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===Campaign Specific=== The section below is mostly only applicable for Warhammer 2 Mortal Empires. Several things have been changed in Warhammer 3, for example Malekith appears to be a much more difficult campaign with Valkia's new start that's right on top of him, Morathi isn't very viable in melee anymore, and Malus', Lokhir's, and Rakarth's campaigns all have new starts. ====Malekith==== *'''Beware Hellebron''': Malekith's campaign is generally pretty easy (and very fun!), but it can really depend on what Hellebron does at the start. Usually you can get pretty powerful early, build up diplomatic relations and just confederate her, but it's not unknown for her to just straight up declare war on you, which can really send your campaign down shit swamp. Furthermore, she can actually out-recruit you, making it next to impossible to confederate her. One strategy is to just rush to Har Ganeth immediately after securing Naggarond, while another is trying to out-recruit her in turn. Just ignoring her CAN be fine, but Har Ganeth is a good early game province, and you don't want to risk a civil war with her. *'''Don't spend too long in Naggaroth''': Look, I get it, Naggarond's a great place with fine tourist attractions, but conquering Ulthuan as Malekith can and should be done fairly early in the game, because it takes a loooonnnggg time to take over all those provinces settlement-by-settlement. You definitely want to get Ulthuan conquered before the chaos invasion rolls in, as they basically spawn right on top of Naggarond, and constantly fighting them until someone knocks off Archaon on the other side of the map can be a huge pain. *'''Tyrant is the way to go''': Malekith has OPTIONS and almost all of them are good, but if it's your first campaign, Tyrant can really bring your slave economy to the next level. More money -> more stacks -> Druchii supremacy, baby! ====Morathi==== *'''The start. Oh god, the start''': Yeahhh, there's no getting around it. Morathi's start is a bitch and a half (kind of like Morathi herself!). She's surrounded by enemies who hate her guts, and one mistake here can spell doom for your campaign. Here's the thing though: she actually has all the tools she needs to deal with it (She's an incredibly strong Legendary Lord, and tier 1 Dark Elf units like Bleakswords and Darkshards are awesome even into the late game), it can just be tough learning the first few times around. You need to be EXTREMELY aggressive in consolidating your starting province, as the Ss'ildra Tor can just out-recruit you if you leave them alone long enough. Once you do that and deal with Alith Anar though, everything gets easier so have faith! This is valid for Mortal Empires, your start in Immortal Empires is actually pretty chill. You may even have the chance to ally with Mazdamundi pretty early on if you fight the minor Skavens on the west and gift the frog some cities. Alith Anar also fucked off up north so you can consolidate your starting provinces and build up easily before starting to rape Ulthuan. *'''You can use her in melee!''' A mistake I see a lot of players make is using Morathi as you'd use a typical caster lord, i.e. keeping them at a distance and shying away from any fight. If you do this though, you aren't getting her full value. Her unique weapon combined with one of her unique skills (Enchanting Beauty) can lower enemy melee attack by 18 and defence by 9 JUST FOR BEING NEAR HER. She can basically use her darksword as a strap-on to peg enemy melee stats. Be careful how you use her, because of course she isnt going to outduel dedicated melee combatant characters, but these passive abilities combined with Lore of Shadows make her great for absolutely dumpstering enemies that your units are having a tough time dealing with. ====Hellebron==== *'''Unpaid interns''': Hellebron requires a constant influx of slaves to keep active, which means that you are going to have to be ultra aggressive throughout your campaign, more so than other Druchii factions who can just sit back and let their slaves do all their work for them. *'''Malekith''': It's harder (though not impossible!) to confederate Naggarond than vice-versa, and pissing off Malekith can really become a problem, since he usually skyrockets to strength rank 1 after turn 20 or 30. One strategy is just to leave for Ulthuan right away, but this can be very challenging. Rushing Naggarond is also an option, but you can also ally with them, which is what I'd recommend for less experienced players. *'''Blood Fleets suckkkk''': Remember how the Greenskins WAAGGHH worked before their update? Theoretically it was a way to encourage aggressiveness and movement on the campaign map. How it actually worked was that they'd spawn AI controlled armies that would allahu-akbar themselves upon the nearest settlement. Wellll, Hellebron's voyages basically have the same idea and it's honestly worse because you can't choose where they spawn. Just don't rely on them to do any heavy lifting. ====Lokhir==== *'''Pillaging