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Total War: Warhammer III
Cheat Codes:
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Submitted by: David K
Tips for Noobs:
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Written by gollum
I advise you to start by playing an easy campaign like the Empire, the Dwarfs
can seem easy because you can have a great economy by mid to late game, but
that requires some knowledge of the game, and the Dwarven early game is pretty
rough as you are surrounded by Greenskins most of the time.
Greenskins are fun if you like the playstyle of rushing down the enemy and
pillaging the settlements, the Vampire counts are strong but definitely not
newbie friendly as they tend to rely heavily on their lords and heroes, which
a newbie can easily forget in the midst of a battle.
Also if you like the game and planning on buying DLC’s i would suggest to wait
for a sale, Game 1 DLC’s sales are cheap also couple advices for the DLC’s:
1. Warriors of Chaos are rubbish right now, do not buy them, the most boring
faction to play (and its coming from a long term Chaos fan and player)
2. Beastmen are pretty fun right now, they have a weird mechanic where they
have very few settlements but can establish temporary bases anywhere, and are
a low armored rushdown type of faction.
3. Wood Elves are like the Elves of Lothlorien or Woodland Realm equivalent for
Warhammer, strong archers and fast, hit & run gameplay, but low armor so a bit
tricky if you get catched. Also their expansion is limited because they love
trees too much…. so not the best faction to do a world conquest with.
4. Grim & the Grave Lord Pack is good if you liked the gameplay of the Empire
and/or Vampire Counts, but their units are not exceptionnal, so get it on sale,
its not worth it at full price, also the Vampire lord in it is slow and boring.
5. The King & the Warlord DLC is a better Lord Pack but there is a catch in it,
when you start the campaign with either one of the two Lords in the pack you will
have a sort of narrated campaign where you have to travel a part of the map to
siege a specific settlement, you start with debuffs that only go when you conquer
said settlement. Good DLC with fun Lords and gameplay but the campaign is harder
than the usual.
6. Norsca is like Warriors of Chaos that traded the armor for a fun campaign, a
rush down faction, with monsters that looks very cool (the chaos war mammoth and
the ice trolls comes to mind), they are a bit restricted in terms of expansion
and have a weak economy, but you’ll get rich by playing the Viking raider and
they have Monster hunting quests that can unlock unique monsters throughout the
campaign. With the Beastmen they are some of the best faction DLC’s to get.
Also, while in battle, do not forget to turn Pause so you can micro your units
properly, i remember when i started playing, i was always zooming and watching
one part of the battle, not realising that i was getting flanked and encircled,
watch out for that!
Better Battle Camera Guide:
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Written by Freiya
Small guide to unlock the camera to have unlimited height and no collision with
the environment (like bridges).
-=Introduction=-
During siege battles with bridges, I have seen some youtubers struggle with the
camera because the collisions makes it move above bridge instead of letting go
under them.
With the release of the game it’s the first thing I tried to “fix” because of how
annoying it could be. Fortunately, the process to unlock the camera is the same as
in previous Total War games.
-=How to Unlock the Camera=-
* Press “Windows” + “R” keys to open the Run window
* Type %appdata% and click on “OK”
* Open the “The Creative Assembly” folder then the “Warhammer3\scripts\” subfolder:
* “C:\Users\yourusername\AppData\Roaming\The Creative Assembly\Warhammer3\scripts\”
* Open the “preferences.script.txt” file
* Find and change “default_battle_camera_type 0” to “default_battle_camera_type 2”
* The line should look like this:
default_battle_camera_type 2; # default_battle_camera,
default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
* Save the file and launch the game
Now when you will try to move the camera under bridges like these ones in Nan-Gau,
the camera will not automatically move above it anymore:
-=Note=-
Keep in mind this is called a debug camera so contrary to the normal one it will clip
through any building and even through the ground if you lower it enough. With this
camera, there is no height limit either.
