Warhammer 3 Immortal Empires Azhag - Greenskins Campaign Overview, Guide And Second Thoughts
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.
For those that like to watch on video:
https://youtu.be/Ki1_tLJHyZY
For those that prefer to read:
VICTORY CONDITIONS:
Short victory:
- Control 5 provinces (mostly around your starting one)
- Occupy, loot, raze or sack 30 settlements;
The reward is +3 recruit rank, always useful throughout the early to late game to get better units from recruitment.
This is pretty much an easy campaign, straightforward as we like them. It incorporates some different enemies, but should be fine.
Long victory:
- Achieve the short victory;
- Occupy, loot, raze or sack 75 different settlements
- Destroy nearly all the minor Greenskins factions.
The reward is +2 global recruit capacity, which is nice to ensure you can get nearly instant full stacks in the mid to lategame.
The long victory seems too long, but most of the minor Greenskins factions do not survive until this point, and if they do, you have the confederation mechanic so all you need is really locate their faction leader and beat him in battle.
Azhag has the Evil Crown, and he benefits from:
- +40 diplomatic relations with Vampire Counts and Arkhan the Black;
- Waaagh! has a chance to contain Wyverns (all armies)
- Research rate +20% (!)
- Income from sacking settlements +25%
Overall, great buffs, focused mostly in campaign, some alliance potential, more research, more income, all good.
Climate is good, specially considering that nearly everything around you has good climate. Chaos Wastes is a problem, but other than that, a decent faction to try to go for domination.
STARTING LOCATION:
The starting province is a 3 settlement province, but lacks any special buildings. It is well placed to be fairly defensible, but soon you need to decide whether you go east or west, and maybe even if you go south.
Typical expansion will drive you to wars against the Empire, other Greenskins, or the Dwarfs. Kislev is likely a given too, although who knows they might go towards the North just this one time...
Consolidating a base is tricky as you always need to decide where to go to form the beginning. The mountains are a nice choice, but the enemies here are powerful, including Ungrim, so there is not exactly a clear path.
DIPLOMACY AND OUTPOSTS:
Diplomatically, you are part of the Evil clan. Welcome. Vampire Counts and later Arkhan the Black if he is alive are going to be your main friends, although you may have problems getting something in the first turns. As soon as you defeat some of their rivals it should be done.
The Order tide, and later Chaos, will most likely be your enemies.
Outposts therefore will probably fall over the typical Skaven or Vampire Counts. Maybe Arkhan if you get him as an acquaintance soon enough. Skaven ranged units, Vampire Counts flying and Blood Knights, as well as Tomb Kings Halberds, ranged and single entities may prove helpful if you can go for those.
MECHANICS OF THE RACE AND FACTION:
- Confederation is quite simple: either normal via diplomacy, or beating a rival faction leader in battle. You will be prompted to absorb that faction into your own empire.
- Waaagh! is a great mechanic, basically you keep fighting until the bar fills in. While this is ongoing, you get some debuffs or nice buffs. These include growth, control, recruit cost reduction, winds of magic, leadership... all things you do lack a bit.
- Once you start a Waaagh!, you select a target, and you have a period of time to reach it. Every army you own will have a secondary Waaagh! army following it. If you succeed in your quest, you are granted a nice banner on top that gives you some cool buffs for your troops, based on how big the enemy was and the enemy race.
- The scrap mechanic is such a cool idea. You obtain it from mainly fighting battles, and you can spend to improve your units in a few significant choices. This allows you to have some nice compositions as the units may vary drastically with this.
- Finally, you have Waaagh! based regiments of renown, that provide a few nice options such as Wyverns and Hydras.
PROVINCE EDICTS AND ARMY STANCES:
Edicts
- Control +2; Growth +20; Corruption -3
- Construction costs -10%, Income from all buildings 5%
- Recruitment costs -10%, local recruit capacity +1;
Overall good ones, always useful, simple and effective really.
Army stances:
- Raidin' camp allows scrap per turn, replenishment, immunity to attrition, and it costs 0 movement. Perfect for any occasion.
- Underway is such a tactical notion. It helps moving through difficult terrain and is particularly useful in the mountains where you start.
- Ambush is the basic 25% movement cost.
- Forced march for more movement with all the downsides
Always remember to set up the Raidin' camp if you are done, it helps tremendously with the fact it costs 0 movement.
BUILDINGS, RESEARCH:
It is not something you spot immediately, but you obtain additional recruit capacity with the number of settlements you own in a province. This makes it so much easier to have massive armies quickly.
There are 7 buildings required to have every unit, with only 1 being able to be built in a minor settlement. You will most likely require a second province to fully build every single military building and still have an income.
We do have a barracks that allows both melee units and missile units, and another that has Artillery and Chariot units, so this helps a bit.
Tier 3 units are somewhat lacking, but tier 4 has nearly everything you may need. Only the Rogue Idol is at tier 5.
Infrastructure has:
- Hero (Goblin Big Boss) recruitment, hero recruit rank and capacity; Control, corruption reduction, lord recruit rank factionwide +1;
- Growth and casualty replenishment rate;
- Income
- Campaign movement range; Income from post-battle and raiding; Ambush success chance improved (province); Income from sacking and looting +2% (factionwide)
These are quite interesting, specially when you can get more income factionwide.
Research is also very powerful. Not only you can buff most low and high quality troops, but there are 2 additional lords that can definitely be built for specific army compositions for some variety.
Warhammer 3 Immortal Empires Azhag - Greenskins Campaign Overview, Guide And Second Thoughts (continuation)
LORDS, SKILLS, ARMY COMPOSITIONS:
- Azhag has some nice campaign buffs, some cool different spells including Winds of Death, and Orc Big Uns, Orc Cavalry upgrades overall.
- Redline is one of the best in the game, not only how it organizes the units, but also on what upgrades it gives to those. You can get a variety of units just because of how well they will fight after having some of these skills selected.
- Blue line has upkeep reduction, but no replenishment. Plenty of bonuses for raiding, sacking, looting, which helps the playstyle if you wish.
- Black Orc Hero gives replenishment to Orc units, and the Hag gives replenishment overall. Both can be used and will give you some nice options to replenish troops too.
In terms of the armies (see images below):
- Azhag gives upgrades to specific units, giving them speed, frenzy, vanguard... This implies they become much more useful, and well worth it in the army. The armies shown below are using this for a solid frontline that will hit as fast as possible into the enemy and cause them massive damage right as they clash. Perfect for ambushes.
- We then have some specific armies considering the Goblin Great Shaman and Night Goblin War boss. Basically, cheap goblin armies that can still surprise you how effective they can be. I would use them as sweeper armies.
- Finally, some standard armies, as well as some experimentation with no missile and no infantry units. Very few redline skills required (the number in yellow), so you can come up with different possibilities of your own.
- As always, the heroes that I recommend are mostly just a melee hero and a caster hero. They are placeholders, so just make sure that you select your own choice and that you have a reason for it.
FINAL NOTES:
Azhag brings a nice change from Grimgor's position, and much simpler short victory conditions too. He has a difficult position to begin with, but certainly has the tools for it.
The combination of death magic and the alliances with Vampires may prove to make this an interesting Greenskins alternative. Figure out how best to combine these elements into a nice experience.
Your army consists of:
- Great damage dealing infantry;
- Good missiles and artillery;
- Great monsters and single entities;
- Good chariots;
- Cheap units in all categories;
- Lacks anti-large halberd;
- Average cavalry;
Replenishment is rather average, unless you have some heroes going along with your armies. Overall, a wonderful small change that you can enjoy, it is time to follow Azhag into battle.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940482120
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