the East:''' In Immortal Empires, Lokhir now starts on the Cathayan edge of the map, just south of Villitch, seperated by an impassable (to you of all people) river, and the Great Bastion (and '''Eshin''') to the West. The entire Eastern half of Cathay is full of rivers and deltas so you can raid deeper into Cathay. **'''Black Arks are "free:"''' Lokhir doesn't need to sacrifice to Mathlann to start a Black Ark in IE, so combine that with their absolute loyalty, cheap upkeep, and the many rivers of Cathay, you'll be taking a few of these. *'''The Blender King''': Ah, Lustria. Let's see, the lizards hate you because they don't want a Dark Elf caravan on their land. Teclis hates you because he doesn't like your stupid face, the Dwarfs still bear a grudge, and Harkon hates you for... stealing all his treasure, I guess? Packing up and leaving for Ulthuan on turn 1 can actually be a pretty viable strategy here. Lustria-bowl honestly sucks for you, but if you're intent on doing it, allying with the rats can secure your western border, and allow you to focus on Teclis at the start, which takes one of the major pressures off your campaign. *'''The Black Ark King''': Black Arks are awesome and should be your main method of recruiting units to your armies, especially in the early game. BUILD THE GROWTH BUILDING FIRST! You'll get to those higher tiers so much faster, and can laugh over the corpses of your enemies when your tier 5 Dread Knights are running over Red Crested Skinks. *'''What to do with Karond Kar?''': Lokhir's campaign is pretty weird, because his unique item requires taking over the city of Karond Kar which is wayyyy in the middle of assfuck nowhere compared to where you start. You don't really want to manage a split empire in Warhammer 2, so taking Karond Kar by force isn't really advisable. Luckily, he now has a quest line that allows him to confederate Karond Kar remotely. I'd recommend confederating with them, and then just selling all the buildings and abandoning the province. Keeping it generally means dealing with High Elf deathstacks every two turns, along with Wood Elves and Taurox if he's still alive which will really make you want to deepthroat a cactus. ====Malus Darkblade==== Malus is a fan-favorite character, and in game 2 CA honestly did him pretty dirty, which is kind of upsetting. His campaign is very difficult especially at the start, and he slightly boosts Cold One Knights, a notoriously cost-inefficient unit. He is a monster on the battlefield, but ''it's pretty much always better to play as another Dark Elf faction and confederate him'', since he gets all his battlefield strengths and none of the weaknesses. A lot of his problems got fixed in game 3 however, and while Dark Elves aren't in the best state in campaign right now, he is one of the few who's experience notably improved. *'''SNIKCH MUST DIE!''': Snikch must die unless you like having 30 million filthy rats coming over the border to take your land and deflower your sorceresses (oh, who are we kidding? Thereโs no such thing as a virgin sorceress, they literally worship the goddess of massive orgies). Sometimes you can even make a non-aggression pact with Imrik to focus on Snikch which I definitely recommend. After killing him, you can slow down a little, and pick off your enemies one-by-one, but it's an absolute miserable campaign experience if you allow Snikch to get his shit together. *'''Black Arks are essential''': You start with a Black Ark and you NEED it to get past Malus' cancerous early game. You probably aren't going to have the money to spend on potions at the start, which means your troops will replenish at the speed of a glacier. A Black Ark can help a lot with this problem, and can provide a good base to recruit from. *'''Keep your alliance with Malekith going''': Keeping your alliance with Malekith alive allows you to cheese the 'Tz'arkans whispers' mechanic a little bit, since the unique quests might be to declare war on a faction you don't care about halfway across the map. The rewards from these missions can be quite powerful, so complete as many as you can. ====Rakarth==== *'''Ulthuan''': Rakarth's starting place in Albion offers him a variety of options in theory. However, you're kind of forced into attacking Ulthuan which sucks. Once they discover you (which happens very early in the game), they will start sending stack after stack after you, and trying to expand eastward or southward just becomes unviable. Sure, Morathi can sometimes get super aggressive and start conquering Ulthuan early taking some of the pressure off you, but it's a gamble that sometimes doesn't pay off. *'''Rakarth only for beastpen armies''': Beast pens areeee... interesting? The thing is, the only boosts to monstrous units from the beast pens come from Rakarth's army skills. For your generic lords, it's better to stick to your tried and true Druchii units, unless you're in an emergency and need units fast. [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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