If you’ve been feeling like the battlefield in Total War: Warhammer III suddenly shifted under your feet… you’re absolutely right. Update 7.0 didn’t just tweak a few values—it rewrote the rules of war.
Dragons that used to get staggered by arrows now smash through formations like forces of nature. Cavalry charges hit harder. Elite monsters gained staying power. And even your campaign economy feels different thanks to targeted cost rebalances.
This guide breaks down every major combat change—what actually happened, why it matters, and how to adapt so you stay ahead of the new meta. Whether you’re running Immortal Empires domination runs or climbing competitive multiplayer, this is everything you need to know.
Part 1 — The Sky Has Changed: Dragon & Flying Unit Rework
The Most Important Change in Patch 7.0: Entity Mass Overhaul
Flying monsters were completely rebalanced through mass increases of 25–34%, fundamentally changing how they interact with the battlefield.
Before 7.0, even a legendary Star Dragon could be visibly disrupted by basic missile fire. Players often complained that fliers felt fragile and required constant micro.
Now?
Dragons finally fight like creatures weighing several tons.
Why Mass Matters
Entity Mass determines:
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Knockback resistance
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Charge momentum
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Ability interruption
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Landing/Takeoff authority
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Stability inside melee
Higher mass = fewer stagger animations, fewer interrupted attacks, and a much more stable frontline (or backline-crushing) monster.
Major Flying Unit Buffs (Original Values Kept)
| Faction | Unit / Lord | Entity Mass (Old → New) | Combat Impact |
|---|---|---|---|
| High Elves | Star Dragon / Mounts | 4400 → 5900 (+34%) | Now the tankiest aerial anvil in the game. |
| Dark Elves | Black Dragon / Mounts | 4000 → 5000 (+25%) | Gains mass + improved mobility for versatile terror plays. |
| Grand Cathay | Dragon Lords (Miao Ying, etc.) | 3500 → 4500 (+29%) | More consistent brawlers in hybrid form. |
| Vampire Counts | Zombie Dragon | 4000 → 5000 (+25%) | More reliable duelist & line-breaker. |
How the New Air Meta Works
If You Command Dragons
Your job is no longer “poke, retreat, repeat.”
You are now a breakthrough specialist.
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Commit to long engagements
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Dive enemy artillery or elite archers
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Use mass to sit in the backline and shred
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Don’t rely on cycle-charging—it’s less effective now
If You Fight Dragons
Old counters don’t work anymore.
What you need now:
✔ Armor-piercing ranged units
Handgunners, Thunderers, Jezzails
✔ Anti-large artillery
Cannons, Bolt Throwers, similar high-impact AP
✔ Control spells
Nets, slows, mass reduction effects
(e.g., Net of Amyntok)
These create the kill windows that mass buffs otherwise erase.
Part 2 — Not Just the Skies: Ground Combat Rebalance
Patch 7.0 delivered huge ground-unit adjustments that shake up both campaign and multiplayer.
Big Winners (Buffed Units)
Dark Elf Cold One Dread Knights
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HP: 135 → 142
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Charge Bonus: 36 → 40
Finally hit hard and survive the approach.
Kislev Elemental Bear
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HP: 10,488 → 10,988
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Melee Attack: 48 → 50
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Melee Defence: 30 → 34
A monster-tier anchor unit now capable of bruising enemy lords.
Lizardmen Dread Saurian
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Leadership: 70 → 75
Huge buff for an expensive behemoth that used to rout too easily.
Skaven Cost Efficiency Buffs
Stormvermin, Doomwheels, and others received recruitment/upkeep reductions, significantly improving:
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Army count
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Tech rush speed
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Midgame power spikes
A huge winner in campaign.
Targeted Nerfs & Economic Rebalances
Khorne Wrathmongers
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Melee Defence: 50 → 46
Slightly more killable without losing their identity.
Elite Cost Increases (Ogres & Slaanesh)
Leadbelchers and Heartseekers now cost more, tightening elite-spam armies.
Kislevite Warriors
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Slight stat reductions
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Multiplayer cost: 525 → 500
Rebalanced toward cost-efficiency.
Part 3 — How to Win Under Patch 7.0’s New Rules
Campaign Adaptation
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AI faction compositions are stronger (esp. Lizardmen & Cathay)
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Your single-entity monsters are more valuable as offensive tools
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Economy changes shift power toward mid-tier units & mixed armies
Multiplayer Adaptation
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Durability > burst
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Cost efficiency > glass cannons
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Massed single-entities (dragons, bears, daemon princes) are more common
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Every roster needs anti-large AP solutions
Universal Tactical Principles
1. Protect the Backline
Dragons dive deeper than ever—keep:
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Halberds
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Spears
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Anti-large infantry
in reserve to catch them.
2. Mixed Arms > Mono-army
You now need:
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AP ranged
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Durable frontline
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Single-entity shock pieces
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Control abilities
No single unit can carry you through 7.0.
3. Focus Fire Riders
Riders often have lower HP/mass than their mounts—killing the rider can cripple the entire monster’s effectiveness.
Conclusion — Patch 7.0 Makes Total War: Warhammer 3 Better, Deeper, and More Brutal
Update 7.0 didn’t just rebalance stats; it rebuilt battlefield physics.
Dragons now feel mythic.
Ground units fulfill their fantasy roles.
Costs make more sense across every faction.
The result?
A game that rewards thoughtful army design, decisive engagements, and tactical flexibility more than ever.
The battlefield has changed.
Your strategies should too.

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