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		<title>Total War Warhammer/Tactics/Daemons of Chaos</title>
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		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Daemons of Chaos]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Daemons of Chaos?==&lt;br /&gt;
*Because why choose between flavors of Daemons when you can have all of them?&lt;br /&gt;
*Why would the denizens of damnation require mortal assistance to destroy the world?&lt;br /&gt;
*It&#039;s not everyday we get a bad guy faction that is actually reasonably flexible so this is a nice change of pace.&lt;br /&gt;
*Hey, what other factions lets you wreck the world with your perfect OC?&lt;br /&gt;
* You&#039;re really loyal to the 8th edition army book&lt;br /&gt;
* You really like playing dress up with your lord&lt;br /&gt;
* When you want to play as &amp;quot;Chaos&amp;quot; you want your army to look like multicolored vomit from beyond the ken of man&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Easily the biggest advantage this faction has over the Monogods. Since you have the Daemons from every god, you can actually pick and choose what kind of tactics you want to go for instead of going all out in one department. So if you want to rep Daemons but not get immediately counter picked because you picked Khorne, Tzeentch, Nurgle or Slaanesh this is the faction for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;: What the fuck is going to scare you when you&#039;re literally a Daemon? All your units crumble instead of running away so they will fight to the bitter end.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Fear and terror are going to be very common across your roster because, you know, literally crawled out of the pits of hell. Factions like Skaven or Beastmen who have leadership problems will find their forces running a ton.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Your units are all very good at what they do, and as such you have some very strong elite options that can fill out numerous holes in your roster. There really isn&#039;t a department that anyone can say you&#039;re weak in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resistances&#039;&#039;&#039;: Ward saves, physical resistance and magic resistance abound in this army. You can&#039;t throw a rock without hitting something that&#039;s resistant to some type of damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Everyone is here!&#039;&#039;&#039;: You are the only non DLC race that released with your entire 8th edition army book ready to go at launch. Your roster is MASSIVE, especially compared to your other game 3 counterparts and you have so many options to butcher your enemies with. Plus, no DLCS to worry about pay to win bullshit in multiplayer.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Specialization&#039;&#039;&#039;: The downside to trying to appease all the gods at once is you don&#039;t get quite as good in any one department as going Monogod. Khorne will out fight you, Tzeentch will out magic you, Nurgle will out last you and Slaanesh will out run you. Add on to the fact that you don&#039;t get any of the Exalted Greater Daemons or Mortals in multiplayer (and must specially recruit them in single player) and you can feel how much they outweigh you in certain ways. If you only want to play one playstyle, you&#039;d be better off with Monogods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Armor&#039;&#039;&#039;: Evidently armor is hard to come by in the Realm of Chaos. Aside from a few options (mainly from Khorne) armor values are pretty low so missiles might be a bit of a problem if you can&#039;t shut them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: As is the trend with factions that have a ton of high quality stuff, price points might be a bit high. While you do have some chaff in the form of Nurglings and Blue Horrors, expect to go into most fights outnumbered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Range&#039;&#039;&#039;: While having access to the full daemon roster gives you some ranged options none of them are very long ranged, aside from Skull Cannons. Like a lot of Chaos factions you&#039;re first and foremost a melee rush army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Updates&#039;&#039;&#039;: You know how most factions get major updates alongside DLC? And you know how you have your entire roster? Yeah... While some balances changes are inevitable, don&#039;t expect big additions to your roster in the form of DLC. Though we may get some of the DLC units of the Monogod factions, if we&#039;re lucky that is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard as FUCK&#039;&#039;&#039;: You are a demon, every single mortal hates you. You start at war with an empire province , kislev and wood elves, who will send waves after waves at you. Adding that as a demon of Undivided, most others demons will be, at best, wary of you. Your only respite is with the Norscan tribes and beastmen you can talk with.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;: All Tzeentch daemons have two health pools; their regular health pool, and their Barrier health pool. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat for your ranged units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;: A trait shared by all Nurgle daemons. As they stay in melee combat they actively gain Melee Defense, encouraging you to let them grind it out against the enemy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Flanker&#039;&#039;&#039;:most of your Slaaneshi daemons have this special ability which doubles their charge bonus when attacking an enemy unit from the flank or rear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Some (not all) of your Khorne daemons get this ability, which gives them 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Woodelves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reign of Chaos&#039;&#039;&#039;: As your lord deals damage a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep dealing damage you can unlock these abilities pretty much endlessly. Unlike the other Chaos God factions, who have three set tiers of abilities, your army abilities &#039;&#039;randomly select from the army abilities of the other four Chaos Gods&#039;&#039;. You never know exactly what you&#039;ll get, only that it will be one of the four abilities for that tier.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[God-Slayer]]:&#039;&#039;&#039; Your very own &#039;&#039;Original-Character-DO-NOT-STEAL&#039;&#039; Daemon Prince in name and form. You can customize not just the look, but the playstyle of him depending on which Chaos God (or Gods) you decide to worship. Looks alone aren&#039;t everything though. Each item you can customize also impacts the God-Slayer&#039;s stats and abilities. Should you take the Chaos Undivided route, you effectively get access to each Chaos God&#039;s (incomplete, but still quite vast) roster to form the rank and file of your armies. You do lack the Exalted versions as well as any mono-god faction effects, but what you lack in specialization you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Be&#039;lakor]]:&#039;&#039;&#039; Confirmed to be a LL for the Daemons of Chaos, he can be unlocked in campaign and custom battle by beating the single player campaign.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince Undivided&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Khorne&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A melee focused lord who can be mounted on a Bloodcrusher or Blood Throne and has various AoE buffinf abilitties that boost the killiness of nearby units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Nurgle&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039;: A slow and tanky hybrid lord with either the Lore of Death or the Lore of Nurgle. Can be mounted on a Rot Fly or a Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: A dedicated caster lord with access to either the Lore of Metal or the Lore of Tzeentch. Can be mounted on a Disc of Tzeentch or a Burning Chariot, both of which give him added range attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A fast and deadly hybrid lord with either the Lore of Slaanesh or the Lore of Shadows. Can be mounted on a Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot. Has the Devastating Flanker ability, as well as Loci buffs for nearby units.&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Your only hero choice with the Devastating Flanker ability. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. He can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: A more dedicated wizard hero, and also your only ranged hero. They have some Loci abilities that allow them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot. On the chariot he comes with a missile attack, allowing him to be pretty decent at kiting enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plagueridden&#039;&#039;&#039;: Another hybrid hero with the Lore of Nurgle/Death and a lot more survivable in melee than the Alluress. Can be mounted on a Rot Fly or Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee, especially since they only have 5 ammo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Khornate unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;t great. They will likely be your cheapest source of AP in the infantry fight, which will make them highly desirable when fighting heavy armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;re a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to Bladesingers, stats wise, but considerably faster. Have the Devastating Flanker and Soulscent passive abilites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Nurglings&#039;&#039;&#039;: The first real swarm unit in the game. While there are technically only 60 models in a unit, those models consist of roughly 5-6 Nurglings meaning there&#039;s roughly 300 of these little shits in the same unit. In terms of use, they&#039;re chaff and look to be damn good chaff at that. They have Vanguard in order to block the enemy attack and mostly just exist to waste the enemy time and wear them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039;: The tank to your Daemonettes and Bloodletter&#039;s spank. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they&#039;ll hold for ages and grind most basic infantry to dust through attrition.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Plaguebearers&#039;&#039;&#039;: Aside from being a standard upgrade, they have the ability to throw a smaller versions of the Plague Drone’s Death’s Heads at foes as they approach, similar to Dwarf Miners and Chameleon Stalkers.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as strong missiles combined with extra magic is something no one will want less of. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won&#039;t like being hit by these guys.&lt;br /&gt;
&lt;br /&gt;
===Cavalry and Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drone&#039;&#039;&#039;: Same as Nurgle, your armor piercing flying cavalry. Comes in two variants, standard melee (essentially an upgrade of rot flies) and a ranged version that tosses Death’s Heads at their foes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: An angry Daemon riding a Robo-Rhino. Well armored and has an Anti Infantry bonus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: A support oriented single entity chariot. Tt will likely be the weakest of the motorcycle Khorne units in combat but will provide leadership and melee attack buffs to nearby units. Plus, it heals while it&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor &#039;&#039;and&#039;&#039; ammo to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that. Try to hold it in reserve for particularly valuable engagements, as you&#039;ll want to make the most out of every shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pox Rider&#039;&#039;&#039;: Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; Extremely fast light cavalry, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Devastating Flanker and Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; Named after the unit champion of Seekers, these things are most likely meant to be a straight upgrade. Unlike your regular Seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Devastating Flanker and Vanguard deployment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; A low model chariot unit with poison and Devastating Flanker. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Has Devastating Flanker but unlike the other chariots this one also has the Soulscent ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Has Poison, Perfect Vigour, and Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Undivided)&#039;&#039;&#039;: Basically Chaos Furies who incorporate aspects from all the chaotic factions, with a preference depending on which side you are currently favoring.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They seem to inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage. Still pretty decent in melee, but it&#039;s the Anti Large range attacks you want this thing for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Based on what has been revealed it is a tanky cannon platform that can fire while moving. It also comes with a scattergun that does 800 damage with 120 range.  The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets it&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Nurgle&#039;&#039;&#039;: Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Probably not the most useful Soul Grinder available to you as its gimmick of being an artillery unit is covered by dedicated pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively, especially since they only have 10 ammo. Notably it&#039;s the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; Imagine faster and bigger Rat Ogres with poison and you’ll get the idea. Able to keep up with the rest of your forces, but unfortunately have just as much armour as other Slaaneshi daemons. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. In campaign there are technologies that can unlock more spells for them, but game footage so far shows that in multiplayer they&#039;re limited to the Blue Fire of Tzeentch and the Pink Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotflies&#039;&#039;&#039;: Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads&#039;&#039;&#039;: A surprising addition from the [[Forge World]] Throne of Chaos book, but a cool one non the less. Fairly slow, being giant amphibians and all, but have a very high charge bonus and do well against infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039;: Nurgle&#039;s big bulbous boys of mass and rot capable of withstanding the blast from a hell cannon and shrug it off. These jolly green giants are casters of the lore of Nurgle and the massive swords they wield can shear through armour.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Slaanesh&#039;s Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture, Devastating Flanker, and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence. Will likely be a powerful duelist character but will struggle with dealing with hordes compared to the other Greater Daemons.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: Your only artillery option. It has good range and damage, and its mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. Plus, if something does get its hands on it, it&#039;ll be hard to kill with its high armor and ability to regenerate in melee. With good micro this thing has to potential to be frustrating as hell to play against. Of course, it has only 18 melee defense so if something does catch it it might take some hits, but they&#039;ll have to actually catch the damn thing first. If it runs out of ammo it can replenish it by killing enemies in melee.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505640</id>
		<title>Total War Warhammer/Tactics/Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505640"/>
		<updated>2022-01-29T00:09:03Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Ogre Kingdoms]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Ogre Kingdoms?==&lt;br /&gt;
*You like doomstacking with monsters anyway so why not play a faction that is 95% monsters?&lt;br /&gt;
*You love the satisfaction of seeing a unit&#039;s health drop heavily from the impact of a massive charge.&lt;br /&gt;
*Because you are the one person on the planet who has asked themselves &amp;quot;What if the Mongols were a bunch of big fat dudes with prehistoric animals and magic chefs backing them up?&amp;quot;&lt;br /&gt;
*Because you love meat. In fact, you are likely eating a pork chop wrapped in bacon as you read this.&lt;br /&gt;
*Your enemies will scream and run, [[Meme|but you think that&#039;s part of the fun]].&lt;br /&gt;
*You relate to their body image a little too much.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;THICC&#039;&#039;&#039;: The vast majority of your troops are going to be composed of monsters and large units. If you only play this game to build up large monster stacks to take over the world with, this is the race for you.&lt;br /&gt;
*&#039;&#039;&#039;High Charge&#039;&#039;&#039;: Given your rules on the tabletop you will likely be one of the most devastating armies off the charge. If the ogres are done justice a lot of armies are going to evaporate once you make contact.&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Stat wise, expect Ogres to be one of the scariest armies in terms of pure stats. Few other factions will be able to compare to you pound for pound.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: Everything you have pierces armour. No amount of armour is going to protect your enemies from a 4-meter tall hulk of flesh that swings a hammer the size of a small building.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: Monsters, monsters and more monsters, you are the primo monster faction with only 2 (unless otherwise) infantry units that aren’t monsters. One way or another you will have little trouble winning the monster mash.&lt;br /&gt;
*&#039;&#039;&#039;Decent Ranged&#039;&#039;&#039;: For a monster focused faction you are solid at shooting. You got two forms of artillery, a monster with a bolt thrower, Leadbelchers and even Gnobblar Trappers can be useful. Ok, the Wood Elves will probably beat you in a ranged fight but you can put out some damage from far away.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: For a faction filled with morbidly obese dumbfucks who wouldn&#039;t look out of place on R/Incel, you are quick on your feet. Your artillery can move as fast as heavy cav and you do have a variety of cavalry to speak off. You actually stand a decent chance at outmaneuvering your opponent aside from a [[Slaanesh|few]] [[Wood Elves (Warhammer Fantasy)|extreme]] [[Beastmen|cases]].&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Numbers&#039;&#039;&#039;: Your units have a super low model count, and while the mercenaries are currently cheap, we can assume standard Ogres will want a bit more pay. Even a single casualty in a unit of anything other than Gnoblars will hurt a lot more than what other factions will suffer.&lt;br /&gt;
*&#039;&#039;&#039;Anti Large/Charge Defense&#039;&#039;&#039;: Given  how reliant you are on size and charge, factions that have plentiful anti large and charge defence might be a massive pain in your giant, 2-ton ass (grins in Dwarf.) Ogre charge does help with Charge Defense somewhat, though you will still be losing a good chunk of your damage.&lt;br /&gt;
*&#039;&#039;&#039;One Trick Pony&#039;&#039;&#039;: Yeah, charging around with a bunch of thicc bois is really all you could do. You&#039;re wasting your massive charge bonus if you play defence and while you do have some good ranged units and a probably quite decent set of artillery/chariots they will likely be expensive. A lot of factions can figure out how to plan around you. &lt;br /&gt;
*&#039;&#039;&#039;No staying power&#039;&#039;&#039;: With limited ammo counts on your ranged units, and a heavy reliance on charges and fear, you will not be winning a sustained fight. If your enemy can outlast your ammo or your charges, you will find your inflexible roster will fail you.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;Feet&amp;lt;/s&amp;gt; Guts Firmly on the Ground&#039;&#039;&#039;: You got no air power. Nadda.  Partially averted now that it&#039;s confirmed that Ogres get Lore of &amp;lt;s&amp;gt;Manticore Summoning&amp;lt;/s&amp;gt; Beasts&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: I mean, to be fair it&#039;s probably hard for them to find armour in their size, but it does mean armour values for Ogres seem to be on the low side. Combine this with their massive hitboxes and archers can have a field day fighting them.&lt;br /&gt;
*&#039;&#039;&#039;Footlords only&#039;&#039;&#039;: None of your generic or legendary lords get mounts, though they do have above average movement speed.  Your lords can rip up and eat most other lords for lunch, but you&#039;re going to have trouble catching them.&lt;br /&gt;
**&#039;&#039;&#039;Lack of Mounts in General&#039;&#039;&#039;: Honestly, the only Lord or Hero with a mount is the Hunter with a Stonehorn. Granted, you have an army of massive, muscled up monsters who will eat most other lords and heroes for breakfast, but they&#039;re going to have to get there on foot.&lt;br /&gt;
*&#039;&#039;&#039;DLC?&#039;&#039;&#039;: On launch, the Ogres missed out on Yhetees and Thundertusks. It remains to be seen if these will be added as FLC units later or will be added as DLC.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Ogre Charge&#039;&#039;&#039;: If an ogre unit charges a braced unit with charge defence, they will only lose half of their charge bonus. This is very important for a faction that is so reliant on getting the charge for their damage it&#039;s nice that they have a way to not get completely cockblocked because the enemy is just standing still. That said most opponents, even the AI usually don&#039;t just sit there and let you charge them and even if they do you&#039;re probably better of circumnavigating their frontline and going for their skirmishers in the rear. So while not the most practical trait in the game it&#039;s still nice for the Ogres to have.&lt;br /&gt;
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*&#039;&#039;&#039;Captives&#039;&#039;&#039;: During a battle the Ogres slowly fill a meter for each unit they kill that is broken or shattered. As the meter fills special army abilities are unlocked, including Dismember (an AoE slow and charge debuff), Massacre (AoE buff for AP damage and gives affected units Terror), and Butcher (basically Regrowth from the Lore of Life). This will be a very useful army mechanic against chaff-filled armies like Skaven or Beastmen, but will be hard to use against armies with a lot of unbreakable units (like daemons or undead) or a lot of low-model counts (like other ogres).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercenarys&#039;&#039;&#039;:At least in Warhammer 2, at various points in the game &amp;quot;ogre camps&amp;quot; will spawn when a battles, sieges, or the sacking of a city occurs giving Non-Ogre factions access to some select Ogre Kingdom units, thus allowing The Empire to have a Core of Monstrous infantry or Dwarves Thicc Cavalry units. It&#039;s not the Entire Roster but even a unit of &#039;common&#039; ogre bulls can give a lot of Campaign versatility for some factions&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Greasus Goldtooth]]&#039;&#039;&#039;: Overtyrant of all ogres, in his beautiful and shockingly obese glory. Greasus inflicts a leadership debuff on enemy units due to how stinking rich he is. He may or may not be slower due to being pushed by gnoblars instead of being carried by them, but either way he&#039;s big as hell and might want to be careful about ranged units.&lt;br /&gt;
*&#039;&#039;&#039;[[Skrag the Slaughterer]]&#039;&#039;&#039;: Skrag is a legendary caster lord, using Lore of the Great Maw. Skrag is still an ogre (and has big swords instead of arms), so he is capable of holding is own in melee unless against anti-large or duelists. On top of that, Skrag has the ability to summon Gorgers during battle.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;&#039;&#039;: Standard melee lord. Should be an absolute beatstick in combat.&lt;br /&gt;
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*&#039;&#039;&#039;Slaughtermaster&#039;&#039;&#039;: Generic caster lord, supporting the ogres through the power of either the Lore of the Great Maw or Lore of Beasts.&lt;br /&gt;
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===Legendary Heroes===&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Butcher&#039;&#039;&#039;: A hero version of the Slaughtermaster, in case you want a melee lord but still want magic. Like their lord counterpart, Butchers comes with Lore of the Great Maw or Lore of Beasts.&lt;br /&gt;
*&#039;&#039;&#039;Firebelly&#039;&#039;&#039;: A caster hero, cooking the army&#039;s next meal during the battle with the Lore of Fire.&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;: A hybrid character with throwing spears, provides buffs to Sabretusks (on the campaign at least) and the only character on launch able to use a mount, a massive Stonehorn.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Fighters&#039;&#039;&#039;: Your chaff unit. Surprisingly tankier than you would think, having the same statline as Goblins. However, that lack of shield really hurts them in the long run. Use them as even more fragile goblins to absorb charges, tarpit units for a small while, and to plug gaps whilst your chungus boys get into position.&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Trappers&#039;&#039;&#039;: Gnoblars, but they have stalk, vanguard deployment, and have ranged attack. Also come with the ability to slow down enemies in an area around them, making them surprisingly good support skirmishers.&lt;br /&gt;
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===Monstrous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Ogre Bulls&#039;&#039;&#039;: Your &amp;quot;standard&amp;quot; infantry, they come in the usual monstrous infantry size and a tremendous charge bonus to batter the enemy with. They will cause fear and come with siege-attacker to help get past those city walls so you don&#039;t have to wait out in a siege. Come in three varieties: a cheaper, single mace version, dual weapons for anti-infantry and an ironfist for bonus melee defence and missile block.&lt;br /&gt;
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*&#039;&#039;&#039;Ironguts&#039;&#039;&#039;: Your thiccest bois.  Comes with armour-piercing melee and are also one of the only armoured units in your entire roster.  Expect them to be able to throw down with the best elite units the other factions have to offer. Notably lack an ironfist variant, meaning that they can only rely on that extra armor to survive missiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maneaters&#039;&#039;&#039;: The well-travelled mercenaries of your army, they are far more flexible than your standard unit of ogres. They come in a pistol, ironfist and a great weapon variant. The pistol for helping them pepper the enemy before the battle itself is joined, the ironfist for extra survivability and the great weapon for increased charge and a bonus vs large. They also come with Immune to Psych so don&#039;t expect to see these guys running away any time soon.&lt;br /&gt;
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*&#039;&#039;&#039;Leadbelchers&#039;&#039;&#039;: Hybrid missile/melee unit with good range + armour-piercing damage + fire on the move.  Their ammunition capacity is pitiful though, so the ideal way to use them is to soften the enemy with couple salvos and charge them in.&lt;br /&gt;
&lt;br /&gt;
===Beasts &amp;amp; Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Sabretusks&#039;&#039;&#039;:  Similar to high elf war lions, except they have more models, more melee atk, more weapon strength, and run as fast as chaos warhounds with 95(!) speed.  Try to keep them away from hard targets, zero armour-piercing damage and rampage means they won&#039;t survive if they tangle with an enemy that can properly fight back.  A hunter hero can make them incredibly scary by giving them frenzy, stalk, and vanguard deployment.  &lt;br /&gt;
*&#039;&#039;&#039;Gorgers&#039;&#039;&#039;: Come in groups of eight, unbreakable, stalk, frenzy, and vanguard deployment. Use them as you would Mournguls, sneaky flankers to rip apart tasty and tender backlines.&lt;br /&gt;
*&#039;&#039;&#039;Slavegiant&#039;&#039;&#039;: Your normal giant unit, except this time cajoled and beaten into battle by the very people who destroyed their race rather than bribed with booze. Sometimes the Ogres are the absolute worst.&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn&#039;&#039;&#039;: If Beastmen, Greenskins, and Norsca are any indication, this bigboi will outclass your giant in every way if you&#039;re looking for a good single entity monster. Specifically looks to be good against infantry much like a mammoth or War Sphinx, and has one of the highest armor values out of your entire army.&lt;br /&gt;
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===Monster Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Mournfang Cavalry&#039;&#039;&#039;: One of the most powerful cavalry units from the tabletop game. And at least their mercenary counterparts don&#039;t disappoint. Their statline is scary, they have about the same mass as a carnosaur and their lack of armour actually works in their favour too, since the things enemies would normally roll out to counter monstrous cavalry usually have lower base damage, making them even beefier than they already appear on paper. They don&#039;t have Ogre Charge for some reason, but their speed and heavy mass will usually make up for it. Comes with standard, ironfist, and great weapon variants&lt;br /&gt;
*&#039;&#039;&#039;Crushers&#039;&#039;&#039;: Rhinox cavalry. I know. We’re surprised they’ve shown up in the base game too. Essentially acting as an even better version of Mournfangs, they come in two variants, ironfists and great weapons.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Scraplauncher&#039;&#039;&#039;: A single entity catapult, with surprising speed and charge stats. When they run out of ammo, using them as a chariot may not be out of the question.&lt;br /&gt;
*&#039;&#039;&#039;Ironblaster&#039;&#039;&#039;: Mobile cannon pulled by a rhinox.&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn Harpoon Launcher&#039;&#039;&#039;: Big armoured monster with a fire on the move ballista that can outrange vampire coast deck gunners.  Capable of throwing down with an ancient stegadon in melee.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You are THE monster faction of the trilogy. You have a grand total of 2 normal infantry units, neither of which is going to carry the day for you, and a bunch of big fat boys in all manners of flavours. You are going to be a scary force on the charge and have some of the scariest units in the entire game. Mournfangs make elite cav from other factions cry and they&#039;re your lowest tier cavalry unit. Of course, your reliance on monsters comes with an obvious weakness as you will struggle against... well, pretty much anyone who can bring a decent amount of Anti-Large to the field. You may also struggle since your army tends to be predictable, and I imagine veterans will learn how to counter you fast. Still, if you want to grab a monster horde to feast on your enemies this is the race for you. Here&#039;s how to win glory for The Maw:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: If you can reach the Dwarfs you&#039;re going to do a lot of damage; they&#039;ve always had trouble fending off lots of large entities at once. However, that &amp;quot;if&amp;quot; is nothing to sneeze at. You will be eating cannonballs from the beginning of the match. Be sure to bring ironfist variants on most of your Ogre troops to get &#039;&#039;some&#039;&#039; survivability against dwarf ranged play. Bring Leadbelchers and Ironblasters as well; dwarfs often have trouble against the artillery of other armies, and while they&#039;ll probably focus down your ranged units before you do theirs at least if they&#039;re doing that they&#039;re not shooting your advancing ogres. If by some miracle your Ironblasters survive they can still serve as chariots, something else dwarf players hate. Gorgers might be a worthwhile investment for stealthily getting into the back lines. Watch out for Trollhammer torpedoes!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: If you didn&#039;t like the Empire before then you&#039;ll definitely hate them now. With Markus Wulfheart, Huntsmen, artillery aplenty, and skirmish cavalry running circles around you, fighting the Empire is going to suck. However, With what we know about ogres so far some good advice would be bringing Gnoblar Trappers to ambush, ensnare, and destroy skirmish cav.  You can also get good mileage out of sabretusks, they&#039;re speedy enough to catch outriders and mean enough to eat artillery crews along with their weaksauce empire infantry bodyguards.  The Empire&#039;s frontline for the most part will crumple the moment you get in melee, but watch out for halberdiers and try to soften them with your leadbelchers and artillery. Bring Maneaters with great weapons to handle their Demigryphs with halberds, and shut down their artillery as soon as you can because great cannons, steam tanks, and luminarks will blast your ogres and monsters to pieces. As for enemy lords, the primary threat is Markus Wulfheart. He&#039;s squishy, but the trouble is catching him before he kills your lord, heroes, your monsters, and your ogre infantry. Try to tie him down with your gnoblar trappers and speedy units, then close in on the bastard and use his bow as a spick to roast him on.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Though Saurus won&#039;t seem too daunting a proposition, Skink Skirmishers and Chameleon Skinks are going to be a literal pain in the ass due to their speed and your relative lack of armor. The abundance of poison weaponry generally sucks and Lizardmen aren&#039;t exactly hurting for Anti-Large in the form of Saurus Spears, Temple Guard, Salamander Hunting Packs and Carnosaurs. Lastly, their Terradon Riders will be a rather annoying nuisance due to your very limited anti-air options. The good news is that your cavalry will generally bowl right through theirs and with proper positioning, you&#039;ll likely be able to shoulder check your way through most defensive lines. Leadbelchers can make short work of Saurus and Kroxigors in general if you can get flanking shots onto them. Just make sure you have some Sabretusks and Mournfang Cavalry screen any Skinks or Cav trying to tie them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: This will probably be a tough match-up considering Norsca&#039;s anti-large. Consider bringing artillery to destroy them from afar before you charge in.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Should be an easy matchup unless VCs get a drastic rework between now and the launch of TW3.  VCs suck at anti-large and they can&#039;t easily melt ogres with magic due to their low model count units.  That and blood knights will have trouble dealing with mournfangs or rhinox cav unless they dump all their winds of magic into invocation of nehek.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Grand_Cathay&amp;diff=503734</id>
		<title>Total War Warhammer/Tactics/Grand Cathay</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Grand_Cathay&amp;diff=503734"/>
		<updated>2022-01-29T00:08:50Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;This is the general tactics page on how to play [[Cathay]] in [[Total War: WARHAMMER]].&lt;br /&gt;
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==Why Play Cathay==&lt;br /&gt;
*Because Total War: Three Kingdoms didn&#039;t go hard enough into fantasy for you.&lt;br /&gt;
*These guys are finally being fleshed out (with the full blessings of our [[Games Workshop|evil British overlords]] nonetheless) after years and you want to see what they come up with.&lt;br /&gt;
*You&#039;re into chinese history and mythology.&lt;br /&gt;
*You want to play a defensive gunline but don&#039;t want to play as boring white guys, short vengeful alcoholics or the bad guys from Pirates of the Caribbean &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Designed for Total War&#039;&#039;&#039;: One thing we can say as an advantage for Cathay is unlike the other factions they will be designed from the ground up to be in a Total War game rather than trying to transition from a tabletop game into total war. This gives them the potential to be one of the best-designed races and balanced since they&#039;re not trying to fit a square Warhammer peg into a round Total War hole.&lt;br /&gt;
*&#039;&#039;&#039;Numbers&#039;&#039;&#039;: In lore, Cathay has the largest population of all the human nations, so they have bodies to spare. Don&#039;t expect Skaven numbers, but you&#039;ll likely have large armies compared to other good guy races.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: As the oldest Human nation to have gotten gunpowder, it makes sense it plays a big role in your army. You have access to a ton of gunpowder units and artillery to blast the enemy apart. You also got some elite crossbows to play around with.&lt;br /&gt;
*&#039;&#039;&#039;Air Power&#039;&#039;&#039;: With your Longma, War Balloons and your Dragons you will be decently scary in the air. You won&#039;t be fast, and any opposing faction with decent air cavalry will likely threaten you, but you have some potent options.&lt;br /&gt;
*&#039;&#039;&#039;Harmony&#039;&#039;&#039;: Cathay has a solid combination of ranged and melee units that work together well in concert. Similarly, units can either be Yin or Yang aligned and having the two working together provides you with a bonus.&lt;br /&gt;
*&#039;&#039;&#039;Defensive&#039;&#039;&#039;: Cathay is built to last. Between your faction mechanics and selection of magical lores, Grand Cathay is built to hold the line. If you crave a faction with a strong, staunch line of spears to keep your enemies at bay, Cathay&#039;s going to be the faction for you.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Synergy&#039;&#039;&#039;: Due to the way Harmony works, you will NEED to keep units close to each other, otherwise individual units will underperform. As such, you will likely be locked into turtling in order to get your units close enough to get the buffs they might need in order to perform efficiently. On their own, most units will suffer against similar units of other factions.&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039;: From what is known and has been shown, Cathay won&#039;t be winning many foot races compared to other factions. Though seemingly not as plodding as the dwarfs or lizardmen, you don&#039;t seem to have much in the way of cavalry and your war balloons will be pretty susceptible to air cav and missile fire.&lt;br /&gt;
*&#039;&#039;&#039;Limited Cavalry&#039;&#039;&#039;: Seems like you will be the worst Cav faction of all the non Chaos human factions. The Jade Warrior Cav will probably be on the same level as Empire Knights and flying cavalry like Longma Riders generally don&#039;t do well in this game, so you will likely struggle to outmatch other cav heavy factions in that regard.&lt;br /&gt;
*&#039;&#039;&#039;Limited Skirmishers&#039;&#039;&#039;: No vanguard deployment, stalk, or cheap fast movers other than peasant horsemen.  You&#039;re going to suck at harrying broken units off the map and hunting enemy skirmishers + war machines.&lt;br /&gt;
*&#039;&#039;&#039;AoE Susceptible&#039;&#039;&#039;: A core mechanic of Cathay units is that they gain bonuses when in close proximity with each other. While this can be great for holding the line, it also makes your forces more vulnerable to vortex or wind spells. You&#039;ll have to keep an eye out for enemy wizards.&lt;br /&gt;
*&#039;&#039;&#039;No Generic Melee Character&#039;&#039;&#039;: None of your generic characters are really that good in melee. I know what you&#039;re thinking &amp;quot;But the Dragon Siblings!&amp;quot; but they won&#039;t be leading all your armies in campaign and will likely be expensive in multiplayer. 3 out of 4 of your generic characters are Mages and the one that isn&#039;t, the Lord Magistrate, is stated to be more of a buffing character than a fighting character. Shugengan lords are stated to be decent in melee but trust me, that&#039;s only by Mage Lord standards. You won&#039;t have many characters that can be safely thrown into melee.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: There are three guarantees in life. Death, Taxes, and Core Races getting units withheld for DLC. There is already a notable lack of monkey in the Cathay roster. Sorry Cathay, don&#039;t expect to be different. (Though in this case, I guess it&#039;s less &amp;quot;units being held back&amp;quot; and more &amp;quot;CA and GW making up more shit later.&amp;quot;)&lt;br /&gt;
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==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;Battle Harmony&#039;&#039;&#039;: Shared by all non-character Cathay units. Melee units are marked as &amp;quot;Yang&amp;quot;, while ranged units are &amp;quot;Yin&amp;quot;; these units gain bonuses when near a unit of the opposite type: leadership and melee defence for melee Yang units, and leadership and reload speed for ranged Yin units. Characters multiply these bonuses for nearby units.&lt;br /&gt;
*&#039;&#039;&#039;Mastery of the Elemental Winds&#039;&#039;&#039;: Shared by all Cathayan spellcasters, this ability enhances their spells for each spellcaster present in the army. This encourages taking multiple spellcasters, something not usually done in other factions.&lt;br /&gt;
*&#039;&#039;&#039;Formation Attack&#039;&#039;&#039;: A trait that makes the unit try to stay in formation, even when in combat. Presumably, this makes holding chokepoints and positions easier to do.&lt;br /&gt;
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==Lords==&lt;br /&gt;
We finally got the names of the two legendary lords, and they turn out to be new characters. The children of the Dragon Emperor and the Moon Empress, they rule in his stead over the various provinces of Cathay.&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Miao Ying]], the Storm Dragon, ruler of the Northern Provinces and Commander of the Great Bastion.&#039;&#039;&#039;: Daughter of the Dragon Emperor. Miss Cold and Aloof. She is in the north and is daddy&#039;s favourite. Can transform between human form where she buffs harmony and a big dragon to melee it up in battle. She will be able to use a hybrid of Life and Yin Magic: Including Earth Blood, Storm of Shadows, Flesh to Stone, Missile Mirror, Regrowth and Talons of Night, with both Lore Traits of Lifebloom and Power of Yin. She has the Wrath of the Storm ability, which increases melee attack, makes attacks magical, and makes those affected immune to psychology. She also has the Disdain of Dragons ability, which lowers enemy melee attacks in a constant radius.&lt;br /&gt;
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*&#039;&#039;&#039;[[Zhao Ming]], the Iron Dragon, ruler of the Western Provinces and Lord of Shang-Yang&#039;&#039;&#039;: Son of the Dragon Emperor, and a mama&#039;s boy. His faction is stated to focus on and specialize in Alchemists and Astronomers.  Can transform between human form where he buffs harmony and a big dragon to melee it up in battle. He will be able to use a hybrid of Metal and Yang magic. He also has the Ward of Iron ability, a bound buff he can use to make a unit much harder to kill.&lt;br /&gt;
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===Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dragon-Blooded Shugengan Lord&#039;&#039;&#039;: Descended from when a human pulled a Donkey from Shrek with Cathay&#039;s rulers. Your Mage lord, they come with the lores of Yang or Yin and their mounts are Warhorse or Jade Longma for extra mobility.&lt;br /&gt;
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*&#039;&#039;&#039;Lord Magistrate&#039;&#039;&#039;: Your cheap normal frontline general. His lone gimmick is being able to further improve the harmony mechanic of his army, so extra incentive to form up in a sexy turtle. His mounts are Warhorse or Sky Lantern.&lt;br /&gt;
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===Legendary Heroes===&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Alchemist&#039;&#039;&#039;: Mages who fight with vials and magic that looks like Chinese calligraphy. Lore of Metal user with some extra bound buffs to armour, melee attack and magic damage with armour piecing. Can mount a warhorse.&lt;br /&gt;
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*&#039;&#039;&#039;Astromancer&#039;&#039;&#039;: Your lore of heavens caster. His mounts are a Warhorse for mobility or a Wu Xing War Compass which seems as though it will boost his magic output considerably.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Peasant Long Spearmen&#039;&#039;&#039;: Your early chaff unit. Literally expected to run away. Treat them as human skavenslaves. Considering that your army core is meant to stand still and hold ground (getting better the longer they stand still without moving), you&#039;re probably meant to send the spearmen forward first to take missile fire and interrupt enemy cavalry whilst you position your Jade and Dragon Guard behind them. &lt;br /&gt;
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*&#039;&#039;&#039;Jade Warriors&#039;&#039;&#039;: Your mid-tier unit and your bread and butter until you can afford Celestial Dragon Guard. Have a unique mechanic where the longer they sit still and brace, the more bonuses they get, gaining higher charge resistance and armour. Make the Dragon Empire into the Turtle Empire with these guys. Come in sword and board and halberd variants.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Dragon Guard&#039;&#039;&#039;: Jade Warriors on steroids. Everything you can do I can do better. The only difference presumably is price tag and tier, so your end game army stack. They also only come in a halberd variant when it comes to melee so they’re dedicated Anti-Large with expert charge defence.&lt;br /&gt;
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===Missiles===&lt;br /&gt;
*&#039;&#039;&#039;Peasant Archers&#039;&#039;&#039;: Like your peasant infantry, but with a bow and arrow. Cheap and expendable, potentially valuable if you need a relatively disposable unit to provide a small amount of ranged support and trigger the yin/yang buff where needed. Said to not have any AP at all, so probably only good against the undead or other unarmored chaff. &lt;br /&gt;
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*&#039;&#039;&#039;Jade Warrior Crossbowmen&#039;&#039;&#039;: Jade Warriors with crossbows (in case you couldn&#039;t have told from their name). Armoured and with a shielded variant, they sit in-between Empire Crossbowmen and Dwarf Quarrelers in terms of durability and power; they still have the same &amp;quot;hunker-down&amp;quot; ability as regular JW, you&#039;ll probably want to move them in position behind Long Spears and refrain from moving them to keep those bonuses.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Warrior Crossbowmen&#039;&#039;&#039;: Jade Warriors on steroids, once again. Shielded, heavily armoured and with armour-piercing bolts, they look poised to be one of the top-tier missile infantry units in the game, although probably quite expensive. &lt;br /&gt;
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* &#039;&#039;&#039;Iron Hail Gunners&#039;&#039;&#039;: A living version of the Zombie Handcannons from the Pirate coast. Use them mainly for flanking, although with the Harmony system, being able to keep them closer to your melee troops whilst flanking will apparently make them into machinegunning shotgunners. Evidently, massacre armoured infantry with their high-AP shots.&lt;br /&gt;
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* &#039;&#039;&#039;Crane Gunners&#039;&#039;&#039;: Human Skaven Jezzails. Much like their rat counterparts, these gunners excel at long-ranged sniping with their second-only-to-artillery range and will likely form a core part of your backline while you make the enemy come to you. They come with shields, which should give them some missile resistance to weather counter-fire and kill those jezzails.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Peasant Horseman&#039;&#039;&#039;: The fastest thing in your army that can&#039;t fly. Probably based on the herdsmen levies that numerous Chinese dynasties employed as scouts and light cav. Probably not worth getting unless you are desperate for cavalry. Low leadership and low attack. Use them to screen for low tier enemy missile units or artillery. Alternate take: This is easily your best unit for chasing down routing units, as you&#039;ll want Jade Lancers and Longma to do other things. So in Multiplayer or even early campaign a few of these guys probably won&#039;t hurt.&lt;br /&gt;
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*&#039;&#039;&#039;Jade Lancers&#039;&#039;&#039;: Jade warriors on horseback. More defensive than other factions cavalry. More suited defending your flank than running in to attack the enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Great Jade Longma Riders&#039;&#039;&#039;: Your versions of pegasus knights, except instead of a rich noble who sneers at peasants, you get a rich noble whose great-great-great-grandad got busy with a dragon. Also comes with Fear, possibly making them an expensive option to spook away and chase routing units. Their true strength will be as a bodyguard unit for your squishy balloons against enemy air forces, and being a hammer to the rest of your rosters anvil. Stats wise, they&#039;re roughly between pegasus and royal pegasus knights that traded away their Anti-Large bonus in exchange for 30 more armour (110 total), higher weapon strength, and charge bonus. All numbers are subject to balancing prior to the release of course.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Wu-Xing War Compass&#039;&#039;&#039;: A big ol&#039; magical battery with two spells that use winds of magic. These spells are Urannons Thunderbolt and Comet of Casanodora. Evidently use it to break up armoured blobs of infantry. Also ok in melee as a chariot.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Terracotta Sentinel&#039;&#039;&#039;: Take the standard Terracotta soldier from China, make it really big and teach it kung fu and you have this thing. Possible doomstack material. They are unbreakable and hit like a truck, making them good at both clearing chaff and 1v1ing monsters. Don&#039;t leave them unsupported against missile units or anti-large elites, as they&#039;ll still break down to concentrated AP and missiles. Causes Terror for understandable reasons.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
* &#039;&#039;&#039;Grand Cannon&#039;&#039;&#039;: Pulled by oxen making surprisingly mobile, your normal cannon unit. Unlike other factions cannon units, also comes with flaming attacks by default, making it slightly better at burning up trees and mummies, and cutting through regeneration. It is roughly as fast as a standard infantry unit, which is actually a big deal because it will be able to keep up with your main army and rearrange itself much easier than a normal cannon.&lt;br /&gt;
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* &#039;&#039;&#039;Fire Rain Rocket&#039;&#039;&#039;: Imagine a hellstorm rocket battery that fires even faster due to the Harmony mechanic. Terrifying. Aim for big blobs of enemies and watch as they become chunky salsa. Compared to the normal Hellstorm it does more missile damage, but the majority of it isn&#039;t actually AP. So while you still want to aim for blobs, those blobs should be of less armoured infantry rather than heavily armoured stuff.&lt;br /&gt;
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* &#039;&#039;&#039;Kongming Sky Lantern&#039;&#039;&#039;: The smaller of the two airship units with Crane Gunners. It provides a morale boost to your infantry and grants vision on units that are hiding in foliage, which can help thwart ambushes. It can also fire while moving and line of sight isn&#039;t much of a problem, so use them like you would flying War Wagons. It&#039;s slow as balls though, so any decent flying unit that gets its hands on it will be able to tear it to pieces.&lt;br /&gt;
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* &#039;&#039;&#039;Kongming Sky-junks&#039;&#039;&#039;: The heavier of the two airship units that [[Awesome|acts as a flying Helstorm Rocket Battery]]. Can also drop bombs gyrocopter style, and has high armour against missile units. Unlike most other flying units, it can&#039;t toggle landing, so try to protect it against flying cav with missile units. It is slow as fuck and will be pretty much useless once it runs out of ammo, but it will hopefully do some devastating damage before that happens.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
You are what happens when the Empire, Dwarfs, and Skaven all have the world&#039;s weirdest threesome where lingering eye contact was held with the Vampire Coast; and they had a baby. Your themes revolve around plentiful, expendable infantry and strong missiles working in unison to bunker down an area and blast anything that comes at you straight to hell. Harmony is a double edge sword, as while it encourages you to pair units together and builds buffs, it also means units on their own aren&#039;t reaching their full potential. This is a quantity over quality faction with limited offensive options, as the closest thing you have to offensive infantry is sword and board Jade Warriors, and while they have cavalry, they&#039;re slow and limited compared to other factions. Of course, we need to wait for the game to come out to see how you play in multiplayer, but you seem well equipped to win glory for the Dragon Emperor.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: With more flavours of cavalry than you can comprehend, you&#039;ll need to set up extremely defensively and bring plenty of halberds to fend off all the armoured horse riders. Be sure to pepper them with your armour piecing missiles, and use peasant chaff to block charges and allow your actual hard hitters to stay in position to fire upon them. Don&#039;t bother bringing lanterns and longma riders, Bretonnias air forces are too scary and will easily win any aerial battle, and the lanterns and longma aren&#039;t going to be much help against cav and are wasted on peasant chaff.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Ok, I know the game isn&#039;t out yet but I don&#039;t think we need to wait until release to know that this matchup is going to SUUUUUUCK! This will likely be for the same reason the Vampirates are bad in this matchup, they do your main tactic better than you do. They have a wider assortment of guns and artillery and great ways to kill your cav. Meaning you will need to play offence against the Dwarfs which isn&#039;t great as you have no armour-piercing infantry that isn&#039;t bonus versus large. A decent theory tactic is to invest in Crane Gunners, as they will likely do great for the same reason Jezzails do, sniping. Use them to shoot down Gyrocopters to clear the skies and give your lanterns the ability to shoot from afar without being shot down. Jade Warriors with shields will likely by your best infantry bet as they might be able to survive salvos as they hold against the dwarven line. In terms of how to break the line, try spamming Fire Rain Rockets, as they can clear infantry well as the Helstorm can. Don&#039;t bother with either dragon siblings, they will get shot to pieces as dragons and their magic won&#039;t be to effective against the Grudge Gnomes. This may be one of the matches to bring casters knowing Missile Mirror.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: This will theoretically be a tricky match up, but ultimately one in your favor. Your plentiful AP gunpowder units will make quick work of the sluggish Saurus and, when coupled with your multitude of halberd units, can do some serious damage to their bigger beasties, but they&#039;re likely not going to be the forces a competent Lizardmen army will bring. Instead, Skinks will be your bane. Fast skirmishers and Chameleons will hassle you from all angles with their poisonous darts while their cavalry (flying or otherwise) disrupts your formations with fear/terror-inducing charges. If they&#039;re bringing a Slann, you will NEED to keep on top of your positioning; positioning your forces too close makes them prime candidates for the myriad of vortex and wind spells at their beck and call. Deal with them first, followed by any cavalry/skirmishers and clean up what&#039;s left with your plentiful gunpowder.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: From the looks of it, this seems to be your hardest matchup by far. Your harmony mechanic relies heavily on having a solid plan for most stages of the game and Skaven excel at disruption, be it through summons, skirmishing Eshin troops or just raw balls-to-the-wall firepower of Clan Skryre. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: What&#039;s this, a speedy flanking faction designed to dive backlines? This could spell trouble for you. Fortunately, you theoretically have one way to banish Slaanesh&#039;s creeps back to the warp, and that&#039;s &amp;quot;Invest in flying units and box up with halberds.&amp;quot; Slaanesh has no ranged units and only Furies as fliers, so as long as you have a Longma unit or cheap missiles to protect them, your Sky Lanterns and Sky Junks will be pretty much untouchable as they blast apart Slaanesh&#039;s ranks. Due to the amount of AP on their roster, Celestial Dragon Guard are a risky choice so invest either in Peasent spears or Jade Warriors with Halberds. You won&#039;t win the melee fight so don&#039;t bother investing in it. Have your infantry hold while your War Ballons shoot, your flying casters cast (Grab either the Dragon Siblings or a Shugangen in the air to keep them safe) and your Longma use their speed to flank and rear charge. Your balloons will run out of ammo eventually though, so make every shot count. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=506078</id>
		<title>Total War Warhammer/Tactics/Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=506078"/>
		<updated>2022-01-29T00:08:36Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Slaanesh]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Slaanesh?==&lt;br /&gt;
*You prefer Speed and using your mobility to outmaneuver and tear apart your enemy as opposed to the simple rip and tear.&lt;br /&gt;
*Because you&#039;re a sexual deviant and this is the best way to show your horniness without going out in public. (Though given that this game is T rated expect the more sexual parts of Slaanesh to be toned down, at least until some of the modders have their say)&lt;br /&gt;
*Because fuck armor, your crab claw ladies don&#039;t give a fuck about it.&lt;br /&gt;
*You want to play the only army in the game that is non-binary inclusive.&lt;br /&gt;
*Some degenerate is going to give you a NSFW mod, it&#039;s only a matter of time.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: You &amp;lt;s&amp;gt;will likely be one of &amp;lt;/s&amp;gt; ARE the fastest army in the entire game. Trailers and unit stats show so far that your cavalry, chariots, and Legendary Lord have a base speed of 100, daemonettes outrun most skirmishers with base speed over 50, and even slaanesh marauders have above average cardio with 38 speed. Your army will run circles around everyone else, wood elves and beastmen included.&lt;br /&gt;
*&#039;&#039;&#039;AP&#039;&#039;&#039;: Heavy armour shouldn&#039;t be a problem for you in the slightest. Factions that rely on armour like Dwarfs and Warriors of Chaos will dread when you come on to the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry and Chariots&#039;&#039;&#039;: With numerous varieties of both Cav and Chariots you have the ability to be a really strong threat while on the move. Sure, Heartseekers and Hellstriders probably won&#039;t beat Grail Knights in a fair one on one fight but their sheer speed will mean that back line is probably doomed. Plus the chariot variety means an armored front line is going to suffer.&lt;br /&gt;
*&#039;&#039;&#039;Flanking Potential&#039;&#039;&#039;: Cavalry aside, many of your units are fast and have &amp;quot;Devastating Flanker&amp;quot; as well. You can expect to be one of the best factions for penetrating a soft spot in the enemy&#039;s army.&lt;br /&gt;
*&#039;&#039;&#039;Fatigue fighting&#039;&#039;&#039;: Fatigue heavily penalizes melee attack and armor stacking to -30% melee attack and -25% armor when a unit is completely exhausted.  Melee defense remains surprisingly good with only a maximum -10% penalty from fatigue.  This significantly benefits you since most of your units rely on melee defense and ward saves for survival.  While you&#039;re not going to outlast Nurgle or any faction with lore of life, your army of half naked tarts will fight better the longer a battle drags on.&lt;br /&gt;
*&#039;&#039;&#039;Immunity to Fear&#039;&#039;&#039;: A big part of the Mark of Slaanesh on the tabletop was immune to psych. This is carried over as Immune to Psych for your mortal units. Combined with all your daemons being unbreakable, you really won&#039;t give a shit about big scary monsters or units.&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039;: Few mortals can resist the God(dess) of Pleasure. Unlike other Daemonic Forces, you have diplomatic options at your disposal. This can be useful to close off a front with a non-aggression pact, or even an alliance of convenience when necessary.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Fragile&#039;&#039;&#039;: The downside of having an army of half naked monster girls/boys/things? There isn&#039;t a ton of armour to go around. Expect to be taking a punishing on the way in (Not that Slaanesh has an issue with that), so long as you aren&#039;t using ward saves. Which you shouldn&#039;t since Slaanesh units have some bound ward save abilities which are generally far more impactful than armor.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Ranged&#039;&#039;&#039;: You can&#039;t hump your opponent to death from the other side of the map. You have no ranged units to speak of. Seriously, even freaking KHORNE has ranged units. You have no chance at playing defense.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Fliers&#039;&#039;&#039;: When Furies are the best flying unit you have, it&#039;s safe to say you aren&#039;t a faction that is designed around dogfighting and controlling the skies. You will easily be the weakest Monogod faction when it comes to the air.&lt;br /&gt;
*&#039;&#039;&#039;No Flexibility&#039;&#039;&#039;: Everyone fighting you knows you&#039;re going to bring a fast glass cannon army.  Like your other chaos monogod siblings, you do one thing well and can&#039;t do much else.  Somewhat ironic that the factions closest to chaos are the most predictable opponents.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Sorry but trends are trends and some of your better units may be reserved for Lord Packs. From a launch standpoint you got Tzeentch and Nurgle beat, but you could use some more mortals/boob snakes.&lt;br /&gt;
&lt;br /&gt;
==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Flanker&#039;&#039;&#039;: A bunch of your units have this special ability which doubles their charge bonus when attacking an enemy unit from the flank or rear. Considering your Furies and all your cavalry have Vanguard, as well as the obscenely high speed of your army overall, this incentivizes you to try to encircle the enemy as quickly as possible and... well no way to say this that&#039;s not going to be a double entendre, &#039;&#039;&#039;Hit them hard and fast in the rear!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Currency Abilities&#039;&#039;&#039;: Like with the other Chaos god armies you have a battlefield resource that unlocks map-wide abilities as you accumulate it. This one is gained by killing routing units, pretty much identical to the Ogres&#039; battlefield resource. We don&#039;t know the official name for this mechanic yet, but we do know the three abilities are called:&lt;br /&gt;
**Fascination&lt;br /&gt;
**Narcissism&lt;br /&gt;
**Sweet Sorrow&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[N&#039;Kari]]&#039;&#039;&#039;: He&#039;s here and he&#039;s looking a lot like his classic artwork where he&#039;s facing down Aenarion. He&#039;s big, he&#039;s fast, he&#039;s purple, and he&#039;s got four nipples. Has a blistering 100 speed, which means he&#039;s a single entity monster that can keep up with warhounds and light cavalry. This guy is going to blitz across the battlefield and right into your &amp;quot;backline,&amp;quot; which is good because he has only 15 armor and will need to hurry if he doesn&#039;t want to get turned into Swiss cheese by ranged units. Also a caster of the Lore of Slaanesh. His special abilities include:&lt;br /&gt;
**&#039;&#039;Harvester of Souls&#039;&#039;: heals him when nearby units are complete destroyed (this stacks)&lt;br /&gt;
**&#039;&#039;Willing Prey&#039;&#039;: debuffs an enemy&#039;s melee attack and defense&lt;br /&gt;
**&#039;&#039;The Witstealer Sword&#039;&#039;: massively boosts his AP and base weapon damage.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Keeper of Secrets&#039;&#039;&#039;: Same as Blood boi, Bird Boi, and Plague Boi. The Exalted Keeper of Secrets acts as the lord while the standard one is a monster you can recruit. An anti-large AP monster with the Lores of Slaanesh and Shadows that can get around the battlefield very quickly. Believe it or not it&#039;s slower than a Bloodthirster and less mobile since it can&#039;t fly. That said it has a lot of nasty special abilities, including a Mortis Engine effect against low-leadership enemies, AoE hexes that causes rampage or reduce melee attack, and an activatable buff that massively boosts its melee damage over the course of three stages. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A hybrid lord with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Think a Loremaster for the High Elves only faster and frailer. Your only lord choice with the Devastating Flanker ability. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot. Will also realistically be your only Lord choice in the early campaign as you can&#039;t get the Exalted Greater Daemon without evolving one of these things like a Pokemon. Like other daemonic Herald lords she also has three &amp;quot;locus&amp;quot; abilities, which include:&lt;br /&gt;
**&#039;&#039;Grace&#039;&#039;: A ward save that greatly improves melee defence and physical resistance.&lt;br /&gt;
**&#039;&#039;Swiftness&#039;&#039;: An augment which greatly improves charge bonus, speed and charge speed.&lt;br /&gt;
**&#039;&#039;Beguilement&#039;&#039;: A hex which reduces leadership and melee defence.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hero version of the Herald, like for the other three gods. Same spell lores and mounts. Also has Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Slaanesh&#039;&#039;&#039;: A Dark Elf cultist who is mostly intended to be a campaign map agent, on the battlefield she is a skilled fighter with a number of unique abilities including Devastating Flanker and something called &amp;quot;Gate of Slaanesh&amp;quot; which probably summons Daemonettes. Can only ride a Chaos Steed, same as the other Cultists.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauders of Slaanesh&#039;&#039;&#039;: Slannesh&#039;s warriors of pain and seduction ([[Emperor&#039;s Children|no, not those guys.]] [[Daemonette|or those guys.]] [[Hedonites of Slaanesh|Look, Slaanesh has a lot of freaks working for them, ok?]]) The big difference between these guys and normal Mauraders is they have Immune to Psych, meaning they are far less likely to run than their cousins in the Warriors of Chaos and Norsca. Come with an Anti Large spear version, an Anti Infantry sword claw version, and a tanky whip version. Use them as your cheap screeners to protect your Daemonettes from missiles. These are also your only shielded infantry options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit.  Roughly equivalent to wardancers, stats wise, but considerably faster. Has Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to bladesingers, stats wise, but considerably faster. Has Devastating Flanker and the Soulscent passive ability, which increases their armour piercing and melee attack when within range of an enemy unit whose morale is wavering or lower.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; Has the potential to be one of the fastest units in the entire series, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Devastating Flanker and Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; Named after the unit champion of Seekers, these things are most likely to be a straight upgrade. Unlike your regular seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Devastating Flanker and Vanguard deployment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellstriders:&#039;&#039;&#039; Essentially the same as the above, only they’ll cut their losses and run rather than fight to the bitter end. Will come with lances (or pincers rather) and Hellscourge whips. Another unit with Vanguard, the lance variants also get anti-large. Do &#039;&#039;not&#039;&#039; have Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; A low model chariot unit with poison and Devastating Flanker. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Has Devastating Flanker but unlike the other chariots this one also has the Soulscent ability.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Has Poison, Perfect Vigour, and Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; Imagine even faster, bigger, rat ogres with poison and you’d get the idea. Would be able to keep up with the rest of your forces, but unfortunately has just as much armour as the rest of them. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Slaanesh):&#039;&#039;&#039; Essentially the same as the other furies, acting like daemonic harpies with buffs from their god. In this case, speed, armour piercing and Devastating Flanker. Most importantly it has Vanguard deployment, which means it can deploy alongside your cavalry units for punishing encirclements.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn of Slaanesh&#039;&#039;&#039;: Appeared in the Nurgle vs Slaanesh video. Will likely be used the same way you use normal Spawn, only might be faster and have better AP&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Your Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture, Devastating Flanker, and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence. Will likely be a powerful duelist character but will struggle with dealing with hordes compared to the other Greater Daemons.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
Slaanesh is all about one thing, going at your opponent as fast as possible. Oh, they will resist, but you&#039;ll get your way in the end. Slaanesh really needs to find that perfect vulnerable position and slide right in. Don&#039;t go for grinding here, get into the habit of rhythmically pulling in and out to get the best result possible. Be sure to conserve as much of your unit&#039;s energy and fight too, you don&#039;t wait to climax too early. If all goes well eventually everything will come together in one big- &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;SNAP&#039;&#039;&#039; I&#039;m the embodiment of ecstasy and excess and even &#039;&#039;I&#039;&#039; was getting sick of the sex puns!&amp;lt;/span&amp;gt; Ok fine, you have a ton of mobility, AP and dps on your units but they will fall apart really fast if they meet stern resistance. The lack of ranged and fliers also means you will have to get to that backline the old fashioned way. It will be a Micro heavy army that will reward good timing and have one of the higher skill floors in the game. Now go teach those ungrateful bastards our horny ways!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Oh man, if you can micro well you are going to have a field day with Dwarfs. You have pretty much everything that they hate fighting from an affordable AP frontline, fast flankers to dive the backline and chariots galore. Daemonettes will likely make the most cost effective front line, and a few mauraders to screen will allow them to get in without taking too much in the way of missile fire. It&#039;s unknown whether Seekers or Hellstriders (probably Hellstriders, they can have shields) will make the better choice for cav, but either way they should be able to rapidly get around and dive those cannons and guns before they can do much damage. Even your furies have AP and Devastating Flanker, which will make them great for killing dwarf ranged units. With three options of chariots to pick from (go for normal seeker chariots, they&#039;ll be available in more numbers) you should be able to punch through their lines and dry hump that silly book of theirs. Really, the only thing that won&#039;t work are monsters as Dwarfs have plenty of missiles and Anti Large, so Fiends, Spawns and KOS can stay at home, meaning a Herald will likely be your best Lord option. If you can micro well you can dominates this match up but if not... well, prepare for a lot of your skimpy crab ladies to get turned into sexy ground beef.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: This might actually be a difficult one. Your biggest strengths are speed and armor piercing, but Nurgle&#039;s units have almost no armor to begin with and don&#039;t really have a back line to speak of. Fighting them is going to be like when someone in a cartoon punches a fat guy and their arm just sinks into his gut. You don&#039;t have the things that scare Nurgle the most, namely fire damage and ranged units. Instead you&#039;re going to have to rely on your superior mobility to cycle charge his slow moving units again and again. You might not benefit from your AP but you still have substantial charge bonuses. The real question is how many charges it takes to cut through Nurgle&#039;s absurdly large health pools and healing. If you get dragged into a war of attrition you&#039;re going to lose.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: This will be easy if you&#039;re careful not to get your units melted (no matter how much they seem to be into it). You have the speed and power to lock Tzeentch&#039;s daemons in melee and shred them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: The Vampire Counts might be your comrades in terms of shunning ranged weapons but beyond that they&#039;re very different from you. You have almost no flyers, Vampires have a bunch. Your units hit really hard but are super fragile, while the undead excel at grinding you down with blobs of durable chaff. This second part is the biggest problem for you, as wars of attrition are the ultimate bane of your existence. All those flying units will also mean your great speed still won&#039;t give you your choice of engagements, as the vargheists can charge you but you can&#039;t charge the vargheists. Your best bet is probably going to be to act as a scalpel, cutting the enemy lords an heroes neatly out of their army. If you can do that the rest won&#039;t matter. Unfortunately, since a lot of their lords can take flying mounts, that will be easier said than done. Definitely bring Furies and anything that can act as an assassin or elite anti-large. The fact that their units don&#039;t route is good and bad for you. Bad because you can&#039;t stack your army abilities while fighting them, and good if you bring N&#039;Kari as when they die he can get a ton of heals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Calling it now, this will be an interesting mashup. You both are going to be fast, and very squishy, so dealing with their archers should be easy. However, your lack of armor on your nude beasts will make them easy targets. So basically a drag race of vegans vs virgins&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506585</id>
		<title>Total War Warhammer/Tactics/Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506585"/>
		<updated>2022-01-29T00:07:48Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Tzeentch]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Tzeentch==&lt;br /&gt;
*You love magic, and want every opportunity to cheese the FUCK out of it. &lt;br /&gt;
*The thing that appeals to you about Chaos are the strange, almost Lovecraftian creatures that swim around in it, and this is the best option for that.&lt;br /&gt;
*You want to act like everything is going [[Just As Planned]], even when everything is going horribly, horribly wrong.&lt;br /&gt;
*You enjoy the hit and run style of the Wood Elves, but want to insert just a little bit of Chaos into the mix&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: While you do only have 3 magic lores to pick from, you still look to be strong in the sense of just how many spells you will be able to pump out. The fact that you will have large magic pools, gain army spells are rewards for casting and the ability to pump up your magic on the campaign map will make you one of the most magic reliant armies in the game.&lt;br /&gt;
*&#039;&#039;&#039;Firepower&#039;&#039;&#039;: And not just because half of your projectiles are literal fire. You will likely be the best ranged faction not just of all the Monogod faction, but of all the Chaos factions in general! (Not that you&#039;ll really have much competition in that regard.)&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: You will have it aplenty with Flammers and Horrors in your roster. Anything that is weak to fire is going to burn and burn hard.&lt;br /&gt;
*&#039;&#039;&#039;Air Game&#039;&#039;&#039;: You have flying Daemons, flying chariots, Lords of Change, discs that allow your lords and heroes to fly, and flying cavalry on Frisbees of doom. Point is, with all the flying shit you have you should have a good amount of air control.&lt;br /&gt;
*&#039;&#039;&#039;Survivability with Skill&#039;&#039;&#039;: Barrier helps keep your units alive in the face of destruction. If you are good at cycle charging and keeping the barrier alive, you can go through a battle taking minimal casualties.&lt;br /&gt;
*&#039;&#039;&#039;Trolling in Campaign&#039;&#039;&#039;: The shit that you can do in campaign is hilarious. From transferring settlements between factions, breaking alliances, forcing enemy factions to stop moving and forcing wars you can do so much fun meme shit that will make Warhammer&#039;s best troll proud.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of CQC&#039;&#039;&#039;: Expect to be the worst of the Monogods in melee. Your Demons will have low armor and defense, and your Chaos Warriors &amp;lt;s&amp;gt;likely won&#039;t hold up as well as their brothers from the other Chaos gods&amp;lt;/s&amp;gt; [[Troll|don&#039;t actually exist]].&lt;br /&gt;
*&#039;&#039;&#039;Limited Range&#039;&#039;&#039;: Describing your maximum effective range on most of your units as &amp;quot;spitting distance&amp;quot; wouldn&#039;t be out of place. You certainly have it better than factions with no/limited missile units, but factions like the Wood Elves, Skaven, Empire, Cathay and High Elves will generally be able to start wearing down your shields/health before you get close enough to return the favor.&lt;br /&gt;
*&#039;&#039;&#039;Limited Ammo&#039;&#039;&#039;: You are not an artillery faction, flamers and horrors have very low ammo capacity.  Your fights may start with a kaleidoscope of ranged fire, but they&#039;ll end in a close combat melee grind just like the rest of the chaos factions.&lt;br /&gt;
*&#039;&#039;&#039;Magic and Fire resistance&#039;&#039;&#039;: If you&#039;re fighting an opponent who has Magic and/or Fire Resistance, you may be in trouble. With the rework to Magic Resistance this won&#039;t be the worst thing ever for your infantry, but the reduced spell damage will suck because you will have a massive mana pool that you&#039;ll dump on buffs, debuffs, and heals instead of shooting mind bullets.&lt;br /&gt;
*&#039;&#039;&#039;Micro Intensive&#039;&#039;&#039;: This is not an army for beginners. It encourages cycle charging and keeping out of an opponents range all without much in the way of a frontline. Though the rapidly recharging shields offer more wiggle room for errors than the likes of the Beastmen/Wood Elves, who are similarly squishy, it can still be very unforgiving when it comes to mistakes so play these guys at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Lack of options&#039;&#039;&#039;: Not only do you have the smallest roster of the game 3 races (tied with Nurgle), you have the smallest roster of any core Warhammer races. DLCS will likely fix this problem, but for now you don&#039;t have many choices to pick from. In terms of playstyles you probably have the most variety of the Monogods, though you will still favor ranged hit and run.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Friend&amp;quot; is another word for &amp;quot;backstabber&amp;quot;&#039;&#039;&#039;: As with most of the daemonic factions, diplomacy is not your forte. While the Skaven are insane and duplicitous enough to consider working with you, the ogres who are willing to help you if you offer them anything shiny, and your mortal followers in the Beastmen, Warriors of Chaos, and Norsca are of course willing to help, you will not have too many options for diplomatic gestures beyond them.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: This is just a fair guess from the past. The mortal half of the army is very shallow and could use some fleshing out, something like Tzaangors can really help out with that. Expect units to be held back for future Lord Packs.&lt;br /&gt;
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==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;:You know how on the table top Tzeentch&#039;s mark typically gave an invulnerable save or +1 to an existing save? This is exactly that. A magical barrier that all Tzeentch units have. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat the Tzeentch loves. Makes sure you keep it up because the vast majority of your units are squishy and won&#039;t take much of a beating from pretty much anything.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
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*&#039;&#039;&#039;The Eye of Tzeentch&#039;&#039;&#039;: As you cast spells a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep casting spells you can unlock these abilities pretty much endlessly.&lt;br /&gt;
**&#039;&#039;Arcane Surge&#039;&#039;: This is the first ability, granting an 80% Winds of Magic recharge for 14 seconds with a 60 second cooldown. This ability encourages you to spam lots of low cost spells like Pink Fire or Blue Fire so that you can fill the meter quickly and replenish your Winds.&lt;br /&gt;
**&#039;&#039;Bolt of Change&#039;&#039;: The second ability is essentially just a Doombolt from the Lore of Dark, only it applies a Sundered Armor effect. Can be cast anywhere on the battlefield and has a 90 second cooldown.&lt;br /&gt;
**&#039;&#039;Storm of Fire&#039;&#039;: The final tier unlocks a bombardment spell with a massive area of effect and plenty of armor piercing damage. Can also be cast anywhere on the map but has a 120 second cooldown&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kairos Fateweaver]]&#039;&#039;&#039;:  Kairos, if done justice, will be one of the best magic users in the entire game. Every battle Kairos can pick spells from the other lores of magic on top of his Lore of Tzeentch. Stat wise he is actually pretty pathetic, being weaker than a normal Lord of Change in melee. He makes up for this by being very strong in casting, having Greater Arcane Conduit and a mixed spell lore in Multiplayer. With Regrowth in his multiplayer kit, he is going to be one of very few Non Nurgle Chaos characters with the ability to heal.  He&#039;ll be the only flying monogod chaos legendary lord at launch. His Staff of Tomorrow allows him to reset the cooldown of his spells and his Gaze of Tzeentch allows him to root an enemy in place and allow your little friends below to burn them to pieces. He is a perfect example of Tzeentch&#039;s combat as a whole, strong with magic, but keep him the fuck out of melee.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
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*&#039;&#039;&#039; Exalted Lord of Change&#039;&#039;&#039;: Budget Kairos. These guys will be uber powerful spellcasters, likely with Greater Arcane Conduit and Comes with the Lores of Metal and Tzeentch. One big advantage they have over Kairos is that they&#039;re significantly better in melee, with decent melee stats and AP damage. Now obviously a Bloodthister will still clap them if you&#039;re stupid enough to charge them in, but they can be used as flying flankers to back up an infantry engagement or a monster duel. You&#039;ll probably be mostly using them for spells though. Has a passive ability that reduces ability cooldowns whenever it&#039;s casting.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: A wizard with ranged attacks, along with having some more support abilities for helping out units outside of magic. Compared to the Lord of Change he will probably be weaker in terms of magic in exchange for having more buffs and supportive elements. He can be mounted on a Disk and a Burning Chariot. Get ready to see a lot of these guys in early campaign because you&#039;ll need to level them up and evolve them if you want to get your hands on an Exalted Lord of Change.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
