For Tomb Kings I think its even more important, and overlooked, that you should get the skill that gives you jars on basically every character that can get it. Youll need a lot of those to unlock powerfull "supporters" for your Lords and even more army capacity
Real talk- Army and design 10/10! They are slightly annoying to fight but that mainly just goes for I never have an army in place when I need it. They are cool though but need a buff/rework still :(
Two other tips i've learned from my favorite factions. Chaos Dwarves: Get 100 order asap, even as Zhatan, the amount of slaves required per turn was astronomical. Daniel: To go Undivided, just make every settlement Khorne and dedicate yourself to Undivided. Why deal with sub par garrisons, lmao.
The thing is, with Daniel. The first "half" of the other gods Glory trees has decent buffs for the faction and especially the units of that god. So if you dedicate everything to Khorne, you will very rapidly "overcap" on Khorne Glory and make any subsequent dedication a waste that just burns up into the abyss. What you REALLY want to do, is Dedicate your Recruitment Provinces and Strategically important location to Khorne, but daisy-chain Nurgle, Tzeentch and Slaanesh Settlements (rather than Provinces) in-between those Strategic Locations and Recruitment Centers, so you always have all the units available for recruitment within Arms reach. While also getting you all the Factionwide buffs from the first halves of the mono-god Glory Lines, as you keep working to finish the second half of the Undivided tree. That or you just go Full Khorne and bumrush everything and everyone as fast as possible!
Ogres: place your camps in areas you need to defend and stack them full with units. If you get attacked, recruit a lord and move the units to the lord. The upkeep reduction you get from camps lets you maintain very cheap defensive armies that can easily become mobile qhen needed. Also make sure to grab camp growth contracts when possible, and steal technology with butchers to get as many camps as possible as soon as pssible. Also: avoid expanding too far beyond your camp limit
For the new lord for tzeentch make sure at the start of the campaign to go for the parasidic money and later on swap it out for the symbiotic money building, you can gain massives amounts of money from them, when you get a cultist just run them to a strong faction and construct a symbiotic cult and youll already have a tier 3 money building and book generator, for example zharrnagarand gave 3090 income.
Relation manipulation is actually really useful for High Elves. You can make other faction like you more and make it easier for you to have treaties with them. You can also sabotage 2 factions to increase the likeliness for them to go to war, or break treaties. Likewise, you can make 2 factions like each other to the point where they’ll go to peace with each other if they’re currently at war. Useful if you want 2 high elves factions who are at war with each other to make up.
Slaanesh: get warriors of chaos afap. They are OP in this roaster with this tax income. You don't have to struggle against elves. Get +50 growth in your starting province and build your starting settlement to tier 3. Chaos dwarfs: play like skaven. You can get to tier 4 really quickly. Deamons of chaos: get double mortis engine. You can get one on from Nurgle and one from (i think) Tzeench. That's super powerful in melee against armoured enemies. Lizardmen: your generic lords are great. Especially korxigor. Vampire Coast: Pirate coves are better than holding settlements.
The AI should hear about this "filling armies with skeleton spam" tactic as the TKs. So many times I have seen their lords just stand around with their armies inexplicably empty
Anytime I see or hear the woukd "tip" I immediately go back to that scene in Tropic Thunder where Robert Downey Jr asks Ben Stillers character "Any tips?"
1 tip I'd give for tomb kings is when you research a +1 max army capacity the your research rate goes down what you can do is research the till there is 1 turn left so you don't incur the minus research penalty and just start the next one in total this will reduce the time needed to research all of these
I'm still fairly new to Warhammer Total War, but this video question myself : buying Warhammer TT 3 unlocks all the previous factions from 1 and 2, ore they need need to bought seperately
@@sahoko1868 They have 2 campain modes, for instance if you get warhammer1 you can play warhammer1. If you also buy 2 you can play 1 (Old World) or 2 (Eye of the Vortex) or 1+2 (Mortal empires). The third game has also 2 campains, 1 for Warhamemer3 (The Realm of Chaos) and 1 for Warhammer 1 + 2 + 3 (Immortal Empires). So you get 3 campain maps in 2 games, the faction from the first game will carry over to the Mortal empire campain. So if you have Grim and grave dlc for warhammer, you get the unlooks also in mortal empire, if you dont have the dlc, youll still miss out on the units and lords. Same goes for Immortal Empires for witch you need all 3 games, for a total of 5 campain maps: 1. Old World TW WH1 (TW WH = Total War Warhammer) 2. Eye of the Vortex TW WH2 3. Mortal Empires TW WH1+2 4. The Realm of Chaos TW WH3 5. Immortal Empires TW WH1+2+3