Warhammer 3 Immortal Empires Alith Anar - High Elves campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Alith Anar - High Elves campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Alith Anar - High Elves Campaign Overview, Guide And Second Thoughts


Warhammer 3 Immortal Empires Alith Anar - High Elves campaign overview, guide and second thoughts image 1

Warhammer 3 Immortal Empires Alith Anar - High Elves campaign overview, guide and second thoughts image 2

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=bYFWuAYxuSA

If you prefer to read:

VICTORY CONDITIONS:

Short victory:

- Destroy the faction of Naggarond;

- Control the province of Nagarythe;

- Occupy, loot, raze or sack 30 different settlements;

The reward is +3 hero capacity for all heroes. Like always, good to ensure you get to have more heroes in your armies or as scouts without requiring the infrastructure for it.

This is a very good campaign, very short, good to have a nice idea about the faction and without having to invest too much time.

Long victory:

- Achieve the short victory;

- Occupy, loot, raze or sack 70 different settlements;

- Maintain control of 15 provinces, basically the whole Ulthuan Island;

- Destroy all major Dark Elf factions;

Reward is +10 hero recruit rank, good to continue into domination with great heroes, although at this point it might already have happened since it is such a lenghty campaign.

Having to destroy all major Dark Elf factions, which includes Rakarth and Lokhir, is quite a pain. If they develop well, you will have to migrate to ensure their destruction.

Alith Anar leads the court of the Shadowlands, and he benefits from:

- Marked for Death mechanic, eliminating characters grant rewards;

- Campaign movement range +10%;

- Invocation of Morai-Heg, which summons a unique hero the Hand of the Shadow Crown;

- Global recruitment duration -1 turn (minimum 1 turn);

A very decent set for a nice thematic campaign overall.

Climate is... average. Only 2 suitable climates, plenty of unpleasant and you have nearby uninhabitable climates too. A very difficult campaign for full map completion for sure.

STARTING LOCATION:

Your starting location is a 3 settlement province, but rather in the middle of enemies. Soon you will have to contend with greater foes, so expansion must be fast and swift, and you may face opponents on different sides.

Typical expansion is to dominate the peninsula first and then proceed to your objective. By that time, Taurox and Cylostra are likely to have become your enemies too, which endangers your position. Be wary and vigilant.

You are, however, close to the sea, and you can benefit from the goodies there, as well as having a nice initial building.

DIPLOMACY AND OUTPOSTS:

In terms of diplomacy you are part of the order tide. Dark Elfs are your sworn enemies, Vampire Coast, Beastmen, Norsca and Chaos will soon follow.

The Empire, Dwarfs, Bretonnia and others may become your friends, but you will have to find them first. Still, good outposts with the purpose of getting better cavalry and artillery are great possibilities.

MECHANICS OF THE RACE AND FACTION:

There are a few extra ones for Alith Anar:

Alith Anar's armies have a specific stance that gives them a chance to ambush while attacking. This alone helps steer the faction into different possibilities;

He also receives a Marked for Death mechanic, which gives him targets to be assassinated or defeated in battle. If you succeed, you will receive influence and some other helpful bonuses.

Influence allows two things: recruitment of better lords and heroes, and to steer enemies and allies into whatever you prefer. You do have tons of options, although it may prove costly. If anyone refuses a deal, well, influence them?

Rites are very nice. You have the following:

1 - Invocation of Morai-Heg, giving you a unique hero, with 100% chance of assassination.

2 - Invocation of Isha, giving you immunity to attrition, casualty replenishment rate +8%, and corruption -10. Very useful when conquering uninhabitable climates.

3 - Invocation of Asuryan, giving you +2 influence per turn, construction cost -15% for all buildings, +4 control;

4 - Invocation of Vaul, offering a dilemma for a magical item, and recruitment cost -10%, Recruit rank +2, armor +5 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units, as well as the Vaul's Hammer army ability during sieges.

Should be noted these are quite cheap overall too, so you should have one active at all times if possible.

The Sword of Khaine is pretty close and who knows if you may wish for Alith Anar to have it. It is always an interesting option and may give you an interesting campaign.

