Chaos Dwarfs Immortal Empires Campaign Guide | Total War Warhammer 3

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the chaos stoves are launching with one of the largest selections of mechanics we have ever seen meaning you're never short on something to do to give you an advantage some would argue they have too many mechanics making them especially intimidating to more beginner players as they can be truly overwhelming until you understand everything that being said once you get everything on the go especially the economy they snowball into the late game with a ton of momentum once everything is working in their favor in the other game however even if you understand everything their economy can be a tough one to manage and take a fair few turns to get properly rolling and profitable the hellforge can also add to the early game struggle as it can feel like a cage locking you away from the majority of the roster before you have a lot of armaments lying around once you get to the point where you have a lot of them to spare however this cage disappears and instead the same Forge grants you all the units you could ever need along with great Buffs to go with the increase in capacity now let's first go through the factions many mechanics first up the industrial economy the chaos 12 campaign runs on industry and as with any industry there's a production chain you must follow to ensure your maximum possible yield of desired Goods the main resources you have to worry about are raw materials and armaments every minus element you take you'll have to choose whether to build an outpost or a factory and each of these have unique building sets outposts are where you create your raw materials so the buildings in these settlements specialize in this especially the Mine Chain allowing you to create more raw materials at the cost of a larger required Workforce which I'll come to in a moment factories instead focus on consuming raw materials either to create armaments or extra income you can also build some recruitment buildings in these but I don't know why you would since you can't reach full size major settlements can also be made into either of these outposts or factories or you can choose to build a tower which is what I would recommend pretty much every time Towers can be instantly occupied at higher levels by spending increasing amounts of conclave influence these are where you build your Advanced recruitment buildings to the maximum level as well as miscellaneous infrastructure buildings which Grant bonuses to many areas of the campaign now this is all well and good but industry it needs workers and that's where labor comes in labor is essentially your supply of the workforce in the action and each region has their own stockpile and workload or how much labor they need to produce at full capacity you can see this in more detail from the labor economy menu which you can find it next to your overall efficiency from this menu you can see every Province you own at least a salmon in the level of control as well as the workload requirements efficiency and raw materials outputs you can also choose to move your Workforce around so if one region is struggling and another has a large Surplus you simply takes them out to one area and move them to another at the cost of gold proportional to the changes made now this is all well and good but how do you actually gain labor it works essentially like the slavery mechanic from the dark elves post battle you'll capture a percentage of the casualties inflicted on the enemy Army which can be increased by skills and a post battle option these are then distributed to every province which is accepting new intake they can also be gained by missions and raiding or mechanics like convoys and taravsar both of which I'll come to later they are then consumed over time because let's be honest working in a place like this probably isn't exactly good for your health this passive consumption can be decreased by having high levels of control in your provinces with high levels reducing this passive decrease and low levels massively increasing it sadly a large labor population does negatively impact a Region's control so it can be quite a bouncing act to keep things in the green labor can also actively be spent on labor actions which can be used in provinces to provide some limited time bonuses sacrifices for Zana grond that grants a one-time hit of conclave influence it's still labor grants a one-time hit of cash and set an example increases control for five turns I'd only really use these if you have the labor to burn otherwise have a maximum efficiency is most of the time a much better use of your time you can also choose to spend labor to rush construction which brings me to another unique thing about this faction they don't have growth like most of a settlement owning factions instead you're only limited by the resources needed to upgrade settlement size which is raw materials for towers and factories and gold for outposts now these costs are considerably higher than most factions and the constriction time is also significantly higher but this is to keep things balanced and they can be reduced by Russian construction this uses a large amount of Labor to to instantly finish building anything which is great if you have the latest spare but again I'd say only do this if your stocks are overflowing as maintaining efficiency is critical to keeping your campaign moving forward only really do this if you absolutely need that building to be upgraded say you need to recruit for a big wall that's coming all you need to instantly build Garrison to keep someone safe our next mechanic is military convoys honestly this one is more or less the same as the mechanic from Cafe with the only real changes being that you can now trade gold or armaments in exchange for varying amounts of various resources you can get gold labor and raw materials so you can pick exactly what your faction is in need of these convoys led by Masters which are overseas with a unique skill line with skill specific to convoys which had advice beckoning to first get more capacity value for your roots replenishment and Ambush defense chance e-true also shows its Threat Level by the color of any swords on the route indicating How likely is the convo will be attacked and how intense the attack may be there's a large number of attacks and events that can occur to a convoy like the chance to buy extra units in exchange for cargo taking Shockers at the cost of gold and much much more but your main priority should always be to get your convoys to its destination and back home safe to keep the economy rolling and so you don't lose any of the skills that you invested into your Lots it's pretty simple to use just pick what you need most send as much cargo as you can comfortably afford and try not to let them die along the way next up the hellforge this is where you can increase the capacity for any units Beyond hog goblins in your faction to start out with you have a very limited capacity of basically everything powerful so once you get