Warhammer 3 Immortal Empires Markus Wulfhart - Empire Campaign Overview, Guide And Second Thoughts
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, here is the link, it helps supports me as well:
https://youtu.be/F0zNz7IYnGY
If you prefer to read:
VICTORY CONDITIONS:
Short Victory:
- Have at least 100 Acclaim at the start of your turn.
- Destroy Hexoatl (Mazdamundi), Itza (Gor-Rok), Clan Pestilens (Lord Skrolk), The Awakened (Luthor Harkon) and Dreadfleet (Count Noctilus).
- Occupy, loot, raze or sack 30 different settlements.
The reward is +3 hero capacity for all heroes, great so you do not need to many buildings in order to recruit a few, and to have some variability in your armies.
Quite a lengthy short campaign, defeating all those enemies and legendary lords will certainly take time, since you need to expand nearly through all of Lustria.
Long Victory:
- Achieve the short victory
- Occupy, loot, raze or sack 70 different settlements.
- Control nearly all provinces of Lustria either directly or via allies/vassals.
The reward is +10 hero recruit rank, as always, decent to ensure your new heroes start much more effective into the lategame.
This is a much better, decent, long victory condition. It ties well in your overall short victory objectives. It is not unlikely that you may achieve both Short and Long victory goals very close to one another.
Markus is the Huntsmarshal of the Empire, and benefits from:
Limited roster: only basic units immediately recruitable
Reinforcements from the Empire mechanic
Hostile actions will trigger retaliation from the enemy
Recruit rank +3 for all Huntsman generals
-40 diplomatic relations with Lizardmen
In general, these are not exactly buffs or nerfs, but rather a way for the playstyle to be focused on hunting down the Lizardmen, and you get reinforcements and other mechanics to handle this task.
Climate is overall average. The only advantage is that for the most part you will be fighting in Lustria which is great. However, not the easiest faction to do a domination campaign with.
STARTING POSITION:
Your starting location is a 3 settlement province, but you start with a minor settlement with a port. It may take sometime to reach an overall solid base, though.
You do have the sea nearby to of course collect any goodies there, and may yet be a good alternative if you run out of income.
Typical expansion is to gain a foothold in Lustria, then expand either south of it, or to its north. You will need to go to the Galleon's Graveyeard eventually, but nothing wrong with leaving that for last given how difficult it is to take.
Your unique campaign conditions will prove to be the biggest challenge, though the location does not help either, since you are in the middle of some tough enemies.
DIPLOMACY AND OUTPOSTS:
In terms of diplomacy you are still a part of the order tide. On this side, other Empire factions, Bretonnia (Alberic) and High Elves will most likely be your closest friends and possible allies. There are some Dwarfs nearby, but who knows they will survive long enough.
Lizardmen, Skaven, Monogods, Vampire Coast, they will all be your enemies and there are plenty of them around.
Outposts should provide you with much needed troops as well. This is probably the faction that will benefit the most from this mechanic. Seek out any frontline, cavalry, and artillery that you can. You will have at least good missile troops to survive.
MECHANICS OF THE RACE AND FACTION:
Mechanics are heavily modified for Wulfart:
Acclaim is measured in how well you are doing in your conquests. Build ports, capture settlements, unlock hunters and Acclaim grows. You have 5 levels of Acclaim, and each allows you to build better buildings and recruit better units. It also improves the overall supplies that you are getting from the Empire. However, each level also reduces your diplomatic relationship with the Lizardmen factions.
Hostility is a second series of 5 levels, reflects how the enemy see you. The more Hostility, the faster you receive reinforcements, but the faster the enemy gets some massive bonuses against you. They may even spawn armies to fight you, so be wary of those.
Imperial Supplies are the sets of advanced and elite units that will become available for you to select from. These will be able to be instantly recruited for zero cost for your armies. You can decide which ones, and you can increase their experience with Acclaim and improve them as well with Research.
Wulfhart's Hunters are unique heroes that you may have that will assist you. Each will have several quests you may follow to improve them. You can then either use them all in just one army, as scouts, or in several different armies according to their speciality.
