Warhammer 3 Immortal Empires Crone Hellebron - Dark Elves overview, guide and second thoughts

Warhammer 3 Immortal Empires Crone Hellebron - Dark Elves overview, guide and second thoughts

Warhammer 3 Immortal Empires Crone Hellebron - Dark Elves 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://youtu.be/TZLsyGaTES8

If you prefer to read through:

VICTORY CONDITIONS:

Short victory:

- Destroy the Cult of Pleasure;

- Control the Ancient City of Quintex;

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

The reward is +3 recruit rank to all armies, great as always to ensure you get better units overall as you are building up new and upgrading armies.

This is quite a lenghty victory condition, with your main foe being very far away from your location.

Long victory:

- Achieve the short victory;

- Occupy, loot, raze or sack 75 different settlements;

- Control the Shrine of Khaine;

- Destroy the factions of Avelorn, Eataine, Nagarythe, Order of Loremasters, Yvresse, and Knights of Caledor;

- Maintain control of Eataine province.

The reward is +15% income from slaves, good to ensure a few more armies into the lategame, but who knows if you can even benefit from it well!

This is a monumental victory condition, and one that will take quite some time. As always, it is not inconceivable (I do not know what this word means) that you would accomplish domination victory before the long victory.

Hellebron has the Cauldron of the Blood Queen, and benefits from:

Sacrifice to Drakira: A rite that improves Death Hags and Witch Elves;

Casualties captured post battle +25%;

Hero capacity +2 for Death Hags;

Slave cost - 33% for Sacrifice to Khaine;

Income from slaves +5%;

Overall, she is great, decent buffs involving a lot of playstyle around slave economy and giving bonuses to some units that are overlooked in other playthroughs.

Climate is rather bad to average. Certainly you can dominate the North and seek out to control the Southern locations, but the more you turn South, the more difficult the climate will be for you. Nearly the entire Old World is a problem, so this is a difficult faction to control the whole map with.

STARTING LOCATION:

Your starting province is a 4 settlement province, making it great to have as a military producer right out the gate. However, given how Black Arks exist, it may prove inconsequential later on, but it is still nice to have.

Typical expansion is to dominate the North, at least to the point where you can start moving towards the Cult of Pleasure. Later, it is assumed you must conquer Ulthuan, but it is entirely feasible that you wish to avoid the long campaign victory and pursue domination into other lands, of course.

DIPLOMACY AND OUTPOSTS:

You are part of the evil tide, although it is unclear whether you can ally with Valkia, for example, or Sigvald even. Norsca, as long as they are not dominated by a Warriors of Chaos faction, may prove to be a worthy ally for you. Careful control of who is disliking who in the early game may give you a position to gift something for a treaty and begin a nice alliance.

Enemies are everywhere. Your own Dark Elves, High Elves, Greenskins, Norsca, Warriors of Chaos...

Outposts therefore will range from the typical Skaven, to Warriors of Chaos and Norsca if at all possible. Slaanesh may be a possibility as well, so keep an eye open for those.

MECHANICS OF THE RACE AND FACTION:

Death Night is a bar that slowly depletes, and gives you bonuses or debuffs the longer time passes. Once you have sufficient slaves to sacrifice, you can click the button and it will do two things: Replenish the bar, and summon a Blood Voyage, which is an autonomous vassal army that will attack Hellebron's enemies.

The number of slaves required for the Death Night increases with its use, and there are specific buildings in the Shrine of Khaine that allow it to never go lower than a certain point.

Slaves is the main mechanic. It has been modified from Warhammer 2. It now globally generates income, with some nice bonuses if you obtin a vast number of slaves.

Slaves are also used for diktats, which provides lots of control, or treasury, or growth where you issue them.

Slaves can also be used to rush construction of a building, just spend the number of slaves and it is done. Very useful to grow extremely fast.

You can also use slaves for rites, which include:

1 - Sacrifice to Atharti, giving a chance for all lords to gain 2 loyalty, and +8 control to all provinces;

2 - Sacrifice to Mathlann, allowing the recruitment of a Black Ark in any port settlement;

3 - Sacrifice to Drakira, giving you recruit rank +2 for Death Hags and Witch Elf units; -25 diplomatic relations with High Elves; +10 leadership when fighting High Elves; +15% weapon strength when fighting High Elves.

