Warhammer 3 Immortal Empires Ungrim Ironfist - Dwarfs campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Ungrim Ironfist - Dwarfs campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Ungrim Ironfist - Dwarfs 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.

For those of you that prefer to watch the video (it also supports me):

https://youtu.be/FkK1Oddzy74

For those of you that prefer to read:

VICTORY CONDITIONS:

Short campaign:

- Build the Great Slayer Shrine of Karak Kadrin.

- Reach rank 25 with Ungrim Ironfist.

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

The reward is +3 hero capacity for all heroes. As always, this is a great buff to ensure you do not need too many buildings to support more heroes, and will allow you to have some more scouts or heroes in your armies overall.

The short victory is quite an average campaign for sure, it should not be difficult to achieve and it does allow you some flexibility on where do you expand to.

Long victory:

- Achieve the short victory;

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

- Ensure that the total severity of grudges on the Great Book of Grudges is no greater than 9.

The reward is +10 hero recruit rank, good to ensure your caster heroes get some spells, or that your thanes and master engineers get their special abilities in place for your armies to benefit from them.

Ungrim is the Oathbound, so he enjoys the following benefits:

-75% construction cost for Slayer buildings.

-50% recruit cost for Slayer units;

Speed +10% for infantry units.

In general, the idea is that Ungrim can definitely have different army compositions, either based around Slayers or fast infantry, which is already a good change of pace from Thorgrim.

For climates, it is rather good. Chaos and Frozen regions are only unpleasant so going into the northern areas is not that much of an issue; Only the desert and Ulthuan is a pain, so you might want to avoid those areas if you wish to go for a domination campaign.

STARTING LOCATION:

It is somewhat average; your initial province is only a 2 settlement province, and you do start surrounded by potential enemies.

There is a distinct chance that you may end up in several wars in all directions.

Typical expansion will lead into the Northern areas, but for the most part you should secure the initial mountain areas before proceeding either North, South, or East. West will depend on how well or how poorly the Empire and Kislev perform, really.

DIPLOMACY AND OUTPOSTS:

In terms of diplomacy, you are part of the Order tide. Empire, Kislev, Cathay, Bretonnia, those will be your friends almost for certain.

Enemies will be the Greenskins, Vampire Counts, Chaos, Norsca, and now the new Chaos Dwarfs. Skaven as well, depending how well they do in their starting positions.

Outposts should therefore be used whenever possible and nearly always for the same purpose: get cavalry. Kislev, Bretonnia, Empire, they will be your best bets to ensure you get some nice cavalry mixes.

MECHANICS:

The Forge is basically a crafting mechanic, using your unique currency, Oathgold. You collect this via various means, mostly fighting or skills, and you can craft items that reshape your heroes and lords. One of the main types of items is runes, either for characters or for units. These can drastically change a unit encouraging different compositions and more variety.

The Great Book of Grudges provides missions in the form of Grudges to be settled. Having too many grudges will incur bonuses and penalties, having too little and you have mostly very good bonuses to research rate, control, construction cost reduction, and just a lower chance of getting Slayers.

NOTE: Do not forget that this value is important to be low in order to obtain the long campaign victory.

Another specific "mechanic" of sorts is how the Dwarfs have no magic but a specific lore of Runes. Instead of costing Winds of Magic it just has cooldowns, and you should study the effects to ensure that you can use it effectively.

PROVINCE EDICTS AND ARMY STANCES:

-Edicts:

Control +4 and corruption -3;

Income from all buildings +5%;

Recruitment cost reduced -10% and local recruit capacity increased +1;

Growth +15, construction cost reduced -10% and trade resources increased (factionwide) +5%;

All are very good, lacking a research buff which would be excellent and play so well with the faction. Income and Growth edicts should be the mainstay for your campaign.

