In the latest game from Creative Assembly, there are two more empires to choose from compared to the predecessor. Our Total War: Warhammer III Factions Tips will give you an overview of the strengths and weaknesses of the factions and which one is best suited for you and your play style.
Table of Contents
1) Kislev
Kislev is the most beginner-friendly faction in Total War: Warhammer III. You don’t need any previous knowledge about the other Warhammer installments and will quickly find your way around. Its army offers powerful cavalry and mighty ice spells. The faction’s focus is on its culture. It worships various gods whose effects you can activate through rituals.
Salyak’s one increases the growth and the reinforcement rate whereas Dazh’s ritual increases the income through trade for all buildings. Through the ritual, all armies get special spells and the enemies in your area get worn out. By worshipping the god Tor, your troops do more damage and gain a special ability that makes them more powerful in certain areas.
Kislev has three legendary commanders:
- The sorceress Tzarina Katarin, who can cast ice magic but is also capable of melee combat with her unique weapon sword Frost Fang.
- The supreme patriarch Kostaltyn, who, unlike Tzarina, rejects magic, but acts as an inspiring personality and strengthens the fighting spirit of your soldiers.
- And Boris Ursus, whom you’ll unlock in the course of the campaign and who has enormous melee combat abilities.
Also designed for melee combat is the simple commander Boyar, who rides into battle on a horse or a polar bear. The second non-legendary commander is the Ice Witch, who can summon blizzards and storms.
In terms of heroes or champions, you can access the Frost Maiden and the Patriarch. The latter gives your units a buff through sermons, and the Maiden can cast the same magic as the Ice Witch.
For the basic army, you’ll have five different infantry and seven cavalry units at your disposal. The troops are supplemented by two monsters. The artillery is somewhat meager – you can only choose the little Grom, which has a single long-ranged cannon and penetrating power.
2) Grand Cathay
The Cathay faction in Total War: Warhammer III is all about balance and harmony. The people are strongly reminiscent of medieval China and are something for you if you enjoyed playing the Wood Elves in Warhammer II.
The fate of the Great Empire is determined by a pendulum. If it’s in balance, you’ll get valuable bonuses. In addition, the empire is controlled by a magical compass, with which you can influence the Winds of Magic.
If you direct the winds to the Great Bastion, your protective wall will get additional supplies and you can summon a hail of meteors around your fortress. In addition, units can be recruited more cheaply. Winds directed to Celestial Lake increase both your growth and income.
Another place in Total War: Warhammer III where you can get the magic compass to give you bonuses is Warpstone Desert. Through it, corruption is lowered, enemy armies get fewer leadership bonuses, and Winds of Magic blow less.
The fourth and last place is Dragon Emperor’s Wrath. With the Winds of Magic, it increases the control of all your regions. Also, all enemies besieging your bastion will receive full wear and tear when the energy is fully charged.
Crucial to your success with the Grand Cathay faction in Total War: Warhammer III is guarding two important buildings. The first is the Ivory Road, which runs through the entire country and on which you can send caravans. By successfully sending the caravans you generate gold. However, on their way, you may encounter difficulties that you’ll have to resolve.
The second building is your Great Bastion which is protecting you from the Chaos. The surrounding wall has three gates that you must defend from attackers. If one of the gates falls, your troops will receive various disadvantages. To strengthen the Bastion, you can upgrade it via a tech tree.
Two legendary commanders can be used on the battlefield: The wizard Miao Ying and the magical alchemist Zhao Ming. There are also two simple commanders each, as well as heroes and a wide range of infantry units. Here you have eight types to choose from, while there are three each for cavalry, artillery, and monsters.
3) Total War: Warhammer III Factions: Khorne
Khorne’s faction in Total War: Warhammer III pays homage to their Blood God by having their armies offer him the skulls and blood of their enemies. You add the skulls to the Skull Throne after battles and receive higher-value loot or a greater number of movement points for your troops in return. Skulls also allow you to not only burn down settlements but also occupy them.
And speaking of settlements – as soon as you conquer one, the blood comes into play. After the successful settlement battle, you can cast “Blood for the Blood God” and create a blood army. This wears out over time but can be moved and activated directly.
As for legendary commanders, Khorne has only one to offer, but Skarbrand is an extremely powerful demon. He can force others to join him and is almost immune to magic buffs. When bloodlust strikes him, he continues to fight without pause until the battle is over or he is defeated.
