Warhammer 3 Immortal Empires Belegar Ironhammer- Dwarfs campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Belegar Ironhammer- Dwarfs campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Belegar Ironhammer- Dwarfs Campaign Overview, Guide And Second Thoughts


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Warhammer 3 Immortal Empires Belegar Ironhammer- Dwarfs 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://youtu.be/qZE_JuT54YI

If you prefer to read, here we go:

VICTORY CONDITION:

Short victory:

- Destroy the factions of the Crooked Moon Mutinous Gits, the Crooked Moon (Skarsnik), and Clan Mors (Queek Headtaker).

- Control the settlement of Karak Eight Peaks

- Occupy, loot, raze or sack 30 different settlements

The reward is +3 hero capacity for all heroes, important to ensure you can always recruit a few more as scouts or in your armies early on. However, Belegar does start with the 4 heroes so you are a bit better off in this matter.

In essence, there are only 2 ways of focusing on this. Rushing Karak Eight Peaks, or consolidating a bit before moving towards it. I like to consolidate, but my take is simple: whatever you decide to do, have a really good plan for it.

Long victory:

- Achieve the short victory

- Occupy, loot, raze or sack 70 different settlements

- Ensure that the total severity in the Great Book of Grudges is no greater than 9.

The reward is +10 hero recruit rank, which is of course powerful to ensure your heroes are always great right as you recruit them.

The long victory is much easier overall than the short victory, and it should set you up nicely for a possible domination victory later on.

Belegar has Angrund Ancestry, and has the following benefits:

Upkeep +50% until Karak Eight Peaks is recaptured (debuff)

Starts with four Clan Angrund ancestor Heroes (!)

Unique building chain available at Karak Eight Peaks;

Leadership +10 when laying siege or encircling

Vanguard during Underway battles

Mostly, after recapturing Karak Eight Peaks, his buffs are quite significant. Those 4 heroes at the start are actually quite powerful, very good to have and can change the pace of a battle giving you some great flexibility too.

Climate is average to good. The reason for it is that you can actually have a massive solid base or empire in the lategame, but any expansion to Northern or Southern regions will be difficult with the uninhabitable climate, specially in the Chaos wastelands.

STARTING PROVINCE:

Your starting province is a 3 settlement province, and you do start on a minor settlement. It will get some time before you get to the province capital, too, which makes it a bit more of a difficult start.

You do start with 4 Ancestral heroes, which is an insanely powerful mechanic for both campaign and battle. They are most likely the ones carrying most of the early game for you in one way or another.

Typical expansion is one of two main possibilities:

Rush for Karak Eight Peaks, recruiting whatever you can while conquering up until the settlement;

Consolidate a solid base in the nearby area before eventually proceeding.

These change drastically in how you play out and it is not wrong on which one you choose, just be sure to plan for it. Both, however, indicate that you must go for Karak Eight Peaks at some point, so that is definitely a key expansion direction you must take.

DIPLOMACY AND OUTPOSTS:

You are part of the order tide, so typically Empire, Bretonnia, High Elves, and other Dwarfs will rapidly ally with you.

One key aspect is the Wood Elves. Their proximity may cause them to become unfriendly and lead them to war with you. It is good practice to keep an eye on them and try to appease them to avoid a new war front; gifts, a settlement, fighting their enemies, etc.

Typical enemies will be the initial Greenskins, Vampire Coast, Skaven. Beastmen and Ogres are nearby, as this is a very crowded area, be wary of your surroundings.

In terms of outposts, you can count on the typical Empire and Bretonnia, as well as Wood Elves if you can add them to your friends list. Cavalry and flying troops are excellent for your playstyle variety.

MECHANICS OF THE RACE AND FACTION:

The Forge is a crafting mechanic that allows you to build a vairety of items; you collect Oathgold from battles and some buildings, as well as Quests, and use them to improve your characters. You have access to runes too, which you can grant to specific units similar to a banner, to enhance their abilities or stats.

