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==Campaign Strategies== Use and abuse your camps; settlements can only hit tier 3 and shouldn't be your primary method of generating revenue, food, or armies. If you're playing as Greasus, it may make sense to migrate west and confederate Skrag ASAP because Greasus is shit. Otherwise, while Cathay will be rich and easily-held territory once you defeat Meow Ying, Zhao Ming, and Nakai the Wanderer, it will be a slog to conquer it all and you'll be trapped in a hell of siege battle after siege battle after siege battle against the same units for 100 turns. On the other hand, as Skrag you'll have you pick of targets but no real defensible territory, so be ready for lots and lots of battles with pretty much everyone. Unfortunately, the Ogre Kingdoms are half-baked and the fantasy of being a wandering merc army eating the land as you amass riches isn't really playable in Immortal Empires, a sort of Hoard mechanic might have been a fit for that playstyle but alas we don't have that. Ogre contracts are absolute shit compared to Eshin contracts or Oxyotl missions, so you have no real good source of supplementary income besides sacking or razing everyone around you or attacking Cathay caravans, so be prepared to have no allies to shore up the weaknesses in the ogre roster unless you focus hard on diplomacy. If you do, factions with armor-piercing missile units (Handgonners, Hand Cannoneers, Crane Gunners) or splash damage artillery (Helstorms, Globardiers) may be your best options. On the plus side, ogres are much more powerful than other faction's early-game units and you can expand quite quickly. Keep up the momentum with your camps and you should have an easy mid-game where Leadbelchers and Crushers will shine. Ironblasters and Stonehorns are going to be your late-game army, though there aren't many traits, if any, that improve them. Your mages will be fairly mediocre. [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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