Warhammer 3 Immortal Empires Kroq-Gar - Lizardmen campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Kroq-Gar - Lizardmen campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Kroq-Gar - Lizardmen 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 supports me):

https://youtu.be/lBCbXyUykWA

If you prefer to read through:

VICTORY CONDITIONS:

Short victory:

- Destroy the factions of Clan Morbidus, Clan Mordkin, The Silver Host, The Drakenhof Conclave (Mannfred) and the Leaf-Cutterz Tribe.

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

The reward is +3 hero capacity for all heroes, as always, great so you do not need too many buildings to have some scouts and heroes in your armies easily. Particularly useful for those Skink Oracle heroes as well.

These are quite spread out objectives, having to move into different directions, so you may have quite a "long" short campaign here.

Long victory:

- Achieve the short victory

- Occupy, loot, raze or sack 70 different settlements

- Destroy the factions of The Drakenhof Conclave (Mannfred), Exiles of Khorne (Skarbrand), Clan Mors (Queek Headtaker), The Bloody Handz (Wurzzag), Harbinger of Disaster (Malagor), Poxmakers of Nurgle (Ku'Gath), and the Oracles of Tzeentch (Kairos Fateweaver).

- Ensure at least 5 of a list of 7 Jungle provinces (near you) are controlled by you or vassals/allies.

The reward is +10 Hero recruit rank, which helps ensure your heroes are all good when they pop-up.

This is a very very long campaign, it will put you against plenty of strong opponents, including 3 monogod factions, and anything around them, as well as forcing you into some uninhabitable climates. Hard one to try out.

Kroq-Gar is the Last Defender of Shotl, and has the following benefits:

- Upkeep: -15% for armies led by Saurus Old-Bloods;

- Saurus buildings grant additional bonuses to Saurus Scar-Veterans and Old-Bloods.

- Weapon Strength +1% per character rank for Saurus Scar-Veterans and Old-Bloods (so 50% at max level)

- Experience gain +30% for Saurus Scar-Veterans and Saurus Old-Bloods.

So, if you have not yet caught on, he really wants you to use the Saurus heroes and lords. Great faction to get used to those characters.

Climate is average to bad. Apart from the nearby jungles, nearly anything else is unplesant or uninhabitable, making this a tough campaign to achieve domination with.

STARTING LOCATION:

Your starting province is in the middle of the road, and it is a 2 settlement province which you start on a minor settlement.

There are no 4 settlement provinces nearby, and considering the Lizardmen building tree, this may prove difficult for you to have a nice solid recruitment location.

Still, it is quite defensible and you may enjoy the benefit of being both near the sea but not directly into it.

In terms of typical expansion, going South or North is always a matter of taste, but everywhere you will have further enemies. Do not neglect the possible expansion into the desert or the South Jungles pass the mountains, as always, your choice.

DIPLOMACY AND OUTPOSTS:

Diplomatically you are still kind of part of the order tide. At least, they will be your most likely allies. High Elves, Wood Elves, and Dwarfs are perhaps your best bets for outposts. If you manage, good ranged units and artillery will make a fine addition to your already strong armies.

As for enemies, Skaven, Tomb Kings, Vampire Counts, and later Tzeentch and Nurgle will for certain be a nuisance. You have to move North towards Skarbrand later on, for an epic battle in the dunes.

MECHANICS OF THE RACE AND FACTION:

Rites are fairly decent, although some are costly:

- Primeval Glory gives you an army of dinosaurs and an army ability to summon Feral Cold ones, but it is expensive and the army does cost upkeep;

- Rite of Sotek causes attrition to enemies in your territory, gives you +50% chance to ambush, Melee attack +10 for all skink units, Weapon strength +15% for skinks and chameleon units, and Missile Strength +20% for Skink and Terradon units.

- Rite of Ferocity gives you +80 unit experience per turn, +25% income from post-battle loot, recruit rank +2 and local recruit capacity +1.

- Rite of Awakening gives you a choice of a Slaan Mage-Priest, which you can have with different lores of magic. It should be done at every opportunity since all there is to this is a cooldown.

Another "mechanic" is Lord Kroak. Just... insane. A nice hero to have on any army, I like to use him on a basic lord so that he can shine on his own. You can definitely have him join Kroq-Gar for an insane powerful combination, of course.

Blessed spawnins are given after specific missions that you will get throughout the game. These provide you with greater versions of the units as well as them constituting another pool for instant recruitment, great to use in a tight spot.

