I designed it appositely to fit multiple factions keeping the same unit formation, so you can pretty much keep the same playstyle even on a faction you might not know well.
Featured factions: Tomb Kings, Greenskins, Dark Elves, High Elves, Chaos, Norsca, Beastmen, Empire, Vampire Counts, Skaven
It features a team of chariots, supporting your main army while the rest of your mobility defends the backline
Introduction
You have to play the same matchup multiple times and want a surprise pick?
You want to improve your micro?
You want to play a different faction you aren’t confident with?
You are a new player looking for a pocket well rounded build for most factions?
You have trouble breaking enemy formations?
If one of your answers is yes, this is the guide for you!
This is a build based on aggression and disruption of enemy formations, while still being balanced with solid defensive options.
I designed it appositely to fit multiple factions keeping the same unit formation, so you can pretty much keep the same playstyle even on a faction you might not know well.
It features a team of chariots, supporting your main army while the rest of your mobility defends the backline, more in the strategy section.
I made it with Tomb Kings in mind, (and I will use them as a base in this guide) then I translated it to other factions.
Featured factions
Tomb Kings, Greenskins, Dark Elves, High Elves, Chaos, Norsca, Beastmen, Empire, Vampire Counts, Skaven
Warnings
- It is not meant to be a meta build and it’s NOT optimal against every faction or build, but answers to many
- It can be a risky pick and mismicroing can quickly lead to your doom
- It can be countered if the opponent knows what’s going on
- Some factions perform better than others
- It is a multiplayer build and follows banner rules
Pros & Cons
+ Good against onion builds and boxes
+ Has tools to deal with most factions especially defensive formations
+ Hard to stop, can deal with a decent amount of single entities/cavalry
+ Different sources of damage
+ Can deal with kiting
– It doesn’t have the numbers and enough infantry to deal with aggressive 20 stacks
– Can be overrun by a huge amount of cavalry
– Needs some adjustments to fight factions like Dwarfs or Vampire Counts
– Micro intensive
– It has the tools to deal with goon squads, but they are still a threat
The build
General strategy and roles
This is how I play this kind of army, it’s only my personal opinion and every game will be different, but this section will give a general idea of the plan behind the build.
Infantry
Hold the line until they die/rout, they are not supposed to win the frontline but they will be an anvil.
They can be either spears or swords (depends on the enemy faction)
They will be the first or second line depending on the matchup
There are only 4 of them so they should avoid blobbing on one unit
Ranged
Main source of damage against key targets
Second line behind infantry or first line against more stationary armies
I suggest guard mode on and to toggle skirmish mode off, if they are in first line you might want to leave it on during the first phase of the game
Can serve as a second anvil in the 4/4 of the game
Chariots (including Lord)
Kill and disrupt infantry/ranged and artillery
Avoid fighting cavalry/monsters, chariots can hold them in place but it’s not worth it, I’d rather lose 1 archer than 1 chariot
They Should start behind the army or as far as possible in the flank, you can also try to get some free charges on enemy frontline before the armies engage but it’s risky
How to get the most out of them:
- Never attack the same target with multiple chariots
- Never stop moving
- Give each one of them a different control group (I use 1 for the lord 2 for the left one and 3 for the right one) and only use keys to select them, it helps a lot as soon as they are engaged
- Only use the attack order on a different enemy unit to move them if they are surrounded, if you don’t, they won’t move at all and will quickly die.
- If they keep jumping between enemy units it will be impossible for infantry to kill them
- They should be the last units to attack the enemy, they can either charge into the engaged frontline or flank the rear
Single Entity
In this build it’ll have a defensive role, it will protect archers from other monsters and counter-charge cavalry
Positioned just behind the archer line or outside of artillery range
Can also double as an anchor against infantry if your frontline falls
Against heavy ranged armies it can either be used to bait a ton of firepower away from your other important units or try to overload a flank alongside cavalry
Try not to overextend as the backline has not much else to protect them
Cavalry
Support the single entity with mass and numbers
Deploy behind the single entity
If they are free and alive after dealing with enemy’s mobility (probably not), they can join the chariots or chase off routing units
Can also be used to help the lord retreat if in a bad situation
Tomb Kings
- Settra is really hard to pin down or snipe, his magic can keep him alive and support cavalry
- You can also swapRoR archers with two base ones, but Great Bows are a key unit
- Facing dwarfs swap theNecrosphinx with a Khemrian Warsphinx
- TK’s Chariots are squishier than others and harder to move around due to model count, but they are better than others at disrupting infantry
- This is the original and one of the best factions for this build
Beastmen
- Khazrak performs surprisingly good in this build, but you can also swap him with a base Beastlord
- More freedom regarding magic, the Bray-Shaman can be on a chariot too, but it adds to the micro, I usually just bring a Cigor summoner on foot
- Giant underpreforms compared with other factions, but is the only one that fits the role. Against ranged-heavy factions I swap him with more mobility likehounds or centigors
- The build costs less than needed, you can add more ranged/infantry
Dark Elves
- Probably one of the best factions to play this build with
- Malekith can heal and is hard to pin down with his abilities
- Use Cold one chariots in melee mode as they’ll keep shooting while charging around, if they get low on hp you can retreat and poke the enemies from afar
- Karibdhyss can easily punch above its weight with some support
- Shades can hold enemy infantry pretty well if needed
Skaven
- Really far from meta, can be a huge surprise pick
- Ikkit can kill an entire infantry army if microed well
- Doom-Flayers have really bad stats and shouldn’t be left in combat for long
- performs better than usual with this build
- Feel free to change any weapon team/slingers
- Only clanrats withoutslaves are not enough
Abomination
High Elves
- Choose any lore of magic you like, keep in mind your lord will be fighting
- Arch mage is stronger and tankier than I expected on his chariot, but still not as other lords
- Dragon’s mobility and breath will make his role easier, it compensates reavers not being great
- Lion Chariots are probably the best in the game
Norsca
- Harder to micro than other factions as they don’t have much ranged support
- Mammoth is not the best anti large but skinwolves make up for it
- If you don’t like Wulfrik on his chariot, you can put him on a mammoth and get another base chariot (or give one to your shaman)
- This build is better than others at rushing but lacks AP, consider bringing lore of metal or death
Greenskins
- Perfect build for Grom
- It has less infantry than the average GS army
- Spider might need some support due to its low leadership
- The core costs a lot less money than other factions, you can then bring some skirmish cav or other units (snotling wagon shown here is not part of the core)
- Lacks some AP and anti-large in comparison to other factions
Empire
- Really fun build, different from the others here, but still retains the same pattern
- Suits a more defensive playstyle
- Wagons can actually trample infantry units pretty well, but never leave them in combat
- Steam tank is great if used as a chariot
- Infantry line is probably the worst
- It doesn’t have a proper single entity, you can consider taking Karl Fanz instead of Volkmar for that role
Warriors of Chaos
- Kohlek is great in single entity role, then you have three normal chariots
- No ranged but stronger cavalry
- Small infantry presence but a lot of mobility
- It’s easier to counter than other builds
- Lore of metal ordeath compensates the poor AP
Vampire Counts
- Helman Ghorst is a cheap Mortis Engine
- Not far from usual builds
- Black Coaches are really powerful if kept moving
- More money for mobility
- It wouldn’t be Vampire Counts without zombies
Thanks!
I hope you enjoied this guide
I’m having a lot of fun with this build and it’s performing really well!
Let me know if you liked it, more to come!
Here we come to an end for Total War: WARHAMMER II Chariot Masters – a multi-faction build hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
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