Warhammer 3 Immortal Empires Greasus Goldtooth - Ogre Kingdoms overview, guide and second thoughts

Warhammer 3 Immortal Empires Greasus Goldtooth - Ogre Kingdoms overview, guide and second thoughts

Warhammer 3 Immortal Empires Greasus Goldtooth - Ogre Kingdoms Overview, Guide And Second Thoughts


Warhammer 3 Immortal Empires Greasus Goldtooth - Ogre Kingdoms overview, guide and second thoughts image 1

Warhammer 3 Immortal Empires Greasus Goldtooth - Ogre Kingdoms 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 a video (it also supports me):

https://youtu.be/d5O4GzsGlRM

If you prefer to read:

VICTORY CONDITIONS:

Short victory:

- Control the provinces of the Mountains of Mourn, Ivory Road and Bone Road (close)

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

Reward is +3 unit recruit rank, decent specially because it will be fairly early in the game, so your units will be more effective throughout the campaign.

Probably one of the shortest campaigns possible. Very close initial provinces, and then go anywhere you wish to complete the 30 settlements. Straightforward and easy, recommended.

Long victory:

- Achieve the short victory;

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

- Control 8 of a list of specific settlements that are quite spreadout, either through Cathay or Greenskins/Dwarf factions main settlements.

Reward is +2 global recruitment capacity. It is average at best, because most of the time you will be recruiting normally, global recruit is typically about replenishing lost units, and you do not need those +2 slots all the time. Plus it will arrive quite late in the campaign.

This victory is far lengthier to achieve, you may need to expand into several directions, or at least ally with someone owning those settlements. Not an easy thing to do.

Greasus is the Tradelord, Tribestealer, Drakecrush... discount Settra with all those titles. So, he gets:

+20 diplomatic relations with Ogre Kingdoms;

+50% income from trade tariffs;

+25% unit mass

These are important buffs for the faction, a bit above average, but nothing too out of the ordinary or unique. More income, better combat stats in essence, easier early diplomacy.

Climate is not bad, mostly because the only really uninhabitable locations are the desert and the fairly typical magical forest ones. Therefore, one of the factions that you can easily dominate the whole map with and that benefits from less penalties from climate throughout the game.

STARTING LOCATION:

The starting location is a 4 settlement province, but Ogres work slightly different in terms of mechanics. It does have gold and tusks for resources, which is helpful.

You are located in the middle of the mountains, which implies a lot of possible invading enemies, and expansion may be tricky. For the beginning, other Ogre Kingdoms factions may be your enemies, then anything that crosses your path, really.

Typical expansion should aim at controlling the mountain regions then deciding if pushing North, South, East or West, really. Probably will depend on the enemies/allies you have made along the way.

DIPLOMACY:

Ogres are part of the "Neutral" tide, I would say. They are not really enjoyed nor really hated by most other factions, so you can definitely have friends with order or chaos factions, it depends how you conduct your business and wars, really.

You do have good initial relations with Cathay, so exploring that could lead into good Outsposts with the Order tide factions.

You start with a lot of enemies nearby, and expansion leads to more enemies and some friends. Trade is useful for this faction, so getting some friends is quite essential.

For outposts, anything that gives good standing infantry and missiles, and multiple artillery units. The rest they kinda have already.

MECHANICS:

- Camps. These are your true main settlements, where you can recruit most of your higher-tier units. You can increase the number of these with research, and then you can settle them wherever you wish. Be mindful because then you cannot move them, and they have some bonuses for when you are near them. They have no garrisons to begin with, but you can recruit units to add to the garrison and they have lesser upkeep there.

- Big names. These are a set of possible traits for your lords and some other characters. They help either in campaign or battle wise, a very straightforward mechanic.

- Meat is used for many things. A unique resource that allows some buffs while going into battle, you can expend it to gain speed, mass, charge bonus for your units. You can also offer it to the Great Maw for even further buffs for a certain amount of time. It also gets consumed by each army, and note that each army has its own meat.

- You unlock great army abilities via the research tab, very useful and they will drastically change how you play on the battlefield.

- Finally, contracts are a nice "Mercenary flavour" mechanic for this faction. You can receive offers from other factions to complete missions, and achieve rewards, basically. Of course, this may lead into good or bad relations with some specific factions, which adds to how diplomacy may change from one playthrough to another.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Less chance of a plague -40% and income +5%;

Corruption -5, recruit cost +5%, local recruit capacity +1;

Control +4, growth +20, enemy movement reduced -20%;

Not the best, and not really that influential considering you will have most of your recruitment in your camps. However, mid to lategame these will be important even if just the income.