If you change the keyboard/camera settings during the battle, note that it will
reactivate the normal camera until you restart the game or the battle.
How to Unlock Boris Ursus and Be’lakor:
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Written by Saint Scylla
A to-the-point guide to unlock Boris Ursus and Be’lakor. The guide will be updated if/
when other unlockable lords are added in the future.
-=Boris Ursus (Kislev)=-
As a Kislevite faction, you will need to control simultaneously the 3 settlements of Kislev,
Praag and Erengrad for 10 continuous turns.
This will trigger a quest battle set a short distance north of Praag (you will be able
to teleport your faction leader to the location). Winning this battle will unlock the
achievement The Battle for Bokha and offer you two options:
1] Have him join your faction as an extra Legendary Lord.
2] Create a new military allied faction led by Boris Ursus: the Ursun Revivalists.
You will need to give them either Kislev, Praag or Erengrad as their starting region.
You can confederate them later.
Winning the quest battle will also unlock him permanently as a Kislev Legendary Lord
in the following modes:
* Realm of Chaos campaign
* upcoming Mega-Map campaign (to be confirmed)
* Quick battles
* Custom battles
* Ranked battles
His skill tree includes a unique bear mount, Urskin, and a unique skill, Resettler,
which grants two factionwide bonuses: +10 growth and a reduction of ruin colonisation
cost to zero.
Other interesting skills grant passive bonuses to War Bears Riders, Elemental Bears and
Tzar Guards.
-=Be’lakor (Daemons of Chaos)=-
Be’lakor can be unlocked by playing with any faction and completing the final quest battle
of the grand campaign: the Forge of Souls.
He then will join your faction as a level 20 Legendary Lord, even if you’re not playing as
Daemons of Chaos.
Winning the quest battle will also unlock him permanently as a Daemons of Chaos Legendary
Lord in the following modes:
* Quick battles
However he won’t be available to play as a starting faction leader in the Realm of Chaos campaign.
How to Change Artwork:
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Written by Inquisitor Hammond
Tired of seeing the same boring and/or ugly artwork? Have a better one? I got the guide for you.
-=How-To (Step-by-Step)=-
So, you’re tired of seeing the same artwork? Don’t worry internet people. I got you covered.
1. Right Click (your middle finger) the artwork.
2. Go to “Manage”, then “Set custom artwork”.
3. Choose any artwork you like from your folders and you’re done. Official or fan-made.
Just be sure it’s relatively rectangle.
4. Right Click (your middle finger) the artwork where you click on "PLAY GAME".
5. You can custom set the background, just be sure it’s a long horizontal rectangle. You can
set a custom logo, just be sure the picture is square. It may help if your logo is a "PNG"
file...but you don’t need it to be. It just won’t look as good...unless you created a really
cool logo.
Tips how to Survive and Win in the Kislev Campaign:
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Written by ArkantosPlay
I currently have more than 100h of gameplay just with the Kisleve faction, I learned a lot
and my last campaign is going very well, I have more than 20 provinces, 4 good armies and two
souls, currently I’m rushing and preventing other factions from getting the 4 souls.
-=Let’s go to the tips=-
1. Avoid confederating too soon: It can be tempting to confederate as soon as the Kislev
factions allow it, but most of the time you won’t have an army to defend such regions, it’s
best to let these factions defend themselves while you use it as a buffer state. , when you
see that they are starting to fall, then you confederate.
2. You will need to defend several places at the same time, apart from having an army to
invade or close the portals, in the beginning you will not be able to have good armies,
armies purely made of Kossars (the archer version without spears) is the best unit you can
have , added the bonus from research and general bonuses, they can easily reach almost 50
defense. There is also a patriarch hero that gives 5 more defense.
3. When you have a little more money, exchange some kossars for armored korrares with great
weapons, they will be your new frontline, when you have a little more money, replace some
kossars with bear sleds.
