Encyclopedia about Immortal Empires and a few tips

Encyclopedia about Immortal Empires and a few tips

A Few Opening Words


Encyclopedia about Immortal Empires and a few tips image 1

Welcome everyone to this guide about Total War: Warhammer 3, focusing on the campaign mode called Immortal Empires.

Bellow, you will find for each playable factions and lords:

A description of every specifities of the Race

Legendary Lord Effects

Faction Effects

Starting Army

A few tips for that specific faction

Victory conditions

Main difficulties of that very campaign

Overall strategy and a few tips you should keep in mind

Two things to consider; firstly this guide is not pretending to be a bible for legendary hardcore players, i just like the game and wish to summarize very basic informations for quick access.

If you deem that an advice i wrote isn't good or viable in game, discuss with politeness, i will take your experience in account.

Take strategies with a grain of salt.

Secondly, it is right now written for Mortal Empire as a reference, a lot of information is to be gathered and is subject to change with upcoming updates and the shift towards Warhammer 3.

Thank you for reading this, make sure to use the summary tab on the right for quick browsing.

All of this obviously took a tremendous amount of time so please consider rating / favoriting the guide.

Credit to https://totalwarwarhammer.fandom.com/wiki/Total_War:_Warhammer_Wiki for some informations, the rest comes from the game

------------------------------------------

The Empire


Encyclopedia about Immortal Empires and a few tips image 21

The Empire is the most classical faction of Total War Warhammer: it has a diverse frontline infantry and flanking cavalry as well as very powerful shooters and artillery units. it also has access to a lot of different Lore of Magic.

Elector Count Fealty: Each region of the Empire is at the beginning controlled by a sub faction, your call is to unite them. Sometimes, dilemnas will pop and you will be asked to favor one over the other. I will cost you either Treasury, Fealty of an Elector or Prestige (a special currency earned througth war and actions.)

The important part of all of this comes with the following points, avoid at all cost to let the fealty of an elector count to drop to 0. He would declare war on you, leading you towards a spiral of events difficult to escape.

The second point is that, whatever you do, try to keep a minimum of 1000 Prestige. One of the possible dilemna is that an Elector Count declares war on you unless you pay a 1000 Prestige. For the other dilemnas, i would recommend using whatever currency you have the most between money and prestige. Follow the rule of the previous paragraph, you can still afford to loose Fealty to economize your currencies.

If by any bad luck of events, one (or several) elector counts declare war on you, you can "exploit" an issue in the diplomacy screen. If you had a very high relation with a faction that declared war on you and you open in the same turn the diplomacy screen, they will be very favorable for a peace treaty, non agression, military pact etc. This is why you should have as much pacts as possible with the Empire subfactions.

Once you control the capital city of a Region of the Empire, you can elect one of your Lords to become the new Elector count, giving you a Special Unit of renown, a weapon item and his army a few benefits.

Imperial Authority: A very important value to keep high, it gives you decent bonus for being positive (Growth and Income) and the equivalent in penalties bellow 0 down to -7. If it reaches -10 however, all the elector counts declare war on you.

This wide scale rebellion is a terrible event to happen to your campaign, your goals of confederations will move further away each turn and violence will be the only way. Avoid this

Some dilemnas will offer you +1 Authority in exchange for -1000 Prestige, a very good choice. (Remember to keep at least 1000 for an eventual secession attempt)

Also, keep in mind that confederating other Elector Counts will only be possible with random dilemnas and cost you -3 Imperial Authority.

Another good way of increasing Authority is by reinstating destroyed Elector count factions by attacking cities / ruins of their previous homeland.

Reikland

Karl Franz - Reikland


Encyclopedia about Immortal Empires and a few tips image 36
Encyclopedia about Immortal Empires and a few tips image 37

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Karl Franz can be played in any way thanks to his very generic bonuses, only his upkeep reduction pushes a bit the use of two unit types. Reiksguard being a bit less usefull than Greatswords, you can essentially play him with whatever army you want.

In Battle however is where the MAN shines the most, especially with his end game mount, Death Claw. He is a very good duelist and can quickly get to important targets. He can also use abilities providing decent buffs to his surrounding troops, so letting him battle amongst your army is a very solid choice too.

On the campaign map, he will make your diplomatic life a bit easier and his extra range is also a great boon.

As the Elector Count of Reikland, you start with a few buffs towards Research and Empire Knights. Nothing too sizable.

Campaign objectives:

Short victory: Control all the 11 provinces of the Empire (Direct ownership, Vassals or Military alliances)

Reclaim Sylvania (Direct ownership, Vassals or Military alliances)

Control 8 of the 21 racial capitals (Direct ownership, Vassals or Military alliances)

Eliminate Chaos Leaders when the invasion begins (Archaon, Kholek and Sigvald)Long Victory:

Same as the Short victory except that you need 17 racials capitals instead of 8

Main difficulties you might face:

Managing a decent Imperial Authority

Mannfred will very often grow strong by rushing elector counts, taking them down one by one before inevitably coming for you

Depending on your luck, Beastmen, Greenskins, Rakarth, Drycha and even Skaven tourists might decide to take actions against you (while you deal with greater menace)

The Chaos Invasion

Early and long term strategy - Overall tips

No matter what you will aim for, your first goal should always be to clean the secessionists and unite the province of Reikland.

In order to expand and grow in strength, you could always play defensively and trying to unite as much electors as possible. However if you play this way, remember that Sylvania will most likely play aggressively towards the Empire, reducing your Imperial Authority each time one Elector count faction is destroyed, hindering whatever you are doing.

In my last Very Hard attempt with Volkmar, i tried to rush myself Mannfred's home province a few turns after having united the Reikland. It proved to be very successful as the Vampires armies were all up north, razing whatever counts they were at war with. This allowed me to cut the bad roots quickly, then i just had to follow his conquerings, reigniting destroyed counts behind me and finally getting rid of all Carsteins.

Another plan i know some in the community follow is to rush Marienburg, as they cannot be confederated, yet their capital city provides a huge income with it's Port building.

Whatever you do, i would advice you to keep a military presence (not a full elite stack but still) in the Reikland if you decide to push further North or East. More often than not, Skarsnik, a Beastmen or Skaven stack can declare war on you, suddenly attacking a defensless main province from the South.

Also you should conclude as much alliances as possible to be apart of the Order gang. Bretonnia, Dwarves and High Elves should be your friends. Trade agreements are most welcome !

Volkmar The Grim - The Cult Of Sigmar


Encyclopedia about Immortal Empires and a few tips image 65
Encyclopedia about Immortal Empires and a few tips image 66

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Since his last update, Volkmar has really become a decent Lord choice over Franz, especially early game. He has great boosts to a handfull of early / midgame units, i found myself using Flagellents even in elite armies, as they will effectively be a frontline and not rout. He also favors the use of Witchhunters and Warriors priests,

Volkmar himself has a strong unique mount option and insanely good battle prayer abilities, wheter they provide battle bonuses or deal damages. A caster without the need of winds of magic.

Campaign objectives:

Essentially detailed in the part : Karl Franz - Reikland

Main difficulties you might face:

Essentially detailed in the part : Karl Franz - Reikland

Early and long term strategy - Overall tips

Essentially detailed in the part : Karl Franz - Reikland

Solland

Balthasar Gelt - Solland


Encyclopedia about Immortal Empires and a few tips image 81
Encyclopedia about Immortal Empires and a few tips image 82

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Balthasar Gelt can become a very strong caster in the lore of metal, he is also a very decent fighter and can mount a fast Pegasus, allowing him to quickly relocate during battles. Make sure to abuse his spells as those from the lore of metal will cost less winds of magic. Gelt can win sieges almost by his own if played properly.

He provides a few generic buffs to Battle Wizards to be used in armies or the campaign map; but more importantly, his armies has a fat +10 Armour factionwide, as well as a damage boost to all Artillery units.

Additionnaly, starting as the Elector Count of Solland, your Lord's army will have Vanguard Deployment and receive a slight upkeep reduction for Crossbowmen and Spearmen.

Campaign objectives:

Short victory: Control all the 11 provinces of the Empire (Direct ownership, Vassals or Military alliances)

Reclaim Sylvania (Direct ownership, Vassals or Military alliances)

Destroy the factions of Grimgors' Ardboyz and Crooked Moon

Eliminate Chaos Leaders when the invasion begins (Archaon, Kholek and Sigvald)Long Victory:

Add to the previous conditions:

Control 7 of the 21 racial capitals (Direct ownership, Vassals or Military alliances)

Destroy the following faction: Beastmen

Main difficulties you might face:

Vampire counts (Vlad and Mannfred)

Skaven and Vampiric corruptions

Greenskins from the South

Elector Counts shenanigans and Public Order

Chaos Invasion

Eventually, Grimgor

Early and long term strategy - Overall tips

The start can be quite tricky as you might end up fighting a few wars at the same time while being able to afford only one army. Make sure to use Gelt as much as possible in battle to make your life easier. As i said above, he has very powerful spells with reduced casting costs.

Expanding too quick in this campaign can end up fatal for you, make sure to build high in your starting provinces and defend Fort Soll at all cost.