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===Legendary Heroes===&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: Budget version of the Herald, allowing you to take one for a Lord of Change army or for your Legendary Lord. They have some Loci abilities that allow them to buff troops in combat without using magic. Like the Herald they have ranged attacks. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot. On the chariot he comes with a missile attack, allowing him to be pretty decent at kiting enemies.&lt;br /&gt;
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*&#039;&#039;&#039;Cultist of Tzeentch&#039;&#039;&#039;: Your Mortal hero and the only mage in your army that can use the Lore of Fire. The big reason you bring them is to summon more Daemons to the battlefield, all the way up to a Lord of Change (which will likely be campaign only, but then again the beastmen can pull a Cyrgor out of there asses so a LoC might be possible in multi, who knows.) Seems as though in Multiplayer he can only summon a Pink Horror unit. Will probably get his ass cheeks handed to him by any decent melee fighter but makes up for it with spell casting and his Daemon summons.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee, especially since they only have 5 ammo.&lt;br /&gt;
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*&#039;&#039;&#039;Forsaken of Tzeentch&#039;&#039;&#039;: Your only dedicated melee infantry. They work very similar to the WoC version, though due to Barrier these guys will be slightly more resilient and make up more of a front line role rather than a fast flanker role. Will likely be your main frontline to protect your squishy Daemons for most of the game.&lt;br /&gt;
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===Missiles===&lt;br /&gt;
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*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as strong missiles combined with extra magic is something no one will want less of. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won&#039;t like being hit by these guys.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Knights of Tzeentch:&#039;&#039;&#039; Your heavy cav, designed interestingly to be a more durable holding unit. They lack the heavy charge of most cav but in return they have heavy armor to block damage thrown at them. Combine this with Barrier, and this is a Cav unit actually designed more so to hold the line rather than to flank and cycle charge. They also cause fear, so they will be great against low leadership armies.&lt;br /&gt;
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*&#039;&#039;&#039;Doom Knights&#039;&#039;&#039;: Chaos Knights riding discs of Tzeentch, equipped with polearms and shields. They are much squishier than the normal knights but in return are faster, can fly and hit much harder. They are said to be the best melee focused unit in the roster. Interestingly, despite having Halberds they don&#039;t have AP or Anti Large, though they make up for that with an insane charge bonus and weapon strength. Once again, encourages cycle charging, though Barrier should help keep individual models alive when pulling out, which is a problem with most flying cav.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
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*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor &#039;&#039;and&#039;&#039; ammo to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that. Try to hold it in reserve for particularly valuable engagements, as you&#039;ll want to make the most out of every shot.&lt;br /&gt;
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===War Beast===&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Furies (Tzeentch)&#039;&#039;&#039;: Flying skirmisher harrassers who come with Barrier, allowing them to soak up slightly more damage than the Furies of the other gods. They have vanguard allowing for better ambush and flanking potential. Will die if something so much as looks at them funny, so be careful with how long you leave them to fight.&lt;br /&gt;
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*&#039;&#039;&#039;Screamer:&#039;&#039;&#039; Flying Steve Irwin killers, who for some reason have human faces. Seriously go watch the World of Tzeentch trailer, his face is hilarious. Closest thing you have to light cavalry, these sky &amp;quot;sharks&amp;quot; (they&#039;re obviously manta rays, why the fuck does GW keep calling them sharks? Actually some sharks have a similar body shape to rays and both are cartilaginous fish in the same suborde- &amp;lt;span style=&#039;color:blue;font-size:1o0%&#039;&amp;gt;*ZAP* Nobody cares know-it-all&amp;lt;/span&amp;gt;) are designed for counter charging cavalry and monsters with their AP Anti Large. They will be put on the endangered species list if you throw them against most heavy large units on their own, they are meant to counter charge enemy cav and monsters while they&#039;re dealing with something else.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
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*&#039;&#039;&#039;Spawn of Tzeentch&#039;&#039;&#039;: Chaos Spawn but blue this time. Ok I guess Barrier makes them a bit more durable so they have more of a cycle charging role rather than a holding role of normal spawn. That&#039;s it, moving on.&lt;br /&gt;
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*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively, especially since they only have 10 ammo. Notably it&#039;s the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage. Still pretty decent in melee, but it&#039;s the Anti Large range attacks you want this thing for.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. In campaign there are technologies that can unlock more spells for them, but game footage so far shows that in multiplayer they&#039;re limited to the Blue Fire of Tzeentch and the Pink Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
Barrier is one of the most interesting passive abilities in the game, and combine that with your focus on range, flying and magic, you are a heavy hit and run faction. The main strategy is to get your troops in to blast the enemy from range or fly them in, have the barrier soak up any damage they take, pull them out to have the barrier recharge, then send them back in again. You are designed for cycle charging and keeping the opponent as far away as possible while still being able to blast them to pieces. Because if any dedicated melee faction gets into your troops and you can&#039;t pull them out, they will be going to kiss Tzeentch&#039;s blue feathered ass faster than [[Magnus the Red|Magnus]] after Prospero burned down. You will be an incredibly scary ranged faction with a ton of great fliers and mages, just stay out of melee. Here is how you can formulate your plans for Tzeentch:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: Getting your units away from the Beastmen is going to be hard as Slaanesh is really the only faction that can reliably out pace them. As such, getting away from them long enough to recharge your barrier might be a bit of a problem. For a frontline I would go for Forsaken, as they can beat all Beastmen infantry aside from Bestigors and if they do bring Bestigors you got more than enough Missiles to bring them down. Beastmen might try to beat you in the Kite game with Throwing Axe Centigors and Ungor Raiders so I would grab a few Furies to tie them down longs enough for Chaos or Doom Knights to get their charge off and finish them off. As for their big monsters, if you can hold off the Hounds and Centigors from getting to your ranged units them I wouldn&#039;t worry about them as they have low armor and Pink horrors should be able to melt them. Just make sure those Minotaurs and Ghorgons are tied up with something so they can&#039;t get to your backline. As for your lord, a Lord of Change or Kairos should be able to take advantage of their poor leadership and cause a lot of goat people to run from the field. As long as you don&#039;t charge one in to fight a Ghorgon or get absorbed by missiles you should be able to keep them safe in the air to cast and let the rest of the army slaughter some cows.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: The first of the notable micro-heavy armies is not one to be trifled with. Their cavalcade of cavalry will prove downright devastating to any frontline you can muster and any Pink/Blue Horrors would be lucky to get a shot or two off before their knights plow through them. Soul Grinders are basically your best/only option for dealing with their high-value cavalry, supplemented with some Screamers to help chew through their thick armor. Just beware of their Pegasus Knights, who can cut down said Screamers and any (Exalted) Lord of Change hapless enough to be airborne with them. At the end of the day though... this just isn&#039;t your matchup.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: Slow, heavily armored and virtually helpless at range? Your mortal servants are practically begging to be torn asunder by your magical might. Take an Exalted Lord of Change with the Lore of Metal to punish them for all that armor plating, some Screamers and a Soul Grinder to deal with their cavalry and monsters, and a Burning Chariot or two to help mulch the rest of them. You&#039;ll can absolutely stay out of reach if you&#039;d like to, but it wouldn&#039;t hurt to bring some disposable chaff to help pin key units down so that your vortex spells can eviscerate them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: This matchup kinda sucks, not going to lie. All their gunpowder and artillery will make approaching them a daunting prospect and their faction-wide magic resistance will temper your attempts at blowing them up with magic. But not completely. As another heavily armored faction, the Lore of Metal will still do ample work at softening up those tin-can soldiers and they are far from suited to chasing you around the map. If they brought some Gyrocopters, use your Screamers to tear them out of the sky. If you can, drop some Doom Knights or Chaos Knights on their artillery to take them offline before they deal too much damage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: This matchup works out for you a bit better than the prior entry simply because the Empire isn&#039;t quite as heavily armored. Unfortunately, they&#039;re also more versatile and swifter due to their cavalry options.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;: Your #1 Non-Daemonic rival, this will mainly be a match up of who can get the most value out of their ranged units. You heavily out maneuver them with Furies and Doom Knights, and the combination of the two should allow you to overwhelm any Longma riders (If you get the charge on them, otherwise they might mess you up) and tear up those war balloons. Of course if they get shot out of the sky that won&#039;t matter, so maybe it&#039;s better to keep them hidden until you see a chance to nab their guns and artillery. Overall, Cathay actually seems like it&#039;ll win out in a prolonged melee, though without their guns they have no real way to stop you from kiting them to death. Once the guns are down use your Chaos Knights to block their cavalry and have Horrors and Flamers roast them alive. They&#039;ll never catch you without cav, and if your pullout game is strong you can keep your barrier alive if they still have some missiles. A Herald will likely be your best Lord option as it will be a lot harder for Cathay to shoot down than a Lord of Change.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: This might actually be a hard one for you for several reasons. For one, they HEAVILY out range you, so they will be able to poke down your Barrier and do damage before your troops will actually be able to get into position. With the low armor on most of your troops, even basic Elf archers can be deadly. Plus, Tempest is a damn good way to deal with flying cavalry and monsters, and with Alarielle being a staple in all High Elf armies, she is sure to bring it. Your best bet might actually be to rush with Forsaken and Chaos Knights, and use Furies or Screamers to tie down the archers and bolt throwers so your troops can get in. A Soul Grinder can also help out with the Cav and Dragons elves love to bring. A Herald and Cultists should be your Lord/Hero combo, as any Lord of Change will get tempest and shot down and Lore of Fire is good at dealing with compact formations. This is one of the few match ups you might want to actually play aggressive and get into melee ASAP.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: If there&#039;s a particular factions that could &#039;&#039;potentially&#039;&#039; rival you in magical potency, the Slann of the Lizardmen could give you a run for your money... not that they&#039;ll run. At all. This is a sentiment shared by a majority of the Lizardmen roster; if you keep on your toes, you should have little issue out maneuvering and kiting any infantry-based army. This is something you&#039;ll &#039;&#039;have&#039;&#039; to do, because if any Saurus Warrior manages to get his claws on your barrier, they&#039;ll crack through that with frightening ease. Skinks are substantially less threatening in melee, but they do have the potential to tie down your forces for the slower/clumsier heavy-hitters you&#039;d otherwise be juking for days. Screamers will be quite potent harriers in this matchup; their penchant for chewing on larger, armored creatures gives them a notable edge against them, so long as they&#039;re not fighting those monsters head on. Use a Soul Grinder or two as well as some Chaos Knights to hold key beasts in place so that your Screamers can chip in without dying in the process.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The good news? Swarms of Skaven make easy pickings for bombardment and vortex spells. You can also wreak havoc with your Doom Knights, Screamers and (Exalted) Lords of Change who&#039;ll be free to pick their engagements with impunity due to the complete lack of aerial presence the Skaven have. The bad news is that the Skaven will be firing upon you &#039;&#039;long&#039;&#039; before you can tie them down and well before any of your ranged units can contest them. Pound for ethereal pound, you will generally deal slightly more ranged damage against the rats than they will against you (especially if you&#039;re savvy with your barriers), but you&#039;ll run out of ammo much more quickly than the rats. To this end, you&#039;ll definitely want to focus on the faster aspects of your army and keep on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: Uh, yeah.... maybe it&#039;ll be best to avoid this one if you can. Your whole schtick is to avoid direct combat with your enemy for as long as possible and these guys are literally designed to get into direct combat as fast as possible. Combined with the fact that your core units are squishy ranged troops and this could be a really bad match up. You do have one undeniable advantage though, air power. Slaanesh has no ranged troops and their only air unit are furies, so you are free to dominate from the air. Bring either a Lord of Change or a Herald/Iridescent Horror on a flying mount and use them primarily to cast from a safe position. Since the Lord of Excess has no real way to threaten them you are free to cast and skirmish to your heart&#039;s content, especially if you have a Burning Chariot or Doom Knights. Of course the more you invest in the air the less you&#039;ll have on the ground and Daemonettes will catch Horrors eventually. Get a ton of Blue Horrors to block and screen for your more important Pink Horrors and Flamers. Chaos Knights won&#039;t catch Slaanesh Cav but they can probably beat them in a one on one fight. Slaanesh doesn&#039;t have any armor to speak of so there is no point in investing in AP. Still, with how much Slaanesh out-speeds you they will catch up and tear some of your boys to pieces eventually. Again, maybe best to avoid this one.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Another particularly micro-intensive faction with a bit more of a skip to their step than any of your daemons. Wood Elves will be challenging to pin down; much of their missile infantry/cavalry selection is able to fire and move at considerable ranges; many of which outrange your dudes by a lot. Additionally, this constant moving can make it trickier to land breath/vortex spells on them. Having said that, you do have a few good things going for you. If that Wood Elf player was foolish enough to bring Forest Spirits against you, you can easily smoke them with your ample fire-and-magic based attacks. As far as the meaty elves themselves? Virtually none of them are armored, so if you can land a few volleys of...practically any of your own missile units, you&#039;ll all but incinerate the lot of them. Just try to stay away from their Bladesingers/Blade Dancers, as they&#039;ll carve through your forces just as lethally if you allow them to catch up.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Khorne&amp;diff=504453</id>
		<title>Total War Warhammer/Tactics/Khorne</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Khorne&amp;diff=504453"/>
		<updated>2022-01-29T00:07:31Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;This is the general tactics page on how to play [[Khorne]]  in [[Total War: WARHAMMER]].&lt;br /&gt;
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==Why play Khorne?==&lt;br /&gt;
*Because sometimes you just want to not think too hard and rip the other guys apart limb from limb.&lt;br /&gt;
*You play aggressive, and don&#039;t want to play any of that &amp;quot;defense&amp;quot; bullshit&lt;br /&gt;
*[[Doom]] is your favorite game franchise and you always wanted to play from the Demon&#039;s point of view.&lt;br /&gt;
*You are fond of Mesoamerican cultivars that are not beans or squash.&lt;br /&gt;
*You want the best/second best warcry in the game&lt;br /&gt;
**&#039;&#039;Ahem&#039;&#039;: &amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt; &#039;&#039;&#039;BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!&#039;&#039;&#039; &lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Unmatched Melee&#039;&#039;&#039;: If CA does our homeboy justice, don&#039;t expect anyone to be able to match you in melee. There should be high charge and high attack across the board in this army roster.&lt;br /&gt;
*&#039;&#039;&#039;High Armour&#039;&#039;&#039;: Considering every unit showed off so far has been dressed head to toe in it, it&#039;s safe to say armour values for your units are generally going to be very high. Your Daemons aren&#039;t so good in the armour department compared to the mortals but they do have plenty of resistances to make up for it.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: Bloodthirsters, Bloodcrushers, Skullcrushers, Spawn, Minotaurs and many more means you will have some of the scariest monster units in the entire game. Winning the monstermash shouldn&#039;t be an issue and allow your big bois to take over the battle for you.&lt;br /&gt;
*&#039;&#039;&#039;Magic Resiliency&#039;&#039;&#039;: Magic is for wimpy nerds and daddy Khorne will make sure you won&#039;t die in the most embarrassing way possible. Enemy spells won&#039;t hurt you nearly as bad as other faction.&lt;br /&gt;
*&#039;&#039;&#039;Strength through Kills&#039;&#039;&#039;: Based on what we know about their faction mechanics, the more you kill the stronger you get. As such, you are rewarded for being aggressive by getting more damage and shredding potential.  Note that Khorne cares not if you&#039;re killing phoenix guard or skavenslaves, your units power up even faster if your opponent is dumb enough to throw a bunch of shitty chaff units at you&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;No Magic&#039;&#039;&#039;: What, you want to blow shit up with your mind like a god damn pussy? If that&#039;s the case Khorne isn&#039;t for you. Even the Dwarfs have a substitute in the form of Runes that make up for it to an extent. You will not be able to contribute any magic to the field in the form of wizards, costing you some AOE burst.&lt;br /&gt;
*&#039;&#039;&#039;Very Limited Range&#039;&#039;&#039;: Skullcannons and Soul Grinders will be your only ranged option. Even with the mortal units you only have two ranged options, meaning you don&#039;t really have any option to play defense. Granted if you wanted to play a defensive set up why the hell are you playing Khorne in the first place?&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039;: With no light cav or light infantry expect to be out run by most factions. You aren&#039;t Dwarf or Nurgle bad, but your cav is slow by cav standards so getting to important objectives first might be difficult for you. Your hounds and Furies will likely be the most mobile part of your army, and they likely won&#039;t have the hitting power of traditional light cav.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Versatility&#039;&#039;&#039;: Sneakiness and subtlety are for little bitches. You may be one of the most hardcore melee rush factions in the game, but that&#039;s really all you got going for you. This can make Khorne relatively easier to game plan for compared to a lot of other factions who have an easier time employing numerous tactics.&lt;br /&gt;
*&#039;&#039;&#039;Top Heavy&#039;&#039;&#039;: You have zero chaff or cheap infantry units. Warhounds are your cheapest unit and Chaos Warriors with shields make up your cheapest infantry at 750 gold. Even High Elves can get infantry at a cheaper price point. You will have a very difficult time spreading the field and in multiplayer you should expect to be outnumbered in most match ups.&lt;br /&gt;
*&#039;&#039;&#039;Friends? What are those?&#039;&#039;&#039;: Well... what do you expect? Not only are you playing a game called Total &#039;&#039;&#039;WAR&#039;&#039;&#039;, you&#039;re playing for the Chaos God of Blood. The only mortal &amp;quot;allies&amp;quot; you can make are with the Warriors of Chaos, Beastmen, Norsca and &#039;&#039;potentially&#039;&#039; Skaven and ogres, if they&#039;re not feeling duplicitous. Even as far as Daemons go, Slaanesh isn&#039;t keen on working with your forces and even other Khornate factions tend to rub each other the wrong way. Everyone else you&#039;re automatically at war with.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Every core race has joined this club, and you are noticeably missing some big units, especially from the mortals side of things. You may as well apply early.&lt;br /&gt;
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==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Units gain 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Wood Elves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
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*&#039;&#039;&#039;Blood for the Blood God&#039;&#039;&#039;: As you kill off individual enemy models over the course of a battle a meter on the right hand of the screen slowly fills, unlocking three abilities at three different tiers. As you use these abilities the meter goes back down, but you can refill it by killing more enemy models. This, plus the Hellblade ability for your daemons, is going to make you a terror in the night for swarming factions like Skaven, Beastmen, or the undead, but is going to be a lot less useful against low-model count factions like the High Elves or Ogres.&lt;br /&gt;
**&#039;&#039;Horn of Khorne&#039;&#039;: The first ability is an area of effect buff that can be cast anywhere on the map, granting 24 melee attack to any of your units in the radius. Lasts for 31 seconds and has a cooldown of 90 seconds.&lt;br /&gt;
**&#039;&#039;Relentless Rage&#039;&#039;: The second ability is another area of effect buff, granting any of your units in the radius Unbreakable but also making them unkillable for the duration of the effect, similar to the Cohort of Sotek RoR&#039;s special ability. Lasts for 20 seconds and has a cooldown of 90 seconds.&lt;br /&gt;
**&#039;&#039;Blade of Khorne&#039;&#039;: The final ability is a massive explosion spell that can be cast anywhere on the map and deals magical and armor piercing damage. Has a cooldown of 120 seconds.&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
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*&#039;&#039;&#039;[[Skarbrand]]&#039;&#039;&#039;: SKARBRAND APPRECIATES NOT BEING DLC!!!! Likely going to be the Bloodthirster themed campaign along with being a pure combat beast. He gets stronger with every kill that he gets, meaning unlike most single entities getting tied up by chaff might be beneficial in the long run. He has two special abilities called Wrathful Reaper and Rage Embodied, but neither have been explored much in detail. Supposedly Rage Embodied allows him to cause Rampage in enemy units with less than half leadership, which if true is going to make him a true nightmare on the battlefield.[[Awesome|He can also spit fire now]]. Despite being stuck on the ground unlike other Bloodthirsters, Skarbrand has 80 speed so escaping him will be a challenge. This also applies to his campaign, as his faction bonuses provide bonus campaign movement after razing settlements and Skarbrand himself gets even more speed by winning battles in general, making him extra speedy post-siege.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Bloodthirster&#039;&#039;&#039;: Budget Skarbrand. One of two possible Bloodthirster units available in the army, this one being the Lord equivalent. As you&#039;d expect, it&#039;s really fucking scary. The stat line on this thing is absolutely absurd, giving it flaming and magical attacks along with a plentiful amount of AP. It also has a bunch of gnarly special abilities including one called Deathblow that buffs its already spooky weapon strength by 50% (both AP and Non AP), and another that causes automatic miscast damage to any wizard casting spells nearby. The ability to fly also allows it to pick and choose its targets and stay on the move. Combine all of this with it being unbreakable due to it&#039;s Daemonic trait and it will be extremely hard to get rid of.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A Bloodletter lord focused more on buffing and support rather than the pure killing power of a Bloodthister. He gives offensive buffs to your units, making him the closest thing to a caster lord you get. He can be mounted on both a Juggernaut and a Blood Throne, so while the Bloodthirster is more of a general melee beast the Heralds will be more of an anti infantry specialist. The loci abilities he will likely bring will make him an aggressive buffing lord meant to ride in with your troops and give them powerful buffs to keep them in the fight.  In campaign, upgrading a herald lord is the only way to get an exalted greater daemon lord.  So you&#039;re gonna use these guys alot.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
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===Legendary Heroes===&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
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*&#039;&#039;&#039;Cultist of Khorne&#039;&#039;&#039;: Based on what we heard, this guy will be your dedicated combat character/duelist. His known stats make him similar to the Warriors of Chaos&#039; Exalted One. Further, he has the ability to summon a unit of Bloodletters once per match. He only comes with a Chaos Steed, allowing him to get across the field quickly. Outside of battle he may have something to do with setting up the various Blood Cult buildings in enemy settlements. What other abilities he has are currently unknown. &lt;br /&gt;
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*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. he can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Daemon unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;t great. They will likely be your cheapest source of AP in the infantry fight, which will make them highly desirable when fighting heavy armor.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Warriors of Khorne&#039;&#039;&#039;: Your only Mortal infantry unit. Compared to normal Warriors of Chaos they have Frenzy and higher attack and charge in exchange for less melee defense. They are way more designed for going on the offensive, which is what you should expect from Khorne. They aren&#039;t exactly glass cannons either, as they also have very good armor to block missiles. They come in three variants; sword and shield for a holding force, halberd for anti large and dual axes for anti infantry. Their biggest drawback compared to daemonic infantry is that they will run away, so they may not be your best choice against factions with fear and terror aplenty like the undead. &lt;br /&gt;
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*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;re a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
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*&#039;&#039;&#039;Skullcrusher&#039;&#039;&#039;: Not to be confused with Bloodcrushers which is a Bloodletter riding a Juggernaut, because Khorne is not very creative at naming things. They will be your Monstrous Cav similar to Demigryphs, and oh can they lay the whooping. With AP, Frenzy and 77 CHARGE these things will turn whatever they charge at into paste. They&#039;re decently slow by cavalry standards, but with 130 armor they won&#039;t care that much if most standard cav get their hands on them. Their biggest weakness seems to be that unlike their Daemon counterparts they actually will run away, but if that&#039;s their biggest problem I don&#039;t think they have much to worry about.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: Very similar to the Skullcrusher, though instead of an angry man riding the Robo-Rhino, it&#039;s an angry Daemon riding the Robo-Rhino. The big difference between these guys and Skullcrushers is that they&#039;re Daemonic, so they won&#039;t run away and will crumble instead. They also have an Anti Infantry bonus, making them a bit more specialized than their mortal counterparts. The big trade off for both of these is a noticeable decrease in stats, so they will likely not be as effective against other cavalry. Still, potentially a good unit, especially against heavy infantry factions.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
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*&#039;&#039;&#039;Gorebeast Chariot of Khorne&#039;&#039;&#039;: Probably going to be more or less the same as the WOC version, only coming with frenzy and even bigger bonuses to melee stats. Very solid unit for heavy infantry faction and will be very rewarding with good cycle charging.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: Your support oriented platform. it will likely be the weakest of the motorcycle Khorne units in combat but will provide big leadership buffs to the entire army. Plus, it heals while it&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
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===War Beasts===&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Furies (Khorne)&#039;&#039;&#039;: They&#039;re Chaos harpies, only they lean even more into the glass cannon playstyle. They have surprisingly high melee attack and weapon strength. Combine that with having vanguard and high speed, and they will feast upon any artillery or archers you can get on them. Unlike the presumed furies of the other gods, these guys come with the Khorne traits of Frenzy and Hellblade. Their melee defense is pitiful and they have low model count, so keeping them alive may be some work. They also have 50% magic resistance. Potentially good skirmisher harassers.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Hounds&#039;&#039;&#039;: Appeared in the trailer. Will likely serve the same purpose they have in the WoC roster as skirmisher and artillery hunters and a cheap way to chase routing units off of the map.&lt;br /&gt;
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*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They seem to inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
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*&#039;&#039;&#039;Spawn of Khorne&#039;&#039;&#039;: Chaos Spawn for Khorne. Yeah that&#039;s pretty much it. They have significantly higher weapon strength so they will lawn mower light troops even faster than normal spawn do already. They trade this for some slightly reduced melee defense, as you&#039;d expect from the all out offense Khorne style.&lt;br /&gt;
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*&#039;&#039;&#039;Minotaurs of Khorne&#039;&#039;&#039;: Or &amp;quot;Khornatuars&amp;quot; as stated in the blog reveal (Khornbulls sound better, don&#039;t at me). Compared to normal minotaurs these guys will have way heavier armor and will get stronger as they gain more kills, meaning they are designed more for sustained combat than the hit and run style of the Beastmen version. They come in a dual axe version for anti infantry and a great weapon version for anti large.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Did anyone think we were getting this thing? Based on what has been revealed it is a tanky cannon platform that can fire while moving. It also comes with a scattergun that does 800 damage with 120 range.  The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets it&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
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*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
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*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: CANNON ON WHEELS! khorne&#039;s only reliable ranged unit (for now, anyway) and it seems to be trying to really make up for being the Blood God&#039;s only ranged piece. It has good range and damage, and it&#039;s mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. Plus, if something does get its hands on it, it&#039;ll be hard to kill with its high armor and ability to regenerate in melee. With good micro this thing has to potential to be frustrating as hell to play against. Of course, it has only 18 melee defense so if something does catch it it might take some hits, but they&#039;ll have to actually catch the damn thing first. If it runs out of ammo, it also functions well as a chariot.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
Khorne is geared up to be &#039;&#039;the&#039;&#039; hyper offense faction. You have aggressive heavy infantry and a plentiful number of monsters, so you are going to absolutely dominate any melee grind that you find yourself in. Your biggest problem is going to be getting there in the first place. You&#039;re relatively slow, have two ranged options (neither of which are exactly Sisters of Avelorn or Waywatchers), and no disposable infantry chaff to soak up enemy fire. This means that if the enemy has sufficient fire they will be able to blast you to pieces before you even get to melee, and if half your army is already dead the battle may already be lost. You do have hounds and furies to deal with that, but most factions have ways to deal with them. The lack of magic means you also don&#039;t have any big burst abilities or big buff and debuffs outside of heralds and heroes. The lack of magic and missiles means this is one of the few factions were elite infantry might be a decent option to take against you (though that means they are trying to out melee you, which is usually never a smart idea). getting to the lines will be a bit of a chore but once you do, no one will be able to stop you. BLOOD FOR THE BLOOD GOD!&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You&#039;re both rush armies with limited range options. The big differences are that the Beastmen are faster than you are but have worse leadership and armor. If you can drag this out into a war of attrition you&#039;ll probably win, as the Beastmen rely so heavily on their charge bonuses. Negate that and they will quickly break before you. A clever Beastmen player will probably try to kite you with Throwing Axe Centigors and Ungor Raiders, while using his greater speed to cycle charge you and avoid prolonged engagements. To counter this bring some Flesh Hounds, who hit hard but are still fast. Also consider bringing Skarbrand, who can cause the low-leadership Beastmen troops to Rampage into bad matchups.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: Your faction abilities make your army stronger the more skulls you collect, and Bretonnia&#039;s peasants have an awful lot of skulls. You&#039;ll roll over their front line like it&#039;s not even there and get more powerful as you do it. Their knights might be a bit more problematic, as may their powerful heroes, but your knights are nothing to scoff at either. The biggest risk to you might be trebuchets and archers, as they can soften you up before you can get into melee and do your butchering. Be sure to bring some hounds or Furies to give them something else to worry about. Bretonnia also sometimes struggles against big single entity monsters so maybe bring a Bloodthirster or two.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: Between giant monsters and hardy infantry you and the WoC are well matched, but Hellcannons are probably going to beat your Skull Cannons. Send fliers or hounds after it if you can. Otherwise hope you can make it into melee where you might be able to rack up some kills for your army abilities, especially Relentless Rage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: What&#039;s that? You don&#039;t like the idea of fighting a super AP heavy faction with a ton of mobility you can&#039;t keep up with? Well do I have bad news for you! Dark Elves tend to do well against slower armored races and sadly that includes you. If you want some edge elf skulls for Khorne, you should probably grab war hounds to chase down Dark Riders and Scourgerunners to keep them away from all your armor. You could choose to go for Bloodletters if you want a cheap (well, by Khorne standards) frontline, or Chaos Warriors with shields to try and soak up as much missile fire as possible. Once you do get into melee, the Druchii are fucked but they will still have a ton of AP fire to worry about, so that should be your priority. Avoid big monsters, they will get shot to hell.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Good news: the Dwarfs are even slower than you and have very limited crowd control! Bad news: they have high morale, high melee defense, great artillery and great range. Getting in melee will be a slog, and once you do get in melee it will be a grind. Take a couple of hounds and furies to try to disrupt their artillery/ranged while your main army gets into melee. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: This is a faction that is actually &#039;&#039;decently&#039;&#039; similar to you, only they trade a lot of the melee bullshit in exchange for actual skirmishers and magic. First of all, if he&#039;s dumb enough to bring Skink Cohorts, you got nothing to worry about. They&#039;ll die stupid fast and make your units stronger. It&#039;s Saurus and Dinos you got to watch out for because not only are they tough but they make getting your buffs harder due to lower model counts. A front line of Bloodletters can trade pretty cost effectively into Saurus, but they are vulnerable to Chameleon Skink fire. Grabbing a few Furies or Hounds to make sure the blowpipes are busy should let you tear up the Saurus with your daemons. To handle Dinos, grab a Bloodthirster or two and watch them go to town. They should be able to outbox most dinos the Lizards can throw at you, and if they can&#039;t your monsters can fly and their can&#039;t so just cycle charge until it dies. If he has a brain he&#039;s bringing a Slaan, so have some cav or mobile units ready to hunt him down. This is going to be a bloody fight either way, but hey that just make Khorne happier.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;: This might end up being one of your worst matchups. The Ogres have plenty of powerful ranged units that can shell you as you try to reach them. Once you do most of their units are monsters or monstrous infantry, so unless he&#039;s stupid and brings Gnoblars your Blood for the Blood God ability might as well not exist. You can&#039;t even counter their cannons with your few cheap fast units because the ogres will step on them without even noticing. Bring lots of anti-large and hope for the best.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The Skaven front line will evaporate the moment you touch it and all those rat skulls will juice your army up nice and good. That&#039;s the good news. The bad news is you&#039;re going to get blasted to hell and back as you approach them. Your best bet is probably to go as wide and cheap as you can. Hounds, Furies, the cheapest infantry you can get away with, anything that lets you keep the pressure up from all fronts. It&#039;s not like you actually need the really tough stuff to stomp clanrats.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: Your main rival in the warp, Khorne will be slightly less pissed if you show the Lord of Excess who the real boss of the warp is. First of all, Chaos Warriors might be a bad idea, since Daemonettes have AP they&#039;ll cut through them and the abundance of fear and terror Slaanesh has means they have a good chance of running. Bloodletters and Exalted Bloodletters might be the better option, as while the AP is largely useless against Slaanesh, the fact they&#039;re unbreakable and have Anti Infantry means they should be able to handle the front line. Yes, they have low armor but it&#039;s not like the other guys have missiles to take advantage of that anyway. Also, Minotaurs might end up being great here. While slower than the Beastmen version they are still speedy enough to potentially check some of the horny guys on the other side. The lack of missiles means Slaanesh will have to deal with them in melee, and not only do you have both an anti infantry and anti large variant, they act as great mass for if a KOS or cavalry engage and try to pull out. With that in mind, a Bloodthirster will beat a KOS in extended melee, so keeping it tied up with heavy mass will help them stomp on the four armed goat things. Their cavalry will run circles around you, but it&#039;s not like you have much of a backline to dive anyway.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: Mostly the Tomb Kings are falling to their bony knees weeping tears of sand in joy that despite all appearances you can&#039;t use the Lore of Fire. Their ranged units will punish you on the approach but once you&#039;re there the skulls will be plentiful. The downside is hounds and Furies aren&#039;t going to cut it against Ushabti Greatbows.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Let&#039;s see here, their armies are mostly chaff, which only helps you get buffs for your units and your army abilities. They also have a large reliance on magic in order to do a lot of their damage, which you are resistant to. Your Daemons are unbreakable, so you don&#039;t give a crap about their Fear and Terror, and their lack of missiles mean they can&#039;t really hurt you before melee is reached. Oh, and your Daemons do fire damage which stiffles healing, their biggest advantage. Yeah, this match up is probably going to be very one sided for you. The biggest thing you will likely have to worry about are their air force and cavalry. Blood Knights may also be troublesome, though getting some halberds and support from Skull Crushers should deal with that. Bloodletters will have a field day here, as they will shred most Vampire infantry, get their Hellblade buff up pretty fast and don&#039;t have to worry too much about missiles. Skarbrand or an Exalted Bloodthirster + a normal Bloodthirster should deal with any monsers they bring to the table.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504726</id>
		<title>Total War Warhammer/Tactics/Kislev</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504726"/>
		<updated>2022-01-29T00:07:14Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;This is the general tactics page on how to play [[Kislev]] in [[Total War: WARHAMMER]].&lt;br /&gt;
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==Why Play Kislev==&lt;br /&gt;
*[[Memes|Kislev.]]&lt;br /&gt;
*Because you like Humans, but don&#039;t want to debase yourself by playing as one of the feeble westerners (or southerners in this case)&lt;br /&gt;
*You think that premodern Eastern Europe is underused as an inspiration for fantasy stuff.&lt;br /&gt;
*You will likely be playing a more generalist playstyle that leans more into mobile skirmishing and Cavalry.&lt;br /&gt;
*You want an excuse to blast Sabaton while playing in fantasy.&lt;br /&gt;
*&amp;lt;s&amp;gt;[[Furry|FUCKING BEARS!!!!!]]&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|In the name of Tzarina Katarin Bokha, this man has been been sentenced to death for degeneracy, move along citizen.}}&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: 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&lt;br /&gt;
*&#039;&#039;&#039;Flexible Infantry&#039;&#039;&#039;: 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&#039;t be too much of an issue as they can actually defend themselves.&lt;br /&gt;
*&#039;&#039;&#039;High Leadership&#039;&#039;&#039;: I guess when Chaos is squatting on your front door nothing really scares you anymore. With high natural leadership and a passive that gives you more when you&#039;re at half health it&#039;ll take a lot to get you to run.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Built for Total War&#039;&#039;&#039;: While they have more of a pedigree then Cathy 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&#039;t not. See Bretonnia&#039;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.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Heavy Infantry&#039;&#039;&#039;: As is generally the trend with human factions your infantry isn&#039;t the best around. 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.&lt;br /&gt;
*&#039;&#039;&#039;Minimal Monstrous Units&#039;&#039;&#039;: Yes, your lords and some of your cavalry ride bears, and you can summon one very large elemental one. But you&#039;re rather light on the larger bruisers that are rather abundant in other armies.&lt;br /&gt;
**&#039;&#039;&#039;Minimal Mounts&#039;&#039;&#039;: You&#039;d better like horses or bears, because that&#039;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). &lt;br /&gt;
*&#039;&#039;&#039;Absent Artillery&#039;&#039;&#039;: 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&#039;t close the distance.&lt;br /&gt;
*&#039;&#039;&#039;Middling Armor&#039;&#039;&#039;: Well, okay, you aren&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;No Air Units&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: 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&#039;s six, and all the unit variants actually serve their own purpose instead of just &amp;quot;oh, here&#039;s the exact same unit but with shields&amp;quot; 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&#039;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 &amp;quot;We need to fork over extra dough to be relevant in multiplayer&amp;quot; club.&lt;br /&gt;
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==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;By Our Blood&#039;&#039;&#039;: A trait all Kislev units have, when their 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. Probably is a more of a two edged sword, since as mentioned before, you are not all that good at soaking up damage and can lead to problems down the road, since one unit fleeing can easier cause your whole frontline to collapse once the buff runs out - it will just take a bit longer. That said, the three daemon factions and ogres are good at dealing a lot of damage via charges or magic or both so it may also help a lot.&lt;br /&gt;
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==Lords==&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Tzarina Katarin]]&#039;&#039;&#039;: The new Tzarina after daddy went MIA fighting Chaos. She&#039;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. She has surprisingly good combat stats for a mage, though her lack of armor and AP means you shouldn&#039;t throw her against dedicated combat characters. In lore, she had a horse and sled mount, but in game the sled mount was replaced with a bear because apparently GW hates fun and variety when it comes to mounts.&lt;br /&gt;
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*&#039;&#039;&#039;[[Kostaltyn]], Supreme Patriarch of The Great Orthodoxy&#039;&#039;&#039;: This greased up Rasputin looking mother fucker is a new character likely created by CA and GW in order to help flesh out Kislev&#039;s roster. Supreme Patriarch of the Cult of Ursun and leader of the great Orthodoxy thing, basically Kislev&#039;s Volkmar, so safe to expect a lot of buffing and support abilities as opposed to him being strictly a combat lord. His lore stats that he is VERY hard to kill, being stabbed twice but kept on fighting, implying he is also going to be very tanky. He, along with the Patriarch, also have 4 buffing abilities, though we only know about Ursun&#039;s Roar giving charge and leadership and Salyak&#039;s Lullaby giving healing. Not a fan of his Tzarina.&lt;br /&gt;
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*&#039;&#039;&#039;[[Boris Ursus]]&#039;&#039;&#039;: Confirmed as a playable Legendary Lord in a leak, more than likely as a reward for beating the campaign as Kislev and playable in the &amp;quot;Something Brewing in Kislev&amp;quot; multiplayer campaign. Most likely to be the melee legendary lord with Anti Large and a bear mount (as with the rest of the roster who stole his unique gimmick.) His campaign provides buffs and upkeep reduction to War Bear Riders, so he will most likely be the super heavy cavalry commander in your army.&lt;br /&gt;
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===Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Boyar]]&#039;&#039;&#039;: Your pure melee lord with a horse and bear mount. They will primarily act as a Budget Boris and provide a solid melee combat character to support your main army. He uses double axes, so while we don&#039;t have his stats yet we can imply that he does relatively high damage for a generic melee lord but in turn in a bit more vulnerable to missiles, especially on the mount.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ice Witch]]&#039;&#039;&#039;: Magic Lord for Kislev, with the lores of Ice and Tempest. They can ride a horse or a bear.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Patriarch&#039;&#039;&#039;: Kislevite warrior priest of the Great Orthodoxy. This chad rides a bear and can cast four miracles, one each for the gods Ursun, Dazh, Tor, and Salyak. Two of them buff charge bonus and leadership or heal units around the Patriarch. While his mount means he&#039;s likely to be at least decent in melee, like his Empire counterpart he&#039;s primarily a support character and will probably lose to dedicated duelists.&lt;br /&gt;
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*&#039;&#039;&#039;Frost Maiden &#039;&#039;&#039;: Hero version of the Ice Witch. Has the same magic and same mounts at a cheaper cost, so she will be surprisingly decent in melee for a mage character but nothing spectacular.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
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* &#039;&#039;&#039;Armoured Kossars&#039;&#039;&#039;: An armored infantry choice featuring variants with an axe and shield and a mace-like great weapon. They trade out the bow with a pistol that allows them to fire off a shot before combat is joined, which can help them weaken an enemy before the main engagement begins.&lt;br /&gt;
*&#039;&#039;&#039;Tzar Guard&#039;&#039;&#039;: The elite infantry line for Kislev wearing thick snazzy fur cloaks, and their only pure melee infantry since they appear to be the bodyguards of the Tzar. Have a sword and board and greatsword variant.&lt;br /&gt;
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===Hybrid missile units===&lt;br /&gt;
*&#039;&#039;&#039;[[Kossars]]&#039;&#039;&#039;: 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&#039;re the Kossar with Spears variant which actively have anti-large. They are also your cheapest infantry unit meaning in the early game and probably multiplayer they will fill the role as your front line.&lt;br /&gt;
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*&#039;&#039;&#039;Streltsi&#039;&#039;&#039;: 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. these guys are going to be most useful against heavily armoured factions (Dwarfs, Khorne, Warriors of Chaos) but against more lightly armored factions there really is no point (Skaven, Wood Elves, Beastmen.)&lt;br /&gt;
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*&#039;&#039;&#039;[[Ice Guard]]&#039;&#039;&#039;: These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. Wielding a magical bow with frostbite, a dual sword variant for fighting infantry and a glaive for cavalry and monsters they will be pretty hard to crack, though they will likely be super expensive to make up for it. Unknown right now what capacity these ladies will be most useful in, but they will likely make up a fairly elite fighting unit that can also double as a ranged piece.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
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*&#039;&#039;&#039;Horse archers&#039;&#039;&#039;: Fast skirmishing Cavalry, though fragile they have decent melee offense so as long as you don&#039;t get hit they can charge on occasion. &lt;br /&gt;
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*&#039;&#039;&#039;Kossovite Dervishes&#039;&#039;&#039;: Your quintessential light cavalry unit with high speed and Vanguard Deployment. Given what we&#039;ve seen from Winged Lancer, they will likely have very high charge and speed compared to most light cav but they will likely be squishy even by light cav standards. Don&#039;t ask me why they&#039;re called Dervishes when this is an Eastern European themed faction not an [[Araby|Islamic one]] (also noteworthy is that at least in some maps Araby have a region called &amp;quot;The Land of Dervishes&amp;quot;), true Russia proper does go that far South but not Kislev.&lt;br /&gt;
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*&#039;&#039;&#039;[[Winged Lancers]]&#039;&#039;&#039;: 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.&lt;br /&gt;
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*&#039;&#039;&#039;[[Gryphon Legion]]&#039;&#039;&#039;: 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. They&#039;re not an ROR are but are instead a &amp;quot;&amp;quot;The same unit but better&amp;quot; in the same vein as Reiksguard are to Empire Knights. With fear and high speed they threat to be dangerous units&lt;br /&gt;
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*&#039;&#039;&#039;War Bear Riders&#039;&#039;&#039;: with a less cool than expected name, the war bear riders are still here to kick and then eat some ass. good stats, good armor, anti large, and armor piercing they are anti-large cavalry experts.&lt;br /&gt;
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===Chariot===&lt;br /&gt;
*&#039;&#039;&#039;Kislev War Sled&#039;&#039;&#039;: Similar to the War Wagons from the Empire, only this time pulled by bears. Described by their unit spot light as having light (presumably more ranged focused) and heavy (presumably more melee oriented) variants. One of these has &amp;quot;wings&amp;quot; like their heavy cavalry. These are gunpowder units so they should have decent armor piercing.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Snow Leopard&#039;&#039;&#039;: Described in the roster reveal as being very fast and very good at killing large enemies, but seems to be a single-entity monster. Presumably has anti-large and frostbite but almost zero armor. Most likely will be a support unit, designed to bog down enemy cavalry/monsters so that your slower and heavier troops can catch up and put on the hurt.&lt;br /&gt;
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*&#039;&#039;&#039;Elemental Bear&#039;&#039;&#039;: 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. Rivaling the Dread Saurian in size, it has a breath attack to accent its melee power.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Little Grom&#039;&#039;&#039;: No, they didn&#039;t kidnap Grom and put him on a diet. It&#039;s a giant ass ice mortar pulled by polar bears. Does it get any more Russian than that? Since it&#039;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 &#039;&#039;maybe&#039;&#039; better melee stats. I mean it&#039;s pulled by polar bears, it should be able to defend itself. Appears to be channeling Grom&#039;s spirit however, as it has &#039;collision attacks&#039; dealing additional attacks when colliding with enemies. Better get out of the way of the bear train coming for your ass&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
You have two big themes in your roster, aggressive cav and hybrid infantry. Compared to Empire Cav Winged Lancers and Gryphon Legion are faster, harder on the charge, but less durable, meaning they are focused way more on hit and run and not as good in grind fights. Combine that with the fact that most of your infantry double as melee and ranged troops, and you are basically a far more aggressive Empire. However, it requires a lot of finesse to pull off, as your troops, while brave, are hardly durable and will fall apart fast. You &#039;&#039;can&#039;&#039; use Little Grom to play defense, but generally you seem to be better on the attack. Once the game comes out and we have multiplayer experience we will let you know how to gain victory for the Motherland!&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You&#039;ll probably do okay against these guys. You won&#039;t outrange them by much but you have a lot of ways to slow them down and they have low armor, so your archers should turn them into pincushions. Your fast shock cav will be able to match their speedier units while your bears and monsters will provide punch where needed. Beastmen rely a lot on swarming you with speedy flankers to shut down your ranged units but your hybrid infantry will be able to hold out against these threats until you can rescue them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This is an interesting one, as you&#039;re both very cavalry focused but in different ways. Bretonnian cav is slower, tougher, and has greater variety. Your cav is faster, hits harder, is more fragile, and has less access to anti-large, aside from bears. Your front line will probably be armored Kossars with shields, who will roll right over Bretonnian infantry. Your back line will probably be Kossars with spears and maybe one or two Ice Guard with glaives to slow down Bretonnian cav with their frostbite ranged attacks. A lot is going to depend on who gets the better cavalry engagements. You really need to charge and not be charged to succeed on this front. A Snow Leopard might be helpful for slowing down enemy knights to set up charges for your Lancers. Consider bringing one unit of War Bear Riders so you have a strong anti-large sweeper to scare off flanking attacks on your archers. Both Lore of Ice and Lore of Tempest have their uses here, either to slow down the Bretonnian knights so they eat more ranged fire or to speed up your own cavalry for those decisive charges. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: The biggest weakness of the Druchii is their staying power. If you can outlast their Murderous Prowess you are very likely to win the battle. By Our Blood should help with that, but the Dark Elves will still outclass you with melee infantry and AP ranged units. The good news is their cavalry is pretty bad and your Horse Archers will outrange their Dark Riders. An emphasis on kiting, with Horse Archers and War Sleds, might help with waiting out Murderous Prowess. Beware of Scourgerunners, however.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: The Dwarfs are a very defensive army, whereas you are something of a hybrid army that can alternate between range-focused defense and cavalry-focused offense. In this matchup you want to pursue the latter. Dwarfen artillery will pound you into the permafrost so you need to get up in their faces ASAP. A Lore of Tempest witch with Swiftwing will help with that. Bring Winged Lancers or Gryphon Legion (whoever has better AP), as well as War Sleds. Cycle charge the hell out of the Dawi. If you bring ranged infantry, bring Streltsi -- always pick AP where possible. Armoured Kossars are probably your best choice for melee infantry thanks to their shields and pistols, but with all the money you&#039;re sinking into the rest of your army you might have to cheap out on the front line a bit.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: You can&#039;t outgun them but you can outflank them. This battle is going to come down to who wins the cavalry battle. Your bears can hold their own against Demigryphs, your Horse Archers will out-range Pistoliers or Outriders, and your melee cav is faster than theirs. You need to rush the Empire, hitting them hard and fast. If you land the decisive charges this battle will go your way, but if you take the charges the relative fragility of your cavalry will be a problem. Bring a Lore of Tempest witch and make sure you give her Swiftwing, which will let you blitz across the battlefield.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;: Generally the big advantages you seem to have over Cathay are mobility and the infantry fight. Don&#039;t bother engaging them in a shootout, you aren&#039;t going to win. Instead, take advantage of your cavalry and use them to get into that back line. Dervishes will get there the fastest but if you want something that&#039;ll punch through Jade Lancers the Gryphon Legion or Bear Riders should do the trick. In terms of infantry Cathay will probably go with a ton of halberds to deal with your cav so they probably won&#039;t break through your shielded units too fast and while your shielded Tzar Guard might have a rough fight against Dragon Guard they&#039;ll survive long enough for your horses and bears to mop up the backline and charge them in the rear. The other major problem is that you can&#039;t contest them in the air so your missiles might come under attack from Longma or the Dragon Twins. Streltsi can at the very least put a dent in them at range or in melee and Cathay&#039;s ranged troops will buckle way faster than yours, if you can compromise their Harmony.  Your ranged units might get swarmed, but they&#039;ll at least hold long enough to let you win the infantry fight and rally back to help them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: This might actually be a pretty good matchup for you. Greenskins rely a lot on their skirmishers, their monsters, and their Black Orcs. Your faster than normal shock cav, plus your own skirmishers and light cav, can help deal with all those wolf riders and spiders. Lancers will be a good choice due to causing Fear. Thanks to By Our Blood your leadership will probably hold out against the poor leadership of the Greenskins, meaning that while you might take a lot of damage in the melee you probably won&#039;t break before they do. Aside from Black Orcs, Greenskins tend to have low armor so you can probably get away with mostly archers here, plus maybe one or two Streltsi to focus down Grimgor&#039;s buddies. Greenskins also struggle against the large monsters of other armies, so a unit of War Bears or even an Elemental Bear (if you can afford it) will be helpful for breaking the back of the Waagh. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: The strength of the High Elves lies in their archers and their big flying monsters, while their cavalry is only sort of OK. They will definitely outrange everything except Little Grom (which they can focus down with Bolt Throwers) so you probably want to focus on a more mobile army. War Bears and their anti-large bonus will be very useful for protecting against dragons and phoenixes. Bring Kossars with spears or Ice Guard with glaives for your ranged core, as they can also fend for themselves when the bears aren&#039;t nearby. Focus down the monsters with ranged units and slow them down with Frostbite effects while trying to get your speedy cavalry into their archers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;: Khorne is slow, heavily armored, and you do not want him getting into melee at all. As a result it might be best to focus on a very mobile Kislevite army, with lots of Lancers and War Sleds. Back them up with a Witch who has the Lore of Ice to slow Khorne&#039;s forces down even more while your sleds shoot them to pieces. If the Khornates reach your front line then By Our Blood will help you hold for a while but this is not a fight you&#039;re going to win. You better have Little Grom and some Streltsi on hand to shoot through all that Chaos Armor before your infantry breaks, otherwise this is going to be a short match. At least once the front line does break your Streltsi still have AP in melee.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: This one is probably going to be rough. The Lizardmen are a walking wall of armoured scales that rules at grinding you down slowly while big dinosaurs stomp on your face. By Our Blood will be helpful, but the Lizardmen will probably outlast it. Focusing down their dinos with Streltsi will be imperative. They&#039;re a fairly slow army so your cavalry will have an OK time cycle charging them, but the relative fragility of your cav may also mean they&#039;ll break before the lizards do. If nothing else a unit or two of Dervishes to run down Chameleon Skinks will be useful. Consider bringing Little Grom, as unless the Lizardmen bring the regular Stegadon they probably can&#039;t focus your bear-cannon down and it can hold its own against Terradons or Ripperdactyls.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: These guys will be a pain in your neck for most of the SP campaign, so you&#039;ll get a lot of experience fighting them. They generally work very similarly to the Beastmen, so some of the same tactics apply. One difference is you will definitely outrange Norsca. Make the most of this, especially since your hybrid infantry will be more resistant to Norsca&#039;s preferred tactic of swamping your back lines with war hounds and wolves. Just watch out for their anti-large capabilities. If you bring War Bears or Elemental Bears to hold off their mammoths you will need to protect them, otherwise they will get chipped down fast.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: Nurgle is slow and generally doesn&#039;t have a lot of armor, which is good news for you. All of your archers (mounted or otherwise) will deal decent damage to them while your cavalry will run circles around them. Bring a Lore of Ice witch and you can slow them down even more. This is a game of keep-away where you try to shoot and cycle charge the pestilent horde until they crack. Nurgle&#039;s best answers to this are his handful of ranged and fast troops. Plague Drones/Toads, Furies, Soul Grinders and probably Ku&#039;gath will all be primary targets. Consider going elite for your front line, as Nurgle can&#039;t really punish unshielded units and your Great Weapon Armored Kossars or even Tzar Guard will be better at carving through Nurglings and Plaguebearers. Don&#039;t try to outlast Nurgle in melee, it won&#039;t work. Focus on damage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;: Ogres generally have low armor and nearly their entire army is made of monsters and monstrous infantry. This means Kossars with spears are an excellent cost-effective choice. They&#039;ll deal most of their damage and will also be able to defend themselves if the Ogres push into melee. Bringing some War Bears to help focus down the bigger monsters the Ogres can field might be wise. Most ogre units are also relatively slow, so kiting builds of Horse Archers and War Sleds may be viable, and your fast cavalry will be able to run circles around these lumbering brutes.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: Play this like your Norscan neighbors would. Go for a cheap front line of Kossars and otherwise focus on lots of light cavalry to overrun the ratmen&#039;s flanks and take out their ranged units. Play your cards right and the worst you&#039;ll have to worry about are the Moulder monsters, who can easily be killed with regular old arrows. Just don&#039;t try to get into a ranged duel with the rats -- it will not end well.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Definitely a match where you want to bring Little Grom, which will be able to hold its own against bats and wolves. You want to go in with a heavy defensive build, putting your money into your ranged units, which since you have so many hybrid missiles means you can probably hold your own against vampire chaff. By Our Blood will help you hold out against the Fear and Terror effects of the undead, which buys time for you to shoot. Consider bringing a Patriarch to heal and buff your front line so they last even longer.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Vampire_Coast&amp;diff=506792</id>
		<title>Total War Warhammer/Tactics/Vampire Coast</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Vampire_Coast&amp;diff=506792"/>
		<updated>2022-01-29T00:06:38Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* General Battle Strategies */&lt;/p&gt;
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&lt;div&gt;This is the tactics page for the Total War: Warhammer version of the Vampire Coast.&lt;br /&gt;
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==Why Play the Vampire Coast==&lt;br /&gt;
Do I really need to explain? [https://www.youtube.com/watch?v=UHh1TxryWlw This trailer should do all the explaining for me!.] OK, fine!&lt;br /&gt;
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*You love vampires, but want something a bit different from the gothic style normally associated with them.&lt;br /&gt;
*Because you don&#039;t find it weird at all CA added a naval themed faction in a game with no naval battles.&lt;br /&gt;
*Cause you loved Pirates of the Caribbean but really wanted the bad guys to win.&lt;br /&gt;
*You pirated the game and find playing as pirates, even undead ones, fitting.&lt;br /&gt;
* You really, really like Alestorm.&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Range, Range and yet more Range&#039;&#039;&#039;: You are one of the 3 gunpowder factions currently in game, and of the 3, you lean the most heavily into them. You have a gun for every type of occasion! Cheap guns, long range guns, multi shot guns, flying guns, guns on monsters, artillery, GUNS FOR EVERYONE!&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: And lots of cool ones that can fill a variety of roles. You can bring sturdier crabs to help with the frontline, stealthy flankers, cheap sacrificial monsters, ones that are great from range and up close, you have a monster for every occasion.&lt;br /&gt;
*&#039;&#039;&#039;Cheap Frontline&#039;&#039;&#039;: Zombies don&#039;t really ask for paychecks, even zombies who are actually sentient enough to talk! Because of this, you can usually bring a crap load of them and drown the enemy in bodies, then use their bodies to fill up your ranks again when the battle is over.&lt;br /&gt;
** Bonus for the fact that Zombie Deckhands with polearms are slightly more killy than regular zombies and get Anti-Large, making them one of the better expendable meatshields. &lt;br /&gt;
*&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Pretty much everything has it, you&#039;re a pirate faction after all. This means you have an army that doesn&#039;t need to worry about swampy maps or ones with a lot of water because you ignore all the penalties and get some benefits in water too.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You have Lore of Vampires, which is already one of the best lores in the entire game, and can carry you throughout most games just fine. Honestly you don&#039;t need to look at their other lores because of just how goddamn strong this one is.&lt;br /&gt;
*&#039;&#039;&#039;Harassment&#039;&#039;&#039;: You got extremely good harassing troops in fell bats and doggies, meaning going for skirmishers and artillery is something a skilled player can do really well.&lt;br /&gt;
*&#039;&#039;&#039;Armour Piercing&#039;&#039;&#039;: Almost your entire roster deals AP damage, both ranged and in melee. Big armoured units and monsters are no challenge to you.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Weakness to Ranged&#039;&#039;&#039;: While you love to sit back and shoot the enemies to pieces, you REALLY hate it when the enemy is capable of shooting back. Downside of gunpowder is then they don&#039;t have much range, so if the enemy shoots first you are at a disadvantage. Combine this with the fact that your units either have low armour, low model count, or both, and NOTHING in your army has a missile block chance, and missiles can be devastating. Ironically, archer spam is one of the better ways to fight this gunpowder army.&lt;br /&gt;
*&#039;&#039;&#039;Immobility&#039;&#039;&#039;: You don&#039;t have it as bad as the Dwarfs, but you&#039;re pretty slow. No cav or inexpensive monsters and a reliance of guns and artillery means you will not be moving much in your average game.&lt;br /&gt;
*&#039;&#039;&#039;Weak Frontline&#039;&#039;&#039;: There&#039;s a reason your frontline is so cheap, and it&#039;s that they are garbage in a fight. They get decimated by most tier-one infantry and are meant to hold, not to kill. Even Depth Guard aren&#039;t really that cost effective after all the nerfs that went their way, so expect your guns and monsters to carry.&lt;br /&gt;
*&#039;&#039;&#039;Everyone Needs to do their Job:&#039;&#039;&#039; Unlike more beginner-friendly and more so then the empire, VC units heavily rely on every unit fighting against its appropriate matchup, or else everyone dies. There are strong synergy but if that gun bunker cracks it&#039;s all over. Need Deckheands and Prometheans need hold the enemy and absorb the damage, Your blender troops need to kill what&#039;s caught in the holding line, and your guns need to kill threats like other guns and monsters before they kill your bunker. If someone slips up, the game may be over&lt;br /&gt;
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===Universal traits===&lt;br /&gt;
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*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Almost any unit you have is undead. Who would have guessed. There are just two exceptions: The Sartosan Pirates and Sartosan Free Company that are exclusive to Aranessa Saltspite, and Aranessa herself.&lt;br /&gt;
*&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Being the only truly maritime faction means that every unit is Aquatic; they fight better in watery areas, such as puddles and swamps.&lt;br /&gt;
*&#039;&#039;&#039;Extra Powder&#039;&#039;&#039;: A special rule for all of your ranged units that gives you 30% more damage when you&#039;re above 80% of your ammo. This makes your opening salvo your most effective, and goes a long way toward softening up enemy units right off the bat. It&#039;s also the reason the Gunnery Wight is such an essential hero: his ability to restore lost ammo can keep your units above the threshold for more high-powered shooting.&lt;br /&gt;
*&#039;&#039;&#039;Loyalty&#039;&#039;&#039;: Your Lords aside from Legendary ones have the same Loyalty mechanic as Dark Elves and Skaven do, so be cautious when disbanding units and picking targets. &lt;br /&gt;
*&#039;&#039;&#039;Pirate Fleet&#039;&#039;&#039;: Your Legendary Lords work like the Horde Factions of the game do; meaning that you can accumulate Population Surplus on your LL armies and build certain buildings directly on your army, essentially making them a mobile city with 10 slots. This can be used in a variety of ways, but essentially allow your main army to act much more independently than other factions armies do because they aren&#039;t as reliant on the settlements and territory your faction holds. &lt;br /&gt;
*&#039;&#039;&#039;Infamy&#039;&#039;&#039;: Maxing out your Infamy is your main campaign goal, this is achieved by killing enemy armies, razing and sacking settlements and stomping the competition (other Pirate Factions and the rogue pirate armies that roam the seas). In addition to that, increasing Infamy and beating the miniboss armies that come your way, Infamy also gives you Verses of the Lost Sea Shanty, powerful buffs for your entire army. Some technologies also cost Infamy.&lt;br /&gt;
*&#039;&#039;&#039;Pirate Coves&#039;&#039;&#039;: you can set up small outposts in enemy settlements after successfully attacking them or with heroes. Said outposts can either spread vampiric corruption or siphon money out of the enemy&#039;s coffers into yours.&lt;br /&gt;
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==Unit Roster==&lt;br /&gt;
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===Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Luthor Harkon]] (The Awakened) &#039;&#039;&#039;: [[Meme|The worst Vampire you&#039;ll ever hear of, but will still do so nonetheless]]. Ol&#039; Arch Commodore Luthor commands the main part of the Vampire Coast and ironically spends most of his time trying to hold onto his little fiefdom in northeast Lustria. The Lizardmen hate your guts with your innate diplomatic malus against them but with clever planning you can easily ally with the Skaven down south and exterminate the lizards. You are the premier Vampire Coast faction but you&#039;ll spend more time fighting on land than at sea which is... odd. This is mostly due to the fact you&#039;re hemmed in at sea from both north and east by another two Vampire Coast main factions, and you do not want to have to fight them that early...&lt;br /&gt;
*:Luthor on the battlefield is a hybrid combat lord who has no Lores of Magic to command at the beginning of the game, which is unusual for an vampire lord. This is due to his fractured mind that schizophrenically switches from personality to personality, changing his battlefield stats and abilities at a whim. One minute you&#039;re ripping through a hapless unit of Saurus Warriors as the Mad and the next you&#039;re running away in terror as his Coward personality takes over. Later on in the campaign you will be able to unlock the Lore of Deeps for him, which will improve his usefulness.&lt;br /&gt;
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*&#039;&#039;&#039;[[Count Noctilus]] ([[Dreadfleet]])&#039;&#039;&#039;: The arch-nemesis of Captain Roth returns to wreak terror across the Great Ocean. Starting smack in the middle of the seas in the Galleon&#039;s Graveyard your starting position is nearly unassailable and is the perfect lair for you to strike out at targets of opportunity. Noctilus is the true star of the Vampire Coast for one very simple reason - he buffs and makes cheaper the best unit the roster, the mighty Necrofex Colossi. Despite your promising prospects in the lategame it can get a little difficult to find suitable targets early on without bringing down the full might of their alliances down on you.&lt;br /&gt;
*:Count Noctilus is the grand admiral that leads from the front with his Anti-Large AP pike and is arguably a contender for the cheesiest doomstack army as Noctilus himself can mount a Necrofex Colossus to lead nineteen other Colossi in an unstoppable tide of cannonball rape. Oh, did we mention he also has access to the Lore of Vampires and Shadow? No? Well he does, to add to his already insane bevy of options for himself and his army. If you&#039;re not building or planning to build Necrofex for Noctilus, you&#039;re doing it wrong.&lt;br /&gt;
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*&#039;&#039;&#039;[[Aranessa Saltspite]]&#039;&#039;&#039;: Aranessa holds the dubious honour of being the only Vampire Coast LL with no access to spellcasting (but makes up for it with a really, really great backstory). She herself is a bit in an odd niche, being a rather flimsy single-target damage dealer that has a ton of trick up her sleeve. What makes her particularly interesing is her netting ability that keeps any unit you choose from going anywhere. In combat she is... alright. Nothing all that groundbreaking and she will get her ass handed to her by almost any dedicated combat lord. &lt;br /&gt;
*:Aranessa leads the &#039;&#039;&#039;[[Pirates of Sartosa]]&#039;&#039;&#039;, located on not-Sicily in the city of the same name. She has unique access to the only two mortal units of the Vampire Coast roster which gives her an edge over the other VC factions in the early game. She plays largely the most like a true pirate faction; hitting targets of opportunity, establishing pirate covens and raiding the coast line of Ulthuan.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cylostra Direfin]]&#039;&#039;&#039;: Clyostra is currently the only ethereal lord in the game. Does it make her as tough as Cairn Wraiths or Hexwraiths? You wish. She&#039;s your standard caster LL, with good access to the Lore of the Deeps. She holds up fairly well in combat, and can even take a Rotting Leviathan as mount. However, she comes with some cool boons that make her a force in her own right. She starts with a cursed Bretonnian Paladin that has the stats of a regular Paladin except that he is Ethereal and pretty much unstoppable early on. She can also summon Ethereal Grail Knights. Yes, you read that right. Summoned. Etheral. Fucking. Grail Knights. &lt;br /&gt;
*:Unfortunately, her faction has by far the hardest start of any of the Vampire Coast Factions. She leads &#039;&#039;&#039;The Drowned&#039;&#039;&#039; on the small Peninsula in the Isthmus of Lustria, smacked in the middle between Morathi and Lord Mazdamundi. Unlike the other three VC factions, your initial situation is rather peculiar and you have to build a resonably good basis in Lustria before you can even think of raiding your enemies. &lt;br /&gt;
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*&#039;&#039;&#039;[[Vampire Fleet Admiral]]&#039;&#039;&#039;: There is no sexism in undeath, you can either get a halberd wielding dude Admiral or a Cutlass and Pistol wielding lady Admiral. They make up for being the sole generic Lord option for your faction by being pretty good on their own; even more so if you put them on a rotting Promethean. Combined with their extremely potent spellcasting with options from the three best Lores in the game they make for terrifying opponents.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Vampire Fleet Captain]] (Vampires, Deep, Death)&#039;&#039;&#039;: In contrast to your other heroes, the vampire captain is obtained by normal expansion, meaning you can easily field plenty of them. While they are alright in melee, they are best used to get more access to the lore of vampires to assist your lords (especially the legendary lords that lack spellcasting ability). In the campaign, they have the unique ability to create pirate coves as a hero action. The ability is quite expensive, and the price goes up for each cove you have, but it can be extremely useful to get a cove in a port without having to siege the settlement.- can choose ap anti-large or ranged hybrid. I generally recommend the anti large because the ranged output is quite weak but personal preference. Can mount a giant crab which I always recommend.&lt;br /&gt;
*&#039;&#039;&#039;[[Mournghul|Mournghul Haunter]]&#039;&#039;&#039;: The Mournghul Haunter is your best (arguably your only) melee hero. Although it doesn&#039;t bring nearly the utility that the other two can provide, the Haunter is still useful as a beatstick. Deceptively fast with vanguard deployment and stalk, as well as sporting a very high melee defense stat and regeneration, the Haunter works best to intercept and hold enemy lords/heroes while the rest of the army gets in position to finish them off. His chilling aura debuff is great for keeping his target locked in combat, and his regeneration allows him to stay in the fight even against tougher foes. Just don&#039;t send him in unsupported; he doesn&#039;t do enough damage to win most fights on his own. Also take in mind that while he&#039;s a hero, he&#039;s got a much larger model, meaning about 12 infantry models can attack him at once, versus the 4-5 normal foot heroes tank.&lt;br /&gt;
*&#039;&#039;&#039;[[Gunnery Wight]]&#039;&#039;&#039;: By far the best support hero you have on offer, despite his outlook being very deceiving. Sharing the statline, combat role and unit profile of a Dwarfen Master Engineer (and most of their passives), Gunnery Wights are best utilized as your backline artillery support unit. The Black Powder mechanic gives you tremendous bonuses when your units have a lot of ammo left and Gunnery Wights most crucial ability is theirs to replenish ammunition to any ranged unit you have on the field, as well as giving some nice passive bonuses for ranged units and some AoE grenade abilities to keep faster units away from your precious cannons. So, do they have a downside? Quite frankly, in the campaign, you will never have enough of them, since the only way to increase your hero cap isn&#039;t though teching up or expanding - but exclusively through your pirate coves. Random events occasionally can give you one for free, but this is just a very small remedy for the problem that the supply is short and the demand very, very high. &lt;br /&gt;
*&#039;&#039;&#039;[[Damned Bretonnian Paladin]]&#039;&#039;&#039; (Cylostra Direfin only): An ethereal Bretonnian paladin unique to Cylostria Direfin&#039;s army. Don&#039;t kid yourself, this guy is nowhere near as powerful as the [[Green Knight|other ghostly paladin]], but he is a welcome addition to an army in need of fast moving heroes. He&#039;s a decent duelist hero with enough melee power to make up for Cylostria&#039;s subpar fighting abilities (until she gets her rotting leviathan mount).&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Zombie Pirate Deckhand|Zombie Deckhand Mob]] (Regular, Polearms)&#039;&#039;&#039;: Your fodder. They have next to no offensive capabilities but make up for it by being undead and having a tremendous body count of 160 models on large settings. Sure they won&#039;t kill much, but that&#039;s not their job, they perform the job of a meatshield really well and are cheap. Try to avoid the dual-sword variety; the added defenses of the polearm type make them a better meatshield and they have actual ap which is rare for chaff, and if you want damage (for whatever reason) the pistol gunnery mob is almost as good in melee and brings a shooting attack. Still raise dead mostly gives the regular so only use them if you must. otherwise you almost always want polearms. &lt;br /&gt;
