Warhammer 3 Immortal Empires Wurrzag - Greenskins campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Wurrzag - Greenskins campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Wurrzag - Greenskins 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.

If you prefer to watch the video, it also helps to support me:

https://www.youtube.com/watch?v=uiLH1eNjEkc

If you prefer to read, here we go:

VICTORY CONDITIONS:

Short victory:

- Win any of Wurrzag's quest battles;

- Maintain control of the Badlands provinces;

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

The reward is +3 recruit rank to all armies, quite effective to ensure your units are always better to jump to the battle.

Quite a short campaign and it should give you a good glimpse on how the faction plays out.

Long victory:

- Achieve the short victory;

- Occupy, loot, raze or sack 75 different settlements;

- Destroy nearly all minor Greenskins factions.

The reward is +2 global recruitment capacity, which is always nice, and the Greenskins will never run out of slots for their recruitment, being likely one of the fastest to recruit armies.

Much lengthier campaign, but it will require a bit of luck on whether those minor factions are still alive later on, of course. The Confederation mechanic certainly helps to secure these too.

Wurrzag is the Prophet of Renown, and he benefits from:

- Waaagh! has a chance of containing Savage Orcs;

- Enemy hero action success chance -50%;

- Charge bonus +25 for Savage Orc units;

Certainly a predictable focus on the Savage Orc units, great for a rather different playstyle.

Climate is good, specially because of the mountains, and staying in the Old World is quite a decent idea. If you wish to go to Ulthuan or the Chaos Wastelands, then you might suffer a bit of an issue, though. Still a great campaign to try out domination with.

STARTING LOCATION:

Your starting location is a 4 settlement province, quite easily defended actually. It will prove to be an amazing unit producing site as well, which is awesome.

Typical expansion is to control the badlands and then make a choice of either going South or North. I would generally advise going into the Desert and control the whole of the Southern area, while keeping a good chokepoing defensible location to the North.

DIPLOMACY AND OUTPOSTS:

Diplomatically you are part of the Evil tide. Allies will rather be few, mostly other Greenskins, Skaven, or Vampire Coast, perhaps.

This will happen for the most part because you will be fighting their enemies and building up good relations with them. Your enemies will also be other Greenskins, Dwarfs, Empire, Tomb Kings, Chaos... etc.

Outposts therefore should be with Skaven for some of their weapons teams, or with Vampire Coast for their missile troops as well.

MECHANICS OF THE RACE AND FACTION:

The confederation mechanic is quite easy: defeat the enemy lord, their faction leader in a battle, and you get a chance to confederate the whole faction.

Waaagh! is a great mechanic. Basically keep fighting until the bar that is above fills in. While this is ongoing, you get some debuffs or nice buffs to your faction, including growth, control, recruitment cost, winds of magic, and leadership, all things you actually do lack a bit.

Once you start the Waaagh! you select a target, and you have a period of time to reach it. Every army you own will have a secondary Waaagh! army following it. If you succeed in the quest, you are granted a nice banner, that will give you some cool buffs for your troops, based on the difficulty and type of the enemy.

The Scrap mechanic is such a cool idea. You obtain it mainly from battles, and you can spend to improve your units in a few significant choices. This allows some nice compositions as the units can vary drastically.

Finally, Waaagh! based regiments of renown provide some nice options such as Wyverns and Hydras, for more variety.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

-10% construction cost; income from all buildings +5%

Recruitment cost -10%; local recruitment capacity +1;

Control +2, growth +20, corruption -3;

Army stances:

Raidin' Camp, giving scrap per turn, allowing replenishment and access to global recruitment, and immunity to attrition. Should be noted it does not cost any movement.

Underway, allowing you to traverse via difficult terrain, with all the tactical implications.

Ambush costing 25% movement

Forced march

Fairly typical options, allowing good tactical options in the campaign map that reflect nicely in your overall aggressive battle idea.

Warhammer 3 Immortal Empires Wurrzag - Greenskins Campaign Overview, Guide And Second Thoughts(continuation)


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BUILDINGS, RESEARCH:

As always with the Greenskins, not something that is spotted immediately but you do obtain additional recruitment capacity with the number of settlements. This makes it so much easier to have massive armies quickly.

There are 8 buildings required to have every unit, with only 2 being able to be built in minor settlements. You will most likely require a second province to fully build every single military building and still have an income.

Savage Orcs have quite an advantage, as their unique building gives you frontline units, missile units, and cavalry, at only tier 3. This is excellent to allow you flexibility while you upgrade or improve your economy instead.

Tier 3 units are somewhat lacking, but tier 4 has nearly everything you may need. Only the Rogue Idol is tier 5.

Infrastructure:

1 - Control and hero recruitment building;

2 - Growth and replenishment building;M

3 - Income building;

4 - Campaign movement range, income from raiding, sacking, looting, and post battle loot (factionwide), with some extra ambush success chance in the province.

Research is very powerful. Not only you can give upgrades to most of your low and high quality troops, but there are also 2 unique lords available that can definitely be built for specific army compositions for some variety.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line has upkeep reduction, but it is lacking in replenishment.

Redline is one of the best in the game, not only how it organizes units, but also on what it buffs those units. You can get a wide variety of units just because of how well they will fight after having some of these skills selected.

It is one of the least expensive troops rosters in terms of what you need to spend to upgrade an entire army in the redline. You can take advantage of this to use it early and have units upgraded in no time.

Black Orc Hero gives replenishment to Orc units, and th Hag gives replenishment to all. Both can be used and will give you some nice options in battle too.

Wurrzag heavily focuses on Savage Orcs, but he gives something to the creatures too. Thus, some armies including Savage Orcs and some variety possibilities are showcased below, either with artillery or monsters.

I then provide some options with the Goblin Great Shaman and Night Goblin War Boss, since they can get some cheap goblin armies that can be surprising in battle. I use them mainly as sweeper armies.

Finally some more standardized armies, as well as some experiments without missile troops or without any infantry. Notice how cheap those are in terms of how many redline skills are required to buff the entire composition (yellow number below).

As always, what I recommend in terms of heroes is to have at least one caster hero and one support/melee hero. It is your choice to change that up, just ensure that you know what you are doing.

FINAL NOTES:

Wurrzag is a decent change from other Greenskins, not only for his starting position and enemies, but also for his focus on Savage Orcs. If you wish to have a Greenskins experience with tons of damage in the frontline, he is definitely a great choice.

He does have a somewhat difficult position at the start, but you have all the tools available. I would focus on keeping an eye on diplomacy, realizing who is liking you or disliking you for being in wars, and trying to get a few friends in the overall front.

Your army consists of:

1 - Great damage dealing infantry;

2 - Good missiles and artillery;

3 - Great monsters and single entities;

4 - Good chariots;

5 - Cheap units in all categories;

6 - Lacks anti-large halberd infantry;

7 - Average cavalry.

Replenishment is great, specially because of the climate and the regions that you are going to be focusing for the most part. Only much later in a world map domination campaign would you start noticing the effects of climate.

Now, get on with the party with Wurrzag Da Great Green Prophet.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3013816751					

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