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===Total War: WARHAMMER 3=== [[File:TWW3 logo.PNG|Conquer Your Daemons|thumb|center|550px]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *'''Unlike the other games in the series, Total War Warhammer III launched with seven playable factions rather than the usual four, along with one DLC race for Preorder.''' <div class="mw-collapsible-content"> ====[[Kislev]]==== [[File:Kislev Splash Art.PNG|center|800px|thumb|Just another day in Paradise]] Originally a palette swap of the Empire in the first and second games, Kislev has been chosen to receive a major overhaul with their own Legendary Lords, a new army list with unique characters and their own faction mechanics. They have received a major presence in the marketing of the game, indicating that CA is really trying to sell people on their badass credentials. The game's army list is being developed in conjunction with [[Games Workshop]], tying into the [[Warhammer: The Old World]]. The new units include [[awesome]] additions such as the Ice Guard of Kislev, much ballyhooed War Bear Riders and the Little Grom, aka a War Wagon Mortar version if it was a sled pulled by bears. All of this is just delightful. :: [[Tzarina Katarin|Tzarina Katarin Bokha]] leads the primary subfaction of the Tzardom known as the '''Ice Court'''. As the most powerful ice witch in generations, she has a complete mastery of the Lore of Ice. This allows her spell casting to be cheaper, faster, and more powerful. She can be mounted on either a war horse, or even a war bear. When not mounted, she also floats off of the ground, which is something that canon wise also happens with Prince Sigvald the Magnificent, but [[Fail|doesn't]]. The Ice Court has more control over their settlements, and reduced training times for mage lords. Frost maidens have an increased recruitment rank and give Devotion for every successful hero action. Katarin herself reduces corruption significantly, has halved upkeep for Ice Guard, and a halved miscast base chance. :: Supreme Patriarch [[Kostaltyn]] leads the '''Great Orthodoxy''' of the Cult of Ursun. A firebrand preacher, he considers the ice witches and especially the Tzarina as nothing more than heretics that usurped power through their machinations. He's also very obviously a fantasy counterpart of Grigori Rasputin, the Mad Monk. His special abilities include Ursun's Ward, which grants him a regeneration and stats boost when heavily injured. He can be mounted on either a war horse or a war bear. :: Tzar [[Boris Ursus]] leads the '''Ursun Revivalists'''. Unlocked after holding three major cities of Kislev as Katarin and fighting a quest battle, his receives bonus recruit rank for War Bear riders, and construction bonuses for garrisons and religious buildings. Boris himself gives his army a leadership and melee attack bonus against the Warriors and Daemons of Chaos and their Norscan allies, and halved upkeep for War Bear Riders. <gallery mode="nolines"> File:The Ice Court.png|The Ice Court File:The Great Orthodoxy.png|The Great Orthodoxy File:Ursun Revivalists.png|Ursun Revivalists </gallery> [[Total War Warhammer/Tactics/Kislev| More specific tactics here]] ====[[Khorne]]==== [[File:TWW3 Khorne Banner.jpg|center|800px|thumb|Milk for the Khorne Flakes!!!!]] Khorne's roster is more similar to [[Age of Sigmar]] than the classic tabletop, having a mixture of mortal followers with demons. Granted, the mortal half of the roster is currently a bit underdeveloped, with only Chaos Warriors, a single hero unit, minotaurs, chariots and Skullcrushers used to represent the non daemonic part of Khorne's legion. This is balanced out by the fact that aside from Daemon Princes every Daemonic Khorne unit is in the game. :: [[Skarbrand]] leads the armies of the '''Exiles of Khorne'''. Always seeking ways to regain the favor of Khorne after he [[fail|attempted to usurp him]] ([[just as planned|just as Tzeentch planned]]), he is quite literally a pile of rage that rages on about his rage. His rage is so prevalent, that anyone who is even near him will also be enraged, compelled to fight even under suicidal odds. He is also immune to psychological attacks, and will not falter in his bloodlust to kill until it is done. Skarbrand’s faction can replenish in foreign territory and earns movement after razing a settlement, but is of course on bad terms with other Khornate factions. Skarbrand’s army earns extra movement after winning a battle and has a reduced recruitment cost when in ruins or enemy territory. <gallery mode="nolines"> File:Exiles of Khorne.png|Exiles of Khorne </gallery> [[Total War Warhammer/Tactics/Khorne| More specific tactics here]] ====[[Tzeentch]]==== [[File:Tzeentch-loading-screen.jpg|center|800px|thumb|Just