With the techs i always go with reducing skull throne cooldown first. As you said, you want you use it as often as possible. I didnt bother with hero capacity because it's so easy to get more at tier 3 with the buildings and honestly you dont really need more than a few in a campaign. I finished my campaign with huge excess capacity. Other than that i recommend going for the blade of khorne army ability which is absolutely devastating for AOE damage and it can turn decisive defeat into victory. My number 1 tip for khorne is to use the cultists to make the 300% battle loot cults. That sends your money into triple figures in no time and then you can hire as many armies as you want which gets you a long victory way faster. What surprised me the most is how the Blood Feaster's Banner is way less important. It's so much less available than before but I found myself not needing it. Other than that i recommend using warriors with halberds as front line because they shred ANY large unit and do not seem to perform noticeably worse than the regular warriors. Tactically they make a lot of sense because it gives you an extremely reliable static front line which gives you the a lot of time to micro fast units, army abilities and item/hero abilities which is key to success in battle.
So, I've tried to make Khorne fun. Only war, L/VH, deep war AI mod, max unit cheats, 200% turn 10 ultimate crisis. And still it was such a chill campaign with Arbaal.
The special Magus cults are absolutely worth it, but only on very rich provinces like Lothern, Marienburg, Altdorf, etc. In those settlements the % income you get is actually beneficial, for most other settlements not really.
Yeah unless you ignore the fact it takes 10 battles to actually even unlock it, and for 10 growth per battle? Great stuff early on really vs getting 2 hero capacity first THEN that entire skill tree. IF you are playing Arbaal, and only Arbaal, and you start getting the ball rolling on Blood Hosts, Cults and TP-ing like 2 times per turn while massing massive numbers of hosts to also fight battles. Absolutely. The notion that Growth buildings is NOT worth it even then is still ridiculous. It takes 2 battles to even match a T1 growth building, it takes 3 to match a T2 and that is NOT accounting for multiple growth buildings in the same province + commandment. In a province with 3 settlements each with a growth building and commandment you get 80 growth + main settlement building growth. So to even match the growth buildings and commandment at Tier 1 you're looking at 8 battles. At T2 buildings you are looking at 11 battles and t3 at 14 battles. My conclusion: Rush to conquest your initial province, rush growth, rush hero capacity then get the massive ball rolling on armies, battles, blood hosts. You will get to higher tiers much faster.
With the techs i always go with reducing skull throne cooldown first. As you said, you want you use it as often as possible. I didnt bother with hero capacity because it's so easy to get more at tier 3 with the buildings and honestly you dont really need more than a few in a campaign. I finished my campaign with huge excess capacity.
Other than that i recommend going for the blade of khorne army ability which is absolutely devastating for AOE damage and it can turn decisive defeat into victory.
My number 1 tip for khorne is to use the cultists to make the 300% battle loot cults. That sends your money into triple figures in no time and then you can hire as many armies as you want which gets you a long victory way faster.
What surprised me the most is how the Blood Feaster's Banner is way less important. It's so much less available than before but I found myself not needing it.
Other than that i recommend using warriors with halberds as front line because they shred ANY large unit and do not seem to perform noticeably worse than the regular warriors. Tactically they make a lot of sense because it gives you an extremely reliable static front line which gives you the a lot of time to micro fast units, army abilities and item/hero abilities which is key to success in battle.
Great video! Lot more possibilities than I thought with Skarbrand. This should augment my fun with him quite a bit.
So, I've tried to make Khorne fun. Only war, L/VH, deep war AI mod, max unit cheats, 200% turn 10 ultimate crisis. And still it was such a chill campaign with Arbaal.
The special Magus cults are absolutely worth it, but only on very rich provinces like Lothern, Marienburg, Altdorf, etc. In those settlements the % income you get is actually beneficial, for most other settlements not really.
I have seen armies with even more ballistas than Grom has. In Medieval 2 Total War.
Ye feels like stepping back in time with that 1.
Sow Death, Reap Blood technology first. All else is noob. No need for growth buildings
Yeah unless you ignore the fact it takes 10 battles to actually even unlock it, and for 10 growth per battle? Great stuff early on really vs getting 2 hero capacity first THEN that entire skill tree.
IF you are playing Arbaal, and only Arbaal, and you start getting the ball rolling on Blood Hosts, Cults and TP-ing like 2 times per turn while massing massive numbers of hosts to also fight battles. Absolutely.
The notion that Growth buildings is NOT worth it even then is still ridiculous. It takes 2 battles to even match a T1 growth building, it takes 3 to match a T2 and that is NOT accounting for multiple growth buildings in the same province + commandment.
In a province with 3 settlements each with a growth building and commandment you get 80 growth + main settlement building growth. So to even match the growth buildings and commandment at Tier 1 you're looking at 8 battles. At T2 buildings you are looking at 11 battles and t3 at 14 battles.
My conclusion: Rush to conquest your initial province, rush growth, rush hero capacity then get the massive ball rolling on armies, battles, blood hosts. You will get to higher tiers much faster.
@@Costin_Gaming I think you forget to account for the value gained by building other buildings than growth ones.