Total War: Warhammer 3 Immortal Empires Grom the Paunch Greenskins campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Grom the Paunch Greenskins campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Grom The Paunch Greenskins Campaign Overview, Guide And Second Thoughts


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Hello everyone. In this guide I will cover:

- Victory conditions, faction and climate;

- Starting location;

- Diplomacy and outposts;

- Mechanics of the race and faction;

- Province edicts and army stances;

- Buildings and research;

- Lords and skills;

- Army compositions;

And give you my final notes on the specific faction. Hope you enjoy it.

If you prefer to watch the video, it also helps to support me, here is the link:

https://www.youtube.com/watch?v=K_dISeuvgAA

If you prefer to read, here it goes:

VICTORY CONDITIONS:

Short Victory:

Control the settlement of Tor Yvresse;

Occupy, loot, raze or sack 30 different settlements

The reward is +3 recruit rank to all units, great particularly for Grom, since he buffs some of the low quality troops and therefore you can have a better midgame overall.

Long Victory:

Achieve the short victory

Occupy, loot, raze or sack 75 different settlements

Destroy nearly all of the minor Greenskins factions.

The reward is +2 Global recruitment capacity, could be better, but it does imply that the Greenskins can really recruit a full army quite fast.

Both victory conditions are quite nice, although the long victory really depends on whether the minor factions are defeated or confederated easily.

Grom has a Waaagh Against Ulthuan!, and benefits from:

Has access to Grom's Cauldron

Diplomatic relations -80 with High Elves

Global recruitment duration -1 for all Goblin units

Overall, this helps to secure that focus on the Goblin units while ensuring that the High Elves are your mortal enemies.

Climate is average to good. Most places near your starting location are actually unpleasant, which is the worst part of his start. Heading to Ulthuan is a good idea precisely because he gets suitable climate there. Overall, not the easiest faction to begin with and not the easiest to achieve complete domination with.

STARTING LOCATION:

Your starting province is just a single settlement, which implies you will always need to expand fast in order to obtain better grounds.

Adding to the issue, you do not have any 3 or 4 settlement provinces nearby, and one of the biggest advantages of the Greenskins is the fact they get additional recruit slots per settlement in the province, which is lost a bit with Grom's position.

Still, you do start near the ocean and you may benefit from any goodies there. You start kind of surrounded by enemies, though, including Wood Elves which are a pain early on, so this is at least a difficult start, even if you have what it takes to crush it.

Typical expansion is to control a solid base and finish off some enemies and then proceed into Ulthuan for better grounds and climate.

DIPLOMACY AND OUTPOSTS:

Diplomatically, you are part of the Evil tide. It will not be easy to gain friends near you, given how nearly everyone is against you, really.

However, given your typical enemies of High Elves and Bretonnia, and likely the Wood Elves, it is expected you can achieve an alliance at one point with Skaven or the Vampire Coast factions.

Therefore, outposts should be possible to obtain their missile units to complement your forces.

MECHANICS OF THE RACE AND FACTION:

In terms of mechanics, the confederation mechanic is quite easy: defeat the enemy Greenskins lord in battle, and voila, you get a chance to confederate the whole faction.

The Waaagh is a great mechanic. Basically, keep fighting until the bar above fills in. While this is ongoing, you do receive some debuffs or buffs, which include growth, control, recruitment costs, winds of magic, and leadership, all matters that actually help you out significantly.

Once you start the Waaagh, you select a target and you have a period of time to reach it. Every army you own will have a secondary Waaagh! army following it. If you succeed, you are granted a nice banner, that will give you some cool bonuses for your troops.

The scrap mechanic is such a cool idea. You obtain it from mainly fighting battles, and you can spend it to improve your units in a few significant choices. This allows some nice compositions as the units can vary drastically.

Waaagh based regiments of renown provide some nice options such as Wyverns and Hydras as well.