as planned...]] Tzeentch's roster is focused on hit and run using devastating firepower and cycle charging. Tzeentchian factions have numerous ways to influence the winds of magic on the campaign map, making sure that his armies are always fully buffed and never going to run out of magic soon. They can [[Just_As_Planned| use schemes to steal an enemy settlement without having to fight it]], gain complete vision over a faction's territory, and even force rival factions to break alliances and go to war against each other whether they want to or not. Tzeentch's units all have a barrier that absorbs damage and recharges out of combat. :: [[Kairos Fateweaver]] leads the armies of the '''Oracles of Tzeentch'''. His faction is all about screaming [[Just As Planned]], with bonuses to helping reinforce allied armies and debuffing reinforcing enemy armies. Karios himself has access to more lores of magic and has increased ambush defence chance and defence against enemy hero actions. <gallery mode="nolines"> File:Oracles of Tzeentch.png|Oracles of Tzeentch </gallery> [[Total War Warhammer/Tactics/Tzeentch| More specific tactics here]] ====[[Nurgle]]==== [[File:Nurgle Warhamer 3.png|center|800px|thumb|NURGLE IS LOVE! NURGLE IS LIFE!]] Nurgle is all about outlasting his opponents whilst crippling them with debilitating debuffs through spells and unit traits. The roster is very durable, but at the same time is very slow and is vulnerable to kiting if you don’t bring furies or a soul grinder to tie up/phlegm on units. As to be expected Nurgle can spread plagues to settlements, and customize them for a variety of benefits to you, ailments to very lucky receivers, or both at once. Nurgle functions very differently on the campaign besides plagues. Nurgle’s buildings cycle between growth and decay where the initial stage is built and then grow over time, before reverting to their first form; each stage grants different benefits. Nurglite units are added to a recruitment pool by these cyclical buildings and can be recruited instantly like RoR, but they start out weak and must replenish to full force over a couple of turns. :: [[Ku'Gath|Ku'Gath Plaguefather]] is Nurgle's playable lord and leads the '''Poxbringers of Nurgle'''. Ku’gath’s faction sees extra growth, and a reduced recruitment cost and boosted initial recruitment health for Nurglings. Ku’gath himself has a halved infection cost, spreads more corruption, and has an increased chance of spreading plagues. <gallery mode="nolines"> File:Poxmakers of Nurgle.png|Poxmakers of Nurgle </gallery> [[Total War Warhammer/Tactics/Nurgle| More specific tactics here]] ====[[Slaanesh]]==== [[File:Slaanesh Warhammer 3.png|center|800px|thumb|Insert overdone sex joke here]] Slaanesh specializes in speediness and stampeding into opponents with a sky-high charge bonus, and the AP to stab into any soundly shielded soldiers. Not only do your cavalry and chariots have this, but your infantry share this as well, and every unit has the terrifying trait where their charge bonus is doubled when flanking enemy units. You’ll have to rely on this though because Slaanesh’s sensualists are fragile (due to that whole freaky fetish thing), and funnily enough won’t last in prolonged engagement without breaks. Slaanesh’s roster is entirely lacking in ranged units, however, even Khorne has ranged options. On the campaign Slaanesh is the only daemonic race that has diplomatic options with non-daemons, as his/her/their factions can influence and even forcibly vassalize mortal factions to the point that they can revive minor factions specifically to act as vassals. This vassalization mechanic, along with improvements to how allies function both in the campaign and in battles, are intended to patch the staying power shaped hole in Slaanesh's roster. Seduce mortals, force mortals to tarpit your opponents, then buttfuck your opponents with your daemons and win. And then buttfuck your mortals. :: [[N'Kari]] is Slaanesh’s legendary lord and leads the '''Seducers of Slaanesh'''. N’Kari’s faction has a +20 diplomatic bonus with every faction and increased tribute from vassals. N’kari himself earns extra experience for every new enemy faction fought in battle. He also has a reduced cost to seduce units and reduces the leadership of local enemy armies. <gallery mode="nolines"> File:Seducers of Slaanesh.png|Seducers of Slaanesh </gallery> [[Total War Warhammer/Tactics/Slaanesh| More specific tactics here]] ====[[Cathay]]==== [[File:Cathay Warhammer 3.png|center|800px|thumb|Today the vidya game, tomorrow the Tabletop!]] All of this information is just from the Total War website's article introducing Cathay, so more specific information will need to be added