Uploaded January 2026 | Updated September 2026, 2 weeks ago
A new proposed "Unit Cohesion" mechanic for Total War: Medieval 3. With the War Core engine and the early development stage of the game, I figured it was time to open a discussion on how to improve historical combat for Total War. Link to presentation: miro.com/app/board/uXjVGTtlPgE=/?share_link_id=304447018859
The Problem:
Historical battles have stagnated due to low unit variety and limited paths to victory (always hammer and anvil). The binary nature of morale also means that nothing mechanically happens to a unit before it flees, leading to boring and grinding gameplay.
The Solution:
Introduce a new "unit cohesion" mechanic that fundamentally changes a unit's behavior prior to being routed to allow for more unit differentiation and tactical options.
The Definition:
"Unit Cohesion" is the degree to which individuals act as a unit. This is very important for historical accuracy where the armies were indeed made of individuals whose ability to win was dictated by the leader's ability to command and control them properly. In fact, most battles were won or lost based on this cohesion rather than casualties.
How it works:
Each unit will now have a Unit Leader that serves as the anchor of the unit and to which the other soldiers of that unit are magnetized to. The level of cohesion of a unit dictates how efficiently these soldiers follow the orders of the leader. So if you give an order, the leader goes first, followed by the rest of the men in a response time proportional to their cohesion. In terms of movement, cohesion degrades the farther and faster you go. When a unit stops moving, it can regain cohesion. For combat, a unit's cohesion dictates how effectively it can fight an opponent. More cohesion (and other factors) mean you can push other unit back. More cohesion mean you can withstand cavalry charges.
Micro Cohesion:
We need an ability to customize units to improve their cohesion stats. This should include a way to select a unit leader and also a support staff (officers, musicians, bannermen) who can improve a unit's cohesion. There should be tools to visualize and test cohesion outside of actual battles such as a "Training Ground" mode.
Macro Cohesion:
A battle line now becomes much more fluid and dynamic as each unit's engagement ebbs and flows based on their cohesion. Generals and other abilities can help influence the state of cohesion of their forces. There should also be a cohesion system for unit's within larger formations. This could work like Carthay's Harmony system.
Timestamps:
00:00 Intro
00:40 Current Problems
06:28 Cohesion
10:55 Reworked Units
12:29 Cohesion in Practice
18:50 Micro-Cohesion
27:04 Macro-Cohesion
32:06 Potential Issues
#history
#medieval3
#totalwar
A new proposed "Unit Cohesion" mechanic for Total War: Medieval 3. With the War Core engine and the early development stage of the game, I figured it was time to open a discussion on how to improve historical combat for Total War. Link to presentation: miro.com/app/board/uXjVGTtlPgE=/?share_link_id=304447018859
The Problem:
Historical battles have stagnated due to low unit variety and limited paths to victory (always hammer and anvil). The binary nature of morale also means that nothing mechanically happens to a unit before it flees, leading to boring and grinding gameplay.
The Solution:
Introduce a new "unit cohesion" mechanic that fundamentally changes a unit's behavior prior to being routed to allow for more unit differentiation and tactical options.
The Definition:
"Unit Cohesion" is the degree to which individuals act as a unit. This is very important for historical accuracy where the armies were indeed made of individuals whose ability to win was dictated by the leader's ability to command and control them properly. In fact, most battles were won or lost based on this cohesion rather than casualties.
How it works:
Each unit will now have a Unit Leader that serves as the anchor of the unit and to which the other soldiers of that unit are magnetized to. The level of cohesion of a unit dictates how efficiently these soldiers follow the orders of the leader. So if you give an order, the leader goes first, followed by the rest of the men in a response time proportional to their cohesion. In terms of movement, cohesion degrades the farther and faster you go. When a unit stops moving, it can regain cohesion. For combat, a unit's cohesion dictates how effectively it can fight an opponent. More cohesion (and other factors) mean you can push other unit back. More cohesion mean you can withstand cavalry charges.
Micro Cohesion:
We need an ability to customize units to improve their cohesion stats. This should include a way to select a unit leader and also a support staff (officers, musicians, bannermen) who can improve a unit's cohesion. There should be tools to visualize and test cohesion outside of actual battles such as a "Training Ground" mode.
Macro Cohesion:
A battle line now becomes much more fluid and dynamic as each unit's engagement ebbs and flows based on their cohesion. Generals and other abilities can help influence the state of cohesion of their forces. There should also be a cohesion system for unit's within larger formations. This could work like Carthay's Harmony system.
Timestamps:
00:00 Intro
00:40 Current Problems
06:28 Cohesion
10:55 Reworked Units
12:29 Cohesion in Practice
18:50 Micro-Cohesion
27:04 Macro-Cohesion
32:06 Potential Issues
#history
#medieval3
#totalwar
![True Size of the Krieg Armored Korps [999.M41] 3D Documentary
Play World of Warships (https://wo.ws/4rv5weX) and use our invite code to claim a free Tier IX ship, complete with two permanent camouflages and two Santa’s Gift containers!
