Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts

Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts

Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen Overview, Guide And Second Thoughts


Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 1

Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 2
Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 3

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.

For those that prefer the video (it also helps to support me):

https://youtu.be/7L6siiycwo8

For those that prefer to read:

VICTORY CONDITIONS:

Short victory:

- Destroy the factions of Keepers of the Bliss and Skeggi.

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

Reward is +3 for all heroes, which is great considering that it is difficult to reach the skink oracle, for example, and it helps ensure that you can recruit a few earlier on.

Probably one of the easiest short victories to achieve. Both enemies really close, and then you are free to take whatever you wish.

Long victory:

- Achieve the short victory conditions;

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

- Control all provinces of Lustria either directly or via vassals/allies.

Reward is +10 hero recruit rank, very decent to ensure your heroes are always ready to cast some spells or help your lord in combat right as you recruit them.

Mazdamundi is the Lord of the Solar-City. He has a penalty of -10 diplomatic relationships with most factions. Construction costs for the star chamber buildings are halved. Rite costs are reduced by 30%.

He could definitely have better buffs, the rite cost is most likely the best one and you should definitely capitalize on it.

Climate is... quite bad. Other than Lustria or the Southlands, nearly everything else is either unpleasant or uninhabitable. To top it all off, Morathi is in really bad terrain for you and will most certainly get to war with you soon, forcing you into a defensive war or having to invade uninhabitable terrain very early in the campaign. This is definitely a faction that will struggle to conquer the whole map.

STARTING LOCATION:

It is quite average at best. You have plenty of enemies in all directions and uninhabitable terrain really close to your capital.

The first province has 3 settlements, and you can barely build every necessary military building, forcing you to have a second for that premise. The only nearby 4 settlement province is actually in uninhabitable terrain.

Typical expansion routes are to either go south or north. Morathi is a pain to deal with, specially because of her terrain. Shortly thereafter, Wood Elves and High Elves may attack you, so taking the north route will be met with some hostility.

Taking Ulthuan is not out of the question, but may hinder your overall short and long campaign objectives. Therefore, Lustria is nearly always the best target, making the replay value of this faction a bit less than others.

DIPLOMACY:

With the penalty with most factions, diplomacy becomes a bit more difficult. Lizardmen are quite order tide/neutral based, but they have issues getting to that stage. Bribes may be important to secure at least some friends with the High elves, Bretonnia, Dwarfs, Empire... etc. Gift a settlement from the uninhabitable terrain and you may get an alliance for the ages because of it.

Enemies will most likely be Dark elves, other Lizardmen, Norsca, Vampire coast, Bretonnia. High Elves and Wood Elves may also invade, so be careful.

Outpost potential is great with Bretonnia for some good flying cavalry, empire for missile units and artillery, and high elves for some missiles. Nothing like 4 Sisters of avelorn following dinosaurs for quite a view on the battlefield. 🙂

MECHANICS:

Rites are fairly decent, although some are costly even with the -30% price from Mazdamundi's bonuses.

1 - Rite of Primeval Glory - Army spawned at your capital, with plenty of dinosaurs, ready for combat (it does cost upkeep); army ability;

2 - Rite of Sotek causes attrition to enemy armies, as well as giving some nice buffs to most of your skink units and terradons.

3 - Rite of ferocity gives unit experience per turn, income from post battle loot, recruit rank and local recruit capacity.

4 - Rite of awakening costs nothing, only cooldown, and gives you an opportunity to get a Slaan Mage-Priest to lead an army.

So, most of these rites are fairly circumstantial, but the awakening gives you a choice of a new lord and with it some lores of magic that are not readily accessible in other ways, such as lore of life.

Lord Kroak is just... insane. A nice hero to have on any army, once you complete the quest, you have him; I liked to have him on a basic lord army so that he could shine on his own away from Mazdamundi, who is already a great caster. But as always, up to you.

Blessed spawnings are given after specific missions and provide you with better improved versions of the units, as well as another pool for instant recruitment. Most of the time you will want to have blessed units instead of the normal ones.

The Geomantic Web is quite a soft bonus. It gives you some bonuses to the edicts, but does not really require anything else other than buildings and good relations with your neighbors. It still costs you a slot in your province capital, so be mindful. The buffs are decent, but you will need to have it spread around and evolved to get the full effects.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Recruit cost, recruit rank, leadership and weapon strength buffs;

Control, plague spread and duration denial, enemy hero action chance reduced, corruption, army ability; More of a defensive edict.

