Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen Campaign Overview, Guide And Second Thoughts


Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 1

Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 2
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 3
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 4
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 5

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=NsFJhYLSUrQ

If you prefer to read, here we go:

VICTORY CONDITIONS:

Short victory:

Complete 6 of the Visions of the Old Ones (Normal) and Visions of the Old Ones (Hard).

Occupy, loot, raze or sack 30 different settlements.

The reward is +3 hero capacity for all heroes. This is great for the Lizardmen to ensure you can field many heroes without needing too many buildings for them.

Rather a nice short victory, it should be fairly easy to obtain it and works as a good introduction for the faction.

Long victory:

Achieve the short victory condition

Occupy, loot, raze or sack 70 different settlements

Complete 25 of the Visions of the Old Ones (Normal) and Visions of the Old Ones (Hard)

The reward is +10 hero recruit rank, which ensures your heroes are capable as you recruit them, specially casters.

Once more, a very nice long victory, should not take too long after achieving the short victory, so it is great to have a follow-up set of goals that build upon the initial ones and the mechanics.

Oxyotl is the Returned, and benefits from:

-25% upkeep for Skink and Chamaleon Skink units (all armies)

Additional +1 Melee attack, Melee defense, Leadership per experience rank for all Skink infantry (up to +9)

Additional +1% Speed and Missile damage per experience rank for all Skink infantry (up to +9%)

If you have not guessed it, his focus is precisely on Skinks, specially those with some form of missile attack.

Climate is amazing. Oxyotl works just like a Chaos faction, without any restrictions whatsoever. A perfect and wonderful campaign to dominate the whole map with, and one of my recommendations for those campaigns. Likely the best contender for an order aligned faction to dominate the full map.

STARTING LOCATION:

Your starting province is a 3 settlement province. This is good to ensure you can get most of your buildings up and your military as powerful as it can be right from the start of the game.

Typical expansion will be to control the Southern Wastes and then decide whether to go into Lustria or into the desert. You always have the choice of taking to the sea and use the sea lanes as well as your mechanics for a bit of variety in the gameplay, specially as the second time playing, for example.

DIPLOMACY AND OUTPOSTS:

Diplomatically, you are part of the Order tide. Chaos for the most part will be your initial enemies, lots of monogod factions to face. Then you will have to contend with Greenskins, Dark Elves, Vampire Coast and Counts, and other evil doers for certain.

Because of your unique mechanics, though, it should be easy to establish some form of communication with other order factions. Therefore, outposts should actually be easy to obtain and in good numbers.

Try to obtain some artillery from the Empire or Dwarfs, and some missile units from both too. You can also try to obtain some flying cavalry from the Bretonnian factions as well.

MECHANICS OF THE RACE AND FACTION:

Rites are fairly decent and good for Oxyotl.

Rite of Primeval Glory gives you an army of Feral Carnosaur, Stegadon and Bastiladon units that spawns at your capital. You also have the Feral Cold Ones army ability.

Rite of Sotek causes attrition to enemies in your territory, gives you a 50% ambush success chance, +10 melee attack for Skink units, +15% weapon strength for some Skink units, and Missile Strength for Skink and Terradon units.

Rite of Ferocity gives you unit experience +80 per turn, income from post battle loot +25%, recruit rank +2, and local recruit capacity +1.

Rite of Awakening gives you a caster lord, your Slann Mage-Priests, now with more lores of magic available. They are very effective, and it is rather inexpensive as you do not pay for this rite.

Blessed Spawnings are given after specific missions, and provide great versions of the units as well as another pool for instant recruitment. In the specific case of Oxyotl, you can get them from the Visions of the Old Ones too.

The Geomantic Web is quite a soft bonus idea. It gives you some bonuses to your edicts, but does not require anything to do other than buildings, and good relations with your neighbors. It still costs you a slot in your province capital, be mindful of it.

Visions of the Old Ones are a series of missions you have to achieve in different areas of the map. Oxyotl can teleport to those areas in order to complete the missions, and you have consequences should you ignore them, and rewards should you achieve them.

In addition, they will give you Sanctum gems. Once you have 8 gems, you can build a sanctum in an enemy settlement. These sanctums offer some buildings which in turn give you advantages when fighting on that province, for instance.

Lord Kroak, finally, is just... insane. A really powerful legendary hero to have in any army. I always advise to have him on a basic lord so he can shine on his own, but by all means, send him with Oxyotl if you wish.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Recruit cost, recruit rank, leadership and weapon strength buffs;

Control, plague spread and duration penalties, enemy hero debuffs, corruption, and an army ability;

Research rate (!), construction time, and winds of magic;

Growth and income.

