Total War: Warhammer 3 Update 7.0 Battle Rebalance — The Complete Guide to the New Combat Meta

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.

Total War: Warhammer 3 Update 7.0 Battle Rebalance

Now?
Dragons finally fight like creatures weighing several tons.

Why Mass Matters

Entity Mass determines:

  • Knockback resistance

  • Charge momentum

  • Ability interruption

  • Landing/Takeoff authority

  • 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)

FactionUnit / LordEntity Mass (Old → New)Combat Impact
High ElvesStar Dragon / Mounts4400 → 5900 (+34%)Now the tankiest aerial anvil in the game.
Dark ElvesBlack Dragon / Mounts4000 → 5000 (+25%)Gains mass + improved mobility for versatile terror plays.
Grand CathayDragon Lords (Miao Ying, etc.)3500 → 4500 (+29%)More consistent brawlers in hybrid form.
Vampire CountsZombie Dragon4000 → 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.

  • Commit to long engagements

  • Dive enemy artillery or elite archers

  • Use mass to sit in the backline and shred

  • 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

  • HP: 135 → 142

  • Charge Bonus: 36 → 40
    Finally hit hard and survive the approach.

Kislev Elemental Bear

  • HP: 10,488 → 10,988

  • Melee Attack: 48 → 50

  • Melee Defence: 30 → 34
    A monster-tier anchor unit now capable of bruising enemy lords.

Lizardmen Dread Saurian

  • 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:

  • Army count

  • Tech rush speed

  • Midgame power spikes

A huge winner in campaign.


Targeted Nerfs & Economic Rebalances

Khorne Wrathmongers

  • 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

  • Slight stat reductions

  • Multiplayer cost: 525 → 500
    Rebalanced toward cost-efficiency.


Part 3 — How to Win Under Patch 7.0’s New Rules

Campaign Adaptation

  • AI faction compositions are stronger (esp. Lizardmen & Cathay)

  • Your single-entity monsters are more valuable as offensive tools

  • Economy changes shift power toward mid-tier units & mixed armies

Multiplayer Adaptation

  • Durability > burst

  • Cost efficiency > glass cannons

  • Massed single-entities (dragons, bears, daemon princes) are more common

  • Every roster needs anti-large AP solutions


Universal Tactical Principles

1. Protect the Backline

Dragons dive deeper than ever—keep:

  • Halberds

  • Spears

  • Anti-large infantry

in reserve to catch them.

2. Mixed Arms > Mono-army

You now need:

  • AP ranged

  • Durable frontline

  • Single-entity shock pieces

  • 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.   


Useful Community & Resource Links 

Comments