**&#039;&#039;&#039;The Tide of Skjold&#039;&#039;&#039; (RoR): Upgraded sword-zombies with frenzy and perfect vigor while above 50% morale.&lt;br /&gt;
*&#039;&#039;&#039;[[Zombie Pirate Gunner|Zombie Gunnery Mob]] (Pistols, Bombs, Handguns, Handcannons)&#039;&#039;&#039;: The mainstay of your armies until the late game. These are the guys your Deckhands are supposed to keep the enemies away from. Their weapons are generally a bit below average as far as missile damage is concerned - until you realize that you have 120 of them in a single unit and good range on top of that. They are excellent missile infantry for their cost and the bread and butter of your faction. They come in four varieties. The Pistol Variant has low range but can handle itself well enough in melee. Bombers inflict fire damage at the cost of range (and being somewhat finicky to use). Handguns are basically a big blob of Imperial Handgunners and work pretty much the same, large Range, Armour Piercing. Handcannons on the other hand work a bit more like shotguns. They have a shorter range than Handguns, but blast anything that comes into their range and work the best up close, where their low accuracy doesn&#039;t hold them back as much. Always turn skirmish mode off for them. They&#039;re too slow to get away from melee combat anyway and work good enough as fodder if someone manages to catch them.&lt;br /&gt;
**&#039;&#039;&#039;The Black Spot&#039;&#039;&#039; (RoR): Handgunners with polearms, giving them decent melee defense and anti-large damage. Strictly better than the normal handgunners and the normal polearm mobs, but you are paying extra for a unit that can only do one of those two roles at once.&lt;br /&gt;
*&#039;&#039;&#039;[[Deck Gunner]]s&#039;&#039;&#039;: Serious firepower for the lategame. They share a lot of similarities with Skaven Weapon teams. They offer tremendous firepower in exchange for a low unit count, but their high damage, AP and Shieldbreaking missiles make short work of nearly anything that get thrown in their general vicinity. also great range. &lt;br /&gt;
**&#039;&#039;&#039;Shadewraith Gunners&#039;&#039;&#039; (RoR): [[awesome|Ethereal deck gunners with magic attacks]]. The only downside (if you can call it that) is that they trade Shieldbreaking for a leadership debuff for whatever they&#039;re shooting at, so they work best blasting an enemy that&#039;s pinned in melee to maximize your fear effects.&lt;br /&gt;
*&#039;&#039;&#039;[[Depth Guard]] (Axes, Polearms)&#039;&#039;&#039;: Sadly, not as great as they used to be. These are your elite line breakers, low model count, but insane melee capabilities and regenerating on top of that. Depth Guard with Polearms in particular make mincemeat of all Cavalry that is stupid or unfortunate enough to just look at them wrong. As always ap is so important that the polearm version outperforms the axe variant against almost everything you would actually care about. Still expensive and fragile but very effective especially with campaign skill buffs and magic support. You can pull off a frontline of polearms even if you want to.&lt;br /&gt;
**&#039;&#039;&#039;The Bloody Reaver Deck Guard&#039;&#039;&#039; (RoR): Polearm depthguard with the ability to temporarily gain 44% physical resistance, making them the best heavy tanking infantry you&#039;ve got.&lt;br /&gt;
*&#039;&#039;&#039;[[Sartosan Pirates]]&#039;&#039;&#039;: Mixing it up are non-undead infantry with a pair of cutlasses for some early game DPS and movement speed. Running out of morale makes them rout, which will affect the morale of undead units as well. They have perfect vigor while the leadership is high, but the ability is much more noticeable on the free company.&lt;br /&gt;
*&#039;&#039;&#039;Sartosan Free Company&#039;&#039;&#039;: Like the Empire free company but better because these ones have perfect vigor as long as their leadership is above half. Only Aranessa can recruit these guys that must have huge balls or mushy brains to be seen siding with the undead. Due to the Vampire Coast&#039;s preference for gunlines that can also hold their ground, these guys often ironically perform your foot skirmishing role as they have considerably more speed. Running out of morale makes them rout, which will affect the morale of undead units as well.&lt;br /&gt;
*&#039;&#039;&#039;[[Syreen]]s&#039;&#039;&#039;: Damned spirits of the deep shanking unfortunate living sailors since forever. Ethereal infantry with decent melee stats, their ability to shrug off normal frontline damage is not to be denied but they will die to a single breath or vortex. Tricky to use effectively and for the most part avoided in most army compositions.&lt;br /&gt;
&lt;br /&gt;
===Monsters, Flying Units &amp;amp; Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Bloated Corpse]]&#039;&#039;&#039;: A one-use suicide unit that walks up to enemies and then blows up that is in general a mixed bag. On the one hand exchanging a cheap ass disposable unit that you often can get instantly with Raise Dead to delete a unit of Chaos Knights or Black Orcs is satisfying and useful in a pinch. On the other hand they can also delete your guys and enemy ranged forces will focus fire them into premature detonation if you let them.&lt;br /&gt;
*&#039;&#039;&#039;[[Deck Dropper]]s (Pistols, Handguns, Bombs)&#039;&#039;&#039;: These are basically flying Gunnery Mobs with the glaring weakness that their unit count is miniscule and the survivability really bad. They can have a niche as skirmish units to distract fat flying monsters like Dragons or Terradon Riders, but their use outside of this niche is fairly limited and a unit of Gunnery Zombies does their job a lot better at this than they do. If you really want to use them, the bombers are the best choice; the low range and awkward shooting arc are both solved by the superior speed and height of the deck droppers.&lt;br /&gt;
**&#039;&#039;&#039;Saltlord Scuttlers&#039;&#039;&#039; (RoR): The best deck-droppers by far and often the only ones worth taking. Their bombs sunder enemy armour, making them a great surgical tool for swooping in and weakening a specific enemy.&lt;br /&gt;
*&#039;&#039;&#039;[[Animated Hulk|Animated Husks]]&#039;&#039;&#039;: Fat blobs with Frenzy. That&#039;s basically it. They are your beefy monstrous infantry, and provide you with much needed early AP damage, but their usefulness tanks once dedicated Infantry Killers or units with bonuses against large arrive on the scene. &lt;br /&gt;
*&#039;&#039;&#039;[[Mourngul|Mournghuls]]&#039;&#039;&#039;: These things are really nice and work best as a substitute for cavalry. Vanguard deployment means they can chase off enemy skirmishers quickly and they get regeneration as long as they are in melee. Sadly, their lack of armour makes them rather fragile, but they a solid unit throughout the midgame.&lt;br /&gt;
**&#039;&#039;&#039;Night Terrors&#039;&#039;&#039; (RoR): Mournguls with terror and rampage. Terror is nice, but rampage is hard to justify on such a fragile unit. And it&#039;s not like you don&#039;t have other units that cause terror.&lt;br /&gt;
*&#039;&#039;&#039;[[Rotting Promethean]]s&#039;&#039;&#039;: If you need a point to not budge, these are your choice. They tank damage like crazy and dish out good AP damage on their own. They are not very fast, but their durability makes up for that. &lt;br /&gt;
*&#039;&#039;&#039;Rotting Promethean Gunners&#039;&#039;&#039;: It&#039;s Rotting Prometheans with two Handcannoneers on top. Surprisingly durable, and the additional AP damage from its riders works wonders. The Gunners will keep firing even when they are melee and shred most foot units except the most elite ones (Think Phoenix Guard or Chosen) to pieces in quick order. Combine this with their obscene armour value of 120 and you got your dedicated frontline melee unit. these DO NOT benefit from campaign boosts which specify the regular version, which means they tend to be much less durable than the basic version. likely not worth the trade off in campaign.  &lt;br /&gt;
**&#039;&#039;&#039;The Lamprey&#039;s Revenge&#039;&#039;&#039; (RoR): Rotten Promethean gunnery mobs with regeneration, just in case the normal variety wasn&#039;t tanky enough for you. With the right magic support this unit can hold the line against almost anything.&lt;br /&gt;
*&#039;&#039;&#039;[[Rotting Leviathan]]&#039;&#039;&#039;: Your dedicated frontline melee monster, and a really good one to boot. It has everything you could ask for: Armour, AP damage, huge unit size and looks great on top of that. It&#039;s very slow and any opponent worth his two cents will use Anti-Large infantry or AP missiles against it; however, drawing fire away from your main force is again a quality in itself, don&#039;t you think? &lt;br /&gt;
*&#039;&#039;&#039;[[Necrofex Colossus]]&#039;&#039;&#039;: The big things from the trailer. And wow, they are not messing around. Necrofexes can altogether replace your artillery by the time they become available. They fire 3 cannon balls with good accuracy over massive distances and can hold their ground really good in melee. Get them. There is no excuse. GET THEM.&lt;br /&gt;
**&#039;&#039;&#039;The Gallows Giant&#039;&#039;&#039; (RoR): A necrofex colossus that trades the three canons for a [[awesome|goddamn flamethrower]], allowing it to torch swaths of enemy units all at once. It should be noted that the Gallows Giant is shorter range than other Necrofex Colossi, cementing it&#039;s role as a frontline brawler.&lt;br /&gt;
*&#039;&#039;&#039;[[Fell Bat]]s&#039;&#039;&#039;: Your old friends from the Vampire Counts, it&#039;s exactly the same unit. Really fast, really squishy, really good at chasing off the enemy backline or annoying flying monsters. &lt;br /&gt;
*&#039;&#039;&#039;[[Scurvy Dog]]s&#039;&#039;&#039;: They differ very little from Chaos Wardogs or Vampire Counts Wolves. Fast and flimsy, these undead pups are ideal for tying down opposing skirmishers or chasing routing units off the field.&lt;br /&gt;
*&#039;&#039;&#039;[[Terrorgheist|Deathshriek Terrorgheist]]&#039;&#039;&#039;: Now there&#039;s a letdown one didn&#039;t expect, but this is more due to how amazing the other monsters in the Vampire Coast roster is. The Terrorgheist isn&#039;t really that spectacular, needs a lot of babysitting and can&#039;t hold itself up against Dragons and the like - you&#039;re better off skipping it, it performs too badly for its exorbitant price tag.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[[Mortar]]s&#039;&#039;&#039;: Inaccurate as hell, but will absolutely wreck infantry regiments if a proper shot lands. Due to the Extra Powder mechanic these guys are best employed dealing with elite infantry in the opening stages of a battle as the extra damage will definitely help. Good for splatting archers.&lt;br /&gt;
*&#039;&#039;&#039;[[Carronade]]s&#039;&#039;&#039;: Great cannons hauled up from the deep and put into use under an undead crew. Flat arc-like nearly every other cannon in the game, excellent for mulching cavalry and monsters at range. &lt;br /&gt;
*&#039;&#039;&#039;[[Queen Bess]]&#039;&#039;&#039;: Go home Hellcannons, the new FUCK HUEG howitzer on the block is here and boy is she a beauty. Has really bad reload speed but that won&#039;t matter when an entire unit crumbles in one shot from this mammoth of an artillery piece. Extra Powder gives even more cheese to this dripping-wet curd-maker, letting you select which units to make completely irrelevant from the very start of the battle. She works best to punish infantry blobs (especially if not given constant evasive micro) but struggles to hit fast-moving skirmish targets. Be careful in Multiplayer matches, this cannon is exceptionally vulnerable to getting sniped by opposing artillery and can very easily be gimped early in the battle if unattended. Protip: Combined with the Gunnery Wight passive abilities, Extra Powder and Spiteful Shot from the Lore of the Deep transforms her shots into pinpoint-accurate cruise missiles against infantry or anything that stands still.&lt;br /&gt;
&lt;br /&gt;
==General Battle Strategies==&lt;br /&gt;
You are the [[Tau]] of Total War Warhammer. Sure you will fall apart extremely fast if the enemy can get into melee with you, but the hard part is going to be surviving long enough to get there in the first place. Coast have been the kings of the competitive meta ever since they came out... until their nerfs finally caught up with them and now they&#039;re considered decent but not unbeatable. There are plenty of people who pick up this faction for their old reputation only for it to turn out they can&#039;t actually protect a gunline to save their lives. However, a GOOD Coast player can be one of the most frustrating things to fight in the game, and here&#039;s how you become that:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;: Just shoot them. Jokes aside; the beastmen aren&#039;t a difficult matchup for you: you&#039;ve got plenty of high-damage ranged attacks, both your depth guard and your deckhands can take polearms to counter their larger threats, and your monsters can easily stand up to theirs. Sure, they&#039;ll be running circles around you, but they can&#039;t outrun your bullets.&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: Going against Bretonnians is a difficult one. Their Knights will run circles around you and there is little you can do about it. Prepare to get flanked a lot and your artillery being pretty much worthless. That being said: Their Peasants are no match for your melee troops, even Deckhands hold up okay-ish against them. While the Knights are their biggest advantage, their flying cavalry is no match against permanent gunfire and you got some decent flying options of your own against them. The few times Terrorgheists can shine in your roster is neutralizing big flying threats like Royal Hippogryph Knights and Louen Leoncoeur. Their Knights have also no real answer to your big monsters. Hold your ground, force your opponents into chokepoints and you&#039;ll out on top. &lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Depends very strongly on what you&#039;re going up against. The big challenge here is to not play into the Dark Elves strengths and lock them into prolonged encounters where they are in no way equipped to hold out for long. Rely on your ranged options to whittle their terrifying melee line down and shut down their fast units wherever you can, be it with your monsters, Mournghuls or just Deckhands. &lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: This is without question your worst match up. Your bombers are going to do diddly dick to even the cheapest dwarf infantry, you have no chance at breaking the frontlines in an infantry grind even with Depth Guard, your monsters will die fast to slayers and guns and they do artillery boxes way better than you. What your cannons lack in quality compared to Dawi they make up for in numbers, so if you bring a crap ton of them you may be able to shoot out the artillery on the other side. After that, just shoot and hope you can shatter them before they reach the frontline. Use bats to mess up gyrocopters and just pray to stormfels you got enough artillery to take away their biggest advantage. Special mention to your ethereal units, especially Cylostria and her Ethereal Paladin pal; with only a few units that can deal any sort of magic damage, your ghosts can charge the enemy lines without fear. &lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: The Empire is a tough match-up for you because they have several viable builds that can counter you hard. They&#039;ve got great cavalry, great skirmishers, and pretty good artillery; three of the things you don&#039;t like to fight against. This isn&#039;t to say they&#039;re unbeatable, they&#039;re infantry lines are frail and don&#039;t have much leadership, so you can scare them off the battlefield with your monsters and magic. You&#039;ll probably want to be more aggressive with the Empire than with most enemies; learn to love your anti-infantry Depth Guard and hand-cannoneers. Special shout-out to the rotten promethean gunnery mobs when fighting the Empire; their toughness and versatility is really useful against such a hard to predict foe.&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;: Greenskins have a surprisingly decent ranged game; especially with skirmishing wolf and spider cavalry that can run circles around everything you&#039;ve got. Stock up on long range artillery and grab some bats and dogs to pin them down. Ironically, the scariest units in the greenskin roster aren&#039;t nearly as much of a problem for you as they are for others; you&#039;ve got enough armour-piercing shooting and magic to cripple black orcs, rogue idols, and arachnarok spiders before they can reach your line. Just make sure you do shoot them, any of those units will turn your zombies into paste if they can get them in melee.&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: This has the potential to be a hard one for you as even their basic archer units are going to out range any guns that you have. Against literally any High Elf archer unit, mortars are going to be your best friends. Their lack of need for line of sight and high damage to low armour means that even Sisters of Avelorn are going to have a rough time getting to a point where they can start getting value. You should also grab Noctilus as the Necrofex + magic can devastate any Asur who isn&#039;t ready for it. Scurvy Dogs are also very useful for picking off routing units or catching archers out of position. In the melee grind bombers will be able to get their frontline off the field pretty quickly if they can avoid being blasted to kingdom come, so make sure that you have plenty of chaff. A Rotting Leviathan can hold for ages since the High Elves lack inexpensive ranged AP, so one or even two of them can be more than what the pointy ears can handle. They do have plague of rust though, so kill that mage if you can.&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;: Stay the hell away. Like the WoC your guns will destroy them, but you better hope you have a front line able to hold long enough to blast anyone that gets close. In particular you should keep an eye on furies and Khorne&#039;s calvary before they take your ranged.&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: You&#039;re one of the few factions to have monsters that can savely engage their big Dinosaurs and come out on top, just by the merit of being absurdly tanky alone. Lizardmen are very slow and have a lot of trouble getting to your lines without being shredded to pieces in the process. While Saurus will utterly demolish Deckhands, the LMs poor ranged Arsenal works in your favor. Deck Gunners and Carronades snipe the big monsters from a comfortable distance. Just be careful to not be outmanveured by Cold Ones. &lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;: Norsca are a pretty easy match for you. Like the Beastmen, their speed and melee prowess is no match for your guns and polearms. Just be sure to bring a few cannons to deal with their mammoths and watch out for their chariots.&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;: You&#039;d think this would be a horrible match up for you because Slaanesh is a fast faction that can easily flank and overwhelm ranged units, but there is actually one thing that saves this matchup for you. That&#039;s the fact that Slaanesh really can&#039;t do shit against ranged fliers. Good Deck Dropper play can really be a nightmare for the Prince of Excess&#039;s minions. Get the pistol option with maybe one or two handgun versions and bring something like Luthor or fell bats to stop Furies and you will have an untouchable gunline. As for your ground forces, just get as many bodies as you can in order to bog Slaanesh down. Don&#039;t bother with artillery, it will just get eaten by Seekers or Hellstriders. Focus down the key targets like Soul Grinders, Keepers of Secrets or Heralds and just try your best to stay safe. Cycle charge Luthor around to support your inevitably doomed ground forces and to pin down important targets with your bat guns. If you can keep the Deck Droppers safe, this may end up being a decent match up.&lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;: If there was ever a battle to bring the Queen Bess it&#039;s this one; skaven have massive blobs of weak infantry that will crumble in just a few shots. Beyond that, you&#039;ll want to be aggressive against the skaven; you can&#039;t out shoot their weapons teams directly, but your abundance of fear and terror effects will drive them away in short order. Mournguls are especially useful here, the can vanguard deploy to flank the skaven and have enough anti-infantry damage to chew through the chaff they usually use to protect those units. Just make sure to keep them hidden until they&#039;re ready to strike; they don&#039;t have the defenses to survive weapons team shooting.&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;: Tomb Kings are an interesting fight because they have many of the same strengths and weaknesses that you do. You&#039;ll both want to avoid infantry battles and stock up on bigger units to do the real work. They&#039;ll be faster but you&#039;ll shoot harder. Bunkering up with some Rotting Prometheans to deal with their chariots is a pretty safe bet. Just don&#039;t send your necrofex collosi against their necro-sphynxes; they&#039;ll be slaughtered in short order.&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;: This mirror-match can be more interesting than you&#039;d think; whilst you can just use your normal tactics, you can do some clever things against other pirates. The enemy is most likely going to be building a gun-bunker with powerful artillery support, but that isn&#039;t the only game plan you have. Bringing a bunch of mournguls and syreens can make for a decent flanking division that can ruin the enemies day. Don&#039;t include Rotting Prometheans or leviathans, they have way too much AP shooting for those to be effective (on that same note, you should bring a few deck-gunners in case the enemy tries to bring the big monsters).&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: You&#039;re going to want to play very defensibly against these guys; they&#039;ll eat you alive in melee. Fortunately, ranged combat is a foreign concept to the Vampire Counts and you&#039;ll have little trouble dealing with them from afar. Mortars and the Queen Bess can be especially useful here; the enemy chaff can&#039;t reposition fast enough to avoid your bombardments. Just keep some deckhands nearby to protect them from enemy flanking. Remember that the enemy has the Lore of Vampires as well, you&#039;ll want to spread your units out to mitigate the inevitable winds of death coming your way.&lt;br /&gt;
*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039;: Another faction your gunpowder units are going to eat alive, your first major concern is going to be shutting down any Hellcannons and Marauder Horsemen the WoC might be bringing to bear. If you do that, your artillery will wreak havoc among the Chaos lines. A majority of your army should avoid melee like the plague, but Rotting Prometheans and Syreens can get somewhat decent work done against Chaos Warrior forces while pinning them down. If you can keep it safe from being picked off, a Bloated Corpse or two can be a gimmicky, yet surprisingly effective and hilarious way to delete a particularly elite squad of infantry, like the Mirror Guard.&lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;: Their lack of shielding and armor means your missile units will mow down the tree-huggers with sickening efficiency, when they&#039;re in range. Generally, your main challenge is going to be cornering their forces in order to get &#039;&#039;into&#039;&#039; range, because Wood Elves can loose arrows at your Deck Gunners and Gunnery Mobs long before you can return the favor. Fortunately, your mortars and artillery will heavily discourage them from staying still for very long and a few packs of Scurvy Dogs can easily chase down rogue Waywatchers trying to outflank your forces. The biggest thing you&#039;ll need to keep an eye on is their cavalry. Have some Polearm Deckhand Mobs ready to sponge potential charges; a couple Wild Rider/Great Stag Knight charges will decimate your forces, but if you can gun them down before they make contact against your important forces, you&#039;ll come out on top in the end.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tomb_Kings&amp;diff=506431</id>
		<title>Total War Warhammer/Tactics/Tomb Kings</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tomb_Kings&amp;diff=506431"/>
		<updated>2022-01-29T00:06:01Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Faction Counterplay */&lt;/p&gt;
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&lt;div&gt;This is the tactica for the [[Total War: Warhammer]] version of the [[Tomb Kings]].&lt;br /&gt;
&lt;br /&gt;
==Why Play the Tomb Kings==&lt;br /&gt;
* Do you want to play an undead faction which is not totally villainous?&lt;br /&gt;
* You want to play an undead faction that is also blingy as fuck?&lt;br /&gt;
* Because you want to play not Egyptians and roll over everyone with chariots.&lt;br /&gt;
* Do you wish to be SERVED!?&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Constructs&#039;&#039;&#039;: The reason you play them in the first place. Tomb Kings have among some of the best monsters in the entire game. Not only do they all have incredible armour values, but you have a monster that can fill any role that you need it to. From infantry killing power to ranged damage to blob destroyers to monster slayers, you have a construct that can do anything you need your army to do.&lt;br /&gt;
*&#039;&#039;&#039;Ranged&#039;&#039;&#039;: You aren&#039;t the Vampire Coast, but you can dish out some good damage from ranged. Ushabti Great Bows shred anything they fire against and a Casket of Souls can destroy blobs on infantry that are giving you troubles.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: You get all the perks of being an undead faction. Your units are unbreakable, all cause at least fear, and many cause terror, and they are generally cheap, allowing you to swarm the field with spooky skeletons.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: Chariots, light cav, and some quick monsters mean you can be an elusive and fast faction. Sure, you won&#039;t outpace the likes of the wood elves or beastmen but you can really run circles around many of your opponents. This means you are probably the best of the three undead factions at the kite game.&lt;br /&gt;
*&#039;&#039;&#039;Realm of Souls&#039;&#039;&#039;: Your main battle ability gives you healing as you take damage, allowing you to stay in the fight. It will also give you a free Ushabti summon to use when you fill the bar all the way, which you can use to swing any fight on the battlefield in your favor.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Poor Infantry&#039;&#039;&#039;: You are not an infantry faction, and will probably lose in that department unless you are fighting the worst of the worst when it comes to foot troops. Even Tomb Guard, your &amp;quot;elites&amp;quot; lose to a lot of other mid-tier infantry, so expect your constructs to do the heavy lifting.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Flying&#039;&#039;&#039;: All you got is Carrion and they&#039;re... Subpar. Don&#039;t expect to have control of the skies when bringing the boney boys.&lt;br /&gt;
*&#039;&#039;&#039;Subpar Healing&#039;&#039;&#039;: You got &#039;&#039;some&#039;&#039; options in the form of Lore of Nehekhara and The Realm of Souls, but it won&#039;t allow you to keep up with vampire healing. You have the hardest time bringing troops back out of all the undead factions so casualties actually mean something here.&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: If your opponent has fire damage or the Lore of Fire, expect them to bring it. All your lords are weak to it and Lore of Fire is great at melting your infantry.&lt;br /&gt;
*&#039;&#039;&#039;DLC Faction&#039;&#039;&#039;: While the Tomb Kings, perhaps ironically, have held up rather well while former DLC factions (like the Chaos Warriors) have aged like milk in the sun, the Tomb Kings are still fully locked behind an extra paywall to play. It&#039;s hardly the worst thing to say about a faction, but players on a strict budget will really need to weigh their options before committing to the Tomb Kings.&lt;br /&gt;
[[Category:Total Warhammer]]&lt;br /&gt;
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==Legendary Lords and Subfactions==&lt;br /&gt;
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*&#039;&#039;&#039;Settra the Imperishable (Khemri):&#039;&#039;&#039; The one true big bone pimp daddy is back to lead the Tomb Kings to glory once more. Settra has an excellent start location in the northern desert part of the Southlands with easy allies to your south and east with easy pickings from the Greenskins towards the northeast. You are all about growth and expanding Nehekhara as much as possible, curb-stomping any foolish Bretonnian or rival Tomb King that dares interrupt your conquest. Settra is among the easiest campaigns in the game due to his good growth and great public order bonuses, allowing you to keep expanding for longer.&lt;br /&gt;
:: Settra on the battlefield is a supercharged Tomb King who can acquit himself well in battle but is more suited towards buffing your army or wrecking your opponent&#039;s face with his mounts. You may take him on the Khemrian Warsphinxes that all Tomb Kings can ride but for some he is better on his pimped-out ride the Chariot of the Gods instead, which is the perfect vehicle for keeping up with your strong and plentiful chariots. He can also buff Tomb Guard up to insane levels and can actually make them decent at fighting other elite infantry. Just don&#039;t expect him to solo Kholek Suneater on his own, he&#039;s not cut out for that here.&lt;br /&gt;
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*&#039;&#039;&#039;High Queen Khalida (Court of Lybaras):&#039;&#039;&#039; The queen of Lybaras has risen to take her place on the Asp Throne but somehow ends up taking a road trip to the southern edge of Lustria. You&#039;re surrounded by Lizardmen in the beginning who will absolutely wreck your early skeletons with ease, so abusing Khalida&#039;s archer buffs is a must. Fighting through Lustria will be a slog due to unfavorable terrain for your preferred units but if you&#039;re diligent with your diplomacy you can get Teclis or maybe even the Skaven to ally with you. You have limited routes to expand but your archer game is godlike and with time, you&#039;ll be able to break out of the position.&lt;br /&gt;
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:: Khalida herself is billed as a duellist Lord but her animations and statline hinder her ability to perform that role. Instead, you should let her hang back with the archers and give them all poison to pincushion anything that gets close to death, and counter-charge anything that gets close to your homies. You can take her on a Necroserpent which will make her more mobile and let you keep up with her buffed Necropolis Knights (if you get that far).&lt;br /&gt;
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*&#039;&#039;&#039;Grand Hierophant Khatep (Exiles of Nehek):&#039;&#039;&#039; Having taken his oath of exile a little too seriously, Khatep finds himself on the west coast of Naggarond in some desperate quest to glean forbidden knowledge from the Dark Elf locals. Khatep&#039;s faction is by far the most magic-intense and if his day job doesn&#039;t convince of that then the massive Hierotitan that he begins with should. You have good tolerances to the terrain there unlike the other Tomb Kings factions but you will have to rely on your magic more to overcome the horrible quality of your troops compared to the Dark Elves. You will most likely have a small realm until you can tech up to your elite units but luckily for you there might just be enough contenders for Malekith&#039;s attention to the east to let you grow properly.&lt;br /&gt;
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:: Khatep is one of the two caster lords the Tomb Kings have and like most caster lords he&#039;s squishy as fuck. Comes with a bound Vortex spell from the start (Sandstorm, which he can use three times per battle). Take him on a skeletal horse to improve his mobility but you may also elect to put him on a Casket of Souls, which curiously enough makes him the only artillery lord in the game. Due to the slow speed of the Tomb Kings forces, you should try to let the enemy come to you - that way you can fuck them up with your buffed casters better. &lt;br /&gt;
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*&#039;&#039;&#039;Arkhan the Black (Followers of Nagash):&#039;&#039;&#039; The black sheep of the Tomb Kings, Arkhan the Black returns to Nehekhara to find his big daddy Nagash only to be slapped down by Settra by turn 50. His faction starts on the western coast of the Southlands surrounded by the Bretonnian crusade factions, Dwarfs in the mountains, and sneaky Skaven to the southeast. The upside of your faction is that you have additional limited access to the Vampire Counts roster to give you some proper fast troops like Dire Wolves and Hexwraiths. You also have diplomatic bonuses to other Vampire Counts factions in the game but that hardly matters when they&#039;re getting massacred by Settra before you can even get to them.  &lt;br /&gt;
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:: Arkhan is the other caster lord of the Tomb Kings but unlike Khatep he can actually dish out a beating with his sword. He gets the Lore of Death from the start which will greatly aid your battles with the Bretonnians and later the Dwarfs. He also has access to his own unique Skeleton Chariot mount that ignores terrain. All these assets make Arkhan a versatile lord with no real downsides, but no real upsides either.&lt;br /&gt;
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==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Tomb King]]:&#039;&#039;&#039; The only generic Lord the Tomb Kings have, which sounds disappointing but is somewhat alleviated by the fact you can get unique custom vanilla Tomb Kings via your research tree. Nevertheless, the average Tomb King is a mediocre combat lord that exists to buff your up army and little else. However, once you unlock their Warsphinx mount they become true terrors on the battlefield, able to take out almost any infantry blob by the simple action of walking through them. Just don&#039;t let them die and you&#039;ll be fine.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Tomb Prince]]:&#039;&#039;&#039; Your combat-oriented hero, and a solid one at that. Good close combat stats accompanied with the usual FUCK HEUG shield that all Tomb Kings warriors wield. Can be taken on a horse or a chariot - pick the chariot, it&#039;ll let you run roughshod over almost anything with little downside.&lt;br /&gt;
*&#039;&#039;&#039;[[Liche Priest]]:&#039;&#039;&#039; Your basic caster hero, and in the lens of how the Tomb Kings work, bloody important at every stage of the game. May be taken with the Lores of Light, Death, Nehekhara, and Shadow, the last of which is unlocked by acquiring the appropriate Book of Nagash. ALWAYS take them on a horse, helps with their mobility greatly. As for which Lore to take, if in doubt take Light, but tailor your choice depending on your potential adversary. Nehekhara Lore is exclusive to Tomb Kings and is very useful to them as a whole.&lt;br /&gt;
*&#039;&#039;&#039;[[Necrotect]]:&#039;&#039;&#039; Even if you only have a single Construct in your army, take this hero. No exceptions. Your Necrotects heal and buff them, which will be key to getting the most of your stony boys. May be taken on a chariot to help keep up with some of the faster constructs, and can have a merry time chewing up lightly-armored tarpits if necessary.&lt;br /&gt;
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===Infantry Units===&lt;br /&gt;
*&#039;&#039;&#039;[[Skeleton Warrior]]s:&#039;&#039;&#039; Your basic infantry. Due to the mechanics of the Tomb Kings, all your units have no recruitment cost or upkeep but come with unit caps and slow acquisition to temper your growth. Not these guys. You can recruit an unlimited number of these guys from any settlement at any level. Does that make them good? Sure. Should you use these guys? Hell no. Instead, you should be using...&lt;br /&gt;
Small caveat: early on in the campaign Settra can get decent value from sword and board skellies when fighting other tomb kings or TiqTaq skinks, as the mosh pits are decided by morale victories more often than not.&lt;br /&gt;
*&#039;&#039;&#039;[[Skeleton Spearmen]]:&#039;&#039;&#039; These guys. The basic Tomb Kings infantry is there to hold the line for as long as possible and that added Melee Defense from being spears will keep these guys in the fight longer. An odd quirk is that due to their massive shields they have some of the best missile resistances in the game for their tier.&lt;br /&gt;
**&#039;&#039;&#039;King Nekhesh&#039;s Scorpion Legion (ROR):&#039;&#039;&#039; Despite only gaining Poison the Scorpion Legion are one of the more popular Tomb Kings RoRs due to their ability to sandbag big enemies extremely well while your monster snipers fire over their bony heads.&lt;br /&gt;
*&#039;&#039;&#039;[[Nehekhara Warrior]]s:&#039;&#039;&#039; Your mid-tier infantry and the guys who are actually meant to be dealing damage. Unfortunately due to their lack of shields, they get shot up easily. Try to avoid using these guys if possible - if you can&#039;t, use them to counterattack anything that is pressuring your frontline.&lt;br /&gt;
**&#039;&#039;&#039;Usirian&#039;s Legion of the Netherworld (LoL):&#039;&#039;&#039; Fixes the low armor problem by giving them Ethereal, making them a fairly durable frontline and damage-dealing unit in the early campaign. Of course, that makes them super vulnerable against vortex spells, but Tomb Kings infantry will suffer all the same so there isn&#039;t much difference.&lt;br /&gt;
*&#039;&#039;&#039;[[Tomb Guard]]:&#039;&#039;&#039; Your real elite infantry, but they suffer from low armor values that greatly holds them back from being a true frontline. They can easily mulch mid-tier infantry from most factions but will fail hard against real elite infantry. &lt;br /&gt;
**&#039;&#039;&#039;The Khepra Guard (ROR):&#039;&#039;&#039; A mix between Nehekharan Warriors and Tomb Guard, creating a unit that&#039;s good on the offense as they are on the defense. They do lose out on shields so try to keep them away from missile fire.&lt;br /&gt;
*&#039;&#039;&#039;Tomb Guard (Halberds):&#039;&#039;&#039; Previous unit but arguably more useful and important. They have Armor-Piercing and Bonus vs. Large plus the characteristic tough melee defense the Tomb Kings infantry have. Again let down by low armor but can fuck up any monster or cavalry unit if given the chance.&lt;br /&gt;
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===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Skeleton Archer]]s:&#039;&#039;&#039; Your only choice for foot archers and while they are subject to unit caps you&#039;ll get boatloads of these guys from merely having the basic barracks buildings constructed. Decent range but anaemic damage - no Armor-Piercing means they will have to rely on sheer weight of fire and caster buffs to kill anything.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Legion of Phakth (ROR):&#039;&#039;&#039; Extra range and Armor-Sundering. They can often be the point men for the rest of your archers so that they can snipe key targets off the field in short order. Put Khalida near them for truly ridiculous levels of debuffing archer fire.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Skeleton Horsemen]]:&#039;&#039;&#039; Fast, poor armor and easily spammable. Despite their availability, they&#039;re not all that useful aside from long flanking maneuvers to threaten enemy artillery.&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Horsemen Archers:&#039;&#039;&#039; Actually useful mounted skirmishers that have exactly the same range as your foot archers but a much lower model count. A good pair of these can easily buy more time for your artillery and ranged units to shoot at the enemy. &lt;br /&gt;
*&#039;&#039;&#039;[[Nehekhara Horsemen]]:&#039;&#039;&#039; Your proper cavalry, but due to having swords excel more at diving into the rear of a unit and staying there to butcher the enemy than cycle-charging to victory. A niche unit that can potentially cause headaches for your opponents but their average defence can cause problems for you too.&lt;br /&gt;
**&#039;&#039;&#039;Storm Riders of Khsar (LoL):&#039;&#039;&#039; Like Tomb Guard on horses. Much stronger melee stats combined with the great speed that Tomb Kings light cavalry have.&lt;br /&gt;
*&#039;&#039;&#039;[[Necropolis Knight]]s:&#039;&#039;&#039; Monstrous cavalry has never looked so beautiful. Armor-Piercing and Poison, count as constructs and have the high armor that comes with being constructs. The only downside is their relative slowness compared to other heavy cavalry counterparts.&lt;br /&gt;
**&#039;&#039;&#039;Venom Knights of Asaph (LoL):&#039;&#039;&#039; As if these serpentine juggernauts needed to be any stronger, this version of the Tomb Kings heavy cavalry punches harder to make your tomb-robbing enemies pay dearly.&lt;br /&gt;
*&#039;&#039;&#039;[[Necropolis Knight]]s (Halberds):&#039;&#039;&#039; Heavy lancers in all but name, excel at deterring monsters and another cavalry from getting anywhere near. They do lose their shields so be aware of missiles.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;[[Skeleton Chariot]]:&#039;&#039;&#039; The signature unit of the Tomb Kings, and your stand-ins for shock cavalry. Despite their prominence to the Tomb Kings they are considerably fragile which makes cycle-charging extremely important for getting the most use out of them.&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Archer Chariot:&#039;&#039;&#039; See the previous unit, except now with some light skirmishing ability. Keep in mind chariots have difficulty maneuvering around quickly so in some cases it may be better to get Skeleton Horse Archers for easier micro.&lt;br /&gt;
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===Construct Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Ushabti]]:&#039;&#039;&#039; Your basic constructs and your main assault troops. High armor, decent damage, once again keep those Necrotects nearby to keep them in tip-top shape. Retain their value well into the midgame and are fairly mobile.&lt;br /&gt;
*&#039;&#039;&#039;Ushabti (Great Bow):&#039;&#039;&#039; Ushabti with big fuckoff bows that act as the Tomb Kings&#039; idea of self-propelled artillery. Very mobile, strong missile damage with low number of shots that excels at sniping cavalry at very long range and making mincemeat out of monsters. Can also fight decently in melee if required.&lt;br /&gt;
**&#039;&#039;&#039;Chosen of the Gods: (ROR)&#039;&#039;&#039; Before the Skaven beat them with their mortars of certain doom, the Tomb Kings had the best light artillery in the game in the form of these guys, whose attacks are transformed into AP cluster bombs that punch right through shields to eviscerate enemy infantry.&lt;br /&gt;
*&#039;&#039;&#039;[[Sepulchral Stalker]]s:&#039;&#039;&#039; Excellent monster-hunters with a short-range AP magical attack that can soften up monsters and gib cavalry before they close in, not that they&#039;ll want to because the huge halberds these monsters carry will carve them up in short order. Fragile against regular infantry and missiles, but thankfully they have Stalk and Vanguard so it&#039;s easy to keep them hidden.&lt;br /&gt;
**&#039;&#039;&#039;Eyes of the Desert (ROR)&#039;&#039;&#039;: Stalkers with poison ranged attacks. It&#039;s not a huge upgrade, but your ideal engagement with Stalkers is for the enemy monsters/cavalry to be charging right at them when the snakes are braced. The poison slows those charging enemies down giving you time to chip away at their health before they crash into you wall of halberds.&lt;br /&gt;
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===War Beast===&lt;br /&gt;
*&#039;&#039;&#039;Carrion:&#039;&#039;&#039; Your only source of flying and a crappy one at that. On most difficulty levels, they&#039;ll be beaten by artillery crews in melee, which says everything you need to know about Carrion.&lt;br /&gt;
**&#039;&#039;&#039;The Flock of Djaf: (LoL)&#039;&#039;&#039; An actual improvement over the baseline Carrion. Better health, better leadership, better everything. On top of all the stuff baseline Carrions have they have armor-piercing attacks and a special Death From Above attack the LoL can execute on ground forces while airborne.&lt;br /&gt;
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===Monstrous Constructs===&lt;br /&gt;
*&#039;&#039;&#039;[[Tomb Scorpion]]:&#039;&#039;&#039; This thing is one of the best units in the game and it&#039;s easy to see why. Obscene Armor, Vanguard Deployment, Armor-Piercing, Anti-Infantry, but most importantly it laughs at anti-monster tactics. Anti-Large infantry? It has unique and often-triggered burrowing animations that lets it avoid damage while still delivering the pain. Tarpits? Said burrowing animations make the monster come out in a different place from where it burrowed. Missile fire? With its Armor and Vanguard Deployment the enemy won&#039;t have time to damage it and might even fire right before it burrows. The only thing that can give it a hard time are other monsters.&lt;br /&gt;
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*&#039;&#039;&#039;[[Khemrian Warsphinx]]:&#039;&#039;&#039; The Tomb Kings&#039; resident danger kitty that strolls around the battlefield causing havoc wherever it goes. High mass and the usual bevy of anti-infantry AP damage lets the Warsphinx go wherever it damn well pleases. Tomb King lords can take them as mounts.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necrosphinx]]:&#039;&#039;&#039; THE monster-slaying monster in the game with a wide array of traits specifically designed to let the Necrosphinx mulch other large monsters with ease. Does have unusually low Leadership so put the general nearby to keep them in the fight.&lt;br /&gt;
**&#039;&#039;&#039;The Sphinx of Usekph (ROR):&#039;&#039;&#039; turn the monster killer into a greater monster killer. Higher stats with magic and Flameattacks to punish Regenerating monsters. On the same note not recommended against monsters with flame and magic resistance like the high elf Phenix. &lt;br /&gt;
*&#039;&#039;&#039;[[Hierotitan]]:&#039;&#039;&#039; An unusual large single construct that, despite being magnificent in almost every regard, is really only suited to a select number of army compositions. Gives a generous boost to Winds of Magic, in addition, its bound spells has FRICKIN EYE LASER BEAMS as a basic attack and is the perfect instrument for terrorizing any poor foot soldier that gets in its way. On the flipside is horribly slow and usually a [[DISTRACTION CARNIFEX|priority artillery target]] for your enemy.&lt;br /&gt;
*&#039;&#039;&#039;[[Bone Giant]]:&#039;&#039;&#039; Your other heavy artillery piece that excels at noscoping monsters and cavalry from a terrific distance. Has problems with lateral tracking so may feel frustrating to use at times. Despite its large size does only decently at melee so try to protect from enemy melee as much as possible.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[[Screaming Skull Catapult]]:&#039;&#039;&#039; Your main artillery piece and boy does it put in a lot of work for a simple &amp;lt;s&amp;gt;stone&amp;lt;/s&amp;gt; skull thrower. Shots have a good splash radius and also cause leadership debuff on top of being magical. Can potentially send low leadership mobs routing after a couple of salvos.&lt;br /&gt;
*&#039;&#039;&#039;[[Casket of Souls]]:&#039;&#039;&#039; An even more brutal infantry-shredder for the Tomb Kings, with substantially higher missile damage and the ability to fire at any target it damn well pleases - literally. Buffs your Winds of Magic as well which is a nice bonus, and has unusually good armor that can let it tank some damage from a flanking unit if necessary.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
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The Tomb Kings bring a healthy amount of diverse strategies and army compositions to the table and are only held back by a few glaring weaknesses that, to be fair, also affect other undead factions. Your weakness to fire and other magic can hinder the cohesive frontlines you are wont to build; your snail&#039;s pace infantry means either getting shot up easily by enemy artillery or a very defensive playstyle with artillery of your own to hold your ground. Tomb Kings can mix and match many tools to get the job done but finding that sweet spot will be your greatest challenge.&lt;br /&gt;
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====Faction Counterplay====&lt;br /&gt;
A list of all the other factions in the game, alongside their various strengths, weaknesses, and best strategies you have to combat them.&lt;br /&gt;
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*&#039;&#039;&#039;Beastmen&#039;&#039;&#039; - Leave the Tomb Guard at home; most likely the Beastmen will bring lots of ungors and your skeletons can handle them just fine. They&#039;ll also bring Centigors with throwing axes and possibly Ghorgons to fight your constructs, so invest in some Skeleton Horsemen who can whittle down their low-armor hides with arrows as they try to get into position. If any big monsters or cavalry do threaten your ranged units Sepulchral Stalkers can provide a nasty surprise for them.&lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039; - Poor Bretonnia, having to fight a faction full of cheap AP anti-large undead blocks with monsters that will easily chew up their glorious knights. The Tomb Kings are positively terrifying in this matchup as you have plenty of tools to make those Bretonnian knights regret looting your tombs. The only real problems are their cheap flaming Longbowmen and hard-hitting Trebuchets, but even then it&#039;s not like they can threaten your constructs that badly. Your opponent may attempt to push home a charge on a weak flank or cycle-charge your infantry into oblivion - don&#039;t let them get away with it! Pin them down with Net of Amyntok or your Ushabti summon and punish them suitably.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039; - Like the High Elves the Dark Elves have easy access to the Lore of Fire, which is going to be a problem for you. Their ranged units almost all have AP crossbows, which is a big threat to your constructs. Unlike the High Elves the Druchii have middling range on those crossbows, which means you can outzone them. They frequently bring Dark Riders with crossbows instead of ranged infantry, so invest in some Skeleton Horsemen Archers who will outrange them and have basically no armor to pierce so all that AP gets wasted on them. Otherwise go wide and cheap with your skeletons, same as with HE. Dark Elves rely a lot on overwhelming the enemy with their Murderous Prowess army ability, and aren&#039;t as good in a war of attrition, which is exactly what you want to give them. Thankfully their only big monster with fire damage is the Hydra. Your Necrosphinx, Stalkers, or Necropolis Knights with Halberds will trade well against all Dark Elf monsters except maybe the Kharibdyss, but the sphinx will definitely hold its own. Caskets and Bone Giants are still your friends here; your Bowshabti have the same vulnerabilities to the Druchii Bolt Thrower that they do to the HE Bolt Thrower, so maybe consider leaving them at home. Just shut down those AP missiles and for the love of Ptra watch out for Burning Heads.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039; - Despite the wall of armor and artillery rape that daunts the lightly-armored skeletons of the Tomb Kings army, you have plentiful AP to deal with them. Your artillery is top-notch for dealing with Longbeard/Hammerer lines with their big splash radius projectiles while Tomb Scorpions again can quite easily deal with the lower model count regiments. Just be extremely careful of Giant Slayers and the Dwarfs&#039; own AP artillery because they can be quite damaging against a construct-heavy comp. Don&#039;t ever bring Tomb Guard to this matchup, your infantry are mostly there to get killed so that your real heavy hitters like Necropolis Knights or Tomb Scorpions close in. Chariots will also have a hard time here with the general mass of Dwarf units making it hard to disengage after charges.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039; - In many ways, you are similar to the Empire in strategy but while you can send massive constructs their way to massacre at will, they will host a plentiful number of AP missile infantry and artillery to get rid of them. Your cavalry comps are about equal but the Empire&#039;s is more flexible while you still have the sheer threat of a chariot flank charge on their infantry to royally mess up their day. You will have to be more aggressive than usual to ensure the Empire doesn&#039;t exploit their artillery advantage to the fullest - bring Tomb Scorpions to attack from unexpected angles and horse archers or chariots to mess with their threat assessment. Khemrian Warsphinxes (with proper micro) are fantastic for crushing the Halberdier line the Empire will most certainly throw at you and don&#039;t be afraid to employ your own excellent artillery options to either snipe out their artillery or soften up their infantry for maximum rape.&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039; - In contrast to the dorfs the Greenskins are relatively light on armor which means your regular archers can actually make a dent in them. Tarpit heavily with basic Skeletons and counterattack with any manner of construct you see fit - regular Ushabti work magnificently against many Greenskin infantry and a single Khemrian Warsphinx can be a massive headache for your opponent since the Greenskins lack a viable Anti-Large option. A duo of Ushabti Greatbows with one being the RoR version with shrapnel shot arrows can be a gigantic threat here since the regular one will be able to make mincemeat of any monsters the Greenskins dare field and the RoR one can be reliably used to snipe out elite infantry, and both can also serve as regular Ushabti murder machines if needed. &lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039; - This is not a good matchup for you, primarily because the High Elves have a lot of easy access to fire damage, including the Lore of Fire. Burning Head can annihilate a front line of even Tomb Guard, as all your infantry have relatively low armor values. As a result you&#039;ll want to go super wide with skeletons and rely on quantity over quality for the infantry fight. Bolt Throwers, dragons, Sisters of Avelorn, all will threaten your constructs and lords with plentiful AP and fire damage. You do however have a lot more artillery options, so you may want to consider outranging them. Ushabti Greatbows are very vulnerable to Bolt Throwers so Caskets and Bone Giants might be better options. You&#039;ll want one or two anti-large constructs like the Necrosphinx or the Stalkers to deal with dragons and phoenixes going after your back line, but don&#039;t over-invest in them. Your best bet is to overwhelm the relatively fewer numbers of the Elves while shooting them to pieces. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039; - Lizardmen have access to a fair few tools that can make combating them a bit of a challenging prospect, but you do have a few select units that can and will ruin their game-plan if positioned carefully. Skeleton Spear won&#039;t win any fights against the Saurus or even Skink front lines, but they&#039;ll hold the line until the bitter end. Considering all the Fear/Terror the bigger monsters toss around, their ability to tarpit things cannot be undersold. Whilst they do so, this is where your key players will come in; Ushabti Greatbows, Sepulchral Stalkers and Necrosphinx Colossi. Ushabti Greatbows are the ideal and go-to choice for your monster-hunting needs and will safely outrange a majority of anything the Lizardmen will typically have on tap to retaliate with and aren&#039;t totally helpless in a fist fight. If you&#039;re feeling like setting up a good ol&#039; fashioned Monster-Mash, Necroshinx Colossi can generally wreck the bigger beasties in a straight duel, just ensure no (Ancient) Salamanders are getting free shots on it while it does so. Speaking of, Salamanders, Solar Engine Bastilodons and Fireleach Bolas Terradons will be some priority targets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039; - Like the Beastmen Norsca will try to flank you with lots of speedy warhounds and monsters. Unlike the Beastmen, Norsca has no artillery and pretty weak range overall. Punish them from a distance with Greatbows then soak up their infantry charge with cheap skeleton hordes. Unfortunately this is another army with Lore of Fire so watch out for Burning Heads on your front line and Fireballs aimed at your characters. Despite their limited range Norsca has a lot of ways to dish out anti-large damage, so leave the big melee constructs at home in most cases and focus on ranged units. Thankfully most of your ranged constructs can at least defend themselves a bit in melee. Double Bone Giants is a solid option, they&#039;ll kick the crap out of Throgg, mammoths, Fimir, and most other Norscan monsters. If you&#039;re having trouble with Skin Wolves getting into your back lines a unit of Sepulchral Stalkers might help a bit, if you have the funds for them.&lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039; - Thank God, someone who doesn&#039;t have Lore of Fire. Expect tons of Clanrats and Skavenslaves, which you should counter with tons of Skeletons. Since all of your infantry cause fear you will probably win the wet noodle front line fight. Chariots will also help mow down tons of rats. Bring a few speedy units like Carrion or Skeleton Horsemen to shut down Skaven artillery and weapon teams. If you bring Ushabti Greatbows expect them to get focused down by Jezzails, though they may do some good work before crumbling. Tomb Scorpions can sometimes be useful due to haw difficult they are to pin down with ranged fire. The AP blasts of the Casket of Souls will tear through weapon teams.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039; - The good news is you have Great Bows and Sepulchral Stalkers to deal with whatever constructs they bring. The bad news is... well, &#039;&#039;they&#039;&#039; are also Tomb Kings. This may be a race of who can shut down the other&#039;s big lads before they do the same. As with a lot of undead vs undead matchups a lot will depend on who can snipe the other&#039;s lords and heroes first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039; - Leave the big artillery and constructs at home, unless you need one as a Distraction Carnifex. The Vampirates can absolutely outshoot you in an artillery duel. The good news is their front line of zombies is basically made of wet tissue paper. This is the perfect time to break out the Tomb Guard, who will march right over the Zombie Pirates. For your ranged core you want to bring mostly archers, who will outrange handgunners or deck mobs, but keep a couple of skeleton spears in the back line to fend off hounds and bats. Chariots are excellent at running down Vampirate ranged units while Skeleton Horsemen can intercept their hounds. Consider bringing some Carrion to shut down the enemy artillery ASAP. One uncommon but dangerous counterpick the pirates might bring is Queen Bess. The Queen is expensive enough that it&#039;ll cut down their other ranged options, but if the player guesses correctly that you are bringing skeleton hordes the Queen&#039;s shots will quickly reduce them to bonemeal. If she does show up spread your front line as wide and as thin as possible to minimize the damage. This is the rare time it&#039;s useful to have one unit of Bowshabti or a Bone Giant as they can shoot Bess but her shots aren&#039;t as good against large targets. Otherwise you&#039;ll have to tie her up with horsemen and birds or focus fire her with archers. Watch out for Luthor Harkon, he&#039;s a very common lord pick and he will definitely try to assassinate your lord and characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039; - The Counts are renowned as a rush faction and you will have to weather the onslaught the best you can. Liche Priest with Banishment will be super useful here as well as your rapetastic artillery. For once your Nehekharan Warriors can reliably duel Grave Guard without fear of being shot up, but do be aware of the Winds of Death spam the enemy Vampire lord will likely throw at them. Sepulchral Stalkers (in particular the RoR version) can be amazing here with their ability to counter-charge any monster that gets close and reliably slaughter them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039; - Break out the Great Bows and go to town, they&#039;re equally good at shooting down big monsters and heavily armored Chaos Warriors. You&#039;ll want a few light and speedy units to fend off their Marauder Horsemen but otherwise the name of this game is crushing your opponent with heavy constructs and swarms of skeletons. The Necropshinx can take on Shaggoths, the Tomb Scorpion can tear apart Marauders, and the War Sphinx will just prance around like the big happy kitty it is. You can&#039;t bring all of these, but pick one or two plus the Ushabti and you&#039;ll be in a good place. As always Burning Heads and the Lore of Fire will be your biggest threat. That and Kholek. Bring Necrotects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039; - They&#039;re probably going to throw Dryads at your front line, go really wide with Glade Riders to get into your flanks, and use Waywatchers or Deepwood Scouts to avoid your artillery. Bring at least some artillery anyway to soften up their front line. They have no fire magic so Tomb Guard will easily take down the weakened dryads and push after the archers. Skeleton Horsemen and Skeleton Horsemen Archers will help zone out their light cav and skirmishers, but if they push through eventually a unit of Stalkers can help protect your back line. Once their archers are visible concentrate your fire on them, they&#039;re usually the biggest threat. On the off hand chance they bring a dragon or other large monster (trees aren&#039;t out of the question, you don&#039;t have Lore of Fire either) having a Necrosphinx in reserve can be very useful, though you probably don&#039;t need both a sphinx and the Stalkers.&lt;br /&gt;
&lt;br /&gt;
==Campaign strategies==&lt;br /&gt;
&lt;br /&gt;
===General tips===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always build a ressource building if you can&#039;&#039;&#039;: The Tomb Kings&#039;s Mortuary Cult means that you will need access to at least one of each ressources if you want to access the full range of things to create, parts of your victory condition requires you to craft things too. Which brings us to... &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade deals are your friends&#039;&#039;&#039;: Let&#039;s not mince words, your economy is  &#039;&#039;shit&#039;&#039;, and while you don&#039;t pay upkeep or recruitment costs, your buildings are very expensives. You&#039;ll gain money raiding and fighting, but trade will also be an important part of your revenue stream.  Also, it will give you access to ressources you may not produce at the moment (good luck making wine in the middle of the fucking desert). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;An army full of trash units is better than no army&#039;&#039;&#039;: You may have hit your best units&#039; cap with your current armies, but that&#039;s no reason to not recruit another one as soon as possible and fill it full of skeletons spearmen/warriors, since you have no recruitment or upkeep costs whatsoever. Even if you don&#039;t need it for fights, you can always use it to raid, as bait for your other army in Ambush stance, to maintain public order, to drown the enemy in bodies, ...    &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow and steady win the race&#039;&#039;&#039; : You won&#039;t expand quickly. Whether it&#039;s because you need to wait to recruit more units in global recruitment, or until the place you&#039;ve conquered is properly built up before pushing forward, this is not a campaign where you will be taking a city every turn. Tomb Kings rebellions are &#039;&#039;nasty&#039;&#039; if you let your Public Order get too low, so you&#039;ll also have that to keep in mind before moving on to conquering your next city.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keep your starting construct:&#039;&#039;&#039; While everyone in the games start with a high-tier unit in their army, you can usually manage if you lose them. Not so much here, in line with the above points. Each Legendary Lord start with a construct in their army (Khatep with a Hierotitan, Arkhan with a Tomb Scorpion, Settra with a Khermrian Warsphinx, Khalida with Sepulchral Stalkers). You will not be able to replace them for a &#039;&#039;long&#039;&#039; time if you ever lose them, what&#039;s with Tomb Kings&#039; incredibly low growth rate and money problems, and they are incredibly useful until you reach tier IV.&lt;br /&gt;
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&lt;br /&gt;
===Specific campaigns advices===   &lt;br /&gt;
&lt;br /&gt;
====Settra====&lt;br /&gt;
* Conquering Zandri should be a top priority, since it gives you quick and easy access to a port that you can utilize for trade with factions that are half a continent away. And as mentioned above, trade is your life blood. &lt;br /&gt;
* The same goes for Galbaraz on Mortal Empires, which unlocks a unique building at tier 3 that gives a whopping 1000 gold per turn. The Badlands in general for full of amazing unique buildings for the Tomb Kings. &lt;br /&gt;
* You have to decide very early on if you want to let the Errantry War factions live or destroy them, as Repanse is the only one not on friendly terms with you. After she confederates them, your western flank will have serious problems, unless you ally them.&lt;br /&gt;
* If you have a spare army, send it to raiding duty at Nagash&#039;s Black Pyramid, which yields a nice 300-500 gold for free each turn. The Sentinels are hardcoded to never retaliate, so there is no harm whatsoever in doing so.&lt;br /&gt;
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&lt;br /&gt;
====Khatep====   &lt;br /&gt;
&lt;br /&gt;
* The Sisters of Twilight are your best friends early on. Get a trade deal and non-agression pact with them. They&#039;ll help you in keeping Morathi and/or Malekith away from you for a bit, and be of great help when you want to take the fight to them.&lt;br /&gt;
* (Mortal Empires only:) The Sisters and Alith Anar may declare war on each other at some point, but they should leave you alone (and sign peace at some point). Between them, they&#039;ll keep Morathi busy long enough for you to focus on Malekith.&lt;br /&gt;
* (Mortal Empires:) Your very first turns should spent rushing south to grab the south settlment of your starting province, otherwise it&#039;ll be snatched by the Sisters and/or Alith Anar, leaving you with you one fewer town and no provincial order.&lt;br /&gt;
* (Vortex:) No Alith Anar to help you here, so you&#039;re gonna need to beat up Morathi yourself. You can rush toward Quintex immediately or complete your province then rush to her if you want, but you need to take her out fast.&lt;br /&gt;
&lt;br /&gt;
====Khalida====&lt;br /&gt;
&lt;br /&gt;
*(Mortal Empires Only) Try your best to be friends with Kroq Gar. You do NOT want to be fighting Saurus spam early and he will secure your southern border for you so you can focus on Queek.&lt;br /&gt;
&lt;br /&gt;
====Arkhan====   &lt;br /&gt;
&lt;br /&gt;
* See the above about taking it slow? With Arkhan you&#039;ll be even slower, because you combine the Tomb Kings&#039; slow growth with the fact that everyone hates you. &lt;br /&gt;
* (Mortal Empires) Now that Repanse has taken over the minor faction Bretonnians to your north, Arkhan is looking at what may be the single shittiest start position in the game. Either tech into stuff that can fight the Bretonnians &#039;&#039;fast&#039;&#039; or settle in for a few dozen turns of waiting for pop growth to bring you monsters. Your big early speed bumps are going to be Repanse and Henri; it&#039;s going to be a while before you have anything specialized for messing with tough Lords. Consider picking up an early Tomb Prince and speccing him out as a hero duelist.&lt;br /&gt;
* Get a Casket of Souls ASAP. It&#039;ll be useful against the Bretonnian chaff you&#039;ll face early game, and &#039;&#039;incredibly useful&#039;&#039; if/when the nearby Dwarfs declare war on you.&lt;br /&gt;
&lt;br /&gt;
{{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Skaven&amp;diff=505899</id>
		<title>Total War Warhammer/Tactics/Skaven</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Skaven&amp;diff=505899"/>
		<updated>2022-01-29T00:05:33Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies/General Battle Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Rikka-rak! (Kill-slay!)|Game battle chant for Skaven}}&lt;br /&gt;
==Why play Skaven==&lt;br /&gt;
&lt;br /&gt;
*Because you are a backstabbing bastard that cares little about the lives of your very numerous subjects, your basic infantry are literally slaves which you will sacrifice in droves to win a slight tactical advantage.&lt;br /&gt;
*You like bringing down classic high fantasy tropes with the power of raw industrial might, like Saruman, if Saruman was high on warpstone, which your characters certainly are.&lt;br /&gt;
*Talking about it your characters are a mix of different degrees of Dick Dastardly, Starscream, Frollo, the Brain, Dr. Evil and Zapp Brannigan, with more than a generous dose of the Nazis for good measure. (Except for Queek and Goritch, who are totally ax-crazy).&lt;br /&gt;
*Even your most basic Skaven is by all standards batshit insane and CA&#039;s Voice Acting is spot on.&lt;br /&gt;
*You are an opportunist that takes advantage of other factions being distracted and like making plots, just imagine the previously mentioned villains if they actually didn&#039;t have to lose due to the heroes&#039; plot armor.&lt;br /&gt;
*[[DOOMWHEELS]]!!!&lt;br /&gt;
*Skaven are entirely unique to Warhammer, from their cool s(k)avenger ramshackle constructs, eviler-cult techno-sorcery to their pants-on-head crazy characters and their right-on-spot OST in no other setting is there anything quite like them, you will enjoy playing as them while cackling madly as you bring down your enemies in the must underhanded way possible YES-YES!&lt;br /&gt;
*[[Awesome|IKIT CLAW HAS FUCKING NUKES]]!!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Disruption&#039;&#039;&#039;: From summons to cheap skirmishers and tarpits, no other faction in the game is as good as Skaven at disrupting your enemies strategy. You have harassment with Eshin units, Wolf Rats and Brood Horrors, a ton of summons and powerful magic and the most powerful ranged arsenal in the game. Skaven are the bane of any faction that likes to stick together and profits from synergies in their rosters like Vampire Coast and Cathay due to how many ways they have at their disposal to fuck with those synergies and nullify them. &lt;br /&gt;
*&#039;&#039;&#039;Numbers&#039;&#039;&#039;: Even at the highest tiers, you will outnumber your enemy easily. Even higher tier infantry units outnumber every enemy unit and you have the units with the highest base model count in the game. What is more, you can even summon more troops through spells and special abilities, you can literally bring 3 or more additional units of various tier degrees even when having your stack already filled to max capability, only Vampires Counts could dare to match you in terms of how many extra-bodies you can throw at the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Firepower&#039;&#039;&#039;: Your ranged units are easily unsurpassed by any other faction, this goes for your missile infantry as well as your artillery. Skaven have the strongest ranged roster in the entire game, (suck it, Elf-things), and don&#039;t necessarily need a lot of micro to make the most out of them. Lolwut cannons and magic fireballs you say? Here be gattling cannons, portable flamethrowers, antimaterial sniper rifles, biological ammunition artillery, chemical cluster mortars, arc-lightning weaponry and tactical nukes!&lt;br /&gt;
*&#039;&#039;&#039;Ambushes&#039;&#039;&#039;: Your normal movement stance on the campaign map lets you ambush enemy armies on the attack.&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: Everything you have is extremely cost-efficient and your melee infantry in particular is dirt cheap. &lt;br /&gt;
*&#039;&#039;&#039;Under-Empire&#039;&#039;&#039;: You can establish hidden bases all over the world, siphoning other factions income into your pockets as well do some really crazy shit with this mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility on the campaign map&#039;&#039;&#039;: Skaven have by far the most tools on the overworld to shift the odds the AI throws at you in your favor, and being a proper Skaven player, you weren&#039;t really interested in a fair fight anyways.&lt;br /&gt;
*&#039;&#039;&#039;Sooo much DLC&#039;&#039;&#039;: Skaven are tied with the Lizardmen for having the highest number of supplemental DLC Lord Packs out of every other faction in the game. With a grand total of 3 separate packs, each introducing a handful of other units to further supplement your forces, you won&#039;t ever find yourself wanting for diversity.&lt;br /&gt;
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===Cons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DLC is mandatory&#039;&#039;&#039;: The big issue. The &amp;quot;The Prophet and the Warlock&amp;quot; DLC is absolutely mandatory to make your faction work well on the battlefield; your roster will lack essential units like Ratling Guns and Warplock Jezzails without it.&lt;br /&gt;
*&#039;&#039;&#039;Sooo much DLC&#039;&#039;&#039;: A continuation of the first point; you need to purchase three separate DLC Lord packs if you want access to the entire Skaven unit roster. You can just get by with &#039;&#039;only&#039;&#039; &amp;quot;The Prophet and the Warlock&amp;quot; if you &#039;&#039;just&#039;&#039; need solid workhorse units, but those other AI Skaven factions will taunt you with all the shiny toys you didn&#039;t get around to buying.&lt;br /&gt;
*&#039;&#039;&#039;Morale&#039;&#039;&#039;: Get used to hearing &amp;quot;BACK UNDERGROUND!&amp;quot;, &amp;quot;SCARPER! FLEE!&amp;quot; and &amp;quot;SH-SHAMEFUL DISPLAY!&amp;quot; because Skaven Leaderships is generally quite low. Most skaven infantry will break before their counterparts from other factions will. &lt;br /&gt;
*&#039;&#039;&#039;Slow Economy&#039;&#039;&#039;: While many of your baseline troops are dirt cheap, your crazy weapons are not and your economy needs some time to get going and you will be overshadowed in terms of money by most other factions in your general vicinity. Special attention needs to go to your food economy, which is easily one of the biggest pitfalls an unexperienced Skaven player can fall into. Once you have some provinces under your belt, you can start bringing in the cash.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Inferiority&#039;&#039;&#039;: Though you aren&#039;t totally helpless against aerial units, thanks to your plethora of missile units, you&#039;re not exactly able to contest the skies. With absolutely no flying units of your own, you will need to keep one eye peeled on the sky. Even units like Harpies and Fell Bats can cause some mayhem if they manage to swarm your Ratling Gunners while units like Pegasus Knights and Ripperdactyls will eviscerate anything they manage to dive onto. Perhaps one of the biggest threats, however, will be the enemy spellcasters mounted on Dragons/Eagles/Griffons/Terradons who can rather easily juke incoming fire while dropping vortex spells all over your forces. You&#039;ll need a plan to deal with them if you don&#039;t want to take massive casualties.&lt;br /&gt;
*&#039;&#039;&#039;Hard to play&#039;&#039;&#039;: You need at least a basic grip at how the game works to play Skaven, they punish mistakes heavily. Your troops may be numerous and dirt cheap, but have little staying power and will rout at the first glance of danger. Add to this mechanics like the Under-Empire and Skaven Corruption, which need constant attention to make the best use out of them. &lt;br /&gt;
*&#039;&#039;&#039;Challenging Campaign Starting Settlements&#039;&#039;&#039;: Your starting positions (aside from Ikit Claw) put you in opposition of factions that have a lot of tools to counter your strengths, particularly the Lizardmen or Dwarves (or both, in some cases).&lt;br /&gt;
&lt;br /&gt;
==Universal traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verminous Valor&#039;&#039;&#039;: The Leadership of Skaven Units depends stronger than other factions on many Skaven are left, and will regenerate faster after breaking if the unit has more models left. &lt;br /&gt;
*&#039;&#039;&#039;Scurry away!&#039;&#039;&#039;: Skaven units get a speed bonus when their leadership is low (including when routing). This is both good and bad; on one hand, they can quickly escape most pursuing infantry, recover then rejoin the fray in record times. On the other hand (particularly if near battlefield edges), they may full on abandon the battlefield long before their morale regenerates due to how quickly they move.&lt;br /&gt;
*&#039;&#039;&#039;Strength in Numbers&#039;&#039;&#039;: When HP is above 50, skaven units are slower, have +6 leadership, and +8 melee defense. (Not universal across the roster, but close. Every infantry unit, melee and ranged unit has it. Entities like characters, Monsters/monstrous infantry, and artillery do not have it)&lt;br /&gt;
*&#039;&#039;&#039;The Menace below&#039;&#039;&#039;: THE universal Skaven ability and one that is easily underestimated. It summons a unit of clanrats on any position on the map you wish. The rats will stay on the map for 60 seconds, after which, they die. The times you can use this ability depends on the Skaven corruption in the region the battle is fought in. Before the battle, you can increase the number of uses for a price of 3 food each. Never underestimate this ability, it&#039;s utility value is enourmous. That High Elven archer regiment that keeps eluding you? Throw rats on them. That scary looking Bretonnian Cavalry charge? Throw rats at them and negate their Charge bonus. That bloated corpse that could devastate your front line? Throw summoned rats in. The ability to summon sacrificial units &#039;&#039;for free&#039;&#039; is extremely powerful, be it to harrass skirmishers or missile units, bog down cavalry and elite infantry or just to have something expendable against suicide units. It&#039;s also an extremely potent counter to enemy artillery, such as Trebuchets, Hellstorm Rockets and the like. Since they have virtually no native combat skills of their own, your clanrats can actually cripple and kill many such artillery teams; a much safer and more efficient option for dealing with them. &#039;&#039;Update&#039;&#039;: Has received a considerable nerf in the update for The Twisted and the Twilight. Its cast time is now a massive 5 seconds, allowing most competent players to fully avoid it, but since the ability doesn&#039;t have a hitmarker, it still retains a lot of usefulness. Honestly, the nerf probably just came to deal with the extreme amounts of cheese exploiters gained out it.&lt;br /&gt;
&lt;br /&gt;
==Legendary Lords and Subfactions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Queek Head-Taker]] ([[Clan Mors]])&#039;&#039;&#039;: Queek of Clan Mors starts in the Southlands in both campaigns and as well, has a pretty rough start. You are surrounded by factions that absolutely hate you and have a lot of tools to counter your strengths; it doesn&#039;t help that your economic base isn&#039;t that good (other than, let&#039;s say, Ikit Claw)and you get minor penalties if you don&#039;t control Karak Eight Peaks on Mortal Empires. That being said, if you are familiar with the game and aren&#039;t shy of taking a gambit (i.e. expanding as aggressively as possible early on), you will find Queek&#039;s Campaign very much to your liking. Important to note is that the Penalties for not having Karak Eight Peaks are not nearly as crippling as they are for Skarsnik and Belegar Ironhammer. &lt;br /&gt;
&lt;br /&gt;
:: Queek himself is a slightly improved Warlord with some unique boons. He excels as a melee fighter despite not having access to any mounts and stomps most enemy Lords and Heroes with relative ease. Add to this that he is the only legendary lord with a reliable escape ability and you can do a lot of nasty things to not-Skaven-Things. He buffs up Stormvermin by a good amount, as well as cutting their Upkeep in &#039;&#039;&#039;half&#039;&#039;&#039;, so Clan Mors Armies tend to stack a lot of Stormvermin, which never is a bad idea. Starts out in the Vortex Campaign near Not Capetown and to the south of Karak Eight Peaks in Mortal Empires.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lord Skrolk]] ([[Clan Pestilens]])&#039;&#039;&#039;: Skrolk leads Clan Pestilens in the overcrowded clusterfuck that is Lustria. Same problems as Queek in the early game, although the game is a bit more generous with early expansion opportunities. He basically has the same pitfalls as Queek, with the significant disadvantage that he starts the game pitted against Lizardmen, which are easily one of the faction that counter Skaven the hardest. Important to note is that Pestilens, as its name says, likes to play around with Plagues, and you actually benefit from catching it, giving you unit discounts, growth boosts and upkeep reduction. &lt;br /&gt;
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:: Skrolk himself excels at Spellcasting and little else, but maxing out your Lore of Plague should be a top priority. He also gives nice boosts to all kinds of units that are associated with Clan Pestilens and starts with two Plague Monk Regiments, which will carry you through most of the early game. &lt;br /&gt;
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*&#039;&#039;&#039;[[Tretch Craventail]] ([[Clan Rictus]])&#039;&#039;&#039;: Tretch starts in fucking Naggarond of all places surrounded by most of the Dark Elves, Alith Anar right on top of him, with no prospective allies nearby except for maybe Grand Hierophant Khatep over the mountains and Cylostra Direfin to the south. Everyone hates your guts, and considering his special campaign rules (gain public order for breaking diplomatic treaties as well as a hefty melee attack bonus in battle) it&#039;s not hard to see why. You are a vanilla Skaven faction in every other regard, and Rictus is probably the hardest Skaven start in Vortex if not counting Queek. He does however start with the most top-tier units out of any other Skaven LL (Stormvermin, Death Runners and a DOOMWHEEL) which will easily let you expand quickly.&lt;br /&gt;
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:: Tretch is in many regards an unremarkable Warlord, but he does gain his special rules from the old tabletop in the most faithful way possible - his iconic &#039;&#039;Stay Here, I&#039;ll Get Help&#039;&#039; rule returns as an active ability that will massively buff the Leadership of whatever units that are close by while granting Tretch himself stealth to save his own skin. He excels in campaign battles because of his ability to Vanguard Deployment his entire army, an ability only shared by [[Vlad von Carstein]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Ikit Claw]] ([[Clan Skryre]])(DLC)&#039;&#039;&#039;: Comes with the &amp;quot;The Prophet and the Warlock&amp;quot; DLC, which, if you play Skaven, you should own anyway, so we could as well Ikit include as a Vanilla lord. Forget about the game telling his Campaign being hard, Ikit has by far the easiest start and can snowball out of control extremely quickly. Clan Skryres Campaign comes with features that are unique to them, first of all is the Forbidden Workshop, which lets you boost all Clan Skryre Units (as in Ratling Guns, Doomflayers, DOOMWHEELS etc.) with ridiculous buffs that make them even more powerful and gives you access to Doomsday Rockets, which are in essence, tactical nukes. Ikit Claw and Clan Skryre start the game in Skavenblight, squished in between Tilea and Estalia, and start the game at war with the latter. Interesting to note is that the AI rarely, if ever, attacks Skavenblight and the city itself has good protection from outside threats due its location in a toxic swamp alone and the ludicrous size of its garrison. Why this campaign is considered difficult by CA standards is beyond me. To top it all off, Clan Skryre also has exclusive access to the Doomsphere Under-Empire building which will wipe out any settlement above it in a truly glorious fashion. &lt;br /&gt;
