Formed in 2003, the LMC has since produced award winning modifications of the total war™ series, bringing to you the most realistic representation of Napoleonic warfare to date. From our first tentative steps with Napoleonic - TW1 and its later campaigns and expansion (American Total War), to the highly acclaimed and community supported Napoleonic - TW2 for the Rome engine, the Lordz name has been synonymous with the age of musketed ranks of infantry and striking cavalry. A great departure from the original "vanilla" games, these mods were a point of pride for those who created them as well as the foundation of a vibrant Napoleonic community. With the release of Napoleon Total War the Lordz Modding Collective invites its fans, both the veterans of our forums and the battlefield, as well as the raw recruits, to once again join our community. Here you will be able to organise online games, discuss tactics and rules of conduct on the field, read and post historical articles and much more.

Report abuse Napoleonic: Total War 3 - Main Pack
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Nov 16th, 2012
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Napoleonic: Total War III is the latest Napoleonic modification developed by The Lordz Modding Collective (LMC), based on Creative Assembly’s latest title Napoleon: Total War. NTW3 is an in-depth modification and the result of 10 long months of development, providing the most historically accurate and breathtaking multiplayer experience to date.

The Lordz Modding Collective (LMC) is proud to present to you Napoleonic Total War 3 (NTW3).

NTW3 is the latest of our Napoleonic mods, based on Napoleon Total War by the Creative Assembly (CA). You will find download links at the end of this presentation.

What is new:

I- Playable Factions

NTW3 will include 18 nations that partook in the Napoleonic wars. A complete order of battle was developed for each of them to allow varied armies on the field. Nations will vary, as they did historically, in unit sizes, morale, firepower and close combat capabilities, making for different national strengths and weaknesses. This practically translates into using different strategies and tactics to achieve victory based on the nation used.

For example; Historically Russia had massive armies on the field, good selection of cavalry, and large numbers of guns. It's poor saltpeter made for poor gunpowder with more missfires which lead to the Russian preference for charging and bayonet use compared to prolonged musket fights. This is represented in game by larger unit sizes, low musket accuracy and better melee stats. Their batteries are larger than other nations with slightly lower stats to simulate the historical limitations of their artillery (poorly commanded at first and bad saltpeter). Despite the lower accuracy of the Russian artillery, a Russian commander in NTW3 will quickly realize the effectiveness of its bigger size and will use it to soften the enemy. He will prefer not to stay in long firefights but to charge for victory when the setting is right.

On the opposite end of the spectrum, England had more of an elite but smaller army. It's men were experienced, and were good shots (The British also deployed mainly in 2 line deep formations bringing more guns to bear on their enemies) . Many lower quality Dutch and Brunswickian troops supplemented its low numbers on the continent. It's cavalry was decent but not the best in Europe. It's commanders almost never used their cannons in large batteries but mainly in half batteries throughout the line. This is represented in game by smaller infantry unit sizes that deliver a deadly punch. Their high cost will make a British commander in NTW3 consider the ground as his best ally, using reverse slope when possible, to minimize casualties and supplementing his army with a few less expensive (and dare I say, more expendable), Dutch and Brunswickian troops. He will definitely prefer a protracted firefight to a charge.

Here is a complete list of all playable factions:

  • France
  • Britain
  • Russia
  • Austria
  • Prussia
  • Spain
  • Ottoman
  • Bavaria
  • Denmark
  • Hesse-Darmstadt & Baden
  • Northern Italy
  • Poland
  • Portugal
  • Saxony
  • Sweden
  • United Netherlands
  • Westphalia
  • Württemberg

II- Gameplay Mechanics:

1/Unit Sizes

Infantry units represent battalions or regiments. Because of the ‘slot limit’ in game some compromises were needed. The larger units are either strong battalions, (British Foot Guard, Hungarian Line) or 2-3 small battalions (most Russian, and some militia units). Historically unit strength was variable so the sizes are one interpretation only (based on the 1808-1815 period).
Within the constraints of the 20 unit slots we tried to allow players to create scale armies of 15 – 30 battalions with artillery and specialist support. There is room also for a brigade of cavalry, more if you make sacrifices elsewhere. At the scale of real Napoleonic battles this would represent a small Corps of maybe 2 infantry Divisions and cavalry support.

