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==Why Play Kislev== *[[Memes|Kislev.]] *Because you like Humans, but don't want to debase yourself by playing as one of the feeble westerners (or southerners in this case) *You think that premodern Eastern Europe is underused as an inspiration for fantasy stuff. *You will likely be playing a more generalist playstyle that leans more into mobile skirmishing and Cavalry. *You want an excuse to blast Sabaton while playing in fantasy. *<s>[[Furry|FUCKING BEARS!!!!!]]</s> {{BLAM}} {{BLAM|In the name of Tzarina Katarin Bokha, this man has been been sentenced to death for degeneracy, move along citizen.}} ===Pros=== *'''Cavalry''': Kislev always leaned more towards the cavalry side on tabletop and that continues to be the case in TW. With Winged Lancers, Gryphon Legion, Bear Riders and Horse Archers you should have a very wide selection of horsemen to choose from, without the same crippling infantry [[Bretonnian|Bretonnia]] has *'''Flexible Infantry''': Many of your ranged units, such as the Ice Guard, have weapons that allow them to fight in melee, similar to Shades and Lothern Sea Guard. This means them getting stuck in melee won't be too much of an issue as they can actually defend themselves. *'''High Leadership''': I guess when Chaos is squatting on your front door nothing really scares you anymore. With high natural leadership and a passive that makes you unbreakable when you're low it'll take a lot to get you to run. *'''Range''': You have plenty of skirmish units that also function decently well in melee. Virtually all of your infantry can shoot and you have a lot of mobile ranged options on top of that. * '''Excellent kiting''': Sure you aren't Wood Elf tier at this, but one of the few things your magic does well is the ability to add speed depuffs upon speed depuffs to your enemies. Take with with the fact alot of your units have frostbite, and your ranged dominance, Kislev is very good at slowing down and blasting apart her foes. *'''Built for Total War''': While they have more of a pedigree then Cathay does as far as canon goes, they have mostly been ignored in the table top game, which means CA has broad latitude in making units for there army in a way other factions didn't not. See Bretonnia's limited unit roster for example. As such they have potential to be more balanced then the other factions with no glaring unit type holes. ===Cons=== *'''Price Tags''': Because of the Hybrid nature of a lot of your units, they tend to lean more on the expensive side. Even for units where the hybrid function really isn't that great (Like, no one gets Armoured Kossars for the pistols). This can bite you when you need to pay extra for a unit that has a bonus function you don't need when you would probably be paying less for a more specialized unit. *'''Minimal Mount Options''': You'd better like horses or bears, because that's all anyone gets to saddle up on. Unfortunately, unless added in at a later patch or by popular demand, even Katarin is restricted to either a horse or a bear to ride into battle rather than a war sled (aside from her ice-gliding technique). *'''Absent Artillery''': Though you do have the Little Grom, which is more than some factions have, you have no other dedicated artillery units. Your rather robust cavalry and missile infantry can compensate somewhat but long range shootouts can and will turn against you if you can't close the distance. *'''Poor Magic''': You only have two magic lores and to be honest neither of them are that great compared to other options. Could be worse, you at least [[Khorne|have magic]] but that wonβt be of much help when High Elves and Tzeentch blows up your lines with their brains while your magic just tickles them. Ulrika gives you Lore of Shadows but you only get one of her in campaign and she is expensive in Multiplayer. *'''No Air Units''': This is not going to be a flying faction in any way. You have more than enough missiles to deal with enemy fliers but having to concede the sky means that your opponent has an easier time dictating the fight and choosing their targets compared to you. *'''Harder Campaign''': Since you start right on the border of the Chaos Wastes, you're going to be dealing with a ton of Chaos armies marching your way. This can make the Kislev campaigns pretty tricky as you have so many Daemons and Norscans from the north to deal with. Not to mention the potentially pugnacious Vampire Counts to your south. This is, of course, not even counting the constant Chaos Rifts that utterly swamp the lands all around you. Is it fluffy? Oh absolutely! Will you get sick of the never ending Chaos stacks pounding on your door? Sweet Ursun yes. Your economy will be stretched quite thin as you're going to need several banner armies just to hold the motherland while Katarin/Kostaltyn venture into the Realms of Chaos. - now that you can build defense buildings to stop rifts opening things are a lot less stressful though. Immortal Empires isn't that much better because you are surrounded by way more enemies and Kislev takes up a much smaller portion of the map. DLC may help in the future but understand that Kislev is hard mode in campaign right now. *'''DLC''': Yeah, this will be safe to assume. The Kislev starting roster is rather light compared to some of the other factions from prior entries (partly because the other TW:W titles only had four starting factions as opposed to TW:W III's six, and all the unit variants actually serve their own purpose instead of just "oh, here's the exact same unit but with shields" which caused bloat and partly because Kislev has a lot of units doing two roles at once so no need for a spear AND an archer unit when Kossars do both), so it's safe to say CA/GW kept some of the list in the back pocket for a cash grab. Get ready to join the very large "We need to fork over extra dough to be relevant in multiplayer" club.
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