Research rate (!), construction time, and winds of magic;

Growth and income

Quite a different approach to most basic ones, I like how you have both growth and research rate, as well as typical income and control, but with different effects siding with those. Research is very valuable, do not underestimate this.

These are of course enhanced by the Geomatic Web, so the advanced ones are much better.

Army stances:

Astromancy has vanguard for some units, and chance to intercept, as well as ambush defense chance; use this one defensively of course.

Channeling gives winds of magic reserves for 10% movement;

Encamp is the basic, 50% movement, replenishment, global recruitment, and immune to most attrition;

Ambush costs 25% movement;

Forced march

Note the lack of a raiding stance. Astromancy is very useful against Skaven and Tzeentch due to it helping vs ambushes.

Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen Overview, Guide And Second Thoughts (continuation)


Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 66
Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 67
Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 68
Warhammer 3 Immortal Empires Lord Mazdamundi - Lizardmen overview, guide and second thoughts image 69

BUILDINGS, RESEARCH:

Hexoatl has 3 special buildings, including a mine that is great to get some income;

8 military buildings for a full military, including the armory for some units. Only three can be fully built in minor settlements.

Star Chamber give you recruit rank for Slann and heroes; Scrying pool gives you research rate and other buffs; Geomantic web buildings increase the effect of the Geomantic web.

The key issue is how this faction has so much to build, it requires careful planning in order to benefit from it all. It is one of the most difficult factions to plan buildings around for your provinces.

Infrastructure:

1 - Growth and replenishment;

2 - Income;

3 - Control;

4 - Geomantic web building, income from all buildings;

5 - Scrying pool can be considered more into infrastructure.

Again, you can see how so many buildings will be an issue in terms of what to build next. As soon as you start a campaign and see that building list, you will notice.

Research is really good, but lengthy. It is why the edict and buildings that give research are so helpful. Most research is behind specific buildings to unlock, which means it will take time to complete. You have bonuses to nearly every type of unit, so if you can focus on a few for your army compositions, it will all work out much better. Plan the army compositions, get the buildings for it, and the research to enhance those.

LORDS, SKILLS:

- Mazdamundi is a great caster, with lots of different spells, mostly focused on damage. Once he gets his faithful mount, he can go into battle with the other allies very easily.

- Blue line includes replenishment and also upkeep reduction, but in the second part of the blue line. Nothing truly interesting in the first part, so you may wish to skip this for some time.

- Redline has very good choices. Rather cheap, you basically go into Skink units or saurus units, although combinations of both are allowed.

- Dinosaurs are mostly based on one skill location, which is excellent. You will be able to field all of the special ones without needing too many redline skill points, so variety is definitely something the Lizardmen will have.

- Special notes to heroes: your Skink chief provides replenishment and is always good. Most of the heroes have a great mount option which implies they will always be great in battle.

- Nearly every lord has specific skills to buff specific types of units. This ensures you can get quite a lot of different army compositions and experience a lot of variety.

- Magic is really important for the lizardmen. Vast array of lores of magic, make use of all of them and you will even have further army compositions possible because of it.

ARMY COMPOSITIONS: (see images):

Note how Saurus are divided from Skinks, but most missile units are in one. Cavalry and flyers in one skill ensures you can have some early options there too.

For the most part I either choose to have a rush army without nearly any missiles, or a more defensive army.

Mazdamundi reduces upkeep of temple guards, so I am focusing on those. Two alternatives shown.

Your skinks provide you a nice sweeper based army that is surprisingly resilient, but do not send these to fight chosen 😜 They are good to take out lesser opponents and follow the main armies.

Saurus warriors can back up flyer units, dinosaurs, mixes of those, etc. Note how rather cheap in redline skills you can get these, allowing you to spend more skills into other stuff.

FINAL NOTES:

Lizardmen as a whole feel a bit more simplified compared to other factions. Not a lot of mechanics, not a lot to do other than watch those dinos fight 😉

Armies are really powerful, with the infantry being able to both endure combat and dish out tons of damage.

You have insane army combinations to try out, it is one of the factions with better replay value just for that reason.

Difficult to start with; the army does not play standard at all, requiring some knowledge of the units and capabilities overall.

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 average, should be better, but climate does not help.

Overall, a wonderful faction to play for a short and long victory condition, and you will most certainly have fun trying to get all those nice spells for crazy damage.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940464079					

More Total War: WARHAMMER III guilds