Do not underestimate this sled unit with bears, my strategy with them is as follows, I hide
all my army in some forest, then I use them as a skirmish until they use up all the ammunition,
in that moment you already kill the enemy lord and the most problematic units, they are so
strong that you can even run over enemies without stopping. After the ammunition ran out, I
take them straight to my hidden army, when the enemies are heading towards my army, already
in the shooting area, I keep passing with the sleds and killing them. It’s a real massacre.
You will only have problems using the sleds with the ogres.
4. In the northern region, do not expand too much. Conquer the Eastern Oblast region, build
garrisons in all cities, one of the cities blocks a path and leave another unit in ambush
at the other entrance. Even so, you will have problems, sometimes 3-4 armies will come.
Never take that army out of this region.
5. Deal with the Pit Hell early, usually I conquer the Oblast provinces, let them be run
by the Kislev faction there, then I make a second army and take both armies to Pit Hell,
conquer this city before it grows too big.
6. Doesn’t confederete the Edengrad faction, let them deal with the chaos at first, at
this point you’ll have two armies, take leave one defending the north and take the other
to the ogres, stop them from growing while they’re still small, but don’t do it this with
the portals in your lands, in the beginning it’s easy to close them, apart from that they
make good money in battles. With ogres it’s better to use spear kossars, but when you have
the money, make an Ice Guard with Glaives army, you’ll obliterate them.
7. At some point the Erengrad faction will start to fall, at that moment confederate with
them and make a third army, use it to defend that region.
8. Try to get 50 followers before your rival. Then stay forward, but you don’t need to rush.
9. Hope the dwarves on your side don’t die too soon, otherwise you won’t have an army to
defend these provinces
10. The vampires may or may not grow, in my experience they have a hard time expanding fast,
I tried to conquer them but with an army I couldn’t do that, and you can’t take the northern
army for this conquest. But if you see the opportunity, conquer them before they become a
problem.
11. At this point in the game you will still have a lot of difficulty, especially with the
Exiles of Korne, the legendary lord sometimes ignores all provinces, armies and anything,
and goes straight to Kislev to take down your city, be sure to make walls in your cities .
12. With the army that is conquering the Ogres, try to enter the portals to get the souls
and stop the other lords from doing the same.
Good luck to all of you, you will need it.
Daemons of Chaos Early Game Red Line Guide:
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Written by PatientZero
This is a short and proven strategy for the early game playing Daemons of Chaos in
Immortal Empires TWW3.
-=Difficulty=-
The context for this short and easy to understand guide is Legendary/ VH difficulty.
Keep in mind that playing on other difficulties may change AI behaviour and will in any
case somehow change up things. However it is likely the guide will be valid nonetheless
and even probably easier to execute.
-=Goal and Execution=-
This strategy will be a diplomatic one. You will rush the diplomacy for lord skills (top
tree). Your goal is to befriend both Malus and Throgg. They will not like you for allying
both, but they will not hate it either. This demands some maintenance down the road. This
will do 2 crucial things for you. 1. Secure the southern and western flanks. This creates
only one way in. 2. Buys you time. For this strategy to work you will have to make some
gambles. Those are mainly that malus and throgg will do well. You may want to send them
help if needed, but be aware this may steal your needed momentum from expanding East.
To befriend them use any means necessary. Sell a settlement to malus. Even if this robs
you of a full province. Remember money buildings in settlements make them more valuable
to AI. And wait at least one turn before selling. They don’t like the heat. Join war
against all their enemies; Malus and Throgg’s – if need be. Your goal is 2 defensive
alliances. Be careful with joining war against malus first enemy though which would be
at your doorstep.
Then take out the tzeentch faction to the east and eventually get the jump on Boris.
Archeon is another potentially powerful ally. Go wreak some havoc. Befriending Archeon
will get you further away from your victory condition, but this will make your life
easier.