Standard commanders include the Herald of Khorne. A playable hero is, e.g., the Cultist of Khorne. The focus of the simple army is on the monsters. There you can choose from seven different types, such as the Chaos War Hounds. Khorne only has three types of infantries, cavalry, and two artillery units.
On the Total War: Warhammer III campaign map, besides skulls and blood, there are manifestations and cults to keep an eye on. The unholy manifestation Call of Battle, e.g., increases the movement range of an army by 50%, and the cult Fighting Pit brings you additional skulls after every battle within the province. In total, there are four manifestations each as well as cults.
A special feature of Khorne concerns recruitment. As long as there is a war going on, you get bonuses for recruitment and growth. If there’s no war going on, you get different minus points depending on the number and size of your armies.
4) Tzeentch
As with Khorne, the Total War: Warhammer III faction of Tzeentch has four manifestations and cults each, but they are quite different from those of the Blood God. After all, Tzeentch is the god of forbidden knowledge and chaos magic. This allows him to direct the Winds of Magic with the power of his mind alone, giving buildings a buff. So, fans of magic will have the most fun with this faction.
After each battle, you’ll receive grimoires. These are spell books that allow you to perform unique actions. For example, you can open gates in cities, initiate rebellions, and force wars. The range of intrigues at your disposal is wide and becomes more powerful with each grimoire you receive.
As with Khorne, only one legendary commander is available to you. Kairos Fateweaver is a flying magical creature that can cast dangerous spells. Besides attacks, he can also paralyze his enemies as well as knock down melee fighters due to his sheer size. He is considered highly intelligent and can even use magic that does not actually belong to Tzeentch.
Commanders in the army are the Exalted Lord of Change and the Herald of Tzeentch. Both are gifted in magic and travel on the ground. As for heroes, the Cultist of Tzeentch as well as the Iridescent Horror are at your disposal. The former is even able to summon demons, and the latter can breathe fire.
Tzeentch doesn’t have any artillery Total War: Warhammer III, but it does have seven different monster types, among which there are not only melee but also ranged fighters. You can also choose from four infantrymen and three types of cavalries.
Most of the units don’t have as many hitpoints as the other Total War: Warhammer III factions, but they are equipped with magical barriers. These recharge themselves outside of combat and act like a second life bar.
5) Nurgle
With the Daemons of Nurgle, our Total War: Warhammer III factions tips get nasty. Because in the world of the Plague Lord everything revolves around death, disease, and decay. But rebirth also plays a role. For example, the process of buildings is that they grow from round to round, die at some point, and emerge anew. After each “death” you’ll even have more units available than before.
Nurgle is exactly the right faction for you if you want to experiment with diseases and infect enemy races with them. Your soldiers usually have a good amount of hit points and an almost disgusting, slimy appearance. Their peculiarity is that you don’t recruit them in the normal way, but simply select them from a pool of units that grows over time.
Each troop member will appear weakened at first and will need to recover. With the right strategy, you can work towards building huge troops at high frequency in the late-game, as the units have no creation phase, but can be placed on the map immediately. Nurgle’s manifestations and cults refer to the number and type of plagues you can cast per turn.
The legendary commander Ku’Gath Plaguefather, although almost useless in close combat, creates Nurglings that he hurls at his enemies. In addition, he is a mage with powerful spells. The Exalted Great Unclean One is a sorcerer as well. This one is one of two commanders, along with the Herald of Nurgle. There are also two champions or heroes – the Plagueridden and the Cultist of Nurgle.
Artillery units are not available in the empire of plagues Total War: Warhammer III, but 7 different types of monsters are. The infantry consists of four types, and in the cavalry section, there are two to choose from. With the help of your Plague Cauldron, you combine symptoms to create diseases, with which you infest the lands of all Chaos Gods – including your own.
6) Slaanesh
As a diplomat, Slaanesh is your go-to Total War: Warhammer III faction. Their units have less power in battle, but you can draw enemies to your side, seduce factions and ultimately make them your vassals. The dark prince Slaanesh the Chaos God of excess, hedonism, and obsession. His negotiating skills are second to none.