Grom has specifically the mechanic of his cauldron, which gives you very nice bonuses for your units, mostly for Goblin units, but it does include bonuses to Orcs and Trolls, for example. The mechanic ensures that you can definitely build up armies entirely composed of Goblin units under Grom.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Control +2, Growth +20, corruption -3

construction cost - 10% for all buildings, income from buildings +5%

Recruitment cost -10%, local recruitment capacity +1

Although the default is likely growth and then income, do not neglect having extra local recruitment capacity, specially in the early game. Achieving numerical superiority is quite important for the Greenskins to roam freely in the early game.

Army stances:

Raidin' Camp costs no movement, gives you scrap per turn, replenishment and access to global recruitment, as well as immunity to attrition. In essence, use whenever possible.

Underway is always a wonderful tactical notion. It helps you initially, however, should be noted that it does not work in Ulthuan which means you are limited whenever you attack there.

Ambush costs 25% movement

Forced march

Greenskins have a nice selection between useful and tactical, with that Underway, so always ensure you keep an eye on what stance is better for the circumstance.

Total War: Warhammer 3 Immortal Empires Grom The Paunch Greenskins Campaign Overview, Guide And Second Thoughts Part 2


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BUILDINGS, RESEARCH:

Special building in the initial Massiv Orcal that gives you Stone Trolls, recruit rank +2 for all trolls, growth +40 and 300 income. very welcoming.

Remember you have an additional recruitment slot per settlement in the province, meaning that the larger provinces are great to have military capacity.

There are 7 buildings needed to full military, with only 1 being able to be built in minor settlements. You will most likely always need a second province to fully build up militarily and still have an income.

Tier 3 units are somewhat lacking, typically, although Grom does change this. Tier 4 has nearly everything you may need, with only the Rogue Idol occupying tier 5.

Infrastructure has:

1 - Control, Goblin Big Boss recruitment, lord recruit rank, corruption.

2 - Growth and casualty replenishment rate;

3 - Income

4 - Campaign movement range for you, income from post-battle loot, income from raiding (factionwide), ambush success chance and income from sacking and looting (factionwide).

Research is very powerful; not only you get to provide upgrades to your initial units really fast, but there are also 2 special lords that can be built for specific army compositions for greater variety, if you wish.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line has upkeep reduction, but no replenishment.

Redline is likely one of the best in the game, not only how it organizes units, but also on what it gives those units. You can obtain a wide variety of units and army compositions just because of how well they will fight after a few skill points have been used to benefit those.

Black Orc Hero gives replenishment to Orc units, and the Hag gives replenishment overall. Both can be used and will give you some nice options to replenish troops well.

Grom can give so many bonuses to goblins that you can even try to use them into the lategame. I put up some armies here with the early and midgame ideas in mind, but you have all the right tools to keep using those well into the end. Nothing wrong with going into a heavier style if that is what you wish.

I then provide some compositions based on the Goblin Great Shaman and Night Goblin War Boss. Cheaper Goblin and Night Goblin based armies will surprise you on how effective they can be.

Finally if you prefer I can give you some compositions with the more standard Orc units, with monsters or cavalry to assist.

It is one of the least expensive troops rosters in terms of what you need to spend in the redline, so you can take advantage of that early and have units upgraded in no time.

Remember that I only recommend you to have a caster and a melee/support hero, but you can choose whatever lore you prefer and whatever combination.

FINAL NOTES:

Grom plays out very differently than other Greenskin lords, and focuses a lot on Goblins, Chariot units, and Pump Wagons. That alone gives him a distinct feel, and those units get really good under his command.

Adding to this, you do have a nice unique location, very much surrounded by enemies, and too close to some powerful Legendary Lords for comfort. Not the easiest campaign to start with, although Grom quickly has great options to overcome those early challenges.

Your army consists of:

1 - Great damage dealing infantry

2 - Good missiles and artillery

3 - Great monsters and single entities

4 - Good chariots

5 - Cheap units in all categories

6 - Lacks anti-large halberd infantry

7 - Average cavalry

Replenishment is good, you do have great options for it now, but most of the nearby lands are unpleasant, which implies Grom has a tougher time compared to other lords in the replenishment matter.

I believe now it is time for you guys to get cooking, with Grom the Paunch!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3216270614					

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