Have a lot of Crossbowmen and Spearmen early to abuse their upkeep reduction and try to get higher tier units as soon as possible, especially Handgunners and Artillery units.

I would recommend to not accept any confederation at first hand, otherwise you might have to add your neighbors ennemies to your list. Karl Franz AI is very strong and he will grow faster and wage war better than you would at first, let him unite the Empire for you.

Vampire Counts are your problem as much as if you were playing Reikland, except that you are amongst the first line. It also means that you are next door if you want to rush Vlad / Mannfred with your Gold Magic.

Try to stay away from Greenskins and Dwarves as much as possible if you struggle with the Empire's problems.

The Huntsmarshal's Expedition

Markus Wulfhart - The Huntsmarshal's Expedition


Encyclopedia about Immortal Empires and a few tips image 114
Encyclopedia about Immortal Empires and a few tips image 115

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province :

Leader and Faction specificities

The Huntsmarshal's Expedition is a much more difficult Empire faction to play with. Indeed, at the beginning, you will only have access to basic units, no Gunpowders, no Artillery units, no elite armored infranty and cavalry. Their respective buildings will be unlocked by progressing in a special bar called Emperor's Mandate. It will be filled by capturing colonies or upgrading docks. Each levels will also increase the rank of reinforcements the Empire send you as well as adding negative diplomatic relations with the Lizardmen.

Keep also in mind that you can loose levels by loosing colonies or armies

Every x turns, the Empire will send you detachment of elite units you are not capable of training yourself called Imperial Supplies. You will be prompt to choose between Elite melee infrantry, cavalry, missile units or even artillery units. Once received, those reinforcements can be recruited instantly for free (there is only the upkeep to pay)

Additionally, the more you capture colonies and trouble the ennemy factions, the more a second bar, called Hostility, will fill. The higher that value is, the more the inhabitants of Lustria perceive you as a threat, adding public order penalties or even ennemy damage bonus.

If the bar is completed, a large ennemy army will appear somewhere in your region after 2 turns (the location will be announced beforehand), and the value will come back to 0 after the army is dealt with.

Loosing territories or simply waiting will reduce the perceived threat. Also remember that, as absurd as it may sound, capturing a Skaven settlement will anger the Lizardmen and raise your threat bar ...

Also note that, the higher the Hostility is, the faster you will be sent Imperial Supplies.

You will also have access to 4 unique heroes called Wulfhart Hunters. They are unlocked and buffed thanks to 4 multi-step quests. A Witch-hunter, a Wood Elf huntress, a dwarf engineer and a bretonnian knight.

Markus' boosts really pushes you to play his army with Hunters or Archers, the former being very good at killing large targets. In battle he is a good sniper unit despite very poor fighting efficiency in melee. He can fire while moving so make sure he stays out of trouble.

The boosts towards the Ambush stance is very good, especially in the Jungles of Lustria and the proximity of Skavens. This can always be abused towards AI factions.

Campaign objectives:

Short victory:

Control 11 provinces of Lustria (Direct control, military alliance or vassal)

Destroy the factions of Hexoatl, Itza, Clan Pestilens, The Awakened and The Dreadfleet

Have 100 Acclaim (Emperor's Mandate)

Long Victory (Same as short with the addition of:)

Destroy the factions of Spirits of the Jungle and Clan Mors

Control 7 of the 21 racial capitals (Direct control, military alliance or vassal))

Defend against the Chaos invasion and kill their leaders (Archaon, Kholek and Sigvald)

Main difficulties you might face:

Itza and Clan Pestilens in the South

Luthor Harkon (The Awakened) and their corruption in the East

Greenskins, Cylostra (The Drowned) and eventually Hexoatl in the North

Chaos Invasion someday

Early and long term strategy - Overall tips

You will start the campaign at war with a minor lizardmen faction, you should always fight them to try to get rid of them as soon as possible, before they call other factions to war.

Recruit archers in the first turns as well as spearmen / swordsmen to get a decent full stack, try to secure your starting province quick because your initial settlement is a tier III at best. Also, when getting your first Imperial Supply, mind taking the Great Canon + Outriders (Grenade Launchers); the latter are very good to micro manage your way towards a won battle.

Try to get quickly Wulfhart's hunters, almost all of them can be acquired by just walking in a particular province. Continuing their quest is up to you.

Eventually another Lizardmen faction will wage war on you, Tehenhauin or Gor-Rok in the south most likely; they are your target anyway. Some people would attack Luthor Harkon's faction in the east, because they are a threat and generates corruption, i dislike doing that however because of the attrition you will suffer and because The Awakening (Their settlement) has a very solid garrison, even without an army inside.

Decent plans should be to focus West and South, not going too deep to let Gor-Rok fight with Skrolk from Clan Pestilens, try to fight other factions one by one before attacking Itza.

Be careful about sudden war coming from the north (Cylostra, Greenskins or even Hexoatl), and keep developping South, your goal is to get all of Lustria.

Sign diplomatic agreements with High Elves, Empire Colonies, Dwarfs in Lustria if you can. You should also send a lone hero towards the Old World and sign treaties with old bros, Bretonnia, Reikland, etc ..

Make sure to not get low reliability otherwise the donut island people might declare war on you.

Don't hesitate to use Imperial Supply units

Chaos Invasion used to spawn fleets in the Ocean on the East of Lustria, so mind that when it begins.

------------------------------------------

Dwarfs


Encyclopedia about Immortal Empires and a few tips image 156

Dwarfs are a sturdier version of the Empire. What they lack in mobility and magic they compensate with strong armors and leaderships as well as rune caster lords. Their main battle strategies revolve on holding a strong line of ruthless axes and shield, until the ennemy dies or exhaust under a rain of projectiles.

On the campaign map, they have access to the Underway, a special stance for armies to move regardless of the terrain, usefull to move across mountains or avoid attrition. Armies can be intercepted in the tunnels however so becareful when you use it.

Every strong ennemy actions like a city captured will go in the Great Book of Grudges, filling up a bar, giving you more and more penalties but an increased chance of getting recruitable Slayer units. As difficult as it could be to settle a flow of incoming grudges, it is best to focus and settle them as quick as possible.

Grudges will gain in severity if they stay for too long in the Book, so mind that too.

Finally, some buildings, lords and a variety of actions will gather Oathgold, a special currency used,, in combination with trade goods, to craft a wide list of Weapons, Armors, Trinkets and Runes, usable by Lords and Heroes.

Dwarfs suffer low Growth, however they have typically access to a variety of Mines and Special buildings in their mountain cities, providing you a good amount of both income and Trading goods. Make sure to sign trade aggreements to exports a much as possible, boosting your income to wild amounts.

Karaz a Karak

Thorgrim Grudgebearer - Karaz-a-Karak


Encyclopedia about Immortal Empires and a few tips image 166
Encyclopedia about Immortal Empires and a few tips image 167

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Thorgrim gives a good boost to elite dwarf frontline support (Longbeard) and damage dealer (Hammerers), he also gives a lot of Leadership around him to Dwarfs with already high Leadership stats.

In combat Thorgrim will mostly act as a tanky support to his army, providing debuffs to ennemies. He really emphasize the Dwarfs playstyle of holding the line as a sturdy grumpy iron wall

Campaign objectives:

Short victory:

The total severity of the grudges in the Great Book of Grudges must not be greater than 9

Control 19 Dwarfholds of the Old World (Direct control, vassals or military alliances)

Control 8 of the 21 racial capitals (Direct control, vassals or military alliances)

Eliminate the leaders of Chaos once the invasion begins (Archaon, Kholek and Sigvald)

Long Victory:

Same as short victory except:

No grudges must be in the Great Book of Grudges

Control the 3 Dwarfholds in the North of the Old World (Direct control, vassals or military alliances)

Control the 7 fallen Dwarfholds in the Old World (Direct control, vassals or military alliances)

Control 17 of the 21 racial capitals (Direct control, vassals or military alliances)

Main difficulties you might face:

Grimgor, Grimgor and GRIMGOR

Skavens of Clan Eshin

Other Greenskin tribes

Chaos invasion

Early and long term strategy - Overall tips

Greenskins will be your main problem for a good half of the campaign, once you successfully got rid of Grimgor's Ardboyz, it will be much easier. Not an easy task however, other armies might come from the north east to get your province as soon as your army leaves.

Dwarfs have a very good income, especially with trades and mines, you should be able to fill up a full stack and afford a second army to protect your starting province.

It is possible to get rid of Grimgor's capital city very early in the campaign, deleting his ability to recruit Black Orcs, his main powerhouse. Make sure to use the Tunnel stance very carefully as the Greenskins can use them too. Try to get rid of Grimgor before the Skaven join the battle, against you obviously.

Greenskins will have the advantage of the Waaagh! increasing the power very fast, try to get a few Grudge Throwers they are very usefull to make a difference in battle. Quarrelers and Thunderers are also handy as shooters and can make up a good fight in melee.

The empire will be a good friend of yours despite being completely useless to help you with your vermin problems. Confederating as soon as possible other Dwarfholds might give you extra opportunities as well.