2/Unit Ratings

Wargaming rules were used as a base for unit stats. Multiple sources were used to compare the different value or strength of a unit compared to its counterpart in other nations. A formula was used to calculate the cost of the unit based on its stats. Each number in the stats was given a relative importance compared to the other numbers. This was used as a coefficient to adjust the price for example of better shooting stats compared to better melee stats. We applied this formula consistently to all branches of the army for each nation. Finally, minor nations were divided into 3 categories based on their historical importance and the size of their armies during the Napoleonic wars between 1808-1815. Each category received a different extra penalty to unit costs to represent the fact that these nations could not historically field as large or as good armies as the 5 major factions.

3/Weapon Effects

Using a scaling factor of 1 in-game distance unit equaling 3 metres the ranges and effects of weapons have been realistically portrayed. Musketry causes only moderate casualties beyond 100m, becoming virtually useless beyond 200m. Cannons were based on effective range, with varying fire rates for sustained, long range bombardment and desperate ‘defend-the-battery’ close range canister.


Much work has been done to get the balance of Infantry/Cavalry/Cannon right. This is the essence of Napoleonic warfare, and the equal importance of each is one reason why this is probably the most popular period for Wargames. This balance can only be achieved through testing, and our dedicated team of more than 30 has been providing feedback for many months now.
Also we used unit limits and adjusted costs to prevent spamming.

5/Realistic fatigue & Morale effects

Cavalry starts very powerful, but become useless after a couple of charges until rested again.
Units under heavy fire and weakened may break if something ‘bad happens’.
Cannons cannot fire flat out all day, reserving their ammo and energy for important tasks. As the crewmen become fatigued, the battery loses reload and accuracy. Past winded, they become very inefficient. Exposure to musket and especially cannon fire will break down a unit's ‘will to fight’ making a rout much more likely when the enemy closes.

6/Fog of War

This means you will have no idea what you opponent is up to until you are close to his army.
Scouting, generally using light cavalry, is required to locate the enemy. Consequently, tactical and strategic ambushes are possible. I think this will be a very appealing and distinctive aspect of this mod.

7/Unit Disruption for Infantry/Cavalry Interpenetration.

Units cannot pass through each other like ‘ghosts through walls’. Friendly infantry will be considerably slowed and scattered if they attempt it.
Your cavalry can NOT leap forward from behind a line of infantry to attack the enemy. You must have gaps for cavalry operations. This seemingly small feature will have a big impact on how armies are maneuvered on the field.

III- Historical scenarios

Napoleon's Eagles deals with the historical engagements of the Napoleonic era. It represents the true ‘grognard’ companion to the NTW3 classic mod. The battles are carefully researched and recreated with detailed OOBs, uniforms, and historical behavior.
Maps were created from 1:25000 scale topographical data, villages represented with their correct layout and stronghold positions. Realistic terrain effects impact heavily on the unit movement and behavior. Historical battles play in a more realistic fashion, they are slower and fatigue settings are harder.

Version 1 offers:
The Battles of Austerlitz, Waterloo, Aspern-Essling, Hohenlinden and Eylau.
Auerstädt, Marengo and Montebello.

Unique to Napoleon’s Eagles is the ability to control an entire army.
This would mean, playing Marengo on a 1vs1 basis will offer each player the challenge to manage more than 80 units, playing the same battle on 2vs2 will give players 40 units each on so on.

To access these wonderful engagements please use the scenario battles instead of land battles when hosting. You will have the opportunity to pick how many players will be on each side from there. Please note that sometimes the players will see very few units available to them in the pre-loading screen but in fact they will have an appropriate army in game.

IV- New Multiplayer Maps

NTW3 includes a complete rework of all vanilla maps as well as more than 40 new maps made from scratch. These new maps were designed in different styles. Some of them are objective maps with multiple victory locations assigned different victory points. These should be played with time limits, the side with the more points at the end is the victor.

Installation and Other Important Issues:

NTW3 comes with its own manager that will allow you to pick to play the classic mod or the historical scenario. It also has a "delete script\" button. It is recommended to press it if you had been playing other mods so as to not have any bugs/incompatibility issues .

Download links:

Main Installer (577mb)

Map Pack (468mb)


The Lordz Team

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Napoleonic: Total War 3 - Main Pack
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Nov 15, 2012
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