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:: Ikit himself packs the strengths of both Queek and Skrolk into a nice Skaven-sized-Package without possessing the weaknesses of either; his animations make it really hard to actually land a hit on him, he has a good amount of HP, high armour and a flamethrower. If that&#039;s not enough for you, he can also use the Skaven Lore of Ruin for even more damage, and if that is still not enough, you can stick him into his personal DOOMWHEEL (Although it&#039;s not recommended, a Doom-Flayer is the much better mount option). And even if that&#039;s not enough, he can unlock &amp;quot;Second-Wind Serum&amp;quot; skill, which activates every time he casts a spell and heals him for a flat number of points. Yeah, he is pretty busted and outright broken at times. You&#039;re still not convinced? He also happens to have some of the best voice acting and quotes of all characters in the game (&amp;quot;Hm-hm, forgot pesticides&amp;quot; &amp;quot;&#039;&#039;Biggest&#039;&#039; Brain of all rats, yes-yes!&amp;quot;) &lt;br /&gt;
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*&#039;&#039;&#039;[[Deathmaster Snikch]] ([[Clan Eshin]])(DLC)&#039;&#039;&#039;: Coming in with &amp;quot;The Shadow and the Blade&amp;quot; DLC, which brings the third great clan of the Skaven into the game along with three new regiments to round out both the Eshin and Skryre rosters. Snikch&#039;s campaign is intertwined with the other DLC Legendary Lord of his pack (Malus Darkblade of Hag Graef) and is centred on the race for control of the daemon Tz&#039;arkan, so you won&#039;t be participating in the race for the Vortex. Instead, Snikch gains exclusive access to Shadowy Dealings, a set of unilateral campaign actions that involve sending out Snikch and his lords to murder, sabotage and infiltrate other factions in the classic Eshin way. What makes the Shadowy Dealings bonkers is their final, ultimate scheme - &#039;&#039;Plunge into Anarchy&#039;&#039;, which &#039;&#039;&#039;permanently assassinates the leader of any faction (even a major one) and immediately sends all of their settlements into revolt.&#039;&#039;&#039; All of Lothern confederated? One click and they&#039;re all gone, just like that. Thankfully the scheme is on a 100-turn cooldown but it doesn&#039;t make it any less obscene.&lt;br /&gt;
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:: Snikch is the legendary assassin we&#039;ve all come to expect - stealthy, unbelievably fast and undeniably deadly up close. Stack those Weapon Strength buffs on him and watch as he one-shots almost every other Legendary Lord in the game, and for certain all of them if you give him the Sword of Khaine. In terms of army-wide buffs he does grant your slinger troops Armour-Piercing on their projectiles which is very good in the early to midgame against most of his neighbours. On the flipside you have increased purchase cost for every other unit that isn&#039;t a slave or Eshin, which you&#039;ll need to fix via the Clan Contracts system.&lt;br /&gt;
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*&#039;&#039;&#039;[[Throt the Unclean]] ([[Clan Moulder]]) (DLC)&#039;&#039;&#039;: The final Legendary Lord for the great clans of the Skaven has arrived, and oh boy is he a piece of work. Throt the Unclean has arrived with new units for the monstrous-minded player along with some interesting new mechanics. Like Snikch, Throt isn&#039;t going after the Vortex and instead thirsts for Queen Ariel of the Wood Elves, whom he believes that if he can nom her, his Black Hunger will be cured. To assist in this endeavour Throt gets access to the Flesh Laboratory which can give your infantry and monsters powerful individual stacking boosts at the risk of making them unstable. If a unit becomes too unstable they are liable to blow up Bloated Corpse-style in battle.&lt;br /&gt;
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:: Throt is a different beast entirely for the Skaven lords and he packs a variety of monster-buffing abilities that let him crush through any opposition that gets in his way. To begin with he has Regeneration which makes him the tankiest Skaven lord so far, and that&#039;s not even including him being able to mount a Brood Horror, which will also make him the fastest Skaven on the battlefield. Befitting one of the greatest Packmasters of all time he can heal and buff monsters on the fly with his many abilities and can even summon a unit or two of Rat Ogres on the field to RIP AND TEAR as he pleases. His stats and his Creature-Killer also make him a nightmare to deal with for Monster- and Cavalry-heavy factions because the Weapon applies a Bonus vs. large buff on all allied units around him. If your enemy is Bretonnia or the High Elves, you pick Throt.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Lords=== &lt;br /&gt;
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*&#039;&#039;&#039;Warlord&#039;&#039;&#039;: Your generic frontline melee Lord. Sufficiently armoured, but not very tanky, he struggles a lot against most enemy lords and even some heroes. What makes him a little worthwhile (but not much) is the Bonecrusher mount, effectively making him monstrous cavalry. &lt;br /&gt;
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*&#039;&#039;&#039;[[Grey Seer]]&#039;&#039;&#039;: Your caster Lord, in almost any case preferable to Warlords. Can choose between Lore of Plague and Lore of Ruin. Most notably is that, regardless of your Lore choice, Grey Seers have exclusive access to The Dreaded Thirteenth Spell that summons Stormvermin for additional crowd control and staying power as well having exclusive access to the Screaming Bell mount, which is just awesome in general. CA even added loud bell sounds whenever you cast a spell or use the special ability that comes with it, a short melee buff for all units on the entire map. &lt;br /&gt;
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*&#039;&#039;&#039;Warlock Master (DLC)&#039;&#039;&#039;: A pimped up Warlock Engineer, he provides less utility than the hero, but makes for it by being really good in combat and having much easier access to spellcasting (but let&#039;s face it, if you pick a Warlock Engineer for spellcasting, you&#039;re doing it wrong). Can be put on a Doomflayer or a DOOMWHEEL for extra Dakka. A very good hybrid lord, he can basically do anything. Don&#039;t expect him to last long against enemy Lords, though.&lt;br /&gt;
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*&#039;&#039;&#039;Master Assassin (DLC)&#039;&#039;&#039;: A step up from the generic Assassin hero who found some extra time to command an army of his own. A much preferable frontline melee Lord that can actually maybe kill the opposing lord and put the hurt on their heroes. Befitting a rat ninja he gets no mounts but somehow can lead an army of Clanrats without blowing his cover. Keep him around some Death Runners or Gutter Runners, he&#039;ll be able to keep up with them and apply his stealth tools to them.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
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*&#039;&#039;&#039;[[Plague Priest]]&#039;&#039;&#039;: Arguably one of the best heroes in the entire game. He is your primary sorcerer that has access to the Lore of, you guessed it, Plague. Plague Priests make pure ranged doomstacks of Ratling Guns, Plagueclaw Catapults and Warplock Jezzails work. Formidable fighters when put on a Plague Furnace, their speciality is summoning a crapton of Clanrats (and Plague Monks) to your side and having access to the best AoE damage spell in the Skaven arsenal.&lt;br /&gt;
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*&#039;&#039;&#039;Warlock Engineer&#039;&#039;&#039;: You&#039;re starting to see a trend here, in that your Lords are mostly mediocre but your heroes pretty damn good. You don&#039;t get a Warlock Engineer for their spellcasting (though a warp lighting here and there doesn&#039;t hurt) but for their other yellow skilltree that transforms your already great ranged weapons into unholy monstrosities of death. Ballistics Calibration makes your artillery laser-accurate and it buffs the range and missile strengths of your weapons teams (i.e. units you would use anyway at any time once they are available). His bonuses [[awesome|&#039;&#039;&#039;do fucking stack&#039;&#039;&#039;]] (seriously, a Warlock Engineer +2 Ratling Gunner Doomstack is some of the most hilariously overpowered shit in this game), but one alone is goddamn powerful and in a pinch, you can even comfortably use him to stall enemy cavalry. He is that good.&lt;br /&gt;
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*&#039;&#039;&#039;Assassin&#039;&#039;&#039;: Your go-to choice for getting rid of enemy agents on your turf or hanging around your armies doing things you&#039;d rather like them not to be doing. On the battlefield they have an excellent array of stealth items and abilities that support getting in nice and close and wrecking generic lords as well as other heroes before vanishing without a trace. Excellent base melee attack means they will get their targets most of the time, try not to let him get surrounded because his defence is sucky. But just in case you need to get him out of there in a hurry, you&#039;ve also got...&lt;br /&gt;
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*&#039;&#039;&#039;Eshin Sorcerer (DLC)&#039;&#039;&#039;: Comes with the Shadow and the Blade DLC alongside his big daddy Deathmaster Snikch. Said DLC introduces the Lore of Stealth exclusively to the Skaven, which in turn is wielded exclusively by the Eshin Sorcerer. The Lore of Stealth is designed to supplement the weak initial siegecraft of Clan Eshin as well as enhancing their playstyle, but in many ways is almost functionally similar to the Lore of Ruin that Grey Seers have. The standout spell is Veil of Shadows which is a non-damaging stationary vortex that can unblob dense crowds and either let your Assassins or other heroes escape, or let your rat-fu infantry easy access through a defended gate.&lt;br /&gt;
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*&#039;&#039;&#039;[[Packmaster]] (DLC)&#039;&#039;&#039;: Befitting the arrival of Clan Moulder to the game, Packmasters provide sorely-needed support to the various monstrous beasts of the Skaven. They provide ongoing buffs to monsters much like how Necrotects do to Tomb Kings constructs, but also have a couple of useful Wolf Rat summons that can easily give your army some cheap flanking on demand. They can also be taken on Brood Horror mounts, allowing them to zip around the battlefield at the fastest speed known to Skavenkind. &lt;br /&gt;
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*&#039;&#039;&#039;[[Ghoritch]] (DLC)&#039;&#039;&#039;: Ghoritch is an absurd beefcake of a legendary hero. For one his big armour stats and good morale combined with his raw weapon strength make him an infantry lawmower; even Phoenix Guard don&#039;t stand a chance against him in the long run. Second is that he, being a Northman transplanted into a Rat-Ogre, also shares a lot of Norscan traits, most importantly the one that increases a fat bonus for his combat stats the longer he is tied up melee, making efficient counterplay against him difficult, because he also happens to move at Mutant Rat-Ogre speed. &lt;br /&gt;
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*&#039;&#039;&#039;Chieftain (FLC)&#039;&#039;&#039;: Budget Warlord that does a surprisingly okay job at being the anchor for your frontline and fits rather well into melee heavy armies. If the lord is killed he&#039;ll take command of the army, giving a map-wide Leadership boost. It&#039;s not enough to counter the immediate penalty of losing the lord but after that wears off it&#039;ll be enough to counter the permanent morale loss. Has Access to the Bonecrusher mount.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
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*&#039;&#039;&#039;[[Skavenslave]]s&#039;&#039;&#039;: Cowardly, flimsy, expendable, cheap. Skavensklaves form the healthy base of any early game Skaven army. You send those guys in to die, not to do damage and to keep the enemy away from your weapons teams. Skavenslaves are by far the most efficient option to do just that. Can come with Spears if you want to give them more staying power against cavalry, but they are Skaven, do you really care if they die? &lt;br /&gt;
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*&#039;&#039;&#039;[[Clanrat]]s&#039;&#039;&#039;: Just a tier above Slaves, with the same attributes, albeit a bit more costly. Basic Clanrats without shields are not worth your time, you&#039;re better off just using Skavenslaves. Clanrats with shields will be your bread and butter for the early game, just don&#039;t get attached to any one unit of them.&lt;br /&gt;
**&#039;&#039;&#039;Clan Vulkn Tailslashers (RoR)&#039;&#039;&#039;: Flaming attacks with fire resistance doesn&#039;t add much to the chaff role Clanrats are supposed to play but that do make a good companion unit with Warpfire Throwers since they&#039;ll be able to shrug off some of that friendly fire(heh) while pinning down the poor sods who are getting magical napalm&#039;d.&lt;br /&gt;
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*&#039;&#039;&#039;[[Stormvermin]]&#039;&#039;&#039;: As &amp;quot;elite&amp;quot; as melee Skaven can be. In contrary to Clanrats and Slaves, they actually have staying power (due to being armoured) and good leadership for a rat. Take them with Halberds but as with the other frontline options, don&#039;t expect them to move mountains. Your strengths are elsewhere. Fairly big unit size for an elite unit which is a mixed bag. On the one hand big target, on the other hand you can use them to bog down enemy cavalry.&lt;br /&gt;
**&#039;&#039;&#039;Council Guard (RoR)&#039;&#039;&#039;: Unbreakable halberd-wielding rats of doom that also have Guardian for protecting your Lords and Heroes on foot. Common auto-include for many of the Skaven&#039;s Legendary Lord armies.&lt;br /&gt;
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*&#039;&#039;&#039;[[Eshin Triad]]s (DLC)&#039;&#039;&#039;: Eshin ninja Stormvermin with Armor rending attacks. A very odd unit that comes with some downsides and all the same weaknesses Stormvermin has. If you don&#039;t play as Sniktch, forget about them. Their most mind-boggling weakness is their extremely low model count of just 75 models even on the highest settings. As if that wasn&#039;t enough, they are subpar at best even against most other factions early game infantry and lack the abilities and speed to make sneaky hit-and-run tactics you can do with Gutter Runners or Death Runners feasible. All of this wouldn&#039;t be as bad if they had 160 models, but alas, they don&#039;t. &lt;br /&gt;
**&#039;&#039;&#039;Iksha&#039;s Triads (RoR)&#039;&#039;&#039;: Improved Triads unit that gains the special ability &#039;&#039;Doppelgang&#039;&#039;, which will spawn a fake copy unit of itself that deals no damage and can be moved around freely. Great for feinting and luring guarding units away from your intended target. Of dubious usefulness against the AI that sees through this deception. &lt;br /&gt;
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*&#039;&#039;&#039;[[Death Runner]]s&#039;&#039;&#039;: Whoo boy, those guys are really interesting. Probably the highest damage output a Skaven melee unit has, at the cost of a relatively low unit count and being overall very flimsy. That said, they can easily outclass even some elite units and are outright devastating against chaff. Their quick movement speed tends to push them towards a cavalry role, where they are best used. &lt;br /&gt;
**&#039;&#039;&#039;Visktrin&#039;s Death Squad (RoR)&#039;&#039;&#039;: Faster, tougher Death Runners with their Duck &amp;amp; Weave passive ability, granting them some Missile Resist to boot too.&lt;br /&gt;
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*&#039;&#039;&#039;[[Plague Monk]]s&#039;&#039;&#039;: They trade armour for raw damage, but unlike Death Runners, can actually take a beating due to a high model count. Still, they cave easily against missile and skirmisher troops, so be prepared to have an answer to that. Their high cost both in recruitment as well as upkeep won&#039;t justify their use as mainline infantry, even though their morale holds up pretty well and they come with Frenzy. &lt;br /&gt;
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*&#039;&#039;&#039;[[Plague Monk Censer Bearer]]s&#039;&#039;&#039;: Same weaknesses as Plague Monks, but come with Great Weapons and magical attacks. Great for stalling enemy elite units, but need to be kept save from enemy missiles. Their attacks also inflict a leadership penalty on the enemy, which make them a good flanking unit to quickly cause routs.&lt;br /&gt;
**&#039;&#039;&#039;Brightscab&#039;s Plaguepack (RoR)&#039;&#039;&#039;: Wish your clanrats wouldn&#039;t piss themselves when some skeletons crash onto your lines? Well this RoR is for you - the Plaguepack grants Immune to Psychology to all nearby units, stopping them from terror-routing just long enough to actually get some fighting (and most probably dying) done.&lt;br /&gt;
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*&#039;&#039;&#039;[[Warp-Grinder]]s (DLC)&#039;&#039;&#039;: More of an utility unit than something you would straight up use in a fight. Their bonuses against large and AP damage have some merit, but don&#039;t rely on them to do any meaningful damage in prolonged combat. They can bring down walls and gates with ease, something to keep in mind during sieges.&lt;br /&gt;
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===Missile Troops===&lt;br /&gt;
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*&#039;&#039;&#039;Skavenslave Slingers&#039;&#039;&#039;: Best used as a suicide screen on your flanks where they can absorb charges, chase off ranged skirmishers, and huck rocks into the enemy line.  Can do a surprising amount of damage if ignored for an extended period of time.  And if your opponent orders a 500 gold unit to chase your 200 gold slingers for half the game, that&#039;s a win-win for you too, yes-yes.&lt;br /&gt;
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*&#039;&#039;&#039;Night Runners&#039;&#039;&#039;: Your fast and maneuverable skirmisher unit that also comes with Vanguard Deployment. Good at harassing the enemy backline and best used in that way. Come in Hybrid and Slingshot varieties. &lt;br /&gt;
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*&#039;&#039;&#039;Warpfire Throwers&#039;&#039;&#039;: Where the fun begins. Ridiculously high damage output, solidly armoured. Need positioning to work right, but will absolutely demolish anything that you point them at. They are surprisingly strong in melee against infantry if not deployed in a thin line because the back row can use their flamethrowers at point-blank, but not against cavalry as they&#039;ll pierce till the back row.&lt;br /&gt;
**&#039;&#039;&#039;The Doombringers (Ikit&#039;s Workshop)&#039;&#039;&#039;: Takes their interesting ability to murderkill infantry in melee with point-blank warpfire to its logical extreme; the Doombringers gain Stormvermin-levels of melee attack and defence on top of being Unbreakable. Put them in the middle of your line in sufficient ranks and watch that unit of Chaos Chosen get destroyed in short order.&lt;br /&gt;
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*&#039;&#039;&#039;Ratling Guns (DLC)&#039;&#039;&#039;: You liked Fall of the Samurai? Then you are going to love these guys. They are machine guns in a late 16th century setting. Not terribly accurate, but with a high rate of fire, slowing enemies down, good range and a whopping 18 shots per volley. Did we mention that they have 36 models on large unit size settings? These should form your main gun line and are accessible pretty early on. Ikit Claw&#039;s Workshop gives them tremendous bonuses, the first one making it essentially impossible for them to run out of ammo. &lt;br /&gt;
**&#039;&#039;&#039;Teeth-Breakers (RoR)&#039;&#039;&#039;: Concealment Bombs on Ratling Guns; for the discerning commander who likes to flank and enfilade for juicy kills.&lt;br /&gt;
**&#039;&#039;&#039;Death Dealers (Ikit&#039;s Workshop)&#039;&#039;&#039;: Increased range and ammunition, matters less in Ikit&#039;s faction with their unlimited Ratling ammunition cheese but potentially good counterplay against Sisters of Avelorn when buffed with Warlock Engineers.&lt;br /&gt;
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*&#039;&#039;&#039;Poisoned Wind Globadiers&#039;&#039;&#039;: Essentially grenadiers. They lob their toxic gas over your units heads and are pretty good at doing it. They have a lot of positives over Warpfire-throwers. They have a slightly larger range, can fire indirectly and deal armour-piercing single target damage, Ikit Claw also gives their projectiles bonus vs. large. The most important difference between them and their upgraded brethren, the Death Globe Bombardiers is that they hit single models, reducing friendly fire casualties (as if you care about that) and generally being more accurate. &lt;br /&gt;
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*&#039;&#039;&#039;Gutter Runners&#039;&#039;&#039;: A straight upgrade from Night Runners, fulfill the same niche, but also come with poisoned shots. Set themselves apart by actually being decent melee combatants, sitting comfortably between Clanrats and Stormvermin in terms of strength while being not nearly as expensive as the latter. &lt;br /&gt;
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*&#039;&#039;&#039;Death Globe Bombardiers&#039;&#039;&#039;: Straight upgrade from Poisoned Wind Globadiers, but even more deadly. Their purple balls of death deal enough damage to kill any infantry model in a single hit, deal armour piercing AND bonus vs. large damage and all of that as AREA. OF. EFFECT. DAMAGE. Used correctly, they easily rank amongst the most deadly units in the game by far and destroy big blobs of infantry with ease. One salvo is usually enough to send any unit (apart from Chaos Chosen, perhaps) into a rout. Just make sure that you set up at a good angle, as Skaven as it is to kill your own troops alongside the enemy, Death Globe Bombardiers can deal a frankly disgusting amount of friendly fire damage. A use of The Menace Below or a squad or two of Skavenslaves are decent sacrificial options if you need some meat to slow down a priority target.&lt;br /&gt;
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*&#039;&#039;&#039;Warplock Jezzails (DLC)&#039;&#039;&#039;: SNIPER RATS. Long range, excellent accuracy, low rate of fire. Best used against single entity units or enemy lords and heroes, but easily have a place in most army builds. They also have Shieldbreaker attacks and unusually good armor, allowing them to tank missile fire considerably well.&lt;br /&gt;
**&#039;&#039;&#039;Natty Buboe&#039;s Sharpshooters (RoR)&#039;&#039;&#039;: Gains Stalk and Snipe, allowing them to pick off anything they please while being completely hidden. Very strong in both campaign and multiplayer, since they actively make counterplay against them difficult.&lt;br /&gt;
**&#039;&#039;&#039;Eye-Takers (Ikit&#039;s Workshop)&#039;&#039;&#039;: Exchanges Shieldbreaker attacks for Blinding, reducing melee stats and accuracy. As if the Skaven needed more ways to cripple their enemies&#039; ranged units...&lt;br /&gt;
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*&#039;&#039;&#039;Poisoned Wind Mortars (DLC)&#039;&#039;&#039;: Poisoned Wind Globadiers, but with range. In spite of this deceptively simple premise, these guys rank among the deadliest units in the game. Sporting a range that makes High Elven archers blush with jealousy (and actually is more comparable to artillery pieces) they send a big red flag to anyone who might think it is a good idea to just turtle up and sit the bombardment out. Well that and a horrible barrage of mustard gas of course. Static frontlines will crumble in short order when confronted with Poisoned Wind Mortars and while their generally low accuracy might suggest a weakness, it actually helps you to lock an area down where enemies can&#039;t through without suffering horrendous losses in the process. In drawn out battles, it might be advisable to keep automatic firing off for them, since they don&#039;t have that much ammo and your tarpits won&#039;t last that long if they also get shelled by your own troops, even if the Horned Rat might smile over such depraved tactics. &lt;br /&gt;
**&#039;&#039;&#039;Avalanche Mortars (RoR)&#039;&#039;&#039;: [[Rape|POISON WIND CLUSTER MUNITIONS]]. &#039;&#039;&#039;The&#039;&#039;&#039; most overpowered ranged unit in the game, able to delete entire infantry regiments in a single salvo with ridiculous AoE damage that surpasses most regular artillery.&lt;br /&gt;
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===Monsters &amp;amp; Chariots===&lt;br /&gt;
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*&#039;&#039;&#039;Rat Ogres&#039;&#039;&#039;: Strikingly similar to Greenskin and Chaos Trolls in a lot of respects; they move surprisingly quickly, pack a certain punch but can&#039;t take a beating and have awful leadership. They are useful for harassing archers and other units without armour and certainly have their place in the early game unit roster but become obsolete relatively quickly. Phase them out for Doomflayers as soon as you can. ...unless you&#039;re playing Clan Moulder, that is. With Throt as your boss, Rat Ogres become some of the most terrifying and cost efficient monstrous Infantry in the game and armour smashers and that&#039;s even before we count in mutations. You can hardly go wrong with Rat Ogres as your mainline as Throt. &lt;br /&gt;
**&#039;&#039;&#039;Pit Fighters of Hell&#039;s Deep (RoR)&#039;&#039;&#039;: Gains Norsca berserker, making them a greater threat in sustained combat with the bonus of physical resistance and melee attack.&lt;br /&gt;
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*&#039;&#039;&#039;Doom-Flayers (DLC)&#039;&#039;&#039;: Your go-to choice for cavalry until the late game. Surprisingly durable and, unlike many other chariots, can withstand prolonged combat. They pack a whole bunch of that sweet AP goodness and are the bane of almost any Dwarfen unit, barring slayers. &lt;br /&gt;
**&#039;&#039;&#039;Dwarf-Thing Menace (RoR)&#039;&#039;&#039;: As if the Doom-Flayer couldn&#039;t get anymore disgusting, this RoR variant adds Armor-Sundering to their attacks on top of their already-high Armor Piercing so you can rip up those high armor mobs with reckless abandon.&lt;br /&gt;
**&#039;&#039;&#039;Blackhole Flayers (Ikit&#039;s Workshop)&#039;&#039;&#039;: Causes Fear and Brass Orb results in a Doom-Flayer squad that will in all probability rout everything it touches.&lt;br /&gt;
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*&#039;&#039;&#039;DOOMWHEEL&#039;&#039;&#039;: The DOOMWHEEL is pure Skaven awesomeness. While being a little on the frail side, it moves quickly and can absolutely terrorize the enemy backline if it gets the chance. Warlock Masters and Ikit Claw can also use a DOOMWHEEL as mounts, keep that in mind. &lt;br /&gt;
**&#039;&#039;&#039;Wheelz of Dooom (RoR)&#039;&#039;&#039;: A DOOMWHEEL with extra shots per volley, allowing it to shred enemy infantry even more effectively.&lt;br /&gt;
**&#039;&#039;&#039;Warpfire&#039;s Wheel (Ikit&#039;s Workshop)&#039;&#039;&#039;: Regeneration on a DOOMWHEEL ironically makes this spinning piece of Skaven awesome a better DISTRACTION CARNIFEX than the meaty mutant you&#039;re supposed to use.&lt;br /&gt;
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*&#039;&#039;&#039;Hell Pit Abomination&#039;&#039;&#039;: Your big fat DISTRACTION CARNIFEX. It takes a whopping buttload of damage despite having little to no armour and melee defence, but has decent regeneration and causes fear. One Abomination alone can easily tie up multiple enemy regiments in prolonged melee combat while your Ratling Guns and Globadiers do the actual work. And even if it dies, it explodes into more Skavenslaves that tie up the enemy. Have fun. What? You want more? Fine. Throt&#039;s inherent bonuses on everything that is a Clan Moulder creature make them surprisingly viable as an offensive unit, and if you start to throw mutations in, Abominations become walking engines of destruction. Vampiric regenration plus undeath and additional melee attack? Oh yes, please.&lt;br /&gt;
**&#039;&#039;&#039;The Thing Thing (RoR)&#039;&#039;&#039;: A big upgrade to the Abomination&#039;s monster-killing capacity, with the temporary boost of the Fluid Injection, can put serious damage on most big things.&lt;br /&gt;
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*&#039;&#039;&#039;Wolf Rats (DLC)&#039;&#039;&#039;: The skaven get their very own Wolf Unit for giving archers hell. Much better in a lot of ways than their equivalents of the Chaotic and Vampiric variety and come in two Versions: Poison and Regular. Poison Wolf Rats are premium infantry munchers with a surprising amount of weapon strength and poison; they&#039;re usually your unit of choice when dealing with most backline units except armored ones - that&#039;s where the regular variant comes in. With magic &#039;&#039;and&#039;&#039; AP attacks at the expense of pure weapon damage, armour gives them little trouble, however you should keep in mind that their lower weapon strength might contribute to them being tied up in melee for way longer than they (and by extension, you) like. As hinted before, the Poisoned variant is much more desirable and actually much more effective at their jobs. &lt;br /&gt;
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*&#039;&#039;&#039;Mutant Rat Ogre (DLC)&#039;&#039;&#039;: Think of him like a mini-Ghoritch. He&#039;s absurdly quick on his feet, and dishes out the pain HARD. His animations frequently break any units formation that have him surrounded, and to top it all off, his health pool isn&#039;t too shabby either. If you&#039;re playing as Clan Moulder, Mutant Rat Ogres work the offensive counterpart to more defensive Rat Ogres; they take the beating and the Mutant charges in to dish out damage. He&#039;s also surprisingly viable as a counter to single entity heroes and lords, something Skaven have struggled with before The Twisted and the Twilight dropped. &lt;br /&gt;
**&#039;&#039;&#039;Morskittar&#039;s Hellion (RoR)&#039;&#039;&#039;: Calls down Warp Lightning to bombard the enemy, letting it chew through enemy lines with greater ease, while also increasing the cooldowns of the abilities of the enemies it hits, making it effective against infantry and lords/heroes alike.&lt;br /&gt;
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*&#039;&#039;&#039;Brood Horror (DLC)&#039;&#039;&#039;: Moulder&#039;s high speed heavy hitter. Brood horrors are quick, cause terror and have a ton of AP damage. They are rather squishy and don&#039;t have great morale, so they should have a Master Moulder on hand for support, but used effectively they can be a rather effective Lord-buster. Use them like they&#039;re a single-entity shock cavalry: charge in, stick around for about 15 seconds tearing people&#039;s heads off, then move on before they can muster any real response.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
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*&#039;&#039;&#039;Plagueclaw Catapults&#039;&#039;&#039;: The more inaccurate, but more potentially damaging artillery piece. It lobs packs of toxic sludge over great distances. The one great strength that both Skaven artillery pieces have over enemy artillery is that their crews are surprisingly large, giving them a bit more staying power against direct charges by cavalry and melee infantry. Plagueclaws are best used against the more infantry-centric factions, as their greater AoE capabilities help a lot with thinning out hordes and enemy archers. Their projectiles also cause an extra leadership penalty to units they hit on top of the normal penalty for being damaged by artillery, causing many enemies to flee before they even get close.&lt;br /&gt;
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*&#039;&#039;&#039;Warp Lightning Cannon&#039;&#039;&#039;: Basically a great cannon with a lot more ZZZAP and much less of a hassle to micromanage. It fires directly, but isn&#039;t bound to a high position to do meaningful damage and believe me, it will do damage. Three regiments of these things will obliterate all but the biggest of monsters in short succession and still retain a lot of firepower against hordes, especially when the enemy is all clumped up in one space.&lt;br /&gt;
**&#039;&#039;&#039;Ikit&#039;s Zzzzap-Zzzzap!&#039;&#039;&#039;: Though &#039;&#039;Zzzzap!&#039;&#039; is not a particularly useful debuff unless you really hate all those mages on monstrous mounts, you&#039;ll almost certainly want this Warp Lightning Cannon variant for its absurdly high missile damage.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies/General Battle Strategies===&lt;br /&gt;
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Skaven were for a time one of the most difficult factions to play in MP before their first and then third DLC, but with the full suite of their Weapon Teams and monsters now available they&#039;re a force to be reckoned with and have many answers to many of the other factions. While you will never win a stand-up infantry fight against anyone that&#039;s not what wins you games - it&#039;s your ability to turn every battlefield into a twisted version of Omaha Beach, and you&#039;re the rats manning the machine guns.&lt;br /&gt;
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*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;: Unusually, the Beastmen have similar leadership problems as you do but they make up for it by having a lot scarier monsters than you do, as well as having the ability to summon them into the middle of your gunline. Fortunately for you that means you have the range and damage to easily break their problem units before they can reach you, and you will NEED to fuck their leadership up before your lines clash because again, their base infantry will fuck your up handily. They also have some very annoying skirmish units that will require some attention but luckily you have both similar and superior units to counter that. &lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: Bretonnia are fucking fast with their many cavalry options and even their piss infantry will beat your frontline with sufficient time. They will almost certainly flank you hard so it&#039;s important to stock up on Skavenslave Spears and wolfrats to tarpit those precious Knights while you cut them up with your artillery and Ratling Guns. The two-punch combo of Ratling Guns and Warplock Jezzails works magnificently here, the Jezzails able to thin down their numbers before the charge and the Ratling Guns will mow them down when they get in range. Throw some Warp Lightning Cannons in for extra shredded cheese. In the case of that odd infantry build with Foot Squires and Pilgrims, bring your best tarpits (Clanrats with Shields will do just fine) and go to town on them with Globadiers, Warpfire Throwers, and Poison Wind Mortars.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Ungodly amounts of armor, infantry that walk right over yours like they&#039;re made of nothing, and monsters that deal ridiculous damage. Sounds like a massive pain, right? Not! Remember that you are the Skaven - to fight at range is the most desirable way of fighting and you have some of the best projectile weapons in the game, and on top of that they have some of the best Armour-Piercing capability in the game which means those slow-ass metal hunks they call Chosen will eat warpstone-lead and poison gas like it&#039;s the Battle of the Somme redux. You can kite really well against WoC and believe me you want to be kiting lots against Chaos. &lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: The Dark Elves represent a faster, killier version of the High Elves and for the Skaven, that&#039;s worse news. Lucky for you their durability is much less which means that even your stompy rats like Rat Ogres and Abominations can get some solid work done against their infantry setups. Just watch out for their Shades with Great Weapons and Darkshards who like most archer infantry will rip up your rats if they&#039;re even slightly out of position, and the big bad monsters like War Hydras that will inevitably make a beeline for the centre of your line. Blow holes in them with Warp Lightning Cannons as usual.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: Your arch-nemesis in the mountains has just as good artillery as you do and they can trade really well with your foot ranged because they have better armor and leadership than you do. Don&#039;t let them chew up your heavy hitters for too long! Your upside is that a hell of a lot of your roster has great AP and will easily mulch through their lines with proper tarpitting. Flank them hard, abuse your ridiculous magic and don&#039;t be afraid to send the occasional Doomflayer or Rat Ogre mob in to put more pressure on their Longbeards. Be wary of Miners with blasting charges and Firedrakes, they can easily interrupt your flank play or the advance of your tarpits with their ungodly amounts of fire damage.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039;: The Empire can field a lot of different builds against you so you can never know what exactly they&#039;ll throw at you, but their artillery like Hellstorm Rocket Batteries and Mortars will mess up your day if they get the chance to fire. Spread your troops out, bring in some infiltrators or with Vanguard Deployment or Rat Wolves and keep an eye on their fast movers, shut them down with Ratling Guns if they come too close. You can very easily back-flank the Empire with proper micro, and a good Assassin or two with Runner support in the rear can really fuck up their game plan.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;: While orcs and monsters may seem like the scariest threats, you really need to keep your eyes peeled for goblins. You have the firepower to turn a mob of orcs into swiss cheese before they can haul their asses into melee, but wolf and spider riders can hit you unexpectedly fast and hard. You should also remember that greenskins can fill there WAAAGH! meter from any melee combat, so throwing skavenslaves at them can actually benefit them in the long run. Not that you should avoid throwing chaff at the enemy entirely, but its better to withdraw from combat if at all possible.&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Not an impossible matchup, but it largely depends on what the Elves field in their army. Your big advantage here are your numbers and the liberty of being able to just choose targets. Therefore, fight as any proper Skaven should do: Dirty! Use Howling Warpgale against those dragons, pin the Elven Cavalry down with Ratling Guns and decimate their Spearmen with Globadiers or Mortars. If you know how to make use of Tarpits, this will be going well. &lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: Lizardmen are the bane of your existence. They are easily able to bring everything to the table you don&#039;t like: Scary monsters, flying units, &#039;&#039;lots&#039;&#039; of powerful AoE magic, and decent cavalry. Saurus Warriors easily chomp through your Slaves and Stormvermin and their abundance of giant fuck-off dinosaurs makes sure that your already subpar frontline has a hard time. A match against Lizardmen often means rapid redeployment and singling out key targets. If the opponent is bringing Skink Priests or a Slann, make sure that your front line is sufficiently spaced out to minimize their vortex spells. One key advantage you have over Lizardmen is your great arsenal of ranged firepower; make use of your range and your numbers to keep the big things busy. Warplock Jezzails are invaluable, as well as Warp Lightning Cannons. &lt;br /&gt;
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*&#039;&#039;&#039;Norsca&#039;&#039;&#039;: Similar ordeal to Lizardmen, however their cavalry option mostly either suck or are vulnerable to tarpitting. Their monsters are scary but mostly unarmoured and their infantry will thrash yours with very little trouble. Don&#039;t even think about bringing Moulder beasts to this matchup, Norsca has no shortage of Anti-Large Options and their monsters are much more powerful than yours. However, at long range, you have a strong advantage. Kite their infantry, keep their monsters busy and snipe them with Jezzails or Warp Lighting Cannons. Ratlings have no trouble tearing through Marauder hordes. The best way to win this matchup is to keep the scary things away from your gunline. &lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;: Oh boy, this is not great for you. Slaanesh&#039;s monsters, chariots, and cavalry all clock in at around 100 speed, including their lords. Their infantry is a about half that, close to Deathrunner speed. They will close the distance with you blisteringly fast. Once up close they are going to have a lot of leadership debuffs and armor piercing. Your infantry won&#039;t hold against them and the armor on your weapon teams means both jack and shit. If you bring any kind of ranged units you had better protect them very well. Assume your back line is going to get swamped. This might be a good battle to bring in the Moulder monsters. Slaanesh&#039;s AP means nothing to their lack of armor and with Throt and a Packmaster around you can keep their leadership a bit more stable. Some Eshin skirmishers might be helpful too but only as a distraction -- Slaanesh will easily run them down.&lt;br /&gt;
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*&#039;&#039;&#039;Skaven&#039;&#039;&#039;: Skaven excel at disruption and that also applies to other skaven.  Bringing artillery and weapon teams is very risky, they&#039;re not going to accomplish much if the crews are getting pelted to death by gutter runner slingers or blended by doomflayers.  Consider leaving the big guns at home and beefing up your infantry/monster game instead. &lt;br /&gt;
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*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;: Watch out, Tomb Kings can move unexpectedly fast with a lot of chariots and monsters, and will hit your front lines a lot faster than you would like. The monsters are the biggest threat, and you can focus them down pretty quickly, but any TK player with half a brain will bring a Necrotech to patch up any injuries their constructs may have, so make sure you finish each monster before moving on to the next. And keep an eye out for their catapults, they cause even more moral damage than normal artillery and can quickly shatter the enemy rats.&lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;: Free fodder for your Ratlings. No really. You have the best ranged arsenal in the game at your disposal, it has better range than anything on foot the Vampire Coast fields and the Vampirates are also very slow. While many of their units cause fear and terror, if any unit reaches your frontline, you&#039;re playing Skaven very, very wrong. Get Ratling Guns, some Warplock Jezzails against the big stuff. Clanrats should do well enough against their frontline barring Depth Guard. Keep an eye out for Mornguls; they have stalk, vanguard deployment, and move surprisingly fast for creatures with no legs. And if they do manage to hit your lines they have enough regeneration and anti-infantry damage to rip straight through your chaff and devour the big guns you were protecting.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: The mobility of the Counts makes large gunlines and artillery a dangerous proposition, since Vargheists and Terrorgheists care very little about what may be going on on the ground and you can cast Howling Warpgale only so often. Luckily for you, the Twisted and Twilight happened and brought with it a scary arsenal of mutated horrors that match those of the Vampires. This is one of the few matchups where Stormvermin and Plague Monks can truly shine, as the Vampires Skeleton Hordes and Zombies stand no chance against them and Halberds have little trouble to come out on top against Black Knights, Blood Knights, and the like. Stormvermins better morale also helps out against the fear every unit of the Counts cause. The occasional Chieftain and/or Mutant Rat Ogre helps a lot of with the Vampire Lords themselves, especially when the Chieftain sits on a Bonecrusher. You might also want to bring a Warlock Master for magic damage against Mortis Engines and/or Hexwraiths. &lt;br /&gt;
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*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;: Wood Elves are... complicated for you to deal with. In a straight ranged duel, you have the advantage; though they have very powerful and flexible archers, they lack any and all artillery to contest yours. Warplightning Cannons are great for sniping the giant, slow-moving Treemen and the Plagueclaw Catapults will chunk any of their infantry quite quickly. A combination of Ratling Gunners and Warplock Jezzails will deal terrible damage to a significant majority of their infantry as they get in range, though once they get &#039;&#039;too&#039;&#039; close you will start to have problems. As a glass-cannon faction, Wood Elves melee infantry can butcher vast swathes of your infantry at record speeds and are fast enough that kiting them will prove difficult even in ideal terrain. Death Runners and wolfrats are your best melee infantry unit against the unarmored elves, though they&#039;ll evaporate against War Dancers and Wildwood Rangers. Units like your Rat Ogres, Hellpit Abominations and Doom-Flayer will kill virtually any elf-thing you point them at, but the abundance of spear units in their front line will still deal not insignificant damage to them in the process. Beware their eagles and cavalry; they&#039;re extremely fast and can effortlessly flank your units to get at your vulnerable ranged back line. Keep a few units of Stormvermin in reserve to block these charges.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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===General Advice===&lt;br /&gt;
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*&#039;&#039;&#039;Keep an eye on your food level:&#039;&#039;&#039; If you&#039;re lacking food, raid your neighbours and fight as many battles as you can... without losing. Don&#039;t overuse Menace Below or taking a settlement at a higher level. The latter in particular eats a LOT of food, and the debuffs from being at low food levels (and the lack of buffs from being at high levels) may well cancel out the benefits of starting a settlement at a higher level, plus you may not even have the money to fill all the building slots you unlocked early. Skaven generally grow very fast anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Secure nonaggression pacts where you can:&#039;&#039;&#039; Skaven have an incredibly weak early game (ME Skryre arguably excepted), with Eshin especially lacking effective access to a lot of powerful units until you can get your clan reputations up. If you have potential opponents on multiple fronts, play the rat game: secure a nonaggression pact with one, take over the other, then stab the first in the back later. Otherwise, YOU may be the one getting stabbed in the back while you&#039;re busy cleaning up one of them.&lt;br /&gt;
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*&#039;&#039;&#039;Play dirty:&#039;&#039;&#039; Abuse ambushes (Ancient Cunning in the blue skill tree is amazing and you should get it for every lord), manipulate other factions with diplomatic treaties that you break when it&#039;s convenient for you, troll enemy armies that can&#039;t use the Underway by tunneling across a mountain range... in general, don&#039;t play fair, or you&#039;re not a real rat. Everyone hates you anyway, so it&#039;s only fair you hate them right back.&lt;br /&gt;
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===Campaign Specific Advice===&lt;br /&gt;
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===Mors===&lt;br /&gt;
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*&#039;&#039;&#039;Befriend Numas:&#039;&#039;&#039; This Tomb King faction is directly to the west of your starting location in ME, and they usually won&#039;t get wiped out for quite some time to come - so becoming friends with them means you will have one less flank to worry about for a while at least. Plus, as Tomb King opinion of you &#039;&#039;increases&#039;&#039; instead of decreasing as your empire level goes up, they&#039;ll be all too happy to trade and help out your weak early economy once you start taking a few settlements. An alliance might not be the best idea though, as Daddy Settra may shoot you dirty looks over it (assuming he doesn&#039;t get wiped early).&lt;br /&gt;
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*&#039;&#039;&#039;Secure the mountain range:&#039;&#039;&#039; Push south afterwards and take the mountains from the greenskins and dawi holding it. With Thorek having been added recently, this became a bit harder, but also more rewarding, as his defeat trait gives the defeating lord more AP damage for &#039;&#039;&#039;his entire army&#039;&#039;&#039;, which makes subsequent battles with the stunties MUCH easier.&lt;br /&gt;
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*&#039;&#039;&#039;Clanrats are your friend:&#039;&#039;&#039; Don&#039;t underestimate these little buggers. Unless you&#039;re playing on higher difficulties, filling an entire army with Clanrats with 2-3 Chieftains backing them up is a surprisingly viable tactic, and Queek can buff them quite heavily - and with your Clanstone, you get lots of extra AP damage to get through dawi armour. Make sure to take the red lord skill that buffs them if you go for this, as well as rushing the upgrades in the top left of the tech tree.&lt;br /&gt;
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===Pestilens===&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t forget about plagues:&#039;&#039;&#039; With other rat factions, plagues are more of an unfunny gimmick as they can backfire on you quite heavily, but this is not a worry with Pestilens as they are even &#039;&#039;buffed&#039;&#039; by catching plagues. And this is almost a necessity against the lizards you fight in early game, as it will be very difficult to grind through Saurus otherwise until you get weapon teams. Plan out your offensives alongside plagues if you can.&lt;br /&gt;
*&#039;&#039;&#039;Take it slow:&#039;&#039;&#039; You are surrounded by enemy&#039;s on all fronts. Itza is ready to come knocking at any moment, Techlis may decide he needs some rat slippers, and that is just the tip of it. Be ready to be attacked by anything, and everyone at any point.&lt;br /&gt;
*&#039;&#039;&#039;Undercites are extra useful&#039;&#039;&#039;* Besides the general uses, Clan Pestilens as a unique undercity building that spreads an endless plague so as long as the undercity remains undiscovered. This can allow you to easily screw over entire provinces and buff your own. Using this on the city of Itza can make life much easier.&lt;br /&gt;
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===Skryre===&lt;br /&gt;
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*&#039;&#039;&#039;Just do it:&#039;&#039;&#039; In Mortal Empires at least, this is one of the easiest starts in the game. Skavenblight has a capital-tier garrison on its own, on top of costing a lot of movement to reach and causing attrition to most of your enemies. Just expand in whatever direction you please, honestly - going west and north into Estalia and then Bretonnia is the most common move, but you may need to deal with Khazrak on the way. Going east and taking Tilea may also be worth it as it&#039;s a very profitable province - just be wary as you may need to fight Belegar and the asrai if you do.&lt;br /&gt;
*&#039;&#039;&#039;Unite with important clans:&#039;&#039;&#039; Ikit&#039;s starting position, in Mortal Empires at least, is very convenient in the sense that it shouldn&#039;t take too long to reach other major clans to establish alliances(and confederations later). This can be achieved rather easily by hiring assassins and sending them out to whichever clan you need. Be warned tho, due to starting positions on the map, clan Pestilence and Riktus end up being destroyed around 15-20 rounds into the game. Sending the warlock engineer, that you get at the start, to seek out one of those clans (Preferably Pestilence) to establish relations early and bribing them into confederation can serve you well in the long run. Clan Moulder is a bit on the opposite, in terms of confederation timing. Due to some unfixed bug, if you confederate their faction &#039;&#039;&#039;before&#039;&#039;&#039; Throt reaches rank 5 and completes his &amp;quot;Whip of Domination&amp;quot; quest, completing this quest as only other faction will result in Ghoritch spawing as a member of the clan you&#039;ve already confederated, without the ability to take him in. &lt;br /&gt;
*&#039;&#039;&#039;The more engineers the better:&#039;&#039;&#039; bonuses provided to your weapon squads by warlock engineers &#039;&#039;&#039;stack&#039;&#039;&#039;! Don&#039;t hesitate to hire several for an army, if you aim on using more than a few weapon teams. One of the best formations for Ikit due to his discounts is 1/4 engineers, 2/4 weapon teams and 1/4 meat shield. [https://www.youtube.com/watch?v=d7WnhDvGh-Y While one can go as far as filling their entire squad with engineers], you&#039;re very likely to end up in a battle you simply can&#039;t win.&lt;br /&gt;
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===Rictus===&lt;br /&gt;
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*&#039;&#039;&#039;Everyone hates you:&#039;&#039;&#039; To an even greater degree than other rat campaigns. In addition, your starting settlement is nowhere near as defensible, and you have Malekith/Hellebron in the north as well as Alith Anar and the Sisters of Twilight expanding from the south. The rule about nonaggression pacts applies double here - secure whatever flank you can, then expand in whatever direction you&#039;re left with. Yes, you get a Public Order boost for breaking treaties, but this is a stupid gimmick that does nothing but bait you into unfavourable situations.&lt;br /&gt;
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===Eshin===&lt;br /&gt;
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*&#039;&#039;&#039;Skirmish tactics out the ass:&#039;&#039;&#039; Night Runners and Gutter Runners. ALL of the Gutter Runners. You start out surrounded by two factions (Imrik and Malus) that will absolutely trounce you in melee, so you might as well not bother having a frontline at all. However, the only thing they have that can catch your infantry is cavalry or monsters - if that happens, just let them eat whatever regiment they focus on while you keep skirmishing with the others. Remember, rats are expendable.&lt;br /&gt;
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*&#039;&#039;&#039;Do clan missions whenever they are available:&#039;&#039;&#039; Getting your reputations up is absolutely critical, as not only does this make it much easier to confederate, but it also gives you powerful campaign map bonuses (like each of your armies producing food for maxing Pestilens reputation), but they are &#039;&#039;always&#039;&#039; a net reputation gain unless the reputation you&#039;d gain is maxed out already. You can recruit 1-2 Master Assassin lords and then disband them right after recruitment - they can be used to perform clan missions, but they don&#039;t need to be on the map to do so, and while they are in the pool and not on the map, they don&#039;t even cost you anything.&lt;br /&gt;
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===Moulder===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Packamsters are essential:&#039;&#039;&#039; Having a packmaster in an army that has moulder units is a good addition, but for a factions that specializes in them, packmaster is a must have. While, by themselves, they are a comparatively weak unit with bonuses against anti-large, the skills they can accumulate with experience make them worth while. Right out of the gate, their passive perk &amp;quot;Running with the Pack&amp;quot; provides small regeneration up for to 3 moulder units, that are currently fighting. Around 5 levels in, they can unlock “Tide of Death” and “Tide of Pox” skills, which gives them an ability to summon a pack of wolf rats with AP and a pack of poison wolf rats once per battle. Both skills can be leveled up again to gain another stack for each. Somewhere around level 13, they can unlock skills to decrease upkeep and increase replenishment rate for moulder units. At level 16 they get a brood horror mount, which makes them a great combatant, due to passive regeneration, speed and health pool provided by said mount. Last, but not least, with enough points invested in their combat skill tree, they can unlock &amp;quot;Shock Collar&amp;quot; ability which gives a +24 Melee attack and a +16 Leadership boost as well as &amp;quot;Immune to psychology&amp;quot; perk for a limited time to any moulder unit including themselves (provided they have a brood horror mount)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Purchase mutagen upgrades early:&#039;&#039;&#039; There are several mutagen upgrades in the moulder lab, that give you several random mutations of the specific tier. A nice upgrade indeed, but to make use of it, one must have those preferred mutations unlocked by applying them to any squad/monster at least once. Don&#039;t hesitate to mutate your favorite monsters in early game, since mutagen accumulates rather quickly with frequent battles. In addition to that, a special upgrade can be purchased, that applies mutations to any skavenslaves squad purchased with a drawback of being unable to recycle them if they come out faulty.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t hoard mutagen:&#039;&#039;&#039; Unlike warp fuel from Ikit campaign, mutagen is generated at a somewhat stable rate. However, one cannot stock up more than a 100 points of it. Otherwise, anything beyond that cap will start deteriorate, if left unused. While the storage capacity can be doubled with an upgrade, it won&#039;t be available until somewhere mid game.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Lizardmen&amp;diff=505057</id>
		<title>Total War Warhammer/Tactics/Lizardmen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Lizardmen&amp;diff=505057"/>
		<updated>2022-01-29T00:05:02Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Faction Counterplay */&lt;/p&gt;
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&lt;div&gt;This is the tactics page for the [[Total War: Warhammer]] version of the Lizardmen.&lt;br /&gt;
&lt;br /&gt;
==Why play Lizardmen==&lt;br /&gt;
*You love the parts of Jurassic Park where the dinosaurs eat everyone.&lt;br /&gt;
*They&#039;re [[awesome|aztec dinosaurs riding dinosaurs]] into battle. Some of those dinosaurs also have magical lasers strapped to them.&lt;br /&gt;
*You want to be a master of the arcane, but you don&#039;t want to wear [[High Elves|foppish headgear]] or have a racial lifespan only in the [[The Empire (Warhammer Fantasy)|double digits]].&lt;br /&gt;
*You&#039;ll have a nearly fearless army that&#039;s more likely to fight to the death before they turn tail and run.&lt;br /&gt;
*[https://www.youtube.com/watch?v=xMwpC70di2w Do you want to see what one of these does to your enemies?]&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;A Multitude of Monsters&#039;&#039;&#039; - The Lizardmen have the largest diversity of massive monsters in the game at their disposal. Between the various Bastilidons, Stegadons and Carnosaurs you can field, you won&#039;t be wanting for big beasties.&lt;br /&gt;
*&#039;&#039;&#039;Intimidating Presence&#039;&#039;&#039; - Unsurprisingly, the average man will struggle to keep calm and collected when facing down a stampede of hungry carnivorous dinosaurs many times his size. Virtually every monster and cavalry unit in this army inspires fear and terror in the mortal hearts of men; a few well timed Carnosaur charges can break and rout forces not outright immune to psychology. Conversely, this also renders your monsters immune to fear/terror effects as well.&lt;br /&gt;
*&#039;&#039;&#039;Resilient Frontline&#039;&#039;&#039; - Saurus Warriors, even unshielded, are among the most durable baseline infantry units in the game. Though their damage output is rather low, their good armor and leadership will ensure they&#039;ll hold the line. Most non-AP grindfests will tend to work out in your favor on virtue of that alone. Of course this isn&#039;t even mentioning how tanky higher tier units like the Temple Guard or Kroxigors are.&lt;br /&gt;
*&#039;&#039;&#039;Mastery of Magic&#039;&#039;&#039; - With the notable exception of High Elves, Lizardmen have reliable access to more schools of magic than any other race. Slann and the mighty Lord Kroak offer not only some of the most reliable casting in the game, but have consistent access to the otherwise elusive Greater Arcane Conduit skill. Your skink priests are no push overs in magical matters either and are very cost effective options for when slann [[heresy|just aren&#039;t your thing]].&lt;br /&gt;
*&#039;&#039;&#039;Flexible Artillery&#039;&#039;&#039; - Where most other factions have to slowly wheel siege engines into place and are vulnerable to attacks in melee, Lizardmen give no fucks. Due to their solar engines and bastila being strapped on the backs of mighty Bastilidons/Stegadons, they can easily reposition themselves and hold their own in melee combat. Additionally, where the actual artillery models of other races can actually be destroyed, the Bastilas and Solar Engines will remain fully intact so long as the creature bearing it remains standing.&lt;br /&gt;
*&#039;&#039;&#039;Cavalcade of Cavalry&#039;&#039;&#039; - Cold Ones, Horned Ones, Terradons and Ripperdactyls, oh my! Though not as fast or as effective as some other faction&#039;s cavalry, you have a very diverse selection of fast-moving dinosaurs that can outflank enemies and flexibly adapt to the variety of terrain you may find yourself in. Just don&#039;t expect your cav to top any particular charts when compared against any faction that specializes in them.&lt;br /&gt;
*&#039;&#039;&#039;Predatory Senses&#039;&#039;&#039; - As your army consists heavily of predatory animals that excel at sniffing out prey, your enemies will be hard pressed to remain hidden from them. Enemies that rely on stealthy abilities like Stalk are revealed to you far more quickly than others, giving you far more time to react to (in battle) ambushes than other factions.&lt;br /&gt;
*&#039;&#039;&#039;Poison Aplenty&#039;&#039;&#039; - Many of the weapons wielded by your skinks are poisonous, inhibiting the mobility/combat performance of enemies afflicted by their noxious attacks. Despite poison no longer dealing constant damage like on the tabletop, their debuffs are still useful for weakening the enemy for your frontline troops. Thank to the recent update that removes any form of poison debuffs that can apply to the player units through friendly fire, skink&#039;s poison darts are even better.&lt;br /&gt;
*&#039;&#039;&#039;DLC Aplenty&#039;&#039;&#039; - You are tied with the Skaven for the honor of having the most DLC. You also have two FLC lords on top of all this, so between a grand total of 7 legendary lords and three DLC lord packs, you are the most supported main game faction in Total War: Warhammer II.&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Old Ones&#039;&#039;&#039; - Many of your units have &amp;quot;Blessed&amp;quot; variants available in casual multiplayer matches or the campaign. Blessed units are effectively pseudo-Regiments of Renown and every single one is given a buffed health pool and, where applicable, an increased model count per unit. Additionally, many of these blessed units receive additional passive abilities or upgraded stats to further their combat potential. What&#039;s better is, unlike Regiments of Renown, you can technically have as many blessed units as you want. The only downside (admittedly a big one) is that in order to acquire blessed units in the campaign, you must complete randomly generated quests that issue a set quantity of a random blessed unit upon completion. If you want an army of blessed carnosaurs, you&#039;re going to have to earn it. This is a complete non-issue in causal multiplayer matches, where blessed units are freely available for a very minor upcharge in cost compared to regular variants. Blessed units are unavailable in competitive games.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039; - A majority of the Lizardmen list, namely Saurus infantry, take their sweet time to cross the field. Though there are exceptions to this, such as the various cavalry and skink units available to you, this particular weakness is exacerbated by...&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable to Range&#039;&#039;&#039; - ...their dearth of viable missile units. The only ranged infantry available to you are Skinks; particularly squishy infantry that, though nimble, have pitiful range and DPS against anything shielded and/or armored. Your more potent offensive options, namely Salamanders or Stegadons/Bastilodons, cannot fire while moving and are rather easy to tie down in melee. Defensively, though your Saurus are quite tanky and often come with shields, they are very vulnerable to being kited by ranged cavalry/infantry due to their rather slow movement speed. Additionally, all your units save for Gor-Rok are stuck with Bronze Shields (35% block chance), meaning that even when they&#039;re in a position to use them, you&#039;ll still be soaking a significant portion of the incoming shots all the same. The same can also be said about most of your monsters, with some minor exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Sub-par Air-Force&#039;&#039;&#039; - Though you have flying cavalry, a luxury many other factions lack, they&#039;re among the weakest/slowest of them. Terradons and Ripperdactyls aren&#039;t &#039;&#039;bad&#039;&#039;, per se, but they will lose if faced with the flying cavalry/monsters from the likes of Bretonnia or High/Wood Elves.&lt;br /&gt;
*&#039;&#039;&#039;Expensive Roster&#039;&#039;&#039; - As you can imagine, breeding and training massive dinosaurs and mounting arcane instruments of war onto them isn&#039;t cheap. All of your high tier units can get crazy expensive both in initial cost and upkeep. Even the bog standard Saurus Warriors come at a premium compared to some other factions options, though this is only particularly notable in competitive multiplayer.&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039; - A majority of the Lizardmen list is prone to going berserk and rampaging towards their deaths if they take too much damage too quickly. Though the Lord/Hero Cold-Blooded ability can help keep this in check, it is in limited supply. That said, though rampaging units will end up dying more often than not, the silver lining is that these rampaging units can still tie up enemy units until the bitter end, which can buy the rest of your army some time.&lt;br /&gt;
*&#039;&#039;&#039;Bland Campaign&#039;&#039;&#039; - Aside Oxyotl and &#039;&#039;possibly&#039;&#039; Tehenhauin, the Lizardmen have the most boring campaign mechanics of any of the game II races (including some of the game I ones). Their unique mechanic, the Geomantic Web, is a very passive and basic provincial buff that takes a lot of resources and time to properly build up to a level you&#039;ll actually notice the effects of and offer no benefit to provinces you don&#039;t &#039;&#039;completely&#039;&#039; control. Yes, losing that one minor settlement causes the provincial capital to shut off its Geomantic Pylon until you reclaim it. Additionally, without mod support, Lizardmen are among the most stubborn and oppositional to confederation.&lt;br /&gt;
*&#039;&#039;&#039;DLC Locked Content&#039;&#039;&#039; - Though a con for virtually every other faction in the game, this is a particularly notable one for Lizardmen. Many, if not most of the Lizardmen&#039;s better units are locked behind DLC lord packs. You&#039;ll need the Prophet and the Warlock for all units marked with DLC 1, the Hunter and the Beast for everything marked with DLC 2 and the Silence and the Fury for everything marked DLC 3.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
There are a couple of perks and abilities shared across a significant portion of the lizardmen unit roster, which will be mentioned here.&lt;br /&gt;
*&#039;&#039;&#039;Primal Instincts&#039;&#039;&#039; - A perk found on a majority of the lizardman roster (exempting lords/heroes and skinks), primal instincts will cause a unit with this ability to rampage out of control should their health drop too quickly or below a certain threshold. This can be a bit of a mixed blessing, as a rampaging unit will receive minor stat bonuses and continue to fight nearby opponents in situations that any other unit would turn tail and rout. The bad news is that your opponent has more control over the rampaging unit than you do; rampaging units will single-mindedly charge at the nearest enemy unit, which your opponent can take to his advantage by using faster infantry/cavalry to kite the rampaging unit while his ranged infantry/artillery finishes it off. Should the rampage end &#039;&#039;before&#039;&#039; the unit dies, they&#039;ll usually begin to rout from the field and will often be too far out of position for you to properly recover them.&lt;br /&gt;
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*&#039;&#039;&#039;Cold Blooded&#039;&#039;&#039; - A targetable ability found on most lizardmen lords and heroes, Cold Blooded helps to counter the innate weakness in the lizardmen faction; their tendency to rampage. When used, Cold Blooded will snap a single unit out of a rampage (if they are currently doing so) and will temporarily buff their leadership. This ability can be used pre/post rampage as well, as the leadership buff can potentially prevent a rampage from occurring or can help prevent a tattered unit from routing once their rampage expires. As this ability has a somewhat lengthy cooldown an is only found on lords/heroes, care should be taken on when it is used and what it is used on.&lt;br /&gt;
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*&#039;&#039;&#039;Predatory Senses&#039;&#039;&#039; - An ability found on all non-Slann/Skink units in your roster, this allows your units to detect hidden or stealthed units far sooner and from farther away than other armies (around 160 meters). This also disregards any faction/unit/terrain modifiers that enhance stealth, with the only exception being the &#039;&#039;Unspottable&#039;&#039; trait. With proper coverage, this can make ambushing or outflanking your forces extremely challenging to do discreetly.&lt;br /&gt;
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*&#039;&#039;&#039;Aquatic&#039;&#039;&#039; - An ability found on all Skink infantry, Kroxigors (though their stat card doesn&#039;t mention the trait, they still receive the Aquatic bonus) and your Salamander/Razordon hunting packs, this not only allows them to ignore the usual penalties for fighting in water-logged environments, but gives them a 20% bonus to melee attack/defense when they do so. Considering non-aquatic infantry suffers a 20% malus to those stats when slogging around in the water, this can become a rather substantial combat buff for a significant portion of your roster (keep your Saurus dry). Potentially losing matchups will suddenly swing into your favor and that&#039;s not even factoring in your abundant poisoned weaponry and robust catalog of supportive magics to widen that gap further. As amazing as all that sounds... marsh and shallow water environments are rather few and far in between. Additionally, for the maps that &#039;&#039;do&#039;&#039; have swamped areas, coercing your opponent to willingly splash around with you is a battle all its own, one you&#039;re not likely to succeed in without careful planning.&lt;br /&gt;
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*&#039;&#039;&#039;Quick Learners&#039;&#039;&#039; - Another Skink-exclusive ability, this greatly increases the rate that your Skinks gain ranks. This helps distinguish skinks against comparable chaff infantry since they&#039;ll benefit from rank-boosted stats much more quickly and, as such, makes them surprisingly effective early-mid game infantry. This perk also applies to units such as Terradon Riders due to having Skink Riders.&lt;br /&gt;
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==Lords==&lt;br /&gt;
The scaly faces of the Lizardmen. Compared to a few of the other factions in game, Lizardmen generally have solid lord choices and their legendary lords aren&#039;t an exception. They do face very heavy in-house competition, however. It&#039;s very difficult to justify taking a saurus oldblood over any flavor of slann mage-priest due to the sheer versatility the latter bring to your army, especially since you are not hurting for giant, single entity beatsticks to ram into enemy formations.&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Mazdamundi&#039;&#039;&#039; - The last second generation Slann (lore-wise), Mazdamundi uses magic primarily from the Lore of Light to act as a hybrid support/offensive caster. The two main selling points of Mazdamundi over a generic Slann Mage-Priest are his stegadon mount Zlaaq and his signature spell &#039;&#039;Ruination of Cities&#039;&#039;. Zlaaq allows Mazdamundi to actually engage in melee, something no other Slann can safely do, and makes him substantially more durable against most forms of attack. &#039;&#039;Ruination of Cities&#039;&#039;, especially when combined with &#039;&#039;Banishment&#039;&#039;, makes Mazdamundi an excellent AoE caster capable of tearing infantry focused armies to shreds with ease without chewing through your Winds of Magic reserve. These spells are limited however, being bounded spells, so make sure you wait until the right moment to utilize them. Additionally, don&#039;t put too much faith in them; as their movement patterns are random, these spells (particularly Ruination of Cities) can just as easily do nothing or even devastate your own forces as they can your enemies if you aren&#039;t careful.&lt;br /&gt;
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*&#039;&#039;&#039;Kroq-Gar&#039;&#039;&#039; - Your dedicated duelist, Kroq-Gar is an offensive powerhouse that shines when seated atop Grimloq, his faithful Carnosaur mount. Though expensive, Kroq-Gar/Grimloq can engage virtually any enemy type in the game effectively and is able to duel against many enemy lords and come out on top. Though a monstrous force on his own merits, Kroq-Gar is something of a glass cannon however and as a larger target is prone to getting mobbed by multiple units or getting focused down by ranged infantry/artillery. Another notable shortcoming is that he provides limited support for the rest of your army (a bit of a problem for all Saurus Oldbloods), and as such is not recommended for dino-heavy army builds, his bonuses to armor and leadership being less important than the healing abilities of Life Slann.&lt;br /&gt;
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*&#039;&#039;&#039;Tehenhauin (DLC 1)&#039;&#039;&#039; - Your only Skink-Priest lord choice, Tehenhauin is something of a niche pick. He can deal solid enough damage against footlords/cavalry lords in a fight (particularly if on a Ripperdactyl) and is also capable of dealing notable damage to swarms of infantry (with his Lore of Beasts and/or with his Engine of the Gods), but he&#039;s extremely frail for a Lizardmen lord when unmounted. Never get the Fanatic skill in his skill tree; it only benefits skink units and they are pretty trash after the mid-game.&lt;br /&gt;
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*&#039;&#039;&#039;Tiktaq&#039;to (FLC)&#039;&#039;&#039; - Another somewhat niche pick, Tiktaq&#039;to is a dedicated flier who excels in lists built with Terradons, Ripperdactyls and Coatls as the focus. Though mounted on Zwuup, Tiktaq&#039;to is your squishiest (legendary) lord and lacks the support/damage options available to the others, but he&#039;s inarguably the swiftest of the bunch (which doesn&#039;t mean much compared to other flying lords and heroes). Under no circumstances is he a direct combat lord; against any duelist or large/monstrous lord he will lose handily. The only targets he can safely engage are dedicated casters, artillery and dedicated ranged infantry. Because of this, playing him requires far more finesse than what is required for virtually every other lord; even against targets he &#039;&#039;can&#039;&#039; engage effectively, prolonged combat will invariably whittle him down and may the Old Ones help you if he&#039;s surrounded while grounded. Keep a squad or two of Ripperdactyls close by to make up the difference in combat ability and to take advantage of Tiktaq&#039;to&#039;s buffs. Also, his unique Epic weapon doesn&#039;t work if he is attacking a ground target in melee because its attack bonuses are only in effect when flying, so he&#039;s weaker than a Skink Terradon Rider when attacking ground targets UNLESS you swap out his weapon. When used in campaign, much of his value comes from his rather insane and stackable upkeep discount for flier units. Even on higher difficulties, it is extraordinarily easy to stack enough upkeep cost reductions to have a full Coatl doomstack damn near for free (until the Supply Lines penalties become particularly swollen, at least). Additionally, his unique rite gives all of his armies the ability to easily chase down fleeing armies or attack multiple settlements a turn which can be &#039;&#039;devastating&#039;&#039; to an enemy faction if used at the right moment.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Nakai (DLC 2)&#039;&#039;&#039; - The largest and oldest of the Kroxigor Ancients, Nakai is an infantry mulcher who (thanks to his enthusiastic animations) will literally sweep his way through the thickest blobs of infantry. Nakai possesses a few notable traits over his competitors; his ability to grant perfect vigour to nearby allies ensures they&#039;re in peak form throughout the entire battle while his Miasma of Dispair can cripple enemies within his presence; a potentially nasty combo that can ensure your forces slowly but steadily chew through enemy frontlines. Unfortunately, Nakai has a few major weaknesses: As a large entity, he&#039;s vulnerable to anti-large weaponry (which does abound among baseline infantry) and is an easy, defenseless target for ranged units to snipe. He also struggles to properly duel opposing heroes/lords due to his size and janky animations making him lunge about haphazardly while they continue to poke him to death. Because of this, he tends to work best as a force multiplier for infantry builds.&lt;br /&gt;
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*&#039;&#039;&#039;Gor-Rok (FLC)&#039;&#039;&#039; - Where Kroq-Gar is the spear, Gor-Rok stands as the shield. Gor-Rok is a dedicated footlord, among the slowest of them, but makes up for it through sheer, unbreaking resilience. As the only unit in the entire Lizardmen roster with a silver shield (55% missile block chance), Gor-Rok is able to shoulder his way through the kind of firepower that would fell a lesser Old-Blood on the approach. Gor-Rok can also stand neck-deep among hordes of angry infantry and walk out seemingly unscathed. When equipped with the &#039;&#039;Mace of Ulumak&#039;&#039;, Gor-Rok can also prove a competent duelist in his own right, even if it&#039;s only in temporary bursts. Gor-Rok does falter against mounted/monstrous heroes/lords and is vulnerable to duelists with good AP values, though the Twisted and the Twilight patch has helped address the issue of him being staggered to hell and back. Never the less, Gor-Rok is a relatively cost effective legendary lord who can and will hold the line until the bitter end. His campaign starts with Lord Kroak fully unlocked and active, which makes his campaign among the easiest in the entire game, even on higher difficulties.&lt;br /&gt;
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*&#039;&#039;&#039;Oxyotl (DLC 3) &#039;&#039;&#039; - The legendary daemon-slaying chameleon skink of Oyxl is the last legendary lord for the faction (at least for TWW2). As to be expected from any shape or form of a Chameleon Skink, Oxyotl is a rather cheap, stealthy character hunter who behaves somewhat like a Wood Elf Waystalker. Unlike Waystalkers, Oxyotl has a particularly nasty trick in the form of Master Predator; a toggle-able skill that reduces his movement speed in exchange for an increase in range, Snipe and the ability to remain undetectable unless the enemy gets extremely close to his position. Combined with his modestly powerful armor piercing missiles, this can quickly wear down most armored lords and heroes rather quickly if left to his own devices. Of course, as a reasonably cost effective LL, the drawbacks have to come in somewhere and for Oxyotl, that drawback is melee combat. While he has acceptable melee attack and defense, Oxyotl has no armor or damage mitigation tools at his disposal. Any combat lord or hero worth his or her salt can and will kill him in a hand-to-hand duel. Fortunately, he&#039;s fast enough that virtually no footlord can catch up to him unless you willfully allow it. He also struggles to deal with the rank and file and lacks any notable support abilities for his own forces, but that&#039;s fairly typical of the niche Oxyotl fills.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
Your generic lords are no less able than their famed counterparts, and in competitive multiplayer, are often preferable. However, in the campaign, you&#039;ll generally never want to get non-slann lords after turn 20(ish) because lizardmen Star Chamber buildings give 3 bonus levels to your slann lords, meaning they quickly outpace any other lord available. Any need for a melee lord can be filled by one of the many lizardmen heroes, who can also be easily recruited at higher starting level than the melee lords. You may still find the need to recruit cheaper stand in lords in case of an emergency, as the Rite of Awakening&#039;s cooldown is a notable hitch in acquiring more slann.&lt;br /&gt;
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*&#039;&#039;&#039;Slann Mage-Priest&#039;&#039;&#039; - Your almighty magic toads, slann are dedicated mages who don&#039;t participate in fights directly, but wreak havoc upon your enemies from afar with their magics or supplement your forces with defensive/healing energies. Slann are the only generic lords in the game who have access to the &#039;&#039;Greater Arcane Conduit&#039;&#039; ability which, when combined with their reliable casting, can allow savvy players to call upon vast reserves of the Winds of Magic long after lesser mages have tapped out of theirs. In addition to &#039;&#039;Greater Arcane Conduit&#039;&#039;, each slann has access to Banishment as a bound spell as well as the &#039;&#039;Shield of the Old Ones&#039;&#039;; a large AoE defensive buff that applies a 22% damage resistance modifier to all allied units within it&#039;s bubble. Understandably, for all their arcane might, slann are practically helpless if caught in a fight. They are the single slowest unit in your entire army and are quite chunky, making them easy targets up close or at range. To this end, you&#039;ll almost always want a screening unit of Temple Guard (or at least shielded saurus) to keep enemies from ganking them. Outside of that, there are four varieties of Slann Mage-Priests, each dedicated to a specific lore of magic:&lt;br /&gt;