Quite a different approach, but I like how we have both growth and research, with some different effects in the mix.

Army stances:

Astromancy has vanguard for some units, and chance to intercept, as well as ambush defense chance +50%. Use this one defensively. Costs 25% movement.

Channeling gives magic reserves for 10% movement range.

Encamp is the typical. Costs 50% movement, gives replenishment and global recruitment as well as immunity to attrition.

Ambush costs 25% movement

Forced march.

Notice the lack of a raid stance; Astromancy is very useful against the Skaven due to allowing you more chance to avoid ambushes.

Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen Campaign Overview, Guide And Second Thoughts Part 2


Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 70
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 71
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 72
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 73
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 74
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 75
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 76
Total War: Warhammer 3 Immortal Empires Oxyotl - Lizardmen campaign overview, guide and second thoughts image 77

BUILDINGS AND RESEARCH:

There are no special buildings at your starting province. However, Oxyotl can travel fast around, so you may have the chance of getting specific buildings from other Lizardmen very fast.

You need 8 buildings for full military, including the Armory for some units. 2 can be built in minor settlements.

Star Chamber, Scrying Pool, and Geomantic web buildings all cause this race and faction to have severe issues in terms of options to build, because there are so many to choose from. Careful planning is required.

Infrastructure has:

Growth and replenishment

Income

Control

Income from buildings and Geo Web (capital) or local recruitment capacity.

The Star Chamber gives you recruit rank for Slann, hero recruit rank, income from all buildings;

Scrying Pool gives you campaign movement range, research rate (!), hero and ambush success chance, enemy hero reduced chance of success.

For the Inner Sanctums, you have:

Visibility building;

Recruit cost and global recruit duration building;

Casualty replenishment rate and vigour loss reduction;

Upkeep and income from post-battle loot;

Sanctum patrols, armies that will ambush enemy armies;

Capstone - allow you to travel to that location via the Visions of the Old Ones, only one allowed.

Three buildings that each have several bonuses for your armies in the region.

Overall, a great way to plan an invasion and to ensure you are much stronger than the AI perceives you.

Research is also really good, if only a bit time-consuming. It gives you campaign and battle bonuses throughout. You should try to maximize this and synergize this with the types of armies you will be fielding, in the case of Oxyotl, the skink units.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line includes upkeep reduction and replenishment, but in the second part of the blue line. Note that it has ambush success chance in the first part which can be great for Oxyotl given his style of play.

Redline has very good choices and is overall very cheap, you get many good bonuses for important units without spending too many redline skills. You basically go into either Skinks or Saurus units, though.

Dinosaurs are nearly all based on one skill line, which is excellent.

A special note about heroes: your Skink Chiefs provide replenishment, so you may wish one in all your armies.

Oxyotl gives a lot of bonuses to Skinks, but also some bonuses to the whole army in general, specially when fighting evil forces. Some upkeep and missile resistance to Coatl and Troglodons also imply you can use those units so here are some choices below.

Kroxigor lords can go into Kroxigors, without surprise, but with some Temple Guards since they also are benefitted from the same redline skills. You can then go into single entities, flyers, or missile units too.

Saurus Old-Bloods may have the most typical composition that I like to have, Temple Guards with Kroxigor support and missiles or dinosaurs. The third army provided is a mix of Saurus, perhaps you take the early or mid-game units that survived with some dinosaurs to have some sweeping armies.

Nothing wrong, and specially under Oxyotl, to focus on some Skink based armies too. They can surprise you specially under their specific lords.

Finally, some unit compositions based around Saurus Warriors if you wish. Lizardmen can have a really broad variety of unit compositions and still spend very little to benefit those units in the redline skills.

FINAL NOTES:

Oxyotl offers such a unique campaign and different playstyle all together that he is definitely my favorite of all the lizardmen. He is perfect for a long campaign or to try and dominate the whole map, just because of climate alone.

In addition, the focus on Skinks and particularly in hiding and ambushing gives it such a nice style that you will likely enjoy fighting bigger enemies with a seemingly weaker force that still wins the battle.

Your army consists of:

1 - Good infantry

2 - Good skirmishers

3 - Good cavalry and flyers

4 - Good monstrous infantry

5 - Great and vast array of single entities

6 - Lacks typical artillery

7 - Lacks range overall

Replenishment is great, mainly because of the climate, really. You have many solutions to get even more replenishment which is always very important.

Time to complete all the Visions of the Old Ones and eliminate Chaos from the world, with Oxyotl of the Lizardmen.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3216388067					

More Total War: WARHAMMER III guilds