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==Campaign Strategies== You start off in Norsca at war with Nordland, a nearby Norscan tribe and Kostaltyn. It would be wise to maintain a non-agression pact with Skarbrand so he doesn't curbstomp you. . . although you start with it, a stable diplomacy with him may be easier said then done with the most bloodthirsty bloodthirster to ever thirst for blood in all of space and time, maybe think about dedicating to Khorne above the others. Expand you territory towards the Kislevite factions while waiting for the Rifts. Early on, you will get a mission to take the Bay of Blades, just ignore this. Taking the settlement will make you discover Laurelorn Forest, which is a bad idea unless you fancy being invaded by Wood Elves. When building armies don't be overwhelmed by your giant roster, try to focus on using the best units from each faction and focus on synergy between units, use strategies that work for the monogod factions and then think which other units synergize. For example, Bloodletters or Khorne Chaos Warriors are amazing main troops that have great killing power and decent/good survivability, good support options are from Slaanesh (fast flankers with access to poison) to do hammer and anvil tactics, Nurgle (flanking flying units both with poison) and Tzeentch (Pink Horrors for ranged fire or Flamers) Warpflame makes them weaker to fire damage so boosts the Bloodletters' flaming attacks. Find units that work then support them. Don't try to do everything at once. In campaign try to always have a few key abilities in your armies 1. Units with '''poison''' like from Nurgle or Slaanesh to debuff the enemy, 2. A source of '''healing''' (so a Nurgle lord/herald with the locus or Lore of Nurgle.), 3. '''anti-large''' (lots of Soul Grinders late game you'll need to kill. 4. Some '''ranged or artillery''' (lot of campiagn fights are easy to cheese by camping near towers with ranged units), 5. '''hero's''' ( you get a lot of gear from all the fighting you'll do and properly leveled and geared hero's are extremely strong, plus provide army buffs from locus abilities. When choosing how to allocate Glory, some things to prioritize early might be wings from Nurgle, tails from Khorne/Tzeentch and the first head from Khorne. This combination lets Daniel regen in melee and provides him two Mortis Engine effects. Other than that, the first bonus mechanic to unlock should be switchable plagues from Nurgle, one of them lets you vanguard deploy your whole army like you're Vlad. This shouldn't have to be mentioned, but never go anything other than undivided for your 'final' choice unless you like losing access to 90% of all your unit options and giving up massive upkeep and battle ability bonuses. If you want to play monogod just go play the monogod factions, they've got better mechanics to support it.
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