**&#039;&#039;&#039;Fire Slann&#039;&#039;&#039; - When you want to burn the [[HERESY|heretic]] in holy fire for the Old Ones. Combined with their bound Banishment, fire slann are capable of mulching clumps of infantry wholesale and can even churn out respectable single target damage with their Fireball and Piercing Bolts of Burning spells. Fire damage is particularly useful against the myriad of enemies with regeneration, though you&#039;re not exactly short on unit options capable of filling that niche.&lt;br /&gt;
**&#039;&#039;&#039;Life Slann&#039;&#039;&#039; - These guys are the MVP in any monster heavy list; though you have a few other options for healing (such as the Revivification Bastilidon, high slann and the newly added Skink Oracle), life slann are still the uncontested kings at it. If you want an army built on the back of beasts, a life slann is essential to keeping them in the fight. With a life slann, you can wipe away any damage your stack of monsters take during the routing phase of a battle, making them both tactically and strategically important. Pair one with a Revivification Bastilidon to very rapidly resurrect slain models in any infantry unit and bring back even the most tattered units to full fighting strength.&lt;br /&gt;
**&#039;&#039;&#039;Light Slann&#039;&#039;&#039; - Light slann are fantastic supports for an infantry-heavy army namely due to two spells: Net of Amyntok and Birona&#039;s Timewarp. Like every other army, Net of Amyntok is an excellent tool for pinning down faster cavalry from the likes of Bretonnia or the Dark Elves so that your &#039;&#039;much&#039;&#039; slower saurus can catch up and engage them in melee (or to keep them still while your Salamanders incinerate them wholesale). Birona&#039;s Timewarp can turn the tide in a key engagement when used properly. Offensively, being able to cast Banishment much more frequently can also deal devastating damage to enemy infantry. That said, even your Greater Arcane Conduit will struggle to keep you topped off; the Lore of Light can consume your Winds of Magic quite quickly.&lt;br /&gt;
**&#039;&#039;&#039;High Slann&#039;&#039;&#039; - Similarly to light slann, high slann are a hybrid offensive/support caster. Unlike the Lore of Light, you do have access to minor magical healing through Apotheosis and have access to an excellent anti-flier vortex spell in Tempest (Net of Amyntok is superior in most cases, however). High slann offensively specialize in single target damage and can deal devastating amounts of it between the Arcane Unforging and Soul Quench spells, giving them a solid niche against duelist lords/heroes and larger monsters.&lt;br /&gt;
**&#039;&#039;&#039;Heavens Slann&#039;&#039;&#039; - Multiplayer only, the Heavens Slann is unfortunately the worst slann of the bunch. It&#039;s not that the Heavens lore is lacking nor is it the slann himself, but the fact that he faces strict competition against your Skink Priests of all things. A Skink Priest of Heavens, though lacking the Greater Arcane Conduit, is a much faster/smaller target by default and has access to several mount options that make him much more flexible offensively or defensively. Additionally, as a hero, you can take a more offensively focused melee lord or a slann attuned to a different lore for more magical variety. Even if you&#039;re only running one with nothing but the crest on his skinky-head, the cheaper price alone makes the Heavens slann a hard sell comparatively.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Old-Blood&#039;&#039;&#039; - Offensive duelists through and through, saurus old-bloods are flexible masters of combat who can lead on foot, on the back of a cold one, or atop a mighty carnosaur (you&#039;ll usually want one on a carnosaur). Compared to the kroxigor ancient, saurus old-bloods are less powerful in melee combat but can be much faster and have marginally better faction support skills. For the purposes of both Multiplayer and Campaign, you&#039;ll want to avoid taking Old-Bloods as your lord (unless you have &#039;&#039;no&#039;&#039; DLC content). Their role can easily be filled by Saurus Scar Veterans, who &#039;&#039;don&#039;t&#039;&#039; take up your only Lord slot for the army (and are, for all intents and purposes, identical sans Campaign skill trees). If you insist on taking an Old-Blood, take Kroq-Gar. Otherwise, a Slann or Kroxigor Ancient would be better suited for your needs.&lt;br /&gt;
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*&#039;&#039;&#039;Red-Crested Skink Chief (DLC 1)&#039;&#039;&#039; - Your discount Lord and the one you&#039;ll want to take if you want to reserve as much money for your big beasties as possible. Of course, you could splurge a little to put him atop an ancient stegadon to scorch swaths of infantry with the Engine of the Gods (though if you&#039;re going to do that, you may as well spring for Tehenhauin so that you at least have access to the Lore of Beasts as well). The RCSC is a competent combatant equipped with poisonous, armor-piercing attacks that can make him surprisingly dangerous in a fight, though like everything skinky, he&#039;s a particularly squishy lord when unmounted. The best use you can put him to is boosting your heroes in a &#039;Pompous&#039; trait-stacking lizardman hero army, which makes an already broken strategy even stronger.&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigor Ancient (DLC 2)&#039;&#039;&#039; - Baby Nakais for those who don&#039;t quite feel up for splurging on the big boy himself. Kroxigor ancients are quite literally just watered down versions of Nakai; though they won&#039;t grant perfect vigour to all friendly forces near them, they will still wade through most infantry due to their size and mass and put out such raw damage that most non-elite infantry will falter swiftly against them. However, just like Nakai, they are completely helpless at range, are vulnerable to AP and anti-large weapons and are &#039;&#039;slow&#039;&#039;. In competitive multiplayer, though they are still a bit of a niche pick, they are much more attractive than Nakai due to their cheaper price and because they have access to the Amulet of Itzl, which grants the Kroxigor Ancient 66% damage resistance for a short time. This can give them enough of an edge to eek out against enemy duelists or to survive long enough for reinforcements to arrive.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
Lizardmen have a surprisingly versatile selection of heroes, including one of the strongest Legendary Heroes in the game: Lord Kroak. These guys are capable of dealing immense damage to your enemies and &#039;&#039;all&#039;&#039; of them (except Kroak) can be mounted on one of your massive dinosaurs.&lt;br /&gt;
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===Legendary Hero===&lt;br /&gt;
You&#039;ve only got the one, but he&#039;s all you&#039;ll need. Lord Kroak is your expensive but powerful offensive caster and forms the center of many army formations.&lt;br /&gt;
*&#039;&#039;&#039;Lord Kroak (FLC)&#039;&#039;&#039; - The first of the Slann doesn&#039;t let something as trivial as death inconvenience him, or keep him from kicking warmblood ass to the Old World and back. Lord Kroak is one of a very select few heroes in the game with access to &#039;&#039;Greater Arcane Conduit&#039;&#039; (which can be paired with another Slann&#039;s Greater Arcane Conduit), making him a fantastic force multiplier in a caster-heavy list just from being present. For better or worse, Kroak doesn&#039;t have access to any lore of magic and only has two notable abilities. But &#039;&#039;damn&#039;&#039; can those abilities turn the tide of battle. His only bound ability (other than the universal Cold-Blooded) is the &#039;&#039;Supreme Shield of the Old Ones&#039;&#039;, an upgraded version of the regular Shield of the Old Ones that grants allies a 44% damage resistance while within it (and stacks with the regular version if you&#039;re really in a bind). The only spell(s) he has access to is his signature Deliverance of Itza (and its three varying strengths). Deliverance of Itza, &#039;&#039;the&#039;&#039; reason you&#039;re bringing him, can virtually delete entire units from existence with an efficiency only known to the Winds of Death spell, but it has a few major drawbacks. First, it is intensely mana hungry: you&#039;ll typically only get one or two DoI (III) casts per battle before you run dangerously low on magic. By relying on DoI I or II, you won&#039;t consume as much magic per cast, but the difference in damage dealt becomes very apparent. Secondly, there is a very lengthy and obvious tell for when the spell is cast; most competent opponents will be able to move their forces away from the blast before it goes off unless you manage to pin them down with supporting spells like the Net of Amyntok or simply bodyblocking them from all sides. Thirdly, this spell is virtually useless against single entities such as Lords/Heroes and giant monsters, meaning he&#039;ll do little towards more elite doomstack lists. Despite all these cons working against him, a well timed Deliverance of Itza can and will win you battles if you plan accordingly. The best part, it deals absolutely no friendly fire damage. [[Meme|You may fire when ready]].&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
All Lizardmen heroes benefit from the &#039;Humble&#039; trait, which appears on Lords and Heroes at random. This lets you recruit them at 2 additional ranks higher than their default rank, with unlimited stacking potential, making them stronger and more versatile earlier in the game than heroes of other factions. In the late-game, you can disband Humble heroes as you build more Slann Star-Chambers, however these are expensive buildings for non-Hexoatl factions; for the 6000 gold needed for 1 Star-Chamber, you can hire at least 4 Humble heroes for 8 bonus levels.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Scar-Veteran&#039;&#039;&#039; - A step down from the Old-Blood, Scar-Veterans behave in much the same manner as your generic saurus lords. Vicious and powerful combatants, Scar-Veterans are built to brazenly charge into combat and deal bloody death to all who stand in their way. The real reason you&#039;ll want to take any Scar-Vets isn&#039;t for the saurus himself, however badass he may be, but for the carnosaur mount you can put him on. Though a more expensive version of the feral carnosaur, Scar-Vets are immune to rampaging (and can indeed stop others from rampaging thanks to their Cold Blooded ability) and have a slightly stronger statline, making them excellent all-round threats to whatever your opponent might be packing. These Scar-Vets are ideal choices for armies led by slann-mage priests; they won&#039;t be competing for Winds of Magic like the skink priests and will more than make up for the slann&#039;s melee deficiency. If you want to keep him cheaper, you can take one on foot to lead fellow saurus infantry into battle, or stick in on a Cold One to ride with the rest of your cavalry.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Priest&#039;&#039;&#039; - Skink priests are your humble, mortal casters. Cheap and nimble, these guys can easily outrun most footslogging infantry and are fantastically flexible mages that can fill any offensive or defensive holes your army might have. If mounted on a terradon, their speed will be unparalleled (for Lizardmen); they&#039;ll be able to rain magical death anywhere on the battlefield with ease and can quickly deliver support to your forces no matter how spread out they may be. Alternatively, you may mount them on stegadons or ancient stegadons to make them terrifying all-rounders, though their price tag will quickly reflect that.&lt;br /&gt;
**&#039;&#039;&#039;Skink Priest (Heavens)&#039;&#039;&#039; - The Heavens discipline is among the better offensive lores of magic in the game for the instant raw damage output it&#039;s capable of. Wind Blast and Chain Lightning will be your go-to offensive spells. Comet of Cassandora, though powerful, should generally be avoided due to how long its casting time is. Harmonic Convergence and Curse of the Midnight Wind are staples of support sets and can turn your saurus infantry into immovable walls of tooth and claw.&lt;br /&gt;
**&#039;&#039;&#039;Skink Priest (Beasts)&#039;&#039;&#039; - Formerly your worst discipline, the Lore of Beasts has recently received a bit of a tweaking to make it considerably more attractive and usable. It&#039;s still among the least potent of your available magics, but it is among the most flexible in utility. Wyssan&#039;s Wild Form and Pann&#039;s Impenetrable Pelt provide rather significant combat buffs (particularly when stacked) while Curse of Anraheir debilitates your enemies. Offensively, Flock of Doom is a fantastic and cheap chaff cleaner that affects any units that have at least one model within its 30m range. For your single target needs, The Amber Spear allows your caster to act as impromptu artillery should the need arise. Formerly &#039;&#039;the&#039;&#039; reason to take a Beasts caster was for the Transformation of Kadon; being able to summon up to two Manticores to flank enemy formations or dive into backlines can have a massive impact on the flow of battle, but a bump up to &#039;&#039;20&#039;&#039; Winds of Magic per summon makes it challenging to make much use of your other spells in multiplayer.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Chief&#039;&#039;&#039; - Your skirmishing duelist, skink chiefs cripple enemy forces with their poisonous darts so that your army can face weaker resistance. Skink chiefs are a force to be feared when mounted on a stegadon, allowing them to easily face down many enemy heroes/lords in a one-on-one fight. In the campaign, the ability to build skink chief capacity-increasing buildings in minor settlements means you can spam them across the map or stack up to 19 of them into an army, which can be hilariously broken depending on the traits and items you equip them with.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Oracle (DLC 3)&#039;&#039;&#039; - In hot contention for the title of &amp;quot;best Hero&amp;quot; for the Lizardmen, the Skink Oracle brings a cavalcade of well rounded offensive and supportive magic to the field atop a mighty Troglodon. And only on a Troglodon, so he&#039;s very much an &amp;quot;all or nothing&amp;quot; type of unit. The first major reason the Skink Oracle makes for a popular pick is the fact that he&#039;s your only non-Slann source of magical healing, potentially freeing up your Lord choice for a more offensive beat stick like Kroq-Gar or even a Kroxigor Ancient. Secondly, as a hero, not only does your Skink Oracle provide a use of Cold-Blooded for the rest of your forces, but his own Troglodon will never rampage. Magical prowess aside, this alone is worth considering the rather steep price-tag. Speaking of, the Troglodon allows the Skink Oracle to function as a mid-range anti-Monster skirmisher. Combined with a potential Fireball cast here or there, the Skink Oracle &#039;&#039;excels&#039;&#039; at chunking opposing Lords/Heroes, especially if they&#039;re atop a mount or naturally monstrous in size. Just don&#039;t have him brazenly lead the charge into melee combat, as he won&#039;t last terribly long in it.&lt;br /&gt;
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==Units==&lt;br /&gt;
Many lizardmen units are available in standard and &#039;blessed&#039; variants. Blessed units are only made available in the campaign by completing random timed missions, such as getting 1000 kills or winning 4 battles, but make up for their randomness and limited quantity by being free to recruit at any time in any army and by having at least one extra ability or superior stat over their contemporary counterparts. They aren&#039;t to be confused with Regiments of Renown, unique units recruited at max rank and limited to one instance per. In casual multiplayer matches with Unit Caps turned off, Blessed Units are recruitable for only a modest bump in price over their generic counterparts.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
Infantry provide the foundation of every army in Total War: Warhammer, and the Lizardmen are no different. Indeed, even the humble skinks have their place.&lt;br /&gt;
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====Melee Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Skink Cohort&#039;&#039;&#039; - Skinks armed with little macuahuitls and shields, skink cohorts are cheap chaff units primarily used to fill out rosters or to support your more expensive infantry actually doing the killing. Despite being shielded, these guys will die by the score due to their pitiful defensive statline if they face any frontline infantry head on and are one of the few lizardmen units prone to routing from leadership issues. Having said that, skink cohorts are among the fastest cheap infantry units in the game and are still rather decent combatants when fighting similar unarmored units and tend to win such engagements (namely against chaff or low tier infantry like Bretonnian peasantry or Vampire Count zombies). Indeed, their speed is invaluable for flanking enemies tied up by your saurus warriors and chasing routing enemies off the map. When pinching pennies, you can&#039;t argue with that.&lt;br /&gt;
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*&#039;&#039;&#039;Red-Crested Skinks (DLC 1)&#039;&#039;&#039; - Angry skinks wielding poisonous, armor piercing warhammers. Red-Crested Skinks provide an invaluable source of early game/cheap melee AP damage and poison, though they&#039;re less effective against unarmored targets as a whole compared to regular Skink Cohorts. They lack both shields and armor and as they are simply skinks, they will die in droves unless they&#039;re taking refuge among the far burlier saurus warriors. On that note, RC skinks synergize excellently with saurus warriors, as they can simultaneously chew through armored units the saurus tend to bounce off of and further cripple these enemies with poison, allowing your much slower saurus to both catch up to and butcher them with greater ease. Just like skink cohorts, these guys are at home in watery environments and are easily able to outflank many slower infantry units.&lt;br /&gt;
**&#039;&#039;&#039;Cohort of Sotek (RoR, DLC 1)&#039;&#039;&#039; - A slightly buffed up unit of RC Skinks, these guys have a unique ability, &#039;&#039;Refuse to Die&#039;&#039;. When active, no skink models can die (they can still take damage, however), which can maximize their damage output when taking sudden burst damage or ensure that they hold the enemy in place for a precious few more seconds. They&#039;re also one of the few Unbreakable units in your list, allowing them to fight to the very last skink.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Warriors&#039;&#039;&#039; - Saurus warriors are probably the first thing that comes to mind when one mentions the lizardmen, and for good reason. Resilient, determined and natural fighters, saurus warriors are one of the most durable base line infantry units in the game due to their high HP and armor and can hold their own even against the more elite infantry options of other factions (Note: they can fight a unit of chaos warriors to stalemate). Should they find themselves in a losing matchup, their naturally high leadership will keep them standing firm against the enemy far longer than their equivalents in other factions would, even if they lose control and rampage towards their inevitable deaths. To compensate, saurus are slow and are prone to being kited, so skink skirmishers/cohorts should be utilized to help pin down the enemy line until the saurus make it into combat. Saurus warriors are available in both standard and shielded variants, but the only reason to not get the shielded version is if you need every last gold coin you can rub together for your bigger monsters on a tight, competitive budget.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Saurus Warriors&#039;&#039;&#039; - Shielded saurus warriors with an even higher base health and [[awesome|perfect vigour]]. These guys make fantastically cost efficient walls that will never tire no matter how hard they&#039;re pushed. In the campaign, they are one of the better frontline choices you can give your non-doomstack armies that can find a place even into the late game, so long as they manage to survive and rank up. Gor-Rok, if chosen as your initial legendary lord, can use his rite to grant further defensive bonuses and &#039;&#039;unbreakable&#039;&#039; to them; they will never yield.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Spears&#039;&#039;&#039; - Warriors equipped with anti-large spears for engaging cavalry and monsters. They&#039;re nearly identical to regular saurus warriors in every other way, though they do slightly less damage against regular infantry in exchange for their anti-large speciality. Like the warriors, they come in unshielded or, for a slight premium, shielded variants.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Saurus Spears&#039;&#039;&#039; - Buffed up saurus spears with shields, the blessed variant of these saurus are dramatically inferior to their standard cousins since they lack perfect vigour. Instead, the bonus ability granted to them is Forest Strider, a perk that grants additional melee attack and defense buffs to them while fighting in forests. If you can lure cavalry and large monsters into forests, where they&#039;ll suffer additional penalties simply due to how forests interact with them, you can deal impressive sustained damage to them in short order. Unfortunately, this ability does nothing for them outside of forests and &#039;&#039;many&#039;&#039; battlefields will have a dearth of forest patches that you can fight in. Additionally, uncooperative opponents will generally avoid trying to engage your forces inside forests and trying to convince them otherwise may prove too time consuming for what it&#039;s worth. Regardless, they still have more health than the regular saurus spears. That&#039;s always a plus.&lt;br /&gt;
**&#039;&#039;&#039;Legion of Chaqua (RoR, DLC 1)&#039;&#039;&#039; - The Legion of Chaqua, thanks to their special ability, are able to provide themselves and all nearby allied units a surprising 44% missile resistance for a limited time upon activation. This is an invaluable skill to have on the approach, as many of your unshielded infantry and larger monsters are vulnerable to being focused down by the much superior ranged infantry found in other armies and can be further supplemented by a Slann&#039;s Shield of the Old Ones if necessary. Otherwise, these guys simply behave exactly as Saurus Spears are expected to.&lt;br /&gt;
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*&#039;&#039;&#039;Temple Guards&#039;&#039;&#039; - The fearsome Temple Guards, renowned for their devotion to their Slann masters, stand ready to slaughter all who&#039;d bring harm to their otherwise vulnerable charges. Temple Guard are the only &amp;quot;elite&amp;quot; infantry within the lizardmen roster, which is more a testament to how strong regular saurus are compared to the melee infantry of other armies. Speaking of how strong regular saurus are, Temple Guard fall short of them against unarmored infantry on the whole. This isn&#039;t to say Temple Guard aren&#039;t impressive; their heightened statline makes them less likely to budge than regular saurus are while their charge defense and bonus damage against large foes and predominantly armor-piercing weaponry lets them effectively face down a majority of late-game/elite cavalry, monsters and even armored infantry much more effectively than regular saurus. Unfortunately, this general prowess reflects heavily in their price tag and you&#039;ll struggle to field multiple units of these without heavily cutting into your other options.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Temple Guards&#039;&#039;&#039; - Recolored Temple Guards, these guys are a slightly more offensive version of their default variants thanks to an increased charge bonus. This makes them significantly more well rounded and will allow you to more flexibly choose how you engage your enemies; do you brace and negate an incoming charge, or is the foe squishy enough where a counter charge would be more punishing? All in all a nice upgrade if only for the usual buff to their health blessed units receive.&lt;br /&gt;
**&#039;&#039;&#039;Star-Chamber Guardians (RoR, DLC 1)&#039;&#039;&#039; - Take Temple Guard and make their weapons also deal magical damage: you now have &#039;&#039;the&#039;&#039; most elite infantry unit available to the Lizardmen. Having magical attacks allows the SCG to engage many undead forces that utilize the Ethereal ability and cut them down with ease, as well as neutering anything without good magic resistance or anything that has physical resists. SCG also serve as excellent bodyguards for lords (particularly Slann) due to their Guardian ability and when properly supported with healing magic, these guys will &#039;&#039;never&#039;&#039; die. Their only major weakness of note is prolonged anti-armor ranged firepower and artillery, but as they are armored and shielded and have a frankly gargantuan health pool, it will take a long time to fully whittle them down.&lt;br /&gt;
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====Missile Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Skink Cohort with Javelins&#039;&#039;&#039; - Skinks armed with little macuahuitls, shields and three javelins each. For pennies over a regular skink cohort, you can give them limited ranged support with poisonous javelins; a fantastic way to soften up an enemy unit for your front line infantry on the charge. With their speed, they can also easily circle about and pepper an opposing unit&#039;s backsides before charging in to cut off their escape while your saurus chew through them. Once they throw all their javelins, they&#039;re identical to the default skink cohort in virtually every way. Generally, if you&#039;re planning on taking skink cohorts at all, you should almost always pick these guys up over the standard versions (unless you &#039;&#039;really&#039;&#039; need every gold coin you can possibly scrape together for a specific competitive multiplayer build).&lt;br /&gt;
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*&#039;&#039;&#039;Skink Skirmishers&#039;&#039;&#039; - Skinks equipped with little blowpipes and poisonous darts, and your first dedicated ranged infantry. Skink skirmishers lack the sheer range available to most other factions and struggle to do damage against armored opponents. Instead, they should be used exclusively as harassers; their speed, ability to fire while moving and vanguard deployment options allow them to easily get into flanking positions and kite enemy infantry while inflicting poison onto them for when the rest of your army catches up. These guys will melt quickly if caught in the crosshairs of opposing archers/gunners and are pitiful in a fistfight, so you should only get one or two of these units at most, and only if you absolutely cannot afford taking chameleon skinks instead.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Skink Skirmishers&#039;&#039;&#039; - Skink skirmishers with more health and an innate magic spell resistance. This extra durability is nice, but the spell resistance in particular isn&#039;t going to see much use due to these guys rather high mobility and any targetable spell an opponent &#039;&#039;could&#039;&#039; cast on them would be served much better against... literally anything else in your army. There&#039;s no cause to bring these guys in multiplayer matches and the only reason you&#039;ll want to recruit them in any of your Campaigns would be if you&#039;re in desperate need of reinforcements for a beat-up army you simply cannot afford to lose and you just &#039;&#039;happen&#039;&#039; to have some Blessed Skink Skirmishers to burn. The moment you are in a position where you can recruit/replace other units, these guys should be the first to go.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Skinks&#039;&#039;&#039; - Ninja skinks equipped with little blowpipes and poisonous darts. Though fewer in number than basic skink skirmishers, chameleon skinks are considerably more durable thanks to their flat 40% missile resistance and have a much easier time sneaking around enemies thanks to their Chameleon ability. This, along with their loose formation, can make them surprisingly effective at countering enemy archers. They otherwise fulfill the exact same harassment role your regular skink skirmishers do and deal a disappointingly low amount of damage against armored targets. Also, like skink skirmishers, they are unable to curve their shots well meaning they&#039;re less effective in siege battles than the archers of other races.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Chameleon Skinks&#039;&#039;&#039; - Slightly swole Chameleon Skinks with twice the charge bonus (which is barely anything, especially combined with their rather tragic melee statline) and a few extra darts per skink. More ammunition is always welcome in a firefight, but it&#039;s hardly a game changer. Regardless, better stats do open up options and if you have a choice between these and regular Chameleon Skinks, may as well pick these guys.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Stalkers (DLC 3)&#039;&#039;&#039; - Angry ninja skinks with little blowpipes and [[what|explosive darts]]. Chameleon Stalkers fill the rather niche role of shock infantry for the Lizardmen. Each skink is equipped with two Precursor blowpipe shots that deal rather impressive burst damage against unarmored targets either on the charge or when falling back from a melee engagement. As they possess the same Chameleon ability their standard Chameleon Skink kin have, they do have a lot of wiggle room to get into an optimal charging position and can quickly fade away from the fray when things go south. Speaking of things going south, though Stalkers are reasonably decent at combat due to their poisoned attacks and mediocre stats, they still tend to lose against medium tier and above infantry or anything with armor. That said, even against armored infantry, much of the Stalker&#039;s value comes from the heavy formation disruption their Precursor Rounds cause, slowing down their targets and interrupting their charge so that you can take the initiative in the ensuing engagement. They can also deal decent burst damage against single entity units in a pinch, but this is generally an inefficient use of them.&lt;br /&gt;
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====Monstrous Infantry====&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigors&#039;&#039;&#039; - Kroxigors, as to be expected from 9-foot tall crocodile men, are beastly armor-piercing anti-infantry blenders who can carve through lower tier units like butter and are sturdy enough to hold back more elite units for your more capable specialists. Though quite tanky and reasonably quick (compared to your saurus), they are still large (with the weaknesses all that entails) and very vulnerable to getting shot to hell and back or getting slammed by larger cavalry/monsters. While Kroxigors do hit damn hard, their total damage is divided between three subcatagories: Base, Anti-Infantry and Armor-Piercing. As such, they only really get the most bang for their buck when thrown against armored infantry. While they are able to tie up units that fall outside of those categories, they become dramatically less effective and &#039;&#039;will&#039;&#039; lose the grindfest if they aren&#039;t supported. Just like in the tabletop, they pair fantastically with supporting skinks to flank and tie up enemy forces or debuff them with poison to make them even more vulnerable to the kroxigors.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Kroxigors&#039;&#039;&#039; - If you thought regular kroxigors were thick, you haven&#039;t seen these thunder-thighs strut their stuff. Though the standard health increase is all well and good, blessed kroxigors received a substantial buff to their charge bonus. This can make them surprisingly deadly cycle-chargers which, combined with their anti-infantry/armor niche, will let them crack massive holes in front lines.&lt;br /&gt;
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*&#039;&#039;&#039;Sacred Kroxigors (DLC 2)&#039;&#039;&#039; - Kroxigors with [[power fists]]. These magical boxing gloves turn your kroxigors into all-purpose ass pounders who punch holes in armored foes effortlessly and tear through things with low magic resistance like so much wet paper. Much like regular kroxigors, sacred kroxigors get the most bang for their buck when supported by skinks (ideal) or saurus (when you don&#039;t want to move from that spot). Unlike standard Kroxigors, Sacred Kroxigors are much more well rounded offensively and will perform much more efficiently against opponents regular Kroxigors tend to struggle or stalemate against. Additionally, as the only non-RoR/Lord unit in your roster with Magical Attacks, these guys are your go-to melee force to deal with Ethereal units, Treemen and other high-physical resistance targets. Additionally, as Magic Resist is slated to change to only affect damage caused by Spells, Sacred Kroxigors will be very well suited to deal with the forces of the Dwarfs and Khorne going forward.&lt;br /&gt;
**&#039;&#039;&#039;Cohort of Huatl (RoR, DLC 2)&#039;&#039;&#039; - Sacred kroxigors with much higher physical resistance and straight up sunder enemy armor, allowing units like your saurus warriors to deal more damage to them.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
Lizardmen cavalry are slow, for cavalry. They will never catch horse-mounted cavalry of other races, and it is risky to use them as a distraction if your enemy is using anything more than basic cavalry archers. Expect lizardmen cavalry to take heavy losses in prolonged combat, and learn to cycle-charge with them.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Cold Ones&#039;&#039;&#039; - A pack of clever girls, with no saurus riders. Feral cold ones are extremely speedy units (by lizardmen standards) that effectively function as light cavalry built for chasing down skirmishers, ranged back lines and artillery pieces. Their ability to cause fear also comes in handy for landing rear charges against a foe tied up in combat with your frontline infantry, as well as ensuring routed enemies leave the battlefield permanently. Unfortunately, their raw damage output is rather low and they themselves are particularly frail and prone to rampaging, which means a bad engagement will result in a swift end for them. They&#039;re cheap as chips though, so you can&#039;t complain too much over losing &#039;em.&lt;br /&gt;
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*&#039;&#039;&#039;Cold One Riders&#039;&#039;&#039; - Standard cold one riders are your first full-blooded cavalry option. Though significantly swifter than your infantry, cold one riders lag behind their competition in other factions and are particularly vulnerable to anti-large cavalry units because of this. In an ideal setting, cold one riders will serve as the hammer to the anvil that is your saurus frontline; decisive charges into the rear of enemy formations can deal heavy damage and can completely lock down ranged infantry or artillery. Being both armored and shielded gives them respectable staying power as well and allows them to remain in extended combat should the need arise. That said, like most cavalry, they truly shine when they&#039;re able to freely cycle charge to maximize their damage output and heavily abuse enemy morale.&lt;br /&gt;
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*&#039;&#039;&#039;Cold One Spear-Riders&#039;&#039;&#039; - The name says it all; these are cold one riders with spears. This turns them into a dedicated anti-large cavalry unit that can deal not inconsequential damage to opposing cavalry, artillery and monsters. Unfortunately, in cav v. cav engagements, cold one spear riders will often fall short due to their below average speed letting many opposing options run circles around them. As such, they tend to work best when used defensively. When opposing cavalry buckles down to charge into your flanks, counter charge them with your spear-riders to either intercept or divert them from your more vulnerable elements. They do deal decent armor-piercing damage on their own right, but they&#039;ll often lose against more elite cavalry options and their strength quickly diminishes in prolonged engagements.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Cold One Spear-Riders&#039;&#039;&#039; - Blessed cold one spears are extremely similar to the Pok-Hopak Cohort in the sense that they both don&#039;t run the risk of rampaging. This is a very valuable perk on a unit that will often find itself separated from your main army, especially when combined with their heightened durability. If you have a need for cold one spears and have access to these, there&#039;s literally no reason not to take them.&lt;br /&gt;
**&#039;&#039;&#039;Pok-Hopak Cohort (RoR, DLC 1)&#039;&#039;&#039; - Fearless and focused spear-riders, these guys are both immune to psychology &#039;&#039;and&#039;&#039; lack primal instincts, meaning you&#039;ll never need to worry about them rampaging or fleeing from enemy monsters. Additionally, the Pok-Hopak cohort is able to utilize vanguard deployment, giving them a tactical edge over their generic counterparts that cannot be underestimated. If you&#039;re thinking about taking a unit of spear-riders, there&#039;s literally no reason to not just take these guys instead.&lt;br /&gt;
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*&#039;&#039;&#039;Horned Ones&#039;&#039;&#039; - Your only elite cavalry, horned ones are simply buffed up cold one riders, plain and simple. They are significantly faster than all of your cold one riders and as such are on par with the cavalry options found in many other factions. They pack a meaty punch with a rather chunky charge bonus to boot, letting them simply smash through frontline infantry as both hammer and anvil. You&#039;ll be paying for that swollen statline though, as they are one of your most expensive non-monster units out of your entire roster (they&#039;re even more expensive than some of your monsters).&lt;br /&gt;
**&#039;&#039;&#039;Blessed Horned Ones&#039;&#039;&#039; - Just like the blessed cold one spears, blessed horned ones won&#039;t rampage when caught unawares. Considering these are your elite cav units, you will &#039;&#039;always&#039;&#039; want to make sure they can get out of a bad engagement whenever you need them to.&lt;br /&gt;
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*&#039;&#039;&#039;Terradon Riders&#039;&#039;&#039; - Javelin skinks riding Terradons and carrying stone bombs. While relatively fast for the lizardmen, terradon riders are among the slowest flying cavalry in the game, and are a fairly niche choice in battle. They are best used harassing enemy infantry or charging into enemy artillery and wizards, something they can easily achieve thanks to their vanguard deployment options, though they&#039;ll lose straight-up melee fights with almost anything due to their small unit size and low defensive stats. Their attacks apply Poison, which makes them a little more useful than their raw stats make them seem, but in general you&#039;re going to want to use fireleech bolas riders.&lt;br /&gt;
**&#039;&#039;&#039;Pahuax Sentinels (RoR, DLC 1)&#039;&#039;&#039; - These special edition terradon riders are particularly nimble and have an innate resistance to melee and missile attacks that gives them &#039;&#039;far&#039;&#039; more staying power than any of your other flying cavalry. If only to serve as a distraction, these guys can be used in lieu of skink priests/chiefs in an attempt to waste your opponent&#039;s missile infantry/artillery ammo. Otherwise, use them to harass enemy units with poisoned missiles and to escort routing foes off the battlefield.&lt;br /&gt;
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*&#039;&#039;&#039;Fireleech Bolas Terradon Riders&#039;&#039;&#039; - These are far better Terradon Riders than the base variant. While they no longer inflict Poison on enemy units, their fireleech bolas deal explosive fire damage, inflicting greater damage overall against infantry formations and fire-weak entities while dealing higher leadership penalties in the process. They still carry stone bombs, which can be devastatingly effective when used in concert with a line of saurus warriors pinning enemy melee units or shutting down artillery. &lt;br /&gt;
**&#039;&#039;&#039;Blessed Terradon Riders&#039;&#039;&#039; - Blessed Terradon Riders, aside the traditional increase in health, only received one minor adjustment over their basic counterparts; speed. At a speed stat of 110 as opposed to the standard 90, Blessed Terradon Riders can manuever across the battlefield notably more quickly than any other unit in your entire army. Nice, for a unit designed to harass and waste/dodge enemy missile fire, but ultimately a rather minor selling point on an admittedly mediocre and situational unit.&lt;br /&gt;
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*&#039;&#039;&#039;Ripperdactyl Riders (DLC 1)&#039;&#039;&#039; - The obsidian knife of lizardmen flyers. Ripperdactyls are your flying can-openers with a minor bonus against infantry and a &#039;&#039;massive&#039;&#039; AP bonus. Combined with their solid melee attack stat and Frenzy bonus, these guys utterly shred armored foot soldiers. Unfortunately, their non-existent armor, low melee defense, low model count and large size makes these guys terribly susceptible to counterattack. If they get boxed in, much less by anything with an anti-large bonus, you will be impressed by how quickly they die. Because of this, and the fact much of their damage is dedicated against armored targets, Ripperdactyls tend to be a bit of a niche choice in army lists not built around Tiktaq&#039;to. None-the-less, they are much more effective than Terradon Riders at shutting down missile infantry formations and artillery platforms. Just make sure you are constantly aware of the tactical situation and only call them down when you can support them or escape before enemy reinforcements manage to pin them down.&lt;br /&gt;
**&#039;&#039;&#039;Colossadon Hunters (RoR, DLC 1)&#039;&#039;&#039; - Bigger, hungrier ripperdactyls with a penchant for bigger prey; an additional anti-large bonus can turn them into cavalry buzzsaws and can let them deal sickening damage to mounted enemy lords or cavalry and are the best/only option for fighting flying enemy lords/heroes on semi-even ground. Suffice to say, they&#039;re still very weak to anti-large weaponry themselves and will seldom win against combat dedicated lords/heroes in a &amp;quot;1&amp;quot;v1 fight. As such, they&#039;ll need support through terradon riders (for the poison) as well as additional ripperdactyls to stand an honest shot against such a foe, though they&#039;re still not guaranteed a victory. Should they lose, they&#039;ll still leave a hell of a mark on whatever cavalry/monster they were fighting and such scars could prove pivotal to bringing them down with the rest of your army.&lt;br /&gt;
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===Hunting Packs===&lt;br /&gt;
*&#039;&#039;&#039;Salamander Hunting Pack (DLC 1)&#039;&#039;&#039; - A &#039;&#039;much&#039;&#039; needed addition to the Lizardmen&#039;s borderline vacant missile unit roster, Salamander Hunting Packs are a fantastic general use ranged unit and are among the better missile cavalry options in the game. Though they can&#039;t fire while moving like other missile cavalry options, they deal a rather frightening amount of flaming explosive damage per volley with not inconsequential AP and rather notable anti-large bonuses to top it off. Much like your other non-single entity heavy hitters, Salamanders can do some damage in melee, but they really should avoid it unless absolutely necessary. Terrible defensive values will make Salamander Hunting Packs feel every blow that hits their unarmored hides. If you want to keep them in the fight, make sure you have a few Saurus Spears or Spear Cold One Riders to counter enemy cavalry.&lt;br /&gt;
**&#039;&#039;&#039;The Umbral Tide (RoR, DLC 1)&#039;&#039;&#039; - Sneaky salamander hunting packs with perfect vigour and stalk, the Umbral Tide is able to covertly cross a majority of the battlefields you may find yourself on and can easily set up an ambush against unsuspecting opponents. Even after running from one end of the battle to the other and loosing every last fireball from their collective gullets, the Umbral Tide will still have a spring to their step should they join the melee fray. If you can only afford a single Salamander Pack, try to budget for these guys.&lt;br /&gt;
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*&#039;&#039;&#039;Razordon Hunting Pack (DLC 2)&#039;&#039;&#039; - Razordons are your anti-armor missile cavalry. Unlike the Salamanders, who burp up one flaming projectile apiece, Razordons lob three spikes at a time when they attack. Though the damage per individual projectile is... well, pitiful, combined they can deal a rather staggering amount of AP damage that can either be divided among dense clusters of armored infantry formations or a single armored target. Additionally, Razordons are much more adept at lobbing their shots, giving them a bit of an edge over Salamanders in uneven terrain. Unfortunately, that&#039;s about where the good news ends. With a shorter firing range than Salamanders and utterly abysmal base damage on their projectiles ([[What|Chameleon Skinks have stronger missiles against unarmored foes than these guys]]) and no additional bonuses to speak of (fire damage, explosive damage, anti-large/infantry, nothing), there&#039;s generally no reason to take Razordons over Salamanders in general lists. Against the heavily armored forces of the Warriors of Chaos, Dwarfs or even other Lizardmen, Razordons might find a more valuable niche.&lt;br /&gt;
**&#039;&#039;&#039;Amaxon Barbs (RoR, DLC 2)&#039;&#039;&#039; - Razordons with poisonous spikes and a flat 15% missile resistance, these guys aren&#039;t much to write home about. Yes, poison is nice, but you don&#039;t exactly need to dig very deep for alternative ways to access it. The missile resistance is a nice, if moderately more situational perk, but it&#039;s not a particularly notable resistance and it does nothing for potential melee engagements. In the event you need a razordon hunting pack for anti-armor firepower, you may as well pick these guys up, but only if you have the extra gold once you&#039;ve established your core army roster.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
The big beasts and the creatures most opponents expect to face when fighting the lizardmen. Potent and powerful monsters, you have a dinosaur for every occasion; you&#039;ll simply need to choose the right ones. Beware of enemy tarpits if you don&#039;t have a high-level mage in your army; dinosaurs will take additional damage from their flanks and rear if they are surrounded and that can quickly wear them down.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Stegadon&#039;&#039;&#039; - A wild stegadon, pure and simple. A living battering ram, stegadons are fantastic line breakers and are well rounded enough to survive the ensuing melee while dealing respectable damage in turn. Like all feral dinosaur variants, its only major weakness is a vulnerability to rampaging courtesy of its lower leadership. This is a forgivable flaw, considering how cheap they are and the fact that you can simply use Cold Blooded to snap them out of it definitely lessens the severity of an occasional rampage. &lt;br /&gt;
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*&#039;&#039;&#039;[[Stegadon]]&#039;&#039;&#039; - A stegadon with a long-range ballista and skink handlers mounted upon its back. Stegadons serve as the first of your two artillery options and are arguably the best at dealing raw damage: the ballista is unerringly accurate and can easily snipe opposing artillery pieces, usually destroying the cannon/catapult models in question before they can get much usage. What&#039;s more is that, as it&#039;s connected to a single entity monster itself, the ballista is not vulnerable to these same tactics, but it can take more punishment just like cygors, steam tanks and other large entities with ranged attacks. The stegadon&#039;s ranged attack generally struggles to deal significant damage to infantry formations due to the narrow projectiles and low splash damage (despite the bonus anti-infantry damage). Regardless, the shot still deals incredible damage to heavily armored, single entity monsters (particularly a majority of mounted lords/heroes) due to their immense bonus AP damage. Even should you run out of ammunition or should your opponent try to tie it down in melee... it&#039;s still a stegadon. With skinks firing poisoned darts at everything surrounding its legs, it will put up just as much of a fight as its feral counterpart and then some. The only downside to the ballista is that firing it will drain the stegadon&#039;s vigour (even if it&#039;s standing perfectly still), meaning it&#039;ll likely perform less efficiently in any ensuing melee if it doesn&#039;t get a break between firing and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Stegadon&#039;&#039;&#039; - Hoh boy, now we&#039;re talking. A massive buff to the stegadon&#039;s health will allow him to take significantly more punishment over the rest of his variants, but that&#039;s not really the main selling point here. The blessed stegadon is also gifted with perfect vigour; a massive boon to the offensive prowess of this beast. Being able to act as full blown artillery then rush into glorious melee combat to tear enemies a new asshole at peak performance is something no other faction can achieve remotely as effectively as these guys can. If a quest pops up in the campaign with these as a reward, you should do your damndest to accomplish it. They&#039;re well worth it.&lt;br /&gt;
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*&#039;&#039;&#039;Ancient Stegadon&#039;&#039;&#039; - Where the stegadon does its best work from afar, the ancient stegadon needs to get up close and personal to do business. The howdah, though packed with significantly more ammo, is much shorter ranged and is primarily meant to soften up nearby targets for a follow up charge into melee. Ancient stegadons are somewhat tankier than other stegadon variants, though their limited range debatably renders them less effective offensively. In general, you should either spring for the Engine of the Gods or stick with a regular stegadon..&lt;br /&gt;
**&#039;&#039;&#039;The Thunderous One (RoR, DLC 1)&#039;&#039;&#039; - A beefed up ancient stegadon that calls down bolts of lighting every 20 seconds, the Thunderous One was made to wade into the enemy&#039;s front line and deal indiscriminate damage. Unfortunately, these bolts of lightning can and will deal friendly fire to your units. This can make it somewhat challenging to support its charge with infantry or cavalry, though allied single entity monsters typically won&#039;t mind the stray blast.&lt;br /&gt;
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*&#039;&#039;&#039;Engine of the Gods Ancient Stegadon (DLC 1)&#039;&#039;&#039; - Is all the gold armor embedded into your ancient stegadon not quite flashy enough for you? Just give it the ability to call down an orbital bombardment to glass swarms of warmbloods in the name of the Great Plan. The Stegadon itself is, functionally, an Ancient Stegadon. It behaves identically like one and has the exact same statline, but once you get to its abilities, things start to get interesting. It has two supporting abilities, Arcane Configuration (Winds of Magic Power Recharge rate boost) and the Portent of Warding (a 5% Ward Save for all allied units within 40m). These effects make EotG Stegadons fantastic supporting units simply from their presence alone. And yes, this applies to EotG Stegadon Mounts, so your (Red-Crested) Skink Chiefs can support Skink Priest casters or front line infantry if he&#039;s on one of these. The third, and debatably the main reason you&#039;re considering this ornate beast, is the Burning Alignment active ability. Though limited to only two uses, the Engine of the Gods can deal devastating damage to infantry focused lists if the Burning Alignment is used at just the right moment. It&#039;s particularly effective when fired into choke points or along your enemy&#039;s frontline ranks when they&#039;re tied up with your forces. Thankfully, the Burning Alignment ability is extremely accurate for (what is functionally) a wind spell; so long as you aim carefully and don&#039;t wander your lizardmen into it&#039;s path, you can drop it right in front of your forces with little fear.&lt;br /&gt;
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*&#039;&#039;&#039;Feral [[Bastilidon]]&#039;&#039;&#039; - Your cheapest single entity dinosaur as well as your sturdiest. Feral bastilidons are effectively just a [[DISTRACTION CARNIFEX]] that you throw into enemy frontlines to stir up some chaos, cause some fear and just generally soak damage while the rest of your army dismantles the enemy. These guys can still earn you some crazy value against armies that field a lot of chaff infantry, like Skaven, Beastmen or Bretonnia.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Engine Bastilidon&#039;&#039;&#039; - Your second, cheaper artillery option. Solar Engines fire off a single missile that simultaneously blinds and burns enemy units, reducing their combat effectiveness and dealing bonus damage against anything that regenerates health naturally. These laser bolts are relatively slow moving, however, and are much easier to dodge than the smaller, faster, harder to see bolts fired by the stegadon, but they have slightly higher damage per shot and a larger splash radius when targeting groups of infantry. In another contrast to the stegadon, the beams fired by the solar engine deal flat magical damage, meaning enemies with high magical resistance will largely shrug off the damage dealt by the solar engine itself. The only &#039;&#039;major&#039;&#039; drawback of the solar engine is that the Beam of Chotek, though an armor-piercing missile (its unit toolbar does not show the armor-piercing icon), deals relatively low bonus damage against armored units and as such will become less efficient compared to the stegadon when targeting heavily armored monsters over formations of armored infantry. At the end of the day, when all else fails, there&#039;s still a fully grown bastilidon underneath that laser crystal. Keep in mind, like every range units, their range shots depletes a unit&#039;s vigour and should be taken into account if you&#039;re planning on sending it in.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Solar Engine Bastilidon&#039;&#039;&#039; - Everything said about the blessed stegadon applies here, only to a slightly lesser extent. Perfect vigour&#039;s value cannot be overstated on a melee capable monster that would otherwise tire itself out just from holding a laser cannon in place. The greater defensive value of the bastilidon compliments the increased health quite nicely and will allow the blessed variant to stay in the thick of it considerably longer than others of its kind (bar perhaps a Revivification bastilidon healing itself, though it could just simply support the blessed bastilidon instead).&lt;br /&gt;
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*&#039;&#039;&#039;Revivification Crystal Bastilidon&#039;&#039;&#039; - Your only non-magical source of healing, revivification crystals are one of the few healing options in the game that not only restores a unit&#039;s health but also actually revives dead models; a perk that&#039;s particularly valuable on your elite units like kroxigors or temple guard. A revivification crystal pairs excellently with a Life Slann in infantry heavy lists as you can very rapidly bring a unit back from the brink to near pristine (or whatever their healing cap is, depending on how used and abused they are), or for ensuring crucial monsters (like carnosaurs and dread saurians) become virtually unkillable. They are of limited use in a dinosaur army if your lord isn&#039;t a Life Slann, as their minor healing ability is short-ranged and can only target a single unit with a relatively lengthy cooldown between uses. Additionally, and this is notable hitch, models don&#039;t start coming back to life until all the still living models have been healed up. This, consequently, makes it difficult to rebuild your forces if they&#039;re in active combat or taking damage from other sources. Having said that, they&#039;re still the only source of healing non-slann lords have access to and the only healing option that doesn&#039;t impose on your Winds of Magic reserve (which is still a plus, as other armies don&#039;t have such a luxury). As a bastilidon variant, it can also throw itself into combat with little fear. Pro tip: Don&#039;t click that &amp;quot;end battle&amp;quot; button; instead, use it to revive what you can and win the fight with fewer casualties.&lt;br /&gt;
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*&#039;&#039;&#039;Ark of Sotek Bastilodon (DLC 1)&#039;&#039;&#039; - Functionally just a regular bastilidon, but with the ability to unleash an AoE burst of poison on all enemies surrounding it. As it&#039;s only a minor increase in cost over the feral version, the Ark of Sotek may be worth getting for the very minor amount of damage and extra poison it can apply to the invariable mosh pits bastilidons often find themselves in. Alternatively, you can get much more utility from the other two non-feral variants, and rely on your skinks to supply poison or your mages to deal burst damage to tarpits of infantry.&lt;br /&gt;
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*&#039;&#039;&#039;Ancient Salamander (DLC 1)&#039;&#039;&#039; - A single giant salamander, tempered with age, experience and able to melt opponents with literal hellfire. Ancient salamanders are more durable than their lesser hunting pack kin and are more reliably able to survive the occasional melee scuffle, though it generally shouldn&#039;t participate in it. Instead, the ancient salamander truly shines when paired with fire slann, salamander hunting packs, fireleech bolas terradons, or solar engine bastilidons thanks to its ability to render enemy units flammable with its own fireballs. This flammable effect greatly improves the damage dealt by flaming attacks and when executed properly and will burn through most infantry-focused armies with terrifying efficiency. &lt;br /&gt;
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*&#039;&#039;&#039;Feral Carnosaur&#039;&#039;&#039; - An offensive machine, the apex predator of Lustria (you know, conventionally) and a signature monster of the lizardmen, the carnosaur is a ferocious beast that specializes in hunting other monsters, skaven weapon teams, and artillery due to their innate anti-large bonuses and armor-piercing capabilities. They&#039;re considerably frailer than stegadons and bastilidons defensively, though they are much swifter and tear through most enemies far more quickly due to their much higher attack. When funds are too tight to take a Saurus Scar-Vet or Old Blood on a carnosaur, a feral version with proper support won&#039;t steer you wrong. Just make sure you keep a leader or hero with Cold-Blooded on standby in case they get a little carried away.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Feral Carnosaur&#039;&#039;&#039; - The blessed carnosaur. Formerly the pinnacle of lizardmen might (the dread saurian says hi), blessed carnosaurs have all the anti-large, armor-piercing wrath of the regular carnosaur supplemented by a much more rounded defensive statline. Additional health and magic resistance makes the blessed carnosaur surprisingly survivable against a myriad of generic threats and allows it to commit to fights that regular carnosaurs would hesitate towards. They are still just as vulnerable as any other carnosaur to getting mobbed or picked apart from regular armor-piercing weapons and absolutely will rampage in a bind, so don&#039;t get reckless with your charges.&lt;br /&gt;
**&#039;&#039;&#039;Geltblöm’s Terror (RoR, DLC 3)&#039;&#039;&#039; - A Feral Carnosaur that never rampages and is blessed with both Vanguard deployment and the Strider ability, enabling it to keep up to speed in any terrain. Vanguard deployment and rampage immunity is a fantastic combination for a Lizardmen monster designed to fight other monsters, but don&#039;t get reckless.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Troglodon (DLC 3)&#039;&#039;&#039; - A Troglodon without a Skink Oracle to keep it in check. Troglodons are in essence a hybrid between an Ancient Salamander and Carnosaur in that they&#039;re able to burp up potent poisonous spit that&#039;s extremely effective against large targets. Troglodons are quite possibly the first real &amp;quot;skirmisher&amp;quot; single entity monster introduced: though they&#039;re quick for ground-bound dinosaurs, they should generally only engage in melee as a last resort or with &#039;&#039;heavy&#039;&#039; support because they are not designed to put up much of a fight. In a direct melee engagement against most other combat monsters, Troglodons tend to lose pretty handily. Their low leadership also tends to cause them to rampage quickly when caught up in a brawl. However, if they focus on kiting and sniping their targets rather than charging them, they can do frankly sickening amounts of damage.&lt;br /&gt;
**&#039;&#039;&#039;The Pale Death (RoR, DLC 3)&#039;&#039;&#039; - A Feral Troglodon that can buff itself and nearby allies in melee whenever it uses it&#039;s Primeval Roar, giving them a rather substantial Melee Attack bonus for a short while. Though a buff of 24 Melee Attack is certainly an eyebrow raiser, it only recharges when the Pale Death is actively engaged in melee combat. For 60 seconds. On a creature that&#039;s prone to rampaging at the drop of a hat, this is a very risky commitment without a Lord/Hero nearby to keep it in check.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Dread Saurian (DLC 2)&#039;&#039;&#039; - The single largest monster in the game, dread saurians are nigh uncontested in raw damage output and are more than capable of killing every other unit in the game in a straight fight. Unfortunately for you, your opponent will be able to field &#039;&#039;far&#039;&#039; more units than your dread saurian will be able to deal with at once and most of said units will likely be picking it off at range. As a massive, lumbering behemoth, dodging even slow moving projectiles is well and truly beyond the dread saurian and it will take tremendous damage on the approach. Even once it arrives in melee, the sheer volume of bodies capable of surrounding it and poking it with anti-armor/anti-large sticks will wear it down quite quickly. Their size also provides another source of jank whenever they get bogged down by hordes; they&#039;ll struggle to properly path their way through the crowds (it doesn&#039;t help that the Dread Saurian also has relatively low mass considering it&#039;s literal size) and their attacks, while lethally brutal, also tend to miss depending on the terrain it&#039;s fighting on. They are also prohibitively expensive and will eat up a significant portion of your funds, meaning the rest of your army will be extremely limited in number. Ensure you have a proper supporting mage (a life slann is essential) if you&#039;re bringing one.&lt;br /&gt;
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*&#039;&#039;&#039;Dread Saurian (DLC 2)&#039;&#039;&#039; - The single largest monster in the game, now wearing a howdah filled to the brim with skinks. A modest price bump from the already exorbitant feral variant will grant the regular dread saurian a higher leadership, ranged attacks and poison. Frankly, there&#039;s little reason not to go ahead and splurge for these upgrades.&lt;br /&gt;
**&#039;&#039;&#039;Shredder of Lustria (RoR, DLC 2)&#039;&#039;&#039; - The single most expensive beast you could ever field, and boy does he do work. In addition to all that a dread saurian can bring to bear, the Shredder of Lustria is stacked with the full complement of veterinary stat buffs and a leadership debuff for all enemies surrounding it, a perk that, when combined with the innate fear and terror dread saurians cause, will make most enemy infantry run the &#039;&#039;fuck&#039;&#039; away very fast. If that weren&#039;t enough, the Shredder of Lustria also encourages all nearby allied troops, buffing their leadership. After all, who wouldn&#039;t be inspired by seeing the apex of lizardmen might devouring any and all who oppose the Great Plan? Speaking of the Great Plan, you&#039;re going to need one: considering how much money you&#039;re sinking into this puppy, you&#039;re going to need to really budget the rest of your army carefully.&lt;br /&gt;
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*&#039;&#039;&#039;Coatl (DLC 3)&#039;&#039;&#039; - Previously a relic of a long lost bit of Lizardmen lore, the Coatl makes a rather striking return as the premier Lizardmen flying monster. The Coatl, though packing two casts of Urannon&#039;s Thunderbolt and one cast of Lesser Chain Lighting as bound spells, is designed more as a source of support for ground-bound allies. Infact, the main draw to the Coatl isn&#039;t its combat capabilities (which are mediocre at best), but for the fact that it grants all allied units under its wings Stalk. Yes, everything from that unit of Red-Crested Skinks to that Dread Saurian doomstack becomes invisible and untargetable until they&#039;re either far too close to do anything about or the Coatl &amp;quot;lands&amp;quot; or dies. As a faction desperately starved of long range missile units, this is a massive boon for protecting your high-value targets on the approach. Once the Coatl has safely delivered it&#039;s charges into battle, it still can serve as an excellent disruptor of backline units, Snipe artillery or single entity monsters with thunderbolt or punish a large blob with lesser chain lighting. Just be careful: even your Terradons move faster than this thing and its size does it no favors when trying to dodge missile fire.&lt;br /&gt;
**&#039;&#039;&#039;Spirit of Tepok (RoR, DLC 3)&#039;&#039;&#039; - A Coatl that has Banishment and Shield of Thorns as bound spells instead. The option to lean more heavily into a support role does suit the Coatl quite well, though this largely depends on what lord choice and focus your army has. If you brought a life slann or a skink priest, a regular Coatl might get you more mileage.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
Lizardmen are a very versatile faction when viewed over the entire campaign, however there will be times when your army composition and thus tactics are limited depending on the progress you&#039;ve made in developing your empire. Your greatest limiting factor will be money; be it in single-player or multiplayer, many mid-high tier units will cost a fortune and you will invariably have a lower unit count compared to other armies. You will need to carefully consider the faction you&#039;re currently facing when forming your armies.&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
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====Faction Counterplay====&lt;br /&gt;
A list of all the other factions in the game, along side their various strengths, weaknesses and best strategies you have to combat them.&lt;br /&gt;
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*&#039;&#039;&#039;Beastmen&#039;&#039;&#039; - Highly mobile and capable of dishing out impressive damage, the Beastmen are debatably the fastest overall army in the game (only rivaled by the Wood Elves, perhaps). This can be difficult to deal with, as the only infantry you possess that can potentially keep up with them are your Skinks. Skinks...generally aren&#039;t a great pick against Beastmen. They&#039;re slower still than a significant portion of the Beastmen roster and will die quite quickly due to their lack of armor and defensive stats. Skink Skirmishers are a minor exception, as between their poisonous missiles and the Beastmen&#039;s lack of armor, they&#039;ll actually deal respectable damage to them. Otherwise, the stalwart Saurus (Spears) will be your best frontline unit; solid charge defenses, shields and anti-large bonuses will stop any rush in its tracks and the Beastmen&#039;s complete lack of armor means that they&#039;ll take the full brunt of their attacks. The units that&#039;ll get you the most mileage however, are going to be your monsters. The fear and terror your massive beasties toss about will destroy attempts to form a cohesive front line and their utter lack of armor means that even your Bastilodons will deal rather substantial damage to them. Have a Carnosaur or two hunt down any Cygors or non-Great Axe Minotaurs they might have on hand.&lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039; - The end-all, be-all cavalry faction, Brettonia has access to some of the strongest mounted soldiers in the game. Their peasantry, though feeble, isn&#039;t to be underestimated in sufficient numbers and can still do notable damage through their archers and pikemen. That said, your Skink Cohorts can easily best any peasants they (effortlessly) pin down and a unit or two of kroxigors will &#039;&#039;evicerate&#039;&#039; any foot soldier unfortunate enough to meet them in combat. Bretonnians will also struggle to hold their lines together from the sheer amount of fear/terror your monsters can cause. However, their cavalry (particularly Grail Knights) won&#039;t falter from fear alone and are renowned for their devastating charges. Brace units of temple guard (or saurus spears, if you&#039;re cheap) to mitigate their damage and box them in before they have a chance to pull back. A light slann with the Net of Amyntok can shut down Brettonian cavalry &#039;&#039;hard&#039;&#039; and should heavily be considered as your lord for this matchup.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039; - The general battle plan here can best be summarized with &amp;quot;Grab a bunch of ranged and 2 Solar Engines and defend them at all costs because otherwise you have no way to deal with Dark Rider Crossbow and Scourgerunner spam.&amp;quot; Seriously, those damn Anti Large missile chariots were pretty much designed to fight you. A pure melee monster rush isn&#039;t going to work otherwise you will just get kited into oblivion. Have the solar engines shoot them from afar and see if you can get you Chameleon skins to slow them down so your Cold One riders can catch up to them. Your dino cav is better than their dino cav, take advantage of that. Mazdamundi is also great for nets to lock down cavalry and get them ready for a pounding. If you can get rid of all that mobile ranged, the infantry fight should fall in your favor in no time.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039; - Dwarfs tend to form nigh impenetrable walls of armorclad infantry and are one of the few factions capable of holding the line better than you. AP weaponry is a must, so mixing Red-Crested Skinks among your Saurus can help chew through thicker formations. Kroxigors, particularly Sacred Kroxigors, will be your best infantry can openers in this fight. Despite their innate spell resistance, your offensive magics can still work wonders against most dwarfen infantry, so a heavens skink priest or fire slann wouldn&#039;t be amiss in your army here. Beware of their Giant Slayers; though fragile, they will deal terrible damage to any armored cavalry or monsters they can get their grubby dawi mitts on. Skink skirmishers/chameleon skinks can easily outpace slayer units and whittle them down with their poisoned missiles, though they&#039;ll do absolutely nothing against any of the armored infantry. Terradon riders are virtually untouchable to their ground bound forces with a special shout-out for the Fireleech Bolas variant, but you&#039;ll absolutely need to take down any Gyrocopters contesting the skies if you want to get your money&#039;s worth. Lastly, you&#039;ll want to destroy any artillery they bring before turning your attention to the rest of their forces; Ripperdactyls can easily flank and shred such devices, though you&#039;ll need to draw away any screening units if you want them to survive the aftermath. Lastly, this is one of the few matchups where Razordons are a more attractive mid-ranged option than your Salamanders.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039; - Karl Franz brings a relatively balanced roster to the table, with plenty of long ranged anti-armor firepower and cavalry that&#039;ll run circles around yours. With the sheer volume of AP gunpowder units and artillery, this is a faction you&#039;ll generally want to leave the Saurus at home for. Skink Cohorts with shields are for once a rather reliable pick for your frontline, with Red-Crested Skinks and/or Kroxigors diving in once you&#039;ve tied down the missile units that otherwise threaten them. Additionally, your Terradon Riders can actually be quite effective in this matchup, particularly in shutting down Grenade Launcher Outriders. A Skink Priest of Heavens with Urannon&#039;s Thunderbolt and/or Comet of Cassandora is a rather cost-efficient answer to units such as the Steam Tank and Artillery Platforms, though regular Stegadons can punch holes through them if you can keep them safe. A Slann Priest with Light Magic and the Net of Amyntok coupled with a squad or two of Salamander Hunting Packs makes for an excellent cavalry deleting squad, but you&#039;ll absolutely need to shield them with your own cavalry or at the very least some shielded Saurus Spears.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039; - Hordes of expendable Goblins and Ork Boyz make up the rank and file of the Greenskins. Despite having a particular focus towards mobbing you in melee combat, the Greenskins have a fairly diverse roster capable of performing decently well at ranged combat or skirmishing with their relatively diverse cavalry options. As the coup-de-grace, Greenskins also have access to several monstrous units between their selection of (river) trolls and Arachnarok Spiders that can mulch their weight in infantry. However, there are two major weaknesses to the Greenskin roster: they typically have &#039;&#039;terrible&#039;&#039; leadership (especially their expendable Goblin and Troll units) and a majority of their roster is unarmored. Saurus units will typically stand firm on the front lines while your Skink skirmishers will actually do some solid work while easily outpacing the sluggish Ork Boyz, but you will &#039;&#039;need&#039;&#039; to watch out for their Cavalry. Fireleech Bolas Terradons and Salamanders will have a field day against their infantry as well, especially against the fire-weak troll units who will crumble rapidly in the face of their flammability and terrible leadership. On the note of leadership; your pantheon of Jurassic beasties will have the time of their lives against the Greenskins. Their relative lack of armor and (perhaps ironic) cowardice means that a Carnosaur or two will bowl through their ranks largely uncontested. However, keep an eye out for Black Orcs; they&#039;re one of the few armored infantry units in the Ork roster, are armor piercing and are immune to Fear/Terror. Red-Crested Skinks are a decent budget option to deal with them, though you may prefer to kite them with Razordon Hunting Packs instead.&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039; - Lizardmen will have some trouble countering High Elf flying monsters, particularly phoenixes. Your ranged units aren&#039;t going to get the chance to take them down in the air, so you have to rely on catching them when they drop down to attack and that can be tricky if you&#039;re running an all-dino army. At the same time, if you&#039;re using saurus then you will take some heavy losses from archers and cavalry if you commit them all to tarpitting the phoenix. Chameleon Skinks are an excellent pick against archer heavy builds; their lose formation coupled with their innate missile resistance will make them extremely hard to take down at range while their chameleon skin will let them dip in and out of combat with relative ease. Sisters of Averlorn are a priority target if present on the field; a Skink Priest of Beasts may be considered if only to summon manticores to tie them down. Additionally, the Legion of Chaqua should strongly be considered as a core part of your frontline; the ability to grant multiple units around it a 44% missile resistance is too valuable to ignore.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039; - This...should be a no brainer in concept, though countering opposing lizardmen can be somewhat difficult to execute. Anti-large units in some shape or form are an inarguable must; cold one spear-riders accompanied by saurus spears can surround and pin down enemy monsters in a relatively cost-effective manner. Red-crested skinks are an ideal infantry choice due to their poison and armor piercing bonus coming into play against a majority of the lizardman roster. Salamander hunting packs and ancient salamanders are fantastic all-rounders that can deal terrifying damage across the entire board. Your main objective should be to focus down any slann mage-priest or skink priests present on the field, followed by any other lord/hero keeping potential rampages in check. If there is an opposing slann, avoid clumping up your infantry to reduce the threat of a banishment and/or any other vortex spell devastating your frontlines. Regular stegadons are fantastic monster snipers who should focus fire on major threats like carnosaurs or dread saurians before anything else.&lt;br /&gt;
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*&#039;&#039;&#039;Norsca&#039;&#039;&#039; - These guys are pretty much Warriors of Chaos with a little bit of [[Space Wolf|wolf]] thrown in. Like the Warriors of Chaos, they have a relative lack of missile units but unlike the Warriors of Chaos, are considerably less armored as a whole. Saurus Warriors as such are substantially better at holding off the bulk of their front lines while Temple Guard are a fantastic answer to their Skin Wolves and Trolls. Skink Skirmishers are also fantastic for dealing chip damage and applying poison while staying well out of arm&#039;s reach for a majority of their forces. (Ancient) Salamanders are also a superb choice, as are Fireleech Bolas Terradons as general damage dealers. Stegadons and Carnosaurs will likely be your go-to monsters, as a pair of Carnosaurs can typically take down a War Mammoth, at least in theory. Caution should be exercised against War Mammoths in particular, as they are one of the best monster units in the game. Considering the fact that half your list is made of monsters, that&#039;s saying something. No Norscan worth his salt will allow you to freely target down the crown jewel of his army, so make sure you commit well and truly to the fight.&lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; -&lt;br /&gt;
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*&#039;&#039;&#039;Skaven&#039;&#039;&#039; - An iconic matchup, the skaven are everything the lizardmen aren&#039;t. Massive hordes of cheap, cowardly cannon fodder will fill the ranks of many skaven lists purely to get in the way of your Jurassic might and their rickety engines of war. Aside delaying the inevitable through piles of bodies, the ratmen have precious little in the way of durable front line units and will typically fall apart when thrown in the grinder. Rather, Skaven will rely on their wide array of artillery and arcane firearms to rain warpfire upon the hapless masses (friend and foe alike). Ratling Gunners are notorious for their ability to rapidly shred infantry, cavalry and monsters alike while their jezzails excel at picking apart single entity monsters, lords and heroes from halfway across the battlefield. Any frontline infantry you have you&#039;ll want shielded. In general, skaven are modestly quick on their feet, so you&#039;ll want a selection of cavalry or skinks to catch up to and tie down their missile infantry. Chameleon Skinks are generally a strong pick against skaven due to their missile resistance and for once can do respectable damage due to the relative lack of armor in the skaven roster. Skink Cohorts will typically win in a straight fight against Skaven Slaves or Clanrats, though against anything more elite you&#039;ll want saurus or kroxigors to deal with them. Your monsters will also have virtually free reign should they manage to make it into melee, though you&#039;ll want to ensure any artillery or missile infantry are well and truly tied down before you let them loose.&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - Much like the Dark Elves, this matchup falls relatively in their favor. Speedy infantry, cavalry and chariots &#039;&#039;all&#039;&#039; packing AP damage makes a front line of Saurus undesirable. However, unlike the Dark Elves, Slaanesh [[/d/|comes]] up short in the ranged game; your Chameleon Skinks, Skink Skirmishers and even both Terradon Riders will prove quite valuable at whittling away Slaaneshi daemons, though exquisite care will be needed for your skink infantry; even with poison debuffs, Slaaneshi units are &#039;&#039;damn&#039;&#039; fast and will still be able to chase down and tie up your Skinks without screening support. Other options include your trademark dinosaurs; despite packing AP damage, Slaanesh is not generally kitted with a diverse Anti-Large roster and may struggle trying to hold back your high-mass monsters from tearing through their ranks.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039; - There&#039;s not a lot a basic skeleton army can do to lizardmen. Unit for unit, saurus are just better and skinks will be more maneuverable. An all-dino army can destroy ushabti and higher-tier units with ease, provided you&#039;ve picked the right dinos (stegadons). However, this is not a reason to be complacent - the Tomb Kings roster has some very deadly Anti-Large AP units on their roster that will make very short work of your dinos. Of particular note are the Ushabti Greatbows and Necrosphinx; the former are dedicated monster snipers and the latter is absolute murder against other single-entity monsters. Try to mob these units with your infantry or try to make them irrelevant with magic, because the high innate armor and mass these units naturally have will mean they can and will be able to move around the battlefield with impunity.&lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - The key against Tzeentch is to get into melee quick and hold their units in place; Tzeentch daemons, even with their Protoss-like shields, aren&#039;t built for combat and will either try to do all their work at range (something you &#039;&#039;desperately&#039;&#039; will not want to combat them at) or by cycle charging before you get a chance to crack their shields. This is one of the rare matchups your Cold One Riders can actually excel at; they&#039;re rather decent in combat and can engage the enemy far sooner than your standard Saurus or Skinks can (and will likely/hopefully suffer less casualties for it). Additionally, Chameleon Stalkers can safely sneak up to vulnerable flanks; open up with a rather explosive burst of their own and start chewing through Horrors before they get much opportunity to return fire. Try not to contest the skies if you can, though Ripperdactyls will likely best most of the units they&#039;d be fighting in the skies... they&#039;ll be outnumbered substantially &#039;&#039;and&#039;&#039; move much more slowly. They&#039;ll be lit up far before they can ever catch up to anything.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039; - In terms of punching through these undeads&#039; lines they&#039;re even easier than their Vampire Counts brothers with very little in the way of durable infantry to hold back your Saurus killing machines. Where you will have to watch out is their ranged units - they have one of the cheapest gunlines in the game and it&#039;s even harder to break open their protectors because they&#039;re all undead and can&#039;t run. Their monsters will tarpit your dinos but rarely kill them, but without proper maneuvering you will be munching on polearm zombies all day while their undead musketeers and cannons fuck you up. Abuse magic hard and don&#039;t let them bog down your dinos, keep them constantly rolling through the zombies until you can trample over their gunners. Be very wary about Necrofex Colossi, not only can they kite your dinos but they can also put substantial hurt on them if not checked quickly.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039; - If there&#039;s any faction in the game more stunted in the range-game, it&#039;s the Vampire Counts. Hordes upon hordes of meat-shields often form the rank and file of many undead lists while the lords and heroes do all the heavy lifting. You&#039;ll want to avoid clumping your units up or getting bogged down by the fodder, as a single Winds of Death can delete your entire frontline if you allow it. Kroxigors will make short work of any infantry the Vampire Counts send your way and Sacred Kroxigors in particular are extremely valuable against the ethereal units that might otherwise threaten your physical forces. Additionally, Skink Skirmishers will prove a frustrating thorn in your opponents side as they kite any non-cav across the field and back. Typically you&#039;ll want to focus on bringing down any characters the Vampire Counts field, as they quite literally hold the army together. Without their leadership and magic support, many of the undead will quickly crumble against the might of your superior soldiers. Fire damage is particularly useful in this regard, so Salamander Hunting Packs, Ancient Salamanders, Solar Engines and Fire Slann can quickly incinerate many of these lords and heroes (in the case of the Slann, they are also fantastic at dealing with ethereal heroes). &lt;br /&gt;
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*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039; - Another faction almost devoid of ranged options, the Warriors of Chaos is almost dedicated to advancing a wall of steel and meat from one end of the map to the other. Many of their units are armored and/or shielded and as such, armor-piercing units will be your friend against them. Take a few units of Saurus (Spears) to hold their units in place while you have some Red-Crested Skinks chip away at them. Spears are strongly suggested due to the relative abundance of large/monstrous units within their roster; they might not win against them, but your spears will go down fighting much harder than your regular warriors would. Take a unit or two of Ripperdactyls to shut down any Hellcannons they might&#039;ve brought to the table. Take no half-measures with them either; they&#039;re unbreakable so you &#039;&#039;will&#039;&#039; need to completely wipe them out if you don&#039;t want to be bombarded the entire match. Otherwise, some (Sacred) Kroxigors, Razordons and Stegadons are fantastic damage dealers and a Skink Priest of Heavens or a Fire Slann can delete large chunks of their infantry at a time with proper placement and timing.&lt;br /&gt;
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*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039; - Wood Elves are a flighty foe and one of the hardest for your army to actually pin down. Their relatively cheap access to long-ranged anti-armor missile infantry will pose a massive pain in the ass and their basic frontline infantry, the Eternal Guard, can hold their own surprisingly well against your monsters courtesy of their spears. In a rare twist, a front line of skink cohorts will prove more effective than your saurus against wood elves; they&#039;re quicker still than many elven infantry options and can further hinder their combat effectiveness thanks to their poison. Chameleon skinks will prove invaluable at harassing enemy archers and can kite a majority of their infantry with relative ease. Now when it comes to dealing with their tree units, I have one word for you. Fire. (Ancient) Salamanders can deal with dryads, tree kin and treemen with laughable ease and will prove just as effective at dealing with the rest of the wood elf roster, though you&#039;ll absolutely want a contingent or two of saurus spears to screen against Wild Riders. Wood Elves are also a rare instance of being a faction with &#039;&#039;less&#039;&#039; artillery than you (hint, they have none). Solar Engine bastilidons can heavily discourage their archers from setting up and will do bonus damage to any tree units they shoot. Lastly, many Wood Elf units are capable of vanguard deployment; keep an eye on your surroundings once the battle starts to ensure you aren&#039;t caught unawares.&lt;br /&gt;
