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You should invest into a river troll hag, for either spirit leech to directly hurt them, or use the buff spell that conveys Fear and Terror to a unit. This makes said unit immune to terrorrouting from the ghost Dwarves as well as it gives Magic damage to the unit.
Without a river troll hag, killing the Dwarf Ghost heroes in battle takes ages.
Go full Night Goblins at the start. The Death Juice scrap stacks with poison (from other units) and deals damage over time so your main stack will beat literally anything the early game can throw at you once you get it going. Just don't upgrade every unit with it or you lose normal poison. Against Dwarfs your Night Gobbos will get at least the same kills as Skulkers. Against anyone else they get literally double or triple the kills of Skulkers AND you can put Death Juice on archers too. Night Goblin Archers with Death Juice can beat Wood Elves or Rattling Guns in a shootout. I can't overstate how useful the Death Juice scap upgrade is and how useless the more expensive Skulkers are in comparison.
Rush the Dwarf faction near you before they build up. Raise a second army immediately (to recruit global units on first turn and normal recruitment on second) so your main army can rush their settlement before they have time to build. Besieging blocks recruitment so once you besiege them they are stuck. Sack their settlement a few times if you want for money and WAAAGH! points.
Belegar has the aggressive trait and likes to sneak around the Empire lands to hit your starting settlement, keep an agent out there to scout and block movent by turn 9. Belegar will also drag every nearby faction into war. The Wood Elves are passive at that point but the nearby Empire and Dwarf factions will try to kill you. GET RID OF ANGRUND AS SOON AS POSSIBLE. The stunty bastard can throw up to three stacks at you on Legendary and unlike a normal Dwarf faction he *agressively* likes to colonize/recolonize anywhere he can.
A level 3 barracks gives you you much needed Night Goblins, but it also lets you recruit two Black Orc Big Bosses. Don't forget to recruit them both beforehand if you intend to sell that building to free up funds/slots.
Keep in mind that it is very difficult to get Skarsnik's equipment. It requires you to assassinate/wound a Dwarf agent and then attack three Dwarf settlements. Problem is by the time the Dwarfs get agents that are not invulnerable ghosts you and Grimgor have wiped most of them out so good luck finding a single faction with three settlements left. You are more likely to have to go off and fight three different little Dwarf factions in three different far off parts of the map.
While it is useful to send an agent to meet the Massif Orcal Greenskins for later confederation, sending the agent all the way to Grom in Ulthuan is a waste of time. There is a high likelihood of encountering new factions that hate you and will declare war and a low likelihood of confederation with Grom before Tyrian intervenes and wipes out both his settlements in the same turn.