The Great Book of Grudges is a nice mechanic that consists mainly of missions, but these depend on what happens in the campaign. If any faction "wrongs you", you may be given a grudge to settle.

In addition to the rewards from fulfilling a grudge, you also have the impact of the overall severity of grudges, which provides great benefits, particularly in terms of research and construction costs. It gives you possible recruitment of Slayers too.

Remember Grudges need to be very low to even complete the long victory.

Another mechanic is the Rune magic of sorts, as the Dwarfs have a different system in place. Instead of costing Winds of Magic, it has cooldowns, implying that having one caster is generally enough in your armies.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Control +4; corruption -3;

Income from buildings +5%

Recruitment cost -10%; Local recruitment capacity +1;

Growth +15; Construction costs -10%; Tradeable resources produced +5% (factionwide)

Dwarfs have some very solid edicts they can choose from, always remember to double check to ensure maximum effectiveness towards your idea.

Army stances:

Underway: the tactical advantage of the Dwarfs, to move through impassable terrain and also to have some very good battles.

Encamp allows replenishment and global recruitment, as well as immunity to attrition, for 50% movement;

Raiding costs 50% movement, immunity to attrition;

Ambush costs 25% movement as well

Forced march

Very good ones specially the underway, which offers such a dramatic change of pace on how you fight in the mountains and how you traverse difficult terrain.

Warhammer 3 Immortal Empires Belegar Ironhammer- Dwarfs Campaign Overview, Guide And Second Thoughts(continuation)


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BUILDINGS, RESEARCH:

Karak Izor has a unique copper mountain, which gives gold and growth as well as some nice recruitment buffs.

In addition, your rangers building can be set as tier 1, this is excellent to use those units in the early game if you wish.

Your full military requires 6 buildings, with 2 being able to be built in minor settlements. There are no tier 5 units, also implying that the Dwarfs reach their elites much faster than others.

Tier 2 and 3 units may also surprise you. Even basic infantry has a great staying power.

Infrastructure:

1 - Growth and replenishment;

2 - Income;

3 - Trade resources and control;

4 - Oathgold per turn, income from trade, resources production factionwide increase, income from all buildings.

Contrary to the initial location of Thorgrim and Ungrim, you do lack some of the initial mines, so your upkeep combined with that matter may prove quite an initial challenge.

Research is one of the best around. It will take ages to finish, though, so ensure you get a lot of research buffs which will help you out in the long run. Choose your next research well, as it may take some time.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line is expensive and it has relatively little to offer, although replenishment and research may be the order of the day.

Redline is probably one of the best in the game. Good compositions and alternatives without spending too much. However, for Belegar himself, given how he buffs early game troops, it may prove to be an issue.

There is no hero that provides replenishment, which does not help overall. The heroes you have actually help out the army in one way or another, and the Master Engineer may prove invaluable with his abilities to help ranged units.

Belegar gives good bonuses to most of his army, specially early game miners and bolt throwers. Nothing wrong with trying to get those at least for an early to midgame composition. Special note to how he gives everyone a shield, which is excellent considering the enemies you have nearby having tons of missiles.

The remaining two images are about some compositions that I would try, and always remember that you can complement with nice Outposts units.

Notice how cheap they are in terms of redline skills (yellow number below the respective army). I also added in some sweeper armies, using some different units.

FINAL NOTES:

Belegar provides a unique campaign with the Race to Karak Eight Peaks. You either rush or you consolidate first, and that already implies a much different campaign.

The early game Ancestor Heroes and Belegar himself are already quite nice to have a different army composition and the experience with it. Focus his abilities and against Skaven and Greenskins for maximum value.

Your army typically consists of:

1 - Great infantry

2 - Great artillery and missiles;

3 - Average flyers;

4 - No cavalry;

5 - No single entities;

6 - No typical magic.

Replenishment is average to good, no hero to assist, but climate may help. I believe now is the time to recapture Karak Eight Peaks with Belegar Ironhammer!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2965260639					

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