into the mid game you're gonna need to increase your capacity to compete with other factions now this is all done in the Armory this works similarly to the beastman and that you spend your currency in this case armaments to increase the capacity you have for fielding certain units now it's not quite on a unit by unit basis for everything some are like that such as the monsters and Kanai but you also have groups such as the war machines or bull centaurs now all there is to this is to get the required amount of armaments and boom Your Capacity will be increased the more total capacity you have for a unit the more these bars on the sides will fill up unlocking runes for units in that category in the manufacturing you can apply these runes to those unit groups for example upgrading Warriors once unlocks frenzy and so over in the manufacturer we can apply frenzy to all Amelia infantry at the cost of armament's upkeep per unit you have recruited now you get a breakdown of the cost and the cost per unit above your chosen effects and you can only have a limited number of runes on each unit type so keep mixing and matching to ensure you have the best combination or remove any expensive ones if you're really hurting for armaments some of these effects are seriously powerful especially towards the top bars to make sure to get the most out of this to max out your units next up we have the Tower of Zar and this is where that conclave influence comes in it's gained through owning settlement buildings and temples of her shots as well as these sacrifices for Zana grund labor action and certain events and missions it can be spent here to claim seats in the tower of your faction this doesn't require Lords to fill each seat like the elect count system for example instead it just claims if you're a faction granting permanent rewards these seats are separated into four tiers and three districts within those tiers to begin with you can only access the lowest air but upon any two districts being filled not just by you but by any faction you can move up to the next tier filling a district to unlock more bonuses to any faction with the seats in that District so you are encouraged to claim something in each district to rack up as many bonuses as you can for the first three tiers these seats and districts will unlock you various bonuses to your factions such as improved production of goods Army abilities reductions to certain costs and more the final tier is incredibly expensive but upon being claimed instantly Confederates three other chaos 12 factions including the two other legendary Lords allowing you to collect them all in one campaign and don't worry if the other factions have been taken out already you'll still get the legendary Lords even if you don't get their lands and armies next up we of course have Gore does backstabber this is the legendary hero that is replacing a fourth legendary Lord in this DLC and I'm not going to give any opinions on that now to use the legal reasons so I'll just lay out all that he does and let you be the judge surely after beginning your campaign you'll receive a quest to maintain a total of eight hobgoblin units once completed goddess will appear NATO faction leader he can even be used on the campaign map as an assassin or put into an army and Junior by skill tree the latter is the intended use he has an extremely generic tree with standard combat and campaign skills alongside this he has the stabious tree which comes with several Buffs of hobgoblin units making them viable Beyond just the early game aside from that is a very standard light combat hero as we covered in the battle section and lastly Corruption of course since their chaos dwarves they love a bit of corruption and their preference is undivided which got some control and replenishment in high concentrations they suffer no penalties from having zero corruption in their lands however so it's more of a nice bonus and deterrent for enemy corruption than something they need to actually survive of course since it can take salmence they have access to Commandments masterful Architects reduces construction cost and the cost of brush construction which of course great when you build them with your settlements military Doctrine reduces recruitment cost and increases recruit rank which is of course great for building up armies High quotas increases income from Refinery buildings and Armament outputs this a good one to have on when you don't need anything else specific since extra money and extra armaments never a bad thing and building smokestacks increase its control and reduces the chance of a plague spreading ideally you want to keep control high without having to rely on this but if you're struggling this one can be good in a pinch next up the research tree there battery is separated into three sections which can navigate to using these Bonds on the side these three sections focus on three areas of the campaign the same three areas that were the districts in the tariffs are military of course has many sex hosts and upgrading units in all the usual ways such as stat improvements cost reductions and rank increases as well as some minor Buffs to the hellforge sorcerer is a little bit more General with a lot of text folks and not upgrading magic in the faction as well as many General improvements such as control Commandments upgrades and relation improvements and finally industry which focuses of course on the industry of the chaos 12s with many bonuses to the entire production chain as well as their convoys mechanic to maximize income as much as possible I would start out an industry to get going as quickly as possible to get a steady income of golden resources for a stable Foundation to your campaign after this I would go into military and spend some of your hard-earned armaments to upgrade your units and the units you're going to be recruiting in the next couple of turns to maximize the efficacy on the battlefield towards that any game you can honestly go wherever you want to take your faction whether it's getting the most profitable industry you can upgrade the elite units or enhancing your spell casters all these later choices are strong picks depending on exactly what you need and what you want and finally we'll go through the three factions of the chaos dwarves first we have the Disciples of her shirts who of course led by astrogoth einhand he's an expert at generating influence so can maintain many seats in the tariffs are at a rapid rate to Grant his faction a range of advantages and on the increased control he has over his lands and the faster research and he can very quickly get ahead of his fellow drafts despite his mechanical selfie actually prefers company of beasts making any bull Center render units a lot tankier in his army as well as this is ancient age has taught him the secrets of cooking a good campfire stew granting his armor improved replenishments from the hearty meals his faction starts in Oscar every starting units he has one unit of great weapons chaos dwarf Warriors One units of Arc laborers two units of orc