Grombrindal The White Dwarf - The Ancestral Throng


Encyclopedia about Immortal Empires and a few tips image 198
Encyclopedia about Immortal Empires and a few tips image 199

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Quite like Volkmar, i found myself prefering much more Grombrindal than the first choice of Thorgrim, as i think he outperforms him in several aspect.

Only his damage bonus against elves is useless as you will probably never have the luxury to decide, yeah let's go settle some grudges on the donut island.

On the campaign, his main strength is the ability to call upon the power of the Ancestor Gods. Every 20-25 turns, you will have the same dilemna between 4 choices, with large buffs towards a certain aspect. It can boosts for the province Grombrindal is in, Upkeep reduction / recruitment costs for his army and research faction wide, battle boosts to Grombrindal or to his army.

His leadership bonus is much better than Thorgrim as it applies on all the army, no matter the distance.

In battle, the White Dwarf is very good at holding ennemies for your army, less tanky than Throgrim he is very decent nontheless.

Campaign objectives:

Essentially detailed in the part "Thorgrim Grudgebearer - Karaz-a-Karak"

Main difficulties you might face:

Essentially detailed in the part "Thorgrim Grudgebearer - Karaz-a-Karak"

Early and long term strategy - Overall tips

Essentially detailed in the part "Thorgrim Grudgebearer - Karaz-a-Karak"

Belegar Ironhammer - Clan Angrund


Encyclopedia about Immortal Empires and a few tips image 216
Encyclopedia about Immortal Empires and a few tips image 217

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

As faction of the Dwarves, you will probably encoutner the same issues in fight as Karaz a Karak.

They are too slow and do not own an effectice cavalry.

Belegar does not have his own unique skills and with his lack of amour piercing damage, he is pretty low against lords like Grimgork. You will need massive support to get him trough these fights.

On the campaign map Karaz-a-Karak will confederate with probably every potential dwarven ally, so you have to be fast or you should focus on other factions as allies. Every little decision in your camapign will have a big impact on your progression in the camapig, so it is highly recommended to take them wisely without rushing.

Skarsnik and other Skaven can be a relly dangerous threat to your kingdom, so try to kill them fast as possible.

Early and long term strategy - Overall tips

Ungrim Ironfist - Karak Kadrin


Encyclopedia about Immortal Empires and a few tips image 231
Encyclopedia about Immortal Empires and a few tips image 232

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Thorek Ironbrow - Ironbrow's Expedition


Encyclopedia about Immortal Empires and a few tips image 241
Encyclopedia about Immortal Empires and a few tips image 242

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Greenskins


Encyclopedia about Immortal Empires and a few tips image 251

Greenskins are a fun race to play with, your army has a large list of dangerous infantry, fast cavalry and angry monsters. A few missile units and artillery but they are not your biggest strength. On the campaign map they are good at raiding and overwhelming ennemy lands.

The Underway: Similar to the Dwarfs and Skaven, Greenskins have access to the underway, a special stance allowing for movement on any terrain, usefull for crossing mountains for instance. Armies can be intercepted in the tunnels though.

WAAAGH! (campaign map): Winning battles and razing settlements will fill up a bar, giving you various bonuses such as cost reduction and leadership. Once the bar is full, you can choose a faction (and declare war against them if it isn't the case yet), giving all your army a second list of units in the command of the same lords.

These second armies will grow each turn as Greenskins gather, giving you the same amount of units that the initial armies had when called the Waaagh. Thus, it's better to wait for full stack armies.

The Waaagh gives you as a target the Capital city of the faction you used Waaagh! on, giving you bonuses depending on the race of that faction, if you manage to possess the city by the end of the Waaagh! (20 turns). The stronger the faction is, the bigger the bonuses will be, ranging from "Big", "Bigga" and "Biggest" trophies.

You can definitely choose not to summon a Waaagh to profit from the bonuses of the filled up bar.

WAAAGH! (battle map): Separately of all of the above, all greenskins lords have access in battle to an army ability called "Waaagh!". In order to use it during battle, a bar must be filled first. Points are generated by every units engaged in melee combat. The generic Waaagh! ability will provide the following boost to the entire army for 18 seconds: +24 Melee attack, Immunity to Psychology, +25% Base Weapon damage and +25% Armour piercing weapon damage

Each Greenskin legendary lords have a specific Waaagh! ability replacing the default one.

Scrap: After battles and settlement razing, you will also receive a side currency called Scrap. They are mainly used to unlock some Researches at first, those allowing you to upgrade each individual units in your armies by spending Scrap.

I would recommend saving Scraps to advance in your Technology Tree first and spending them very carefully on units, for instance only on your Legendary Lord Army. That being said, some bonuses are very FAT and might be very advantageous in battle.

Savage Orcs: Greenskins can build special buildings allowing for recruitment of Savage Orcs units, on settlements marked with the ressource "Savage Orcs". (Red skull)

Each equivalent units of Savage Orcs have higher attack stats and got a lower defense in exchange of physical damage resistance.

Tribal Confederation: Greenskins live in a brutal but simple society. Yes you can confederate other gitz with diplomacy. You can also kill in a battle the leader of a Greenskin faction to confederate him. Da boyz alwayz on for a good krumpin'

Grimgor Ironhide - Grimgor's 'Ardboyz


Encyclopedia about Immortal Empires and a few tips image 267
Encyclopedia about Immortal Empires and a few tips image 268

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Grimgor is a stubborn and very strong fighter, amongst the most devastating lords in duel. He is able to kill almost any other Legendary lord by himself as well as holding himself against a few ennemy units. His only downside is that he has neither any spells nor an available mount.

Grimgors' Ardboyz is a very solid greenskin faction as their elite melee infantry (One if not the best of the game), the Black Orcs, receive delicious boosts to their combat efficiency as well as their cost.

The boost in movement range and post-battle loot encourages you to play aggressively on the campaign map, to keep fightin' n' krumpin'.

Campaign objectives:

Main difficulties you might face:

Karaz-a-Karak and the Dwarfs from the North

Skaven in the South (Minor clan and Clan Mors) and the East (Clan Eshin)

Chaos invasion: It might sound far away from your start but if you confederate the northen mountains, you will be actually pretty close to Kislev and Deamons.

Eventually, the factions of the Order

Early and long term strategy - Overall tips

Skarsnik - The Crooked Moon


Encyclopedia about Immortal Empires and a few tips image 284
Encyclopedia about Immortal Empires and a few tips image 285

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Take back control of one of your most prized possession: Karak Eight Peaks

Destroy the 12 Greenskins factions of the old world + Grimgors' Ardboyz and Clan Angrund

Main difficulties you might face:

Clan Angrund led by Belegar IronHammer

Reclaiming Karak Eight Peak

Eventually Couronne, Karaz-a-Karak and Reikland

Early and long term strategy - Overall tips

Skarsnik's biggest existential threat is located a few settlements south to his starting province, i'm talking about the dwarves of Clan Angrund. You should focus on destroying them at all cost as soon as possible because they should quickly come at you with a lot of power.

Belegar Ironhammer's army will have a few special heros in his army, ghosts of ancestors, pretty dangerous and very resistant to physical attacks. Also his armies will not suffer proper upkeep so he might get large armies soon.

Make use of Skarsnik Quick Attack and Arachnorok Spider as early game dwarfes will have very few armour piercing units. Try to produce Trolls very quickly and spam as much goblins as possible. Remember that you could lure the ennemy with a small army just standing there, while Skarsnik is preparing an ambush in the front.

In battle make sure to manoeuvre to flank lines and get missile units. Units can be upgraded with Vanguard and Skarsnik himself has an ability giving temporary stealth to units around

him.

Once your main thorn in the foot is removed, your focus should be to strengthen your relations with other Greenskins and even more, get Karak Eight Peak back. Quite a brutal but working plan is to send a full stack led by Skarsnik and declare war to whatever Skaven Clan is currently occupying the Dwarfhold.

If it is a major faction like Clan Mors or Clan Eshin, it should not be a problem either because they are usually at war with Grimgor already, and they are threats to you anyways. I would recommend cleaning the south east corner of the map (Clan Mors / Last Defenders) before shifting towards the old world and the Empire.

Keep in mind that in order to confederat Grimgor, you do not need him to like you, just find his army and surprise him with war and an unwinnable battle. His entire faction will end up yours.

You could also let him be for now, as long as he likes you. Grimgor as an AI is quite overpowered, managing to kick ass to multiple factions at the same time. Just make sure to know where he is and not lost him in the fog of war for a hundred turns. (No, that didn't happen to me, why would it have happened to me ?)