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===Campaign Strategies===&lt;br /&gt;
In the campaign, be it the Vortex or Mortal Empires, the biggest concern lizardmen have is obtaining a consistent source of income; skinks will only carry you so far in the early game and sacking settlements will only provide a quick short-term boost to your treasury. Your economy generally lacks bonuses, especially compared to other Warhammer 2 factions, though you won&#039;t be as constrained as, say, Wood Elves or Beastmen, and expanding the Geomantic Web and getting upkeep reduction skills will go a long, long way. As such, if you aren&#039;t playing as Hexoatl it is imperative to get the city as soon as possible for its landmark, which reduces upkeep on the lizardmen&#039;s most powerful units. Most other landmark buildings add some bonus to several unit chains, such as additional damage for skinks or more defense for saurus warriors. &lt;br /&gt;
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Lizardmen research is locked behind building completion; many important technologies cannot be accessed until a specific, often mediocre in mid-early game, building is built in one of your settlements. Generally speaking, it is better to unlock research to start improving your weaker units rather than focus on your economy in the early- to mid-game. You simply won&#039;t be generating much revenue from economy buildings until the Geomantic Web is expanded and upkeep is reduced. However, that also means you need to be smart about what buildings to construct in your limited settlements; depending on how much money you have coming in through battles and sacking, it may be worth it to construct something just to unlock research and then destroy it to make room for something you genuinely need. &lt;br /&gt;
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Despite skinks being largely cannon fodder after turn 75, the skink Spawning Pool building should be built in every minor settlement so that you can hire as many Skink Chief heroes as possible. Not only are they the faction assassins, which help lizardmen remove otherwise troublesome heroes that would be difficult to snipe on the battlefield, they can all get stegadon or ancient stegadon mounts. These are functionally equivalent to the generic version but come with extended range and bonuses to damage. It is possible to have two full armies of just Skink Chiefs by the Chaos invasion, if you so wish, and it is even more OP than the standard dinostack. Skink Priests also have access to these mounts, but increasing their recruiting slots is much more difficult.&lt;br /&gt;
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Once you start becoming established and have a few provinces under your belt, it is imperative to begin constructing Star Chambers in every province you can afford to do so. Each Star Chamber boosts the starting rank of all newly recruited Slann Mage-Priests by 3 levels and all new heroes by 2. Yes, this stacks all the way up so that you can recruit max level Slann every 10 turns. Each Star Chamber also offers a small but lucrative bonus to all income for the whole Province, which helps to address your stone-age economy and extends enemy sieges by an extra 3 turns, potentially granting you just enough time to save the city should it fall under attack.&lt;br /&gt;
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===Subfaction Strategies===&lt;br /&gt;
In general, this section will assume you&#039;re playing in the Mortal Empires campaign.&lt;br /&gt;
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====Mazdamundi====&lt;br /&gt;
*&#039;&#039;&#039;City of the Sun&#039;&#039;&#039; - Big boss Mazdamundi starts with a couple nice things going for him; As the proud owner of Hexoatl, late game Dino-Doomstacks can become particularly affordable. Additionally, he can expand south relatively freely due to a province&#039;s worth of abandoned settlements ripe for the plundering/taking. Not everything is as bright as his city&#039;s namesake suggests; A permanent -10 diplomatic penalty to all Non-Lizardmen factions can make diplomacy somewhat problematic. This is exacerbated by the fact that Mazda starts directly south of the Dark Elves and has a cluster of aggressive Vampire Coast and lizard-hating Empire colonists barring his access to the rest of Lustria. After you secure your initial holdings, you should weigh your options carefully then commit to eradicating one threat at a time if you can help it. Wiping out Morathi&#039;s Dark Elves is the more challenging prospect; their abundance of Armor Piercing weaponry (melee and ranged) can make early game excursions north particularly brutal. This is made worse by the climate incompatibilities, where growth and replenishment are dramatically hindered. On the other hand, Morathi&#039;s capital city does provide some rather significant bonuses to your research, income and public order (reduction of penalties from corruption). Should you choose to go south, you&#039;ll have a much easier time and will be able to meet up with several other Lizardmen factions you can trade/confederate with.&lt;br /&gt;
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====Kroq-Gar====&lt;br /&gt;
*&#039;&#039;&#039;The Last Defender&#039;&#039;&#039; - Starting in the ass-crack of the southeast, Kroq-Gar has a bit of a rough start. His only legendary lord neighbor, Tiktaq&#039;to, is still a veritable hike through Vampire/Tomb King infested deserts and Skaven/Ork-filled mountains. You do have two other generic Lizardmen factions nearby, but they often get wiped out within the first 20 turns by either Vampires, Tomb Kings or Malus Darkblade, if you don&#039;t do the job for them. To get to the rest of your Lizard brethren (who actually matter), you&#039;re going to have to carve a path of bloody carnage across the literal length of the map. There are a couple of ways to go about it, however. If you focus your efforts, you can shove off the coast above your capital city and take the Dragon Isles province directly to the north. If you head north quickly, you can snag a veritable batch of handy Legendary Lord traits that&#039;ll turn Kroq-Gar into a particularly potent duelist and secure a number of relatively isolated, defendable provinces before you press westward. If you&#039;d rather focus on pressing west initially... prepare for the long haul. You&#039;ll want to keep a banner army stationed either in Charnel Valley (where Clan Mors starts) or in Devil&#039;s Backbone (where the Court of Lybaras starts) to help defend against Ork or potential Dark Elf incursions.&lt;br /&gt;
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====Tehenhauin====&lt;br /&gt;
*&#039;&#039;&#039;Lllllet&#039;s get ready to RUMBLE!&#039;&#039;&#039; - Brace yourself, you&#039;re deep in the Lustria-Bowl. Tehenhauin has the roughest start of all your lords, even including Horde-faction Nakai; though he has one potential ally to his immediate south, he has Vampire Coast, Dark Elves, Skaven and expansionist Empire folk surrounding him on all sides. Worse, you&#039;re effectively stuck with Skinks for infantry until you can make progress on your Skaven genocide quest. To this end, you&#039;re going to want to either focus on pumping out a flood of Skinks or focus on building your Beast Lairs to try to pump out some monstrous units to compensate for your lack of early-game muscle. Taking out the Vampire Coast first is strongly recommended, as not only do they spread vampiric corruption, but all of their settlements will provide you with valuable ports. From there, you can put the screws to the Dark Elves and Skaven to the south and claim some valuable land and sacrifices for Sotek.&lt;br /&gt;
&lt;br /&gt;
====Tiktaq&#039;to====&lt;br /&gt;
* Perhaps the most... bland campaign, Tiktaq&#039;to just kind of exists in the middle of the Southlands, caught between some Tomb Kings, a random Empire faction and a fair few crusading Bretonnians. If you want, you can focus on allying with the Tomb Kings initially. They can provide a reasonable source of Trade income and provide a buffer against the burgeoning Greenskin-tide while you clean up the Bretonnians and Empire. Additionally, if you focus on sweeping east, you can get a solid point of entry into Lustria.&lt;br /&gt;
&lt;br /&gt;
====Gor-Rok==== &lt;br /&gt;
*&#039;&#039;&#039;The world is your Itza&#039;&#039;&#039; - Despite being solidly in the Lustria-Bowl and being a Saurus-dedicated, exclusive footlord, Gor-Rok is basically guaranteed supremecy due to beginning the game with Lord Kroak &#039;&#039;and&#039;&#039; starting with Itza as his capitol. Tehenhauin will often end up confederating with you pretty early and without much fuss due to the various Lustria-Bowl contenders beating the piss out of him. You&#039;ll likely want to focus your initial expansion down south to clear out the Skaven and secure the various resources found on the southeast coastline before pushing north to clear out the Vampires. Once you control the majority of Lustria, you effectively have free reign to set your sights anywhere you feel like conquering.&lt;br /&gt;
&lt;br /&gt;
====Nakai====&lt;br /&gt;
* Formerly the most wayward of the Children of the Old Ones, Nakai&#039;s start in Albion effectively tries to throw you against the forces of Norsca for a majority of your early-mid game. After some research, he&#039;s admittedly geared for it; natural Snow and Chaos Attrition immunity courtesy of your unique tech tree grants Nakai a lot more flexibility for engaging the northern Chaos factions and despite not controlling any of the settlements he captures, the Defenders of the Great Plan generate a &#039;&#039;ton&#039;&#039; of Untainted corruption. Though this won&#039;t really benefit you personally much, your allies (or fellow players on Co-Op campaigns) will find traversing the north considerably less threatening. Having said that, due to being a Horde faction, you&#039;re perfectly free to just abandon Albion entirely and find new stomping grounds to start your Campaign in.&lt;br /&gt;
&lt;br /&gt;
====Oxyotl====&lt;br /&gt;
*&#039;&#039;&#039;Deep in enemy territory&#039;&#039;&#039; - Aside Nakai and &#039;&#039;potentially&#039;&#039; Tehenhauin, Oxyotl has the most unique (and arguably best) Campaign. His initial start is a bit rough, being awkwardly sandwiched in the far north between the rapidly confederating Dark Elves to the west and the pugnacious Norscans to the east. Though his universal climate habitability is a (necessary) godsend, he&#039;ll find it somewhat difficult to defend and expand his home territory. If you can, try to focus down the Dark Elves once you secure your home province. Oxyotl&#039;s particular playstyle actually counters Dark Elves to a degree and if you can nip Malekith in the bud before he confederates the rest of his misbegotten kind, you can spare yourself a late-game headache and get a hell of an infrastructure set up with all the unique building chains found in Naggarond. Just make sure you keep a couple standing armies in the region for the Chaos Invasion.&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t neglect your missions&#039;&#039;&#039; - This is because, unless you want to get constant debuffs, buff random enemy armies into the stratosphere or cause the Chaos Invasion to happen way ahead of schedule, Oxyotl&#039;s army is going to be consistently busy warping around the map doing missions rather than naturally expanding your home territory. He can warp back to the capitol and any one Silent Sanctum of your choosing freely (which you can establish in any settlement you&#039;ve laid eyes upon at least once), but only once per turn and he does not regain any of the movement/actions spent prior to the warp. However, many of the missions Oxyotl needs to undertake often involves him razing or capturing enemy settlements, so you&#039;ll often find yourself with various holdouts sprinkled across the map. Just make sure that you get a banner army or two to defend your capitol if you can help it; things get &#039;&#039;extremely&#039;&#039; messy once the Chaos Invasion starts.&lt;br /&gt;
*&#039;&#039;&#039;Your Silent Sanctums&#039;&#039;&#039; - Your other unique mechanic is a game-changer for the Lizardmen. Functionally, they&#039;re similar to Skaven Undercities; you can construct unique buildings to benefit any of your forces within the Region it was established, as well as any other regions neighboring it. This can include granting your forces permanent vision on everything within those regions, a flat 20% upkeep reduction for all of your forces within the area or even a random chance to deal damage to enemy forces happening by. Whenever you amass 8 gems, you can construct a Silent Sanctum in any settlement any of your characters have personally seen. One key function truly unique to Oxyotl is that you can actually construct a building that allows Oxyotl&#039;s army to teleport there at will. You can literally teleport a full Stegadon doomstack right next to an enemy faction&#039;s capitol city if you so desire. Suffice to say, Silent Sanctums are extremely useful and worth investing in.&lt;br /&gt;
*&#039;&#039;&#039;Take Albion!&#039;&#039;&#039; - If you can afford the excursion, send Oxyotl or a generic banner army south to Albion and claim it. Several unique buildings in Konquata provide rather substantial financial boons and, especially when coupled with a specially kitted out Silent Sanctum, can serve as a rapid recruitment center for your efforts in the Old World. You&#039;re the only Lizardmen faction within a reasonable distance who can actually make use of these unique buildings and an early capture can prove to be a rather profitable investment for your economy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502894</id>
		<title>Total War Warhammer/Tactics/Dark Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502894"/>
		<updated>2022-01-29T00:04:35Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Skulls for Khaine! Blood for Khaine!|Game battle chant for Dark Elves. Why does it sound familiar...}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Dark Elves.&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Elves==&lt;br /&gt;
*Because you&#039;d like your elves to take their arrogance to the next level and just start murdering people for the crime of not being elves.&lt;br /&gt;
*Because you believe that everything looks roughly 1000 times better when covered in spikes.&lt;br /&gt;
*Because you enjoy the inherent power fantasy that comes from playing a big spiky asshole out to conquer and enslave.&lt;br /&gt;
*You like a versatile unit roster with some serious killing power.&lt;br /&gt;
*Because being the good guy is just so boring sometimes.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;AP for Days&#039;&#039;&#039;: If you&#039;re playing Dark Elves and having a hard time with armoured troops, you&#039;re playing them wrong. A large chunk of the roster has majority AP damage, so armor should be the least of your concerns.&lt;br /&gt;
*&#039;&#039;&#039;Solid Range&#039;&#039;&#039;: While you may not be the shootiest of factions, the Dark Elves are more than capable. They are fully capable of melting enemy units before they close to melee with the right build.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: You&#039;re not as good at it as the Asrai, but with a ton of good light cav and infantry like Witch Elves and Sisters of Slaughter, you are able to get around the battlefield pretty damn fast. Light Cav tactics are a favorite among Dark Elf players.&lt;br /&gt;
*&#039;&#039;&#039;Powerful Lords&#039;&#039;&#039;: When it comes to lord options, you are spoiled for choice. Most of their lords are at the very least decent and some like Malekith can carry an entire army to victory if given the time.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Thanks to Murderous Prowess, you can play offense unlike a lot of factions can. You can also play Defense, kite, heavy monster focus and all-around can use whatever tactic you can think of with these guys.&lt;br /&gt;
*&#039;&#039;&#039;Strong Economy&#039;&#039;&#039;: Your economy is god-tier, and this is even before you bring in trade. Raking in high numbers of Slaves all but guarantees that your cash flow reaches insane levels which you can further boost by abusing the Master hero who reduces Slave decay to the point that they literally cannot decay anymore. Combine this with the extremely generous discounts on Black Arks and your pockets will never be empty again. &lt;br /&gt;
*&#039;&#039;&#039;Naval Supremacy&#039;&#039;&#039;: An often overlooked, but still important feature is that your Black Arks can dominate the oceans of the world and keeping your homeland secure from any threats. The only faction that rivals your naval power are (big surprise here) the Vampire Coast.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Frail&#039;&#039;&#039;: Okay, so you don&#039;t have it as bad as the Wood Elves, since many of your units are bringing actual armor to the fight, but you&#039;re still a glass cannon rush faction. Running into a faction that can simply outlast your burst of melee damage once Murderous Prowess proccs, can and will give you a lot of trouble. &lt;br /&gt;
*&#039;&#039;&#039;Limited Range&#039;&#039;&#039;: Their ranged units aren&#039;t bad, in fact, Darkshards are extremely good for their cost, but they don&#039;t shoot very far. Even some gunpowder units will outrange you, and most factions will get one or two shots off before you get in position.&lt;br /&gt;
*&#039;&#039;&#039;Unreliable Heavy Cav&#039;&#039;&#039;: The Stupidity of Cold Ones Knights in this game got translated to Rampage, meaning if they take too much damage, you lose control and they charge forward to probably die if you&#039;re facing a smart opponent. Similar to the Lizardmen, but unlike them, you don&#039;t have a way to make them stop. [[Fail|Even Malus, who specializes in Cold Ones and had a rule that allowed them to ignore stupidity, can&#039;t get rid of rampage]]. The addition of Rakarth finally gives you an ability that allows Cold Ones to ignore Rampage, ironically making him a better Cold One specialist than the ACTUAL Cold One specialist. - they were reworked to only frenzy at 20% health or less, so it’s mostly a positive now. Still not amazing but good with campaign buffs from beast-master lords&lt;br /&gt;
*&#039;&#039;&#039;Lack of Healing&#039;&#039;&#039;: You&#039;re the only Elven faction with no multi-target healing. The only thing you have is Soul Stealer, which only heals the caster. Combine this with your low health pools, and your units will die a lot faster than their tanky statline might lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Not as much as High Elves, but still pretty pricey. Expect to be outnumbered most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Poor Public Order&#039;&#039;&#039;: Being the quarrelsome lot that they are, Dark Elves suffer from a multitude of public order penalties (especially once you have a lot of slaves) and don&#039;t have a lot of tools to counter them; managing it can quickly devolve into a frantic nightmare, particularly on high difficulties.&lt;br /&gt;
*&#039;&#039;&#039;No Encampments&#039;&#039;&#039;: If you are away from your territory, you can&#039;t recruit new guys while encamping. This can be offset somewhat with Black Arks, though that&#039;s not an option in regions far from the coast.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Scourgerunners and Supreme Sorceresses are some of your best units. They also cost extra. As with most Non DLC factions, you will need to pay extra money to be consistent in multiplayer&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Murderous Prowess&#039;&#039;&#039;: A passive, army-wide ability that gives all units on the map considerable offensive bonuses after you hit a certain threshold of kills (usually around 30-50% of the enemy force). Hard to time right and difficult to control, but extremely effective regardless. Seeing your Corsairs, Shades, and whatnot go into overdrive for 90 seconds is a scary and satisfying spectacle to behold. For a few units, the effect lasts 120 seconds instead of 90.&lt;br /&gt;
*&#039;&#039;&#039;Slaves&#039;&#039;&#039;: You get slaves by raiding, winning battles, and looting/sacking settlements. Slaves go to your cities to do the crapwork and are gradually worked to death turn by turn. The Druchii can make a hell of a lot of money by capturing slaves. However the more slaves you&#039;ve got the harder it is to control them, which leads to unrest.&lt;br /&gt;
*&#039;&#039;&#039;Black Arks&#039;&#039;&#039;: A special kind of campaign unit that acts as one of the two true &amp;quot;navies&amp;quot; in the entire game, Black Arks can only exist on the water but they are essentially floating garrisoned cities that can also let your other armies recruit and exchange from them. A powerful incentive for any Druchii player to adopt the raiding lifestyle and an excellent tool for mobile defence across Naggaroth&#039;s extensive coastline.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Malekith]]&#039;&#039;&#039;: Warhammer&#039;s rendition of Darth Vader with severe mummy issues arrived on the scene, and he doesn&#039;t mess around. A monster of a Hybrid LL, he is everything the likes of Azhag the Slaughterer and Arkhan the Black wish they could be. He punches hard, gets a Dragon relatively early on and his spellcasting doesn&#039;t disappoint either. You can hardly go wrong with Malekith.&lt;br /&gt;
*&#039;&#039;&#039;[[Morathi]]&#039;&#039;&#039; : Morathi is a &#039;&#039;very&#039;&#039; weird animal (There&#039;s gotta be a sex joke in here somewhere). Unlike many other Legendary Lords, her skill tree is the only one in the game where you actually get to make meaningful choices, as she can alternate between ridiculously powerful spellcasting and good backline harasser, both paths are viable. What sets her apart from other caster lords as her spellcasting is concerned is that, like Teclis, she doesn&#039;t specialize in single lore and her pool of spells draws from the Lores of Dark, Death, and Shadows and favors all-out offensive spells from all of them. Arguably the second-best Caster Lord in the game, just behind Teclis. &lt;br /&gt;
*&#039;&#039;&#039;[[Hellebron]] (DLC)&#039;&#039;&#039; : Hellebron exists in her own little niche. Barely armored like Witch Elves, but really, really bloody fast and a buffmachine for your already busted murdermachine frontline. She excels in prolonged combat, preferably against lightly armored chaff and will rack a high kill count very quickly but will cave against elite units and other single entity monsters or characters. &lt;br /&gt;
: Get a unique campaign mechanic of her vitality slowly draining way and have to progressively sacrifice more slaves during the Death Night to keep the faction buffed instead of Debuffed, but also create a new stack of frenzied elves to attack [[Ulthwe]].&lt;br /&gt;
*&#039;&#039;&#039;[[Lokhir Fellheart]] (FLC)&#039;&#039;&#039; : Lord of the [[Black Ark]]s. He is a cheaper blender lord in comparison to Hellebron, being a well-armored Infantry blender while on foot like a Vlad von Carstein without magic. CA also gave him his own Dragon mount which only make him better than a Dread Lord on dragon when he pops his attack buffs.&lt;br /&gt;
:the Drukii pirate lord starts in the thunder dome that is Lustria but can have a lot of freedom by starting with a middle settlement that is a Black Ark. &lt;br /&gt;
*&#039;&#039;&#039;[[Malus Darkblade]] (DLC)&#039;&#039;&#039;: an unremarkable lord until he lets the daemon take over, and then he is a melee powerhouse. Using Malus in combat is like burning a candle wick, his Tz&#039;arkan form and abilities are powerful but drain his hit points so know when he should be in daemon or Malus mode. He does have Resistance and Healing in combat so he won&#039;t burn out as fast in a fight. Switching to daemon mode restores all his health and vigor and makes him unbreakable so it&#039;s best to wait until the last moment before switching.&lt;br /&gt;
:in campaign his battle with his inner deamon is a game mechanic, with having a possession meeter, giving you greater campaign bonuses while Malus is mostly in control, but as Tz&#039;arkan slowly takes over, he gains greater battle prowess but at the cost of large penalties to your empire. You control the possession by drinking a potion that gets progressively more expensive until you finish his storyline to make it free. Tz&#039;arkan will also offer an additional quest to increase the possession but with very good payoffs. For your start position, you get a Black ark in the Southern Land, in addition, have your traditional Drukii hold, [[Hag Graef]], that you can sell for a lot of money but have to listen to [[Malekith]] (which will be an AI) or make it harder by having to run and protect the dame place yourself while also declaring on the big cheese.&lt;br /&gt;
*&#039;&#039;&#039;Rakarth (FLC)&#039;&#039;&#039; Your man you pick if you want to go for a full monster build. he comes with heavy armor and Anti Large to deal with enemy big monsters while also providing buffs to his own beasties.  He will also have a Scourgerunner for skirmishing, a Manticore and a Dragon for a straight up brawl. He serves as your best counter to mounters, with his whip being able to strip Fear and Terror from monsters (leaving said monsters susceptible to fear and terror) and armor that gives him buffs as enemy monsters are around him. He&#039;s also being voiced by [[A Song of Ice and Fire|Ramsay Bolton]].&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dread Lord (Melee &amp;amp; Ranged)&#039;&#039;&#039;: Your two generic lord with one focused on melee and has a shield while the other is a hybrid that focuses on shooting. In multiplayer, their ability change to help them buff their respective areas, Sword &amp;amp; Shield having buffs to melee attacks and debuffing enemy damage, while Sword &amp;amp; Crossbow supports other crossbows unit while also being a sniper, and gives a burst bonus to Ld.&lt;br /&gt;
*&#039;&#039;&#039;Supreme Sorceress (DLC)&#039;&#039;&#039;: Makes a Sorceress as a lord for money-saving cost.&lt;br /&gt;
*&#039;&#039;&#039;High Beastmaster (DLC)&#039;&#039;&#039;: Your monster hunter Lord. not as tanky in melee as a Dread Lord but deals a good amount of anti-large damage in addition to his burst of additional weapon strength. is Also is supportive by giving a single unit a big buff as they charge into melee (don&#039;t yet specify anything except can&#039;t be used on characters, so go crazy on an Executioners charge). Can Come on a Scouregrunner Chariot(roll though everyone while armed with a ballast) or ride a Manticore which has proven to be cost-effective flying monsters. Can give a big boost to cold ones and monsters in campaign as well as recruiting them faster. If running cavalry or monster stacks, likely your best option. The big MA/MD/ and charge boost they give colds ones really makes them preform better.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
*&#039;&#039;&#039;Death Hag&#039;&#039;&#039; : Single-entity Witch Elves dialed up to 11. Death Hags excel as extremely vicious infantry blenders with a lot of speed of behind them and, as an added bonus, a variety of buff abilities that make them even deadlier. They tend to get the shorter end of the stick against dedicated duelist characters and their only mount option consists of the Cauldron of Blood, which, to be frank, is a waste, since it sacrifices offensive power and speed for more durability, something that Death Hags with their high Melee Defense don&#039;t really need. I’m not sure what the above was talking about, death hags kinda suck on foot like most foot heroes, the mount is good vs infantry and makes them actually pretty tough plus buffs nearby units. Always mount in campaign, foot may have more use in multiplayer I guess. &lt;br /&gt;
*&#039;&#039;&#039;Sorceress&#039;&#039;&#039; : Caster bitches in the flavours of Death, Dark, Shadows, Beasts, and Fire.&lt;br /&gt;
*&#039;&#039;&#039;Khainite Assassin&#039;&#039;&#039; : good on campaign map, terrible in an actual fight.&lt;br /&gt;
*&#039;&#039;&#039;Master (DLC)&#039;&#039;&#039; : Tyrants in Training who never graduate in game to Dreadlords :(. Masters are your tanky Dark Elf hero. You can’t really overuse these, they are amazing. Ap anti large heavily armored high stat combat monsters with great mount options, the guardian skill, easy recruitment from a tier 3 building, the ability to reduce slave decline to zero if stacked, access to martial names of power granting incredibly powerful bonuses, easy to recruit at level 9 and up in any 4 city province. A doom stack of these with the regeneration or hunger/frenzy skill name of power and access to the extra melee attack army wide or leadership reduction traits is probably the campaigns deadliest hero doomstack, rivaling or beating Isabella vampire stacks or lizardmen hero spam. Really, really good heroes. And easier to spam then any comparable hero. Recommend cold one for ground duty (extra armor and ap) or Pegasus for flying (fast and flying with good charge but no shield). Foot is ok too but generally mounts are more than worth it for mobility alone.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Dreadspears&#039;&#039;&#039;: Your most basic spearmen unit in the DE roster. They&#039;re... alright? They lack an offensive punch and High Elf Spearman performs better at the job they are supposed to be doing, being to hold the line to stop enemy cavalry punching through to your precious archers. They work fine in the early game, as well as being cheap, but don&#039;t rely on them for too long. &lt;br /&gt;
**&#039;&#039;&#039;The Hellebronai (RoR)&#039;&#039;&#039;: Dreadspears that are a bit better in general with poison attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bleakswords&#039;&#039;&#039;: The offensive counterpart to Dreadspears, just as basic, just as mediocre. Their only redeeming feature is their large shield. They have more damage potential &#039;&#039;in theory&#039;&#039; but this more or less comes down to what they are facing; they will hold up well against Goblins and Empire State Troops, but basically anyone can hold up well against these units. As with Dreadspears: Okay for the early game, drop them the moment something better becomes available. Seriously only use dreadspears. Never use these. Dreadspears are better defensively and have anti large, the slightly higher MA will never be worth losing antilarge. Alternate Opinion, they&#039;re rather cost effective being fairly cheap, are well shielded and can beat most other infantry at their price point and in the early phases of the game. If you take things into consideration they can be quite useful, just don&#039;t expect them to move mountains.&lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs&#039;&#039;&#039; : ...These guys. Oh, these guys. Frail as all hell, but worth it. Corsairs should make up the majority of melee troops of your midgame armies as soon as they become available. Their raw damage output as well as their armour (having a value of 90, putting them on the same level as dwarf warriors!) makes them a solid frontline and they will cut down all basic infantry used against them with ease and surprising speed. Their easy availability combined with a reasonable price make sure they are always a good choice, especially against horde-centric factions. One glaring weakness is their lack of AP damage.  - whoever wrote the above likes corsairs way too much, they’re good but non synergistic with usual dark elf campaign strategies of crossbow spam. And they aren’t worth using after the early game. You can honestly never use them and just go dreadspears and darkshards and usually do better in the early campaign. I hear they are nice in multiplayer, but campaign wise meh.&lt;br /&gt;
*&#039;&#039;&#039;Witch Elves&#039;&#039;&#039;: Talk about glass cannons, Witch Elves are a really weird bunch. They have no armour, but (try to) compensate for this with 20% physical resistance and a 5% ward save after you research technologies. In exchange, they excel in melee attack and apply debuffs to enemy forces attacked by them. The debuff in itself is very unique, as it not only debuffs enemy melee stats but also sends them on a rampage; causing them to stay way longer in a fight which they otherwise would be comfortable with. This is especially useful against all elven factions, since you can lure their expensive specialized elite tropps in matchups that they are not equipped to deal with (i.e. Swordmasters against a Hydra or a Dragon) and &#039;&#039;reliably keep them there&#039;&#039;. Well at least as long as your Witch Elves survive the encounter, which, given that their only defense is a meager 28 melee defense and a 5% ward save, might not be that long... &lt;br /&gt;
**&#039;&#039;&#039;Sisters of Singing Doom (RoR)&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Sisters of Slaughter (DLC)&#039;&#039;&#039;: They wear even less clothes than Witch Elves do, yet are more resilient. Strangely. Their extremely high melee defense, among the best a single unit has, and their missile resistance of 20%  make them surprisingly tough to crack, despite being able to easily dispatch many kinds of troops. As one of the few resilient Dark Elven melee units, their job is to dispatch units with otherwise high defensive stats, like Phoenix Guard or Helbardiers, where their melee defense in conbination with their bonus vs. infantry lets them reliably come out on top. Additionally, they come with a unique passive that boost their melee defense and physical resist even further as long as they are losing their current encounter, which makes them surprisingly viable as a high damaging tarpit unit.  These and black guard compete to be your best frontline, against elite ap infantry sisters can last up to twice as long because of high physical resist, poison, and amazing stats. &lt;br /&gt;
*&#039;&#039;&#039;Executioners&#039;&#039;&#039;: The offensive counterpart to the Black Guards, your ol&#039; reliable murderers of heavy armoured elite troops and anything in between. They won&#039;t last long, but kill everything in their path. Frail, especially against missiles, but as a Dark Elf player, you&#039;re used to that. I don’t recommend these, they’re fragile, slow and they have weirdly low melee stats compacted to your other elite units. You can replace these with cold one dread knights even. Seriously with the change to primal instincts dread knights have massively higher stats especially with beast master lords skills. And otherwise fill the exact same role but do it better and faster. &lt;br /&gt;
**&#039;&#039;&#039;Blades of the Blood Queen (RoR)&#039;&#039;&#039; :  &lt;br /&gt;
*&#039;&#039;&#039;Black Guard&#039;&#039;&#039;: Extremely beefy, these are your dedicated elite line holders and monster slayers. Remember murderous prowess makes them into an absolute force of destruction. And they have very good stats, the only downside is knowing that they’ll never be as awesome as Phoenix guard. Even if they can be offensively much deadlier the survivability of Phoenix guard is insane.&lt;br /&gt;
&lt;br /&gt;
===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Darkshards&#039;&#039;&#039;: Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields.&lt;br /&gt;
**&#039;&#039;&#039;The Bolt-Fiends (ROR)&#039;&#039;&#039; : The cool thing about these guys is that they degrade and nullify shields. &lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs (Repeater Handbows)&#039;&#039;&#039;: A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs skaven early on.&lt;br /&gt;
*&#039;&#039;&#039;Shades&#039;&#039;&#039;: Don&#039;t let the low model count discourage you, Shades rank among the best Missile Troops in the game. The high rate of Fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than dark shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadow dart name of power lord can be as good or better than sisters of avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with great swords than sisters do. Which really just shows how op sisters are in campaign.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Dark Riders&#039;&#039;&#039;: Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement  skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. &lt;br /&gt;
*&#039;&#039;&#039;Dark Riders (Crossbows)&#039;&#039;&#039;: changes light melee skirmish cavalry into ranged harassment cavalry. As using repeater Crossbows, they fire two shots of primarily AP damage. As always Useful to annoying poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans. (most other factions only get close-range hand axes or more squisher handguns)&lt;br /&gt;
**&#039;&#039;&#039;The Raven Heralds (ROR)&#039;&#039;&#039;: Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Doomfire Warlocks (DLC)&#039;&#039;&#039;: Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an aoe melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. &lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;s Harvesters (ROR)&#039;&#039;&#039; :&lt;br /&gt;
*&#039;&#039;&#039;Cold One Knights&#039;&#039;&#039;: A massive disappointment. Evil Elven Dino-Riders should be barrels of fun, alas. They are outclassed by any other medium cavalry they are supposed to be fighting against, really slow for a cavalry unit, have rampage, and share the frailty of all Dark Elves units. Don&#039;t bother with them. -actually they no longer have rampage just reworked primal instincts, which means they only rampage at 20% health or less. The new beast master lords can grant them plus 8 MA and MD plus 10 extra charge from their unique skills and another 8 to both from the red skill tree. With both of these they actually become cost effective anti cav. They trade favorable against much more expensive units.&lt;br /&gt;
*&#039;&#039;&#039;Cold One Dread Knights&#039;&#039;&#039;: The same problems with the basic Cold One Knights are even worse here since they are exceedingly expensive and hard to get. Dread Knights actually rank among the worst units in the game. How can it get even worse, you might ask? Well, they are Shock Cavalry. On the lowest base speed of any true cavalry unit in the game, making it extremely difficult to get them out of melee combat once they&#039;re stuck in it and cycle charging nearly impossible. On top of all that, the bonus vs. large that nearly every high-tier Shock Cavalry in the game gets is also denied to them. - same as cold one knights, the presented info is outdated. they now only risk frenzy at 20% health or less. With campaign skills from a beast master lord they end up with mid 60’s in both MA and MD, they are actually better than sword chaos knights in campaign because of better skills. With how high they’re stats go they can function as prolonged melee units easily. Compare them to executioners and they can basically do everything better.  &lt;br /&gt;
**&#039;&#039;&#039;Knights of the Ebon Claw (ROR)&#039;&#039;&#039;: What&#039;s this? Cold One Knights that don&#039;t spaz out.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Cold One Chariot&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Scourgerunner Chariot&#039;&#039;&#039; : Scourgerunner Chariots are your jack of all trades chariot, that has a special boon in being on the very few ranged units in the game that get a bonus vs. large on their ranged attacks. Their key advantage is that they also move at Dark Rider speed, which makes them extremely difficult to catch or even hit, and in a pinch, they can even reliably dispatch basic missile tropps and infantry, thanks to a bonus vs. infantry. &lt;br /&gt;
**&#039;&#039;&#039;The Ravagers of Rakarth (ROR)&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Reaper Bolt Thrower&#039;&#039;&#039;: Essentially identical to the High Elf counterpart (in spite of the significantly more badass name), the Reaper is likewise probably not going to be winning any prizes for the best artillery piece. Alright, it does hit a bit harder and has a smidge less range, but this is not something people would notice much in most situations. Nevertheless, it remains a useful and versatile addition to a Dark Elf army. Just don&#039;t go in expecting a WMD. Like the repeater, they possess two firing modes and can be particularly useful for sniping enemy artillery. In short a decent, if not exactly exceptional, artillery unit.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Shrine (DLC)&#039;&#039;&#039;: A Bloodwrack Medusa with a Go-Cart. Despite being described as a chariot don&#039;t use it as such, it&#039;s too slow to pass through a unit.&lt;br /&gt;
Provides +7 MA and -7 MD to nearby allies/enemies respectively. Similar in purpose to the high elf frost Phoenix but offensive. Quite effective if you want your melee units buffed. Plus ok ranged damage from the Medusa herself.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Harpies&#039;&#039;&#039;: Harpies fulfill essentially the same role as war hound and fell bat units. They&#039;re intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don&#039;t expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you&#039;re up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. &lt;br /&gt;
**&#039;&#039;&#039;The Crows of Khaine (ROR)&#039;&#039;&#039;: Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them.&lt;br /&gt;
*&#039;&#039;&#039;Feral Manticore&#039;&#039;&#039;: Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn&#039;t have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. &lt;br /&gt;
*&#039;&#039;&#039;War Hydra&#039;&#039;&#039;: Lots of nasty surprises with the Hydra, your standard frontline melee monster. One of its core features is its flexibility; it&#039;s effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. &lt;br /&gt;
**&#039;&#039;&#039;The Chill of Sontar (ROR)&#039;&#039;&#039; : Same regenerating monstery goodness as a normal hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits.&lt;br /&gt;
*&#039;&#039;&#039;Kharibdyss (DLC)&#039;&#039;&#039; : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Medusa (DLC)&#039;&#039;&#039;: Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly.&lt;br /&gt;
**&#039;&#039;&#039;The Siren of Red Ruin (ROR)&#039;&#039;&#039; : Same as a normal Medusa, but gains a AOE ability that causes moderate damage to all enemies around her. &lt;br /&gt;
*&#039;&#039;&#039;Black Dragon&#039;&#039;&#039; : Evil Dragonny Goodness. Occupies a niche between Sun and Star Dragons in terms of killyness, but retains a devastating breath attack, huge mass, and good mobility. As is tradition, compared with other dragons, quite frail when caught on the wrong foot. Harder to use because dark elves don’t have healing lores.&lt;br /&gt;
&lt;br /&gt;
===Rakarth Campaign Units===&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
Long, Long ago in the distant times of 2017 Dark Elves where one of the top factions in the game with their massive amount of AP, powerful Lords and flexible army. Unfortunately after years of being beaten with the Nerf Bat they have fallen from grace. As of the Twisted and the Twilight patch they are considered low tier they really only have one viable tactic, relying on Scourgerunners and Crossbow Dark Riders. Now just because they are considered low tier doesn&#039;t mean you can&#039;t win with them as they still have some favorable match ups. As of right now, you are a bit of a one trick pony so you may have to get creative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Chaos Warriors are slow as hell and very vulnerable to anti-armor. &lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Since Murderous Prowess cares about kills and not whose side they&#039;re on it&#039;s going to trigger roughly at the same time for both factions.&lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: You have the heavy AP to pierce your opponent&#039;s stunties. Unfortunately, they have the firepower to shut down a lot of your ranged units before you can get close enough to return the favor.&lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: This is one of the matchups in which you shine. All their armored dinosaurs are extremely vulnerable to your wide selection of AP troops, with a special shoutout to Dark Shards and Shades. Lizardmen lack missile infantry beyond their rather frail Skink Skirmishers, though their Chameleon Skinks will prove particularly annoying due to their missile resist and loose formations. Scourgerunner Chariots will run circles around the Lizardmen and, with proper positioning, can easily slip around their screening units to chunk the bigger Artillery Stegadons/Bastilodons that could potentially retaliate against your ranged forces. Try to kite them as much as you can, whittle down their frontline before sending in your Executioners and Blackguard to clean up.&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
Focus on economy in a few good provinces with 4 cities (Hag Graef, Naggarond, Ghrond, Quintex, Har Ganeth, etc) put income, slave pens, and then black roads or special resources on every city/town. Then put all slaves here. Add 3 or 4 masters to reduce slave decline to zero and you have the strongest, easiest, and fastest to grow economy in the game bar none. Can field near unlimited armies of doom stacks. There you go, you win.&lt;br /&gt;
&lt;br /&gt;
Actually, the most prosperous slave province for the Dark Elves is Yvresse owing to the unique Tower of the Warden building which generates 50 gold per 100 slaves. With a maximum slaveholding capacity of 15500 slaves, combined with the multiplicative effect of slaves on base province income and the ability to stack slave income multipliers through heroes that are essentially unlimited, it surpasses any Druchii province in gold-generating potential. Proving, once again, that Naggarond sucks. This wealth is also why it is viable for certain Dark Elf factions to abandon their starting capitals and conquer Ulthuan instead.- while that may be more profitable technically, it’s irrelevant. Any proper slave strategy give’s effectively unlimited money even in just the dark elf lands. Conquer Ulthuan first or not, either way you won’t need for money with even a little strategy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/High_Elves&amp;diff=504220</id>
		<title>Total War Warhammer/Tactics/High Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/High_Elves&amp;diff=504220"/>
		<updated>2022-01-29T00:04:03Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Galri Asur! Galri Asur!|Game battle chant for High Elves}}&lt;br /&gt;
This is the general tactics page on how to play [[High Elves (Warhammer Fantasy)|High Elves]] in [[Total War: WARHAMMER]]. This assumes you understand the basics of the games and if not, [[Total War: Warhammer/Tactics|here is the general tactics page]].&lt;br /&gt;
&lt;br /&gt;
==Why Play High Elves==&lt;br /&gt;
*Because you want an excuse to act like a snobby prick.&lt;br /&gt;
*You like armies that don&#039;t really have a field where they are particularly weak in, and are just solid all around.&lt;br /&gt;
*Because you probably played them on the tabletop and this is the closest thing to 9th edition we will have til  [[Warhammer: The Old World]] comes out.&lt;br /&gt;
*You have a high tolerance for silly headgear.&lt;br /&gt;
*MOTHER FUCKING DRAGONS!!!!!!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: An all around very well balanced roster. If the Empire is a Jack of all Trades, you are a Queen of all Trades.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Their range units can dish out a hell lot of damage. Their cheapest archers can out range and kill a lot of elite skirmishers in a shootout. It also means that they can land the first blows of battles.&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Their passive ability, Martial Prowess, gives you 12 melee defense and 2 melee attack as long as you are above 50% HP. This make you by far the most durable of the Elven factions, unlike your edgy or hippy cousins, most of your units can actually take a hit or two. To some people, this ability was poorly adapted from the tabletop rule, for the tabletop stated the ability allow the HE to strike first no matter how injured they are, making it more of an offensive ability than a defensive one. Either way, this ability could use some rework.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You currently have access to the most lores of magic in the game, having all the generic ones and a unique one for your own.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Dragon Princes are some of the most cost effective heavy cav in the game. They won&#039;t beat Grail Knights, Blood Knights or Demigryphs, but damn they are sturdy (due to their physical resist and fire resist) and having high charge bonus. Even Silver Helms aren&#039;t bad for the price, and Ellyrian Reavers are some of the best light cav in the game.&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: A hell of a lot of fire damage, from dragons, RORs, mages and mages who RIDE DRAGONS, you will laugh at anything weak to fire.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority&#039;&#039;&#039;: With Dragons, Phoenixes, and Eagles it is not hard to gain control of the skies if you decide you want to invest into it.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Specialization&#039;&#039;&#039;: A lot of their units are specialized to go after certain targets, and some of them are the best at it. Rangers are great chaff cleaners, Swordmaster win against any non ROR infantry unit one on one and Phoenix Guard are expert monster killers.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: High Elf units are expensive. Their units cost more than just about any other unit in the game at their respective tiers. You will likely go in heavily outnumbered.&lt;br /&gt;
*&#039;&#039;&#039;Reliance on Healing&#039;&#039;&#039;: Due to how their passive works, a lot of their fighting ability relies on keeping Martial Prowess up. If it goes away, their units got from being very good for their price to being very NOT good for their price. For most factions healing is recommended, but for these guys it&#039;s almost required.&lt;br /&gt;
*&#039;&#039;&#039;Over Specialization&#039;&#039;&#039;: The downside to a lot of their specialization in the Infantry department is they get trounced by anything they aren&#039;t supposed to be fighting against. Sure, Swordmasters will cut through Bestigors but if Minotaurs get on them they are screwed. Phoenix Guard can kill the Minotaurs just fine, but Bestigors trade up against them. make sure your units are fighting the right targets.&lt;br /&gt;
*&#039;&#039;&#039;Lack of AP&#039;&#039;&#039;: You don&#039;t have that many armor piercing options, and the ones you do have tend to be on the expensive side. Because of this high armor might be a problem for you. Can be mitigated with a Lore of Metal mage with Plague of Rust.&lt;br /&gt;
*&#039;&#039;&#039;Low Health Pools.&#039;&#039;&#039; An issue with Elves in general. They are categorized with expensive costs, high stats, and low health. This doesn&#039;t really make you a glass cannon army because a lot of your units are pretty resilient, but you probably aren&#039;t going to out grind the likes of the Dwarfs, Warriors of Chaos or Lizardmen.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Difficulty&#039;&#039;&#039;: Aside from Imrik, High Elves aren&#039;t really known for having particularly difficult campaigns. They all have strong starting lords, powerful early units and they usually all have easy access to Ulthuan, making for a more casual easier setting. If you want a challenge in your campaign and aren&#039;t interested in Imrik, perhaps look elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Unfortunately, a lot of their best units are locked behind DLC. The Queen and the Crone are needed for Alarielle and Sisters of Averlorn and The Warden and The Paunch are needed for Silverin Guard, Rangers and War Lions. If you want to win consistently, you may have to spend extra dough.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: You&#039;re standard High Elf passive ability. When you are above 50% HP, you gain 12 melee defense and 2 melee attack, making you a lot tankier and able to hit just a bit more often. This means that High Elves can hold a line for a surprisingly long time, as even their offensive infantry can hold for a while. Sadly, this comes with a reliance on healing, as if a unit&#039;s HP gets too low, they get a sizable stat debuff. Make sure your high tier units have some form of sustain, either through magic or passive abilities.&lt;br /&gt;
** Just to expand, this trait is super good, it pumps High Elf Spearmen to Melee Defence 50 (38 base), which is incredibly good when we look at how melee combat works in the game:&lt;br /&gt;
 Unit Chance to Hit = Base 40% + (Melee Attack as % + Charge Bonus as % - target&#039;s Melee Defence as %)&lt;br /&gt;
::An Orc Boyz unit costs 450, has MA 28, so they have a chance to hit of only 18% (40+28-50), they cost 50 gold less but the Spearmen have 37% (40+22-25) chance to hit back. A very strong unit like Saurus Warriors with shields have only a 19% (40+29-50) chance to hit and cost 800 gold to the Spearmen&#039;s 500 gold. If these units charge the spearmen they do better with their charge bonus applied, but otherwise they&#039;re tarpitted once that&#039;s gone. The requirement of being above 50% health might seem offputting, but on units like Spearmen the trait helps sustain itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martial Mastery&#039;&#039;&#039;: An upgraded version for elite units. Supplies 8 melee attack instead of 2, meaning they can pump out way more damage. Comes with the same weakness though, so make sure you are getting that healing as units with this trait are usually expensive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sword of Khaine&#039;&#039;&#039;: Less of a trait and morelike a campaign mechanic. The Sword of Khaine is a balls-out broken OP epic weapon for any Lord that is lucky enough to pick it up. In includes absurd bonusses to Melee Attack and Defense, Armour, HP, Regeneration and a unique Vortex spell that even surpasses Doomsday Rockets and Wind of Death in terms of Damage and grows in power as long as it is in your posession.  However, it comes with some harsh downsides. First amongst all is that you need to actually draw it from the Shrine of Khaine in the North of Nagarythe, you can alternatively wrestle it from the cold, dead hands of any opponent whw happened to have it. Secondly, and much more important is that the sword eventually causes your faction to descend into something that is little better than a bunch of maniacal lunatics, reflected in-game with harsh penalties that get worse as time goes on. The corruption of the sword is however not permanent; your Lord can choose to return it to the Shrine of Khaine at each additional step of Corruption; if you choose to return it, the penalties vanish and the Sword respawns at the Shrine of Khaine, where it can be picked up again. Important to note is that, while only the elven factions can actually draw it, ANY faction can claim the Sword if they defeat its current wielder, which is a terrifying prospect should it fall into the hands of characters like Grom the Paunch, Ikit Claw or Settra, all factions that have much less trouble at keeping their public order up and/or field cheaper units than the Elves do.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
Your Elf bois (and gals) who shall be leading your forces into battle. You have quite a few to pick from so let&#039;s get into it.&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrion&#039;&#039;&#039;: Ulthuan&#039;s best military mind is exactly what you think he&#039;d be, a fast duelist character who specializes in eliminating Lords, Heroes and other single entity targets. High armor, high speed and high armor piercing makes sure he can lay the whooping on whatever you need him to and stay out of harms way. Feint and Repose increases his already considerable dueling might and Sunfang allows him to almost insta-clear any chaff around to get to his desired targets. And if he does get low, don&#039;t worry! Heart of Averlorn has a chance to bring him form near dead to almost 3/4ths HP. His main drawback is the fact that he can only use a horse as a mount, meaning getting to the targets he wants can be hard. Still, a pretty decent, relatively cheap duelist lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclis&#039;&#039;&#039;: The wimpy nerd who can destroy an entire city if he sneezes too hard. Your main magical lord, who can do a little bit of everything you want a mage to do. He&#039;s got damage, lock down, buffs, debuffs and is an all around great utility mage. His Potion of Charoi gives him 4 healing potions with damage resist so he&#039;s not completely screwed if he&#039;s caught out of position. Still a character that is squishy and shouldn&#039;t be in the melee fight. Or at least he was, until CA decided to give him an Arcane Phoenix for some reason. After being given a monstrous mount, his main weakness went away and he became one of if not THE best mage lord in the game, his only real weakness being his ungodly high price tag.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarielle (DLC)&#039;&#039;&#039;: Your other caster lord. Where as Teclis is a utility mage who can go a bit of everything, Alarielle focuses more on defensive buffs and healing. With an eagle mount she can stay out of harm&#039;s way and she give AOE immune to Psych and magic damage, making Vampire players cry. She also has a variety of defensive items that can really.... Oh, who are we kidding? If you&#039;re picking Alarielle as your lord you&#039;re picking her for The Star of Avelorn. Considering how important healing is for the High Elves, a magic item that can give OVER 2000 HP IN HEALING is invaluable for elite focused armies. &amp;quot;What&#039;s that Mr. Star Dragon? You&#039;re almost dead!? Well, here&#039;s a healing bomb, go beat up the bad people.&amp;quot; This ability can turn a battle from a sure fire loss into a win if used at the right moment. She&#039;s been considered one of the Asur&#039;s best choices since she came out. And totally on her own merit and skill, not because she has one of the most broken magic items in the game.&lt;br /&gt;
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*&#039;&#039;&#039;Alith Anar (FLC)&#039;&#039;&#039;: Alith Anar checks in for Nagarythe. This man is a bolt thrower with legs, and can chunk down targets from a considerable distance. However, unlike a lot of archer lords and heroes, he lacks a form of net, which is part of the reason those lords are so viable. Turns out a lot of people are going to be running in Alith Anar&#039;s lobby. (He&#039;s voiced by Dylan Sprouse if you&#039;re wondering about the Zack and Cody jokes.) As such, you almost have to lock yourself into the Lore of Light for Net of Amyntok to get the most out of his. Also, his lack of mount options makes it hard for him to get away when he is eventually discovered. He works best in full on kite builds with shadow warriors and archers since he gives a lot of buffs to range, including missile resistances and reload skill, though overall is still considered a niche pick.&lt;br /&gt;
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*&#039;&#039;&#039;Eltharion the Grim (DLC)&#039;&#039;&#039;: On paper, Elf Batman has a lot going for him. As a Hybrid Lord with the Lore of High Magic, decent melee stats, and an automatic barrage of missiles every few second you&#039;d think he&#039;d be a good bunker buster. Hell the guy also has a sword that gives him 44% physical resistance and his helm can make units unbreakable and straight up stop them from dying. You&#039;d think he&#039;d be an amazing tanky lord with a lot of utility. Unfortunately, he has the exact same problem the had on the table top, that being his price tag. Even when you strip the less useful stuff down he can cost close to 3,000 points, which sadly doesn&#039;t justify many of his cool abilities. He DOES have a cool combo with Phoenixes, as due to his helm stopping units from dying he can guarantee a fiery rebirth, but that&#039;s about his only gimmick. &lt;br /&gt;
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*&#039;&#039;&#039;Imrik (FLC)&#039;&#039;&#039;: The Lord of Caledor is what you&#039;d expect him to be; a pompous, punchable prick on a giant fuck off dragon. His Dragonhorn grants melee attack and speed map wide when used, meaning unlike other High Elf lords you want to play offense when you pick this lad.  Lord of Dragons give a massive debuff to attack and defense and he can instill fire weakness on his lance. Generally Imrik is fairly straightforward, point him at something, drop his buffs and debufffs, and watch as he beats the shit out of it. Granted you are paying for his ungodly statline at over 3,000 points and he is surprising fragile with no self healing, meaning lore of life is pretty much a requirement if you want the most out of him.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Prince&#039;&#039;&#039;: Your generic melee lord, coming with most of the what you&#039;d expect out of a melee dedicated generic lord. Has some weapons and abilities that give him some good self buffs, and some abilities like Stand Your Ground that most generic lords have. His issue is the lack of any real buffing abilities to help his army, no magic no nothing, which makes it easy to overlook him. Granted, anything that has a Star Dragon for a mount will be useful in some way, though it asks why you aren&#039;t just getting a normal Star Dragon for cheaper. If you put him on the Star Dragon, give him his weapon buffs and treat him like budget Imrik he &#039;&#039;kinda&#039;&#039; works, but honestly you&#039;re better off with the Dragon Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Princess&#039;&#039;&#039;: Don&#039;t let those bitches at Disney taint your mind, this princess doesn&#039;t take shit from nobody. She sacrifices some melee prowess in exchange for a bow, which makes her way more useful than her Prince counterpart when on monstrous mounts as you get a Star Dragon that shoots arrows at people. She also has some really good buffing abilities, focusing on helping archers, which is good for 90% of High Elf builds. She also comes with an armour piercing magic missile ability for helping dish some damage at long range. Oh, did we mention she&#039;s cheaper than the Prince? She serves a similar role to Alith Anar only she actually gets mounts so she can stay out of harm&#039;s way when she needs to. The lack of magic holds her back from being top tier, but overall a very solid pick.&lt;br /&gt;
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*&#039;&#039;&#039;Archmage (DLC)&#039;&#039;&#039;: For you Saphery fans, Archmages fulfill all your magical needs in the Lord slot. These ladies come with the usual mage stuff, Arcane Conduit and one of the Lores of Magic, though she can pick between any of the generic ones and Lore of High Magic, giving her the highest variety of any generic mage lord in the game. Her mounts are also cool, choosing between a horse or chariot for ground support or an eagle or Moon Dragon for aerial dominance. Her magic items include an increase to power recharge rate and armor that when activated gives her stalk and unspottable. Yup, you can give a goddamn dragon stalk and unspottable, it&#039;s as hilarious as it sounds. Granted a Moon Dragon isn&#039;t as nice as a Star Dragon, but it&#039;s good none the less. All in all, she&#039;s about what you&#039;d expect from a High Elf mage lord, and probably the best generic choice.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
Sadly, no Legendary Heroes for the Asur, guess Korhil and Caradryan didn&#039;t get an invite. Still, they have pretty good options.&lt;br /&gt;
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*&#039;&#039;&#039;Noble&#039;&#039;&#039;: The minor nobility of Ulthuan and your melee heroes. Halberd wielding Anti Large fighters who generally act as bodyguards when you bring a squishier lord like Teclis. When on a horse, 2 of them plus your lord can serve as a good goon squad to help take out specific targets. They also act as decent mage killers and are overall pretty cheap by hero standard. Chariots are also handy for Dwarfs. Overall, not a bad pick if you need something to protect your mage lord on a horse, though the lack of Guardian means they aren&#039;t the best heroes in the game at that job. Or don’t ever use them in campaign, Because you need them spamming gather influence every single turn. Use a handmaiden instead.&lt;br /&gt;
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*&#039;&#039;&#039;Mage&#039;&#039;&#039;: I mean... it&#039;s what you think it is. She&#039;s your generic caster hero and is about what you would expect. She has every generic lore plus High Magic, Arcane Conduit, and will get her ass clapped in melee. The chariot mount option does come in handy if you&#039;re fighting Dwarfs or any faction that struggles with Chariots in general. If you aren&#039;t picking a magic lord, you pretty much have to grab one. Note to Dragon Mage fans that Fire Mages get access to a Sun Dragon mount, because CA figured making making a whole different mage hero just to give it a Dragon would be redundant. As useful as you&#039;d expect a mage on a dragon and Fire is a great lore, though she becomes expensive and a massive bullseye for missiles. Campaign dominance usually wants you camping as many mages as possible with economy boosting traits in your most profitable province. So optimally use archmage lords and camp the rest. &lt;br /&gt;
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*&#039;&#039;&#039;Loremaster&#039;&#039;&#039;: Sadly, these pointy eared Jedi got demoted from Lords to Heroes in the jump from Tabletop to Game, though they can whoop ass none the less. One of very few Hybrid Heroes, they have good casting along with good Melee stats. The variety of spells allow them to heal, do direct damage and buff troops, giving him some good variety. The combo of Spirit Leech plus Armor Piercing Anti Infantry damage can make them decent duelists when fighting foot lords. What screws them over is their lack of mounts and cost to recruit, so be wary of that when using them. Can be a good mage substitute if you use yours to boost your economy.&lt;br /&gt;
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*&#039;&#039;&#039;Handmaiden (DLC)&#039;&#039;&#039;: The bodyguards of Alarielle, and your sniping heroes. With flaming, magical armor piercing shots, they can lay a bit of damage on a target given they have the time to shoot. Of course, she&#039;s squishy and of the three melee heroes she is probably the worst fighting up close. She has anti large, thought a Noble can do that plus armor piercing. She also has some passive abilities and items that can buff archers, so in a fully dedicated range list she can do a bit of help. Overall though, you may as well go with a Noble, he&#039;ll do everything she does better. - the above is only true in multiplayer. in campaign where nobles are better used to gain influence you should probably only handmaidens as your primary combat hero. Especially since they boost archers and sisters of avelorn doom stacks are objectively the cheapest, strongest armies high elves can field. (Dragons stack may be stronger but cost 2-3 times as much, and come online much later and slower). In campaign they also have a skill to give a boost to public order factionwide (sure, it&#039;s just a +1 per Handmaiden that has the skill, but since you&#039;re going to want to recruit them anyway...) &lt;br /&gt;
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==Units==&lt;br /&gt;
Lords and heroes are cool and all, but a faction can&#039;t win without their units. Let&#039;s see what the Pointy Ears got.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Spearmen&#039;&#039;&#039;: Your standard, tier one Infantry, armed with spears and shields. They are what they say on the tin. High Melee Defense and low Attack means they are used more for holding the line rather than outright killing their opposition, unless they are fighting straight up chaff. At 500 points, they are hardly what one would consider &amp;quot;cheap&amp;quot; compared to what others can brings, so swarming isn&#039;t exactly the plan with these guys. Also with only 40 armour, they will be chewed up by any missiles not hitting the shield. As with most spear units, they have Charge Defense against large and Anti Large, so they are great light cav killers. A go to pick in a lot of match ups.&lt;br /&gt;
**&#039;&#039;&#039;Scions of Mathlann (RoR, DLC)&#039;&#039;&#039;: Same as above, with slightly better stats and give an AOE 12% ward save. This can help keep your front line going just a little bit longer, though the short range and the fact that people enjoy distancing their units to avoid the risk of spells killing them is means their usefulness is a bit limited. Certainly one of those &amp;quot;better in campaign&amp;quot; units.&lt;br /&gt;
*&#039;&#039;&#039;Dryads (DLC, Avelorn Only):&#039;&#039;&#039; Only available if you are playing as the Avelorn subfaction, which locks you into Alarielle as your only Legendary Lord choice (Not that anyone would complain). One of the better tier one infantry, with good stats for the price, physical resistance and fear. Keep them the hell away from fire, for obvious reasons. Pretty good offensive choice, but honestly picking a subfaction and giving away part of your strategy may not be worth it, especially since their role can be fulfilled by... &lt;br /&gt;
*&#039;&#039;&#039;Rangers (DLC)&#039;&#039;&#039;: ... These lovely boys from The Warden and The Paunch. Your cheap (by High Elf standards anyway) tier one offensive infantry. Dual swords gives them a nice bonus vs infantry, meaning they are great for clearing out enemy chaff such as Goblins and Skavenslaves. While you may look at their 30 armor and grow concerned, their loose formation and their 20% physical resistance means they can take more missile fire than you would expect an unshielded unit of that tier to take. They are also decently fast by infantry standards, so they won&#039;t be soaking up fire for too long anyway. Granted, they are going to get trounced by anything mid tier or higher or anything that has a decent armour value. You want to be bringing these guys against factions that throw in unarmored trashed to bog you down, like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;White Lions of Chrace&#039;&#039;&#039;: I don&#039;t know if the King&#039;s Court faced some serious budget cuts or whatever, but man these guys have fallen on some hard times. [[Derp|These bodyguards of the Phoenix King are mid tier infantry that go down to mid to elite tier units form other factions]]. Jokes aside, these guys got a bad wrap but they aren&#039;t AS bad as people say, you just can&#039;t use them as a front line (Unless you&#039;re fighting Dwarfs). They have great AP values and good armor with missile resist, so they&#039;re hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It&#039;s understandable CA didn&#039;t want to give the High Elve 2 elite great weapon units, but the fact the King&#039;s bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans.&lt;br /&gt;
**&#039;&#039;&#039;The Puremane Company (RoR, DLC)&#039;&#039;&#039;: More or less the same as above, only with better stats and new abilities. These guys have -30 armour sundering, which only further helps them as a support option for a cheaper frontline without AP. They also get the guardian trait to protect Lords and Heroes from harm, so they at least now actually act like bodyguards. Great against heavy armour like Dwarfs and Warriors of Chaos, they will not only do lots of damage, but support others in doing damage as well.&lt;br /&gt;
*&#039;&#039;&#039;Silverin Guard (DLC)&#039;&#039;&#039;: Now THIS is a staunch line of spears. These guys are to normal Spearmen what Longbeards are to Dwarf Warriors. Just a better, sturdier and more expensive alternative. Great defensive stats and magic resistance means that cutting through these guys is not going to be easy to anyone but dedicated armour piercing and/or strong anti infantry units. Their main use is to give a massive middle finger to any rush faction, and watch as they try to slam their heads against this wall to no avail. Of course, they are a much more expensive frontline than normal spears, so you will have less resources in other parts of the battlefield. Despite that, they are still a fantastic choice and can hold forever against the right opponents.&lt;br /&gt;
*&#039;&#039;&#039;Swordmasters of Hoeth&#039;&#039;&#039;: Now we&#039;re getting into the big guns. These guys but White Lions to shame, and stat wise can take on any other non RoR infantry 1 one 1 and win. Combine fantastic stats with an armour piercing anti infantry bonus and they will lawn mower their way through any infantry they come across. Plus, they even have a missile block chance, which allows them to mitigate missiles, which is usually the best way to fight great weapons. However, they are expensive, and most competent enemies know how scary they are. Because of this, a lot of people bring monstrous infantry to deal with these guys, which is not something they enjoy fighting. They can earn you a lot of profit against infantry, but if your enemy burns them down before they fight anything, that&#039;s 1250 points you aren&#039;t getting back.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Guard&#039;&#039;&#039;: The Anti Large alternative to Swordmasters. With a large 30% physical resistance, fear and charge defense against large, they are tanks through and through. They can hold the line and carve apart monsters with fairly little issue. Their lack of shields does leave them vulnerable to AP missiles, however, so watch out for that. &lt;br /&gt;
**&#039;&#039;&#039;The Keepers of The Flame (RoR, DLC)&#039;&#039;&#039;:Even better Phoenix Guard with magical attacks and The Mark of Asuryan. What that does is when a model dies, it explodes, and deals damage to enemies around them. This makes them much better infantry killers than normal Phoenix Guard, as an explosion will probably drag a model or two with them.&lt;br /&gt;
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===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Archers&#039;&#039;&#039;: It&#039;s all in the name. Fellows with bows that have a whooping 180 range. Only Waywatchers out range you, meaning you can get some easy free fire on most enemy units before you come under pressure. Lack of AP aside, a great unit. Of course, you need to protect these little bastards as they are crap in melee. They also come in a &amp;quot;Light Armour&amp;quot; varient that give cost 50 more cold for 30 more armour. Given the fact that the DPS is the same and they&#039;ll die is light cav sneezes on them anyway, most people just go with the standard version.&lt;br /&gt;
**&#039;&#039;&#039;Talons of Tor Caleda (RoR, DLC)&#039;&#039;&#039;: Fun unit if you love playing with fire. Not only do they do Fire damage, but they also imbue a fire weakness. Team these guys up with some Sisters of Avelorn and watch whatever they&#039;re shooting get blown to smithereens! &lt;br /&gt;
*&#039;&#039;&#039;Lothern Sea Guard&#039;&#039;&#039;: Another non AP archer unit, but one who trades a bit of range for a spear. While they don&#039;t have the sheer oppressive firing range of normal archers, it means you don&#039;t have to babysit them nearly as much. If a light cav shoots them they will laugh as they turn in the horse pelts for new boots. Granted, you&#039;d rather they not be fighting light cav because you want them shooting, but hey. They can even serve as a front line, especially if you pay extra for the shielded variant. A great hybrid unit that can fulfill all kinds of roles and are useful even with no ammo. Upkeep is about the same as sisters of avelorn, ask yourself are they ever really better than just more sisters? Generally the answer is no. Kinda a trap option because the fight slight worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. &lt;br /&gt;
**&#039;&#039;&#039;The Storm Riders (RoR, DLC)&#039;&#039;&#039;: These guys really wanted to become Shadow Warriors but unfortunately grew up in the pleasant city of Lothern and not the shithole that is Nagarythe. One day they said, &amp;quot;fuck it, we can do skirmishing better than them!&amp;quot; They can&#039;t. Vanguard and fire while moving is nice but you want these guys stationary to help with your lines, so it seems pointless. They do have that fear though, which can come in handy.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Warriors (DLC)&#039;&#039;&#039;: They have the same range and damage output as normal archers. You&#039;re paying extra for vanguard, stalk, fire while moving and better melee stats (not like you want them throwing hands with anything stronger than Clanrats.) They are if you are really into the kite game, and want to use mobile skirmishing to blast the enemy to pieces. Granted with only 22 Melee Defense they aren&#039;t that good in melee, and honestly in most match up archers will do the same job for cheaper. They have a nice niche, particularly against factions with shit infantry, but aren&#039;t a staple by any means.&lt;br /&gt;
**&#039;&#039;&#039;The Grey (RoR, DLC)&#039;&#039;&#039;: No point in taking these guys over normal Shadow Warriors. All they get is snipe and a banner that makes them unspottable. Save your cash.&lt;br /&gt;
*&#039;&#039;&#039;Shadow-Walkers (FLC, Nagarythe Only)&#039;&#039;&#039;: Not much to say about these guys, they&#039;re just better Shadow Warriors. The poison they have is cool. Rarely seen as the subfaction don&#039;t have a lackluster selection of Legendary lords of one guy. Locking into a subfaction is not so bad if you don&#039;t use Legendary lords in MP.&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters of Avelorn]] (DLC)&#039;&#039;&#039;: Feast your eyes and despair, for your gaze upon one of the best archer units in the game. With 180 range, massive armour piercing, magical and fire damage and the ability to fight in melee makes them one of the best overall units the High Elves have. Anything they shoot turns to dust, and they can create a firing line that can make gunpowder factions jealous. Also, they are pretty damn good in melee, able to hold off cav charge until reinforcements come and can tear apart chaff that is thrown their way. Their big failing is their high price, meaning you will have one or two on the field at a time if you want to invest in anything else. Used wisely, and these lovely ladies can win games all by themselves. In Campaign, where financial concerns become laughably inconsequential, their price-tag becomes a complete non-issue. Objectively the most op and cost effective unit on the high elf roster. &lt;br /&gt;
**&#039;&#039;&#039;Everqueen&#039;s Court Guard (RoR, DLC)&#039;&#039;&#039;: These even better ladies come with encourage and The Banner of Avelorn for more magic recharge. Want your troops to hold out longer? Want more magic in your pool? These ladies got you covered.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reavers&#039;&#039;&#039;: Light cav that can put on pressure like very little light cav can. With vanguard and great speed they can run rampant across the battlefield, preying on skirmishers and artillery alike. Granted, they are about as durable as tissue paper, so don&#039;t expect them to last if they come across actual resistance. Still, as far as light cav goes, this is one of the best options currently in the game. &lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reaver Archers&#039;&#039;&#039;: Skirmisher cav that can still whack people in melee. Their bows can give out a good stream of damage over time and give enemies an aneurysm. Plus, despite their primary role being ranged warfare, they are honestly pretty good in melee, they&#039;ll actually beat Dark Riders with shields in a head up engagement. Not that you need to, because with 360 fire and fire while moving, they can punish anything that tries to chase them down.&lt;br /&gt;
**&#039;&#039;&#039;Heralds of The Wind (RoR, DLC)&#039;&#039;&#039;: Not much to say about these guys. They&#039;re the same as above but with way better melee stats. This means they can serve both purposes as skirmisher hunter and ranged damage. Solid RoR all around.&lt;br /&gt;
*&#039;&#039;&#039;Silver Helms&#039;&#039;&#039;: If you want something that punches more punch that Reavers but don&#039;t want to invest all that money in Dragon Princes, this is a solid pick. Very sold mid tier cav option meant to ride around and slam into the backs of enemies. They will lose to pretty much all elite cav head on, so watch out for that. They come with a shielded version as well, which you should honestly grab whenever you can.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Princes&#039;&#039;&#039;: of course, why settle for 2nd best when you can have the best. These boys do Caledor proud, being just as fast as Silver Helms and having better stats in virtually every department. They also have physical and fire resistance, meaning as long as they aren&#039;t fighting anything with magic damage they can be one of the more resilient cav units in the game. Granted, their lack of anti large and armor piercing makes them not the best against other heavy cav. Instead, these guys focus more on charging into the rears and flanks of enemy infantry and taking them down. Keep them healed up, and they can put armies on their back.&lt;br /&gt;
**&#039;&#039;&#039;The Fireborn (RoR, DLC)&#039;&#039;&#039;: Well, now they have fire damage and anti large, so sorry Skaven players, if you thought throwing a Hell Pit Abominations would kill them you were mistaken. Now they&#039;re cavalry killers, and wreck lightly armoured monsters or one weak to fire.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Tiranoc Chariot&#039;&#039;&#039;: The first of three chariots, and one focused on skirmishing. The magical arrows are cool and can help against physical resistance, but it&#039;s not like the High Elves are missing in that department. The bonus versus large also helps versus lightly armoured troops, though they won&#039;t do much against heavy armour. They have a niche, but really this is a unit that you can certainly skip in your army if you want to.&lt;br /&gt;
*&#039;&#039;&#039;Ilthimar Chariot&#039;&#039;&#039;: Same issue here to be honest. People grab chariots for hard hitting armour piercing infantry blending. A chariot this expensive without armour piercing is never going to be useful. There&#039;s honestly nothing they can do that a unit of Ellyrion Reavers or Silver Helms can&#039;t do better, at least the Tiranoc version can shoot magical arrows. Widely considered one of the worst units on the roster, and one you can easily skip.&lt;br /&gt;
*&#039;&#039;&#039;White Lion Chariot (DLC)&#039;&#039;&#039;: Now THIS is a chariot unit! These cat lovers have that AP that the other chariots are sorely missing. While they do give up some armour in exchange, the ability to mulch Dwarfs and Chaos Warriors into paste is more than worth the trade off. Plus, they don&#039;t care about losing armour that much because they gained missile resistance, so shooting them won&#039;t get rid of the quickly. Finally, they cause fear because, you know, it&#039;s a chariot pulled by fucking lions. Has the same flaws most chariots do, being a lack of ability to fight in sustain melee, but easily the best option of the chariots here.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Eagle Claw Bolt Thrower&#039;&#039;&#039;: The only artillery piece these elves have, and not one that will be winning any &amp;quot;Best Artillery&amp;quot; awards soon. Not to say they&#039;re bad, the ability to cycle through anti large single shot and anti infantry multi shot makes them a bit more versatile than most artillery units. Plus, they can be good for sniping out other large artillery units, like War Lightning Cannon or Queen Bess. Of course, they won&#039;t win any shootout with Dwarfs but for the price it will probably get the job done so long as it&#039;s protected. If given the choice between targeting monsters or elite infantry it&#039;s better to pick the latter.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle&#039;&#039;&#039;: This giant bird is a relatively cheap flying unit that can provide some decent mage hunting and is a fairly accessible source of fear. The best thing it offers is its speed, and can be used to get from different points of the battle when needed. Granted, these guys are squishy, and will lose to most monster units. Honestly work best as mounts for mages you want to keep out of the fight, acting as a distraction to missile units (being able to easily dodge most ranged assaults) or to escort tattered, key enemy units off the map.&lt;br /&gt;
*&#039;&#039;&#039;War Lions of Chrace (DLC)&#039;&#039;&#039;: War hounds on steroids, these thing can provide a lot of killing power. They are fast, have decent stats and have armour piercing anti infantry damage. This equates to a lot of dead skirmishers, but also dead mid tier infantry if they are able to support infantry. A missile resistance will protect them on the way in form archers, and they have strider to help them ignore penalties from trees. Plus, fear is never a bad thing. Pretty solid choice all around, and serve as great flankers and artillery hunters.&lt;br /&gt;
**&#039;&#039;&#039;Rahagra&#039;s Pride (RoR, DLC)&#039;&#039;&#039;: These mighty kitties come with a Mighty Roar ability, lowering leadership and speed. If they attack from the flank, they can pop this to potentially cause a mass route and make sure ideal targets don&#039;t escape. Great for low leadership armies like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;Tree Kin (DLC, Avelorn Only)&#039;&#039;&#039;: Continuing Alarielle&#039;s tree fetish, these guys serve a tanky defensive role. They can help spears hold the line longer and instill fear to make them run off faster. Immune to Psych and high physical resistance means these trees aren&#039;t going anywhere. Granted, fire will put them down fast, so keep that in mind if your enemy has lore of fire. They also won&#039;t do much damage to their enemies, so don&#039;t expect them to buzzsaw through any form of enemy.&lt;br /&gt;
*&#039;&#039;&#039;Treeman (DLC, Avelorn Only)&#039;&#039;&#039;: The ents are marching, but they&#039;re much less impressive in this setting. The tanky stats, good armour piercing and magic damage are nice, but they are way too slow to be of much use. Any skirmishing force can burn these guys down, especially if they have fire. Not really a worthwile pick, and we already discussed the downsides of sub factions.&lt;br /&gt;
