Total War: WARHAMMER III Army & Defense Guide

Total War: WARHAMMER III Army & Defense Guide 1 - steamsplay.com
Total War: WARHAMMER III Army & Defense Guide 1 - steamsplay.com

I decided to spend the loading time in Immortal Empires on making personal notes so I can keep track what I need to do. The Guide covers Skill Trees & Army Composition at the moment, as they are difficult to remember.
 

Composition of the Army

Individually, Tomb King Armies are inferior to their Races counterparts. Therefore, they will lose in a traditional fight. To reach their goal, Tomb King Armies have to work together and focus on one thing: specialized units. Here is an example of how you can support four distinct armies, with 6 minor settlement slots and 6 major settlement spots. This also allows you to make good use of General Skills as well as Unit Synergies.
 
 

Defense – Open Field

 
 
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This Army is supposed to be in ambush at a chokepoint such as a narrow mountainpa*s. The invading army will have a difficult time if it is heavy on ranged units, low on armor, or lacks leadership. Dwarves, for example, won't run away in terror from the Tomb Scorpion. However they will lose their siege engine and many ranged troops in the ambush. Skaven might be able to block a full circle, but their army will be overwhelmed by the shock of ambush.
 
 

  • The strong Infantry core keeps the enemy army in place. The Nehekhara Warriors can quickly take care of any ranged item, while Spears protects the damage dealers from the opponents.
  • The Tomb Scorpion () E Anti Infantry); Necrosphinx(); and Sepulchral Slakers() Poison Projectiles) are key threats that can be eliminated from the infantry core.
  • This Army could win against a more powerful Force by destroying their leadership. If they fail to ambush, however, they will hopefully have brought down some valuable units.

 
 

Defense – Settlement

 
 
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  • The Tomb King Garrisons of the Tomb King are very poor, which means their kingdoms can easily fall if not carefully watched.
  • The Casket of Souls has a great reputation for defending settlements. Because of its high fire radius, it is not as susceptible to being obstructed like other Ranged units.
  • Carrion can be used for attacking lone artillery or to chase away routing attackers. Their flight gives them an advantage over cavalry when they are trying to locate settlement maps.

 
 

Offense – Open Field

 
 
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  • This army should be first to enter uncharted territory because it is almost indifferent being ambushed. They can also be used to take out the stronger Armies, then retreat.
  • Incite Revolts: Raiding and sacking small, unwalled settlements. You will be able to have small-scale fights which can lead to a lot of Canopic Jars.

 
 

Offense – Settlement

 
 
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  • Tomb Guard are the most reliable Infantry Tomb Kings can field. The Hierotitan & Ushabti provide strength to break through City Gates, Infantry Formations, and even Infantry Formations.
  • Ushabti with Greatbows are better at demolishing city walls and towers than the alternatives (Bone Giant/Catapult/Casket) while also being able to contribute to the melee fight.
  • Keep in mind that, although they can shoot down wall with ease, Ushabti and Greatbows do not have the Siege Attacker attribute. So before the Lord gets it through the Sphinxmount or a Hierotitan, a Tomb Scorpion may be a good replacement.
  • Skeleton Hors*men might not be the most impressive Cav Tomb Kings, but they have Vanguard Delivery and can slip by the opponents Defense. They may take undefended capture points or distract from more valuable units for some time.

 
 

Written by CapitaineYolo

 
 
Here we come to an end for Total War: WARHAMMER III Army & Defense Guide 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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