Warhammer 3 Immortal Empires Azazel - Warriors of Chaos campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Azazel - Warriors of Chaos campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Azazel - 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=pmaxu3cRCyM&feature=youtu.be

It you prefer to read, here it is:

VICTORY CONDITIONS:

Short victory:

- Mantain control of 5 specific provinces, mostly in Norsca;

- Occupy, loot, raze or sack 35 different settlements;

The reward is +30 Winds of magic power reserves, great to ensure your spellcasters can shine on the battlefield.

A very short campaign indeed, objectives are rather easy to obtain, and you have somewhat different options on how to approach it. You can either conquer or ally with others Norscans, for example, and that helps you direct your strength into other locations.

Long victory:

- Achieve the short victory;

- Occupy, loot, raze or sack 80 different settlements;

- Control 13 of a long list of settlements. Most are very important settlements like Race capitals.

The reward is +10 Lord recruit rank, which is great of course to get better lords already leveled up and ready to be much more effective in battle.

Long campaign can be tricky to complete, depending on the last condition of the settlements. I recommend that you keep expanding and check when you are close to the victory condition so you can plan out its completion as quick as possible.

Azazel is Humanity's Bane, and he benefits from:

- Diplomatic relations +80 with Empire, Kislev, Cathay, and Bretonnia.

- Vassals gain Immune to psychology and spread Slaanesh corruption;

- Can seduce units

- Applies and benefits from Seductive Influence and Gifts of Slaanesh.

If you have not picked the theme, it is very Slaanesh based alright. The best thing for me is the diplo relations because it can allow a very different campaign and tons of replay value just for this character.

Climate is perfect, like other Chaos factions, you can go anywhere and suffer no issues. Perfect for a domination or world map completion campaign.

STARTING LOCATION:

You start right in the middle between Norsca and Kislev, and you are likely to have some trouble with one or the other, depending where you wish to expand to.

It is a three settlement province, but Warriors of Chaos work differently, so all that it matters is that you actually have a few Dark Fortresses nearby. Those are very important to ensure you get recruitment and income locations.

Typical expansion is then to conquer or vassal Norsca, and then you are free to go wherever you wish. You may want to invest in good relations with the Order tide and go vs all the other Chaos factions, or just proceed to the South and get rid of the entirety of man, your choice.

DIPLOMACY AND OUTPOSTS:

In terms of diplomacy, you are Warriors of Chaos, thus on that side... but at the same time you do have Seductive Influence and better relations with Empire, Kislev, Cathay and Bretonnia.

So, it is difficult to say what your enemies will be or your allies will be. You may decide to do a campaign where you have allies and vassals in the Empire, Kislev, Bretonnia, and then do another where you have the typical Norsca and other monogods helping you out, or Skaven.

Typical enemies will be Dwarfs, Kislev, Norsca, Empire... then can become your allies too. The most thematic idea is to have the support of the Norscan tribes while you dominate the South, maybe forcing some of them to fight one another before you crush them.

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 that you can have active, that cost upkeep in terms of Souls. Be wary of it, these can be unlocked during the campaign. In addition, they may grant you gifted units to recruit into your armies. Specifically for Azazel, we of course speak of Slaanesh stuff.

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 customizeable 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 to customize your armies in the long run to whatever you prefer. As Azazel, the main idea is to go into Slaanesh based stuff, of course, but it is still possible to mix with undivided as well.

Your units recruit instantly, and you can upgrade them into a specific alignment or unvided. 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.

Finally, vassals should be noted as a mechanic in itself. This factions works a lot with them, for tribute, focusing enemies down... they get immune to psychology and spread slaanesh corruption too.

Azazel has the ability to seduce units, and applies seductive influence which can give you bonuses against Elves, Humans, or Beastmen factions. Or make them your vassals.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Slaanesh corruption in adjacent provinces +1; slaanesh corruption +3

Control -4; local warband recruitment +20% for marauders of slaanesh. Construction cost -10% for all buildlings

Campaign move -20% for enemies. Enemy hero success -20%; attrition -20% when under siege, melee defense +5;

Control +4, chance of a plague -40%, income from buildings +5%

It is an interesting notion of edicts, and it plays into how the faction plays out really well.

Army stances:

Channeling costs 10% movement and gives Winds of Magic power reserve +15;

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

Raiding costs 25% movement, gives unit experience per turn, and immunity to attrition;

Ambush costs 25% movement

Forced march.

Very straightforward, remember raiding to get that unit xp up as fast as possible.

Warhammer 3 Immortal Empires Azazel - Warriors Of Chaos Campaign Overview, Guide And Second Thoughts(continuation)


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BUILDINGS, RESEARCH:

In terms of buildings, it has that unique approach of the Warriors of Chaos with the Warband Upgrades mechanic.

What you unlock is just the basic version of the unit to be easier to upgrade from that, in essence. It also provdes unit capacity for those units, with other income buffs.

You have 6 military buildings, and infrastructure has:

1 - Growth and replenishment that can reach insane levels;

2 - Income and factionwide post battle and sack income;

3 - Control, income from buildings, and corruption;

All of these are very good, but of course, you are limited to where you can have those Dark Fortresses.

As for the minor settlements, they do provide some province wide buffs:

1 - Winds of magic and replenishment;

2 - Warband upgrades cost decrease;

3 - Magic drop chance and souls gained from battles;

Useful to have at least one or another in every province, I would say, but not necessary to have minor settlements everywhere. Rely on your vassals having them to become better.

Research changes for Azazel and the other Champions of Chaos. He has a unique tech tree focusing mostly around the mechanics of the faction and having more Slaanesh authority, corruption, etc. Certainly a great one. It does change what units get in the research department, so there are differences between all the Warriors of Chaos leaders in terms of how specific units end up in the lategame.

LORDS, SKILLS, ARMY COMPOSITIONS:

Authority is what gives you replenishment and reduced upkeep, but you also have replenishment in the blue line.

Blue line also includes some bonuses for the Warband Upgrades, which is nice, added experience gained which is important for the Warband mechanic.

Redline is one of the best and less expensive. They are streamlined into mortal and Daemon units for the most part, you can definitely have some great combinations with very few skill points allocated.

Azazel does not get anything specific to any unit, just some melee attack for heroes. However, he has plenty of abilities and spells to assist your army, which helps any compositions. Thus you can choose to keep the theme or just go with a standard Warriors of Chaos Chosen build.

Then we have some specific compositions for the Chaos Sorcerer Lords, trying to use some of those Manticores and monsters, including a nearly only monster army, as well as a combination with Spawn and Forsaken for good measure.

For Chaos Lords, they do give some nice physical resistance so combinations of Chosen with Chaos Knights are great. Some sweeper armies that I have added here should be useful too.

(Note that in some of these armies I forgot about the 6 unit limit for gifted units, since this did not show up in the custom battles which I was using to develop it).

FINAL NOTES:

Azazel is the first of the Warriors of Chaos Lords that does not get everything and only focuses on Slaanesh. This creates a rather unique Warriors of Chaos campaign, and you can tell just by the specific armies that I made.

It is a great campaign to play out with the diplomacy, as on one playthrough you may go into Kislev and the Empire, and on another you may ally with them and just go against Norsca and other Warriors of Chaos, for example.

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 as well, since climate is perfect.

I believe now it is the time to follow Azazel of the Champions of Chaos.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3021502080					

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