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JohnRadical

No, campaign movement is entirely unrelated to unit speed.


PhobiaTo2

Dwarfs taking ten turns to move through their own province.


Gortrok

I play Dwarfs a lot, and this is why I use the mod for home region bonus movement. Also helps defend against Greenskin and Skaven shitstacks that roam your territory to sack minor settlements; they're so difficult to catch otherwise.


RainTheDescender

Can you imagine if campaign movement range is relative to the average speed of your army? Bretonnia will be nigh impossible to catch.


Aisriyth

That's how it used to be in older titles, was really interesting


TWLurker_6478

Yup, it was fun to throw together an all cav force to harass behind enemy lines. Or have your main force leave its artillery behind so you could blitz an undefended city.


haulric

It was not defined by the average speed but the speed of the slowest unit. So having an army made only of cav to catch fleeing armies or intercept reinforcement was a legit strategy. At the same time it was not a good idea to put artillery on every army as it slowed them a lot. I still believe they should have kept this feature for Warhammer.


Namiswami

It certainly would increase the strategy aspect of the game.


warbastard

I believe the problem was the AI couldn’t handle it and during Empire TW you had one or two units of cav running randomly across your lands and raiding your territory. It was incredibly frustrating. But yes, as a player you could separate your cav from your army and use it to chase any stragglers or isolated missile units. But generally the AI was spectacularly awful at using this system.


MonitorMundane2683

It wasn't if you maintained a couple of small armies to intercept these raiders. The reason it was removed was players cried about their braindead doomstack armies not being able to handle that, and as you say, frustrating them cause they were incapable of using brains.


Mephistopolees

Empire's cav raiders weren't much of a strategic problem, you'd have to be severely brain-dead not to get the fix for that. But the massive number of small armies did play absolute hell for end-turn time, and wasn't a great use of the AI's resources. It was also before the 'need general to lead an army' reform of Rome II. That kind of came to a head in WH2, where supply line penalties were insane, so raising a small counter-raid force would have been bank-breakingly expensive, which is an understandable pain in the ass for the player. Nowadays, theres much less reason, but its still not quite as easy as it used to be


Burswode

That's why gallop guns in Napoleon were so good. I used to start campaigns with two main armies and a third one of cav and guns to run support and scout the area between the two mains


matt555yo

Feel like horse artillery were still fast on the map in Napoleon? I’m sure I used to make all cavalry armies like that


HolocronHistorian

Yeah, horse artillery. Not regular artillery.


MonitorMundane2683

Yes, playing without this feature feels so poor.


EmperorHans

No it didn't, and no it wasnt. 19 light cav and a heavy arty moved at the speed of the artillery. It wasn't interesting, it just forced you to have a couple of 4 cav unit armies to chase off the weird spam of single unit raiders. 


ginger6616

My all Royal Hippogryph Knight doom stack can now just ignore all terrain


General_Brooks

Would add so much to the strategic dimension of the game. Obviously would require a lot of balancing but I would love to see that.


Valerian_Nishino

Well, I doubt those knights would go anywhere without their personal entourage.


daniu

In previous TW titles (Empire, Napoleon, Shogun) the campaign movement was dependent on the minimum range of units in the army (ie artillery slowed you down). 


Makinote

that's how it works in Mount&Blade


Apprehensive-Cat2527

In M&B you can buy horses for your foot troops to increase speed on the map.


Makinote

yes!


RogerBernards

In older Total War games as well.


Next_Pollution9502

If you are looking for a mod then here is one. It changes movement range based on unit types and army size. [https://steamcommunity.com/sharedfiles/filedetails/?id=2798671658](https://steamcommunity.com/sharedfiles/filedetails/?id=2798671658)


GingerDelicious

Now that you mention it, it makes sense for smaller armies to have more movement range. That would give more of a reason to use them as well.


NoMoreMonkeyBrain

No.  They used to do this and I think they still do this in Rome 2, but otherwise I believe it's not the case for any game where you're required to recruit a general.


NotUpInHurr

It's Rome 2 or Shogun 2 that was the last one


NoMoreMonkeyBrain

Shogun 2 and Rome 2 both have different movement options for different unit types, but with Rome 2 you *can't* separate those units from your army and in Shogun 2 generals are entirely independent.


Jimmy_Twotone

Generals in S2 with all cav armies moved farther than mixed. Artillery slowed them way down. Armies with a general had further base movement range than armies without however.


TheeShaun

Three Kingdoms had all cav armies be faster.


Das_Fish

3K has this, but not Warhammer.


Ninja-Schemer

Nope.  Campaign movemen is largely independent from army comp.  Sole exception are heroes with embed effects, like engineers


NotUpInHurr

Unfortunately I think Shogun 2 was the last one that did movement that way


Julio4kd

No. Last game that used this feature was Rome 2. i do not remember it in Attila.


HackedAccountlol

Would be really hellish for factions that rely mostly on infantry and would make the horse-based factions really frustrating. Imagine doomstack Huns spawning infinitely while having a fuckton of campaign movement. Not only making them really hard to defeat in battle but also really hard to catch campaign side.


wolfiasty

Sounds like real world situation, where such army had a huge movement advantage, was pretty fierce on battlefield, and only way to defeat it as an infantry mostly/only army was to stick to fortifications and force horse army to break on those structures or dismount and lose impetus. And that's my problem with doomstacks - you either accept that those are completely unrealistic and don't whine or you download a mod that prevents creating them, and latter is what I do.


S1lkwrm

It would be cool. But I didn't notice a speed increase. I've actually did a companion army with outriders and horse lord. There were about 6 units and did well used as a reinforcing army and was killing full stacks really well by kiting. I didn't notice any speed difference but was at least kind of fun being able to reinforce my main elspeth army for big fights or break off to capture minor settlements. It cost around half a full stack. That army because it was so specialized you can put skills where it matters with lords like route marcher and specific to the cav units.


MonitorMundane2683

There is a mod that makes it happen - it's supper essential for me to play the game tbh. If I ever find a mod that lower default army movement to like 50% of what we have in the game to work with it, my campaign mobility issues are satisfied.


EndyCore

This only worked in historical TW.


siberarmi

You are thinking about Heroes of Might&Magic my friend.


Jarms48

No. In other Total War games it’s a thing.


Plank_With_A_Nail_In

People are faster than horses over the course of a day, horses can only travel for 30 miles before needing a whole additional day of rest. In reality Calvary armies are slower off of the battlefield than infantry armies. Over long distance Humans are the second fastest animals on Earth and the first fastest needs special climatic conditions (huskies).


SWAT_Johnson

If you have artillery your army will need enough horse power to travel over rough terrain like hills/rivers/mountains. You can check available horsepower by hovering over armie’s lord “hp”


nwillard

Okay my lord has 4730 HP. And he does get more horsepower if I put him on a mount. Cool.