Total War Warhammer/Tactics/Kislev
This is the general tactics page on how to play Kislev in Total War: WARHAMMER. As the game isn't out yet and we know very little about how the faction will work, this page won't be filled out for a long time. However, we can make some early guesses based on the table top and the trailer.
Why Play Kislev
- 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 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.
FUCKING BEARS!!!!!*BLAM* In the name of Tzarina Katarin Bokha, this man has been been sentenced to death for degeneracy, move along citizen.
Pros
(Again, we know jack shit other than the factions so this is all subject to change)
- Cavalry: Kislev has always leaned more towards the cavalry side, so expect that to be the case in the game. With Winged Hussars, Bear Riders and presumably good skirmisher cav you should have a very wide selection of horsemen to choose from, without the same crippling infantry Bretonnia has
- Flexible Skirmishers: Many of your ranged units, such as the Ice Guard, will have weapons that will 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.
- Built for Total War: While they have more of a pedigree then Carthy 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
- Lack of Heavy Infantry: You will likely be lighter in the infantry department, as is generally the trend with human factions. Tsar Guard seem to be on the level of Norscan Champions and Tomb Guard. Your ranged and cavalry will have to do most of the work in the battle.
- Middling Armor: Well, ok you aren't Wood Elf bad but there is a noticeable dip in armor compared to a lot of other factions. Missiles and low AP units might hurt a bit.
- Chaos's punching bag: Hope you enjoy fighting off 12+ Full army of chaos warriors by your self! because that's exactly what you'll have to each and every time you start up a Kislev game. Have Fun
- DLC: Yeah, this will be safe to assume. Get ready to join the very large "We need to fork over extra dough to be relevant in multiplayer." club.
Faction traits
- By Our Blood: A trait all Kislev units have, when there health drops bellow 50% health they get a 16 leaderships for 35 seconds, meaning they can better hold out when they take a lot of damage all at once.
Lords
Legendary Lords
- Tzarina Katarin: The only confirmed Legendary Lord so far. She's a mage lord character with access to the Lore of Ice and at least 1 bound spell. She is faster than other infantry lords thanks to her ability to ice-surf over the map.
- Kostaltyn, Supreme Patriarch of The Great Orthodoxy: This greased up Rasputin looking mother fucker is a new character likely created by CA and GW in order to help flush out Kislev's roster. Supreme Patriarch of the Cult of Ursun and leader of the great Orthodoxy thing, basically Kislev's Volkmar, so safe to expect a lot of buffing and support abilities as opposed to him being strictly a combat lord.
Lords
- Ice Witch: Magic Lord for Kislev, with lore of Ice and Tempest confirmed. More to be revealed later
Heroes
- Patriarch: Kislevite warrior priest of
DazhUrsun. This chad rides a bear and can cast at least two miracles, buffing charge bonus and leadership or healing units around him. While his mount means he's likely to be at least decent in melee, like his Empire counterpart he's primarily a support character and will probably lose to dedicated duelists.
- Ice Maiden : Hero version of the Ice Witch. Will likely have the same magic at a cheaper cost but come with less mount or combat options.
Units
Infantry
- Yet-To-Be Named Line Infantry: An armored infantry choice featuring variants with an axe and shield and a mace-like great weapon. One soldier was also depicted with a pistol in addition to an axe and shield, though this may be an Empire Captain-equivalent hero choice. Distinguishable from the Tzar Guard by their lack of a cloak.
- Tzar Guard: The elite infantry line for Kislev wearing thick snazzy fur cloaks, and likely their strongest pure melee infantry since they appear to be the bodyguards of the Tzar. Have a sword and board and greatsword variant.
Beasts
Hybrid missile units
- Kossars: Bow and axe troops, early game troops which with their decent melee stats can fend for it self in melee to some degree unlike most other archers. Running light cavalry into these guys may cost you some more horsemen than you may have initially bargained for, especially if they're the Kossar with Spears variant which actively have anti-large.
- Streltsi: Their weapon is a gun that is also an axe. A mid tier missile unit with armor piercing in melee and at range. Again, like a handgunner that can fend for it self a bit in melee.
- Ice Guard: These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. With a magical bow with frostbite and a glaive for up close work they will be pretty hard to crack, though they will likely be super expensive to make up for it. Images have also shown a variant with dual swords which will likely be anti infantry.
Cavalry
- Horse archers: Fast skirmishing Cavalry, though fragile they have decent melee offense so as long as you don't get hit they can charge on occasion.
- Winged Lancers: The Winged Hussars have arrived and they are a mid tier cavalry unit. With anti large and a big charge bonus they are typical cycle charges. Charge in, get back repeated. There big difference is that they are very fast and that they DO have fear representing how they caused a panic check on the table top during a flank charge.
- Gryphon Legion: An elite group of winged Lancers who act mostly as mercenaries but are sworn to show up when the Tzar/ina calls for there aid. There not an ROR are but are instead a ""The same unit but better" in the same vein as Reiksguard are to Empire Knights. With fear and high speed they threat to be dangerous units
- War Bear Riders: with a less cool then expected name, the war bear riders are still here to kick and then eat some ass. good stats, good armor, anti large, and armor pierceing they are anti-large cavalry experts.
Chariot
- Bear Wagon: Similar to the War Wagons from the Empire, only this time pulled by bears. Likely to be more melee focused than ranged focused when compared to the Empire equivalent.
Monsters
- Elemental Bear: A massive, unbreakable bear made of ice, stone and the will of Kislev’s people. It is more is capable of throwing hands (paws?) with any greater demon. Rivalling the Dread Saurian in size, it has a breath attack to accent it's melee power.
- Snow Leopard: Showed up in the trailer, so presumably a powerful war beast for Kislev. Judging by the cat like physic it will be faster but frailer than most standard monsters. Expect a lot of AP to give it more of an assassin playstyle.
Artillery
- Little Grom: No, they didn't kidnap Grom and put him on a diet. It's a giant ass ice mortar pulled by polar bears. Does it get any more Russian than that? Since it's a single model artillery piece it will likely do heavy damage, though it will likely sacrifice the pure damage of other huge artillery like Queen Bess and The Hellcannon in exchange for mobility and maybe better melee stats. I mean it's pulled by polar bears, it should be able to defend itself. Appears to be channeling Grom's spirit however, as it has 'collision attacks' dealing additional attacks when colliding with enemies. Better get out of the way of the bear train coming for your ass
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