I really appreciate these guides, especially since there aren't a lot of guides for immortal empires quite yet. They're very in-depth and for noobs/casuals it's really nice to skip the 40+ hours of learning. These are criminally under viewed. One thing I want to mention is that something is going on with the audio, it's like your mic is kind of cutting out.
Skink javelin cohorts are actually incredibly cost effective in terms of recruit cost and upkeep, especially on higher difficulties and also considering you save an extra 500 gold from not needing the skink recruitment building (I still eventually build it for chief capacity as needed though). The javelins are an effective way of dealing with a limited number of tough large units early on before you can access dedicated anti-large as long as they're not too armored, but even then I beat Rakarth's early game army full of feral dinosaurs and other medium- to high-armor monsters with a life slann and 19 javelin cohorts. Another key thing is being able to replace your (likely rather high) losses at ANY tier one settlement, which means you can keep expanding while replenishing a bit faster by merging and re-recruiting. Don't knock my little javelin bois, they are for sure among the best tier 0 units (i.e. can be recruited from any settlement even without a recruitment building) in the game.
(Also Tiktaq'to is lowkey one of the best Lizardmen lords because he has a really cheap doomstack of Coatls, you just need one or more heroes on monster mounts to anchor the army since all flying nukes your leadership over time)
@@LordForwind They might actually be worth considering, at least until mid-game. The big advantage they have isn't how good they are at fighting, but that they're cheap as hell and have shields, so can act as a screen for the heavier units against ranged attacks
The skin javelin cohorts are definitely great, with the technologies and skills that buff them they can have excellent stats (especially with the skink lord). The skink skirmishers though seem to always perform very badly for me in most of my battles.
Javelin skinks aren't bad ranged units, they're hybrid units. Or maybe melee units that can get in a bit of free ranged damage before the fighting starts. Their purpose is that they are a better version of normal skink cohorts while being just as easy to recruit.
For mazdamundi, if you make use of the army ability to use comet of cassandora with the summoned caster, you can do very well in the first battle. If you take minimal casualties the settlement battle isnt bad. just watch out for those slaanesh towers 🤐
It's been a while since this been out but I don't see it in the comments anywhere. What I missed was how you went over skink chiefs describing them as "skirmishers" not that good and not that bad but what you didn't mention was their mount options they basically turn into a army replenishing ancient stegadon. That alone pretty much makes them an auto include in my armies.
One thing I wound up doing with Mazdamumdi, which has a painful start, is dedicating an army North and an army south. In the north I wound up slogging back and forth with morathi until getting to the sisters of twilight. Then just selling them a settlement every couple turns since it is a bad climate, you pick up a nice chunk of cash and have a good buffer state. If you pump them up enough eventually high elves will come in from the East and provide relief, and you can basically ignore northern border or continue to capture and sell for cash.
@LordForwind it's the only mod I use. It made my boris ursus campaign a little more manageable. I believe you still get small drawbacks in the chaos wastes, and with the mod it takes all that away....the settlements anyway.
Really glossing over the strength of a one off or two Chameleon Stalkers in an early campaign, the missile is also an AoE explosive that provides fire dmg for Vampirates/Rakarth Hydras/Rat Beasts, and they have excellent melee defense with 20% Physical and Missile resistance to really stick around in the backline, with Vanguard and Stalk it's perfect for dumping on Rattling Guns before they have a chance to go ham, near instant route then able to fight whatever turns on them to repel. If you're having trouble with rats by other means, try one of these in the flank on their guns.
I really like these guides cause I have a rough time knowing how to go about the campaigns and their pros and cons. Good stuff. Just a heads up idk if anyone else has this issue maybe it’s just my headphones but once it gets to Gor-Rok onward the audio gets choppy or isn’t picking up properly.
@@LordForwind coolio. I was just wondering cause I was sitting there like listening to his attributes and thought I was going crazy as your voice dropped in and out XD Totally wasn’t expecting a response so quickly or at all thx for the confirmation Broski.
@@tycm705 Np, I and my moderators watch all comments and I usually get back to people in 2-3 days max. I fixed the audio in other videos, the cables were loose and the audio cutoff setting were messed up.
