Total War: WARHAMMER III

Total War: WARHAMMER III

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Volkmar campaign tips?
I haven't played any Empire in a very long time. I'm just kinda speedrunning Volkmar atm. Destroyed Mannfred's faction in the first turns. Now I'm taking on Wurzag's new neighborhood.

I'm just blasting through with the starting army. Flagellants were recruitable so I filled out a lot of space with them. Secondary backup army is just archer filler led by Huntsman General. I have no barracks except for the tier 1 in one of Mannfred's former territory.

I don't have access to any free company militia ironically enough. Volkmar's single unit of Empire knights have been quite a nice surprise so far.

Wizards are recruitable at tier 2 now which is shocking news to me. I don't have a single wizard as of yet. Would be nice when dealing with all these savage orcs atm.

The new empire building structures since update are so wildly different as a returning player.

I have very little infrastructure atm. Two capitols currently at tier 2. I'm spread out carving up and containing Wurzag's rapid advances. Eventually facing Tzeentch once the orcs are gone.

What should i be prioritzing as far as building/recruitment?
Originally posted by identity:
Lots of guns and artillery for tzeentch. You will not like how many blue and pink horrors you will fight.
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dolby Feb 26 @ 2:12pm 
Originally posted by bjack:
What should i be prioritzing as far as building/recruitment?

whatever you want
identity Feb 26 @ 2:17pm 
Cavalry will work well against TK, and there's always the typical lots of guns or artillery spam.
bjack Feb 26 @ 9:19pm 
Currently have military access treaty with Settra and am heading south. Per victory conditions, I will be taking the fight to Kairos. What should I be building to fight Tzeentch?
Grab your tomes, confederate and gtfo the desert
The author of this thread has indicated that this post answers the original topic.
identity Feb 27 @ 8:13am 
Lots of guns and artillery for tzeentch. You will not like how many blue and pink horrors you will fight.
I have to do another but I would ditch the south and move early. The only thing that might hold you in the desert start location is cus of diplomacy with nearby factions. As Volkmar be nice if he had the hording feature to setup camp and relocate. Kind of what Wulfhart needs in Lustria. Who cares for the provinces down south. Grab the nearby books and leave is what I was thinking. Setup a base somewhere else not there maybe closer to Reikland/Empire.

I would have set sailed around map early or tried to. And just held another smaller army near the starting position. If I lose a regions down south I wouldnt care cus Id capture other regions elsewhere. He kind of needs the horde feature but thats just me. Horde feature is kind of like Arachon the Everchosen playstyle.

Volkmar needs a make over yeah?
Last edited by Cpt. Kid; Mar 2 @ 7:08pm
Others are probably saying the samething. Leave the desert area before you get stuck there longer than 100 turns (maybe 50). If you come under attack by a faction and lose a settlement who cares. Setup somewhere else while main army is elsewhere attacking an army or settlement for a book.
Last edited by Cpt. Kid; Mar 2 @ 7:04pm
Id get some cav, it will counter most of the dangerous tk units like skull catapults, casket, ushabti bows, and their trash tier charriots
Conquer Skavenblight ASAP, its book of nagash boost is massive for your armies.
Also send a scout to lustria and shrine of khaine to discover the two horde factions you need to beat to get books, declare war on them it will force them to come to you saving you from additionnal expenses.
Last edited by Adamsevs; Mar 4 @ 7:23am
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Date Posted: Feb 26 @ 11:42am
Posts: 9