Total War: WARHAMMER III
How do you play Khorne?
This is my 5th playthrough now and I've ended up like I always end up. Out of blood hosts, no money or upkeep and a beaten up main army not strong enough to fight anything.

Bloodletters seem really squishy and lose as many units as they kill and skarbrand always gets focus fired by ranged and dies in 5 seconds flat and the loot you get from battles seems really low I can't afford any building or new units for my main army. I can barley get past the first 20 turns without getting wiped out!

Does anyone have any tips? Please? I keep getting frustrated every time I play Khorne.
Цитата допису: Salty Nobody:
I just finished an IE Leg/VH Skarbrand run yesterday.

Chaos warriors are great. They are available very early on and are still viable in the end game if for some reason you decide not to use Chosen everywhere. Daemon units in general and bloodletters in particular are disintegrating ♥♥♥♥ stains and should be avoided when possible. Their only selling point is magic damage for niche enemies and they run faster than Chaos warriors so you can flank with them to support a Chaos warrior main line. They do better than the dogs in that role if you care more about smashing units from behind over chasing down runners. Dual weapon marauders can do much the same thing.

Blood hosts are expensive early on and lack many of the tech upgrades that make them easier to use. On top of that settlements don't yield as much sacking income early on either to justify the cost of more armies to sack more of them faster. Try to avoid blood hosts until mid game when the minor settlement sacks yield 10k+ and the enemy armies are strong enough that you appreciate the expendable reinforcements for your main stacks. Unless you decided to beeline Athel Loren or something early on and then Blood Hosts are what will allow you to pull it off.

You will be in red income for most of the game. Skarbrand has a Greenskin type economy and relies on sacking things and battle loot for income. Your settlements don't make much money at low levels, but most of your buildings generate a modest income and you have a ♥♥♥♥ ton of stacking income boosts from other buildings. Believe it or not fully upgraded Khorne provinces with resource buildings generate about the same income as I would expect out of any normal faction. The problem is that at low levels your settlements generate very little income and getting them upgraded requires a lot of fighting for the growth and money to upgrade.

Only upgrade your province capitals early-mid game. The minor settlements are too easy for the AI to pick off and the capitals are the ones that provide your good units anyway. The more you fight, and the more armies you have that are fighting, the higher your growth. You can get up to level 4 capitals very quickly if you fight enough and focus just on upgrading to that. Also note that your settlement buildings provide very little growth compared to normal factions and you have no dedicated growth buildings so upgrading minor settlements with the expectation that they will even out the growth points spent does not apply to Khorne.

Most factions hate you. Try not to declare war unnecessarily as you will have plenty of other enemies declaring war on you and for awhile not enough armies to fight them all. Focus on killing off hostile factions off one at a time, and make sure to kill them fully so they can't stage a comeback from a far off scrap of land. Much to my surprise and dismay even the Wood Elves can still be a threat just from outposts in game 3.

A few factions don't hate you. You can generally get on well with Skaven and other Chaos factions, and even some Greenskins and Dark Elves might end up friendly towards you over your mutual enemies. Be very careful when researching techs or partaking in events that lower your diplomatic standing. I ended up completely ignoring all the negative diplomatic stuff and ended up with a vast alliance and many vassals. 20k+ a turn from vassals more than makes up for not being able to trade. As such the rewards for taking huge diplomacy penalties need to be multiplied by ten or more for that stuff to be worth it IMO.

Some of your Daemon units are decent. Bloodthirsters are actually quite good and while Skullcannons aren't the best artillery in the game they can knock down fortifications and mangle cavalry units (and to a lesser extent other large entities) from afar and are both good in melee against infantry and fast enough to flank around and hit the enemy missile lines. I do suggest befriending the Skaven to get their artillery if Skullcannons aren't your thing though.

Bloodreapers are a Daeominic hero unit and make your armies march farther so you can fight more and make more money. They also get many kills on infantry once they get their last mount. Just make sure they don't ever rout in battle or they die like the disintegrating ♥♥♥♥ stains they are. They are a good recipient for morale increasing skills and banners.

As to your mortal units, both Skullcrushers and Khorne Minotaurs are formidable. Chosen should be your main line, both versions are unstoppable.

Cultists of Khorne heroes increase replenishment which is essential for the momentum Khorne needs to be successful. Just don't expect them to be all that useful in battle, which is surprising for someone who looks like a badass Norscan berserker. Their summon abilities make up for any martial shortcomings at least, and since you can increase their cap from a tier 3 building you will likely have more of these guys running around than any other agent.

Exalted Heroes of Khorne are decent in an army but you can live without the unit xp increase and they don't typically outperform your normal elite units in what they accomplish in battle. I suggest mostly keeping these guys as field agents as they can get a recruitment trait that increases their assassination chances by 15%.

Try to increase your research rate if you can. I don't think Khorne has access to the Student ancillaries but there are special buildings and LL defeat traits that increase it. All your techs take five turns to research so even a modest increase can get that down to 4 turns and noticeably speed things up. Also beeline the tech that lets you drop giant swords on enemy blobs. This will more or less make up for your lack of magic.

Basically, be extremely aggressive, sack everything, make friends where you can and focus on murdering everyone who opposes you over defending yourself.
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Цитата допису Havean:
Yeah demons suck. Stick to warriors for your army.
Only ever colonize the main area and raze the rest. Don't worry about Skarbrand having a full stack, he don't need it.
It's tips like this that make me think Khorne factions would have been better off as hordes.
Цитата допису SBA77:
Цитата допису Havean:
Yeah demons suck. Stick to warriors for your army.
Only ever colonize the main area and raze the rest. Don't worry about Skarbrand having a full stack, he don't need it.
It's tips like this that make me think Khorne factions would have been better off as hordes.

Ironically I enjoy Valkia's campaign more than Skarbrand for this very reason.
Цитата допису Zeek:
Цитата допису SBA77:
It's tips like this that make me think Khorne factions would have been better off as hordes.

Ironically I enjoy Valkia's campaign more than Skarbrand for this very reason.
Valkia also has a smoother start, because her units do not cost so much.
Daemon units are overpriced, on the upkeep.
You just gotta keep WOM high and spam infantry early on, skarbrand will carry the rest of the fight if you research the strength from flesh banner and put it on him.

turn 1 I auto resolve after putting bloodreaper in skarbrand's army, optionally spend skulls on blood for the blood god on start of turn 2 and raze settlement and if RNG is good enough the blood host from razing will be able to head west and reduce the top knotz to 1 settlement while you march stance skarbrand as far north as possible, use the khorne manifestation to fight the khorne army to get more movement range to then head through gorfang's land and into the vampires that malagor starts at war with. recommend building the level 2 infantry building to get khorne chaos warriors with shields and recruiting 2-3 in skarbrands army with global recruit if you have the extra money, post battle loot sometimes can cover it as can disbanding the blood host you have fighting top knotz

Try to kill the vampires before malagor, blob your infantry since vampires have no ranged. cycle charge skarbrand on guard mode when hes near spearmen and crypt horrors or the enemy lord and focus on sniping lords/flanking for leadership penalties. if your lucky before you invade the vampires malagor will give you a few thousand gold and if your lucky the defensive alliance you want with him even earlier than it sometimes takes, for free upkeep ungor chaff mostly. then head west and kill wurrzag, when the cult building in valkias land is available take that and you can sack naggarond for like 40000 gold on turn 40 and you have ekrund under your control and top knotz wiped out and you can do whatever you want
Автор останньої редакції: SqkaStxppvh; 28 трав. 2023 о 19:46
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Опубліковано: 28 трав. 2023 о 9:59
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