later. They are a defensively focused army, with ranged and melee units receiving buffs when in close proximity with each other and relying on the Great Bastion to keep Chaos off their doorstep. The Bastion itself provides powerful bonuses if maintained and enhanced, but if its gates collapse their territory will fall with it. Their frontline is mostly cheap but plentiful infantry that protects the ranged forces that deal most of the damage, and they have some powerful artillery and war machines to back it all up. Additionally, each unit is associated with either Yin or Yang, with units of opposite affinities being enhanced by staying near each other. So basically, imagine playing Dwarfs, but with a focus on synergy, magic, and motherfucking Dragons. In keeping with the whole Chinese Ying Yang thing, all ranged units have a Yang aura that provide a not insignificant buff to all melee units, something that Cathay infantry desperately need as their mid rank Jade Warriors are actually slightly worse than Empire Swordsmen while being more expensive. Meanwhile, all melee units have a Ying aura that buffs the reload speed and range of ranged units, which Cathay doesn't really need but is nice nonetheless. The idea of harmony and balance continues into the world map. Most buildings, lords, and research produce either Ying or Yang points, and keeping these points equal is crucial as a balanced score provides increased Control, income, and resistance to corruption. Being even one point out of balance means debuffs and the worse the imbalance the grater the chaos. Luckily you can easily change buildings from Ying to Yang and vice versa through the extended building planner, but expect a juggling act as you gain and lose territory. Cathay also has access to the Ivory Road system. Raise a caravan with some weak units, and send it out to a specific city. When it arrives at it's destination it automatically makes a LOT of money, usually in the 9000-15000 range with the sum being higher the further the caravan traveled, and then begins it's slow route back. Unfortunately carrying so much cargo makes it a tempting target, so expect it to be attacked at one point or another. The caravan can be reused once it arrives back home and it has the chance to become more powerful as it faces dilemmas, so eventually you'll have a caravan made up of top tier units. You should always have one caravan out there at all times, making you cash-money and earning you items to give to your lords. Defying many expectations, the Dragon Emperor is not actually a Legendary Lord, as he and his wife spend all their time in the Celestial City above Wei-Jin and the devs have stated that both would be too powerful to actually be playable. Instead you play as one of their kids. :: [[Miao Ying]] the Storm Dragon is the leader of the '''Northern Provinces''' and daughter of the Dragon Emperor and the Moon Empress, and is featured in the trailer for Grand Cathay. Miao Ying is quite cold and aloof, a trait that irks her siblings to no end. She gives buffs to her missile units, including more ammo and upkeep reductions, along with a buff to Anti Corruption and a leadership buff when fighinng Daemons of Chaos. :: [[Zhao Ming]] the Iron Dragon is the leader of the '''Western Provinces''' and son of the Dragon Emperor and the Moon Empress. Zhao is a skilled alchemist and likes to integrate it into his forces. The millennia stationed close to the Great Maw have made him "eccentric" compared to his other siblings. This label of eccentricity could also just be due to him actually enjoying hanging out with his mortal subjects. Of course making a treaty with Greasus Goldtooth does seem to indicate something may be a little off-kilter upstairs. His factionwide mechanics include giving every unit in his armies more armor, increased money from caravans, increase in rank for alchemists and upkeep reduction for Ogre Mercenary units. Zhao himself gains a 25% upkeep reduction on all melee units, 100% chance to [[Blood_Ravens|steal]] magic items, and +3 alignment to Yang. <gallery mode="nolines"> File:The Northern Provinces.png|The Northern Provinces File:The Western Provinces.png|The Western Provinces </gallery> [[Total War Warhammer/Tactics/Grand Cathay| More specific tactics here]] ====[[Ogre Kingdoms]]==== [[File:Ogres Warhammer 3.png|center|800px|thumb|The power and grub's what we're doing it for!]] Ogres '''ARE''' a monster faction, and we mean it. Only two units from the overall army are normal-sized ([[Gnoblar]] ones, obviously), others are massive in one way or another. You can be deceived by this, think that Ogres may be slow and melee-based, but that's not quite true either. Ranged units are present, and for their size Ogres are