*&#039;&#039;&#039;Flamespyre Phoenix&#039;&#039;&#039;: The first of three magic birds. This fire one has fear and terror, good stats all around, and is mainly focused on chaff clearing. All Phoenixes ahve an ability where they get a ward save when the magic pool is above 50% It has ten uses of a bombing type attack where it drops down fire bombs on the enemy to blow them to pieces. Not great against armour, but can deal with blobs pretty well. The other is Fiery Rebirth. If it gets too low, it has a chance to either die outright, or too go through an animation where it comes back to life with significantly more HP, which in the right scenario can turn a fight. You don&#039;t want to rely on this to win though, as it may not happen. Still a decent monster.&lt;br /&gt;
*&#039;&#039;&#039;Frostheart Phoenix&#039;&#039;&#039;: The icey bird. Trades the fire bombs and rebirth ability from the previous phoenix in exchange for better overall stats and a good debuff ability. Blizzard Aura generates around it and causes a decrease to overall weapon damage and melee attack. Elven spearlines will appreciate this, as it will allow them to hold out for even longer. Granted, losing the chance to rebirth sucks, but still considered an overall better pick than the fire bird.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Phoenix (DLC)&#039;&#039;&#039;: The last bird, and the best of them all. Comes with even better stats, regains the rebirth, and gains Emberstorm. This allows it to face plant into the ground and create a stationary vortex that burns anything around it. Great for clearing our low armour, it can demolish blobs of infantry. It&#039;s an expensive little chicken (Seriously, it costs more than a Moon Dragon) but one that certainly wins fights in the right scenarios. &lt;br /&gt;
**&#039;&#039;&#039;Omen of Asuryan (DLC, RoR)&#039;&#039;&#039;: This birb does everything listed above and also gives Immune to Psych in an AOE. Not the best thing for a race that doesn&#039;t really suffer from leadership problems, but still nice to have.&lt;br /&gt;
*&#039;&#039;&#039;Dragons&#039;&#039;&#039;: With 3 goddam choice, i figured we&#039;d make a general listing then split them off. Dragons have crazy ass stats but aren&#039;t something you should just throw around willy nilly. They can be fragile and will often lose to elite anti large units and monsters. It&#039;s the breath attacks that make these guys scary. and each dragon&#039;s breath serves a different purpose. A well placed breath can win you the game, and a bad one can blow it away. BRING HEALING TO KEEP THEM IN THE FIGHT!!!!!&lt;br /&gt;
**&#039;&#039;&#039;Sun Dragon&#039;&#039;&#039;: The weakest and cheapest of the dragons. Their breathe is spread out more and will destroy infantry blobs.&lt;br /&gt;
**&#039;&#039;&#039;Moon Dragon&#039;&#039;&#039;: The inbetween of the two stats wise, and can deal damage with its breath to both monsters and units.&lt;br /&gt;
**&#039;&#039;&#039;Star Dragon&#039;&#039;&#039;: The strongest dragon, and widely considered the best unit on the roster. If played well can absolutely demolish units. their breath will destroy other monsters.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
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If you&#039;re playing High Elves, you already think you&#039;re better than everyone else, and you want to prove it! Fortunately for you, you have a very well rounded roster that can be used in a myriad of ways to take out a variety of opponents. You have the obvious strengths in your ranged, but you are also strong in terms of cavalry, monsters, and healing. However, the high cost of your army means that you will be outnumbered in many of your match ups, and AP is something you need to pay a premium for. And while you&#039;re the tankiest of the Elven factions, that really isn&#039;t saying much. That said if used well you can cause havoc. Here is how you can assure domination against the inferior races! Keep in mind this is assuming you bought both High Elf DLCs because if you haven&#039;t you may struggle a bit. Yeah, multiplayer can be pay to win, sorry.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You got enough range to poke down their lack of armor, the question is can you protect it all against their flanking and vanguard shenanigans? Kite builds tend to work best here. Get a relatively cheap frontline (trust me, with Minotaurs and Chaos Spawn you do not want to lean on infantry to win) to hold them in place so your Reaver Archers can begin their poke. Make sure to get some cheaper melee cav to screen for the horse archers, preferable Silver Helms. You generally aren&#039;t going to see the Ghorgon or the Jabberslythe in this match up since both are very prone to getting shot by missiles. Tyrion is a surprising solid pick, as Sunfang can melt any Beastmen infantry but Bestigors and they mutants have such a hard time catching and killing him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This has historically always been one of your hardest match ups. Don&#039;t even think of relying on cavalry, Grail Knights will fuck up Dragon Princes and run amok. Silverin Guard act as a good deterrent against heavy cav and can beast most Bret infantry aside from Foot Squires, and Lothern Sea Guard can at least do something against knights if they are charged. Teclis with nets and enfeebling foe will also play big for you to stop and debuff heavy cav. Use bolt throwers to take out cav models and finally, the Star Dragon can carry if well supported, as Bretonnia tends to struggle with big armoured monsters.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: This is a tough one for you. Shaggoths beat Dragons one on one and are cheaper, making it a bit unfair for you. You still want to bring a star dragon to burn shaggoths down with breath attacks, and a couple swordmasters can help burn through that heavily armoured infantry. You can use Teclis on the pidgeon to help the dragon in melee or Alarielle to help keep it alive. Aside from that, grab basic spears and archers and just try to take down those damn shaggoths.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: Scourgerunners are the bane of your existence, as they can kill anything you bring to the table. Bolt throwers are the best way to deal with them, and if you can do that Dragon Princes are free to run rampage across the Druchii. You have the advantage in Heavy Cav, range and magic variety, make sure you use it! Also, a Star Dragon is always good to help deal with any big beasties that might get thrown your way. Bring a couple basic archers to shoot down their skirmish cav and short range before they get a chance to rip you apart.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Is Chrace your favorite kingdom on Ulthuan? Well, this match up is a perfect chance to rep the Lion Boys! White Lions are amazing here, with AP and missile resistance at a decently affordable price. Bring a few archers or eagles to deal with Gyrocopters and reavers or war lions to deal with artillery and you can score a decent amount of value. And of course, no build against the Dwarfs is complete without AP Chariots, and White Lion Chariots can destroy Dwarfs. Any Dwarf player who picks the stunties against you either think they are way better than you or are new and don&#039;t understand match ups yet. (Seriously, this is so one sided it makes you wonder how the High Elves lost the War of the Beard)&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: The big question in this match up is going to be &amp;quot;how the fuck do you deal with knights?&amp;quot; Demigryphs will eat Dragon Princes 1 on 1 so similar to Bretonnia, don&#039;t rely too much on your heavy cav. One tactic that has become popular is to bring a single Lore of Metal caster with Teclis, net them, cast plague of rust and shoot them down with your archers. Phoenix Guard can also be useful here since they can tear up state troops and knights with fairly little problem, but they have to worry about guns. In that case, archers can be used to shoot their guns down or Reavers can be used to run them over. The infantry fight shouldn&#039;t be an issue unless they brings Greatswords (which are rare) it&#039;s the mobile aspects and gunpowder that will end up giving you headaches.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: Ok after The Warden and The Paunch this became a hard one for two reasons. One, Stone Trolls give a a massive middle finger to everything you love to do with their magic and missile resistance. Two, now that WAAAGH! is an army ability and not a lord ability, Arcane Unforging can&#039;t put it on cooldown anymore. If you want to rep the Asur against da boyz, Silverin Guard will be your friends. They can hold against anything but Black Orcs or Arachnaroks, and the best way to deal with them are with either Swordmasters or Plague of Rust and missile fire. In terms of missiles I recommend Lothern Sea Guard because then you don&#039;t have to worry about the abundance of flanking the greenskins love to bring against you. Also, Dragon Princes will run over any cav that the Greenskins bring so one or two of them can help worth wonders (The Fireborn especially, since it can help with them pesky Stone Trolls)&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Honestly, this match up boils down to &amp;quot;Who can micro their Dragon Princes better.&amp;quot; Since it&#039;s a mirror match up it is 100% even, assuming both sides bought the DLCs. Don&#039;t bother with Dragons, you&#039;ll be fighting a ton of missiles and Dragon Princes have a crap ton of fire resistance anyway. Some AP in the front line can help so White Lions could be used to break through the front line and help your mounted lads get some easy hammer and anvils. Also, as usual heals are paramount, so bring Alarielle or some form of healing in order to keep your army on top. If your enemy&#039;s Martial Prowess runs out before yours does, you are going to be in a VERY good position to dominate the map.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Anti-Large and AP will be your bread and butter against the children of the Old Ones. The first major weakness of the Lizardmen is their speed. Skinks aside, their foot soldiers will advance at a rather trudging pace. This, coupled with the relative lack of ranged options in the Lizardmen roster, will give your many ranged units plenty of time to rain hell upon them with impunity. Sisters of Averlorn in particular will decimate Saurus lines (even with shields) due to their solid AP damage while Eagle Claw Bolt Throwers can put some severe hurt on the bigger beasties they&#039;ll be bringing. Keep an eye out for Chameleon Skinks; though they&#039;re little more than an annoyance to your armored units, they can pop into your back lines unannounced, deal not insignificant damage to your unarmored infantry and will absorb missile-fire from dusk &#039;till dawn. For all flavors of Skinks, use Rangers to skin them with laughable ease. Spearmen and Lothern Sea Guard are ideal for tying up Lizardmen cavalry and monsters, though you should spring for Sylverin Guard if you have the coin to spare. Lastly, if there is a Slann Mage-Priest leading them, try to focus them down. Slann (especially Life Slann) are often the single source of support magic in the entire army and taking them out of the fight early can &#039;&#039;devastate&#039;&#039; the Lizardmen in the long run. No half measures though; Slann are surprisingly tanky and can often endure combat long enough for reinforcements to rescue them while they heal off the damage you dealt. If you aren&#039;t able to burn them down quickly and efficiently, then you shouldn&#039;t commit to hunting them down. If you neglect to pay attention to the rest of the Lizardmen army while you obsess over the fat frog, you will pay dearly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: Good news, you have plenty of ranged assets to take out the lightly armoured troops of the north men! Bad news, they have a shit ton of flanking and skirmisher killers, along with strong line abilities that will make your neatly organized frontline cry. It&#039;s fairly similar to what you bring against Greenskins to be honest, Silverin Guard to stop the rush and Lothern Sea Guard to protect yourself incase they get into your backline. There are two main differences. One, lighter cav tends to be better to keep up with the more mobile army of Norsca and to catch out skirmish cav and their anti large range. The other is a Star Dragon should be brought to help burn down Mammoths, though be sure to keep that damn thing save from any Anti Large that comes your way. As usually, bring heals.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The rats are one of very few factions that can out range you due to their weapon teams and artillery, and if you&#039;re outranged, you&#039;re a sad pointy ear. Bolt Throwers will help a ton, because not only can they use multishot to help clear away chaff, but more importantly they actually win in shootouts against Skaven artillery. Because of the massive models Skaven artillery have, bolt throwers have an easy time shooting them and getting them destroyed, making the unit useless and forcing the rats to come to you. Rangers will tear through pretty much any infantry that aren&#039;t Stormvermin, so that should be your frontline. As far as mobile aspect, due to the sheer number of ranged units coming your way, quantity beats quality. Go for Reavers and Silver Helms over Dragon Princes since they can cover the map more and the loss of one unit won&#039;t hurt that much. Side note, this is pretty much the only match up Alith Anar is useful in, since he can easily snipe artillery and large characters without much fear of counterattack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: ...Fuck. This one isn&#039;t going to be pretty. They&#039;ll easily be able to dive into your backline, murder your archers and flank you, meaning a lot of your elves&#039; souls will become some Daemonette&#039;s new favorite butt plug. One of the upsides of this match up is that since they have no missiles or strong fliers, a Dragon can get breath attacks off without much issue. So one should be brought for breath attacks and cycle charging, just keep them away from Soul Grinders and Keepers of Secrets. As for your infantry, get as many spears as you can, I&#039;m talking Spearmen, Silverin Guard and Lothern Sea Guard. Not only because they&#039;re your most effective holding units, but because Cavalry and Chariots will be plentiful and that sweat anti large will come in handy against all that low armor. Investing in Cavalry might not be the best idea, but if you&#039;re going to go for Dragon Princes or Silver Helms, Reavers have no missiles to go after and will get run down by Seekers and Hellstriders. You will want a flying general to keep them as safe as possible. Imrik comes with a Dragon, though you would prefer to have your mage wrapped into your lord so I would recommend Alarielle or Teclis for nets. Just try your best to lock Slaanesh down, if you can pin their units in with mass or Net them with Teclis your Lothern Sea Guard should get good value.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: BOLT. THROWERS. ARE. YOUR. FRIENDS!!!!! They help deal with a ton of things that the Tomb Kings love to give your trouble for, like Ushabti Great Bows, big constructs or a Casket of Souls. If you can effectively defend your artillery and take out the dangerous ranged tools the skellies love to bring, you have two options on how to completely wipe them. One is combining bird Teclis with a Flamespyre Phoenix, using flight to pick your targets and engage on your terms, as well as taking advantage of the fire weakness. The second is Phoenix Guard, which can mulch anything the Tomb Kings throw at them if they don&#039;t have to worry about the AP range. Since Phoenix Guard tend to be risky if you don&#039;t deal with the ranged, Rangers are also good since they can trade up against most Tomb King Infantry. Scorpions tend to be common since they can easily dodge missiles and their animations make them hard to catch. In that case, high mass cav can pin them in place and you can shoot them down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: At least on paper this actually seems like a pretty solid match up for you. Your lord choice should be Alarielle, though all the fire damage will reduce her healing so you may just want to grab someone with tempest. Watch the Furies die in a tornado and trap down the Lord of Change, Doom Knights, and Chariots for your archers to get easy shots at. Considering how your missiles out range theirs by a lot, picking down the barrier shouldn&#039;t be too hard. Basic Archers will probably do the trick but if you&#039;re scared you can&#039;t pick off all the fliers Lothern Sea Guard will also be a solid choice. While the rework to Magic Resistance means they won&#039;t be reducing Daemon damage, Silverin Guard will still probably be a great choice as they will be able to hold against most Tzeentch units and resist their spells that they will inevitably bring. Finally, Dragon Princes are going to be an absolute nightmare for Tzeentch to deal with due to the fire resistance shrugging off a lot of the damage that their units can throw at you. Honestly the unit I an see being the biggest problem for you is the Soul Grinder as it can fight your infantry up close and shoot your cav from a distance. Once you wipe the floor with the rest of the army though, you should be able to overwhelm it and drag it down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: Rangers beat every infantry but Depth Guard, and honestly you probably won&#039;t see much Depth Guard anyway. There are two ways Pirates like to play this match up. A gun build with lots of flanking dogs, bats and mortars to deal with archer spam, and crab rushes. In the case of the former, Keeping Spears in the back to help secure the backline from dogs and bats while your cav (Preferably reavers) hunt down the artillery can help your archers rip them apart. As for the latter, bring a metal mage with plague of rust and shoot them down. Your really want to invest in range against these guys as they tend to struggle against a ton of shooting, so protecting them and finding ways to deal with their armored stuff is how you play this. Don&#039;t bring too much big stuff like Dragons, they will probably get shot out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: They&#039;re a rush faction, so they can be handled in a similar way to Greenskins and Norsca.  Get some Silverin Guard to hold against their infantry and cav and some Sea Guard to get a hard to crack shooting line, and be ready to bunker down. You have an obvious ranged advantage, so they will have to come to you. A Star Dragon and Alarielle can be devastating if handled well, since Star Dragons eat terrorghiests and Alarielle brings so much to this match up from Immune to Psych and magic damage to deal with ghosts and other physical resistance. Be sure to bring Tempest, as Vampires love to bring scary fliers to the battlefield and if you can lock it down you can shoot them or get some easy engagements with your Dragon and Flying lord. As long as you have good ground support, they shouldn&#039;t be able to harm your fliers too bad.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: One of the few other factions whose missile infantry can rival yours. Wood Elves are a very skittish faction that will endeavor to avoid engaging in prolonged fights in no small part due to how fragile they are. Wood Elves have virtually no armor and only their Eternal Guard has access to shields, so ranged attacks are (ironically) quite effective against their missile infantry. For their infantry in general, Rangers will make quick work of them in a fight, but you&#039;ll want to beware of Wardancers. Spearmen and Lothern Sea Guard are crucial for intercepting Wild Rider charges; get a mage with Net of Amyntok to shut them down and allow your spearmen to box them in for the kill. Wood Elves also find themselves rather lacking in the artillery department (as in, they have none), so a few Eagle Claw Bolt Throwers can go a long way during the opening stages of the battle. Now, as far as the angry trees go, bring a matchbox. Fire damage and anti-large will quite literally burn through them, so a Fire Mage and/or Sisters of Averlorn will do you wonders. Lastly, you&#039;ll want to secure your back lines. A significant portion of the Wood Elf roster is capable of Vanguard Deployment and you do &#039;&#039;not&#039;&#039; want Dryads, Wild Riders or Waywatchers getting into your squishy infantry early into the fight.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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===General===&lt;br /&gt;
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High Elves have an image of being one of the easiest races to play in campaign. While yes, Due to their powerful lords and strong economies they tend to lean a bit more on the easy side, that doesn&#039;t mean you will never come across any difficulty while playing them in Vortex or Mortal Empires. In this section we will go over the general tips about how to handle a High Elf campaign, followed in more depth by the specific subfactions themselves and how they differ from each other. Let&#039;s go over the generic traits all High Elves have first:&lt;br /&gt;
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Probably the most important mechanic the High Elves have, and the one that connects back to all of their other ones, is &#039;&#039;&#039;Influence&#039;&#039;&#039;. The Elves are political animals and as such need some kind of leverage or favors in order to make headway in anything they want to do. Influence is a special currency you get for completing missions, building certain buildings, doing hero actions and through random events on the campaign map. This offers you two major ways to spend it, one being stronger lords and the other being Intrigue at the Court. The first way revolves on how you recruit lords and heroes, as each one has a certain amount of influence you have to spend in order to recruit them. Lords and Heroes that cost 0 influence have shitty traits that hurt your campaign, ones that cost a relatively low amount have more standard traits, while the most expensive have straight up OP ones. For instance, there&#039;s a 60 influence trait for Archmages called Incendiary, which gives a +100% weapon strength, +100 charge bonus and flaming attacks. This may sounds pointless on a mage character you want to keep out of melee until you realize she can ride a fucking dragon at some point. This can get you some ungoldy powerful lords if you build up influence. &lt;br /&gt;
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The other thing you use Influence for is &#039;&#039;&#039;Intrigue at Court&#039;&#039;&#039;, which further reflects the politcalness of Elves. With this, you can improve or destroy relations between any two factions on the campaign map that you know. It&#039;s similar to what the Empire has, only while they can only do it between two Imperial factions, you can do it between anyone. This means you can puppeteer the map in anyway you like. Want to declare war on a faction but they are allies with someone you have a Non Aggression Pact with? Pump some influence and now they hate eachother. Want to confederate that one stubborn faction on Ulthuan? Keep spending Influence and you&#039;ll win them over eventually. You can manipulate diplomacy to start wars and alliances between however you want. 90% of the time you&#039;ll be using this to get other High Elves to confederate with you easier.&lt;br /&gt;
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Since Influence is so important, here&#039;s an easy tip to get a ton of it:&lt;br /&gt;
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*Recruit a Noble. Don&#039;t worry if he has a bad trait, he&#039;ll never be used in combat.&lt;br /&gt;
*Send him to a city that&#039;s owned by a faction you won&#039;t be friendly with anyway, like Dark Elves or Norsca&lt;br /&gt;
*Keep spamming the &#039;&#039;&#039;Secure Influence&#039;&#039;&#039; option, it will give you 1 influence every turn for 5 turns.&lt;br /&gt;
*Level up Secure Influence every chance you get, you get an extra point for every level up, and rinse and repeat. &lt;br /&gt;
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If you keep doing this you will be drowning in influence.&lt;br /&gt;
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Also, their research is kind of stupid. The research is locked by different stages and you need to construct different buildings in order to get access to all of them. This means building things you&#039;d rather not in order to finish the research tree. You even need to get all tradeable resources in order to completely finish the tree. Just complete what you need to complete and you&#039;ll get through it fine.&lt;br /&gt;
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Here&#039;s some buildings you&#039;ll want in every major city:&lt;br /&gt;
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*&#039;&#039;&#039;Ampitheater&#039;&#039;&#039;: Your public order building, just make it to make sure rebels don&#039;t spring up anywhere. It&#039;s also makes money and isn&#039;t too bad at it on top of that. &lt;br /&gt;
*&#039;&#039;&#039;Tower of Mages&#039;&#039;&#039;: Gets you more Mages and Loremasters, along with more research rate and access to more stages of research.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Grove&#039;&#039;&#039;: Gets you more Handmaidens and Sisters of Avelorn. A fun agent and one of your best units.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Keep&#039;&#039;&#039;: The Dragons are nice, but you really want this for the +1 Lord Recruit rank. Being able to get lv20 lords from the start instead of leveling them up there is so nice. &lt;br /&gt;
*&#039;&#039;&#039;Elven Court&#039;&#039;&#039;: More Nobles, which means more Influence. What more do you want.&lt;br /&gt;
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The best time to ask for a Confederation is after your target has suffered a military defeat. If you see them lose two armies in the same battle, they are more likely to agree to Confederate.&lt;br /&gt;
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Basic Archers and Spearmen are ridiculously effective, and wil be able to handle most of what the game throws at you until pretty far in the game. If you don&#039;t know what to put in your armies, four Spearmen, five-six Archers and two Bolt Throwers are a pretty good base that you never can go wrong with. &lt;br /&gt;
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===Campaign Specific===&lt;br /&gt;
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====Tyrion====&lt;br /&gt;
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*&#039;&#039;&#039;J-just play the damn thing&#039;&#039;&#039;: Look, Tyrion&#039;s campaign is designed to be the &amp;quot;baby&#039;s first Total Warhammer campaign.&amp;quot; You start with one of the best cities on the map, are surrounded by friends, have fairly weak enemies and are on an isolated continent. Now this isn&#039;t a bad thing, but it results in the campaign having very little challenge for experienced players. As such, don&#039;t worry too much about it. You&#039;ll probably unite Ulthuan and attack the Dark Elves in Naggaroth to complete your campaign objectives and after that you can do pretty much whatever you want. &lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Morathi is eventually going to attack Ulthuan and since Auto Resolve freaking loves her she&#039;s going to take quite a few provinces. Since you are going to be trading with most High Elf neighbors, use this to your advantage to expand. Take any territory that Morathi takes yourself and confederate the factions that she weakens during her expansion. Once you control the majority of Ulthuan you can sail over to finish her off and confed Alith Anar if he is still alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t do Blood of Anerion at higher difficulties&#039;&#039;&#039;: Look, I know it&#039;s fun to give Tyrion the Sword of Khaine, max out the Blood of Anerion tree and watch him slap his dick across the face of everyone he fights but trust me at higher difficulties it isn&#039;t worth it. The public order penalties will stack with what you get with difficulty level anyway and you will start having rebel problems early on. The other tree will improve your economy, public order and relations, which are much more useful than making Tyrion more of a beatstick than he already is.&lt;br /&gt;
&lt;br /&gt;
====Teclis====&lt;br /&gt;
*&#039;&#039;&#039;Invest in Anti Corruption&#039;&#039;&#039;: You will be dealing with Skaven and Vampires in your campaign, so something to deal with all of that corruption will be nice. This is especially true in Mortal Empire where you start right next to Skrolk and Luthor Harkon. The Lustriabowl is stupid enough as it is, and getting rid of all that corruption will help you get through it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t bother too much with the Lustria Bowl.&#039;&#039;&#039; The more you expand into Lustria the more bullshit you will have to deal with. The Lizards are generally friendly with you and make good trade partners, so once you secure the Eastern Coast from Skrolk, Luthor and Lokhir, see if you can try to confed with Ulthuan. Yes, it&#039;s the more boring way to play but unless you want to reenact the Veitnam War but with Lizards it is the more practical way to do things. Of course if you&#039;re playing the Vortex campaign..... yeah you&#039;re kind of stuck. Good luck.&lt;br /&gt;
&lt;br /&gt;
====Alarielle====&lt;br /&gt;
*&#039;&#039;&#039;Get Ulthuan under Asur control ASAP&#039;&#039;&#039;: You get penalties to public order and money when there are something other than preppy pointy ears on the donut. As such, you got to make sure to go out of your way to kill anything non High Elf on Ulthuan. Once you do that, you&#039;re in the clear to steam roll the campaign, as you get massive bonuses once Ulthuan is united.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Same as Tyrion really, only it&#039;s easier for you to take advantage of it. Once Morathi takes some provinces on Ulthuan make sure you&#039;re there to sweep them up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fortify against Blood Fleets&#039;&#039;&#039;: Hellebron is going to send blood fleets to Ulthuan and you are probably going to have to deal with them. They will land at the Salvation Isles in Vortex and at the Shrine of Khaine in Mortal Empires. Keep these locations fortified and smash the armies they send at you before they can do any extreme damage to Ulthuan.&lt;br /&gt;
&lt;br /&gt;
====Alith Anar====&lt;br /&gt;
*&#039;&#039;&#039;Do Assassination Missions when you can&#039;&#039;&#039;: They&#039;re a very good source of money and influence that can really help you out, though the big problem tends to be getting to your target. Obviously, you shouldn&#039;t bother doing them if they&#039;re asking you to kill an ally or someone on the other side of the map, but if it&#039;s someone close and in a faction you have no interest in being friends with by all means go at them. Especially if you have your special hero that never fails assassination attempts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fight dirty&#039;&#039;&#039;: with your ambush stance, heavy focus on skirmishing and guerilla fighting and underworld stance, you&#039;re essentially a Skaven faction in an elf suit. Use this to your advantage and always try to go for ambushes and drowning the enemy in arrows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kill Morathi ASAP&#039;&#039;&#039;: You want to do this for three reasons. One, she spreads Chaos Corruption which will eventually come to bite you in the ass, so you may as well get rid of her before it spreads too much. Two, it&#039;s inevitable that she will invade Ulthuan and disrupt your main trade partners and confederation targets. Three, her main settlement is one of the richest in the game, which will heavily improve your economy.&lt;br /&gt;
&lt;br /&gt;
====Eltharion====&lt;br /&gt;
*&#039;&#039;&#039;Get ready to fight a lot&#039;&#039;&#039;: Part of this is because of the prison mechanic, which incentivizes you to fight a lot of otherwise very one sided battles. This is because while it is possible to get a prisoner in Auto Resolve, it&#039;s low so you&#039;re better off just fighting it out and capturing them manually even if it is a two stack army vs your griffon knight stack. The other part is because eventually every green bastard in the Badlands is going to want to mount your buttcheeks over his fireplace, so expect a ton of stacks coming at you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mistwalkers stacks are Eltharion only&#039;&#039;&#039;: There is one big reason for this, he&#039;s the only one who can buff them. The Mistwalker units don&#039;t get buffs from the Red tree, so generic and other Legendary High Elf lords can&#039;t buff them. Eltharion does have a skill that buffs them, so while they&#039;re useful in all your armies, Eltharion is the only one who can effectively doomstack them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Consolodate Forces&#039;&#039;&#039;: In Mortal Empires you have a dual start, one on Ulthuan and one in the Badlands. With your split forces, it can be a bit hard in the early game to get started. Your main focus should be to get all of Yvresse under control so you can trade with your fellow High Elves and get an economy going. Once that is done, use your money to focus on either taking all of Ulthuan or expanding in the Bad Lands. You can do both, and to win you need provinces in both, but you&#039;ll be splitting up your forces doing so.&lt;br /&gt;
&lt;br /&gt;
====Imrik====&lt;br /&gt;
*&#039;&#039;&#039;MURDER SNIKCH!!!!!&#039;&#039;&#039;: More of a Mortal Empires problem, but one that is REALLY important. Unless you want never ending rat stacks against you, you need to kill the Rat weeb as soon as possible. Once you take the first dwarf settlement, take your army and kill Clan Eshin immediately. trust me, you will be saving yourself a lot of head ache in the future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prepare to have no money&#039;&#039;&#039;: Your are going to have a grand total of 0 trade in the early game because of how trade works. You can only trade with a faction if they can directly get to your capital by sea or land, meaning having a port or a settlement with a road to your main city. Since the ocean you start by is blocked to the rest of the world, and you are surronded by people who hate you, trade is not happening early one. Even when you do confed your way back to Ulthuan, your capitol doesn&#039;t change to Caledor so you can&#039;t trade with the other elves. Yes, you can cut back on Dragon money, but only cowards do that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Find those Dragons&#039;&#039;&#039;: Once you start collecting the Dragons, you start to become stupid strong. Early on it&#039;s ok to just use their events to collect money and favor (especially if you want to confed Caledor the best way possible) but once you have a strong army there is no reason to not go after them. Once you collect one, all the others come in much easier.&lt;br /&gt;
&lt;br /&gt;
==DLCs==&lt;br /&gt;
&lt;br /&gt;
In this section we&#039;ll go over the DLCs for the High Elves and determine whether or not they&#039;re worth buying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Queen and the Crone&#039;&#039;&#039;: Because of course you&#039;re going to have a Lord Pack against your main rivals. Alarielle and the Sisters of Avelorn are the highlights of the DLC, both being core units in campaign and multiplayer. It also comes with the Handmaiden, a decent hero in campaign with nice buffs and Shadow Warriors, your mobile kiting archer unit. The biggest problem with this DLC is the lack of content compared to Lord Packs that show up later, as you only get two units and a hero option. Compare that to what other factions get later on and it does feel bare bones. Alarielle&#039;s campaign itself isn&#039;t bad but the mechanics are a little bland compared to other DLC factions and it does lean on the easy side once you kick the non Asur off Ulthuan. All in all a decent pick if you love the High Elves and are only interested in campaign but if you&#039;re tight on money you can hold off on it. If you play multiplayer though it&#039;s a must buy as Alarielle is arguably your best lord and it gives you a ton of good options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Warden and The Paunch&#039;&#039;&#039;: In many ways the opposite to the above in which it adds a ton of content and gives you great campaign options. The big Lord here is Eltharion, who has a fun campaign where you get to roleplay Batman and throw thousands of Greenskins into your own Arkham Asylum for cool buffs and bonuses. Other units include the Archmage, giving you a lord level mage and a collection of units to fill the holes in your army. Rangers offer good early game offense and Silverin Guard finally give you a mid tier defensive infantry option. War Lions and Lion Chariots offer good mobile AP and Arcane Phoenixes are great lord/hero duelists and blob killers. Honestly this is one of the better Lord Packs in game 2, giving you a ton of good content (especially if you also like Greenskins) and a pretty good campaign. Easy recommend.&lt;br /&gt;
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[[Category:Total Warhammer]] &lt;br /&gt;
{{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dwarfs&amp;diff=503254</id>
		<title>Total War Warhammer/Tactics/Dwarfs</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dwarfs&amp;diff=503254"/>
		<updated>2022-01-29T00:03:25Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Kazukhan-kazakit-ha! (Look out, the Dwarfs are on the warpath!)|Game battle chant for Dwarfs}}&lt;br /&gt;
This is the tactics page for the Total War: Warhammer version of The Dwarfs.&lt;br /&gt;
&lt;br /&gt;
==Why play Dwarfs?==&lt;br /&gt;
*Because you want to sit and watch as your enemies are blasted away while coming towards you.&lt;br /&gt;
*Cause you&#039;re under 5&#039;5 and want &#039;&#039;&#039;vengeance&#039;&#039;&#039; for all the short jokes.&lt;br /&gt;
*You don&#039;t want to do too much micro, so an army without much in the way of mobility and cavalry doesn&#039;t bother you as much.&lt;br /&gt;
*You enjoy having infantry that won&#039;t die after being slapped by a wet noodle.&lt;br /&gt;
*Slay everything without a beard!!&lt;br /&gt;
*FLAMETHROWERS!!!&lt;br /&gt;
*SATISFY THE GRUDGE!!!!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Durability&#039;&#039;&#039;: You are a tank faction. Most of your units are categorized with high armour, melee defense and leadership. Even your tier one and chaff are very tanky compared to counterparts from other factions. This is further supplemented by the innate magic resist many of your units have, which &#039;&#039;slightly&#039;&#039; compensates for your otherwise complete lack of magic. Additionally, with their naturally high leadership, dwarfs do not usually break unless hopelessly outnumbered or if you screw up massively by getting cavalry charged in the rear. Frankly, your units will hold out forever.&lt;br /&gt;
**Your magic resistance got nerfed in the third game to &#039;&#039;only&#039;&#039; resist magical spells. Still useful, but now units with magic attacks, I.E Daemons, are going to be way better at cracking you open.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Guns, guns and more guns! Dwarfs have some of the best blackpowder units in the entire game. Thunderers and Cannons can lay a whooping on anything they are firing on, and their artillery isn&#039;t anything to sneer at. Even their non-AP range units are very good for their price, and it&#039;s not hard for them to earn their points back as long as they are defended.&lt;br /&gt;
*&#039;&#039;&#039;If they get close, Nut &#039;em!&#039;&#039;&#039;: As if being being one of the best factions at shooting was not enough, their missile units can also hold their own in close quarters better than most.&lt;br /&gt;
*&#039;&#039;&#039;Airforce&#039;&#039;&#039;: Gyrocopters with their anti large can get you control over the air, and their ability to kite monsters into oblivion is a good skill to have. Even Gyrobombers have a niche for their blob killing capabilities after recent buffs.&lt;br /&gt;
*&#039;&#039;&#039;Runes&#039;&#039;&#039;: Where other races rely on the fickle Winds of Magic, you have your reliable runes. Runes supply surprisingly good buffs and debuffs that can help your army out, making them a great way to make sure your infantry stays in the fight a bit longer. The fact that they aren&#039;t limited by a power reserve also means that they&#039;ll remain a viable option well into the latter stages of a fight, where other factions might begin to tap out of their mystical power.&lt;br /&gt;
*&#039;&#039;&#039;Anti-large&#039;&#039;&#039;: You laugh when the enemy brings big monsters. With all your AP missiles, Anti Large artillery and slayers, you have the one of the easiest times killing monsters out of any faction in the game.&lt;br /&gt;
*&#039;&#039;&#039;Strong Economy&#039;&#039;&#039;: It&#039;s campaign specific but yeah, it turns out the species who&#039;s renowned for being the best at making shit is also one of the best at making money. The resource building chains go up to level IV instead of stopping at level III, you can mass produce Dwarf Beer anywhere. Putting together Doomstacks of Top Tier Dawi troops is easier.&lt;br /&gt;
*&#039;&#039;&#039;Good for Beginners&#039;&#039;&#039;: Everyone was just starting once, if you are new to Warhammer Total War or just Total War in general the Dawi are (ironically enough) forgiving. Something like the Wood Elves is fragile and has a limited margin for error, Dwarfs on the other hand have more of a fudge factor in most match ups. Not to say that it&#039;s easy mode playing dwarfs, but the likelihood of things going pear shaped in a second is lower.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Mobility&#039;&#039;&#039;: With no Cav, monsters and slow infantry, Dwarfs are the least mobile faction in the game. You will spend the majority of the game standing still.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Magic&#039;&#039;&#039;: Though your most recent rework makes your runes a damn good alternative, you don&#039;t really have magic. This can pose a problem when you face similarly physically durable armies in battle and lack a reliable, magical alternative for damage. Additionally, though you defensively have a 25% resistance to the arcane, many large vortex spells will still sting quite a bit and your complete lack of magical healing means it&#039;ll be hard to bounce back from the damage you do take.&lt;br /&gt;
*&#039;&#039;&#039;Chariots&#039;&#039;&#039;: Chariots are the bane of a Dwarf players existence. They don&#039;t have any real way to lock them down and, as you&#039;d expect, AP anti infantry can really kill what the Dwarfs want to do on the battlefield. Due to the rework to how bracing and knock down works, this isn’t as bad as before, but chariots can still be a problem&lt;br /&gt;
*&#039;&#039;&#039;Predictability&#039;&#039;&#039;: Most veteran players know what&#039;s going to happen when Dwarfs are picked. They are going to go for a cheap, numerous and sturdy front line and a lot of guns and artillery. This means that Dwarfs are easy to plan for as they only have one real viable tactic. Building an army around fighting Dwarfs is something players from all races know how to do.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Good Lord Options&#039;&#039;&#039;: Do you like the Runelord or Thorek? No? Well you better start because in multiplayer they&#039;re your only viable options. Grombrindal is an ok duelist but honestly Dwarf lords in general kind of suck. With no mounts and no way to stick to their targets it&#039;s hard for them to get anything done. This problem got better with the Twisted and the Twilight due to the changes to knockdown effects, but sticking to targets will still be hard&lt;br /&gt;
*&#039;&#039;&#039;Hard campaign&#039;&#039;&#039;: With all the changes to the factions around them, the Dawi have fallen on some pretty hard times. The lifetime of WH2 dotted the landscape around Karaz-A-Karak alone with a huge number of guaranteed enemies that you will have to look out for, with your most reliable allies in the Empire being very far away. The other subfactions don&#039;t fare much better and your slow growth seriously hurts your ability to expand, especially when compared with your most dominant enemies, the Greenskins of the Badlands and Clan Mors further down the road. &lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: A con for everyone, but fortunately you get off easier than many others. Unfortunately, a couple of your best units, namely Runelords and Rangers, are in fact locked behind DLC and if you want to really use your Dwarfs to the fullest, you&#039;ll need to pay the toll.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Great Book of Grudges&#039;&#039;&#039;: The fact that the sacred Dammaz Kron went unmentioned on this pages for so long merits an entry on its own. The Book of Grudges documents every slight committed against your faction, including legendary grudges that you start out with. Whenever something bad happens, i.e. you lose a settlement, get raided or a hostile faction repeatedly traspasses on your turf without you allowing it, it merits an entry in the book. These entries can (and will) accumulate over time, and depending on how much your Dorfs disliked the transgression, will vary in severity, which fills up a meter that gives you some penalties and some bonusses. High severity from unresolved Grudges gives you minor public order and research speed penalties, but it also gives all of your armies a charge bonus (since the Dwarfs are so pissed off) and increases the chance of Slayers and Giant Slayers popping up in your Regiments of Renown pool, where they can then be recruited instantly into your armies. Resolving Grudges and Legendary Grudges (such as retaking Karak Eight Peaks as Belegar Ironhammer) also earns you powerful bonusses (Money, Oathgold, small Buffs for the entire faction ) and special Runes. &lt;br /&gt;
*&#039;&#039;&#039;Oathgold&#039;&#039;&#039;: The secondary resource of the Dwarfs. Practically identical to the Mortuary Cult of the Tomb Kings, with the key difference being that the Dwarfs can make much more stuff with Oathgold and that the stuff is much more abundant. Oathgold is earned through resolving Grudges, doing missions and quests, Gold Mines and some special buildings such as the Brightstone Mine in Mount Gunbad. Oathgold, combined with trade goods, can be used to create items for your Lords and Heroes, which makes it downright trivial to kit out every single character on the map with some special gizmos to make them really powerful. Oathgold can also be used to make Character and Banner Runes, the former can be applied as equipment to individual characters (with up to 3 individual runes at maximum), the latter functions like Banners that you can give units to give them special bonusses and abilities. &lt;br /&gt;
*&#039;&#039;&#039;Expert Charge Defense&#039;&#039;&#039;: Barring Slayers, every single one of your units has Expert Charge Defense, which nullifies charge bonusses and also the momentum of units charging into your staunch line of angry Dwarfs.&lt;br /&gt;
*&#039;&#039;&#039;Magic Resistance&#039;&#039;&#039;: Every Dwarf has a built in 25% Magic Resist (Spell Resist in WH3). Consult the main page for WHFB Dwarfs as to why.  &lt;br /&gt;
&lt;br /&gt;
==Legendary Lords and Subfactions==&lt;br /&gt;
*&#039;&#039;&#039;Thorgrim Grudgebearer:&#039;&#039;&#039;  The high king himself, and the only large non-war machine unit in your roster, as he is carried on a massive throne sled by some burly dwarfs, Thorgrim isn&#039;t huge on offence, better than say mid-tier combat lords, but he&#039;s mostly just a hard to kill brick of leadership. Dwarfs in range of him just become slightly harder to break, which isn&#039;t saying much given their default morale, and he&#039;s not easily sniped. This results in him being kind of underwhelming, you know he&#039;s not going to die like a bitch, but you also know that he&#039;s not exactly going to recoup even a quarter of his cost. Is kind of safe in campaign play for beginners, but Grombrindal is overall superior.  - Pass.&lt;br /&gt;
*&#039;&#039;&#039;Ungrim Ironfist:&#039;&#039;&#039; The Slayer King, bane of anything taller than six feet, Ungrim is the opposite of Thorgrim; all offence, with low defence. Ungrim is actually pretty good in terms of being a hero-killer and monster-hunter, he&#039;s not going to solo Tyrion or Kroq-Gar, and don&#039;t even think of monster lords like Kholek or monstrous mounts such as a Tomb King on a war sphinx, without a unit to bog them down. The problem with Ungrim is that while he can throw hands and live up to his title, he eats a lot of damage for a dwarf, or just in general for a combat lord, he&#039;s easy to snipe with massed missiles if caught in the open, and while he can butcher most things sent his way, he&#039;ll only be able to do this once or twice in a battle before he&#039;s at serious risk of dying. Don&#039;t let that 120 armour &amp;amp; unbreakable make you think he&#039;s a tank, Ungrim&#039;s Melee Defence is quite low for a combat lord, and that low dwarf speed means he can by kited to death. Thorgrim lacks the damage to recoup his cost, Ungrim lacks the defence to recoup his costs. If playing with an ally that has access to Lore of Life he can be kept alive, but you&#039;re asking a lot of resources to support the Slayer King. - Pass.&lt;br /&gt;
*&#039;&#039;&#039;Grombrindal:&#039;&#039;&#039; THE WHITE DWARF, Grombrindal doesn&#039;t bring anything really special to the table, he&#039;s a decent duelist, although lacking the balls-to-the-wall offence of Ungrim Ironfist, Grombrinal is nowhere near as risky for a combat lord. The flashbomb ability can lockdown mobile heroes and give the white dwarf a few easy hits. Doesn&#039;t quite bring much for the rest of the army, but is the best legendary lord for cost-benefit tradeoffs. He can fight, he can survive, and he can make the entire army Unbreakable with a reusable map-wide buff. - Niche but competitive in that niche. In Campaign, he is easily the best LL the Dwarfs offer. His blue skill tree affects &#039;&#039;your entire faction&#039;&#039; and the four blessings you can choose every 20 turns (10 after picking a specific skill) are all very powerful, a whopping +25% Research Rate is no joke, as are +10 Melee Attack and Defense for every unit in Grombrindals army.  &lt;br /&gt;
*&#039;&#039;&#039;Belegar Ironhammer:&#039;&#039;&#039;(DLC) Belegar is really just a wall, he&#039;s harder to kill than Thorgrim as they have comparable stats, but he has a silver shield for 55% missile resistance. That&#039;s all. Just an insanely hard to kill lord, sure his offence isn&#039;t terrible, being better than Thorgrim&#039;s on base stats and a nice buff can be popped to go higher. But honestly you&#039;re paying a lot for a lord that won&#039;t die, and generally speaking Dwarfs in Total War: Warhammer aren&#039;t a faction that is centred around their generals or heroes. No real wizards to throw high-impact spell effects, no mobile heroes that can exploit small gaps to flank units or hunt down supporting pieces like buffers, wizards or artillery crews. The only upshot to taking Belegar&#039;s subfaction in multiplayer is getting access the ancestor heroes who are damned hard to kill, but are also the only dwarf units that are scared of magic damage, which can sort of be a mind-games thing because the default assumption to seeing Clan Angrund picked is that ancestor heroes are on the field, so grab some magic damage to delete them, but then seeing that there are no ghost dwarfs means that the magic damage is actually a big waste considering all dwarfs have 25% Magic Resistance. - Pass.&lt;br /&gt;
*&#039;&#039;&#039;Thorek Ironbrow:&#039;&#039;&#039;(FLC): With the rework comes a new LL and Thorek serves this role, being the latest (and most likely last) new contender in the Lustrian Thunderdome in the Vortex Campaign, and starting at the southernmost tip of the map in Karak Zorn on Mortal Empires. He serves as a supercharged Runelord with access to a unique mount that messes quite a bit with enemy spellcasting and improved Runic Magic on his own part. In the campaign, his legendary conservativeness translates into bonusses for &amp;quot;traditional&amp;quot; Dwarfen ranged units like Quarrelers and Grudge Throwers. Not to worry though, since he starts with a Rune of Burning that makes the Catapult projectiles [[Awesome|FUCKING EXPLODE]] and dramatically increases the combat value of Quarrelers in his own Army quite significantly (arguably making them even better than Thunderers). His campaign goal revolves around finding several lost Dwarfen artifacts, which can then be used to craft powerful buffs for your whole faction. [[Derp|He also can make enemy casters explode.]] - Best Multiplayer lord pick.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Lord:&#039;&#039;&#039; No, just no, he suffers from the same issue that the legendary lords suffer from, being too slow. But wait there&#039;s more, the generic lord is easier to kill in combat, provides less army support, and does less damage. He&#039;s not even the cheapest option to help save costs. I mean he has a shield, but its only bronze. Unless you&#039;ve got some kind of bet riding on a battle and there&#039;s a specific stipulation that you cannot use any other lord, screw the money because he&#039;s too crap. That said compared to generic foot lords in other factions he&#039;s quite difficult to kill, which is more advice for fighting Dwarf Lords in campaign really. PASS&lt;br /&gt;
*&#039;&#039;&#039;Runelord:&#039;&#039;&#039; (DLC) Yes, yes yes. The one competitive General in multiplayer, the Runelord is just a walking bubble of passive buffs that make your low tier units good, and your good infantry units even better. Has good active abilities, like Master Rune of Oath &amp;amp; Steel which gives +30 armour to all dwarfs in range, or the Rune of Speed which adds 45% speed and 24 melee attack to all dwarfs in range. This is the lord pick that supports the dwarf army, and don&#039;t think he&#039;s some kind of wizard that dies when someone looks at him funny, while the melee defence is low at 40, the Runelord has the same 120 armour as the other lords, plus up to 35% missile resistance, sharing 20% of that with nearby allies. Slapping him on an Anvil of Doom gives a special ability that causes enemy casters to automatically miscast for minor damage when near him. TL;DR fucks magic, gets buffs. - Good if you want Thorek but a bit cheaper.&lt;br /&gt;
&lt;br /&gt;
===Legendary Heros (Clan Angrund Only)===&lt;br /&gt;
All [[Clan Angrund]] has such a strong relationship with their ancestors, they come back as ghosts. like all ghosts, they have a 75% physical resistance instead of magic resistance, With magic attacks, Unbreakable, but no armor and less heath than normal. they have Frear and terror making them good at chasing the enemy off. They themselves are weak to magic attacks, but who takes that much offense magic against dwarfs anyway?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King Lunn Ironhammer:&#039;&#039;&#039; is one of the two ghost Thanes, being the offensive one, with slightly more Melee attack than a normal thane.&lt;br /&gt;
*&#039;&#039;&#039;Halkenhaf Stonebeard:&#039;&#039;&#039; the other ghost Thane, being the most defensive of the par with significantly lower melee attack but a very high defense of 65 and silver shield, letting him minge with enemies for a protracted time to proc terror routs.&lt;br /&gt;
*&#039;&#039;&#039;Throni Ironbrow:&#039;&#039;&#039; Mostlickly to take as he is a Runesmith, so someone that needs protection while also being in the front lines.&lt;br /&gt;
*&#039;&#039;&#039;Dramar Hammerfist:&#039;&#039;&#039; the ghost engineer so paying extra for a harder to kill gun lines buffer and better at chasing away those that try to disrupt them.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Master Engineer:&#039;&#039;&#039; Basically a must if you&#039;re running more than 2 artillery pieces, buffs artillery, has a decent sniper rifle of his own, not great in a fight with anything beyond hound packs and light cavalry, so don&#039;t expect him to be an effective guard for the cannons he&#039;s buffing. However if there is another unit nearby casting Entrenchment right before they rout will make the unit hold the line and fight even after being routed. On campaign they also boost your army&#039;s mobility. Aaaaaand the Dwarf Rework happened, buffing him even further with the ability of the Vampirate Gunnery Wight to restore lost ammo to artillery pieces for up to five times. Just too good to miss out on if you&#039;re bringing a bunch of cannons (and who doesn&#039;t, honestly). &lt;br /&gt;
*&#039;&#039;&#039;Runesmith:&#039;&#039;&#039; Basically a squishier version of the Runelord, has many of the same buffs, both passive and active. With the Dwarf rework, these guys have gone from being merely decent to amazing. While utilizing a rune puts every other rune on a shared cooldown, this only applies per caster; having multiple Runesmiths allows you to stack multiple buffs simultaneously or across multiple units without having to wait out the full 60 second global cooldown. They might not necessarily be an auto-include persay, but having one or two of these guys in your army is strongly recommended.&lt;br /&gt;
*&#039;&#039;&#039;Thane:&#039;&#039;&#039; While they still suffer from being slow, Thanes can be used more aggressively than legendary lords. Kit them out with the Rune of Slowness to gimp enemy mobility, or give them the Ironbeard&#039;s Ring and coordinate with a source of fire damage: Flame Cannons, Dragonback Slayers, Warriors of Dragonfire Pass, basic Irondrakes, or Brimstone Gyrocopters, all of these will deal serious damage to units inside the debuff aura.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Miners&#039;&#039;&#039;: The closest thing to cannon fodder in the Dwarf Roster, miners are cheap AP units. Also give &amp;quot;speed&amp;quot; and breadth to Dawi list by vanguarding.&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warriors&#039;&#039;&#039;: Did you know that a unit of Dwarf Warriors costs 475 gold but can hold against 3 units of Empire Swordsmen, costing 400 gold each, for just over 2 minutes and racking up roughly 90-100 kills before dying/breaking? Dwarf Warriors aren&#039;t great, just good, and are very much just a shield wall frontline. Dwarf Warriors are very cost-effective starting units. They will trade positively against most infantry that are tier 1-3 excluding units with high AP values or anti-infantry buffs. Dwarf Warriors aren&#039;t the same as elite heavy infantry however, they will break in time, if rear charged, if attacked by great weapon units, if hit with leadership debuffs, or if attacked by characters. This is a unit that buys time for a unit in the second line to get in position to assist, do not assume you can just deploy them as a single line and have artillery sit safely behind them.&lt;br /&gt;
**&#039;&#039;&#039;Warriors of Dragonfire Pass&#039;&#039;&#039;(ROR): Slightly better warriors that deal fire damage in combat, not a guaranteed pick most of the time, but good against any faction that is vulnerable to fire, consider pairing with a Thane carrying Ironbeard&#039;s Ring to boost damage.&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warriors (Great Weapons)&#039;&#039;&#039;: You know how Dwarf Warriors can hold frontlines for a time but need a second line unit to assist them, this is cheapest of the second line units. Regular warriors have shields, 40 Melee Defence, and charge defence against large units, Warriors with Great Weapons don&#039;t have those defences, they get armour piercing damage which is the kind of offence needed to make up for the vanilla warriors&#039; shortcomings. Don&#039;t try and use them as a frontline unit, and replace them when you can with other melee infantry.&lt;br /&gt;
*&#039;&#039;&#039;Longbeards&#039;&#039;&#039;: Warriors +1 really, they buff the leadership of other units (it&#039;s the generic Encourage passive so no stacking with lords), so consider mixing them with warriors. Cost-wise your mostly paying for better Melee Defence, better Leadership, the leadership aura, and Immune to Psychology compared to vanilla Warriors. A common question is which is better for cost, Longbeards or Warriors, but outside of fighting undead armies that have tons of fear/terror effects, the answer to the question is; use both. While the differences between the two units are obvious in comparison, to the player on the other side of the battlefield it doesn&#039;t matter much because a Dwarf line is still a solid formation that is hard to break. Longbeards work good in the wings to buff leadership in the flanks, and having warrior units means you can save gold for more missile units and artillery.&lt;br /&gt;
*&#039;&#039;&#039;Longbeards (Great Weapons)&#039;&#039;&#039;: While the difference between shield Warriors and shield Longbeards isn&#039;t much, the great weapon variant favours the Longbeards. Being behind the line means you can reposition them to apply their auras and a common occurrence is for fast-moving skirmish infantry to run around the frontline and charge the second line units. GW Longbeards can handle these surprises a lot better than the GW Warriors, but on the other hand, you may not be deploying wide enough to need the aura effects, in which case the Warriors can save you gold.&lt;br /&gt;
**&#039;&#039;&#039;The Grumbling Guard&#039;&#039;&#039;(ROR): Not too bad, stat wise its a bit more armour &amp;amp; melee attack, 10 more leadership, and 13 more Melee Defence, which puts them at a whopping 51 Melee Defence. You don&#039;t get any improved damage output with these guys, instead you get an ability that replenishes 9% of vigour for them and nearby allies. This may not sound like much, but fatigue debuffs are crippling for units, and Dwarfs rely on grinding things out so even a small vigour buff to some units is good even if it just moves them from exhausted to very tired. But wait, this ability has infinite uses and a low cooldown so spam it away. While Hammerers do the same job but better, the Grumbling Guard are fantastic for keeping Ironbreakers in better condition than their enemies.&lt;br /&gt;
*&#039;&#039;&#039;Slayers&#039;&#039;&#039;: Slayers are kind of weird. They&#039;re unbreakable, quick (for a Dwarf), hit hard, and do a lot of damage with no consideration to survivability. This means that they can seriously fuck up higher-tier units but on the same time are vulnerable to cannon fodder. It does not matter if you&#039;re a crappy goblin with a crappy spear, it&#039;s getting through a Slayer&#039;s hide as much as a Chosen&#039;s Daemonforged Axe. When using Slayers, hold them back so that other units, especially ones with charge defense, take the brunt of the charge before moving the slayers to counter-attack, and while it might cost you the charge bonus, having them attack through the buffer unit really improves the lifespan of your slayers (Probably much to their chagrin). Note that if you ever leave them in the open, missile units just have to imagine shooting them to wipe the unit, which is an expensive mistake. Also a definite must take against vampire counts and Tomb Kings with all their fear effects but do not ever think about using them against Vampire Pirates because they will get shot to pieces before any fear/terror units get close for the unbreakable to matter. Also, leave them at home against Wood Elves, or if you have fore-knowledge that your opponent likes horse-archer tactics. &lt;br /&gt;
*With the Dwarf rework that dropped together with Thorek Ironbrow, they went from terrible in Single Player to a pretty good choice for the early game, since you can now recruit them anywhere as long as your grudge meter is up. It also makes unlimited Slayer Doomstacks lead by Ungrim Ironfist a terrifying sight to behold. &lt;br /&gt;
**&#039;&#039;&#039;Dragonback Slayers&#039;&#039;&#039;(ROR): Slayers with better MA &amp;amp; MD, and they get physical resistance on top of the shield defense. The real value comes with their passive that activates in melee, it gives them fire damage, fire resistance, and applies slow debuff and the flammable trait for weakness to fire (doesn&#039;t stack if the enemy already has the flammable trait, but will stack with other effects of a different name that reduce fire resistance). The physical resist, slow debuff and the combo of fire damage and flammable debuff makes this unit a generally better pick over vanilla slayers, note that they do not get the fire resistance outside of combat so getting hit by flaming missiles outside of combat will hurt, the lore of fire spells are still subject to dwarf magic resistance though.&lt;br /&gt;
*&#039;&#039;&#039;Giant Slayers&#039;&#039;&#039;: These are just super slayers, too costly to run a lot of. They will instantly blend light cavalry units like Marauder Horsemen or Ellyrian Reavers that dare to charge them, not that you should be using them to counter these units, it&#039;s just funny to see happen. Giant Slayers are basically Ungrim Ironfist as many Dwarfs instead of one. What they don&#039;t kill will be pretty close to death. Cannon fodder might counter slayers, but Giant Slayers dish out enough melee damage that you only need to worry about elite infantry and high mass units charging them. More vulnerable to shooting as they don&#039;t get the missile defense that Slayers get, these guys are expensive but do the job. Not recommended as a staple unit in army builds due to their cost, but good to pick if you&#039;re against monster or cavalry heavy armies.&lt;br /&gt;
*&#039;&#039;&#039;Hammerers&#039;&#039;&#039;: Your well-armored, AP Damage dealing elite Dwarfs, not the same tank as a Longbeard but will deal serious AP damage. They have two major problems, though: First is the issue that they are not as tanky as their ungodly pricetag might suggest, the second and far worse one is that they are more of an offensive unit meant to break through enemy lines - in a faction whose entire shtick is turtle up and grind it out. In practice they often fall flat because they bring neither the tankiness of Ironbreakers that makes them withstand charges from Black Orcs, Swordmasters and the like, nor do they have the speed and offensive power needed to compete with units they are supposed to go toe to toe with, demoting them to mere chaff clearing duty, for which you have far more efficient options for. It&#039;s best to not bother them, sadly. &lt;br /&gt;
**Peak Gate Guard(ROR): The ultimate anti-armor unit, they go through heavily armored units like swordsmen through skavenslaves and then let other Dawi also participate in the fun.&lt;br /&gt;
&lt;br /&gt;
===Ranged Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Thunderers&#039;&#039;&#039;: Like Empire handgunners, but you don&#039;t need to babysit them as much. A very useful unit even in the lategame that won&#039;t break the bank.&lt;br /&gt;
*&#039;&#039;&#039;Irondrakes:&#039;&#039;&#039; Where the fun begins. Ridiculously high damage output, solidly armoured. Need positioning to work right, but will absolutely demolish anything that you point them at. Their flamethrowers are considered artillery so they cannot be blocked by shields and inflict morale penalty upon anything they hit. They are surprisingly strong in melee against infantry if not deployed in a thin line because the back row can use their flamethrowers at point-blank, but not against cavalry as they&#039;ll pierce till the back row.&lt;br /&gt;
**&#039;&#039;&#039;The Skolder Guard&#039;&#039;&#039;(ROR): Replaces Lava for Steam to be an anti-armor unit. Much tougher than an Irondrakes with Physical resistance which is nice to have when the enemy gets a sneaky charge. They will multch full-plate units quickly given they have an even faster reload speed but watch out as you will also burn through the Irondrakes limited ammunition just as quickly.&lt;br /&gt;
*&#039;&#039;&#039;Irondrakes (Trollhammer Torpedo)&#039;&#039;&#039;: the Anti large version of the Irondrakes, having rocket launchers instead of Flammers. Often times Irondrakess can just melt through the armor of most things they are pointed at, sometimes they are Calvary or monsters that have enough armor to shrug off that current of magma.&lt;br /&gt;
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===Combined Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Quarrellers&#039;&#039;&#039;: Boring but practical.  Like dwarf warriors, they&#039;re able to trade shots with the tier 1 ranged units of pretty much every other faction and winning. They also come with armor piercing, which makes them a budget option for shooting stuff like chaos warriors.  However, they do less DPS per gold spent than similar units like empire crossbowmen and darkshards.&lt;br /&gt;
*&#039;&#039;&#039;Quarrellers (Great Weapons)&#039;&#039;&#039;: Similar to Quarrelers, except they give up shields in exchange for armor-piercing melee weapons.  Won&#039;t win much in close combat, but they&#039;ll take down more enemies before they&#039;re overwhelmed, particularly against squishy units like harpies. &lt;br /&gt;
*&#039;&#039;&#039;Miners (Blasting Charges)&#039;&#039;&#039;: take that Cheap miner, then give them a single volley for bomb-throwing. Each model only gets one bomb, so make it count. Turn off  &#039;&#039;Fire at Will&#039;&#039; and select the targets manually. A well-thrown Blasting Charge will decimate most charging infantry.&lt;br /&gt;
**&#039;&#039;&#039;Ekrund Miners&#039;&#039;&#039;(ROR): A regiment that Gets 3 Blasting Charges instead of 1. Depending on how well you managed them, that&#039;s paying less gold then recruiting 3 Blasting Charge Miners which matter very much in the gold restricted multiplayer.&lt;br /&gt;
*&#039;&#039;&#039;Ironbreakers&#039;&#039;&#039;:  The fact that Ironbreakers are one of the toughest units in the game would make them a key part of a Dawi late game army. Add to that blasting charges and you have something which can stomp most other infantry into the ground, blowing away a quarter of their hitpoints and ruining their charge before finishing off the survivors. Their only downside is that their damage in hand to hand is not that great, but that&#039;s what thunderers, slayers and artillery is for.&lt;br /&gt;
**&#039;&#039;&#039;Norgrimlings Ironbreakers&#039;&#039;&#039;:(ROR) Even better Ironbreakers, With bigger model size (so more bombes and unit health), a faster throwing arm, Vanguard, and Immune to Psychology. Overall a more powerful unit that can holds back the hords for longer while dealing more casualties.&lt;br /&gt;
*&#039;&#039;&#039;Rangers&#039;&#039;&#039;: Sneaky Dwarf Quarrellers getting Vanguard and Stalk for a surprise Dwarf ambush. They have better speed to help with positioning and catching enemies at least when compared to other Dawi. They&#039;re armour is pretty good for most armies, but among Dwarfs they&#039;re on the lower end of defenses.&lt;br /&gt;
*&#039;&#039;&#039;Rangers (Great Weapons)&#039;&#039;&#039;: Ranger equivalent of Quarrellers(Great Weapons) with one key difference; unlike the great weapon Quarreler the Rangers give up their crossbows entirely in favor of shorter ranged, higher AP throwing axes. Surprise AP flanking is a thing any Dwarf list could ask for. Keep in mind that each dwarf only carries 8 axes, so they&#039;ll run out much quicker than other rangers. Once they run out of throwing axes they become a decent anti-armour skirmishing unit, although they&#039;re low defense means they need to chose their opponents carefully.&lt;br /&gt;
**&#039;&#039;&#039;Ulthar&#039;s Raiders&#039;&#039;&#039;(ROR) a unit your should be more careful with than just normal Rangers with Great Weapons, as they get the [[Witch Hunter]]&#039;s ability to Mark a unit for death. You do get a fair amount of range despite having only infantry speed, being able to strip an enemy of a lot of their protection they had against ranged weapons. Good take if your using a Focus fire strategy, assuming your can keep the Raiders safe while making back their cost.&lt;br /&gt;
*&#039;&#039;&#039;Bugman&#039;s Rangers&#039;&#039;&#039; Surprisingly not a ROR. Improved Rangers, having the regenerative and drunkenness properties of Bugman&#039;s liquid courage. they are better at fighting off harassers while their improved shooting and HP recovery help them win archer fights. These are to Rangers as Longbeards are to Warriors: a straight upgrade assuming you can afford it. In MP, they can last longer without support and work best if you&#039;re good at micro. If not, you&#039;re probably better just leaving them at home in favor of more units of regular rangers.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
Does not exist. See Slayers, Rangers and Air Units if you want something fast, you beardling.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; Your cheaper anti-large Artillery. More accurate and shoots faster than a cannon, but outclassed by them in splash and penetration power. Best used to take out elite cavalry and monsters in the early campaign.&lt;br /&gt;
*&#039;&#039;&#039;Grudge Thrower&#039;&#039;&#039;: Your first artillery unit. Fills a role like an Empire Mortar as a long-range anti-infantry weapon giving it has the largest radius of splash damage on impact.&lt;br /&gt;
**&#039;&#039;&#039;Gob-Lobber (Grudge Thrower)(ROR)&#039;&#039;&#039;: Like the Grudge Thrower, but better. Also has live Goblins bolted to the projectiles. Causes morale penalties to targets, which stacks with the penalty for being hit by artillery.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; Your classic artillery. Slow to fire but harder to dodge, best used as an Anti-large weapon while also killing models in high armor units, through can have difficulties hitting if the enemy zigzags too much like most Artillery units.&lt;br /&gt;
*&#039;&#039;&#039;Organ Gun:&#039;&#039;&#039; An effective horse begone tool, with good armor piercing and a tone of cannon balls flying everywhere, cavalry will quickly and efficiently die off in droves as your foe rages, if there’s no cav to shoot then this things good for pulping infantry and can do a decent job at eliminating chariots.&lt;br /&gt;
*&#039;&#039;&#039;Flame Cannon&#039;&#039;&#039; Jack-of-all-trades artillery. Great area damage to deal with blobs of infantry and while it doesn&#039;t cause AP damage its base damage is high enough that it doesn&#039;t matter.&lt;br /&gt;
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===Air Units===&lt;br /&gt;
The closest thing to &amp;quot;cavalry&amp;quot;. Flying Bombers. Fill a role as the fast-moving guns to shoot at enemy flanks and drop anti-infantry bombs. the rotor blades can also dish out a good amount of melee damage but having almost no melee defense makes them relatively fragile despite having high armor. They are often safe in the air but keep them away from other flyers and AP missiles. Despite this, they are absurdly fast having speed in the 200s to run from most problems (only Pegasus Knights or Hawk Riders could catch them without nets or debuffs). To use effectively will require some mico.  &lt;br /&gt;
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*&#039;&#039;&#039;Gyrobomber:&#039;&#039;&#039; Your dedicated bomber and sacrifice other aspects to be best at that. As a single mobile dedicated to hovering over infantry to drop annihilating bombs multiple times during a game, they obviously require the most micromanagement. A well placed carpet bombing can absolutely devastate the enemy frontline, and its machine gun can put out Ratling-Gun levels of DPS on a much more mobile platform. &lt;br /&gt;
**&#039;&#039;&#039;Skyhammer(ROR)&#039;&#039;&#039;: Drops cluster bombs so be aware that the damaged area is greater than the marker shows. Basically the Dwarfs answer to big aoe magic to obliterate chaff and elite units alike. &lt;br /&gt;
*&#039;&#039;&#039;Gyrocopter:&#039;&#039;&#039; Your anti-infantry skirmishers, shooting and bombing out those enemy gunners and artillery that though safe so far in the back. Also good at harassing the harassers that thought they could run a circle around the slowly pivoting Dawi gun lines. &lt;br /&gt;
*&#039;&#039;&#039;Gyrocopter (Brimstone Gun):&#039;&#039;&#039; Switches from general anti-infantry to majority AP damage to harass and focus down targets with more armor. Generally speaking, superior in almost every way to regular Gyrocopters. Fire damage puts a serious dent in units with regeneration (and Wood Elves) and the lower base damage is negliable when you take AP into consideration.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
Dwarfs are one of the most unique factions in the game battle wise with an utter lack of mobility and magic and focusing everything on tanky infantry that can deal decent damage and powerful guns and artillery. Unfortunately for them, this uniqueness means that unless you&#039;re fighting other Dwarfs you don&#039;t have any balanced match ups against other races. Against some you have a clear, obvious advantage and tend to stomp and against others they give you swirlies in the bathroom for your lunch money. This is why most competitive players think they&#039;re one of the best counterpick factions as you can avoid your bad match ups and play in a favorable situation. Anyway, here&#039;s how you can satisfy the grudge against the other races:&lt;br /&gt;
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*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;: A rush faction, Beastmen will have a hell of a time against you if you play your cards right. Their complete lack of armor leaves them quite vulnerable to Thunderer fire on the approach and Bolt Throwers can slice through Minotaurs and Cygors with relative ease. Keep a solid screen of staunch Dwarf Warriors between your ranged units and the enemy and bring (Giant) Slayers to turn the Bestigor and Centigor Herds into ground beef.&lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: The peasantry of the Bretonnians can safely be ignored (except Foot Squires, after their buffs they can actually fuck you up pretty good), as they&#039;ll struggle to do anything to your heavy armor. Instead, you&#039;ll want to focus on bringing down their armored cavalry, particularly the Grail Knights and Grail Guardians leading the charges into you. Trollhammer Irondrakes serve fantastically as a powerful Horse-B-Gone tool and your Giant Slayers can chunk through most of their cavalry so long as they&#039;re not the ones receiving the initial charge. Bolt Throwers are, again, a powerful tool to use while the Bretonnian cav is on the approach. Just make sure that you keep your flanks thoroughly secure.&lt;br /&gt;
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*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: For Grungni&#039;s sake, keep your distance! Chaos Warriors are as tough as you are and hit harder in melee. Stock up on thunderers and cannons, and bring some great weapon fighters to finish them off. Slayers can help as long as you&#039;re careful to make sure the enemy can&#039;t hit back. Keep your eyes out for flanking cavalry and chariots, and pray to the gods you can shoot those heathens before they reach your lines!&lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: This is a really tricky matchup for you; Dark Elves are fast and bring absurd AP damage in melee and at a range. Your biggest advantage is your superior range and you&#039;ll need to lean on it heavily to stand a chance. Grab cannons, grudge throwers, rangers, and quarrelers and hope to Grungi you can shoot them down before they get close enough to return the favor.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: Hopefully you have a general idea on the strengths of this faction, you&#039;re playing as them! Anti-Armor, full stop. Organ Guns, take the Skolder Guard and bring some Hammerers to crack open your opponent&#039;s can.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039;: The Empire can be a tricky one because they&#039;re almost as good at artillery as you are while also having good cavalry and skirmishers. You&#039;ll need to stock up on gyrobombers to disrupt their flanking cavalry and slayers to take out their knights. Irondrakes can also work well at deleting any aggressive demigryphs or knights. Beyond that, you should double down on your strengths and keep your artillery safe; the human lines will break before yours do.&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;: As satisfying as it is to bury an axe in a greenskins skull, your better off dealing with these guys from a distance. Quarrelers and rangers are your friends here; quantity is as important as quality when fending off a green tide. Organ Guns and Cannons will be better at dealing with monsters than your slayers, you don&#039;t want to send unarmoured units against Arachnarok Spiders or Rogue Idols. Don&#039;t forget your irondrakes and/or your flame cannons, they can melt down anything from goblins to stone trolls. And keep your flanks protected from chariots and pump-wagons, they can wreak havoc on your lines and just ruin your day.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Don&#039;t let the War of the Beard fool you, this will be one of your hardest match ups. High Elves have a lot of things that threaten you, but the things to fear the most would be their Chariots, Mages, White Lions and &amp;lt;s&amp;gt;Sisters of Averlorn&amp;lt;/s&amp;gt; (they do magic damage so their AP isn&#039;t as useful as you think). Seriously, any High Elf player who knows what they&#039;re doing is going to spam White Lions and it is going to SUCK. Your best bet is to spam either Gyrocopters or Cannons and spread the field. Force the High Elves to have to either attack your artillery emplacements one at a time, allowing your others to fire freely, or use your air power and artillery to spread them apart and pick off pockets. Hammerers also have a niche in this match up because they beat White Lions pretty hard one on one and with support from guns or chaff they can go toe to toe with Swordmasters (Though don&#039;t count on that). Of course, these plans aren&#039;t perfect. There&#039;s a 99% chance they will bring Alarielle for Tempest and heals to deal with Gyros and they have plenty of mobility to get at your cannons to give the White Lions time to get in. Sadly this is one of those match ups where even if you bring the most optimized Anti Elgi list possible, there&#039;s still a pretty decent chance you&#039;ll lose. Avoid this match up if you can.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039;: It&#039;s Khorne, c&#039;mon. These guys should be treated like WoC but now you &#039;&#039;really&#039;&#039; don&#039;t want them to get close. Bring plenty of armor-piercing infantry and ranged. If you want to live, protect your artillery from Khorne&#039;s furies and calvary.&lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: Lizardmen are a bit of a mixed bag. On one hand, you can scoff at all the skinks as they ping impotently off of your armor (unless they&#039;re the Red-Crested variety). On the other, Saurus are just as stubborn as you are and will take days to chew through without good AP. Bring some Hammerers to eek out an advantage in the inevitable grindfest you&#039;ll end up in. Take advantage of the Lizardmen&#039;s dearth of ranged firepower and massacre their forces with Irondrakes and Thunderers while your Dwarf Warriors hold their front line at bay. You have excellent anti-monster units in the form of your Giant Slayers who absolutely will butcher any big dinosaur thrown into your ranks so long as you have some chaff to help trap and soak the damage the beasties can toss about. Though Skinks will largely prove a minor nuisance at best to a majority of your forces, you will &#039;&#039;definitely&#039;&#039; want to screen your (Giant) Slayers from the Skirmishing variety. Key players to watch out for are going to be the Slann Mage-Priests, Skink Priests and Kroxigors. Slann, especially fire/high slann and Heavens Skink Priests can wreak utter havoc upon your forces with the myriad of vortex spells they can toss out like candy from a parade float and they should absolutely be prioritized if you find them on the field. (Sacred) Kroxigors, if fielded, are surprisingly vicious anti-infantry monsters and will bowl over a majority of the infantry they&#039;re pointed at. Giant Slayers and Trollhammer Irondrakes serve as a solid counter, but you&#039;ll still want to swamp the Kroxigors in chaff to mitigate the damage they deal in turn.&lt;br /&gt;