4 - Sacrifice to Khaine, giving +25% casualties captured post-battle, income from post-battle loot +50%, casualty replenishment rate +20%, and the Dark Conduit army ability.

Overall, good rites, just be aware of their slave cost and cooldowns.

All your lords have loyalty, which should always be higher than 0 or else the lord will revolt and take his army with him.

One of the best mechanics is actually the names of Power. At level 10, you can choose a name of power for your lord, with drastic implications to your lord, the campaign and its army, as well as giving you more choices in terms of army compositions.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Control +4;

Income from all buildings +5%

Income from post battle loot (factionwide!) +5%; recruit rank +1, weapon strength +10% (armies in province);

Rush construction slave cost -10%; Growth +20;

Enemy hero action success -25%; Ambush success +20%; chance of intercepting army +25%;

Overall, some different edicts that build into how the faction plays out with the slave reduction, but offering some defensive ones and even a factionwide post battle loot that should not be underestimated.

Army stances:

Channeling gives you +15 Winds of Magic, and enables replenishment in foreign territory, at the cost of 10% movement;

Raiding only costs 25% movement, but also gives you slaves and immunity to attrition;

Ambush costs 25% movement;

Forced march.

It should really be noted that you lack any way of both being immune to attrition and in a replenishment stance. This makes this one of the hardest factions to replenish while in uninhabitable or hostile terrain.

Warhammer 3 Immortal Empires Crone Hellebron - Dark Elves Overview, Guide And Second Thoughts(continuation)


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BUILDINGS, RESEARCH:

Har Ganeth has two special buildings, with one focusing on income from post-battle loot, bonuses for Har Ganeth executioners and some heroes.

The second building provides control and income from all buildings, as well as bonuses for Witch Elves and Sisters of Slaughter

You require 7 military buildings, with 3 able to be built in minor settlements. Tier 3 units are quite excellent already, including Shades, heavy infantry, artillery, cavalry, monsters...

Infrastructure has a particular second set of effects when slaves have a determinate number:

1 - Growth, casualty replenishment rate;

2 - Income;

3 - Control

4 - reduced Control, but reduces slaves used by buildings and slave cost for Diktats;

5 - Campaign movement range, income from trade, income from all buildings, and income from slaves in the region;

These are good options, and plenty of different choices to go for.

Research is great for the Dark Elves. It adds a ton of bonuses for the units and the campaign overall, so you will really feel its impact throughout. I recommend that you double check what units you really want to benefit from so you lay down a path of research in order to quickly receive the bonuses.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line has upkeep in the final part of the line, as well as replenishment combined with reduced attrition. Crone Hellebron may actually go into this without hindering her melee capabilities.

Redline proves to be rather average to expensive, mostly because you have elite units split up and cavalry units split up as well. The main issue is when you wish to have some variety in your armies and you still want to ensure every unit has some lord skills to support it.

Hellebron has quite some benefits to infantry, including Witch Elves, Sisters and Har Ganeth Executioners, so armies based around more infantry cannot hurt. It is an interesting playstyle, so you can have some fun playing the Dark Elves in a different way.

Your Beastmaster lords benefit the monsters and the cavalry units really well, so you may wish to use them for some combinations with those units.

In terms of basic armies, you can use a lot of combinations, including some quite deadly tier 3 only armies, sweeper ones, as I like to call. Should be noted how you have armor piercing everywhere, so that is not an issue at all with the Dark Elves.

Do not forget the names of Power. These will drastically change and alter how you wish to build up your lord and its army, so be prepared to change some plans at level 10.

As always, I only state that you should have a caster hero and a melee/support hero. The number, type, etc, it is all up to you. Have fun with those;)

FINAL NOTES:

A great change of overall playstyle, one focusing even further on Heavy Infantry. Slaves are much easier to acquire overall, and the only thing that I am frowning a bit is the victory conditions.

It is definitely one of THE most overlooked lords that, to be honest, I was playing a bit and did not want to stop. Try her out, go for some massive infantry armies for a different playstyle and see how well you can do.

Your army consists of:

1 - Great infantry

2 - Great missiles

3 - Great cavalry, but expensive...

4 - Great single entities;

5 - Good flyers;

6 - Armor piercing emphasis;

7 - Lacks health;

8 - Lacks a bit of range.

Replenishment is good, but the climate hurts it a lot. It is a difficult domination campaign.

Now, let's bathe in the blood of our enemies by following Crone Hellebron.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2965259646					

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