Army stances:

- Encamp at 50% movement, immune to attrition and allows replenishment and global recruitment;

- Raiding at 50% movement, immune to most attrition and gives +10 camp growth. Good to use to steadily improve any nearby camps.

- Ambush at 25% movement;

- Forced march.

Fairly typical ones; the absence of an underground mechanic is really important because of your position in the mountains, making it difficult sometimes to defend against those factions with some form of underground.

Warhammer 3 Immortal Empires Greasus Goldtooth - Ogre Kingdoms Overview, Guide And Second Thoughts (continuation)


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BUILDINGS AND RESEARCH:

We should split into basic settlements and camps.

Basic Settlements:

Two buildings for military, although not everything you can build. Just the very basic troops.

Infrastructure:

1 - Growth and replenishment;

2 - Income;

3 - Meat generated at the cost of half your income;

4 - Control+corruption;

The third one is interesting. Perhaps best used in a place without anything giving extra income like resources and specially useful to ensure some armies do not go on without meat and can recover in this province.

Great Hall of Greasus has a nice income based special building.

Camps:

They have enough slots to build nearly every building, allowing you to only choose the order of them. 5 military buildings for maximum military;

Infrastructure:

1 - Income (1000);

2 - Meat for armies in the circle of influence;

3 - Unlocks Butcher hero, Meat gained from battles +20% for armies in the circle of influence, leadership when in the circle of influence.

4 - camp growth and local recruit capacity.

Defense buildings should be more like infrastructure, really. One provides replenishment and an army ability, the other less upkeep and more income from post-battle.

In essence, camps have a huge influence, the larger they are, for any armies in the area of influence. If you can quickly grow them and make them improve (using the raid stance helps a lot), you benefit your nearby armies with whatever you choose.

Research is quite necessary since it gives you access to army abilities, more camps, nice unit buffs, and overall good stuff. You will nearly always need the last research that allows you to have one extra camp for every camp that reaches level 5, so that you can continue to create camps for your domination.

LORDS, SKILLS:

- Blueline is different for some lords. Tyrants do not have replenishment and have reduced upkeep and income based buffs.

- You can play with Slaughtermasters who have replenishment right at the start of the blue lines, and also research buffs. They also have more meat from camps and other interesting alternatives.

- Redline is quite efficient and it allows good elite army compositions for the lategame for certain.

- Greasus gets a bit more diplomatic bonuses, some average bonuses for the army, and some replenishment later on his special skills.

ARMY COMPOSITIONS: (see images below)

- First, the redline skills for the ogre units. Note how most of the early game units are in the first two sets.

- All cavalry in one, all Maneaters in another, and nearly all monsters in another makes it so you can have some different army compositions throughout without spending too many skill points in the redline.

- Maneaters imply that you have an anti-infantry, anti-large, and missile unit all in one. Specially useful lategame.

- Greasus has some small buffs for his army and some ogre bulls strength. The idea is that you should use those early units but upgrade them when you can to the ones I showcase here (if you wish, of course;P) A nice set of different Maneaters with some cavalry and later with some monsters to assist.

- Tyrants only provide some charge bonus and leadership, so for the most part I would just get some different compositions for fun. Combinations of Maneaters with other missile sources for more ranged focus; or even go overboard and only get missile troops, with the gnoblars there to just soak up an enemy charge or missiles while you annihilate them.

- Finally, some army compositions around Maneaters with some Leadbelchers and cavalry, or a massive ambush type army with no range just for fun.

Overall, note how effective all those combinations are and how little redline skill points are required, making it great to ensure you do not spend too much.

FINAL NOTES:

- They are a brutal, massive army. It is fun to use, although not the typical style because of the lack of infantry.

- Synergy between the meat and all the buffs you can get is cool. Growth and replenishment are nice, and you can play into a more defensive or rush based army as you wish.

- The lores of magic are interesting and different to see on the battlefield.

Your army consists of:

1 - Poor infantry (Gnoblars);

2 - Great Monstrous infantry;

3 - Great missiles;

4 - Great Monstrous cavalry;

5 - Good single entities;

6 - Lacks flying units;

7 - Lacks numbers;

Replenishment is good, there are some buffs that will assist it and the climate helps most of the time.

It is now some Shrek time with Greasus Goldtooth. Let me know what you guys think of the faction below.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940466829					

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