Total War: WARHAMMER

Total War: WARHAMMER

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Warriors of Chaos horde growth mechanics?
Messed around for 50 turns with Kholek on Very Hard, not continuing because impending update will not be reflected in current games.

Not doing too badly, but the horde surplus requirement for new buildings is a steep one. Besides the Lord's inherent bonus, ability upgrades and followers, is there any way to increase the growth rate of the horde he commands? I was wondering if there was a bonus through regularly looting and sacking settlements.
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Showing 1-10 of 10 comments
MASTAXPLODER Feb 25, 2017 @ 8:09pm 
im pretty sure if you raze the settlement you get the pop bonus for a couple turns.
harleyquinrazer Feb 25, 2017 @ 8:17pm 
I thought razing settlements for population growth was something only the Beastmen enjoyed?
MASTAXPLODER Feb 25, 2017 @ 8:24pm 
Next time you win a siege, hover your mouse over the little icon under your options post battle. that should tell you what you will get for your choice.
harleyquinrazer Feb 25, 2017 @ 9:21pm 
Originally posted by MASTAXPLODER:
Next time you win a siege, hover your mouse over the little icon under your options post battle. that should tell you what you will get for your choice.

You mean the little icons? They don't look any different from when I play the Vampire Counts.
Angarvin Feb 25, 2017 @ 11:13pm 
you get growth from blue skill branch, you get it for razing cities, you get it from the main horde building and you get it from LL and hero followers (if you're lucky). that's it.

the more buldings you have in your horde the higher the cost for any buildings that you build after. example: you start with a main bulding of lvl 1 and a marauder recruitment building of lvl 1 - the next building will cost you 4 population. if, however, you destory the marauder building your next one will cost you 2 population. this means that you need to figure out what buildings you absolutely need and will build first and what buildings you don't need, because you probably won't get them until like turn 100.

i would advise razing two bersonling cities after a sacking each one two times: first one for dosh, second for xp. after razing both you should have enought for full horde growth from blue skill branch. do not upgrade the marauder building. hire from it until you have a full stack and then destory it. upgrade your main building at least to lvl 3 (better 4) and then go for chaos warriors building. ditch marauders and replace them with warriors. all this while staying north and razing norsca. after having a full warrior stack you paddle to bretonnia for easy (not so easy after 28th i imagine) money.
harleyquinrazer Feb 26, 2017 @ 12:37am 
Thanks for the explanation. I must have missed the little icon indicating higher horde growth for razing settlements.

I used marauders as meat shields to begin with but wasn't sure if getting warriors to replace them for the same role was a good idea because of the increased upkeep costs. If razing settlements does assist growth then I'll probably keep the horde growth lord upgrade at 1 point rather than 3 points since I can live with a few turns difference.
Angarvin Feb 26, 2017 @ 12:41am 
suit yourself. gl
MASTAXPLODER Feb 26, 2017 @ 1:59pm 
Originally posted by harleyquinrazer:
Originally posted by MASTAXPLODER:
Next time you win a siege, hover your mouse over the little icon under your options post battle. that should tell you what you will get for your choice.

You mean the little icons? They don't look any different from when I play the Vampire Counts.

yeah obviously, since thats what i typed.
Wambat Feb 27, 2017 @ 9:44pm 
I find Sigvald the Magnificent is a good starting lord due to his bonuses to growth that allow you to max out a horde pretty quickly; you can then switch out lords and have him start on building up the next. Still, he is by far the easiest lord to unlock, so you could start with a different lord and only lose 20 turns or so off starting with Sigvald.

While it is tempting to get rid of that Marauder building early, there is utility in that line that you cannot get elsewhere. Without that utility you will find yourself having to decline many field engagements, or get badly mauled in them. Since you need field battles to unlock Archaon, getting rid of your marauders can significantly delay unlocking him. Of course, you could just start with Archaon to solve that problem; all of your other building lines give you troops that are great for taking out settlements.
harleyquinrazer Feb 27, 2017 @ 9:53pm 
The "utility" in question being the only cavalry and moble ranged units available until Chaos Knights (and Hellcannons without the mobility) are brought into play.

If there's one thing I absolutely detest at the start it's getting outnumbered in the horseman stakes since I can't do a thing while they skirmish with impunity. Only solution I've found is to grind the slower footsoldiers to dust to force everyone else to run from army losses.
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Date Posted: Feb 25, 2017 @ 7:15pm
Posts: 10