Warhammer 3 Immortal Empires Gor-Rok - Lizardmen campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Gor-Rok - Lizardmen campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Gor-Rok - Lizardmen Campaign Overview, Guide And Second Thoughts


Warhammer 3 Immortal Empires Gor-Rok - Lizardmen campaign overview, guide and second thoughts image 1

Warhammer 3 Immortal Empires Gor-Rok - Lizardmen 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=-LpjylFhw_Y

If you prefer to read, here:

VICTORY CONDITIONS:

Short victory:

- Destroy the factions of Clan Pestilens (Lord Skrolk), Pallid Nurslings, Blood Keepers, and Clan Spittel.

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

The reward is +3 hero capacity for all heroes, great as always to ensure you manage to get some heroes without having to invest too much in buildings for hero capacity. Particularly useful to the Lizardmen since they have a lot of problems with buildings overall.

A very nice short campaign, pretty much taking over your natural lands, should be a good introduction to this faction.

Long victory:

- Achieve the short victory

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

- Control all provinces of Lustria;

The reward is +10 hero recruit rank, great to ensure that your heroes are always much better as you recruit them, specially helpful for your caster heroes.

Fairly decent long campaign, good objectives and overall quite in the theme.

Gor Rok is the Great White Lizard, and he benefits from:

- Rite of Resilience, which adds barrier and defensive bonuses for Saurus.

- Starts the campaign with control over Lord Kroak (!);

- Barrier hit points +500 for all units when defending settlements;

- Defensive supplies +500;

A very defensive faction, which is great, your newly acquired territories will always be easier to defend and you should not have too much to worry about.

Climate is average at best. Very difficult to expand somewhere that is only pleasant climate, most are unpleasant or uninhabitable. Not the easiest faction to dominate the whole map with, that is certain.

STARTING LOCATION:

Your initial province is a 3 settlement province, you start in the capital, and it is quite defensible.

Typical expansion is to destroy any enemies nearby and proceed against Lord Skrolk, your first main enemy. You will soon face off against Vampire Coast, Bretonnia, and other factions. The whole idea is to control the whole continent of Lustria.

DIPLOMACY AND OUTPOSTS:

Diplomatically, you are part of the Order tide... kinda. Do not expect others to align with you easily.

For the most part, High Elves, Bretonnia, Empire are likely targets for allies, but you have to ensure you do not get treaties with their enemies so that you can obtain those alliances and outposts. It is also likely they can become your enemies, so be wary and get some effort for those friends.

Enemies will be numerous and will vary with the campaign, including Chaos, Skaven, Dark Elves, Vampire Coast, etc.

Try to obtain good cavalry and long range missile units, including artillery if possible.

MECHANICS OF THE RACE AND FACTION:

Rites are farily decent:

1 - Rite of Primeval Glory, giving you an army of Feral Carnosaurs, Stegadon, and Bastiladons, as well as the army ability to spawn Feral Cold Ones.

2 - Rite of Ferocity, giving you unit experience per turn +80, Income from post battle loot +25%, Recruit rank +2 and local recruitment capacity +1;

3 - Rite of Resilience, giving you +1000 barrier hit points, immunity to contact effects, and Expert Charge defense for Saurus and Temple Guard units.

4 - Rite of Awakening, giving you a Slann Mage-Priest that will become available for recruitment, offering you the choice of which lore of magic it uses.

Lord Kroak is of course insane. A very nice hero to have on any army, and the fact that you begin with him just makes the early game much better. You can either join him with Gor Rok or use him on a different army to shine on his own, your choice.

Blessed spawnings are given after specific missions, and provide great versions of the units as well as another pool for instant recruitment;

The Geomantic Web is a nice bonus linked to your edicts. It enhances their effects, but does not really require anything other than buildings to increase their effects, or good relations to your neighbors. It costs you a building slot in your capital, so have that in mind as you expand and build up.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Recruitment cost -15%; Recruit rank +1; Leadership +4 and Weapon Strength +6% (armies in province);

Control +2, chance of plague spreading -20%; Plague duration -20%; Enemy hero action chance -10%; Attrition -10% when under siege; corruption -2; army ability "Holy Stela";

Research rate +4%; construction time -1 turn; Chance of Winds of Magic increasing +30%;

Growth +20; income from all buildings +4%;

Army stances:

Astromancy costs 25% movement, gives you +50% chance of interception, +50% ambush defense chance, vanguard to some units, and 150% campaign line of sight.

