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

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

Warhammer 3 Immortal Empires Grombrindal - Dwarfs Campaign 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://www.youtube.com/watch?v=kj3EBJv99UE

If you prefer to read, here we go:

VICTORY CONDITIONS:

Short victory:

- Destroy the faction of Naggarond;

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

The reward is +3 hero capacity for all heroes, great considering how the Dwarfs work and how useful it is for them to have a few more heroes in their armies, and to avoid spending too much on buildings for them.

This is a very straightforward campaign, quite normal to accomplish for the most part.

Long victory:

- Achieve the short victory;

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

- Ensure that the severity of the grudges is no greater than 9;

The reward is +10 hero recruit rank, always useful to have better heroes right off the gate, specially for their abilities that help the army in battle or some rune magic.

A much longer campaign, but with a bit more sandbox feel behind it. Can take sometime to accomplish depending on the Grudges that you have currently.

Grombrindal is a Legendary Warrior, and he benefits from:

- Evasion chance when using Underway +60% (all characters);

- Weapon strength +20% when fighting against Elves (all armies);

- Can call upon the power of the Ancestor Gods;

All very decent, including a specific mechanic, forcing you into going to war with the Elves for the most part though.

Climate, is average and quite of an issue. You start very close to uninhabitable climate and you likely have to proceed there to have your solid base, so this makes the campaign much tougher overall. Difficult to complete a domination campaign too.

STARTING LOCATION:

Your starting province is a 3 settlement province, and you do start on a minor settlement. The main issue is how spread out the province actually is.

Typical expansion is to take care of the nearby enemies and attempt to move out to Naggarond territory. Likely, Valkia will show up and become an issue too, so going North is not only necessary but inevitable.

Still, it is possible to ignore it for a while if you aim to try to get a solid base. Proceed with causion, as there are many foes nearby and allies are slim in the initial area.

DIPLOMACY AND OUTPOSTS:

Diplomatically you are still part of the Order tide, although Hiwh Elves and Wood Elves may become your target later on.

At the start, Dark Elves, Beastmen, Vampire Coast, Warriors of Chaos, Norsca... you name it. You are surrounded, in a very difficult position.

Therefore, Outposts may be difficult to obtain early on, but the likely Empire or Bretonnia is what you are aiming at.

MECHANICS OF THE RACE AND FACTION:

The Forge is a crafting mechanic that allows you to build a variety of items; You collect Oathgold after battles and some buildings, as well as Quests, and you use those items to improve your characters. You have access to Runes too, which you can grant to specific units 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 during 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.

Remember that Grudges need to be very low to even complete the Long Victory.

Another mechanic is the Rune Magic. The Dwarfs have a different system in place: instead of costing Winds of Magic, it has cooldowns which apply to each caster, implying that having one caster is typically enough in your armies.

Grombrindal also has the powers of the Ancestor Gods. From time to time he will receive an Event to receive boons either to his army combat prowess, campaign factors, global faction factors, or Grombrindal's own combat prowess. Choose wisely to ensure you always get what is best for the current circumstance.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Control +4, corruption -3;

Income from all buildings +5%

Growth +15; construction cost -10%; tradable resources produced +5%;

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

A very typical bunch, it is always good to have a "fix all" with the control + corruption edict, for example.

Army stances:

Underway is the tactical advantage, and do not forget that Grombrindal enhances this by a lot in order to make your armies avoid being intercepted, which is excellent.

Encamp costs 50% movement and enables replenishment and immunity to attrition, as well as access to the Global recruitment pool;

Raiding costs 50% movement, makes your army immune to attrition;

Ambush costs 25%

Forced march

Very much the basic ones, just reinforcing the use of the Underway under Grombrindal as it is a bit more effective than with other Dwarf LL's.

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


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BUILDINGS AND RESEARCH:

Drackla Spire has a unique building, giving you income, Oathgold per turn, control, research rate (!), recruit rank for gyros and Irondrakes. A great overall building with a lot of influence in the gameplay.

Your full military requires 6 buildings, but 2 may be built in minor settlements. There are no tier 5 units, implying the Dwarfs reach their elites much faster.

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

Infrastructure:

1 - Growth and replenishment;

2 - Income;

3 - Trade resource and control;

4 - Oathgold, income from trade, resources produced (factionwide), income from all buildings.

These are fairly good overall, they fill out most of the factions needs and give you great options.

You are lacking some of the mines that cause the other Dwarf leaders to become very rich very fast, so your income overall may prove quite a challenge. You still have the Ancients mechanics to help, though.

Research is one of the best around. It will take ages to finish, so ensuring you get a lot of research buffs will always help you in the long run. Choose well your next research, for it will take time.

LORDS, SKILLS, ARMY COMPOSITION:

Blueline has a very nice surprise for Grombrindal specifically. His effects are nearly all factionwide. Replenishment to all armies is a huge one, as well as more campaign movement range. I will let you decide whether the others are worthy, but in my opinion, I can make a build work for him and just get everything really from the blueline.

Redline is probably one of the best in the game, good compositions and alternatives without spending too many skills for the army.

They have some great combinations, such as the Irondrakes with an artillery unit, or the Elite infantry that has anti-infantry and anti-large possibilies as well as frontline. This implies you get to have good compositions without having to worry too much about how many skills you spend for the army.

Grombrindal buffs quarrelers in some form, Irondrakes, War machines, and he does have good bonuses for the army overall. Thus the first army suggestion is based around solid frontline with Irondrake support, the second around Quarreler support, and the third is just for fun, just wondering how a fully ranged army would do.

The remaining two images are about some compositions that I typically try, but always remember the differences for those under Grombrindal and its mechanics. Try adding some outpost units here and there and you can achieve great variety for your gameplay.

Note how cheap they are in terms of Redline skills to buff the whole forces (number in yellow below). I also suggest some sweeper armies, with lower tier units, that are surprisingly resilient for the Dwarfs.

There is no hero that provides replenishment, which does not help. They do have great abilities for the army in one way or another, and the Master Engineer has invaluable abilities to help ranged units become very powerful.

FINAL NOTES:

Grombrindal's position would make an interesting campaign regardless, but his different skills and mechanics alone give it a cherry on top. It is not the most interesting faction to play as, but definitely a bit of an improvement overall.

It will be a tough one, though, and timing is essential. Spread too far, and you will be attacked on the other side for certain. It will not be long before you are fighting a two-pronged war, so be ready for it, embrace it, and lead Grombrindal to victory.

Your army 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 in that regard at least initially.

I believe now it is time to take to the North and fight for Grombrindal, the White Dwarf.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3009310660					

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