TL;DR: Fight your way towards the destruction of Clan Angrund (Abuse Trolls, Arachnorok Spiders, Heros on the world map and Goblin spells)

Rush Karak Eight Peaks as soon as possible and declare Waaagh on whoever is sitting there. Build high and shift the center of your empire there

Get rid of Skaven / Lizardmen south as rats will almost inevitably turn on you

Confederate Grimgor and wage war against Factions holding the cities you need to win

Make sure the Empire takes its toll when the Chaos indiscreminaly come in the Old World

Wurrzag Da Great Green Prophet - The Bloody Handz


Encyclopedia about Immortal Empires and a few tips image 313
Encyclopedia about Immortal Empires and a few tips image 314

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Grom The Paunch - Broken Axe


Encyclopedia about Immortal Empires and a few tips image 323
Encyclopedia about Immortal Empires and a few tips image 324

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Azhag The Slaughterer - Bonerattlaz


Encyclopedia about Immortal Empires and a few tips image 333
Encyclopedia about Immortal Empires and a few tips image 334

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Vampire Counts


Encyclopedia about Immortal Empires and a few tips image 343

Vampire counts are a slightly different faction to play, your army roster is composed of melee units almost exclusively, wether it is infantry, cavalry or monster (especially flying monsters). A lot of your starting units are mostly canon fodder intended to slow down and keep your ennemy busy, while you hit him with much stronger units or spells.

Undead: Your units being already dead, they will not rout when suffering from low / negative leadership. They will however crumble and take damage as your magic leaves them.

Protecting your Lord is even more important as your army can fade away very quickly if a wide spread negative leadership hits you.

Raise the Dead: Vampire counts armies have an additionnal menu to recruit units on the campaign map, Dead can be raised instantly at a cost, usually weak units, but it can be medium and even elite units if large battle occured in the region or specific buildings have been built.

Do not fear casualties especially on early units as you will be able to instantly replace them after a battle, sometimes even in defeat a few units are automatically raised back.

Vampiric Corruption: Vampires are relying on Vampiric corruption to sustain their units and provinces. Any non vampire army entering a region with high vampiric corruption will suffer attrition, adding an extra layer of defense to your empire.

The opposite is however true too, if your armies march through territories without vampiric corruption, they will suffer attrition. Either take casualties or make sure to spread corruption before attacking other lands.

Bloodlines: Vampire counts have access to a special currency called Blood Kisses, earned when defeating faction leaders, assassinating heroes, etc ..

Blood Kisses can be spent to unlock special Lords distributed in 5 different bloodlines, with each their bonuses depending on how much Blood kisses you spent.

Mannfred Von Carstein - Drakenhof Conclave


Encyclopedia about Immortal Empires and a few tips image 355
Encyclopedia about Immortal Empires and a few tips image 356

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Short Victory:

Control 12 provinces by direct ownership, through vassals or military alliance

Destroy the faction of Reikland

Defend against the invasion of Chaos and defeat the leaders (Archaon, Kholek and Sigvald)

Long Victory:

Control 20 provinces by direct ownership, through vassals or military alliance

Destroy the faction of Reikland, Couronne and Karaz-a-Karak

Defend against the invasion of Chaos and defeat the leaders (Archaon, Kholek and Sigvald)

Main difficulties you might face:

The Empire growing unstoppable, confederating more and more counts and looking angrily at you.

The Chaos Invasion

Bretonnians, Dwarves and even Greenskins eventually declaring war. (The latter is less likely)

Early and long term strategy - Overall tips

As said above, the main problem is letting the Reikland play and grow as they want. An overall good strategy is to get control over your starting province and then directly head towards Reikland to kill the future threat quickly. You will have to play smart and manually fight your battles; the bad root of Reikland might still spread while you're at war, with random confederations, but this is a good way to get rid of the problem.

It is also possible to quickly attack and get rid of Elector Counts, they are much weaker factions and it reduces Reikland's options to grow stronger. Don't take too much time however because they will sign more and more treaties binding them to eventually large factions.

The seemingly safest strategy of simply, staying in your corner and grow strong without wars, is probably not viable at all in higher difficulties, because no matter how fast your grow, Karl Franz will develop faster.

A very commonly known strategy is to rush a technology named "Defiler of the Ancient Barrows", reducing the upkeep of Skeleton Warriors and Skeleton Spearmen by 100%. This will essentially allow to maintain entire armies for very few upkeep, allowing you to conquer undefended cities or provide backup to other armies to overwhelm your foes. With the "Raise the Dead" mechanic, you will be able up to raise very quickly cheap large armies. Just make sure they will struggle against high tier ennemy stacks (Such as Karl Franz Army, Chosen of Chaos, etc)

Vampires, Banshees, Revenants and Necromancers are the 4 different type of Heroes available and you should incorporate a few of them in the armies. Revenants are also very strong on the campaign map to assassinate heroes and weaken armies; farming up blood kisses. Your caster lords and heroes can be enough to deal damage when properly used in an army of skeletons.

Make sure to build at least in the province capitals the building spreading Vampiric Corruption, this will make your war go easier around your lands. Keep also in mind to spread Garrison

Helman Ghorst - Caravan Of Blue Roses


Encyclopedia about Immortal Empires and a few tips image 382
Encyclopedia about Immortal Empires and a few tips image 383

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Vlad Von Carstein - Sylvania


Encyclopedia about Immortal Empires and a few tips image 392
Encyclopedia about Immortal Empires and a few tips image 393

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Isabella Von Carstein - Sylvania


Encyclopedia about Immortal Empires and a few tips image 401
Encyclopedia about Immortal Empires and a few tips image 402

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Heinrich Kemmler - The Barrow Legion


Encyclopedia about Immortal Empires and a few tips image 411
Encyclopedia about Immortal Empires and a few tips image 412

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Norsca


Encyclopedia about Immortal Empires and a few tips image 421

Wulfrik The Wanderer - World Walkers


Encyclopedia about Immortal Empires and a few tips image 424
Encyclopedia about Immortal Empires and a few tips image 425

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Throgg - Wintertooth


Encyclopedia about Immortal Empires and a few tips image 434
Encyclopedia about Immortal Empires and a few tips image 435

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Bretonnia


Encyclopedia about Immortal Empires and a few tips image 444

Bretonnia is a strong faction heavily focused on cavalry of all qualities and roles. Their army roster is mostly separated in two; noble knights (expansive elites) and peasant infantries (expandable supports). They also have access to a few lore of magic as well as buff providing support units.

As they rely mostly on cavalry, it is a faction that will require you a bit more of micro-managment; the ability to give focused orders to specific units.

Peasant economy:

One of your burden will be to manage your subjects; recruiting cheap units for your army means that fewer peasants will actually work for your economy. A limit of 8 peasants is given to begin with, increasing by 2 for each settlements you own.

If you are at or under your limit; you will receive the following buffs faction-wide: -100 % upkeep for peasant mobs

-10 % upkeep for non Knight units

If your amount of peasants is in excess, you will loose the above buff and suffer the following:

-10 % income from Fields, Farm and Landed Estate buildings

Vows and Troths

Each Bretonnian Lord and Paladin can completed three Vows to obtain permanent bonuses.

Each of these Vows will proposed you three different campaign objectives; giving you different bonus upon completion.

Troths are the exact same mechanic but for Bretonnian Prophetesses.

Chivalry:

Chivalry repsents a sort of currency that you will have to manage while playing Bretonnia; you will earn Chivalry after winning battles, with specific buildings, research or traits.

On the other hand you will loose some when doing things a gentleman would never do, such as Raiding or Sacking.

You will be able to reach several milestones with specific amounts of Chivalry, each of them providing you greater and greater bonuses; mostly related to Leadership, Recruitment buffs and experience gain.

Each milestone will also let you summon for a few turns, a legendary hero called the Green Knight. Once the maximum amount of Chivalry is reached, the Green knight can be summoned an unlimited amount of time (Still for a limited amount of turns)

Lance formation

This is a very small feature but still; a few cavalry units from the Bretonnian roster are able to enable a "Lance formation".

The models of this unit will form a triangle instead of the classical rectangle shape every other units have; as well as buffs such as accelaration, charge speed and charge bonus.

Effectively, this will allow them to locally pierce through ennemy line.

Bretonnia is an Order faction, with time and especially with the Chaos invasion, you will probably be friend with the Good Guys.

King Louen Leoncoeur - Couronne


Encyclopedia about Immortal Empires and a few tips image 469
Encyclopedia about Immortal Empires and a few tips image 470

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Alberic De Bordeleaux - Bordeleaux Errant


Encyclopedia about Immortal Empires and a few tips image 479
Encyclopedia about Immortal Empires and a few tips image 480

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Fay Enchantress - Carcasonne


Encyclopedia about Immortal Empires and a few tips image 489
Encyclopedia about Immortal Empires and a few tips image 490

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Repanse De Lyonesse - Chevaliers De Lyonesse


Encyclopedia about Immortal Empires and a few tips image 499
Encyclopedia about Immortal Empires and a few tips image 500

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Wood Elves


Encyclopedia about Immortal Empires and a few tips image 509

Wood Elves armies are mostly composed of light armored elven infantry and cavalry on one side, and of magical monsters on the other. (Treemen, Dragons)

They also have very strong missile units, despite lacking any artillery units.

You will also have access to very good lores of magic.

Wood elves are an isolationist faction on the campaign map. Their starting settlements are ancestral magical forests; Tier V cities taking the role of a province by themselves. They are very strong to defend and can provide you with any building you need.

Outside of that, Wood Elves can only build minor outposts in regular settlements.

