aggressive either since the ability has unlimited uses.

Saurus Warriors (both mace variants): +3 MA.Could be a bit more aggressive afterPrimal Instinctswas nerfed.

Cold One Riders: +3 MA and 336 HP.Could be a bit more aggressive afterPrimal Instinctswas nerfed.

Cold One Spear-Riders: +3 MA and 336 HP.Could be a bit more aggressive afterPrimal Instinctswas nerfed.

Feral Cold Ones: -25g.Were nerfed a bit too harshly, at 475 they’d be fine.

Norsca:

(!) Marauder Ice Wolves Chariots: Increase missile damage to 200 or higher, +400 mass.Currently the missile damage is far too low to have any impact.

Marauder Berserkers: +10 CB and +3 speed (and charge speed).A bit underperforming compared to similar units.

Brutes of the Hound RoR: +10 CB, +3 speed

(and charge speed), +20 armour.Doesn’t gain the armour effect from the Mark of Khorne.

Feral Mammoth, War Mammoth, War Mammoth (Warshrine), Soulcrusher RoR: -100g and increase acceleration to 6.Mammoths are still a bit too expensive for their performance and get stuck too easily.

Wulfrik the Wanderer: -100g on the War Mammoth.Currently a bit overpriced on the Mammoth Mount. The acceleration buff to 6 that is listed for the regular Mammoths should also apply to Wulfrik’s Mammoth mount.

Marauder Chieftain: Add armour piercing WS effect toFlaming Axe of Cormacand increase the value to 35%.Potion of Foolhardinessshould imbueImmune to Flanking.Buffing the Chieftain’s items should help make him more viable.

Throgg: Add +24 MD effect toThe Wintertooth Crown.Copious Vomitshould lose itsout of meleecondition.The Wintertooth Crownisnot a very appealing item.Ground based breath attacks such asCopious Vomitshould be usable while engaged in melee, as targeting becomes very frustrating otherwise.

Marauders Great Weapons: -25g.The cost increase over the basic version is a bit too much.

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

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

Nurgle:

(!) Pestigors: Reduce missile resistance by -10% and -20 armour.Unit is over-performing with many perks and strengths for price. Alternatively increase the price by 50g.

(!) Nurgle army abilities: Charge-up should be a bit fasterand Rot Glorious Rot should get +6s duration to 24s, as it is currently too weak.

(!) Tamurkhan the Maggot Lord: -400g and +30 turn speed on Bubebolos.Pays a massive tax over the regular Toad Dragon, while not being significantly better. Changes made to the Toad Dragon should also apply to his mount. Also did not receive the turn speed buff that was given to the Toad Dragon unit in 5.0.3.

(!) The Rotting Riders RoR: -200g and +5 LD & +300 mass.This RoR is overpriced compared to a basic Rot Knight.

Rot Knights: +5 LD and +300 mass.A bit underperforming for the price, could stand to be a bit more brave.

Exalted Hero of Nurgle: +50g.A bit too strong for the cost.

Toad Dragon:Unspeakable Foulnessshould lose itsout of meleecondition, 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.

Exalted Great Unclean One & Great Unclean One:AddAcid Ichorability, reduce splash max attacks to 5.Splash target values are too large to properly fight infantry,Acid Ichorhelps with dealing damage.

Rot Flies: +14 CB and +5 WS.Needs a bigger charge bonus to deal meaningful damage to infantry.

Plague Drones of Nurgle, Plague Drones of Nurgle Death’s Heads: +24 CB and +5 WS.Needs a bigger charge bonus to deal meaningful damage to infantry.

Bilious Thunderguff RoR: -100g.Too costly for what he provides.

Marauders of Nurgle Great Weapons: -25g.The cost increase over the basic version is a bit too much.

See buff toForsaken of Nurgleabove.

Ogre Kingdoms:

Greasus Goldtooth: -100g.Not a very competitive lord choice.

Firebelly: Remove use caps fromFlame Incarnate.Melee damage reflection for just 48s is not very useful, especially when the reflection values aren’t particularly high.

Skaven:

(!) Doom-Flayers:Reduce damage output vs cavalry and large units (-5 MA, -15 WS, +10 BvI).Some of the damage should be shifted into BvI to prevent them from overperforming against their counters.

(!) Throt the Unclean: +25 BvL on Brood Horror and +5 LD on all variants. Pays a lot on the Brood Horror mount for limited gain while losing his anti-large. Granting him his BvL on the Brood Horror or a price reduction of 100g would make him more viable.