The Geomantic Web is quite a nice bonus, it acts upon the edicts, enhancing them. It does not really require anything else other than the buildings, and good relations with your neighbors. It costs you a slot in your province capital, so just remember about it when planning out your buildings.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

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

Control +2; chance of plague spreading and duration -20%; enemy hero success -10%; attrition -10% when under siege; corruption -2; Army ability (reduces missile damage and accuracy to enemies).

Research rate +4% (!), Construction time -1 for all buildings; Chance of Winds of Magic increasing +30%;

Growth +20; income from all buildings +4%

Quite a different approach, I like how it has both Growth and Research, and still has income and control, but with different effects. Great defensive ones too.

Army stances:

Astromancy has vanguard for some units, and chance to intercept as well as ambush success. Great defensively.

Channeling gives magic reserves, and costs 10% movement.

Encamp gives the typical replenishment, immunity to most attrition, global recruitment, for 50% movement;

Ambush costs 25% movement;

Forced march.

Notice the lack of a raid stance; Astromancy is very useful vs the Skaven and Tzeentch overall due to trying to avoid their ambushes for the most part.

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


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BUILDINGS AND RESEARCH:

- The Golden Tower has a special building for 600 income, control +5, research +8% and corruption. -5%. Amazing one, it is available so soon that this almost feels like a faction overall buff.

- You need 8 buildings for full military, including the armory for some units. Only 3 can be fully built in minor settlements.

- Star Chamber, Scrying pool, and Geomantic Web buildings cause this faction to have severe issues in terms of the options to build. Because there are so many choices to choose from, careful planning is required.

- Infrastructure has:

1 - Growth and replenishment building;

2 - Income building;

3 - Control building;

4 - Income from buildings and Geo Web increase (Capital) or local recruitment capacity (minor).

The Star Chamber gives you recruit rank for Slann, hero recruit rank, and income from all buildings.

Scrying pool gives you campaing movement range, Research rate (!), hero and ambush success, and enemy hero reduced chance of success.

Research is also really good, giving both campaign and battle upgrades throughout. You should, however, maximize this in accordance to the types of armies you will be fielding out. You will need a lot of research increases to ensure you can have the benefits from it as soon as possible.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line includes upkeep reduction and replenishment, but in the second part, and nothing too interesting in the first part. You can of course go into Lightning Strike if you wish.

Redline divides mainly into Skinks or Saurus units.

The Redline skills for the Lizardmen are overall great, because you can have mixed units for different compositions and easily give every unit some skill benefits without spending too many skill points.

For the most part, I like to either have a rush army, or a more defensive army.

A special note to heroes, where your Skink Chiefs provide replenishment, and of course, remember that Saurus Scar-Veterans and Old-Bloods are great under Kroq-Gar.

Kroq-Gar has a lot of buffs vs specific enemies, which you can pick as those become a problem, to fight them. Therefore, even lower tier units can perform well into the lategame, but nothing wrong with upgrading these later on. Note on the compositions below how little redline skills points are required for the comps.

Saurus Old-Bloods may have the most typical composition that I like to have, Temple Guards with Kroxigor support and missiles or dinosaurs. The third choice is a mix of Saurus, perhaps remnants from the early to mid-game, and some dinosaurs supported by a mix of ranged units.

Nothing wrong with having some Skink based armies, specially as cheaper, sweeper armies. As I have mentioned before, those that you would send out to fight lesser enemies or conquer minor settlements while the big armies fight the chosen stacks, you know?

There are some nice compositions available including flyers and dinosaurs, and always note how effective those are in terms of how many redline skills you allocate to buff them all.

FINAL NOTES:

Just like Mazdamundi, the faction feels very simplified. Contrary to Mazda, however, Kroq-Gar feels a great choice to have the basic Lizardmen experience, and I would definitely recommend it specially because of a somewhat easier location.

Armies are really powerful, and once you realize your mobile artillery and missiles are good in combat too, you will be surprised by the amount of staying power and damage potential they have.

It is difficult to get used to all the buildings and unit combinations, so I always recommend you pick a few and stick with them until you have learned adequately, then slowly get different compositions as you wish to explore things.

Your army consists mainly 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 average, it is mostly due to climate issues. Still, I believe now it is time for you to fight alongside Kroq-Gar of the Lizardmen.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2965233791					

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