The Oak of Ages:

The Oak of Ages is a special settlement that you start with while playing the factions of Talsyn or Argwylon, providing you large bonuses. If the Oak is destroyed, your campaign will be over.

Amber:

Amber is a currency spent to unlock Wood Elves researches. It is obtained by healing magical forests.

Magical Forests:

Each magical forest settlements that you conquer must be healed to unlock Amber and progress through your campaign. It is symbolized by a meter that you must fill.

To heal a Forest, you have various actions at your range such as; conquering adjacent settlements or fighting quest battles labeled "Intruders".

Deep Roots:

With an Oak of Ages under control, you get acces to the Deep Roots. This system allows you to teleport from your forest to another realm connected with the Deep Roots. It is marked as a branch icon.

Orion - Talsyn


Encyclopedia about Immortal Empires and a few tips image 526
Encyclopedia about Immortal Empires and a few tips image 527

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Orion as legendary Lord as well as faction has a bonus on cavalry. In addition, Orion is in general an effective warrior in battle. The best way to fully use his potential is to skill the army-support skill tree. His buffs are extremely useful for the whole army and buffs it to nearly invincibility. As long as you keep him in aura range of your units they get the buffs and can deal the maximal amount of damage.

Campaign objectives:

Main difficulties you might face:

Tremendously low income

Inability to maintain more than a few armies at the same time

Isolationist faction: Only settlements in the magic forests have many building slots.

Early and long term strategy - Overall tips

For Orion you have a bonus on cavalry, so using cavalry in your armies will be cheaper and more effective ( Wood elves cavalry is the weakest part of their roster, but still really effective, if used properly) , than for other Wood Elf factions.

As usual the more aggressive you play, the better your military position in the game will be. Conquer every settlement with a resource, stack your outposts and conquer some ports to establish a few trade routes. Be aware of the low economy and don't be afraid of a negative income as long as you keep fighting and plundering other factions.

Take also care of Clan Skryre, they can be very annoying while playing a faction of Aethel Loren, so just kill them as quickly as possible.

As a Wood Elf it is important to precisely only declare war on factions you can handle with because you cannot maintain many armies.

As first steps in the campaign, taking out the goblins and Skaven is a good start to strengthen your position. Confederation with other Wood Elf factions will help you, building your empire, but be careful: Your economy is going to be really weak and you will not be able to maintain many armies at the same time.

Durthu - Argwylon


Encyclopedia about Immortal Empires and a few tips image 545
Encyclopedia about Immortal Empires and a few tips image 546

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

With his special abilities, traits and the fact he is a Treeman, Durthu is a terrifying adversary to pretty much every faction you can face on the map.

Like the other Wood Elf factions, you have to deal with massive economical issues.

Durthu is focused on the heavy monstrous units like Treekin. This makes him in fact to a good Lord to have heavy front lines.

Campaign objectives:

Main difficulties you might face:

Essentially detailed in the part : Orion - Talsyn

Early and long term strategy - Overall tips

As Durthu (Like Orion) you will start in Aethel Loren a forest surrounded by Orcs, Skaven, Bretonnia and some other factions.

During the game you will face massive economical issues. To avoid bankruptcy, declaring war to other factions and plundering their settlements (like you do with Archaon in WH2) is a good way to have a steady income that keeps you in the game. Declaring war on Bretonnia, plundering and destroying their settlements give you a good income through battles and plunder. Conquering their ports and settlements with resources is a nice way to enable a solid trade with other factions like the High Elves of Ulthuan.

To push your military, you can stack the effects of outpost buildings. This will make your units nearly invincible.

As the WE units are really powerful in battle, you will not really face a dangerous enemy. I recommend to annihilate Skaven on your borders. These little rats continuously spawn cheap full stack armies, and you cannot maintain many armies at the same time because of the upkeep, you have to pay for your units.

In battle it is recommended using Treekin as front line, NOT infantry. In addition to the Treekin you can recruit some Branchwraiths to support and heal Durthu and the other Treemen. This will make it even harder to kill them.

Sisters Of Twilight - Heralds Of Ariel


Encyclopedia about Immortal Empires and a few tips image 564
Encyclopedia about Immortal Empires and a few tips image 565

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

The sisters of Twilight own a unique mechanic: The Forge of Daith. The Forge is the Wood Elf equivalent to the Tomb King mortuary cult, so you can create special items through using specific resources. Settling the heathlands will heal your forest and razing, plundering and fighting will enable you to have a steady income.

In battle, the Sisters of Twilight are ranged legendary units, who can act very agile. This gives you the possibility to be more flexible in battles. As always they can buff their units and bring them almost to invincibility with stacking outposts.

Campaign objectives:

Main difficulties you might face:

Tremendously low income

Inability to maintain more than a few armies at the same time

Isolationist faction: Only settlements in the magic forests have many building slots.

Hostility of the Dark Elves

Early and long term strategy - Overall tips

As Dark Elfs are very hostile, they will probably declare war on you, so you should be prepared and try to get a non aggression pact with Alith Anar. Theres is a possibility to get a non aggression pact with Morathi too, but it is more than likely, that Malekith will confederate and the pact will be passé.

To compensate the lack of income, I recommend conquering ports, resource settlements and battle income as much as possible. Razing and plundering is as always a good income for Wood Elves. try to conquer the heathlands (Or let an ally settle there) to heal your forest.

As the WE units are really powerful, you don't need to Doomstack your armies with elite units, so you can massively economize your money through the reduction of upkeep costs. In battle, the sisters are ranged units. They are pretty weak in melee combat. Therefore, it is highly advised to have a few Hawk Riders in your army. Focus on immediately annihilating any unit that can catch your missile units.

Drycha - Wargrove Of Woe


Encyclopedia about Immortal Empires and a few tips image 583
Encyclopedia about Immortal Empires and a few tips image 584

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Beastmen


Encyclopedia about Immortal Empires and a few tips image 593

A race of warmongering forest monsters, Beastmen's armies are composed of strong hitting melee units and monsters, suffering lower armor and leadership.

Horde: Unlike the majority of races, Beastmen are played as a Horde. They can not develop settlements like other factions, instead their armies will encamp and set up their equivalent of buildings. Once done, the army can move again, with the upgrade "buildings" following it and providing bonuses and new recruitments like standard buildings.

Also, each army has a value called Bestial Rage, increasing with every fights and decreasing with inactivity. Providing growth bonuses all the way down to casualties.

Army Stances Two unique stances are available to the Beastmen army, the default one merges the basic stance with Ambush, providing a chance that every attacked ennemy is ambushed.

They also have access to a stance called Beast-Paths, working as the Tunnel stance some other races can have. Effectively allowing shorter movement range, but accross difficult terrains and even mountain ranges.

The Dark Moon: Every 7 turns, when the Moon is Full, a special dilemna will pop, proposing you increased battle efficiency, army replenishement, recruitment bonuses, ...

Herdstones and Blood-Grounds: Beastmen can not occupy settlement the regular way, the only way to do so is by spending a special currency called Herdstone Shards

Once a Herdstone shard has been used on a settlement, cities aroud it will be marked as Bloodgrounds, preventing any faction to colonize them if they are ruins.

If a city marked as BloodGround is razed, a value linked to this very Herdstone called Devastation will raise. When the value of Devastation is above 10, Beastmen can accomplish an instantaneous ritual, transforming the Devastation value into Marks of Ruination. It will also give one Herdstone shard back.

Marks of Ruination: Beastmen units do not pay upkeep, however they are strictly limited in quality and numbers by two progression, the first one being Marks of Ruination.

Marks of Ruination obtained as detailed above, by accomplishing rituals near devastated colonies, will fill up a bar. Each of the milestones will unlock he recruitment of units more and more advanced, as well as a few other bonuses. You are restrained to basic units in the begining of the campaign.

Dread: The other currency limiting your army progression is Dread. Dread is obtained by many ways: Winning battles, technologies, Lord skill ... It can be spent in a special menu to increase your limits for each specific units you may recruit.

In the beginning of the campaign, almost everything will be blocked in terms of quality and quantity. Marks of ruination will increase the QUALITY of your units, Dread will increase the QUANTITY of your units.

Razing settlements: Despite being able to raise a Herdstone, you can simply decide to Raze a settlement target, either for replenishement or a higher money gain. Anyways, your army will earn in return a percentage of it's mobility, allowing you to engage in more combats.

Khazrak The One-Eye - Warherd Of The One-Eye


Encyclopedia about Immortal Empires and a few tips image 610
Encyclopedia about Immortal Empires and a few tips image 611

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

The Herd of the One Eye faction is the most basic take on the Beastmen race. Khazrak himself is an almost generic melee legendary lords, having decent martial prowess and a few buffs to Ungor Archers (Basic missile units) and Bestigors (Elite infantry).

Himself and his faction also provide buffs to help you play more strategically and cunningly, such as higher chance to escape with Beat-paths and higher Ambush success chances. This faction also enjoys lower cost in Dread currency, allowing you to improve your armies a bit quicker.

Campaign objectives:

Short victory:

Destroy the majority of the Human factions of the Old-World (Including Reikland, Couronne, Elector Counts, ...)

