Total War: Warhammer 3 Immortal Empires Imrik - High Elves campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Imrik - High Elves campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Imrik - High Elves 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=gf49Is0W4OM

If you prefer to read, here it goes:

VICTORY CONDITIONS:

Short victory:

Destroy the factions of Clan Rictus and Poxmakers of Nurgle

Encounter 2 Legendary Dragons.

Occupy, loot, raze or sack 30 different settlements.

The reward is +3 hero capacity for all heroes, like I always say, a great way to ensure you do not need too many buildings to have a few extra heroes or scouts.

Long victory:

Achieve the short victory

Occupy, loot, raze or sack 70 different settlements

Destroy the factions of Clan Mors, Bloody Handz, and Exiles of Khorne.

Encounter 5 Legendary Dragons.

The reward is +10 hero recruit rank, specially useful for caster heroes but of course great to ensure they step out already powerful.

The short victory is quite an average campaign in lenght, but at least the enemies are nearby, even when the position initially is quite hard. The long victory is a much better campaign than any other High Elf lord simply because of its objectives. It is still thematic enough concerning the dragon hunting too.

Imrik is at the Court of the Dragon Prince, and he benefits from:

Dragon Taming: seek out the secrets of the the Dragons or defeat them for their allegiance

Invocation of Eldrazor: Improves and grants experience to Dragon Princes, Lords, and Heroes.

Greater Invocation of Vaul: additional bonuses for Dragon Units

Recruitment duration - 1 turn for Dragon and Dragon Princes units.

If you have not realized by now, it is completely focused on the Dragon units, very thematic and interesting set of bonuses.

Climate is quite good, although there are several territories of unpleasant and uninhabitable, a very large portion of the territory that you can immediately acquire or set a path too is suitable. This helps you build a very solid base to then attempt a domination campaign.

STARTING LOCATION:

Your starting province is a 3 settlement province, but you are in the middle of some powerful enemies. Skaven, Chaos Dwarfs, Nurgle, Vampire Counts, all should be around you in no time, and you even start at war with some Dwarfs to boot.

Typical expansion is of course to dominate the early area and then proceed into the badlands, the Greenskins' lands. It is not an easy location, but you certainly have the tools to handle it. You do have some rather quick access to the sea to ensure you can pick up some goodies to benefit your early and midgame.

DIPLOMACY AND OUTPOSTS:

Diplomatically you are part of the Order tide. However, you start at war with some Dwarfs, so that may hinder your relationship with other Dwarf factions. Assuming you keep having wars with their enemies , you should be fine, though.

Therefore, for the most part you can count on Dwarfs, maybe Cathay to be your friends. Get their artillery if you can. Do not expect too many allies near you, though, as most factions will just try to wipe you out.

MECHANICS OF THE RACE AND FACTION:

Influence allows two things: recruitment of better lords and heroes, and to steer the opinion of Enemies and Allies towards others in the way you prefer. This may prove costly, but it may be a good way to obtain an important diplomatic deal, for instance.

Rites are very nice, with the following possibilities:

1 - Immune to attrition; casualty replenishment rate +8%; corruption -10;

2 - Influence per turn +2; construction costs -15%; Control +4;

3 - Diplomatic relations with high elves -15. Experience per turn +200 for Lords and Nobles; Experience gain +50%; Lords, heroes and Dragon Princes gain +25% armor piercing damage and +10 melee attack.

4 - Dilemma will offer a powerful magical item; enables flaming attacks to all armies; Vaul's hammer army ability; Armor +5 for Swordmasters, White Lions, Phoenix Guard and Dragon Princes units; Dragons gain +3 breath attacks.

These are quite cheap overall, so you should try to have at least one active at all times. The bonuses to dragons and dragon princes imply you should be using some of them in your armies for sure.

The Sword of Khaine is another mechanic for you. It is very far away, but who knows, you may wish to wield it and rush to that location.

Dragon Encounters are your unique mechanic. Basically, after X amount of turns you will have an encounter with a Dragon coming up. You will have a dilemma on that encounter, usually to tame the dragon or to reap some specific bonuses instead.