relatively quick. They have a tough relationship with armour, however - no protection for themselves (which makes units a good target), but they are great at piercing it anyway. Downs, other than poor defense, consist of lack of mount, air power and staying power. Overall, a pretty good army with one playstyle - charge, fight, eat. :[[Greasus Goldtooth]] leads the '''Goldtooth Tribe''' in the Mountains of Mourn. Greasus’ faction has a +20 diplomatic bonus when dealing with other Ogres, and increased trade and unit mass. Greasus’ army has increased income for raiding, sacking, and looting, and halved upkeep for Ironguts. :[[Skrag the Slaughterer]] leads the '''Disciples of The Maw''' in the Grey Mountains. Skrag’s disciples have an increased movement range, and an increased capacity and recruit rank for Butchers. Skrag himself has increased replenishment and halved upkeep for Gorgers. <gallery mode="nolines"> File:Goldtooth.png|Goldtooth File:Disciples of the Maw.png|Disciples of the Maw </gallery> [[Total War Warhammer/Tactics/Ogre_Kingdoms| More specific tactics here]] ====[[Daemons of Chaos]]==== [[File:Daemons Warhammer 3.png|center|800px|thumb|MY NAME'S NOT FUCKING DANIEL!!!!]] An unexpected faction for sure, Daemons of Chaos brings the flexibility of having a combined roster from all the daemonic hordes, but must unlock more powerful daemons through a tech tree involving daemonic gifts body parts gifted to your Daemon Prince legendary lord. The Lord in question is the most OC-do-not-steal friendly in all three games, identified only as an Ungol Prince before being corrupted by the Ruinous Powers and ascending to Daemonhood. In his campaign, he teams up with the Advisor to steal the power of Ursun from Be'lakor. Everything after that, from his name to his allegiance, is up to you. Naturally, different allegiances open up different tactics and you can mix and match as you see fit. :'''[[God-Slayer]]''' (<s>insert your own specific Daemonic name here</s> Daniel) leads the '''Legions of Chaos''' subfaction in Norsca. As it's based around Daniel the Daemon Prince, the only unique mechanics the Legion received are daemonic gifts. In addition, every time your lords inflict damage in battle there's a small chance you get an army-wide buff for a few turns. <gallery mode="nolines"> File:Legion of Chaos.png|Legion of Chaos </gallery> [[Total War Warhammer/Tactics/Daemons of Chaos| More specific tactics here]] ====[[Chaos Dwarfs]]==== [[File:Chaos Dwarf Image.jpg|center|800px|thumb|WE ARE THE MINISTRY OF SILLY HATS!]] After years of only appearing in a small (Ha!) role as the artillery crew for the Hellcannon unit, their homeland appearing on Realm of Chaos and Immortal Empires maps and a small teasing quote on loading screens, the Dawi-Zharr are finally brought to life within the game. Being a beautiful mix of the Oldhammer models and the Tamurkhan range, the Chaos Dwarfs conquer the world via the world's most evil economy simulator. With a healthy mix of guns, artillery, armoured infantry and cavalry and Greenskin <s>slaves</s> labourers to throw at your enemy, they are ready to bring the Industrial Revolution to the rest of the world. :'''[[Astragoth Ironhand]]''' takes charge of the '''Disciples of Hashut''' faction within the city of Uzkulak. Astragoth focuses mainly on Bull Centaurs, granting them an additional Ward Save and The Tower of Zharr, earning more Conclave Influence from all sources. Astragoth himself is a great hybrid caster witht he lore of Fire and Hashut and a mech suit that lets him kick ass in melee as well. :'''[[Drazhoath the Ashen]]''' leads '''The Legion of Azgorh''' from his home base in The Black Fortress. His main gimmick is a more efficient Hell Forge, granting a lower cost of upgrades and increased Armament output. His armies focus on Infernal Guard and K'daai monsters. Drazhoath himself if the primary spellcaster of the faction, with the Lore of Hashut and best used on his Bale Taurus mount Cinderbreath. :'''[[Zhatan the Black]]''' leads '''The Warhost of Zharr''' just north of Cathay's bastion in Immortal Empires. He focuses mainly on the Convoy system, granting you an additional convoy at the start of your campaign. While he has reduced cost for war machines, his skill line is very selfish and gives him some extreme buffs. He doesn't specializes in any units particularly, and can be mounted upon either a Great Taurus or a Lamisu. <gallery mode="nolines"> File:Disciples of Hashut.webp|Disciples of Hashut File:The Legion of Azgorh.webp|The Legion of Azgorh File:The Warhost of Zharr.webp|The Warhost of Zharr </gallery> [[Total War Warhammer/Tactics/Chaos Dwarfs| More specific tactics here]] </div> </div>
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