The Essential Guide to Khorne - Total War: Warhammer 3 Immortal Empires

Поделиться
HTML-код
  • Опубликовано: 28 янв 2025

Комментарии • 9

  • @SGProductions87
    @SGProductions87 5 дней назад +1

    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.

  • @Romanus7867
    @Romanus7867 6 дней назад +2

    Great video! Lot more possibilities than I thought with Skarbrand. This should augment my fun with him quite a bit.

  • @АлександрРудой-с7о
    @АлександрРудой-с7о 6 дней назад +2

    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.

  • @Owlr4ider
    @Owlr4ider 6 дней назад +2

    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.

  • @KonradDidNothingWrong
    @KonradDidNothingWrong 6 дней назад +1

    I have seen armies with even more ballistas than Grom has. In Medieval 2 Total War.

    • @Costin_Gaming
      @Costin_Gaming  6 дней назад

      Ye feels like stepping back in time with that 1.

  • @tobydorman3998
    @tobydorman3998 5 дней назад +1

    Sow Death, Reap Blood technology first. All else is noob. No need for growth buildings

    • @Costin_Gaming
      @Costin_Gaming  5 дней назад +1

      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.

    • @tobydorman3998
      @tobydorman3998 5 дней назад

      @@Costin_Gaming I think you forget to account for the value gained by building other buildings than growth ones.