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*&#039;&#039;&#039;Norsca&#039;&#039;&#039;: This is an easy fight for you. All of that monster hunting anti-large equipment the Norscans bring is going to fly right over your head as you bury your axes in their unarmoured pecs. Bring plenty of cannons and bolt throwers to shoot down enemy mammoths, and bring some irondrakes to shoot down anything else. Norscans are usually unarmoured, so you can trade your thunderers for quarrelers for the better range. Stick to the basics and you&#039;ll do fine.&lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: Holy shit, a faction that might actually be slower than you! And it seems like you will have a hefty advantage as they don&#039;t really have a lot of ways to stop your artillery. The biggest thing you will probably have to worry about is their air force, and Furies and Rotflies will be gunning for that back line. Keep some slayers near your guns and get ready to surround them if they try to land. After that you just got to deal with Nurgle&#039;s rush of Plaguebearers and Nurglings, and I hope you&#039;re ready for nothing to ever die ever because that&#039;s likely what is gonna happen when Dawi and Nurgle clash. On the ground, Plague Toads and Pox Riders will likely be your biggest threat with their anti infantry, but they&#039;re also big models so guns and slayers should do the trick. Expect a Herald as the commander, and if he&#039;s dumb enough to bring a Great Unclean One, laugh and shoot it to pieces. With the new debuffs fire damage does to healing it might also be wise to break out the Irondrakes and Flame Cannons -- you&#039;ll have plenty of time to lob napalm at those shambling hordes of Plaguebearers.&lt;br /&gt;
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*&#039;&#039;&#039;Skaven&#039;&#039;&#039;: This is probably the closest we&#039;ll get to a 40k-esque matchup (you know, aside the irony of neither the [[Squats|Dwarfs]] or Skaven being in that setting). Between your guns and artillery and their guns and artillery, most of the damage either of you will be dealing to each other will be done from afar. A majority of the Skaven infantry is quite helpless against your frontline infantry, but you&#039;ll have a hell of a time pinning anything down with the Skaven&#039;s quicker movement speeds. Grudge Throwers are going to be king against most Skaven infantry builds while Bolt Throwers or Cannons should be fielded to snipe any Warp-Lighting Cannons, Plagueclaw Catapults or Hellpit Abominations they have downfield. Warplock Jezails will be a priority target to focus fire down, as are Warpfire Throwers and Poison Wind Globadiers should they start getting too close. Aside utilizing their missile units against them, Skaven have absolutely no aerial presence, meaning your Gyrocopters will have virtually free reign to gun down rats at will.&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;: Fast, and tons of armor-piercing to crack open your lads. Try to destroy Slaanesh&#039;s  hedonites with ranged firepower before they get close and hump their way into the Dammaz Kron. Slaanesh&#039;s units don&#039;t have much armor, which makes destroying them with ranged easier, but also means leaving the great weapons and thunderers for axe-and-board and quarellers. &lt;br /&gt;
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*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;: The good news is that Tomb Kings don&#039;t like fire, and you have fire aplenty. Brimstone Gun-equipped gyrocoptors are your fastest fire-delivery system, but irondrakes and flame-cannons are useful as well. The bad news is that you don&#039;t like chariots, and they have chariots aplenty. Use every trick you can to soften up the chariots before they hit your lines; but it&#039;s unlikely you&#039;ll be able to stop them all. Grab some giant slayers to finish off the ones that survive your barrage and hope it&#039;s enough to keep them down. Tomb Kings infantry is no match for you, so you should build your army against their monsters and chariots.&lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: Ooh, here is somebody that&#039;s going to hate you. Tzeentch units are squishy and their ranged units only have middling range and are better for kiting. He also has no artillery other than Soul Grinders, few big monsters outside of Lords of Change, and relies heavily on spamming spells to activate their army abilities. Bring a Runelord or Thorek on an Anvil of Doom and laugh as their casters explode. Otherwise, pound them into dust with artillery, as they have few answers to an army with better range than them. Just guard the back line against Furies and Doom Knights.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;: The most common Vampire Coast strategy is to bunker up with a large number of cheap ranged units and heavy artillery. If that sounds familiar it&#039;s because it&#039;s the same thing you like to do, you&#039;re just better at it. Bring plenty of cannons and some slayers to deal with the enemy monsters (hint: kill the necrofex colossi first). Once the big monsters have been dealt with the pirates are basically just an inferior version of you, clumps of quarrelers and thunderers are plenty to take down the zombies. And remember not to bunker up too tightly; you may have magic resistance but Winds of Death will still &amp;lt;i&amp;gt;hurt&amp;lt;/i&amp;gt;. &lt;br /&gt;
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*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: Virtually nothing that makes up the rank and file of the Vampire Counts will pose a significant threat to you. Skeletons and Zombies will only serve to slow down your already plodding advance and only deal any meaningful &amp;quot;damage&amp;quot; to you simply by sponging your limited ranged firepower meant for something else. The only standard units that you&#039;ll find yourself at a significant disadvantage against will be the Cairn and Hex Wraiths, given your general lack of magical damage. You&#039;ll want to engage them with missile attacks for maximum effect and make sure that you are braced for their charges. The main thing you should be focused on taking down will be the Lords and Heroes leading the army; without them, the undead hordes will quickly fall apart (literally). They also pose the single biggest threat to everything you have, as their Lore of Death casters can delete swathes of your army with a single well placed cast if you are positioned carelessly.&lt;br /&gt;
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*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;: Wood Elves are an extremely annoying foe who are fundamentally the exact opposite of you. Their infantry can run circles around yours and they can deal frightening amounts of damage against their intended targets, but you&#039;ll snap their twiggy spines if you whip &#039;em with your beards. In general, you&#039;re going to be engaged in a very tedious game of &amp;quot;keep away&amp;quot;, where the Wood Elves are going to be dancing just outside of your reach while their Glade Guard and Waywatchers pepper you with AP arrows and occasionally test your flanks for weaknesses via Wild Rider/Great Stag Knight cycle charges. Fortunately, you do have a couple tools the elves don&#039;t: Artillery. Grudge Throwers excel against WE infantry and can discourage them from trying to camp too far away while Bolt Throwers and Flame Cannons will make mince-meat of the cavalry/forest spirits that may try to break through your lines. Speaking of forest spirits, irondrakes will &#039;&#039;incinerate&#039;&#039; them. Slayers also help against the bigger tree spirits in theory, but the range power the wood elves bring make them a dicey proposition. As far as their melee infantry options are concerned, the only ones that majorly threaten you are the Bladesingers; their anti-armor magical attacks will scythe through your armor will jaw-dropping speed. Use Thunderers to soften them up on the charge then use Slayers to cut them down swiftly.&lt;br /&gt;
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===Campaign Strategies===&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Empire&amp;diff=503521</id>
		<title>Total War Warhammer/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Empire&amp;diff=503521"/>
		<updated>2022-01-29T00:03:00Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;This is the tactics page for the Total War: Warhammer version of The Empire.&lt;br /&gt;
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==Why play The Empire?==&lt;br /&gt;
*Because who doesn&#039;t love the sight of normal, everyday humans beating back the supernatural through sheer force of arms?&lt;br /&gt;
*A difficult, but very rewarding playstlye that rewards unit cohesion and combined arms tactics.&lt;br /&gt;
*Guns. Lots and lots of guns.&lt;br /&gt;
*Because the Karl Franz memes are too god damn good to not play them at least once.&lt;br /&gt;
*Humanity, fuck yeah!&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Jack of all Trades&#039;&#039;&#039;: There&#039;s not a single department anyone can say you&#039;re bad in. The Empire can be played in a variety of different ways that can be viable from gunlines to infantry brawls to skirmish tactics. No plan is off the table for The Empire.&lt;br /&gt;
*&#039;&#039;&#039;Easy to Learn&#039;&#039;&#039;: One of the more straightforward armies out there. It doesn&#039;t have any rules or units that are too complicated, but their wide roster brings a variety of tools to the table.&lt;br /&gt;
*&#039;&#039;&#039;Gunpowder&#039;&#039;&#039;: Gunpowder units are powerful in this game and can easily swing a fight in your favor if they are allowed to do their thing. Handgunners and Cannons can make any army regret coming to the field if used well. Their artillery is amazing for its cost and can blast most things into kingdom come.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: As explained before, The Empire can bring a variety of tactics to the table, which can make them hard to predict. They have an answer for just about every race in the game, and while they have some uphill match ups, they can get together a few lists against everyone/&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: A very strong Cavalry faction, up there with the best (which kind of detracts form the whole &amp;quot;Jack of all Trades&amp;quot; thing mentioned above) Empire Knights are amazing for their price, and Demigryphs can take on just about any other cav unit one on one and win. &lt;br /&gt;
*&#039;&#039;&#039;Powerful Legendary Lords&#039;&#039;&#039;: The Empire has some of the best named characters in the game. Karl Franz and Volkmar can be a massive asset to any battlefield, and Gelt and Wulfhart can be used to amazing effect as well.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You have access to every generic lore of magic in the game, including Metal if you pick Gelt as your lord.&lt;br /&gt;
*&#039;&#039;&#039;Skirmishing&#039;&#039;&#039;: Don&#039;t let all the flashy stuff the Norscans and the Dark Elves wave around fool you: You have some of the best skirmishing units in the game, if not &#039;&#039;the&#039;&#039; best. Both on foot as well as on horseback. Free Company work amazing for their cost and Outriders can be a terrifying mobile gunline when used right.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Master of None&#039;&#039;&#039;: The main downside of most Jack of all Trades factions. Everyone in the game outclasses you at something. Sure, your State Troops are crushing those Men-at-Arms, but you&#039;re cav just got ran over by Grail Knights. Your heavy cav chased of those Wild Riders, but now Waywatchers are putting out more value than your missiles could dream off. Yeah, your gunline and artillery are carving up the Chaos Warriors, but know that they are in melee you can kiss your frontline goodbye. You need to make up for your weaknesses when going up against certain factions.&lt;br /&gt;
*&#039;&#039;&#039;Poor Infantry&#039;&#039;&#039;: Unless you&#039;re going up against the [[Bretonnia|worst of the worst]] in terms of infantry factions, you are probably not winning the frontline without support (Priest, spells, Pincer attacks). Infantry lines are mainly there to buy time for your other elements, not to win on their own.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Inferiority&#039;&#039;&#039;: Some of your lords and heroes have airborne mounts, but beyond that you got nothing in the sky.&lt;br /&gt;
*&#039;&#039;&#039;Difficult to Master&#039;&#039;&#039;: most newer players pick Empire in multiplayer due to their relative ease of campaign in single-player, only to learn they are hard as hell in Multiplayer. The Empire is a faction that requires time and finesses to play perfectly and isn&#039;t something you can pick up and play.&lt;br /&gt;
*&#039;&#039;&#039;DLC Locked Content&#039;&#039;&#039;: You don&#039;t have it as bad as some factions, but you do have some missing stuff you would like on the battlefield. Also, you are the only core race to never get an FLC lord, meaning if you are committed to not buying DLC, you&#039;re stuck with Franz and Gelt (not that they&#039;re bad choices, but more options are always good)&lt;br /&gt;
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==The campaign and unique mechanics (The Old World)== &lt;br /&gt;
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The Empire pretty much fills out the entire northern part of the old world, giving you a very secure starting position with either Franz, Gelt, or Volkmar. The main routes into the Empire, except the infamous Black Fire Pass, are guarded by the Imperial forts from the south and west, and by Kislev from the north. &lt;br /&gt;
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At the start of the game, The Empire is fractured into many independent provinces, each ruled by an Elector Count. Karl Franz, for example, is the Elector Count of Riekland and you play him as such. Each of the Elector Count factions have Fealty, which shows how loyal the individual Count is to the Empire as a whole. If their fealty reaches zero, they secede from the Empire and start a civil war; if it reaches ten, they will offer you a confederation, causing you to take direct control of their lands and existing armies. If you control the main capital of a province, you can make one of your lords the Elector Count of that province and receive a global bonus of some sort to one or more troop types, a unique passive bonus for the lord in question, and the Runefang of the province, which is an Epic item of some sort with a unique ability that ranges from amazing to useless.&lt;br /&gt;
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The Elector Counts cannot form military alliances or confederate through normal diplomacy. Instead, the Imperial Authority and Prestige mechanics are used to represent the political power of your faction within the Empire and manage relations with the other Elector Counts. You basically want 1 Imperial Authority and 1000 Prestige at all times, and Elector Count events will give you more at the cost of money, prestige, or diplomatic relations. Prestige increases when you win battles or through events, as well through the number of controlled regions. As with Charles V, the key to ruling the Empire is giving the Elector Counts just enough independence to get themselves into trouble but not enough to cripple the Empire. Do not be in a rush to confederate them through the Imperial Authority mechanic; it builds up slowly and you&#039;ll find yourself drawn into frontier wars with powers hostile to the Empire culture instead of leaving it to the Elector Count AI to handle. The exceptions, generally speaking, would be Averland and Stirland, which have a tendency to get deleted by the Vampire Counts and thus inflict Authority losses that can snowball into civil war, the disintegration of the Empire, and mass public unrest in all your provinces. Either confederate those two provinces first, or get involved in the vampire wars and save them from extinction. Any civil war with another Elector Count is a mistake; it will cost you a great deal of Imperial Authority, especially if you actually conquer that Elector&#039;s territory and wipe them out yourself.&lt;br /&gt;
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As is befitting for the most basic faction in the game, the Empire&#039;s economy is neither terribly bad, nor exceptionally good. There are few exploits or economic landmarks, aside from some major ports in the hands of neighboring factions, and the economic resources you would usually trade are generally in the hands of other Elector Counts at the start of your campaign, and you will either have to wait for those settlements to be taken by an enemy or fight an unprofitable civil war for them. For most of the early campaign you will be focused on fighting off rogue Greenskin armies and dealing with the Vampire Counts. Expansion opportunities are slim until you can build up some reserves; if you reconquer Marienburg you could expand into Couronne and knock out Louen Louencour early, leaving Bretonnia easy prey for your armies, but you will also be exposed to non-stop Norscan raids. If you try to conquer the Dwarfholds, expect a long, bloody, slog with a faction that should be your trading partner and buffer against the Greenskins, and if you think of heading into the Southern Realms you will find Skaven harassing you everywhere. The overall victory condition for the Empire campaign is uniting all the Elector Count provinces and defeating Archaon.&lt;br /&gt;
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==Legendary Lords and Subfactions==&lt;br /&gt;
*&#039;&#039;&#039;[[Karl Franz]]:&#039;&#039;&#039; So Franz is your beatstick Legendary Lord and my lord is he good at his job. Thanks to his items he is widely considered one of the best non mage lords in the entire game. First off, Deathclaw is able to give him control of the skies and once you have it it should be what he&#039;s on for the entire game, campaign or multiplayer. Ghal Maraz also gives him +16 anti large and armor piercing, making him a damn scary monster killer, and wields the Riekland Runefang, which grants an AOE leadership and attack buff to his troops. Combine that with fear and terror and Franz can be a goddamn nightmare for a lot of factions to deal with. His only real weakness is that if your take him you&#039;re pretty much forced to being a Lore of Life mage due to how squishy he is. Aside from that, damn good choice for campaign and multiplayer.&lt;br /&gt;
*&#039;&#039;&#039;[[Balthasar Gelt]]:&#039;&#039;&#039; So Gelt is not only the only lord level mage you have, he&#039;s also your only access to the Lore of Metal. The Staff of Volans gives you a crazy amount of magic to play with, meaning you can get quite a few castings of Final Transmutation off in order to delete blobs. Plus, the fact that he can ride a Pegasus means he is decent at keeping himself out of trouble, though if someone gets their hands on him he&#039;s probably going to be in trouble. All in all he&#039;s a decent pick in multiplayer, especially against heavy armor or factions who love to blob, but there are just better options for you. In the campaign, he can get some crazy buffs to magic, armor, and artillery. Also memes. Lots of memes. Starts in [[Solland]] and not penalize for spreading into the mountains, so lots of non-&amp;quot;allied&amp;quot; factions to expand into.&lt;br /&gt;
*&#039;&#039;&#039;[[Volkmar the Grim]] (DLC):&#039;&#039;&#039; So if you want at least a semi-decent chance at winning the infantry fight, you got to bring Volkmar. On his War Altar of Sigmar, he can be a crazy powerful lord to assist your state troops. While you may see his lack of armor-piercing and wonder how the hell he&#039;s going to deal with armored troops, remember that it&#039;s his abilities that make him so good. He&#039;s got a buffed version of Shield of Faith and Soulfire meaning he can really buff up your infantry troops and deal with blobs fairly well, on half the cooldown normal Priests and Arch-Lectors have too. In the end, though, Jade Griffon is what makes him so amazing, as replenishment makes him ungodly hard to kill. Combine that with the fact that he can cast Banishment twice with no winds of magic use, and you got a buffing, blob destroying beast who can turn your infantry fights from a surefire loss to a possible win. In the campaign he&#039;s an alternative to Franz with a focuses on making a single Flagelent death stack possible.&lt;br /&gt;
*&#039;&#039;&#039;[[Boris Todbringer]] (DLC....Kinda):&#039;&#039;&#039; So our boy Toddy has an odd way to unlock him. You&#039;d think he&#039;d be the FLC choice for the Empire but no, CA did something kind of stupid. He could only be unlocked after beating the Eye for an Eye campaign you get when you buy Call of the Beastmen in game 1, and even then only in custom battles and multiplayer. Meaning you have to buy the Beastmen DLC, complete a crappy mini campaign and then you can bring Toddy to multiplayer but not make him playable on campaign. Yeah, it&#039;s pretty dumb. Thankfully if you play the second game it&#039;s not gonna ask for the mini campaign (But he still remains unavailable as an LL choice on Mortal Empires, why CA, why). Good news is Boris is pretty good in combat. His runefang gives him passive regeneration meaning that while he doesn&#039;t do as much damage as Franz, you don&#039;t have to babysit him nearly as much. Still has terror and a good leadership and melee capabil bomb ability, so can be very good against low leadership faction.&lt;br /&gt;
*&#039;&#039;&#039;[[Markus Wulfhart]] (DLC):&#039;&#039;&#039; Markus is your choice if you love kite builds but are too manly to be an elf. With vanguard, stalk,  nets and TWO different sniping abilities he can take a large target and burn it down pretty darn fast. Armor-piercing anti large means he like fighting factions that rely on big armored monsters, so if you&#039;re against someone who loves them, he will do wonders. His biggest problem is his lack of mount options meaning that he is pretty prone to getting gooned out and dying to any decent melee character who realizes he can&#039;t get away. He can do some great damage and help out your skirmishers with nets and buffs, but if your opponent wants him dead it&#039;s honestly not that hard for them to get him that way. His campaigns place him in [[Lustria]], where he wages a war of &amp;quot;colonization&amp;quot; against the lizardmen. As his underpowered forces escalate the conflict with the dinosaurs with [[lascannon|friken laserbeams]], your backers will ship you reinforcement to further their interests, letting Wulfhart play with late tier units very early in the game. In Vortex he is also gearing up with his fight with [[Nakai the Wanderer|Nakai]], Gathering up and leveling 4 special heroes to tip the scales in the climactic battle between two hunters.&lt;br /&gt;
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==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[General of the Empire]]:&#039;&#039;&#039; Discount Melee lord. Budget Griffon rider, but most players will make room for a Karl or Boris instead.&lt;br /&gt;
*&#039;&#039;&#039;[[Arch Lector]] (DLC):&#039;&#039;&#039; comparison of discount Volkmar or Priest make lord. Still a good fighter and line supporter with his prayers. He rolled the lord and priest slot together so you can fill the vacant hero slot with a wizard.&lt;br /&gt;
*&#039;&#039;&#039;[[Huntsman General]] (DLC):&#039;&#039;&#039; Discount Wulfhart. Rather than being a powerful sniper, Huntsman is Support Lord for Gunlines. Has fire for days to inflict on Flammable and Regening enemies. Can also shoot exploding fire arrows, give units around him fire attacks and faster shooting, and an Oil attack that makes things weak(er) to fire and slows for more shooting time. Sees less use as most players need a fast-moving melee character to press the enemy and keep monsters off their weak holing lines.&lt;br /&gt;
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===Legendary Heroes (Huntsmarshal&#039;s Expedition only)===&lt;br /&gt;
Markus Wulfhart gets four unique heroes to help his quest to conquer Lustria. All four start with Immortality, and three of them are totally unique to the Empire. In the campaign each of the four heroes has a quest chain that allows you to unlock new items and skills for them, much like Legendary Lords. Reaching the end of the quest chains gives each hero a unique effect to aid you in the final battle against [[Nakai the Wanderer]].&lt;br /&gt;
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*&#039;&#039;&#039;Hertwig Van Hal&#039;&#039;&#039;: An upgraded witch hunter who hates the undead with a passion, giving him bonus damage to all undead but causing diplomatic penalties with Vampire Coast factions. His quest chain gives him one of two abilities; he can either heal allied units, or temporarily make units around him unbreakable. If you plan to keep Markus and the gang together it&#039;s best to get the healing ability.&lt;br /&gt;
*&#039;&#039;&#039;Rodrik L&#039;Anguille&#039;&#039;&#039;: A Bretonnian paladin and the tank of Wulfharts little RPG team. He&#039;s a decent brawler but best used to protect the rest of the group with defensive abilities and high armour. Also, despite being a Bretonnian he [[fail|can&#039;t ride a horse]] and has to foot slog into battle, although he can get some speed bonuses with talents. Keep him in the front of the army, ideally with Hertwig or a life wizard nearby to keep him standing. In the campaign, Rodrik can choose between unlocking a unique sword for better offense, or doubling down on his tankieness with even more defensive abilities.&lt;br /&gt;
*&#039;&#039;&#039;Kalara&#039;&#039;&#039;: A wood elf Waystalker and your premier assassin. She can venture out on her own with the deadly combination of snipe, stalk, and vanguard deployment; but she also has a few passive buffs to help allied ranged units. Keep her with some huntsmen, or ideally the Deathjacks, for a surgical kill-team that gives enemy lords and heroes nightmares.&lt;br /&gt;
*&#039;&#039;&#039;Jorek Grimm&#039;&#039;&#039;: A Dwarf engineer who decided to work with the empire. He can entrench and replenish ammo for your artillary, two things the Empire cannot normally get and desperately needs. Jorek brings a bevy of inventions and items to the campaign, including a [[derp|caster item no-one in the group can use]] and even a freaking [[awesome|gyrocopter]].&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Empire Captain]]:&#039;&#039;&#039; Your generic melee hero, and honestly he is probably the worst one in that category. No AP, anti large or infantry, no special support abilities or powers, just a dude with a sword who can&#039;t really do anything against most dedicated combat character. His pegasus makes him mobile, letting him kite around the battlefield like a human missile. He&#039;s a decent mage hunter, but if you expect him to do anything other than that in multiplayer, prepare to be disappointed. Empire Captains just aren&#039;t as strong or resilient as the melee champions of other races. In campaign, a level 40 Empire Captain is a tank and should be used as such. He&#039;ll also do a lot better with a Runefang than either a Huntsmen-General or an Arch Lector, so if you appoint either as Elector Counts you should bring a captain to use the sword. &lt;br /&gt;
*&#039;&#039;&#039;[[Witch Hunter]]:&#039;&#039;&#039; Your designated assassin. Has decent melee capabilities, but his main use is his armor piercing pistol which, although short range, packs a hell of a punch. Comes equipped with the Accusation ability, wherein he points at an enemy and yells at it, lowering melee defense, armor, and missile resistance. Works well in conjunction with other ranged units for when you really want one specific unit to get obliterated. His short range and lack of any kind of mount really holds him back, especially against swifter foes.&lt;br /&gt;
*&#039;&#039;&#039;[[Warrior Priest]]:&#039;&#039;&#039; An excellent support hero, his buffs will make every unit around him temporarily win at combat no matter who they&#039;re fighting despite the fact your lines were supposed to be one of the weakest infantry in-game. In fact buffing infantry is the most effective use for him since their staying power allows them to make the most of his buffs.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer_Magic#Classic_Lores|Wizards]]:&#039;&#039;&#039; One of the strengths of The Empire is that it has a Wizard for every occasion, bar partying with Gelt.&lt;br /&gt;
**&#039;&#039;&#039;Amber Wizard:&#039;&#039;&#039; Unique among Empire wizards, he has access to a griffon mount. Makes your stuff better at fighting and can summon a Feral Manticore for more aerial gooning. Don&#039;t rely on him for direct-damage; those spells are unreliable at best.&lt;br /&gt;
**&#039;&#039;&#039;Amethyst Wizard:&#039;&#039;&#039; Specializes for sniping single entities and units with small unit sizes. Aim for high value targets with lots of armor/physical resistance.&lt;br /&gt;
**&#039;&#039;&#039;Jade Wizard:&#039;&#039;&#039; The Hippy is the team medic, Very valuable in any list &amp;lt;s&amp;gt;that has Griffons&amp;lt;/s&amp;gt; that has a high value unit or two.&lt;br /&gt;
**&#039;&#039;&#039;Grey Wizard:&#039;&#039;&#039; Specializes in debuffing enemies and occasionally reaping clumps of enemies. The more he casts, the faster your units become.&lt;br /&gt;
**&#039;&#039;&#039;Bright Wizard:&#039;&#039;&#039; A DPS caster that devastates Flammable (almost anything with regen or treekin) units in addition to boosting the damage output of your own.&lt;br /&gt;
**&#039;&#039;&#039;Celestial Wizard:&#039;&#039;&#039; A good, all-around lore. Lots of damage spells with a handful of buff/debuff spells.&lt;br /&gt;
**&#039;&#039;&#039;Light Wizard:&#039;&#039;&#039; Strong lore, letting your units catch a running monster or halt a charge, and can make the difference between your infantry standing and breaking in an important protracted battle.&lt;br /&gt;
&lt;br /&gt;
===Melee Units===&lt;br /&gt;
*&#039;&#039;&#039;[[Spearmen]]:&#039;&#039;&#039; Bare basic troops that have a charge bonus against cavalry. Cheapest of chaff but no shield.&lt;br /&gt;
*&#039;&#039;&#039;Spearmen (Shield):&#039;&#039;&#039; Spearmen but with better defensive stats and an ability to tank arrows while costing a teeny bit more. Unless a chaos host will be hitting your bare-bones settlement in 2 turns and it&#039;s the only thing you can recruit locally, always get Spearmen with Shields.&lt;br /&gt;
**&#039;&#039;&#039;Eldred&#039;s Guard&#039;&#039;&#039; (Spearmen)(ECST) In the campaign they are spearmen with expert charge defense and anti-large damage. &lt;br /&gt;
*&#039;&#039;&#039;[[Swordsmen]]:&#039;&#039;&#039; Your very basic melee infantry and the epitome of average. Doesn&#039;t do well against all but the weakest of enemy fighters (Think Skavenslaves, Peasants, Zombies) and will get positively obliterated by most of the baseline troops of the WH2 factions. That being said, they work well enough for their cost and have decent morale.  &lt;br /&gt;
**&#039;&#039;&#039;Sigmar&#039;s Sons&#039;&#039;&#039; (Swordsmen)(ROR): Unbreakable and better defensive states, making them better qualified to hold the line.&lt;br /&gt;
**&#039;&#039;&#039;Swords of Ulric&#039;&#039;&#039; (Swordsmen)(ECST) Swordsmen with frenzy and fear, making them better frontline damage dealers.&lt;br /&gt;
*&#039;&#039;&#039;[[Greatsword]]s:&#039;&#039;&#039; Your melee infantry elite. As usual, nothing all that groundbreaking and a bit frail. They work really well as tarpits for enemy elite troops as well as being able to even drag some of their enemies with them, their great morale being a valuable asset. Used right, they can punch far above their weight.&lt;br /&gt;
**&#039;&#039;&#039;Carroburg Greatswords&#039;&#039;&#039; (Greatswords)(ECST): Unbreakable Greatswords that deal magic damage, as well as an area buff increasing nearby units melee attack. Tend to get focused down a lot by the AI.&lt;br /&gt;
*&#039;&#039;&#039;[[Halberdier]]s&#039;&#039;&#039;: Available fairly early on and a really good option for your frontline. Halberdiers make Bretonnians and Dragon Prince&#039;s cry, they are a very cost-effective counter against all matter of heavy cavalry that gets thrown their way. They share the same boons of Greatswords: Armour-Piercing, good model count, decent morale. Granted only 40 armor and no shield means that if the enemy has any kind of missile unit, these guys are going to say hello to Morr very quickly.&lt;br /&gt;
**&#039;&#039;&#039;Nordland Mariners&#039;&#039;&#039; (Halberdiers)(ECST): The marines negate charge bonus from anything they brace against. They&#039;re also aquatic, making them good in fighting in maps with a lot of water like in lustria or on the high sea.&lt;br /&gt;
*&#039;&#039;&#039;[[Flagellant]]s (DLC):&#039;&#039;&#039; Your most cost-effective tarpit. While being &#039;&#039;extremely&#039;&#039; fragile, they tie down enemy units, especially those without bonuses against infantry very effectively. Generally speaking, they work better in MP than on the campaign, where Suicide units are not worth it. Combined with an Arch-Lector or Volkmar leading your army (especially the latter, who buffs their Physical Resist up to 33%), they turn into shockingly vicious chaff killers with Bretonnian levels of charge bonus and 50% Missile resist. &lt;br /&gt;
**&#039;&#039;&#039;The Tattersouls&#039;&#039;&#039; (Flagellants)(ROR): Even better at tying down enemy units, having both more health and bigger unit.&lt;br /&gt;
&lt;br /&gt;
===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Free Company Militia]] (DLC):&#039;&#039;&#039; These guys are a very good flanking and dual-purpose unit. They have no AP or much range but they make up for it by being able to fire while moving forward and being somewhat decent in melee for missile standards. This means they can defend themselves against hounds and be able to wrap around the flank, fire into the side or back, and charge if they run out of ammo. All in all a solid unit if used well. In campaigns their versatility makes the auto-resolve AI think they&#039;re far more powerful than they actually are.&lt;br /&gt;
**&#039;&#039;&#039;Stirland&#039;s Revenge&#039;&#039;&#039; (Free Company Militia)(ROR): come with Skalk and Immune to psychology, along with an ok amount of AP missile damage makes them fill a better ambusher role.&lt;br /&gt;
*&#039;&#039;&#039;[[Crossbowmen]]:&#039;&#039;&#039; your reliable shooting unit, a long-range of 160 and shots will arc over your units. Easy to use and cost-effective if facing enemies with low armor.&lt;br /&gt;
**&#039;&#039;&#039;Stir River Patrol&#039;&#039;&#039; (Crossbowmen)(ECST) Vanguard crossbowmen with fire damage and slowing attacks. Excellent when fighting undead and chaos monsters, dealing big damage while giving dedicated monster slayers an opportunity to catch them.&lt;br /&gt;
*&#039;&#039;&#039;[[Handgunner]]s:&#039;&#039;&#039; There&#039;s a reason why the Empire&#039;s described as being built on Faith, Steel, and Gunpowder. While you do need micro to be effective due to their LOS firing arcs and you usually have to babysit them, Handgunners are a key part of an Empire Army as soon as they&#039;re available. These guys are excellent at melting away heavy infantry formations, and there are few things more satisfying than seeing lines of guns mow down a group of chosen. Yeah, selling your soul to the asshole gods was a great choice schmuckos!&lt;br /&gt;
**&#039;&#039;&#039;The Silver Bullets&#039;&#039;&#039; (Handgunners)(ROR): Handgunners with magic guns. Specialize in picking off high-value targets that rely on Physical Resistance for defense.&lt;br /&gt;
**&#039;&#039;&#039;Gunderson&#039;s Surefires&#039;&#039;&#039; (Handgunners)(ECST): Essentially free company who traded their pistols for full-sized handguns. They can&#039;t fire while moving, but they can vanguard deploy and do well enough in melee.&lt;br /&gt;
*&#039;&#039;&#039;[[Archer]]s (DLC):&#039;&#039;&#039; With a pitiful 120 range and better options on the table, the main advantage these guys have is that they&#039;re cheap as dirt and can be recruited at tier 1. Choice #1 if you want to save money and force your opponent to fight in the rain. You will get better results from other options, which have AP or move faster, but quantity has a quality all its own.&lt;br /&gt;
**&#039;&#039;&#039;Deathjacks&#039;&#039;&#039; (Archers)(ROR): What other archers wished they could be. They are set apart by having the powerful combo of Stalk, Snipe, and vanguard deployment, letting them be the ultimate skirmishers, constantly lowering the health of units while the opponent is not looking.&lt;br /&gt;
*&#039;&#039;&#039;[[Huntsmen]] (DLC):&#039;&#039;&#039; Human waywatchers only they swapped out AP for Anti Large. These guys are great at killing low armor monsters and cav and their ability to vanguard and fire while moving makes them ungodly annoying for any army that can&#039;t catch them. You&#039;re wasting shots if you put them into infantry and don&#039;t expect much against super heavily armored monsters, but they can be a pretty useful unit against the right factions.&lt;br /&gt;
**&#039;&#039;&#039;White Wolves&#039;&#039;&#039; (Huntsmen)(ROR): Huntsmen that don&#039;t imminently crumble when charged by light skirmishers. Your asking if your going to pay extra so a unit of Huntsmen don&#039;t immediately high tale it and probably stop participating in the battle when a unit of hounds bites them.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Empire Knight]]s:&#039;&#039;&#039; Knights are one of the few units in the Empire roster that can be considered great. Boasting a decent statline, really good armour, and morale, they can hold their own with most cavalry in the game and only Dragon Princes, Blood Knights, and Grail Knights outperform them. That said, do not throw them against other cavalry; their bonuses provide anti-infantry damage, so use them as the hammer to your infantry&#039;s anvil. If you use them to fight, say, Knights-Errant, you will be disappointed.&lt;br /&gt;
**&#039;&#039;&#039;[[Knights of the Everlasting Light]]&#039;&#039;&#039;(Empire Knights)(ECST): Bog-standard Knights with Magic Attacks. Counters Ethereal units and does pretty well against anything without magic resistance. Leave them at home if you&#039;re fighting dwarfs.&lt;br /&gt;
**&#039;&#039;&#039;[[Knights of Morr]]&#039;&#039;&#039;(Empire Knights)(ECST): Knights that cause Fear and Terror. Will chase way anything that isn&#039;t fearless or unbreakable.&lt;br /&gt;
**&#039;&#039;&#039;[[Stubborn Bulls]]&#039;&#039;&#039;(Empire Knights)(ECST): Empire Questing knights with greatswords instead of lances. High AP cavalry, they are a good substitute for Demigryph Knights. The downside is you have to hold the Elector Countship of Ostland, which leaves you exposed to Norscans, Skaven, and Chaos invasions.&lt;br /&gt;
*&#039;&#039;&#039;[[Reiksguard]]:&#039;&#039;&#039; Upgraded Knights, same strengths, same weaknesses. If you&#039;re playing MP, take normal Knights, they do the same job for cheaper.&lt;br /&gt;
**&#039;&#039;&#039;Zintler&#039;s Reiksguard&#039;&#039;&#039;(Reiksguard) (ROR): Has Vanguard and Immune to Psychology. Gives a little more utility than Reiksguard.&lt;br /&gt;
*&#039;&#039;&#039;[[Knights of the Blazing Sun]]&#039;&#039;&#039; (DLC): Bog-standard Knights with Fire Attacks and Higher DPS values. That&#039;s all that is to them. Counters Regenerating units like many undead, tree people, and trolls.&lt;br /&gt;
&lt;br /&gt;
===Missle Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Outrider]]s:&#039;&#039;&#039; Outriders rank amongst the best skirmish units in the game, period. Their repeater rifles deliver a tremendous amount of firepower at a decent range and they are very quick on their feet (or rather, hooves). This comes at the relative downsight that, unlike Pisoliers, they cannot fire on the move or in all 360 degrees around them, making good micro a necessity. If you want to have a reference point in how to use them to their best, try playing around with Dragoons in Total War: Empire. &lt;br /&gt;
*&#039;&#039;&#039;Outriders (Grenade Launcher):&#039;&#039;&#039; Screw Elven missile cav, Rotting Promethean Gunners or Norscan Missile cav, &#039;&#039;these&#039;&#039; are the definitive champions of the missile cav game and the best unit across all factions in that category. Grenade Launcher Outriders outright delete everything you point them at and rack up a substantial amount of kills very quickly. Unlike other gunpowder units they can fire over obstacles. Their mobility paired with their firepower make them prime targets and they are very expensive, so keep them save from any stray missile infantry that definitely will target them. &lt;br /&gt;
**&#039;&#039;&#039;The Bordermen&#039;&#039;&#039; (Outriders (Grenade Launchers))(ECST): Now with higher ratio of AP damage, letting them deal significantly more damage to high armor enemies.&lt;br /&gt;
*&#039;&#039;&#039;[[Pistolier]]s:&#039;&#039;&#039; If Outriders are your walking gunline, Pistoliers are your dedicated harassers. Fire on the move makes chases go very one-sided, which is their only real boon, apart from being cheap. Their missiles are fairly weak, don&#039;t pierce armour and even their ammo count isn&#039;t anything that spectacular. &lt;br /&gt;
**&#039;&#039;&#039;The Noble Sons Abroad&#039;&#039;&#039; (Pistoliers)(ECST): Pistoliers with better melee skills and armour. They hit almost as hard as knights on the charge, but without as much AP damage.&lt;br /&gt;
&lt;br /&gt;
===Monsters Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Demigryph Knight|Demigryph Knights]]:&#039;&#039;&#039; Versatile monstrous shock cavalry, with better survivability than normal cavalry and good armor-piercing damage. However, they are a fairly small unit and when compared to other monstrous cavalry they area outclassed by, say, Lizardmen and High Elves. &lt;br /&gt;
*&#039;&#039;&#039;Demigryph Knights (Halberds):&#039;&#039;&#039; Can take on just about any other cav unit one on one and win.&lt;br /&gt;
**&#039;&#039;&#039;The Royal Altdorf Gryphites (Demigryph Knights)(ROR):&#039;&#039;&#039; A step up with better melee defense and causes terror to better chase way cavalry that is not immune to it.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;[[War Wagon]] (DLC):&#039;&#039;&#039; These things used to be a meme unit, though with the buffs they got I suppose you could make an argument for them. AP shots are nice and the additional tankiness can help them get out of some sticky situations. Plus they can function as chariots even without the AP in melee and the guys on the back can fire while in combat, so that&#039;s nice. Outriders will be better in 90% of situations, but honestly, they aren&#039;t &#039;&#039;absolutely&#039;&#039; useless.&lt;br /&gt;
: They do beat pistoliers and  Outriders when it comes to being harassed. High armor and you loss out on potential firepower when all the unused ammunition dies with the models, so War Wagon gives you more shooting for your buck with each wagon taking a lot of punishment before one model is lost compared to how much ammunition is lost when a cavalry unit reaches that same health margin.&lt;br /&gt;
*&#039;&#039;&#039;War Wagon (Mortar) (DLC):&#039;&#039;&#039; Ok, so &#039;&#039;this&#039;&#039; is a meme unit. The extra mobility doesn&#039;t make up for the missing ammo and without the guns, to fire they are a hell of a lot worse in melee. Just take normal mortars, they&#039;ll do so much better and if you plop a spear unit by them they&#039;ll be defended just fine. (still, those Results can be pending)&lt;br /&gt;
**&#039;&#039;&#039;The Black Lions (War Wagon):&#039;&#039;&#039; (ROR) Carries Helblaster Volley Guns and sometimes can shoot over infantry. As with mortar war wagons, it&#039;s better to just take the regular artillery. They might be a lot more useful in the campaign due to their instant veterancy. Slightly more useful than the above Wagon&#039;s due to it allowing you to get better Helblaster angles.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[[Mortar]]:&#039;&#039;&#039; The first artillery unit you have access to, Mortars are very powerful against blobs of lightly-armored infantry. Their slow and indirect fire means positioning the mortar is less important than ensuring they have as much time as possible to drop explosives on the enemy. While they can be effective against archers, they are very weak to direct attacks and should be kept as far back as possible. They are also fairly inaccurate; don&#039;t expect any precision, and keep them from targeting units locked in close combat with yours unless you are targeting the ground or the enemy has blobbed up a lot against a thin line of your own troops. Their best niche is probably in siege battles; lots of enemy units clustered on walls and behind gates are easy kills for them.&lt;br /&gt;
**&#039;&#039;&#039;Sootson&#039;s Guns&#039;&#039;&#039; (Mortar)(ECST): Deals magic damage and does not cause friendly fire, making it perfectly safe to shoot at your own units. If you can recruit more of them, and you have not yet unlocked Helstorm Rocket Batteries or want to save money, do so. They are straight-up better than standard mortars. &lt;br /&gt;
*&#039;&#039;&#039;[[Great Cannon]]:&#039;&#039;&#039; Good Ol&#039; Reliable. Will blast holes in most things it hits, thanks to its high AP damage, but it can really only hit things bigger than a house. As is traditional for Total War, you can manually aim and fire the cannon to better aim your shots. Given the nature of its cannonballs, it is surprisingly powerful when fired into the flank of enemy formations, but very inefficient if they&#039;re coming straight at the cannon. Surprisingly, they shine best in sieges, able to blast enemy towers, gates, and walls into rubble far faster than mortars. You&#039;re not going to get very many of these unless you&#039;re planning to do a lot of sieges with that army or planning to fight big, slow monsters like Dread Saurians. Vargheists and Varghulfs, while theoretically good targets, are fast enough to dodge the cannon shots and close in to kill the crew.&lt;br /&gt;
**&#039;&#039;&#039;Hammer of the Witches&#039;&#039;&#039; (Great Cannon)(ROR): Magic cannons that deal 100 more damage per shot. Great when facing elite units with high amounts of physical resistance or ward save, but far less useful against those with magic resistance.&lt;br /&gt;
*&#039;&#039;&#039;[[Helblaster Volley Gun]]:&#039;&#039;&#039; Fairly good in the hands of a veteran player. These are basically Gatling guns, mowing down infantry and nearly impossible for monsters and cavalry to dodge, unlike cannons. However, good positioning is needed to use them to full effect, and compared to Dwarf [[Organ Gun|Organ Guns]] they have shorter range, lower AP damage, and a slightly lower rate of fire. Get the Black Lions if you can, as their mobility really helps make the best of the Helblaster. &lt;br /&gt;
*&#039;&#039;&#039;[[Helstorm Rocket Battery]]:&#039;&#039;&#039; A very inaccurate, very impressive-looking piece of artillery. You will shoot them only at blobs of enemy units charging your lines and not waste them against stragglers or outriders. &lt;br /&gt;
**&#039;&#039;&#039;The Sunmaker&#039;&#039;&#039; (Helstorm Rocket Battery) (ROR) Trades lower ammunition for significantly more Fire damage. Basically a Cruise Missile that makes Skaven think twice if they should invest in Infantry. &lt;br /&gt;
*&#039;&#039;&#039;[[Luminark of Hysh]]:&#039;&#039;&#039; A Giant&#039;s worst nightmare, the Luminark of Hysh deals the most damage of any artillery in Total Warhammer 1. Very accurate, on par with an Amber Spear and with very mild tracking effects, but specialized for targeting single entities. These are great for sniping high-value enemy units, like Lords, Heroes, and Dragons, especially if you can pin them down in some way. The bigger the target, the easier it is to hit with the Luminark. They also have a map-wide debuff that saps their enemy&#039;s ability to recharge their Winds of Magic and give your backline an impressive 12% ward save (resistance to physical and magical damage). However, they are near useless in melee, despite being powered by a Light wizard, and cost a lot. Look after them.&lt;br /&gt;
**&#039;&#039;&#039;Templehof Luminark&#039;&#039;&#039; (Luminark of Hysh)(ROR): Can cast Net of Amyntok to stop any unit within range, making it an easy target.&lt;br /&gt;
*&#039;&#039;&#039;[[Steam Tank]]:&#039;&#039;&#039; A heavily-armored, Unbreakable vehicle with a bow-mounted cannon and a turret-mounted steam gun for 360-degree counterattacking capability. As the cannon is mounted in an armored housing, it cannot be angled to target targets below the tank, so make sure that you place the tank on the downhill slope if you put it on high ground. The steam gun itself is fairly weak but has unlimited ammo, making it useful against blobs of low-to-medium tier infantry. The tank also has melee capabilities and a good charge, so it isn&#039;t entirely useless even after it runs out of ammunition.&lt;br /&gt;
**&#039;&#039;&#039;The Emperor&#039;s Wrath&#039;&#039;&#039; (Steam Tank)(ECST): Has the ability to vent hot steam, preventing enemy units from engaging it for a short time and dealing a decent leadership debuff. It explodes when destroyed, taking out a chunk of whatever was attacking it.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
In Campaign, the crucial thing with Empire is having the right army composition. Usually, you gotta have the lord and 1-3 heroes, 2-4 cavalry/chariot units, 2-4 artillery units, no more than 4-6 missile infantry units, and the rest (around a third of your army) MUST be hand-to-hand infantry units. Do NOT go overboard with artillery and missile units, always have, at the very least, 6-8 melee infantry units, and use your general and melee heroes to hold back the enemy. Get this into your head: your melee infantry is your worst weakness, but it&#039;s also your backbone. Without them, all your shiny and deathly artillery will fail miserably. Your infantry is mediocre at best: low armor and hp make them die to a breeze, with bad strength they don&#039;t kill shit, and most of all, their low morale will make them run pretty soon. The combination of all these factors makes them very unreliable. More, more unreliable than you think when you begin the battle.&lt;br /&gt;
&lt;br /&gt;
First of all, you need numbers: without that, you&#039;ll lose, 100% guaranteed. Even if you win a battle with only five swordsmen units and get cocky, in the next battle you&#039;ll find they&#039;re only at half strength (Empire infantry gets decimated in each battle, even victorious ones) and you&#039;ll get your ass handed to yourself. Get halberdiers asap, their defensive nature makes them perfect for an Empire gunline (which most of the time your army will be). You also need to place them right (spears/halberdiers in the flanks to protect against cavalry, no weak points in the battle line, no exposed flanks), and you need to support the right (heros with &amp;quot;Hold the line&amp;quot; and priests with battle prayers evenly distributed in the line, cavalry in the flanks prepared to intervene when necessary, mages to buff the line/debuff the enemy). Without a reliable wall of steel in front of them, your missiles and artillery won&#039;t have enough time to do their thing, and if the enemy gets to them, not only will they stop firing, they will suffer great (perhaps irreparable) casualties, the nearby units will get demoralized, and you&#039;ll have to dedicate a lot of resources to contain the breach, weakening the rest of your line. Do NOT let your battle line get breached!&lt;br /&gt;
&lt;br /&gt;
When you progress in the game, you won&#039;t have to rely so much on the h2h infantry battle line. Your griffon/horsey general/captain/priest, with all their buffs, can contain whole units by themselves, your mages can use their flying mounts to position their spells where they are truly devastating, your high-end artillery can work miracles, and demi-grypth knights can operate independently. And yet, do not delude yourself: without a good battle line, all will be for naught. Greatswords are good but not truly great (heh), do not think they are Ironbreakers or you&#039;ll pay for it. As always, even if I repeat myself, never leave home without around a third of your army being melee infantry!&lt;br /&gt;
&lt;br /&gt;
About mages, remember, with Empire the name of the game is buff/debuffs. Your little guys truly need them, do not use missile and offensive magic unless you have a lot of magic reserves and will get a lot of advantage when doing it. Later in the game, when you have a good mage with lots of magic reserves, some vortexes, either moving or immobile, and things like Comet of Cassandora can be outright devastating when the massed enemy is being contained by your battle line and you cast them right in the middle of them. But even then, only do it AFTER you have buffed/debuffed the right units and have the battle more or less under control. &lt;br /&gt;
&lt;br /&gt;
About pistoliers/outriders, they only shine when you have many of them, and can shoot a unit while it&#039;s occupated pursuing your other units. This is especially true with outriders, who can&#039;t move and shoot. Lonely units won&#039;t do much, but having said that, even if they only manage to get one enemy infantry unit away from the main battle when the action takes place, they have justified their cost. &lt;br /&gt;
&lt;br /&gt;
About empire knights and all their variants, remember that even with all their armor they die fast in prolonged combat, or get whittled down by the enemy fire. Never let them get too far from your battle line, where their slowness (for cavalry) can make them get surrounded and destroyed by the enemy. Their primary use is to support your infantry, not to chase enemy missiles away (although they can and should do that sometimes, of course).&lt;br /&gt;
&lt;br /&gt;
To sum it all up, never forget that, in this game, Empire is the closest thing to managing a real-life army: one moment of overconfidence and many lives will be lost!&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
The Empire is supposed to be the quintessential Jack of all Trades faction. You are good at a multitude of strategies, but you also don&#039;t overtly specialize in anything. This flexibility allows you to be one of the more unpredictable and versatile factions in the trilogy, allowing you to use all kinds of tactics from skirmishing to gun lines to infantry rushes and heavy cav builds. Sadly, while you are good at using these multitude of tactics, every faction in the game will out match you in something. Sure, you have the tools to exploit the weaknesses of others, but if you try to out skirmish the Wood Elves or out melee Chaos you shouldn&#039;t be surprised when it goes tits up for you. Contrary to what you may believe as the main human faction, this is not a beginner friendly army and needs experience and good micro to use well. Still, you have plenty of ways to take the field and destroy your enemies. FOR SIGMAR!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;: The Beastmen are going to get into melee whether you like it or not, but you can soften them up before they get there. Bring crossbows and handguns to soften the enemy up, and some spearmen and halberdiers to absorb the enemies charge. If your micro game is strong you can do some good damage with pistoliers; but free company are to slow to keep away from the beastmen. Bringing Toddy isn&#039;t just fluffy, he&#039;s pretty great against low leadership enemies like beastmen. Don&#039;t bring normal artillery unless you can keep it totally bubble-wrapped with infantry; a steam tank will usually work better than a couple of cannons. You should bring at least one Luminark to deal with enemy monsters, just keep it safe from flanking attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: Your cavalry is good, but the Bretonnians will win in the cycle-charge game. Halberdiers are your best friends here; they can split knights apart with their high AP and anti-large damage. Keep some handguns and hellblasters to shoot the knights down when they break away from melee, and bring some outriders to delete the enemy elite.&lt;br /&gt;
*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Chaos generally don&#039;t bring their elite infantry options here as they&#039;re very vulnerable to missiles and most state troops are unarmored to start with. As such, Greatswords can be a great support tool for your frontline. Two of them can help take out most Chaos infantry aside from Chosen with support from spears. Aside from that, your options generally revolve around whether you want to pick Franz or Volkmar. If you pick Franz to deal with monsters, go for mobility. Two outriders can tear most of the Chaos army apart and you can use Empire knights to protect them from lighter maurader and hound units. Be sure to bring a life wizard to keep Franz alive. If you want Volkmar to guarantee an infantry win, a few handgunners can be brought to pick apart Shaggoths and a couple cav units and a light wizard with nets can be used to support them.&lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: This is one of the few match ups were Lance Demigryphs are better than the Halberd version. Due to the amount of range AP the Dark Elves bring the shield is super important to help keep them alive, and since Dark Elves don&#039;t rely much on heavy cav these guys are better for cycle charging infantry. Aside from that, your main issue is going to be dealing with all the mobile range. Pistolers trade very cost effectively against Dark Elf ranged cav and Markus can help make sure they stay in place with his nets. Handgunners are also good to get rid of their scarier units like Morathi and Malekith. If you want a lord that can actually fight if needed, Volkmar is great with some heavy cav as long as you can protect your ranged pieces. Generally Dark Elves like to go on the offensive, so you&#039;re the one who will have to turtle up with an unbreakable frontline and try to pick off all of the good targets that you can.&lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: Dwarves are the Empire turned up to eleven, which makes sense considering how much the Empire learned from the dwarves. Their artillery is better than yours, their infantry are stronger, and their lack of magic is made up for with their innate magic resistance. The Empire is faster, which can help, but high Dwarf leadership and melee defense means cycle-charging isn&#039;t a surefire strategy. Generally, you&#039;ll want to separate dwarf units, especially their ranged units from their melee units, and flank the former while occupying the latter&#039;s attention with a line of disposable Greatswords and the like. Huntsmen outrange dwarf ranged units, and can be used to good effect when skirmishing, while Outriders&#039; high AP and speed make them very effective on larger maps. Forget Pistoliers, Archers, Swordsmen, and Spearmen; their low AP makes them useless against everything except Slayers. &lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: As above, separate front- and backline units and take out the artillery. The Empire&#039;s variety of wizards presents a moderate challenge, requiring you to pay much more attention to positioning and movement of your ranged units if you want to get rid of them without excessive losses.&lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;: Are you into kiting? If not, tough luck. Orcs just straight up walk all over your melee troops and Black Orcs and Trolls bring enough AP damage on their own to give your elite infantry a very hard time. You&#039;ll need to tarpit their slow, lubering advance long enough for your missle troops and artillery to shoot them to pieces. Helblasters and Hellstorm Rocket Batteries work wonders to thin out the green tide and Outriders can be a pain in the Greenskins arse to deal with since nothing they have is fast enough to catch them... until their ammo runs out, that is. &lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: THe only other roster to be as generalistic as yours, and believe it or not, you actually have a sizeable advantage. For one, none of your otherwise flimsy infantry is actually that bad against HE baseline options like Rangers or Spearmen due to bigger units and higher HP. Second, your artillery can seriously ruin the day of any units the High Elves can bring. And finally, any of your options is much more cost-effective in comparison; you can bring two units of Swordsmen for the price of one unit of HE Spearmen, and even one unit of Swordsmen can handily win against them. Their elite units have &amp;quot;shoot me&amp;quot; written all over them for your artillery and missile units, a request you should oblige.&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: Use your artillery to devastate their infantry, use your gunners to hunt down their monsters, use your infantry only as a last resort if the Lizardmen close the distance. If they have Terradons, prioritize accordingly; Riders can be ignored, FireLeech Bolas can&#039;t. If you can shut down their speedier units (like Cold One Riders, Carnosaurs or Horned Ones), your cavalry can get some solid work done through some well placed cycle charges while keeping two steps ahead of the plodding lizards. In general, you&#039;ll want to have your forces in a relatively lose formation; between the Slann, Skink Priests and various AoE abilities at their beck and call, you don&#039;t want to lose half of your frontline to a Banishment or Chain Lightning cast, something they&#039;ll be able to toss about relatively frequently.&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;: The traditional foe of the Empire is vulnerable to being flanked, their access to Hounds not withstanding. Cavalry can be put to good use against Norscans as they close in on your forces, though the many units equipped with big shields in their army mean you&#039;ll have to micromanage your archers and gunners in battle. Your biggest challenge will be dealing with and clearing out the Norscan&#039;s faster units before their slower infantry and monsters crash against your lines, as many of their faster units are going to be very good at dodging artillery fire, and indeed at closing on your artillery crews. &lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;: This should be an easy matchup if you play it right. With Huntsmen, Markus Wulfheart, Great cannons, and Luminarks combined with the Ogres&#039; relative lack of armor and shields, they will quickly be reduced to big, chunky corpses. As long as you watch out for Gnoblar Trappers, your missile cavalry will have a field day gunning down Ogres. Consider targeting Ogre artillery with yours due to the amount of damage they can do from afar and up close. Bring an anti-large frontline, but support it when melee is joined to make winning the close fight possible. &lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;: Weapons Teams will slaughter your infantry if you let them. Use your artillery to outrange them, and use your heroes to clear out mobs of Stormvermin and Bombardiers. Empire infantry, ranged and melee, are much better than theirs, but beware their summoning abilities lest they destroy your firing line. Empire cavalry, particularly Pistoliers, can be useful if you don&#039;t have many heroes, but large Skaven units can bog them down easily after the latest cavalry/mass changes.&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;: Target the Tomb Kings. Everything else, bar the Sphinxes and Scorpions, are a distraction and waste of ammunition. Use your infantry to bog them down and keep firing.&lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;: As with all undead factions, you should try to take down their leader as soon as you can. Leave your unarmored footmen at home; anyone without a shield will be shot to death in short order. Bring plenty of long range firepower and at least one or two Luminarks to take down the enemy monsters (prioritize Necrofex Colossi first, then Leviathans, then everything else). Pistoliers are a good choice for this army; most of the enemy infantry units have no armour to speak of. When picking magic support there really isn&#039;t a wrong answer for this matchup, but anything with a vortex will do great against large hordes of slow-moving enemies.&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: Target the Vampire Lords. If you can&#039;t, avoid wasting your precious ranged units&#039; ammunition on chaff like skeletons and zombies and focus on the high-value targets: Heroes, Corpse Carts, Wraiths, and monsters. Don&#039;t bunch up your infantry too much; Vampire lores of magic are devastating to infantry blobs. Your best strategy is getting a Fire Wizard or 3 on pegasi, as the Vampire Counts have no ranged units.&lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;: Their archers will outrange your gunpowder units, but they don&#039;t have anything that can &#039;&#039;quite&#039;&#039; contest your artillery. Thin their ranks with some Mortars or Helstorm Rocket Batteries and have Shielded Spearmen or Halberdiers screen against their cavalry or larger Forest Spirits. Speaking of which, the Luminarch of Hysh does &#039;&#039;disgusting&#039;&#039; damage to any (Ancient) Treemen stumbling across the battlefield, while a Bright Wizard can make kindling of any Dryads or Tree Kin on the field. Once they get closer, light them up with all manner of firepower. A majority of their roster is unarmored and generally unshielded; they&#039;ll take heavy losses. Take a care against their elite infantry; though squishy, they are veritable blenders who will make short work of your soldiers should they make it into melee.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Nurgle&amp;diff=505398</id>
		<title>Total War Warhammer/Tactics/Nurgle</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Nurgle&amp;diff=505398"/>
		<updated>2022-01-29T00:01:18Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:2B40:8800:287B:8820:93D8:D3F9: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;This is the general tactics page on how to play [[Nurgle]] in [[Total War: WARHAMMER]].&lt;br /&gt;
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==Why Play Nurgle?==&lt;br /&gt;
*Because you&#039;ve always wanted to take a cannon to the gut and say &amp;quot;I&#039;m sorry, did something hit me?&amp;quot;&lt;br /&gt;
*You will be a tanky menace. Burning through you is going to be a massive pain in the face for most factions.&lt;br /&gt;
*Because you want to worship Chaos but not be a COMPLETE asshole.&lt;br /&gt;
*Saying you worship Nurgle is the perfect cover for your horrible B.O. (No it isn&#039;t take a fucking shower.)&lt;br /&gt;
*You enjoy the irony of playing the God of Disease during a certain global pandemic. Bonus points if you actually had it. Double bonus if you were asymptomatic like a true favored one.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Durability&#039;&#039;&#039;: You will likely be one of the tankiest factions in the entire game. With high health, defense and regeneration on most of your units you will be a monstrous pain in the ass for most faction to cut through.  Plus lore of Nurgle can heal and make your army even tankier.&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039;: Speaking of healing, you have some of the best health regen abilities outside of the Vampires. Not only do you have heals in your spells but your army ability Fecund allows you to bring your units back to a healthy state when injured.&lt;br /&gt;
*&#039;&#039;&#039;Morale&#039;&#039;&#039;: Nurgle is about toughing it out even when you&#039;re a walking mass of pustules and tumors, expect high leadership if not outright unbreakability.&lt;br /&gt;
*&#039;&#039;&#039;Poison Aplenty&#039;&#039;&#039;: It&#039;d be a sin if Poison wasn&#039;t common in your roster, helping you carve through enemies and make it even harder to take you out.&lt;br /&gt;
*&#039;&#039;&#039;Debuffs&#039;&#039;&#039;: The mark of Nurgle gave a reduced chance to hit on the table top, which will likely translate to some nurgle units giving reduced melee attack to units they&#039;re in contact with. As such the enemy units will rarely be fighting at full strength. Your plagues can also provide plenty of debuffs, speaking of which...&lt;br /&gt;
*&#039;&#039;&#039;Plagues&#039;&#039;&#039;: It is Nurgle, the god of disease, and despair. He can spread plagues better than the Skaven can, allowing you to spread corruption very fast, and soften up enemies and settlements before you pick them off the map like ripe rotting fruit from Nurgle&#039;s garden. For the cultists that understand Grandfather Nurgle&#039;s love, expect powerful boosts instead from receiving a plague.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039;: Don&#039;t expect to be going anywhere fast. Most factions are probably going to have you beat when it comes to mobility so try and get into the meatgrinder as fast as you can.&lt;br /&gt;
*&#039;&#039;&#039;Weakness to Fire&#039;&#039;&#039;: With all that Regen and healing comes a weakness to fire, so any faction that has plentiful access to it is going to be your bane. High Elves, Dwarfs, Tzeentch, and really any faction with Lore of Fire may be a rough time.&lt;br /&gt;
*&#039;&#039;&#039;Low Armor&#039;&#039;&#039;: Most of your units are lightly armored and rely on fuckheug HP pools and regeneration to survive.  While this shouldn&#039;t be an issue with most melee fights, it does mean your army will be susceptible to getting pincushioned by cheap archers.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Ranged&#039;&#039;&#039;: I mean, Tzeentch aside Chaos isn&#039;t known for being strong in the ranged department, but unlike you they at least have options. Your only unit dedicated to ranged combat is the Soul Grinder. Some units have Death Heads as a precursor attack, but good luck out shooting Elves with only that.&lt;br /&gt;
*&#039;&#039;&#039;No Anti Large&#039;&#039;&#039;: You have literally 0 units that come with an anti large units. Combine that with a lack of dedicated missiles and big single entity monsters could be a big issue for you to get rid off. Your best hope is to throw your own monsters at them, and even then the big boys on the enemy roster aren&#039;t going to be dying fast.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Offense&#039;&#039;&#039;: Sure the enemy won&#039;t be killing you quickly, but you aren&#039;t going to be killing them that much faster. Melee Attack and charge will likely be low for your units. Debuffs will probably be there to make up for it, but expect to either have to rely on monster or magic to delete enemies or prepare yourself for the grind.&lt;br /&gt;
*&#039;&#039;&#039;Give papa Nurgle a hug! I promise it&#039;s not contagious!&#039;&#039;&#039;: Very few factions are willing to align themselves with the literal personification of plague. Besides the Skaven who also personify it, The ogres who are stupid enough to consider working with you, and your mortal followers in the Beastmen, Norsca, and Warriors, you are unlikely to have too many diplomatic options.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Call it a safe bet. Every core race before you had units cut for DLC and you will be no exception. You have the fewest mortal units of all the Monogods, and the two you do have are straight up recolors, so expect Blightkings, Bile Trolls and others in the future.&lt;br /&gt;
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==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;: A trait shared by all of your Daemon Units. As your Daemons stay in melee combat, they actively gain Melee Defense, encouraging you to let them grind it out against the enemy. You&#039;re the tanky Daemon faction, you&#039;re supposed to stay in and outlast the enemy as opposed to outfight them. This doesn&#039;t mean you need to be completely passive, but it does mean that you don&#039;t really need to do any complex maneuvers. Not exactly the most nuanced faction passive in the entire game, but one that does fit the playstyle that Nurgle wants to go for.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
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*&#039;&#039;&#039;Army Abilities&#039;&#039;&#039;: Like the other Chaos gods Nurgle&#039;s armies get a special meter that fills up on the right hand side of the screen, unlocking three army abilities as it fills up. We don&#039;t have an exact name for Nurgle&#039;s mechanic yet, but we do know a few details. One, his meter fills up based on how much damage your units are taking, rewarding you for prolonging battle into endless grindfests. Two, all of his army abilities have the &amp;quot;Chain&amp;quot; property, which means that they all target a single unit at first but can jump to other units nearby. None of them are Area of Effect, meaning while they have the potential to affect a huge part of the battlefield you have less control over exactly which units are affected.&lt;br /&gt;
**&#039;&#039;Curse of the Slug&#039;&#039;: Your first army ability is a slow that will spread from the targeted enemy unit to other ones nearby, but the duration isn&#039;t very long.&lt;br /&gt;
**&#039;&#039;Fecundity&#039;&#039;: A heal that you cast on a friendly unit and will then spread to other nearby friendly units. Excellent for keeping a blob of infantry in the fight or sustaining a melee death star.&lt;br /&gt;
**&#039;&#039;Rot, Glorious Rot&#039;&#039;: A plague that infects the first unit you use it on, dealing substantial damage over time, and spreading to other enemy units nearby. This will absolutely decimate blobs of infantry. The tool tip also implies the victims of this disease fill up with &#039;&#039;smegma&#039;&#039;, which is possibly one of the most disgusting things Nurgle has done in recent memory.&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
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*&#039;&#039;&#039;[[Ku&#039;Gath|Ku&#039;gath Plaguefather]]&#039;&#039;&#039;: The one and only. He&#039;s a spellcaster of Nurgle (duh) and also works as artillery here like on tabletop. Big Ku&#039;gath has 14,800 HP(!), but is expectantly VERY slow. Like 28 speed slow, Hierotians can outpace this guy. His slow speed combined with only 70 armor means that he will actually be rather susceptible to skirmish fire. While this may sound bad, again, mother fucker has 14k HP and ranged attacks so he should be able to weather the storm and pelt and skirmishers that come his way. Can also summon a unit of Nurglings that have a suicide explosion ability.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Great Unclean One&#039;&#039;&#039;: The generic lord equivalent of the standard Great Unclean One. This blubber butt is a massive regenerating wall of slime with access to poison attacks and the Lores of Nurgle and Death. Wields a giant bell mace in one hand and a plagueflail in the other. It&#039;sslow. Like, I&#039;m talking Hierotitan and Giant levels of slow. I mean if you want to out run your opponent why the hell are you playing Nurgle? This thing will is a tanky monstrosity that will hold out for a while against almost anything, and its special abilities are nightmarish, including a Mortis Engine effect and debuffs to enemy leadership and melee defense.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039;: Nurgle&#039;s secondary generic lord option, also a caster with Lore of Nurgle or Lore of Death. Unlike Exalted GUO he has a bit more mobility, being able to ride both a Palanquin and a much faster Rot Fly. Durable, but nothing compared to the EGUO.  Will work better vs ranged heavy factions like Vampire Coast/Cathay who can easily shoot a EGUO to pieces. In MP he has one Locus ability, the Locus of Fecundity, which is a bound AoE heal that he can use three times. The Locus alone is a good reason to bring the Herald, as it makes him much better at keeping your army alive than the EGUO. If you want the EGUO as your lord in campaign you&#039;re going to have to upgrade one of these guys at a certain level, so get used to seeing them.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
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===Legendary Heroes===&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
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*&#039;&#039;&#039;Plagueridden&#039;&#039;&#039;: The hero version of the Herald so you can have it if you want the Great Unclean One as your leader. Has a AoE buff to melee attack and weapon damage so he&#039;s a good hero choice if you want to win a little faster in the melee grind. Can ride on a Rot Fly or a Palanquin of Nurgle.&lt;br /&gt;
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*&#039;&#039;&#039;Cultist of Nurgle&#039;&#039;&#039;: Your mortal Hero with a one-off Plaguebearer summon. He has several other useful abilities including Armor Sundering and an AoE poison hex that gets stronger over time, affecting the offensive stats of both melee and missile troops. Overall he&#039;s built to debuff the enemy in contrast to the Plagueridden, who buffs your own troops. A good pick if you&#039;re worried about taking a lot of missile fire, but he has basically no armor so be careful he doesn&#039;t get sniped. Can mount a Chaos Steed.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
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*&#039;&#039;&#039; Nurglings&#039;&#039;&#039;: The first real swarm unit in the game. While there are technically only 60 models in a unit, those models consist of roughly 5-6 Nurglings meaning there&#039;s roughly 300 of these little shits in the same unit. In terms of use, they&#039;re chaff and look to be damn good chaff at that. They have vanguard in order to block the enemy attack and mostly just exist to waste the enemy time and wear them down.  They also have the ability to set off suicide bombs, though this may be limited to summoned nurglings only&lt;br /&gt;
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*&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039;: The bread and butter of your armies. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they&#039;ll hold for ages and grind most basic infantry to dust through attrition.  &lt;br /&gt;
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*&#039;&#039;&#039;Forsaken&#039;&#039;&#039;: Basically the same as Forsaken in other armies. They are faster, have frenzy, cause fear and are immune to psychology, but are much more fragile compared to the Plaguebearers. Their best use here is as a hammer, at least until you recruit Spawn. No, wait, i only said half their naarghohmygodithurtsrrrrargl&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Plaguebearers&#039;&#039;&#039;: Aside from being a standard upgrade, they have the ability to throw a smaller versions of the Plague Drone’s Death’s Heads at foes as they approach, similar to Dwarf Miners and Chameleon Stalkers.&lt;br /&gt;
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===Missiles===&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads&#039;&#039;&#039;: A surprising addition from the [[Forge World]] Throne of Chaos book, but a cool one non the less. Much slower than other cavalry, being giant amphibians and all, but have a very high charge bonus and do well against infantry.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Drone&#039;&#039;&#039;: An oddity for this faction, being not only fast fliers, but have armour piercing as well. Comes in two variants, standard melee (essentially an upgrade of rot flies) and a ranged version that tosses Death’s Heads at their foes.&lt;br /&gt;
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* &#039;&#039;&#039;Pox Rider&#039;&#039;&#039;: Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
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===Monsters===&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Furies (Nurgle)&#039;&#039;&#039;:  Same as normal Furies with poison attacks, which will likely make them the best furies in prolonged combat. One of the fastest units in your army and will probably pair well with Nurglings for Vanguard shenanigans.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Spawn (Nurgle)&#039;&#039;&#039;: Aside from having regeneration, they are faster and killier than most other grounded troops in the army. Use them instead of Forsaken if you can.&lt;br /&gt;
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*&#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039;: A big adorable puppy of a single entity unit. Able to slow down units behind and in contact with  it, their regen makes them weak to fire, but resistant to Death spells, so use them to blob up infantry for your Lore of Death casters to mop up.&lt;br /&gt;
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*&#039;&#039;&#039;Rotflies&#039;&#039;&#039;: Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines. Use them as a replacement for Furies.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder of Nurgle&#039;&#039;&#039;: Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Essentially the only other artillery the faction has aside from Ku’gath, and definitely the only long-ranged unit you can get more than one of.&lt;br /&gt;
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*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039;: Nurgle&#039;s big bulbous boys of mass and rot capable of taking the blast from a hell cannon and shrugging it off. These jolly green giants want nothing more than to spread Papa&#039;s love and the massive swords they wield can shear through armour. They can cast two spells from the Lore of Nurgle - Stream of Corruption and Miasma of Pestilence.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
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None to speak of, other than Ku&#039;Gath lobbing Nurglings at people.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
You are designed to pretty much out last everyone you fight against, as your Nurglings and Plaguebearers hold the line so your monsters and army abilities give the enemy a slow death. Poison and debuffs are aplenty in your army as you drown the enemies in their own sickness. However, you had best pray your enemies are Anti Vaxxers because if they practice social distancing, it&#039;ll be hard for you to do your job. The fastest thing in your army are toad monsters and fat bugs, so yeah you&#039;re not exactly a speed demon. Combine that with your lack of ranged units and kiting builds in particular might end up being a big problem for you. Still, if you are able to get into melee, expect the plagues to slowly melt them down. Now go out there and make Papa Nurgle proud!&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: Beastmen are lousy in a war of attrition, which is where you excel. They rely on getting off their strong charge bonus and overwhelming you before their low leadership and armor causes them to buckle. Bring the Lore of Death and its leadership debuffs to help speed up their collapse. Big blobs of Plaguebearers and Nurglings will probably outlast their infantry. The main thing you need to worry about are their big monsters, especially Jabberslythes. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: Dark Elves are another army that relies of winning the fight quickly. If their Murderous Prowess wears off before they&#039;ve won a definitive advantage their low model count and slightly sub-par defensive stats will cause them trouble. This is perfect for you since you&#039;re &#039;&#039;the&#039;&#039; army for just wearing the other guy down. The biggest thing you probably have to worry about are Hydras and the Lore of Fire. Hydras mulch infantry and fire damage of any kind will do extra damage to your regenerating units while debuffing any healing. Be sure to bring some Furies or Rot Flies to flank and take out their bolt throwers and crossbows. Scourgerunner Chariots and Dark Riders are going to be a big pain, try to just keep them occupied while you reduce the rest of their army to a pile of goo.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Ku&#039;gath&#039;s traditional nemesis and for good reason. They might be as slow as you are but they have a ton of range and easy access to fire damage. Make good use of your Rotflies, Furies, Pox Riders, and Forsaken because you need to close the distance as fast as possible, otherwise Dwarf cannons will turn your army into bubbling puddles of green paste.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch|Tzeentch]]&#039;&#039;&#039;:  It&#039;s a safe bet that this will be a very unpleasant matchup for you.  Tzeentch will control the skies, your fliers are no match for his even if he doesn&#039;t bring a flying lord of change.  The plodding movement of most of your army means you won&#039;t be able to chase down Tzeentch&#039;s speedier units and keep them from abusing barrier regeneration with hit + run attacks.  Worst of all, your enemy has access to an absurd amount of fire damage, so kiss goodbye to regeneration.  Best advice for a theoretical matchup is to suicide screen your army with nurglings and bring plague toads/pox riders to trap cycle chargers.  Minimize losses by blocking with fodder, spreading out to reduce units hit by breath/vortex spells, and spamming fleshy abundance heals from the Lore of Nurgle.  Winds of magic are a finite resource and Tzeentch&#039;s ranged units don&#039;t have much ammo so eventually he will have to close to melee and fight you in your element.  You&#039;ll have the game in the bag if you keep enough of your army alive until then.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Yeah... good luck ever catching these guys. Kite builds seem like they&#039;re going to counter Nurgle hard and this is the best kiting army in the game. Nurglings might actually be a must bring in this match up as their vanguard will allow them to ambush any archer unit and tie them up for Furies to finish them off. Rot Flies and Plague Drones may prove useful as their speed will let them catch up to any running units, though they will be an easy target for missiles. Another must bring might be the Soul Grinder, as Waywatchers get shut down by artillery and it will be able to defend itself against any cavalry that might come its way. We don&#039;t know how fast Plague Toads will be, but they may be a cheap way of tying down units. This might end up being one of those &amp;quot;Avoid at all costs&amp;quot; match ups.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1702:2B40:8800:287B:8820:93D8:D3F9</name></author>
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