Total War: Warhammer 3 Immortal Empires Valkia - Warriors of Chaos campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Valkia - Warriors of Chaos campaign overview, guide and second thoughts

Total War: Warhammer 3 Immortal Empires Valkia - Warriors Of Chaos 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:

https://www.youtube.com/watch?v=6r3tnAQeMEU

If you prefer to read:

VICTORY CONDITIONS:

Short victory:

Control the provinces of Spiteful Peaks and Iron Foothills, either directly or via vassals/allies.

Control the settlements of the Palace of Ruin and the Frozen City, either directly or via vassals/allies.

Occupy, loot, raze or sack 35 different settlements.

The reward is +30 Winds of Magic to your faction, which is great since you do have possible casters in your army.

This is a pretty straightforward campaign, getting rid of most of the Northern area of the map. Should be a nice introduction to the campaign.

Long victory:

Achieve the Short victory conditions;

Occupy, loot, raze or sack 80 different settlements;

Control at least 13 of a vast series of possible settlements, either directly or via vassals/allies. These are mostly capitals from other important Legendary Lords.

The reward is +10 Lord recruit rank, excellent to ensure they are quite good right at the start.

A fairly lengthy campaign, but for the most part all you need to do is keep conquering and at one point decide whether you wish to finish the conquests by checking which target settlements are closest.

Valkia is the consort of the Blood God, and benefits from:

Has access to Bloodletting;

Campaign movement range after winning a battle +15% (all characters)

Souls gained from sacrificing captives +50%;

Vassals gain Frenzy and spread Khorne corruption;

Overall, great bonuses and very thematic, keep razing, keep fighting, keep moving, and ensure your vassals do the same.

Climate is non-important to the Chaos factions. You can go anywhere and conquer everything if you wish, as always, perfect for an overall domination campaign.

STARTING LOCATION:

Your starting location is very defensible, and a 3 settlement province. Of course, this is not that important for the Warriors of Chaos due to the Dark Fortress mechanic, but it is still good to have some options.

Typical expansion is quite easy: you start at an edge of the map, all you have to do is get to the other end. For the most part, going through the Dark Elves or other Norscan/Warriors of Chaos is certainly going to happen, and you may yet find yourself fighting against Dwarfs and Beastmen soon enough.

DIPLOMACY AND OUTPOSTS:

Diplomatically, you are Chaos. Therefore, Norsca, other Warriors of Chaos factions, and Greenskins, should they survive, may become possible allies.

Typical enemies will be the Dark Elves, High Elves, Dwarfs, Wood Elves, Vampire Coast... you may have some Dark Elf friends, but for the most part you will want to conquer their lands anyway.

Outposts therefore should go into any Norscan Monsters or Greenskins Artillery and missiles, as well as their monsters. You have the infantry 😉

MECHANICS OF THE RACE AND FACTION:

Souls are a unique currency, harvested by fighting anything that is not Daemons. They are used for Heroes and Lords to achieve Marks of Chaos, and also for the Gifts of Chaos mechanic.

Speaking of the Gifts of Chaos, they consist of a series of buffs you can have active, that cost upkeep in terms of souls. Be wary of it. They may grant you gifted units to recruit into your armies. In the specific case for Valkia, mostly of these will be Khorne daemon units, of course.

The Path of Glory is a nice way to grant traits to your lords and heroes, or even have them ascend into Daemons. Very useful and customizable idea.

The Eye of the Gods offers a series of Dilemmas, based on the number of Active Gifts. These offer powerful rewards, so be on the lookout for them.

Authority is a way to grant cheaper upgrades and upkeep, as well as replenishment to a specific alignment (counting Undivided as specific). Very straight forward way of customizing your armies in the long run to whatever you prefer. As Valkia, the main idea is of course into Khorne units, but you can mix in Undivided as well.

Your units recruit instantly from a pool of units, and you can upgrade them later into a specific alignment (Khorne) or Undivided. This has a cost and will require technology to unlock.

In terms of buildings, you can only build up everything in the Dark Fortress locations. More on that in a bit.

Vassals should almost be noted as a mechanic in itself, as the faction will work immensely with them. Vassals give you tribute, spread your corruption and can create a never-ending tide of armies against your enemies. Vassals also get Frenzy in your case.