For The Wanderer I don't understand when you said you get a small army for the Defenders of the great plant and they do lose their sediments very easily the enemy just goes up to them and sieges them and because you do not control it most of the time you won't even notice that it's gone they are a hard to defend if you're expanding a lot especially with your starting area The Dread Fleet is usually a issue and you can deal with the Vampire Coast quickly but defending Your vassal from The Dread Fleet gets complicated because the skaven attack you pretty aggressively
You can do a rite to give them an army, plus their garrisons are decent compared to other factions base garrisons. Now with the vassal changes, its a lot easier to keep them alive
I see you've put quite the effort into this guide but you've missed one major point - you never recruit a second lord. Early game korxigor lords are amazing and can solve a lot of your problems. Also you can keep going forward as the 2nd lord recruits. Considering how the supply lines penalty is not the same as in WH2 , it's even better in WH3
How so? I didn't talk about them because knowing when to recruit lords is a tricky thing to explain. Using two lords at the beginning to attack faster is just a waste of early game money. One turn isn't huge in my opinion.
@@LordForwind That's the weird thing about it though, I was never a dinosaur kid! Growing up I couldn't care less about Jurassic Park movies because dad had me watching Terminator, Rambo, Harley Davidson and the Marlboro Man, Last Action Hero, and Bullet. But for w.e reason the Lizardmen are just awesome looking to me now lol.
Is there anywhere in game that allows me to see how many lords/heroes I can employ? I’ve just started and know from hiring and then reloading my game, that I can have 2 lords as Gor Rok but, if I’m playing later I’d like to see how many as an indicator without adding up all my tech and buildings etc. Many thanks.
Most factions don't have lord limits, so sadly it's not a common issue. My guess if it exists would be too center where the supply line indicator usually is.
@@LordForwind thanks, saw that some races have x/x indicator on hero or Lord screen. I wish they displayed information better, so many different screens that pop up with very little info on them! I.e. would be great to have a diplomacy window that pops up with more/all diplomacy. :)
@@Salubrious388 yeah its tricky to find info at times. Very few factions are limited by a cap which means the focus on displaying that info was low from the devs is my guess.
Tiktaq'to is one of the most powerful legendary lords in the entire game. He can recruit Fireleach Bola Terradon Riders right from the beginning. A stack of these Fireleach Bola troops can absolutely obliterate the enemy, especially in sieges. It's like playing in easy mode. Add in some Coatls and flying heroes to deal with enemy flying units. A Chameleon unit with stalk to meet the requirement to have a grounded unit. Having played the other lizardman factions, I'd say that Tiktaq'to is the easiest (provided you spam Fireleach Bola Terradon Riders.)
Depends on the lord since you want to focus their key units, but for someone like Kroq-Gar, Lord 1-2 heroes, solid line 6-7 of temple guards, each of the dinosaurs with the two types of crystals, a seige dino or two and then then 6-7 monster units to kill stuff.
You should change it up depending on what lord youre using and what enemy youre fighting. I want to talk about the support options that are generally overlooked compared to say, saurus and carnosaurs. Whatever you build always remember you need a way of dealing with fast skirmishers and shutting down enemy missiles. Saurus and dinosaurs are your core that everyone plays them for, while chameleons, fliers, and cold one riders are crucial utility and your main strike force a lot of the time while your infantry and dinos tarpit and grind the foe down. Having a bunch of terradons with fireleech bolas to freely carpet bomb the ten thousand rats in a seige battle is always fun and effective. You can even send them in first, drop all their rocks and use up all their ammo, and then move in with the occupying force. Chameleon stalkers and ripperdactyls in vanguard deploy can invalidate the vampire coast guns and dark elf crossbows that make life hell for your large units. Cold one riders do the same job but you need to whip them around the flanks obviously, their advantage is being a lot more tanky. If youre fighting a lot of annoying air units or flying lords, ripperdactyls will absolutely destroy them. Two units of them will dump a dragon quickly for instance
@@LordForwind what would you like to see changed? Is it the way their armies are made up, or is it their buildings? I personally would like to see more geomantic web buffs in the form of better magic, for the rest I love my saurusboys with their good quality infantry and big beasts.
Geomantic web stuff would be cool, but really they need another mechanic. Most factions have two or more and theirs is lacking. Maybe a buff or nerf based on the star movements, or instability if they dont control enough jungle provinces. Something to make them either have to expand or place their homeland under threat more. Something similar to the wood elves encounters in the woods might work.
Yeah its fun to play but also boring, which is odd. Too straight forward charging with over strong defensive buildings and units. Plus it just needs more faction mechanics