One specific mechanic is in the skill lines of Lords, where you can choose between various dedications with different benefits. This allows a bit of variety in gameplay and army building, as well as campaign ideas.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Enemy campaign movement range -10%, Enemy hero action -15%, ambush success chance +10%, chance of interception -15%;

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

Recruitment rank +1, local recruitment capacity +1;

Corruption -5;

Growth +20, construction cost -10% for all buildings;

Army stances:

Stalking gives you the chance to ambush enemies on attack, great for tactical flexibility;

Use Shadow Realm Pathways is similar to the underway, very useful with all the tactical possibilities.

Lileath's Blessing gives Winds of Magic per turn, experienece gain, reduced miscast chance, and speed for spellcasters; Costs 10% movement;

Encamp costs 50% movement, gives immunity to attrition, enables replenishment and access to global recruitment;

Ambush cost 25% movement;

Forced march

A very nice change, adding some more tactical options and allowing different playstyles given the stalking stance. Notice still the absence of raiding.

Warhammer 3 Immortal Empires Alith Anar - High Elves Campaign Overview, Guide And Second Thoughts(continuation)


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BUILDINGS, RESEARCH:

Nothing specific for Alith Anar in the first province.

Military requires 8 buildings, 3 of which can be built fully in minor settlements;

Tier 3 units are quite formidable already. Great holding infantry supported by great archers and cavalry, good armor piercing infantry, single entities, chariots... adding to all this, Alith Anar has Shadow Warriors and Walkers at tier 2, which is crazy powerful.

Infrastructure:

1 - Growth and replenishment building;

2 - Income and resources building;

3 - Income and control (great);

4 - Income from all buildings, hero recruitment for Noble;

5 - Influence per turn, hero action success chance, income from trade and ports;

Do not neglect the influence buildings, specially early to the midgame. Have maybe one or two somewhere to have a steady income of Influence.

Research is crazy good. Plenty of campaign changes and unit upgrades overall, although it may take some time and it may cost a bit. Your units will become extremely powerful later on.

LORDS, SKILLS, ARMY COMPOSITION:

Blue line has replenishment and upkeep, though they are in the second half of the line. The main issue is how you may need to really make it count for all the 50 skillpoints.

Redline gives you some great army compositions with units for every role. It is rather expensive, but at least there are some nice compositions between missiles and melee that do not require you to spend too many redline skills.

Alith Anar focuses on Shadow Warriors and Walkers, thus combinations using those elite archers are in order. The middle composition is focused more on the ambush part, fast moving units and kiting, just for fun.

Typical army compositions may go into monsters or cavalry and chariots. Of course, your lords may have specific advantages that you may try to focus on, such as anyone with reduced upkeep for Lothern Sea Guard or Reavers.

There are some nice compositions you can go around with. I like to consider some for the Frostheart Phoenixes, slowing everything down, and some sweeper and cheaper armies.

Heroes are excellent, as they provide bonuses to some units, such as the Handmaiden for ranged units. Loremasters of Hoeth are great hybrids, and casters have plenty of lores to choose from. Nobles are decent melee fighters.

Two of your heroes have the replenishment ability, so just ensure that you have at least one of those in your armies to offset the climate issues a bit.

FINAL NOTES:

Alith Anar adds a bit of fun with his mechanics, and you will be feeling like a High Elf Skaven, ambushing on attack, and having compositions based solely on that possibility.

In addition, your starting position alone is interesting, dangerous, surrounded by enemies. You have the early game options to deal with it, and once you manage, everything should be on your way to build a nice empire.

Enjoy fighting on several fronts and the continous ambushing that will come your way.

Your army consists of:

1 - Great infantry

2 - Great missile infantry;

3 - Good cavalry and chariots, lacking some AP;

4 - Great single entities;

5 - Average artillery;

6 - Lacks early armor piercing.

Replenishment is average, because climate is such a pain with Alith Anar; Not the easiest faction to dominate the whole map with.

Still, now it is the time for you to play with Alith Anar of the High Elves.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3013850552					

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