Total War: WARHAMMER III Guide to Personal Notes

Total War: WARHAMMER III Guide to Personal Notes 1 - steamsplay.com
Total War: WARHAMMER III Guide to Personal Notes 1 - steamsplay.com

I decided to use the loading time in Immortal Empires to take some personal notes and keep track of what I was supposed to do. Because they are difficult to remember but as important as the tomb kings, the Guide will only cover Skill Trees & Army Composition for now.
 
This Guide will be constantly under construction, much like The Kingdom of Sand.
 
 

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 be skilled and work together. Here's an example showing how to support four distinct armies (. This means they don’t share unit types with).
 
 
Remember that although these armies are best suited for a particular situation, they can still perform all other functions – just less efficiently.
 
 

Defense – Open Field

 
 
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This Army is to be in ambush at a chokepoint, such as a narrow mountainpass.
 
 
It will be a difficult time for the invading armies if they are either too heavy on ranged units or too light on armor and leadership. For instance, Dwarves will not run in terror from the Tomb Scorpion, but their siege engines will be destroyed and many of their ranged units will be lost in the ambush. Skaven might be able to prevent a full circle, but they will be overwhelmed by the shock of the ambush.
 
 

  • Liche Priest: Not recommended to be used in Rush type Armies as the Battle will have ended before the Winds of Magic can fully be used
     
     
  • Tomb Prince

 
 

  • The Constructs have the freedom to choose their own targets.
     
     

    • Nehekhara Warriors trade favorably to most other Infantry units, except high armor melee.
    • Skeleton Spearmen protect Units that Warriors would lose to, such as Monsters & Cav & Elite Infantry.

     
     

  • The Cavalry is there to chase away fleeing Units so it doesn’t have to be extravagant.
     
     
  • I let Khalida handle this type of army. While leading the Sepulchral Stalkers, she makes full use both her combat ability and her unique passive (boosting Stalkers' ranged attacks).
     
     
  • Hero Options:
     
     

    • Tomb Scorpion -> Causes Terror, Armor Piercing, & Anti Infantry
    • Necrosphinx: Strikes many Enities, Causes Fear, Armor Piercing, & Anti Large -> Engage Cavalry, Monstrous Infantry
    • Sepulchral Stalkers, Poison Projectiles. Armor Piercing. Anti Large -> Shoot down Flying units and single Entity Monsters.

     

  •  
     

    Defense – Settlement

     
     
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    • Liche Priest: Not recommended to be used in Rush type Armies as the Battle will have ended before the Winds of Magic can fully be used
    • Tomb Prince

     
     
     

    Offense – Open Field

     
     
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    • Amyntok pins flying Units available for focus fire
       
       
    • The Skeleton Spears can last longer thanks to the Lore passive & Buff Spells
       
       
    • It is difficult to escape banishment in the City's tight corridors

     
     

    Settlement of an Offense

     
     
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    • Amyntok pins flying Units available for focus fire
       
       
    • The Skeleton Spears can last longer thanks to the Lore passive & Buff Spells
       
       
    • It is difficult to avoid being banished in the City's tight corridors

     

     
     

    Written by CapitaineYolo

     
     
    This is all for Total War: WARHAMMER III Guide to Personal Notes hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
     


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