Channeling costs 10% movement and gives you Winds of Magic +15 per turn;

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

Ambush costs 25% movement;

Forced march

Overall, great solutions over here, edicts are good and you should ensure that the research one is effective in lowering some turns so always use that one together with other provinces until it actually creates an effect.

Warhammer 3 Immortal Empires Gor-Rok - Lizardmen Campaign Overview, Guide And Second Thoughts (continuation)


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BUILDINGS, RESEARCH:

4 special buildings in your initial province. Itza has the vaults of the old ones, that give you -5 corruption in all provinces, melee attack +8 when fighting Chaos, Ward save +8% when fighting Chaos, and diplomatic relations +20 with other Lizardmen.

Emerald Pools give casualty replenishment rate +5% factionwide and growth +10 factionwide.

Gold mine also gives upkeep, recruit cost and recruit rank bonuses for Kroxigors, Temple Guards, and Cold one units.

Finally, Serpent Lairs of Sotek give you +20% post battle loot factionwide, +5% ambush success chance to all armies, chance of interception +10% factionwide, and leadership +20 when fighting vs Skaven (only in province):

You need 8 buildings for full military, including the armory for some units. 2 Can be built in minor settlements.

Star Chamber, Scrying Pool, and Geomantic web buildings all cause this faction to have severe issues in terms of what to build. There are many to choose from, careful planning is required.

Infrastructure:

1 - Growth and replenishment

2 - Income;

3 - Control;

4 - Income from buildings and geo web (capital) or local recruitment capacity.

The Star chamber gives you recruit rank for Slann, Hero recruit rank, income from all buildings. Scrying pool gives you campaign movement range, research rate, hero and ambush success chance and enemy hero reduced chance of success.

Research is really good, gives good campaign and battle buffs throughout. You should, however, maximize this in accordance to the types of armies you will be fielding out, in the case of Gor-Rok, likely Saurus and Temple Guards based armies.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line includes upkeep reduction and replenishment, but in the second part.

Redline has very good choices, rather cheap, but you basically go into Skink units or Saurus units.

Dinosaurs are nearly all based on one skillset which is excellent.

Gor Rok focuses on both Saurus and Temple Guards. With that in mind, you can have combinations of both, but I rather use different ones either into Saurus or into Temple Guards, with missile or monster support.

Saurus Old-Bloods may have the most typical compositions that I like to do, Temple Guards with Kroxigor support and missile units or dinosaurs.

You can also use some Skink based armies, particularly useful if you wish for those to be sweeper, fast armies.

I then add quite some combinations that you can use including Saurus Warriors and missile troops, flyers, dinosaurs. They are very effective in terms of redline skills, though.

A special note to heroes. Your Skink Chiefs provide replenishment, so you may consider them for your army specially if you are going into uninhabitable terrain.

FINAL NOTES:

Gor-Rok does not bring much in terms of mechanics, but starting with Lord Kroak is still a big deal. He is really good when leveled up and even just at the start; Gor-Rok is a nice tank lord, a very difficult lord for the enemy to deal with anyway.

You are once more into Lustria, but you have the middle spot. It is an easier campaign because Gor-Rok and Lord Kroak can carry you a lot. The focus on Temple Guards and Saurus warriors is welcoming for a specific playstyle.

Your army consists of:

1 - Good infantry

2 - Good skirmishers

3 - Good cavalry and flyers

4 - Good monstrous infantry

5 - Great and vast array of single entities

6 - Lacks typical artillery

7 - Lacks range overall

Replenishment is good, mainly because of climate issues it is not better, although you do have a special building that will assist it throughout which is why it is better than other Lizardmen lords in general.

So, time to conquer all of Lustria with Gor-Rok and Lord Kroak.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3019170298					

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