Raze 40 colonies

Obtain 10.000 treasury from raids

Win the battle "The fall of Men" (Quest battle unlocked once all of the above Human factions are destroyed)

Long victory:

Destroy the previously mentionned factions with the addition of Karaz-a-Karak

Raze 40 70 colonies

Obtain 10.000 20.000 treasury from raids

Win the battle "The fall of Men" (Quest battle unlocked once all of the above Human factions are destroyed)

Main difficulties you might face:

Order Tide

Early and long term strategy - Overall tips

As the One-Eye, your main goal is to destroy Reikland and Bretonnia as hard as possible. As a Chaos-aligned faction, you must weaken those two, otherwise they might really well destroy Archaon's happy party when he comes, leaving you as a much likely target for the Order tide.

At the beginning you can choose to destroy Estalia during the early turns, or head directly towards Bretonnia. Sometimes, Magritta can be tricky to occupy / raze, so focus on Bilbali first. Clan Skryre next to you will be more than happy to help you.

Make sure to place Herdstone Shards when you know you can get enough Devastation to perform the ritual, improving your Marks of Ruination count.

Your plan will be to get rid of Bretonnia's minor factions one by one until you can destroy Couronne. Make sure to join wars instead of declaring war, if any alliances are standing in your way.

By the time i arrived in the Empire, It was really shakened by Dark Elves, Vampire Counts and the beginning of Chaos. You should have an easy time getting rid of Reikland. If not, make sure to claim settlements by settlements, using bloodgrounds to deny any recolonization.

Usually Grimgor takes over the Dwarfs kingdom so this is a threat removed as well. At some points you will have very strong wandering armies and a lot of grounds completely denied to any factions, allowing you to be at war with multiple powerful facctions.

Once Chaos comes, no special dilemna will concern you. You can sign treaties with them or simply ignore the invasion.

Malagor The Dark Omen - Harbinger Of Disaster


Encyclopedia about Immortal Empires and a few tips image 640
Encyclopedia about Immortal Empires and a few tips image 641

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Morghur The Shadowgave - Warherd Of The Shadowgave


Encyclopedia about Immortal Empires and a few tips image 650
Encyclopedia about Immortal Empires and a few tips image 651

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Taurox The Brass Bull - Slaughterhorn Tribe


Encyclopedia about Immortal Empires and a few tips image 660
Encyclopedia about Immortal Empires and a few tips image 661

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Warriors Of Chaos


Encyclopedia about Immortal Empires and a few tips image 670

Archaon The Everchosen - Warhost Of The Apocalypse


Encyclopedia about Immortal Empires and a few tips image 673
Encyclopedia about Immortal Empires and a few tips image 674

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

As Archaon you have to face Bretonia and the Reikland in the early- or midgame. They are really powerfull and hard to get rid of. You will have to manage your finances because of the lack of a constant income. No conquerable Provinces menas also, that there is no way to recruit units en masse. You have to manage the buildings in your hordes and get as many recruitment slots as possible.

Early and long term strategy - Overall tips

Chaos has very strong melee units, so you won't have issues with crushing the Norsca.

It is recommended to awaken every possible Norsca and get the needed allies with them.

If you have the time and motivation you can head to Ulthuan first and pick up the Sword of Khaine. With that weapon, Archaon is almost undefeatable. To prevent the threat of Bretonia and the Reikland, it is recommended to form a Spearhead and rushing their kingdoms.

Kholek Suneater - Heralds Of The Tempest


Encyclopedia about Immortal Empires and a few tips image 687
Encyclopedia about Immortal Empires and a few tips image 688

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Sigvald The Magnificent - The Decadent Host


Encyclopedia about Immortal Empires and a few tips image 697
Encyclopedia about Immortal Empires and a few tips image 698

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Bel'akor - Shadow Legion


Encyclopedia about Immortal Empires and a few tips image 707
Encyclopedia about Immortal Empires and a few tips image 708

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Azazel - The Ecstatic Legions


Encyclopedia about Immortal Empires and a few tips image 713
Encyclopedia about Immortal Empires and a few tips image 714

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Festus The Leechlord - The Fecundities


Encyclopedia about Immortal Empires and a few tips image 719
Encyclopedia about Immortal Empires and a few tips image 720

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Vilitch The Curseling - Puppets Of Misrule


Encyclopedia about Immortal Empires and a few tips image 725
Encyclopedia about Immortal Empires and a few tips image 726

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Valkya The Bloody - Legion Of The Gorequeen


Encyclopedia about Immortal Empires and a few tips image 731
Encyclopedia about Immortal Empires and a few tips image 732

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

High Elves


Encyclopedia about Immortal Empires and a few tips image 737

High Elves is a very flexible faction meant to be easily played by newcomers, yet it has a balanced solid roster of army and can quickly turn into an economic powerhouse.

Lines of spears, swords, archers; Cavalry; Chariots; Artillery units and Dragons, the High elves are also formidable spellcasters.

Martial Prowess:

High-Elves are experts in their domain in the lore, this is represented in game with a boost of combat statistics if a unit enters a battle at full health. The bonuses are lost once the unit hits 50% health.

Influence:

A special currency High-Elves can gather with hero actions, specific buildings or dilemnas event.

Influence will be required in some of the random dilemnas proposed to you (Leading to beneficial outcomes), to recruit Lords and Heros having positive traits (The ones costing money will mostly have negative traits), or to be spent in the menu "Intrigue at the Court"

Intrigue at the Court:

Another tool available to High-Elves is the "Intrigue at the Court", a unique menu where you can pay with Influence, to raise or lower the diplomatic relations between two selected factions, amongst those you have met. You can affect your own faction relations.

Espionage and Trade:

I wrote in the introduction that High-Elves can become an economic Powerhouse, it is mainly due to this specificty called Espionage and Trade.

Every time you will sign a Trade Agreement with another faction, all their territories will be revealed behind the fog of war. Just like true friends. A friend you spy all day long.

The other passive specifity of the High-Elves is that Trade Agreements usually involve higher income than any other race would receive. Money.

Rites:

Finally, as a Game 2 base race, the High-Elves have access to 4 rites. In exchange of treasury, a faction-wide buff will be receive. They depend of the Elven faction you play as.

Tyrion - Eataine


Encyclopedia about Immortal Empires and a few tips image 755
Encyclopedia about Immortal Empires and a few tips image 756

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Tyrion is an easy start for Warhammer Total War Series games in general. His starting army is pretty powerful and his position is strategically easy to hold. As High Elf of Ulthuan he has access to the intrigues mechanic, so he can easily confederate other HE-factions. Tyrion has reduced upkeep cost for ranged units, Silverhelmets and some other early/mid-tier units, so you can quickly raise some armies. This enables a pretty aggressive play-style.

Campaign objectives:

Main difficulties you might face:

Count Noctilus is a potential threat

Orcs will be on your right flank

N'Kari in the North of Ulthuan can be annoying with his corruption

Hostility of Dark Elves

Early and long term strategy - Overall tips

As Tyrion is pretty easy to play, you will not face many threats in the early game. First destroy the Dark Elf faction you are in war with at the beginning of the game. Try to annihilate Count Noctilus as quickly as possible. Be aware of the Orcs on your right side, they will likely declare war on you. So try to get these provinces (Caledor and the Greenskin province) and you will have a good start. As High Elves confederating is one of your main tactics to grow your empire, so just make sure you don't allow N'Kari to destroy Avelorn and you can quickly get best friends with Alarielle. She will be a good ally in the future. In battle, Tyrion is an excellent duelist and can destroy most of the enemy units. He is a tremendously powerful legendary lord and has probably no threat on the battlefield. HE have a well-balanced unit roster, so you can play whatever you want. I advise to recruit armies with a solid front line (Swordmasters of Hoeth or Lions of Chrace in early game) and a large ranged regiment (Archers, Sisters of Avelorn as high tier) Dragons are the Elves nonplus ultra, they are extremely strong and can take out whole units, but take care of them. They will not be a good choice for prolonged combat. Use Dragons like you do with cavalry and you will be good.

Teclis - Order Of Loremasters


Encyclopedia about Immortal Empires and a few tips image 771
Encyclopedia about Immortal Empires and a few tips image 772

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Alarielle The Radiant - Avelorn


Encyclopedia about Immortal Empires and a few tips image 781
Encyclopedia about Immortal Empires and a few tips image 782

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Alith Anar - Nagarythe


Encyclopedia about Immortal Empires and a few tips image 787
Encyclopedia about Immortal Empires and a few tips image 788

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Eltharion - Yvresse


Encyclopedia about Immortal Empires and a few tips image 793
Encyclopedia about Immortal Empires and a few tips image 794

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Imrik - Knights Of Caledor


Encyclopedia about Immortal Empires and a few tips image 799
Encyclopedia about Immortal Empires and a few tips image 800

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Caledor has the ability to recruit unique and tremendously strong dragon single entity units through specific battles. These battles will appear as quests during the campaign. Imrik is the only High Elf who starts in the Old World.

As a Legendary Lord Imrik is a really good tank and damage dealer.