How to Unlock Urika:
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Written by Alyx Xandyr
-=Linking Your CA Account=-
Before you can start doing anything in the game, you need to link your Steam accounts
and Total War Access (dashboard.totalwar.com). If you’ve claimed any of the previous
site-side FLC before now you likely already have an account and may just have to login
to refresh the link between Steam/CA, if you’ve never done this before you will need an
account for this FLC.
I know I saw people complaining about this but c’mon, it takes 5 minutes, I’ve not had
anything from CA but Warhammer 3 related DLC emails so I doubt they’ll sell your i
nformation to shady people and spam you. I’ve been signed up since Warhammer 1 and not
had an issue, you will also get a lot of other free cool content for various races.
Now my shilling for CA is done let’s continue this guide!
-=Unlocking Ulrika=-
Finally let’s get down to brass tacks. To unlock Ulrika it’s best if you start up a
campaign as Karl Franz, but this should work with any faction which is Empire or Kislev
aligned.
What you need to finish the questline is:
* A level 11-13 Lord.
* Tier 2 Walls.
* 15,000 Gold.
* Using your capital start making walls, aiming to get them to level 2 to prepare for
step 2 of the quest.
* Get Karl Franz to level 11-13
(It seems the mission will proc anywhere within that range).
* As soon as Karl meets the requirement you will begin the questline and be tasked
with building level 2 walls, if you’ve prepared already in Altdorf (for example)
this should be easily completed within 1/2 turns of this step.
* One turn after the completion of your level 2 walls you will be met with the second
step of the quest, this will task you with having a treasury with 15,000 gold. Try
to focus economy buildings in your starting region and perform sacking raids on
enemies around you to maximise how much gold you get. Also try to avoid recruiting
or expending money as best you can (Use influence if events make you choose between
money or influence).
* A turn after reaching your 15,000 total treasury you will be given the final dilemna,
this will be to recruit her or kill her. Make sure to recruit her first time otherwise
you will not unlock her and will have to do this all again to unlock, the killing
option will just provide you some faction bonuses.
Congratulations, you now have Ulrika Magdova unlocked! You may have to restart for her
to display correctly in battles.
Tips to Counter Lizardmen as Dark Elves:
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Lizards have two strength:
* Rampage making them immune to moral.
* Armor and defense stats.
Dark Elves have one of the most convinient armor piercing unit in the game:
* Dark Shards / Shades.
They not only pierce armor to a decent degree but they also have a fun volume of fire
AND by virute of being ranged circumvent the defense value of lizards.
Shields block them which is kinda annoying but you can circumvent that by shooting
in to their flanks / backs with 2-3 units.
Dark Elves also have one destinct weakness, especially in the early game:
* Your front line has a mediocer stying power.
* Ignore everything that isn’t carrying a spear (those usually have higher defense
stats aka stay longer)
* Spread heroes across your line to provide leadership boosts. If you have rampage
generators for your own troops (like hellebron) use them once morale gets hit.
What you want to do is to corner camp (set up at the edge of your deployment zone,
retreat up hill into a corner with archers in the back and a front line spanning
map edge to map edge.). This doesn’t always work well against lizards since their
high mass units can and will push through your line and eat your archers, so will
flyers if you can’t shoot them down, focus fire accordingly, use fast movers to
split up / distract the enemy army on approach, but make sure that your fast movers
are actually faster than their fastest unit or you will just lose them.
-=Alternative=-
Line up the spears with ranged clustered in the center of your formation, prevent
flanks by moving reserve spears into charging enemies from the sides and shoot and
shoot and shoot… if you see a way to do it move 1-3 archers around the enemy army
and shoot their sauruses in the back so the shields stop working.
-=Lastly=-
Magic. Check what kind of magic you have, pick the AP spells and use them on clusters
of enemies. If you don’t have AP spells try to hit their skinks, they have less armor
therefor more damage from non AP spells will go through while contributing to the
“enemy losses” statistic which will force a route eventually.
If you can savely do it snipe their lord in order to reduce the enemies strength
value even more for faster routes.