While the advantages outweigh the disadvantages on the campaign map, the disadvantages show up on the battlefield. For example, there’s a lack of artillery and other ranged units. Also, your soldiers can’t withstand much and are inferior to other races in frontal attacks. Your tactics should therefore focus on the flanks as much as possible
However, your legendary commander N’Kari is an excellent melee fighter, whose HP is replenished a bit when an enemy dies near him. In addition, he can weaken enemies’ defenses with spells and has high movement speed. The Exalted Keeper of Secrets is also a fast melee fighter, as well as a magical being. He and the Herald of Slaanesh are the commanders of the faction.
The two heroes are called the Alluress and the Cultist of Slaanesh. The latter can build cults and is therefore an important component of your empire outside of battle. In terms of infantry, you have Daemonettes and Barbarians at your disposal, who act with scissors, swords, or sickles. Of the six cavalrymen, four are pure horsemen, and two lead a chariot each.
There are five types of monsters, of which the Keepers of Secrets are the most powerful. Easily vulnerable and rather weak are the Fiends of Slaanesh. However, they can fly and are part of a balanced army, since the majority of your troops will consist of melee fighters.
To be superior in battle, it’s important to manipulate your opponents as effectively as possible in advance and thus weaken them. You should also attract as many enemies to your side as possible.
7) Chaos Demons
The Chaos Demons (Chaos Undivided) in Total War: Warhammer III are not fixed in terms of gods. You can pay homage to one or even more. With each god, you rise in favor through gifts and sacrifices and unlock new units with them. Due to the multitude of dark lords, the selection of potential troops is also enormous. This can seem intimidating and overly complex at first glance, but it’s quite easy to explain.
Basically, your tech tree is linked to your Daemon Prince. This is the legendary commander of the Chaos Demons. Unlike the other factions, you’ll be able to completely determine his alignment and even give him a name. If you assign him to a deity, he will take on their characteristics. For example, Slaanesh makes him a top diplomat and Tzeentch gives him magical abilities.
Accordingly, eight commanders are theoretically possible. You can send the Herald of Khorne, the Herald of Nurgle, or the Herald of Slaanesh onto the battlefield, but also the Exalted Keeper of Secrets, the Exalted Lord of Change, or the Exalted Great Unclean One or the Blood Demon. The same is true for the heroes – simply choose whom you prefer.
In the basic army, you have ten types of infantry units, eleven cavalrymen, and 23 monsters at your disposal. The artillery of Kislev is also theoretically selectable. Within the campaign, body parts can be unlocked for your Daemon Prince, which you can combine as you like.
The fact that you can get to know the units and abilities of all gods and factions with the Chaos Demons in Total War: Warhammer III makes the realm very beginner-friendly and invites you to experiment. However, despite the large selection, the complexity of your possible strategy is significantly lower, since the deeper game mechanics are completely missing.
8) Ogre Kingdoms
Via the Total War: Warhammer III DLC, the Ogre Kingdom is playable for free for all who preordered the game. As we all know, an ogre is a primitive and intellectually not very advanced creature. Therefore, the needs of your kingdom are also very simple. There are three things you need to pay attention to:
- places to loot
- opportunities for battle
- food containing meat
If you send your ogres to a foreign territory, they will automatically loot their surroundings. You generate battles through missions, such as conquering cities or smashing armies. As in Warhammer II, ogres are strictly speaking mercenaries who don’t pursue their own higher goals but can be hired.
Besides gold for missions, food for your troops is a second currency. You can get meat through ogre camps on the one hand, and by winning battles on the other. Your hordes will not shy away from roasting and eating killed enemies.
As for the composition of your army, there are two legendary commanders. Greasus Goldtooth lives up to his name. He has the financial means to convert enemies, but due to his corpulence, he is only partially suitable for combat. It’s different with Skrag the Slaughterer, who can summon a huge fist and has magical abilities in general.
You’ll also have two commanders at your disposal, the Tyrant and the Slaughtermaster. Heroes, on the other hand, are three: the Hunter, the Butcher, and the Firebelly. In the basic army, you have two unit types to choose from when it comes to infantry, cavalry, and artillery. The monsters are more extensive. From bulls to giants, there is a lot of variety here.
The Ogre Kingdoms in Total War: Warhammer III are the faction of your choice if you’re after the most massive units possible, as well as a high degree of flexibility on the campaign map. Besides, with them it is possible to grow and expand very quickly.
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With our Total War: Warhammer III factions tips, choosing your favorite empire should be easy. So far, the Dwarves DLC, which according to a leak will include Chaos Dwarves, has not been released yet. But with eight selectable empires, the selection is already huge.
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Happy Gaming!