Campaign objectives:

Main difficulties you might face:

Astronomicaly high upkeep costs for elite units and dragons

Probably one the hardest starting positions in the game

Skaven and Orcs are going to be an incredible threat, if they are not defeated as quickly as possible

Quest battles for the unique dragons are really hard to fight in early game

Early and long term strategy - Overall tips

As the starting position of Imrik is one of the hardest in the game, you are going to face difficult situations. It will make the game easier if you annihilate the Skaven first ,then go for killing the Orcs. Try to keep the dragon, you got at the beginning of the game, as long as possible.

Dragons are really useful and strong units if used properly (Use them in combination with cavalry: Charge your cavalry into ranged units and then land your dragon, don't use them for prolonged fights). To get the unique dragons it is advised to play their quests during the mid-game, because of the difficulty, these battles bring with.

With the ability to use the High Elf building roster, you have access to a high income.

------------------------------------------

Lizardmen


Encyclopedia about Immortal Empires and a few tips image 818

Lord Mazdamundi - Hexoatl


Encyclopedia about Immortal Empires and a few tips image 821
Encyclopedia about Immortal Empires and a few tips image 822

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Kroq-Gar - The Last Defenders


Encyclopedia about Immortal Empires and a few tips image 831
Encyclopedia about Immortal Empires and a few tips image 832

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Kroq-Gar is another very solid melee fighter, especially with his endgame mount, a unique Carnosaur, giving him anti-large bonuses. Later in the campaign, he can take on units as well as characters easily. One of his quest items allows him to shoot magical projectiles, otherwise he has to be on the frontline.

The Last Defenders faction enjoys upkeep reduction for every units, Kroq-Gar's army on the other hand has very good bonuses of upkeep and armor / leadership towards Saurus (A lot of your standard Infantry) as well as monsters such as Bastiladons.

Overall a very good and simple faction, focusing on feral beasts army with a line of Saurus infantry. You also have increased Ambush success chance. In WH2 they had the benefit of starting in a corner of the World.

Campaign objectives:

Main difficulties you might face:

Skavens of Clan Mors

Tomb Kings on the North and West

Eventually Grimgor's Greentide from the North

Early and long term strategy - Overall tips

Tiktaq'To - Tlaqua


Encyclopedia about Immortal Empires and a few tips image 847
Encyclopedia about Immortal Empires and a few tips image 848

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Tehenhauin - Cult Of Sotek


Encyclopedia about Immortal Empires and a few tips image 857
Encyclopedia about Immortal Empires and a few tips image 858

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Gor-Rok - Itza


Encyclopedia about Immortal Empires and a few tips image 867
Encyclopedia about Immortal Empires and a few tips image 868

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Nakai The Wanderer - Spirit Of The Jungle


Encyclopedia about Immortal Empires and a few tips image 877
Encyclopedia about Immortal Empires and a few tips image 878

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

Oxyotl - Ghosts Of Pahuax


Encyclopedia about Immortal Empires and a few tips image 887
Encyclopedia about Immortal Empires and a few tips image 888

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Campaign objectives:

Main difficulties you might face:

Early and long term strategy - Overall tips

------------------------------------------

Dark Elves


Encyclopedia about Immortal Empires and a few tips image 897

Malekith - Naggarond


Encyclopedia about Immortal Empires and a few tips image 900
Encyclopedia about Immortal Empires and a few tips image 901

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Morathi - Cult Of Pleasure


Encyclopedia about Immortal Empires and a few tips image 906
Encyclopedia about Immortal Empires and a few tips image 907

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Crone Hellebron - Har Ganeth


Encyclopedia about Immortal Empires and a few tips image 912
Encyclopedia about Immortal Empires and a few tips image 913

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Lokhir Fellheart - The Blessed Dread


Encyclopedia about Immortal Empires and a few tips image 918
Encyclopedia about Immortal Empires and a few tips image 919

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Malus Darkblade - Hag Graef


Encyclopedia about Immortal Empires and a few tips image 924
Encyclopedia about Immortal Empires and a few tips image 925

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Rakarth - The Thousand Maws


Encyclopedia about Immortal Empires and a few tips image 930
Encyclopedia about Immortal Empires and a few tips image 931

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Skaven


Encyclopedia about Immortal Empires and a few tips image 936

Queek Headtaker - Clan Mors


Encyclopedia about Immortal Empires and a few tips image 939
Encyclopedia about Immortal Empires and a few tips image 940

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

Queek Head-Taker is a decent duelist against lords or heroes in battle, especially with his "Trophy heads" ability applying debuff to a target. However he suffers from the downside of having no mounts at all, leading to a slow lord, with difficulties to navigate through the lines.

On the campaign map, he has a few specific skill boosting the combat efficiency and recruitements of Skaven frontlines, namely slaves, clan rats and stormvermins. Paired with the upkeep reduction given by Clan Mors, you will have a very decent armed frontline of infantry.

Clan Mors also has access to a specific landmark building from the start, Clan mors Headquarters, providing various benefits; You are also encouraged to play around Chieftain heros and Warlords (Or at least not Grey seers), early on.

Your campaign objective will be to reclaim Karak-Eight-Peak, you will suffer a public order penalty in the meantime, replaced by Lords loyalty / rank boosts when you control the city. The settlement is coveted by greenskins and dwarves as well; thus you will enjoy a very generous bonus of Attack and Damage against those two races in battle.

Campaign objectives:

Short victory: Destroy the following factions: Crooked Moon, Crooked Moon Mutinous Git, Clan Angrund

Control the following settlement directly or through alliances: Karak Eight Peak

Occupy, sack or raze 30 settlementsReward: Recruitment rank +3 (all armies)

Long Victory: Reach short victory conditions

Occupy, raze or sack 75 settlements

Control at least 7 settlements of a specific list, directly or through alliancesReward -> Global recruitment capacity +2 (Faction wide)

Main difficulties you might face:

I see Greenskins. Jesus that's a lot of Greenskins.

Karaz-a-Karak (North), Knights of Caledor (East) and Ironbrow's Expedition (South)

Early and long term strategy - Overall tips

Your global first objective should be, as said above, to reclaim Karak-Eight-Peaks. While the penalty of 2 in authority doesn't seem much, you will notice that as a Skaven faction, you will struggle to have high authority (mostyl due to your own corruption).

Two Greenskins minor factions and one Dwarf minor faction are in your way, even though the Dwarves are not at war with you to begin with. Be mindful because one of those 2 greenskins faction; Crooked Moon Mutinous Gits, is controlling Karak-Eight-Peak and they usually have very early on one or two full stack armies around.

Conquer carefully because you will only have access to Clan rats or Slaves early on, try to not loose your Stormvermins and Plague catapult.

Another difficulty comes from the fact that your starting settlement only has 4 slots in total (1 taken by the city itself and another taken by Clan Mors Headquarters). Your province capital next to you is held by the other Greenskins faction, Red Fangs, so you'll have to (carefully) conquer if you want to breathe)

You will start the campaign with an under-Empire city under Karak-Eight-Peak.

Keep an eye on other factions around that could possibly attack you, from the most probable to the least; Wurrzag's Bloody Handz northwest, Ghoul King's vampire minor faction westward, Skarbrand's Exiles of Khorne southwest, Khalida's court of Lybaras southeast.

Once Karak-Eight-Peak is taken, fortify it and shift your empire's heart there. Next steps are up to you.

Lord Skrolk - Clan Pestilens


Encyclopedia about Immortal Empires and a few tips image 968
Encyclopedia about Immortal Empires and a few tips image 969

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Tretch Craventail - Clan Rictus


Encyclopedia about Immortal Empires and a few tips image 974
Encyclopedia about Immortal Empires and a few tips image 975

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Ikit Claw - Clan Skryre


Encyclopedia about Immortal Empires and a few tips image 980
Encyclopedia about Immortal Empires and a few tips image 981

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Deathmaster Snikch - Clan Eshin


Encyclopedia about Immortal Empires and a few tips image 986
Encyclopedia about Immortal Empires and a few tips image 987

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Throt The Unclean - Clan Moulder


Encyclopedia about Immortal Empires and a few tips image 992
Encyclopedia about Immortal Empires and a few tips image 993

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Vampire Coast


Encyclopedia about Immortal Empires and a few tips image 998

Luthor Harkon - The Awakened


Encyclopedia about Immortal Empires and a few tips image 1001
Encyclopedia about Immortal Empires and a few tips image 1002

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Count Noctilus - The Dreadfleet


Encyclopedia about Immortal Empires and a few tips image 1007
Encyclopedia about Immortal Empires and a few tips image 1008

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Aranessa Saltspite - Pirates Of Sartosa


Encyclopedia about Immortal Empires and a few tips image 1013
Encyclopedia about Immortal Empires and a few tips image 1014

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Cylostra Direfin - The Drowned


Encyclopedia about Immortal Empires and a few tips image 1019
Encyclopedia about Immortal Empires and a few tips image 1020

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Tomb Kings


Encyclopedia about Immortal Empires and a few tips image 1025

Settra The Imperishable - Khemri


Encyclopedia about Immortal Empires and a few tips image 1028
Encyclopedia about Immortal Empires and a few tips image 1029

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Leader and Faction specificities

With his bonus on growth and public order, Settra can nicely support the development of your provinces and gives you an advantage in time on the campaign map. As faction you dont have a high income, but you dont need it. Recruiting units is free and there is no upkeep to pay. The only thing to keep in mind is the limit of specific units. Every unit has a limited number you can recruit, so it is necessary to plan and manage the amount of higher tier units in the army. The limit can be raised by specific buildings.