A Warhammer 40k lore documentary on the True Size of a Krieg Armored Korp!
We continue to explore the true size of armies in Warhammer 40,000. This particular episode focuses on the tanks and armored vehicles of a Krieg Siege Regiment. We begin with a review of the overall Krieg military organization within the Astra Militarum and the role of its various Regiments. Then we cover the different types of armored companies which include field, standard, heavy, and siege variants. Each of these units is then dissected from the war machine to the squadron, company, and regiment.
Timestamps:
00:00 Intro
02:29 Krieg Armored Korp
04:06 Hades Breaching Drill
06:35 Gorgon Heavy Transport
08:17 Crassus Heavy Transport
09:20 Chimera APC
10:54 Hellhound
11:40 Leman Russ Tank
13:38 Destroyer Tank Hunter
14:24 Tank Squadron
15:44 Tank Company
17:48 Armored Recon Company
18:54 Armored Fist Company
20:06 Assault Infantry Company
23:54 Siege Regiment
24:33 Outro
Sources:
Codex: Astra Militarum (6th Edition) (Digital Edition), Regiments of Distinction - Death Korps of Krieg
Codex: Astra Militarum (9th Edition)
Imperial Armour Volume 5-7 - The Siege of Vraks
Imperial Munitorum Manual (Background Book)
Credits:
Research = Invicta
Script = Invicta
Narration = Guy Michaels
Art = Penta Limited
#warhammer40k
#documentary
#lore True Size of the Krieg Armored Korps [999.M41] 3D Documentary](https://i.ytimg.com/vi/BN08QkFxV2o/mqdefault.jpg)
![True Size of the Battle of Cannae [Part 1] 3D DOCUMENTARY
A 3D simulation of the True Size of Cannae in Unreal Engine 5. Check out this book of historical fiction on the life of Gaius Crastinus, 1st Centurion of the 10th Legion: https://www.amazon.com/10th-Legion-things-should-Crastinus/dp/B0F26YNZ73
In this history documentary series we will be bringing to life the True Size of the Battle of Cannae between Rome and Carthage in the midst of the Second Punic War. The simulations were made possible thanks to Unreal Engine 5 and the support of Dr. Adrian Goldsworthy.
We begin with a review of the Roman and Carthaginian Army sizes. Next we turn to the site of battle to identify where they would have been placed. As the armies now enter the battlefield we model the camps which were erected in the days leading up to battle. Finally we arrive at the climactic day of August 2nd with the Battle of Cannae. Here we cover the army deployments and formations from both a birds eye view and the boots on the ground. In our next episode we shall turn to the unfolding of the battle itself.
Timestamps:
00:00 Intro
05:24 Army Sizes
09:07 Site of Battle
15:36 Army Camps
21:07 Deployment
28:10 Roman Formation
34:52 Carthaginian Formation
42:15 Battlefield Size
44:18 Generals POV
46:34 Outro
Credits:
Research = Invicta
Script = Invicta
Narration = Guy Michaels
Commentary = Dr. Adrian Goldsworthy
Art = Penta Limited
#history
#documentary
#romanhistory True Size of the Battle of Cannae [Part 1] 3D DOCUMENTARY](https://i.ytimg.com/vi/BOy1nx-4pqU/mqdefault.jpg)

![True Size of the Armageddon Steel Legion [999.M41]
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A Warhammer 40k lore documentary on the True Size of a Armageddon Steel Legion!
We continue to explore the true size of armies in Warhammer 40,000. This particular episode focuses on the combined arms formations of an Armageddon Steel Legion. We begin with a review of the history of the planet of Armageddon which stretches back to the War of the Beast and the years of the Imperial Great Crusade. We then cover the emergence of Armageddon as an imperial hive planet devastated by pollution and war. But from the crucible of the War for Armageddon would emerge a powerful army of the Imperial Guard bent on retaking their planet with an aggressive, mechanized doctrine. The video then covers each of the major unit types found in the Steel Legion before combing them all together into squadrons, platoons, companies, and regiments.
Timestamps:
00:00 Intro
05:05 History of Armageddon
10:02 The Steel Legion
13:19 Typial Soldier
14:30 Infantry
19:33 Company Support
20:18 Light Vehicles
24:44 Tanks
28:43 Artillery
32:45 Logistics
34:08 Air Force
37:36 Regiment
40:08 Outro
Sources:
Codex: Imperial Guard (3rd Edition)
Codex: Astra Militarum (9th Edition)
Epic Armageddon Rulebook
The Battle for Armageddon
Credits:
Research = Invicta
Script = Invicta
Narration = Guy Michaels
Art = Penta Limited
#warhammer40k
#documentary
#lore True Size of the Armageddon Steel Legion [999.M41]](https://i.ytimg.com/vi/CF4OY6Utzcs/mqdefault.jpg)






