Warhammer 3 Immortal Empires Sisters Of Twilight - Wood Elves 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.
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https://www.youtube.com/watch?v=HPnZ2-RmNrA
If you prefer to read, here we go:
VICTORY CONDITIONS:
Short victory:
- Perform 2 rituals of the Worldroots Healing;
- Occupy, loot, raze or sack 30 different settlements;
The reward is +3 hero capacity for all heroes. Like I always mention, it is useful to ensure you do not need too many buildings to augment that capacity, and for the Wood Elves there are limitations to this which implies it is even a better reward.
This is quite a short victory indeed, and you do have free reign on where you go for the second tree at least, so this is very good for a sandbox feel, in terms of replay value as well.
Long victory:
- Achieve the short victory conditions;
- Occupy, loot, raze or sack 70 different settlements;
- Win the Defence of the Oak battle;
- Perform the Ritual of Rebirth;
- Perform 8 rituals of the Worldroots Healing;
The reward is +10 hero recruit rank, which helps to give you good casters or better support and melee heroes right as you recruit them, into the lategame or domination victories.
Long victory is very long, as it does take some time to accomplish and it will require you to be in lots of places at the same time. Achievable, though, and certainly an interesting victory condition like the other Wood Elf victory conditions.
The Sisters of Twilight are the Mage Queen's authority, and benefit from:
- Forge of Daith, a mechanic which allows crafting and upgrading unique weapons, armor and items;
- Ammunition +10% to all armies;
- Ability "Volley of Kurnous" for Hawk Riders, a magic missile ability with good range and armor piercing.
All of these benefits focus the faction into a ranged and flying build composition, which is quite fun to use throughout the campaign.
Climate is not an issue for the Wood Elves. You can go anywhere you wish, making this faction quite good to attempt a global map completion.
STARTING LOCATION:
Your starting location in the Witchwood may seem to be in the middle of some enemies, but it is rather easy to control the area around it. You can easily defend it and start expanding free at your will.
Typical expansion with any Wood Elf faction is tricky, because it depends on which second, third, and fourth trees you decide to go for. Still, controlling the areas around the Witchwood is pretty standard, and then you select any other tree to do the same, continuing with your victory objectives.
DIPLOMACY AND OUTPOSTS:
Diplomatically you are part of the Order tide, of sorts... Wood Elves can definitely walk the line between good and evil easily, depending on who they go and fight in order to cleanse the forests around.
Still, considering you start at war with Dark Elves and Greenskins and Skaven soon follow, it is fairly typical that you make friends with the High Elves, Dwarfs, Empire, and those order aligned factions.
Outposts therefore should go into any artillery you can have, since you lack those. Empire or Dwarf artillery come to mind, but do not neglect getting interesting flying units from Bretonnia if you manage, specially considering your Legendary Lord's abilities.
MECHANICS OF THE RACE AND FACTION:
- First and most importantly: the Trees. Everything is based around these magical forests. You will need to control everything around them in order to heal them, regardless of who is owning those territories.
- This implies being at war with multiple foes and sometimes in multiple fronts.
- The Rituals of Rebirth give you powerful rewards. Choose wisely from the start, and you can steamroll easily. Most of them have diplomacy bonuses with certain factions, steering you, as I have said before, into different alliances and possibilities.
- Deeproots allow you some amazing replay value. A simple teleportation system between trees, you can choose which forests to focus first, and steer your action into those locations. You can teleport, but there is a cooldown, so plan wisely on who you are sending.
- Amber is tied to technologies. You heal a forest and you can invest in a specific powerful technology, pretty straightforward.
- Offices provide mostly specific army or lord bonuses, which allows you to have some interesting different army compositions later on. Note these are different from other Wood Elves, so ensure you familiarize with their army or factionwide bonuses to choose wisely who to assign to.
- You are also one of the few factions that can build the Shrine and yield the Sword of Khaine (of course anyone can defeat the lord bearing it). It is a very interesting campaign when you decide to do it, and go against everyone.
- The Forge of Daith is a typical crafting mechanic. You acquire favor in battles, which you can then spend on items, improved versions of those items, temporary boosts to those items, or boosts to your faction as a whole.
- You will also be provided missions that will grant you the possibility to confederate most of the other minor Wood Elf factions. This may prove to be extremely helpful.
- Finally, Ariel is a specific Legendary hero that you can obtain that is a beast of a caster. Similar to Lord Kroak, put her on any army and watch her shine.
PROVINCE EDICTS AND ARMY STANCES:
As for province edicts, you do not have province edicts. You are already receiving quite good bonuses really with the Trees and the Rituals of Rebirth.
