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==Campaign Strategies== ===General Advice=== *'''Keep an eye on your food level:''' If you're lacking food, raid your neighbours and fight as many battles as you can... without losing. Don'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. *'''Secure nonaggression pacts where you can:''' 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're busy cleaning up one of them. *'''Play dirty:''' 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's convenient for you, troll enemy armies that can't use the Underway by tunneling across a mountain range... in general, don't play fair, or you're not a real rat. Everyone hates you anyway, so it's only fair you hate them right back. ===Campaign Specific Advice=== ===Mors=== *'''Befriend Numas:''' This Tomb King faction is directly to the west of your starting location in ME, and they usually won'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 ''increases'' instead of decreasing as your empire level goes up, they'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't get wiped early). *'''Secure the mountain range:''' 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 '''his entire army''', which makes subsequent battles with the stunties MUCH easier. *'''Clanrats are your friend:''' Don't underestimate these little buggers. Unless you'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. * '''Immortal Empires''' In Immortal Empires you start 1 region away from Skarbrand. Not province, REGION. prepare for assrape. More seriously rush walls as quick as you can and expand towards Lybaras and Kroq-Gar as you don't have ANY options to counter Khorne's basic Bloodletters until tier 3 and 4. ===Pestilens=== *'''Don't forget about plagues:''' 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 ''buffed'' 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. *'''Take it slow:''' You are surrounded by enemies on all fronts. Itza is ready to come knocking at any moment, Teclis 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. *'''Undercities are extra useful'''* Besides the general uses, Clan Pestilens has 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. ===Skryre=== *'''Just do it:''' 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's a very profitable province - just be wary as you may need to fight Belegar and the Asrai if you do. *'''Unite with important clans:''' Ikit's starting position, in Mortal Empires at least, is very convenient in the sense that it shouldn'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 Pestilens and Rictus 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 Pestilens) 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 '''before''' Throt reaches rank 5 and completes his "Whip of Domination" quest, completing this quest as only other faction will result in Ghoritch spawing as a member of the clan you've already confederated, without the ability to take him in. *'''The more engineers the better:''' bonuses provided to your weapon squads by Warlock Engineers '''stack'''! Don'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're very likely to end up in a battle you simply can't win. ===Rictus=== *'''Everyone hates you:''' 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'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. ===Eshin=== *'''Skirmish tactics out the ass:''' Both in Total Warhammer II and III, you start out surrounded by factions (High elves and Dark elves in TW2) (Dark Elves, Cathay and Ogres in TW3) that will absolutely trounce you in melee. However, because Clan Eshin is able to construct its military building at Tier 1 (Every other skaven faction need at least Tier 2 settlement to construct it), you're pretty much encouraged to hire Night Runners and Gutter Runners. 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. To avoid this happening, hire Eshin Triads that are available from "Den of Secrets" building (Tier 3). Remember, all rats are expendable. *'''Do clan missions whenever they are available:''' 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 ''always'' a net reputation gain unless the reputation you'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't need to be on the map to do so, and while they are in the pool and not on the map, they don't even cost you anything. ===Moulder=== *'''Packmasters are essential:''' 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 "Running with the Pack" 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 "Shock Collar" ability which gives a +24 Melee attack and a +16 Leadership boost as well as "Immune to psychology" perk for a limited time to any Moulder unit including themselves (provided they have a Brood Horror mount). *'''Purchase mutagen upgrades early:''' 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'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. *'''Don't hoard mutagen:''' 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't be available until somewhere mid game. [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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