(!) Ikit Claw: +100g on Doomwheel.Underpriced on the Doomwheel.

Doomwheel: +100 WS.Poor performance vs infantry for the price. Collision attack profile should be adjusted accordingly.

Plague Monk Censer Bearers: +3 MA & +3 MD or -75g.Bad performance for price.

Warp-Grinders: Increase Unit Cap to 2.Currently limited to 1, which seems unnecessarily constricting.

Poisoned Wind Mortars: -50g.Still a bit too expensive considering the poor accuracy.

Wolf Rats (both variants): +4 LD.A bit too cowardly (even for Skaven), their LD should match with Chaos Warhounds.


Mutant Rat Ogre: Increase knockdown resistance chance significantly.Suffers from massive stagger issues that prevent it from being an effective combatant.

Slaanesh:

(!) Fiends of Slaanesh: Increase cost by +100g ORreduce HP per entity to 508.Performs a bit too well after the model increase.

(!) Heartseekers of Slaanesh: Add attributeFrenzy, +14 CB, +4 WS or -150.Doesn’t really gain meaningful stat upgrades over Seekers of Slaanesh.

(!) Exalted Seeker Chariot: +110 WS.Elite chariots need a WS increase to set them apart from mid-tier chariots. Collision attack profile should be adjusted accordingly.

Hellflayers: +20 WS, +10 CB and +500 mass.Elite chariots need a WS increase to set them apart from mid-tier chariots. Collision attack profile should be adjusted accordingly.

Hellstriders of Slaanesh: -25g.The basic variant needs a bit of help compared to the Hellscourge version.

See buff toForsaken of Slaaneshabove.

The Empire:

(!) Steam Tankis still overly strong in melee vs cavalrydue to animations applying multiple hits, but also overly weak to cannon fire.If the animation cannot be fixed consider stat nerfs that reduce damage into non-infantry targets:(-10 MA for +10 BvI and reduce collision attack settings to 2/2, set size entity to “very large” to take fewer double hits and fix melee hit box to match articulation profile of visible model). They should also have aminimum firing range of 15, which prevents them from overperforming in duels versus other SEMs. Also consider removing the missile resistance from the Master Engineer when mounted on the Steam Tank.

(!) Land Ship (and variants): Reduce secondary ammo pool from 180 to 100.The secondary ammo pool is a bit too large to run out during most battles, and allows the Land Ship to accrue value too easily.

(!) Volkmar the Grim: +155 WS.Older SE chariots need more WS to be viable, as damage output is quite low. Collision attack profile should be adjusted accordingly.

(!) Elspeth von Draken’s Coruscating Blast: Fix damage spikes or make the breath somewhat dodgeable.Coruscating Blast is still very frustrating to play against. The issue here is not the base damage, but outlier situations with extreme damage spikes (especially against horse characters that are targeted in the back or flank). If this were to be fixed the recent price nerf should be reverted (i.e. -250g for the Carmine Dragon).

Handgunners: +3 missile strength or -1s reload time.Need a small buff to be worth their fragility and cost.

Helblaster Volley Guns: -50g.Still a little too weak for the price point.

Reiksguard: Add attributeGuardian.Too expensive and lack a clear role compared to other cavalry in the roster.

Mortars: Buff accuracy slightly.A bit too unreliable currently.

Crossbowmen: -1s reload time.Slightly underperforming.

Archers: -1s reload time or +10 range.Slightly underperforming.

Arch Lector: -100g.Overpriced compared to the stats gained over a regular Warrior Priest.

The Tattersouls RoR: -75g, +1 MA.Are too pricy and miss one point of MA compared to rank 9 Flagellants.

The White Wolves RoR: -100g.Increased melee stats are not worth the significant upcharge.

Tomb Kings:

(!) Settra the Imperishable’s Chariot of the Gods: Add attributeTerror, +50 WS, +500 mass.Is a downgrade compared to the warsphinx mount, gets stuck too easily and doesn’t deal enough damage.

Tomb Scorpion: +20 WS and add collision attacks. Still struggles somewhat in melee against inf because of his animations and low WS, which collision attack would help to solve.

Casket of Souls: Increase Calibration Distance to 360, decrease Calibration Area to 55.A bit too inaccurate for an expensive artillery unit. Also apply to Khatep’s mount version.

Hierotitan: Add collision attacks.The Hierotitan still suffers from poor performance into infantry because of animations, this would fix the issue.