Valkia has access to the Bloodletting ability, allowing you to earn Khorne Authority, corruption, unit experience for Khorne units, and enabling replenishment in foreign territory. Although not seemingly a big mechanic, it does imply you can keep fighting and razing just like Khorne intended, so it is at least thematic for Valkia.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Construction cost -10% for all buildings; Khorne corruption +3; Khorne corruption in adjacent provinces +1;

Campaign movement range for enemies -20%; enemy hero action success chance - 20%; Attrition when under siege -20%; Melee defense +5;

Chance of plague spreading -40%; Recruitment cost -5%; Melee attack +5;

Control -4 (!); Local Warband recruitment +20% replenishment chance for Marauders of Khorne; Construction cost -10% for all buildings;

An interesting notion that falls a bit more into how the faction plays out, which is cool.

Army stances:

Combat Trials, enabling attrition, giving winds of magic reserves and unit and character XP per turn;

Encamp for 50% movement, enables replenishment and immunity to attrition;

Raiding for 25%, immunity to attrition, unit experience per turn;

Ambush for 25% movement, and an interesting debuff of -10 leadership for your army;

Forced march

Very straightforward but with some twists such as the ambush debuff, be careful.

Total War: Warhammer 3 Immortal Empires Valkia - Warriors Of Chaos Campaign Overview, Guide And Second Thoughts Part 2


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BUILDINGS, RESEARCH:

In terms of buildings, it has a rather unique approach because of the Warband Upgrades mechanic.

What you unlock is just the basic version of the unit, so that it is easier to upgrade from that. It also provides unit capacity for those units, with other income benefits.

You have 6 military buildings, and infrastructure ones. These are:

Growth and replenishment that can reach insane levels;

Income and factionwide post battle and sack income

Control, income from buildings, and corruption;

All of these are very good, but of course, you are limited to where you can have a Dark Fortress. There is an icon next to settlements indicating whether or not they are Dark Fortresses.

As for the minor settlements, they do provide some province wide benefits with their buildings:

Winds of Magic and replenishment;

Warband upgrades cost decrease;

Magic drop chance and souls gained from battles increased;

Garrison sort of building with defensive benefits.

Useful to have at least one or another in every province, I would say, but it is definitely not essential and you may just as well gift to vassals or allies instead.

Research changes for Valkia and the other Champions of Chaos, so she has a rather unique tech tree mostly around the mechanics of the faction and having more Khorne authority, corruption, etc.

Certainly a great one. It does change what units obtain, so there are certainly differences between all the Warriors of Chaos leaders in terms of how specific units end up looking in the lategame.

LORDS, SKILLS, ARMY COMPOSITIONS:

Remember that Authority is what gives you replenishment and upkeep reduction. You also have replenishment in the blue line.

Blue line includes some benefits for the Warband Upgrades, which is nice. Increased experience gained is rather important for the Warriors of chaos because of their Warband mechanic, as units need to have experience to be upgraded.

Redline is one of the best and least expensive for skill points needed. They are streamlined into Mortal and Daemon units for the most part, so you can definitely have some great combinations even with just a few skill points allocated.

Below I show the redline skill tree for the units of the Warriors of Chaos roster. It is the most extensive one, so forgive me for trying to get everything on the same image here.

Valkia only gives a nice vanguard bonus to all your mortal infantry units, but again, that is a nice bonus. Combinations using some variety of Chosen are in order for her.

For Chaos Lords, they do give some nice physical resistance so combinations with Chosen and Chaos knights are great. I also added one for lower quality to showcase a typical midgame army but also what you can use as a sweeper army too.

Then we have some specific combinations for the Chaos sorcerer lords, trying to use some of the Manticores and Monsters, including a nearly only monster army.

FINAL NOTES:

Valkia is a very simplified version of the Warriors of Chaos. All she does is ensure that you have a way to keep fighting, keep razing, but she does that very well with her movement benefits and overall focus on aggressiveness.

It is also a nice experience with Khorne units to have some magic supporting them, as you do have casters that can follow your units into battle. Watching Khorne Chosen get even more buffs in battle due to a well timed spell is insanely rewarding.

Your army consists of:

1 - Great infantry

2 - Great cavalry

3 - Average missiles

4 - Great monsters and single entities

5 - Good flyers

6 - Relies on upgrading units

7 - Requires time for the elite troops

Replenishment is great specially considering the climate. You should not have many issues with always having great full armies and a lot of momentum to continue conquering and razing.

Time to follow Valkia the Bloody into battle!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3216437409					

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