laborers two units of chaos 12 bundabuses and one unit of dual ax ball sense or renders as well as a ball sense or tarek hero for the climate preferences all three of these Lords have the exact same climate preferences of everywhere being suitable and for his victory conditions he must destroy The lamian Sisterhood and crackerjack as well as occupy loot razor Sac 35 different settlements following the static War to its conclusion will get you control of the entire starting Province and build a steady foundation for your industrial campaign keep growing your army once you build some hobgoblin Recruitment and moves South towards the vampires in both of my campaigns they eventually Force match their Army near this mountain pass so if you can catch him doing that and take out the Army before he can do anything that's going to give you a much easier time taking them out once the Army is taken care of take over their one settlement and that's one faction down for the count you might as well finish off this province too for some extra industry let's just walk through the Orcs continuing to grow your army of hobgoblins when possible to maintain power once these two prompters are under your control it's time to move on to crack a drag you can either head straight North and taking all the norskin and Chaos factions you encounter along the way and you will need to make sure you fight along the way to meet your labor costs and keep growing your industry alternatively you can head through the mountains to the West taking out some dwarfs and green skins before moving through some of the Empire and kids left to reach your targets whichever you choose just keep expanding since you have climate preferences to spare and will always need more Salmons to grow your industry once both factions are taken out all you have to worry about is assignment will be your climate preferences can go literally wherever you want so just take your pick Chaos on the North Oaks and green skins in the East rats High Elves and vampires in the South or dwarves an empire in the west next up we have the Legion of asgorth and they are led by drazzo at the Ashen after his exiled centuries girl draz's eager to prove his Worth to the clan and as such produces armaments faster than anyone else and knows how to effectively use them to arm his troops his eagerness to prove himself extends into his army where he pushes them to move greater distances to achieve his goals and of course as a massive lore for shut he's also able to hold kadai Eunice under his control for a much reduced cost his faction of course starts in the black Fortress every starting Army he has one unit of Arc laborers two units of goblin laborers one fig lab infernal guard one chaos dwarf Blunderbuss and one kadai fibon as well as an infernal castellan hero his victory conditions he must destroy clam rictus and the Knights of kaldor as well as occupy loot razor sack 35 different settlements following the starting wall we'll get you a province towards the west and the same as astrogoth keep you on your army as you expand at focus on hobgoblins to keep costs down keep anyone towards stretch he is in Ruins but he's easy enough to track down so take him out as fast as you can to make your game so much easier with one less rat in it after he's been taken out move South towards Emirates to get working on the second Victory condition he tends to expand quite aggressively so he's at your advantage to take settlements he can't defend with just weaker early game side armies taking on the man himself might be more of a challenge just use the fullest and best army you can and eventually she'll be able to take him down after this you can do whatever you want to get the required Solomons with green skins and more chores to the north rats and vampires the East Ransom various Undead to the South and dwarfs to the west and lastly we have the war host of Tsar that is of course led by zatan the black zatan is the trade specialist of the chaos dwarves being able to have more convoys active at once than anyone else though that may be more so his populist can stay away from him than any actual preference for trade of course he's well known for being the most cruel of all the chaos dwarf commanders and as such Exiles pushing his Workforce the limit including in the recruitment of artillery war machines to massively reduce their cost this carries over to his army which gains increased recruitment capacity no doubt to meet his ever-increasing demands he's also an expert in securing more workers to throw into to his industrial machine to replace the ever-growing pile of bodies left in his wake his faction starts at the Volare every starting Army he has two units of chaos 12 Warriors one unit of hobgoblin Cutthroats one unit of chaos dwarf blunderbusses one unit of bow hobgoblin wolf Raiders a death Shrieker rocket launcher and a demon Smith sorcerer fire hero his victory conditions he must control the turtlegate Dragon Gate and snake gate even directly or through vassals and alliances destroying the northern provinces and the 35 settlements taking the starting wall all the way to the end will actually get you most of two promises this time so for sure chase that down for an early bunch of XP and land after this you're going to want to build up your armor as strong as possible with whatever you can afford because it's time to take over Cafe while the gates don't start max power they're still going to be a bit of a challenge to take out to build as much outside of the walls as you can to increase your power before starting your siege once you have one gate down I'd instead focus on taking Cathay down from the inside and spreading from that one gate rather than trying to get all three in one go they're going to be some of the hardest sieges that you'll face so now you have a way in just take everything else and come back for them in the end now the victory condition is to take out the northern provinces but initially the Imperial buttons will own the gates so you can cut your teeth on them and some other manufactions before taking a meow if you want to build some power or go right for her before she gets too strong whichever you prefer just make sure you keep your way into Cafe secure and keep your army topped up with healthy units since everyone in here is going to come for your head it'll be a challenge but once meow is taken care of you can take the rest of it at your own pace to get those settlements and clear the gates when you have good strong armies and that's everything you need to know about the chaos dwarfs campaign but we've still got videos on the mirrors of Madness and a full review of this DLC coming next week so subscribe if you want to see that and if you're hungry for more chaos dwarfs content then check out this video for my bar Guide to the chaffs
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Channel: Colonel Damneders
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Length: 15min 33sec (933 seconds)
Published: Wed Apr 05 2023
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