PROVINCE EDICTS AND ARMY STANCES:
Edicts:
Control +4;
Enemy hero action -15%; chance of intercepting an army +25%; Corruption -2;
Income from all buildings +5%;
Growth +20, income from trade tariffs
Recruitment cost -5%; Local recruit capacity +1;
Army stances:
Channeling, costing 10% movement, and giving +15 winds of magic power reserves per turn
Encamp, costing 50% movement, giving replenishment, global recruitment, and immunity to most attrition.
Raiding, costing 50% movement, gives immunity to attrition
Ambush, costs 25% movement
Forced march
Warhammer 3 Immortal Empires Markus Wulfhart - Empire Campaign Overview, Guide And Second Thoughts(continuation)
BUILDINGS, RESEARCH:
You do not have any specific buildings in the starting province.
Military requires 6 buildings, 2 of them can be built in minor settlements. Tier 3 units are somewhat decent, with Greatswords, handgunners, mortars, and cavalry units. However, tier 4 introduces cannons, rockets, demigryphs, which are the key units for any playthrough.
However, should be noted how for Wulfhart those are blocked initially. You can unlock them by advancing in the Acclaim bar, but for the early to mid game, do not count on rushing in to any specific unit, unless you can obtain them via Imperial Supplies. After you obtain 100 Acclaim, everything will be unlocked and your campaign becomes a steady Empire campaign.
Infrastructure:
Growth and replenishment building
Income building
Control and hero recruit building
Campaign movement, growth and income
Overall, some nice bonuses from all those buildings. You definitely need a second province to get every single military building, though.
Research is quite nice. It focuses on every part of the game, more campaign or battle focused. The diplomatic corps may seem expensive, but they may yet provide you with the necessary alliances in the long run to get some good outposts going, and some nice units to reinforce your armies.
You also have specific research for the Imperial Supplies, which is great but really only important until you reach 100 Acclaim. However, Diplomatic relations right from the start with someon you aim to get an alliance or outpost can also be a great way to start.
LORDS, SKILLS, ARMY COMPOSITIONS:
Blue line has replenishment and upkeep reduction in the second part, but nothing really amazing in the initial part of the line.
Redline is rather expensive, since the main issue is that any alternative or early-mid game units will require some skill points in comparison to only elite units.
In terms of heroes, Warrior Priests provide replenishment and may be essential considering the climate and the overall need for it. They also should help support your weaker frontlines for the majority of the game.
In addition, remember that you have 4 specific heroes, and you may be willing to try different army compositions with them. Whatever you do, just make sure you plan for it.
Wulfhart focuses on Hunstmen, so here are 3 armies based around them. The first one is on the principle that you may not get many elite troops, and will have to do with lesser units. The second is a more standard one, and the third is an alternative in case you would like to go into ambushes, or just to the fact that you can have your entire army in vanguard later on. Note how expensive they are in terms of how many points you need to buff the entire composition (yellow number below).
Then I have some specific compositions based on the Huntsman Generals, which will help in terms of the early game and the reduced elite units.
Finally, some compositions you can use throughout the game really. Note how your hero choices may of course vary a lot and I only just selected placeholders here, as always, have one caster hero and one melee/support hero as a rule of thumb.
FINAL NOTES:
A significantly different and harder campaign, the mechanics do make you feel that you are all alone trying to fight some overwhelming odds with little assistance. The more aggressive you are the better the assistance and the harder the enemy.
The initial stages of the campaign will force you to expand into different positions and the enemy may close in from all sides. Pay attention to diplomacy and see if you can have some friends to help out.
A campaign that focuses on different units for the Empire may yet prove to be quite fun, specially with a missile heavy, war wagon heavy playstyle.
Your army consists of:
1 - Average infantry
2 - Great missiles and artillery
3 - Great cavalry
4 - No single entities (siege tank and luminark are more artillery than true single entities, btw)
5 - Lacks flying
Replenishment is good so long as you are in Lustria. Otherwise, it may prove difficult later on.
Welcome to Jurassic Park, Dr. Wulfhart.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2965261450
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