You can consider the minor settlement buildings a sort of edict based, more on that later.
Army stances:
- Worldroots is similar to other underground stuff. Very tactical, allows you to traverse via impassable terrain, which helps a lot in a variety of situations. Be wary of interceptions though.
- Encamp costs 50% movement, gives you access to global recruitment and enables replenishment, as well as giving you immunity to attrition.
- Raiding costs 50% movement, giving you immunity to attrition
- Ambush costs 10% movement only, and it does give you an increased chance of hiding, which allows a playstyle just into the ambushes.
- Forced march.
Overall, very good combinations, allowing you to have a stance for nearly every occasion.
Warhammer 3 Immortal Empires Sisters Of Twilight - Wood Elves Campaign Overview, Guide And Second Thoughts(continuation)
BUILDINGS, RESEARCH:
Outside of the trees, you have almost nothing. Some buildings that help you around the provinces, let me list here their effects:
1 - Growth +5 (all provinces), casualty replenishment rate +10% (region);
2- Growth +20 (adjacent provinces), recruitment cost -50% (region), global recruitment duration -1 turn;
3 - Control +1 (adjacent provinces), income from post battle loot +15% (adjacent regions), income from razing settlements +50% (adjacent regions); corruption -2;
4 - Growth +20 (adjacent provinces, construction cost -5% for all buildings (adjacent provinces).
- These basically work as edicts for the adjacent provinces, so there may be some uses for those.
- Your settlements also have no walls. They have lots of buildings slots, which is good and necessary.
- Witchwood has a specific landmark that gives you Hawk Riders at tier 2, missile strength bonuses, and Lord and hero recruit rank +3 (lore of beasts only). It also enables forest attrition to enemy armies, and gives you immunity to mountain and snow attrition.
- You need 5 (6 with casters) military buildings for full military. All fairly easy to build in one province. You do require an armory for some units, so you can count this up to 7 buildings.
- All your provinces will be very powerful; expensive, but very profitable.
Infrastructure:
1 - Income, growth and replenishment;
2 - Lots of income;
3 - Income, trade, control, and growth (all provinces).
Overall, these are good choices for infrastructure, very powerful because you can hardly build these given the limitations of the amount of settlements you can have.
Research is very good. It gives good campaign bonuses and great unit bonuses as well. In particular, the technologies that require Amber will give you a lot of thought in terms of which ones you will want before the others, and will make you focus on a specific playstyle. Plan this ahead before starting your campaign to maximize the synergy possibilities.
LORDS, SKILLS, ARMY COMPOSITION:
Blue line has +15% replenishment rate, unlike other factions. This seems to have been overlooked from Warhammer 2, as it was reduced significantly, so take the opportunity. You still have upkeep reduction if you choose.
Redline appears to have mostly a basis around Elves or Trees. Good combinations exists between both. Most lords give bonuses to Elves, with the Ancient Treemen giving some bonuses to the Tree units.
Some key notes are how the missile units are nearly in one, but there is a division between the low quality and high quality infantry, which is not the best in terms of an effective redline.
You have 4 heroes, with the Branchwraith giving you replenishment. All heroes are very powerful and some provide specific bonuses to some units in your armies as well, such as Waystalkers giving base missile damage.
The Sisters of Twilight focus a lot on flying units, and you can definitely go for a doomstack of Hawk riders and Forest Dragons. For the purposes of a more balanced composition, I showcase a few different ideas while still focusing on their core strenghts.
The Ancient Treeman has skill that give a tremendous value to Tree Kin, so of course some compositions around those are good to have.
Finally, I show as always the sweeper armies I would use and some interesting compositions to try out. Notice the overall necessity of spending quite a lot of skill points in the redline (Yellow number) to give bonuses to the entire composition, so you may have to spend a lot on it.
FINAL NOTES:
- The Sisters of Twilight created yet another different playstyle for your typical army, and because you will be focusing a lot on your Legendary Lord, this creates a rather unique campaign with flying units as the focus.
- Once more, you have immense replay value considering how you can decide to go to any tree you wish, and the bonuses you collect from it, as well as the enemies you will face. There is a tremendous array of ally and enemy combinations that you can have, so you will never really see two games being exactly the same.
- Your army consists of:
1 - Good infantry;
2 - Great missiles;
3 - Good cavalry;
4 - Good monstrous infantry and single entities;
5 - Decent flyers
6 - Lacks artillery
7 - May be micro intensive.
Replenishment is good, plus the climate really helps the Sisters of Twilight.
I believe now it is time to take it up to the skies, with the Sisters of Twilight.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3006691811
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