In addition, very soon in the campaign you have the option to gain a secondary starting position in Ulthuan, which will lead to different playthroughs and allows some variety.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Campaign movement range -10% for enemy armies; enemy heroes -15% action success chance; +10% ambush success chance; chance of interception +15%;

Income from trade tariffs +4%; income from buildings +3%;

Growth +20; construction cost -10%;

Recruit rank +1; local recruit capacity +1;

Corruption -5

You have nearly everything, which helps making good decisions to adapt to the current situation. Special note to corruption denial, but also for the ambush chance and chance of interception. It is useful in the early game to ensure those Skaven enemies do not get a hold of you that easily.

Army stances:

Lileath's Blessing, costs 10% movement, gives Winds of Magic power reserve +20 per turn, experience gain +20% for all spellcasters, Miscast base chance -50% for all spellcasters, and +10% speed for all spellcasters.

Encamp costs 50% movement, enables replenishment and global recruitment, as well as immunity to attrition.

Ambush costs 25%

Forced March

As always, note how there is no raiding stance. Lileath's Blessing makes it quite worth it to move nearly always in that stance unless you require the 10% movement.

Total War: Warhammer 3 Immortal Empires Imrik - High Elves Campaign Overview, Guide And Second Thoughts Part 2


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BUILDINGS AND RESEARCH:

The Fortress of Vorag has a special building, giving income, construction cost reduction, and some vampiric corruption.

The Bone Gulch has another building, giving income, control, corruption denial, less upkeep for dragons and dragon princes, and it unlocks recruitment of Dragon Princes by tier 3!

Military requires 7 buildings, 2 of which can be fully built in minor settlements.

Tier 3 units are quite formidable already, as you have holding infantry, archers, cavalry, good armor piercing infantry, single entities, chariots, which are all good.

Infrastructure buildings:

1 - Growth and replenishment;

2 - Income and Elven trinkets production

3 - Income and control

4 - Noble recruitment and hero rank, income from entertainment buildings

5 - Influence +2 per turn(!), Hero action success chance +10%, enemy hero -10%, income from trade +5%, income from ports +10%;

Do not neglect the Influence building, as I always say. Early to midgame you will need a bit of Influence to recruit good heroes or lords.

Research is amazing, with good bonuses for both campaign and the units you will be using. It may take some time to complete fully, but the rewards are always great to have.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blueline has replenishment and attrition, upkeep reduction, as well as Research, interestingly. You may run into trouble trying to get everything in 50 skill points.

Redline gives some nice army composition ideas with units for every role. I most of the time build armies in accordance to what their trait is.

You have excellent heroes, from Nobles and Handmaidens, to Loremasters who are excellent hybrids, to powerful casters. 2 of them have replenishment for your army, which is great specially in the early game.

Imrik focuses of course on Dragons, but also on Dragon Princes. It is quite typical to have a composition focused soley on Dragons, but I wanted to give you some additional possibilities for fun. Consider how Dragon Princes receive bonuses in the redline for the same skill that gives those to Chariots, and you have some synergy potential there.

Then I provide some more typical army compositions that I have provided before. Of course, try to focus on the specific traits from your lords just for variety and to ensure you get to experience more units in your playthroughs.

I then provide some combinations with the Phoenix aura. This is also to showcase how you can pick one unit and make your army revolve around it.

FINAL NOTES:

Imrik has a really difficult campaign but quite a fun one. He starts in a tricky position, where both expanding too soon and too late proves to be an issue.

His Dragon Quests and unique victory conditions are such a bonus for this campaign to be very good for anyone desiring a rather unique High Elf experience.

Your army consists of:

1 - Great infantry

2 - Great missiles infantry

3 - Good cavalry and chariots, lacking some AP;

4 - Great single entities

5 - Average artillery;

6 - Lacks some armor piercing capacity early on.

Replenishment is good, considering the climate that you will mostly be facting. It is a better High Elf faction to try and dominate the map with.

So, let's hunt down some Dragons and tame them, with Imrik of the High Elves.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3216304639					

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