Priority should be:
* Single entities / Flyers who can breach your line and tie up your ranged.
* Ranged units and mages.
* Other heroes and lords.
Tips and Tricks:
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Written by Achilles
Heroes have more movement range than any Lord with their army. However, embedding a
hero with used up movement points will also restrict the total army movement range
accordingly.
In most of the campaigns, the free starting hero is spawned behind your lord’s army,
relative to the enemy “first turn battle” army. Meaning if you move him into the army
first, you don’t lose any movement points.
However, in some campaigns, the hero starts somewhere sideways, or in front of the
lord. Meaning that if you move him back to the lord army first, the army loses
movement points.
That’s why you move the lord first to attack, stop him in front of the target by
pressing the Backspace key. Then send the hero to embed, and attack.
This isn’t always necessary, however some campaigns are super-tight on movement range.
So without e.g. Route Marcher and every step on the fastest “racing line”, you may end
up wasting an entire turn just outside of a city, or missing just one pixel to attack
an enemy army out in the field.
This is also true for the slightest misclick, like you send your lord ahead before
embedding the hero, but he’s not on the shortest road, GG wasted one turn.
Heroes always have 100 movement points limit but they are barely affected by terrain
like armies are (increases reduce cost of moving instead of increasing the pool) – so
it costs less movement to move the army first since an army’s movement is limited by
its lowest movement pool (including transferred units).
In practical terms: if you need to get to a certain settlement and it’s barely in range
of both army and hero, encircle/siege it with the army first before embedding the hero,
or else you can lose the movement needed to do so.
There are also a few issues with embedded hero effects and changing to a mounted/
unmounted version. The new version is technically a different unit and resets its
movement pool to its unmodified limit. You can kind of see this with newly-hired high-
level lords who get a mount, where they’ll have movement available despite just being
hired – because switching to the mounted version resets its movement flags.
You can move deployment zones for supporting armies. Not a lot of people realize this.
It increases the time for the reinforcements but there’s a particular lord that can
remedy this.
If a tank or cart is destroyed on the field it can be used as cover or even a buffer
from a larger attacking enemy.
Useful Tips:
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-=Kairos vs Oxyotl=-
Either i jump him directly after he takes that bastion directly west of his capital.
That way he is trapped inside the keep and you can freely do that Kairos thing (fly
around, cast spells, army losses gg)
Or i make a teleport ambush outside. If he already has the fort and you’re not at
war, you can lure at least one of his armies back with “transfer settlement” before
declaring war.
With a teleport ambush and a second army to support, use autoresolve and forget about
the faction. Even if you need 2 turns to replenish in the new fortress, he won’t
recover from losing his main stack.
TBH it’s more annoying when he got into wars with anyone from Lustria, because now you
need to attack those just to get your complete home continent.
-=Advanced Advice=-
As someone who mains Tzeentch and Bretonnia here’s my advice:
For units id say screamers are your best bet if going vanilla. trash against most
infantry, but they actually hold out well against large. if you got the dlcs id say
any spear or halbard unit obviously.
Something else you could do is the teleport stance. It instantly makes any battle an
ambush battle. Highly recommended. Both because the auto resolve bar goes way up with
it, and because ambush battles are easy to win.
Unfortunately lizards will likely be a major thing youll be fighting as kairos. Also,
dont forget that you can unlock the make peace ability. If wars get to bad that thing
can be a real life saver. Especially early on when you aint got the right tools to
actually deal with the dang lizards.
All of Tzeentch’s ranged attacks are ‘flaming’. Your Blue/Pink Fire spells apply the
Warpflame debuff (weakness to fire).
You Cultist should also have the Kindleflame passive (more weakness to fire, which stacks
with Warpflame).
So basically when you immobilise a big target with Net or Gaze of Fate, Huck a Fireball
and a Blue Fire at it to trigger those two debuffs just before your pink horrors fire
their volley.
It’s quite a solid damage increase.
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