With is magic skills Settra can be used as a melee combat mage with high survivability. His skills belong to the lore of nehekara, so he can heal and support his units in combat. His anti large trait makes him very viable against large foes like ogres or arachnarok spiders.

As tombking you have acces to the canopic jars mechanic that allows to use the mortuary cult, where you can raise your army limit or recruit special regiments in exchange of the jars.

Tombkings cannot confederate. A friendly way to grow your empire isn't possible.

Campaign objectives:

Short Campaign Build 5 special pyramid buildings (ex. Great Pyramid of Settra)

Hold the Black Pyramid of Nagash

Eliminate the Followers of Nagash

Maintain a total of 3 Khemrian Warsphinxes

Control any 8 of the following settlements either by direct ownership or through vassals and

military allies:

Khemri, Wizard Caliph's Palace, Black Tower of Arkhan, Al-Haikk, Numas, Ka-Sabar,

Galbaraz, Karag Orrud, Lahmia, Rasetra

Long Campaign Build 7 special pyramid buildings (ex. Great Pyramid of Settra)

Hold the Black Pyramid of Nagash

Eliminate the Followers of Nagash

Maintain a total of 10 Khemrian Warsphinxes, Hierotitans or Necrosphinxes

Control any 17 of the following settlements either by direct ownership or through vassals and

military allies:

Khemri, Wizard Caliph's Palace, Black Tower of Arkhan, Al-Haikk, Numas, Ka-Sabar,

Galbaraz, Karag Orrud, Karak Zorn, Lahmia, Rasetra, Teotiqua, Temple of Skulls, Karak

Azgal, Karak Eight Peaks, Karak Azul, Ekrund, Barak Varr, Akendorf, Myrmidens, Black Crag

Main difficulties you might face:

Standard infantry has only low armour and often low melee defense, so porlonged combat is a fundamental weakness in the Tomb King roster

Unit limitations through buildings, Legions of Legends and the mortuary cult

Limitation of armies and heroes

Recruiting units in cities, where the infrastructure is existing causes long distances to overcome

Early and long term strategy - Overall tips

Due to the high costs of the mortuary cult, it will be wise to skill the canopic jars skill of your lords and heroes.

Books of Nagash will give you many bonuses and allow you to raise the army limit, so it is highly advised to get the books as quickly as possible.

It is highly advised to use balanced armies and evade creating doom-stacks of higher tier units because of the unit limit.

It is useful to have a good relationship to other Tomb King factions like Numas or Rakaph. These factions will support you if needed. When you don't have any use for them just annihilate them or do whatever you like to.

To avoid struggle during the campaign, try to avoid an open conflict with the Orcs and try to expand in the west. Conquer the settlements and provinces of Lyonesse and Arkhan the Black. Especially Arkhan is a potential threat. The troops of Lyonesse often come to marauder through your lands, so eliminate them to avoid any annoying escapades.

High Queen Khalida - Court Of Lybaras


Encyclopedia about Immortal Empires and a few tips image 1068
Encyclopedia about Immortal Empires and a few tips image 1069

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Grand Hierophant Khatep - Exiles Of Nehek


Encyclopedia about Immortal Empires and a few tips image 1074
Encyclopedia about Immortal Empires and a few tips image 1075

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Arkhan The Black - Followers Of Nagash


Encyclopedia about Immortal Empires and a few tips image 1080
Encyclopedia about Immortal Empires and a few tips image 1081

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Kislev


Encyclopedia about Immortal Empires and a few tips image 1086

Kislev represents a more classical faction, in the same spirit of the Empire or High-Elves. A decent starting point to learn the game at your pace.

Their army roster is kinda balanced towards multi-role infantry units supported by cavalry and artillery. It is really common to see front-line melee soldiers having secondary pistols, or the opposite; handgunners with secret AXES up their sleeve. Their magic casters are few but focused on two lore of magic.

On the campaign map Kislev suffer a low income generating buildings; they have access to large settlements and faction rites.

Devotion:

A special currency gained from fighting / defeating demons and chaos related foes or by buildings; on the other hand, devotion will decrease when battling with Kislevite cousins.

Some higher tier buildings will demand devotion to be constructed, this currency is also required in order to activate Kislev rites

Rites:

In exchange of Devotion, Kislev factions can choose to honor one out of 4 Kislev gods, providing temporary bonuses. Ursun (Buffs to defend your territory); Dazh (Buffs to your economy); Tor (Buffs for your battle performances); Salyak (Buffs to your settlements)

Devotion race:

The factions of the Ice Court and the Great Orthodoxy compete during the campaign to who has the higher number of followers.

Payments in treasury or in devotion can be made to increase your number of followers; buildings and Kislevite rites also provide more and more followers.

The race has multiple milestones, giving the winner different degrees of diplomatic buffs, public order, leadership and speed. If the player finishes the race before his opponent, a confederation will be proposed.

The player can not loose the race and be confederated into a game over

Ursun Revivalist joins the side of the Ice Court.

Tzarina Katarin - The Ice Court


Encyclopedia about Immortal Empires and a few tips image 1103
Encyclopedia about Immortal Empires and a few tips image 1104

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Kostaltyn - The Great Orthodoxy


Encyclopedia about Immortal Empires and a few tips image 1109
Encyclopedia about Immortal Empires and a few tips image 1110

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Boris Ursus - Ursun Revivalists


Encyclopedia about Immortal Empires and a few tips image 1115
Encyclopedia about Immortal Empires and a few tips image 1116

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Grand Cathay


Encyclopedia about Immortal Empires and a few tips image 1121

Miao Ying - The Northern Provinces


Encyclopedia about Immortal Empires and a few tips image 1124
Encyclopedia about Immortal Empires and a few tips image 1125

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Zhao Ming - Western Provinces


Encyclopedia about Immortal Empires and a few tips image 1130
Encyclopedia about Immortal Empires and a few tips image 1131

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Daemons Of Chaos


Encyclopedia about Immortal Empires and a few tips image 1136

The Daemon Prince - Legion Of Chaos


Encyclopedia about Immortal Empires and a few tips image 1139
Encyclopedia about Immortal Empires and a few tips image 1140

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Khorne


Encyclopedia about Immortal Empires and a few tips image 1145

Skarbrand The Exiled - Exiles Of Khorne


Encyclopedia about Immortal Empires and a few tips image 1148
Encyclopedia about Immortal Empires and a few tips image 1149

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Nurgle


Encyclopedia about Immortal Empires and a few tips image 1154

Ku'gath Plaguefather - Poxmasters Of Nurgle


Encyclopedia about Immortal Empires and a few tips image 1157
Encyclopedia about Immortal Empires and a few tips image 1158

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Tzeentch


Encyclopedia about Immortal Empires and a few tips image 1163

Kairos Fateweaver - Oracles Of Tzeentch


Encyclopedia about Immortal Empires and a few tips image 1166
Encyclopedia about Immortal Empires and a few tips image 1167

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Slaanesh


Encyclopedia about Immortal Empires and a few tips image 1172

N'Kari - Seducers Of Slaanesh


Encyclopedia about Immortal Empires and a few tips image 1175
Encyclopedia about Immortal Empires and a few tips image 1176

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

------------------------------------------

Ogre Kingdoms


Encyclopedia about Immortal Empires and a few tips image 1181

Greasus Goldtooth - Goldtooth


Encyclopedia about Immortal Empires and a few tips image 1184
Encyclopedia about Immortal Empires and a few tips image 1185

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Skrag The Slaughterer - Disciples Of The Maw


Encyclopedia about Immortal Empires and a few tips image 1190
Encyclopedia about Immortal Empires and a few tips image 1191

Starting Army, Faction and Lord Effects:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Province:

Extra Informations

A few links to Steam guides made by other members of the community detailing extra informations about Immortal Empires.

100% Achievement by Joller

https://steamcommunity.com/sharedfiles/filedetails/?id=2756002273

Legendary Lords defeat trait by Azrael

https://steamcommunity.com/sharedfiles/filedetails/?id=2756079339

Thanks and credit to them.

Final Thoughts

Thank you for scrolling through this humble summary, we hope the informations gathered here helped you somehow.

Remember that the guide is a work in progress, a few factions are completely different from their warhammer 2 situation so a lot of work had to be done after the actual release of the update.

If you deem a strategy written here is not decent or valid, feel free to comment down there, we might adapt our informations.

Feel free to rate and set the guide to your favorites if it helped you.

Have a nice day and summon the elector counts !

Updates

26/08:

Clan Mors part updated

Added Extra Informations part

25/08: Guide published

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2809243404					

More Total War: WARHAMMER III guilds