Carrion: -5g.Not being a flat 100/50/25 price is frustrating for army building.

Skeleton Archer Chariots: +6 base missile damage and +3 armour piercing missile damage.Ranged damage values are too low to make a noticeable impact and fail to set the unit apart from the competing melee chariots.

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.

Tzeentch:

(!) The Changeling: Should not pay for items, which he doesn’t get.Reduce cooldown ofFormless Horrorability to 60s.Is prohibitively expensive, reduced cooldown on his transformation ability would promote using his changeling form, allowing his spellcasting side to shine.

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

The Sourguts RoR: +50g.Sour Dischargeis an incredibly good passive ability and warrants a price increase.

Burning Chariot of Tzeentch: -100g.Overshadowed by Changebringers and the Exalted Flamer of Tzeentch.

Iridescent Horror: Increase radius ofLocus of Changeability to 55m.His only unique ability is mediocre and doesn’t distinguish him from other hero choices.

See nerf toCentigors of Tzeentchabove.

See buff toForsaken of Tzeentchabove.

Vampire Coast

Aranessa Saltspite: +40 WS.Damage is a bit too low for Ultra unit size.

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. Queen Bess RoR: +300 HP to the artillery piece (not the crew!) and +23 accuracy. The artillery piece itself can be destroyed too easily. Queen Bess is also missing the usual accuracy increase that RoRs get, having only 10 accuracy base, compared to most RoRs having 33.

The Tide of Skjold RoR: -50g.Was forgotten when the base unit got a cost decrease.

Fell Bats: -25g.Slightly overpriced.

Vampire Counts:

(!) Black Coach: +130 WS and lower kill requirements for the abilities.Damage is too low for a single entity chariot to work and abilities are hard to unlock. Collision attack profile should be adjusted accordingly.

Fell Bats: -25g.Slightly overpriced.

Skeleton Spearmen: -25g.Slightly overpriced.

Crypt Ghouls: -25g or +8 CB.Do not perform as well in combat as they should.

Necrarch Vampire Lord: AddGreater Arcane Conduitas a purchasable ability.The Necrarch Vampire Lord should match his campaign counterpart and be allowed to useGreater Arcane Conduitinstead of the generic version.

Verek's Reavers RoR: +8 CB.This RoR is missing 8 CB compared to the base unit.

Warriors of Chaos:

(!) Gorebeast Chariots: +30 WS, set collision max targets cooldown and attacks to 2/2.Elite chariots need a WS increase to set them apart from mid-tier chariots. Collision attack profile should be adjusted accordingly.

Chaos Warriors Great Weapons: -25g or +2 WS.Have been powercrept by other units.

Marauders Great Weapons: -25g.The cost increase over the basic version is a bit too much.

Kholek Suneater: +40 WS.Could stand to hit a little bit harder.

Sarthorael the Everwatcher: Add The Rock of Inevitabilityto his item selection.After losing his resistances during the transition to WH3 Sarthorael lacks a clearly defined role, as he overpays for the stats of a regular Lord of Change with a worse item selection than the Exalted Lord of Change. Tzeentch currently lacks characters with a debuff aoe, so The Rock of Inevitabilitywould open up a niche for Sarthorael. The ability should cost 200g, matching the rare uniqueness score of the base item.

See buff toForsakenabove.

Wood Elves:

(!) Wild Hunters of Kurnous RoR: +50g.Need a slight cost increase after their switch to armour–piercing attacks.

(!) Arrow of Kurnous (ability): Set penetration to medium_magic.Currently a bit too strong vs cavalry, but should keep its damage vs infantry, artillery and single entities.

Glade Guard Starfire Shafts: +50g.Overperforming after the recent model increase.

Wildwood Rangers: Add attributesStalkandVanguard.Are outclassed in their unit role and need more differentiation from other units in the roster.

Deepwood Scouts Swiftshiver Shards: +25g.A small nudge to improve internal roster balance.

Ariel: +15armour piercingexplosion damage toAcorns of the Oak of Ages, +150 ranged damage toDart of Doom.BothAcorns of the Oak of AgesandDart of Doomaren’t very strong items, especially since Ariel is already very expensive.

Treeman: -100g.Too expensive for the poor melee performance.

Updated 6 hours ago.

COMMUNITY SOURCED, PEER-REVIEWED BALANCE RECOMMENDATIONS LIST (UPDATED FOR PATCH 5.2!) - Total War: Warhammer (2024)

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