Warhammer 3 Immortal Empires N'Kari - Slaanesh 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 (it also supports me):
https://youtu.be/2_Xc2tOSUto
If you prefer to read:
VICTORY CONDITIONS:
Short victory:
- Short campaign requires to destroy or vassalise Avelorn, Eataine, and Yvresse.
- You also need to control the Shrine of Asuryan (middle of Ulthuan);
- Occupy, loot, raze or sack 35 different settlements;
The reward is winds of magic power reserve to all armies. It is good specially to Slaanesh because they rely a bit on magic.
Long victory:
- Achieve the short victory;
- Occupy, loot, raze or sack 80 different settlements.
- You need to also control nearly all of Ulthuan.
The reward is +10 to lord recruit rank, which is quite decent to continue into domination or other objectives.
It is quite a straightforward campaign, and it is welcoming to have a daemon based campaign in the middle of Ulthuan.
N'Kari is the arch-temptor, and he benefits from:
- Allegiance points gained +25%;
- Diplomatic relations with all factions +20;
- +100% tribute from vassals.
All in all, N'Kari is pretty much a welcome change from other Chaos monogods, as diplomacy plays quite a role.
In terms of climate, they do not like the desert and mountains are unpleasant. It is good, but there are better, still decent to take over the whole world in domination.
STARTING LOCATION:
Right in the top-middle of the High Elves, and with mostly enemies nearby. You have a 3 settlement province, but you start on a minor settlement.
Typical expansion always involves dominating Ulthuan, then whoever is causing you more trouble.
DIPLOMACY:
- It is different than any other chaos faction, and even nearly every faction: you can get alliances, and vassals, even with factions you will later want to destroy.
Elves, Humans, Beastmen are under the seductive influence mechanic, so most likely your alliances and outposts will include them. Try to get missile units and artillery, which you lack, and do not neglect the Dark Elves possibility too, specially with Morathi.
Enemies are... High Elves, for certain, and nearly everyone else, depending on how you manage the campaign.
MECHANICS OF THE RACE:
1 - Devotees is your currency, which is used to create cults and to spend on pleasurable acts or unholy manifestations. You also use for disciple armies.
2 - Pleasurable acts are sort of like the dark elves dictates: use them like a secondary edict on a province, good bonuses for growth, control, and income.
3 - Gifts of Slaanesh are granted to any lord that has lost a battle vs you. It gives you corruption, devotees, and line of sight, so it may prove useful to let it live.
4 - Seduce units is the ability to bribe the enemy units before battle, great way to just spend some resources to ensure an easier victory, and to get rid of any units heavily countering your force. This allows you a lot more flexibility to your armies.
5 - Seductive influence is a diplomatic mechanic, which leads to some buffs vs specific factions, and better diplomatic relations, and even to vassalage. Slaanesh thrives with allies and vassals.
6 - Disciple armies can be created using enough devotees and a large enough army. These act as secondary armies, which take attrition unless Slaanesh corruption is high in the area, will not replenish, and will drain you slowly of devotees.
7 - The Unholy manifestations are 4, and rely in the overall amount of Slaanesh corruption in the world. A note here: Morathi spreads your corruption, so help her out, and this mechanic works better.
- Pain for pleasure gives you a nice movement range, speed, and other bonuses;
- Carnival of the damned gives you devotees and drastically reduces growth in the province;
- Infernal Martyrdom allows double budget for seduce units and a lot of corruption;
- Cult uprising creates a disciple army every turn, near your army.
8 - Speaking of cults, you can spread cults much faster than other factions, by use of the prolilferate cults action (costs devotees). You greatly benefit from cults, giving you bonuses depending on the building you choose. Could be devotees and seductive influence towards that faction, as well as reduced seduce units cost; diplo relations and seductive influence, a cultist, and seductive influence; you can also use the cult to summon a disciple army right next to it.
PROVINCE EDICTS AND ARMY STANCES:
Basic army stances, encamp and raid costing 50% movement points, with raid giving you devotees at least. Ambush costs 25% move, and you also have the channeling for more winds of magic.
Province edicts give you:
- Slaanesh corruption +3; Slaanesh corruption in adjacent provinces +1;
- Control +4, reduced chance for plague -40%, reduced movement for enemies -20%;
- Construction costs reduction -10% and income +3%;
- Growth +15, and proliferate cults cost reduction -2%.
They are good to add some variety, but for the most part, construction costs and growth will most likely be more used.
Warhammer 3 Immortal Empires N'Kari - Slaanesh Campaign Overview, Guide And Second Thoughts (continuation)
BUILDINGS, RESEARCH:
- Your province capitals can have one of two buildings, one giving you half construction costs to military, the other half construction costs for infrastructure (so use one or the other depending on your focus for that province).
6 military buildings, with 4 that need to be built in the capital. Quite good. Tier 3 units are decent and allow some good compositions.
For infrastructure, we have:
- income, growth, income from all buildings;
- growth and replenishment;
- income specific;
- proliferate cults cost reduction, hero recruitment, control, and corruption. A jack of all trades, basically.
There are some specific effects when control is at a specific level, which means you should pay attention to your control to better manage your whole faction.
Research has some requirement buildings; they are mostly campaign buffs, upkeep reduction, improvement of the existing mechanics, but there are also minor buffs to some specific units. It is not the best in terms of how much better units become, though.
LORDS, SKILLS.
N'Kari alone is crazy powerful. His only weakness is lack of armor, but he excels in speed, magic, etc. A beast of a lord that you will enjoy attacking with.
The Blue line has replenishment, but not every lord has upkeep reduction. There are some other specific buffs, but I tend to focus on those for the most part.
There are mainly two options for army possibilities: either daemons, or mortals. You can mix them up, but as for Redline skills, it may prove to be expensive to upgrade every unit.
You rely on magic a lot, and you lack missiles and better flying units, which makes it difficult to deal with some armies that may bring lots of flyers.
Heroes include the Chaos Sorcerer and the Alluress, but neither gives replenishment; both, of course, have either Shadows or Slaanesh lores, which are very damage dealing focused.
ARMY COMPOSITIONS:
- See below for some suggestions, but there are 2 redline trees, one for Heralds, the other one for Chaos Lords.
Note how, generally speaking, speed and charge is the focus for Heralds; armor and melee defense is a better focus for the Chaos lord, so use which one you prefer.
N'kari is already a beast of a one-man army, but nothing wrong with giving him some tough mortal infantry with some mobile forces and single entities. Or daemonettes and single entities.
The heralds can always go into a similar approach, but maybe chariot focused, for fun 😉
The Chaos lords specifically buff warriors, Chosen, and Chaos Knights, therefore, makes sense to take advantage to use those units. Nothing wrong with the charge bonus for chariots and single entities either.
FINAL OVERVIEW:
- A unique way of playing focused on diplomacy, which is rare for a Chaos faction. Fast moving units, but I did not need to say that.
It is the most likely candidate, maybe second after Tzeentch, to create chaos in the midst of the order tide, leaving it ripe for conquest. Befriend one and every one hates them, and you can abuse this to convert eventual allies into enemies. The possibilities are endles, so take advantage and thrive into diplomatic chaos.
The army is fast, yes, but it also means it is fairly responsive. You benefit from:
- Great infantry;
- Good cavalry;
- Great chariots;
- Good single entities;
- Almost no flyers and almost no missiles;
Replenishment is good, improved since the latest developments, but climate is important to note.
Please do share your thoughts, as always, thanks for reading.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940469038
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