-Army stances:

Underway is excellent, requires your full movement, but allows great tactical advantages since you ignore terrain;

Encamp requires 50% movement and enables replenishment and access to Global recruitment. It also denies attrition;

Raiding requires 50% movement and gives immunity to most attrition;

Ambush cost 25% movement

Forced march, exactly as all;

Warhammer 3 Immortal Empires Ungrim Ironfist - Dwarfs Campaign Overview, Guide And Second Thoughts (continuation)


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BUILDINGS, RESEARCH

Karak Kadrin has the Great Slayer Shrine of Karak Kadrin, decent to ensure you keep recruiting Great Slayer units which play well with the faction.

Your full military province requires 6 buildings, with 2 that can be built in minor settlements. There are no tier 5 units, which implies the Dwarfs reach their elite troops faster than any other faction.

Tier 2 and 3 may surprise you. Even basic infantry has a great staying power. Longbeards, Thunderers, Cannons, Grudge Throwers, Rangers, these all form up a formidable force well into the mid to lategame.

Infrastructure:

1 - Growth and replenishment rate (up to 38 and 5% respectively);

2 - Income (up to 600);

3 - Control and Dwarf beer resource production (both up to 12);

4 - Oathgold per turn, income from trade tariffs, trade resources produced factionwide, and income from all buildings.

A very good set of infrastructure buildings, ensuring you get to grow properly or control your provinces and win money depending on what you aim to.

There are also some special buildings around including tons of mines that you can use to boost your income throughout the campaign. The mountains are particularly important in terms of wealth just because of that.

Research is one of the best around. It takes ages to finish, so ensure you are getting any research buffs you can because they will help you in the long run. You have a basic division between economic or campaign and unit buffs. You can certainly research a few unit buffs to help the early game, or go into a more economic build if you feel you can withstand the initial enemies with your initial units.

LORDS, SKILLS, ARMY COMPOSITIONS

Blueline is rather expensive and has little to offer, although replenishment and research in the last one is not to avoid.

Redline is likely one of the best in the game, allowing good compositions and alternatives without spending too many skill points for it.

As for lords, runelords require their rune magic to be effective, so you might want to take Runesmiths instead and just use lords. In addition, runesmiths can also buff your whole army with armor or weapon strength.

There is no hero that provides replenishment; however, they all help out the army tremendously in one way or another. Master Engineer, for example, is a great hero to station near an artillery line or gunline.

Ungrim gives a LOT of upgrades to slayers, so of course I plan out around those units. Some with shields, some without, and just three compositions around the same idea for you to try. Be wary of going with the last composition I present vs any mass flyer army.

The remaining two images are about some different compositions and of course feel free to change anything. I would of course modify the army compositions also with the outposts, specially for cavalry, so always take these as a suggestion or building pattern for you.

Note how cheap the redline is in terms of how many skill points you need. Considering most lords do not have to spend skills for too much else, you are definitely going to be able to augment your troops faster than other races.

The final 2 army compositions i present are somewhat sweeper armies, as I like to call them, using some different units to fight vs softer enemies or those that have just a few units.

FINAL NOTES:

Ungrim is a nice extra bit of early difficulty, really. He can, however, get ultra rich since he starts in the mountains close to many mines.

It remains one of the armies that benefits the most from outposts. Therefore, be ready to keep some friends alive to ensure you get their units.

Their army consists of:

1 - Great holding and reliable infantry;

2 - Great missiles and artillery;

3 - Average flying units (squishy);

4 - No cavalry (!);

5 - No typical magic;

6 - No single entities;

They fight to outlast and outgun the enemy; ensure you dominate the style and you should be fine against any foe.

Replenishment is average, mainly because no hero affects them. The climate actually helps a bit, but otherwise be wary of taking too many losses. Most of the time, you will rely on encamp or stopping by a city for a few turns to ensure you are at 100%.

So, ready to fulfill your Slayer Oath, with Ungrim? Let me know in the comments below your strategies and ideas for the faction.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940480640					

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