Total War: WARHAMMER III

Total War: WARHAMMER III

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First time playing need tips
My older brother who has somewhere around 450 hours of playtime decided to gift me warhammer 3 so I can finally play coop with him since I have a better pc now. So far we won one campaign through a short victory he started me off with Khorne to be more precise Arbaal if you have any tips about army composition and the tech tree please let me know this is my first time playing also really cool community been waiting eagerly to get the game ever since I got my new pc.
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Showing 1-12 of 12 comments
dolby Jan 10 @ 1:10am 
Well khorne is not my fav faction but wish you many fun hours in the game... My suggestion would be to use as many unit types as you can in armies to maximize fun factor.

But that's just my way of playing the game i don't like armies that only have few unit types.

I find it more fun when i use diverse armies and use all those diverse units together. Sometimes i get allies units just to get more variety..
Ixal Jan 10 @ 1:41am 
Khorne is certainly easy to play because they are strong and one dimensional. Just be aware that you can only play Khorne that way and that all other factions require different tactics.
Khorne is very much easy mode, essentially nothing more that smash, kill, repeat. I find it very boring myself, but like Ixal warns above, it can get you into bad habits as Khorne is unlike most other factions. Khorne is one of those factions that can easily play with a massive deficit for the entire game, for most factions that would be a death sentence.


While I don't have a hard rule about this, in general my army composition consists of 1-3 heroes, 5-6 front line infantry, 5-6 ranged and the remainder SEMs (single entity monsters) and artillery.

With the heroes I want campaign movement and casualty replenishment, the third being a melee hero (if the army leader is a caster) or caster (if the army leader is melee).

The front line infantry is intended to hold the line, not deal damage. I usually favour spears, as they tend to have better melee defence.

I prefer using archer style ranged units, as they can arc their shots over your front line, but direct fire works too if you use a checkerboard formation. For melee heavy/only factions I replace these with flankers (preferably fast units), them being the hammer and the front line being the anvil.

SEMs and artillery are flexible, very dependent on the faction I'm playing.

Once you have a preferred army composition, use those units as a guide for research. But don't neglect your economy, running out of money will end your campaign very quickly.
BIG E. Jan 10 @ 2:53am 
Khorne army composition?

Anything works with khorne, but strongest core for your army are chaos warriors/chosen. So keep your core with mortals esspecially playing as Arbaal. They got very high armor and can get silver shields, halberds or dual weapons.

Chaos warrior core can pretty much just charge and kill anything by themselves.

In terms of tech, go for anything growth related first then take the bloodhost buffs. You can also get the army techs for infantry at any point since that is core of your army.
If you do thing that makes you lose battle, dont do that thing.

~Sun Tzu
Fryskar Jan 10 @ 8:38am 
Arbaal has a higher focus on mortal units than the others and deamons tend to die easier if not used properly so imo just field those.

Khorne has little ranged units and no magic, but your mortal infantry doesn't excel at rushing too much either.

So you'll likely want to use your horsemen with axes as light skirmishers while your infantry line advances on the enemy.
After that its quiet just a grind them down.

Later on, you get serval monsterous stuff allowing you to rush and crush.

Khorne has a rather poor economy and doesn't want to settle down. If you do, you prefer built up major settlements.

You'll want to sack to get gold and you'll want to fight with every army once per turn to keep your blood-meter high.
identity Jan 10 @ 8:56am 
The hardest part about this game is learning about your units and what they can do. Just take a look at their unit cards and absorb the information. There's a lot there, and it might not make obvious sense at first, but you can compare unit cards by pinning one and hovering over another.
In general it's very good to be aggressive in this game. Don't sit around waiting to build up armies and cities. Go smash an enemy and finish them off.
Thanks for all the tips :steamthumbsup:
Originally posted by skyrimer1122:
Thanks for all the tips :steamthumbsup:
when playing a faction with good archers (elves especially the wood ones ) just spam the crap out of them.

get the lord then a lore of life wizard (or any healing magic) then a fighting hero or a hero that buffs the ranged units like the enginner classes then the rest is archers and artillery and single entity monsters (steam tank dragons and the like)

RANGED units are the dps units in the game they are soo good at dealing damage especially against large single entities but also masses of infantry.

the healer is so ur own single entities stay in the fight as long as possible. then have the lord buff them units in the red skill tree.

very powerful when well pulled off!
Fryskar Jan 10 @ 12:51pm 
Originally posted by pauloandrade224:
Originally posted by skyrimer1122:
Thanks for all the tips :steamthumbsup:
when playing a faction with good archers (elves especially the wood ones ) just spam the crap out of them.

get the lord then a lore of life wizard (or any healing magic) then a fighting hero or a hero that buffs the ranged units like the enginner classes then the rest is archers and artillery and single entity monsters (steam tank dragons and the like)

RANGED units are the dps units in the game they are soo good at dealing damage especially against large single entities but also masses of infantry.

the healer is so ur own single entities stay in the fight as long as possible. then have the lord buff them units in the red skill tree.

very powerful when well pulled off!
In general, melee can deliver far higher amouts of burst and higher amouts of sustained dmg than ranged.
But.
Ranged can switch far quicker between targets and can get stacked nearly infinite, unlike melees which cap out at around 3 units on 1.
There are of course exceptions, lile the avalanche mortars vs inf, which are nearly on wind/vortex levels of power.

Arty and magic are more of a it depends, if condition xyz happens then blabla and so on.
Originally posted by Fryskar:
Originally posted by pauloandrade224:
when playing a faction with good archers (elves especially the wood ones ) just spam the crap out of them.

get the lord then a lore of life wizard (or any healing magic) then a fighting hero or a hero that buffs the ranged units like the enginner classes then the rest is archers and artillery and single entity monsters (steam tank dragons and the like)

RANGED units are the dps units in the game they are soo good at dealing damage especially against large single entities but also masses of infantry.

the healer is so ur own single entities stay in the fight as long as possible. then have the lord buff them units in the red skill tree.

very powerful when well pulled off!
In general, melee can deliver far higher amouts of burst and higher amouts of sustained dmg than ranged.
But.
Ranged can switch far quicker between targets and can get stacked nearly infinite, unlike melees which cap out at around 3 units on 1.
There are of course exceptions, lile the avalanche mortars vs inf, which are nearly on wind/vortex levels of power.

Arty and magic are more of a it depends, if condition xyz happens then blabla and so on.
I don't think that's correct. Plus, missile based armies can right far more battles since they take no damage and arrows replenish after every fight. On the other hand, melee units will inevitably take at least some damage every fight and have to wait to replenish.
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Date Posted: Jan 9 @ 11:20pm
Posts: 12