Total War: WARHAMMER III

Total War: WARHAMMER III

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james4ord Jan 17, 2024 @ 3:47pm
Random tips that are not common knowledge…go
Always wondered why players I’ve seen on YouTube move their lords before attaching a hero at the start of campaigns.. does this increase the chances of a follower chance happening?

Any other tips for novice/ care free players

All factions welcomed
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Showing 1-15 of 55 comments
Garatgh Deloi Jan 17, 2024 @ 3:58pm 
Originally posted by james4ord:
Always wondered why players I’ve seen on YouTube move their lords before attaching a hero at the start of campaigns.. does this increase the chances of a follower chance happening?

Not sure if it has another effect as well, but they can often move the army slightly further by doing it that way. Depending on the campaign and what you are planning to do it can be something you have to do in order to not waste a turn (Skarbrand's Immortal Empires campaign in particular comes to mind).
Havean Jan 17, 2024 @ 4:01pm 
Many Lords are better on foot than on horse as it leaves them a smaller Hit box.

Heroes have more movement than lords, use them to scout into unknown areas than rejoin the army after.

Set gunpowder units to guard mode and they will keep firing even if the front is engaged in melee.
CrUsHeR Jan 17, 2024 @ 4:33pm 
So... first off: 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.
Last edited by CrUsHeR; Jan 17, 2024 @ 5:09pm
AurumHawke Jan 17, 2024 @ 4:47pm 
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) Well, really conjecture since the UI obfuscates this but the 100 is supposed to be 3500 as agent and 2100 as unit, and just haven't set up a proper test so not clear how exactly it translates - 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.

This is a major problem with Increase Movement heroes because the effect only applies at the start of the next turn, but the "extra" movement is lost immediately. Multiple copies of an army-effect hero also revert to the lowest value (a recent change), even if they were listing the last-added value.
Last edited by AurumHawke; Jan 18, 2024 @ 5:23pm
Achilles Jan 17, 2024 @ 6:25pm 
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 ; O
Achilles Jan 17, 2024 @ 6:27pm 
Ooh another one! I like this thread! 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.
james4ord Jan 18, 2024 @ 12:11am 
Originally posted by Achilles:
Ooh another one! I like this thread! 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.
Thank you :) I really like people’s input already for tips and advice
KoboldUtopian Jan 18, 2024 @ 12:18am 
Every 10 copies of a building you have reduces the global recruitment time for those units by 1 turn.
joeboysnakes Jan 18, 2024 @ 12:28am 
You have a % chance of capturing same race artillery at the end of a battle if you wipe out the artillery crew. You need to have a unit slot free in your army.
Last edited by joeboysnakes; Jan 18, 2024 @ 12:29am
Greymene Jan 18, 2024 @ 12:40am 
Originally posted by Achilles:
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 ; O

What? Been playing this game for years now, from the 1st to the 3rd, and never knew this before now :) Seems like a great option if, say, you have 2 or even 3 reinforcing armies and some of your reinforements are going to arrive in a piecemeal fashion too close to a powerful enemy and will likely be crushed.
james4ord Jan 18, 2024 @ 12:41am 
Originally posted by joeboysnakes:
You have a % chance of capturing same race artillery at the end of a battle if you wipe out the artillery crew. You need to have a unit slot free in your army.
That is interesting! Pretty useful if you’re a Chaos dwarf or empire faction, grand cathay!
Greymene Jan 18, 2024 @ 12:45am 
Originally posted by CoerciveUtopian:
Every 10 copies of a building you have reduces the global recruitment time for those units by 1 turn.

Didn't know that neither, but it explains the mystery why I could recruit hydras in only 2 and finally just 1 turn in my last Dark elf game as I built those buildings everywhere. It seemed for me that this also affected recruitment from Black Arks too, at least for Lords outside the Black Arks recruiting from those ships.
KoboldUtopian Jan 18, 2024 @ 12:59am 
Originally posted by Greymene:
Originally posted by Achilles:
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 ; O

What? Been playing this game for years now, from the 1st to the 3rd, and never knew this before now :) Seems like a great option if, say, you have 2 or even 3 reinforcing armies and some of your reinforements are going to arrive in a piecemeal fashion too close to a powerful enemy and will likely be crushed.
It's new in WH3. Pretty useful. Though it does increase the time it takes them to show up (which is sometimes a good thing).
Garatgh Deloi Jan 18, 2024 @ 1:31am 
Oh, i wonder if overcasting spells (clicking them twice for a more powerful version that have a % to miscast and hurt your spellcaster) is still something a lot of people have missed? :D

(Note that the spell might require 2 skill points before overcasting becomes available and the overcasted version also requires more winds of magic).
CrUsHeR Jan 18, 2024 @ 2:14am 
Originally posted by james4ord:
Originally posted by joeboysnakes:
You have a % chance of capturing same race artillery at the end of a battle if you wipe out the artillery crew. You need to have a unit slot free in your army.
That is interesting! Pretty useful if you’re a Chaos dwarf or empire faction, grand cathay!

Not really, because the "red line" skills and your research only specifically improve your own units.
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Date Posted: Jan 17, 2024 @ 3:47pm
Posts: 55