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==Multiplayer Strategies== You have two big themes in your roster, aggressive cav and hybrid infantry. Compared to Empire Cav Winged Lancers and Gryphon Legion are faster, harder on the charge, but less durable, meaning they are focused way more on hit and run and not as good in grind fights. Combine that with the fact that most of your infantry double as melee and ranged troops, and you are basically a far more aggressive Empire. However, it requires a lot of finesse to pull off, as your troops, while brave, are hardly durable and will fall apart fast. You ''can'' use Little Grom to play defense, but generally you seem to be better on the attack. Once the game comes out and we have multiplayer experience we will let you know how to gain victory for the Motherland! *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': With their speed and vanguard, beastmen can and will get into melee whether you like it or not. The good news is that you heavily out range them and most of your units are combined arms, and their only missile units that aren't the Cygor or Centigors with axes is crap. Combined with the Lore of Ice and Tempest, you can slow them down heavily and help even the odds. The bad news is that because of many of them are so fast combined with a huge charge bonus and stalk, your frontline can quickly crumble if they aren’t careful with what they fight, bring Kossars with spears to be your front line, they’ll make a beastmen player think twice before charging his monsters into the frontline. Ice Guard and missile cav are your best bet to bring down a Cygor, and lastly have some Streltsi to turn any Ghorgons, Jabberslythes or Bestigors into ground beef should he bring any. *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': This is an interesting one, as you're both very cavalry focused but in different ways. Bretonnian cav is slower, tougher, and has greater variety. Your cav is faster, hits harder, is more fragile, and has less access to anti-large, aside from bears. Your front line will probably be armored Kossars with shields, who will roll right over Bretonnian infantry. Your back line will probably be Kossars with spears and maybe one or two Ice Guard with glaives to slow down Bretonnian cav with their frostbite ranged attacks. A lot is going to depend on who gets the better cavalry engagements. You really need to charge and not be charged to succeed on this front. A Snow Leopard might be helpful for slowing down enemy knights to set up charges for your Lancers. Consider bringing one unit of War Bear Riders so you have a strong anti-large sweeper to scare off flanking attacks on your archers. Both Lore of Ice and Lore of Tempest have their uses here, either to slow down the Bretonnian knights so they eat more ranged fire or to speed up your own cavalry for those decisive charges. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': Ice Guard, Ice Guard, Ice Guard. The DoC roster is huge so it can be difficult to predict what they'll bring but aside from Khorne most of their units are low armor with physical resistance. Ice guard have low AP but their magical attacks will cut right through that physical resist. They also have magical damage in melee, and combined with their decent melee stats and the option to bring glaives they're well positioned to deal with summons and monsters pushing into the back line. Consider brining a Lore of Tempest caster to buff up their shooting even more. Skip the Tzar Guard, however, as they'll still get krumped by Bloodletters and aren't worth the extra gold. Bring a front line of armored Kossars--By Our Blood should keep them in the fight for long enough. War Bears and Sleds are always good options as well, but just be sure to keep those Ice Court ladies firing. *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': The biggest weakness of the Druchii is their staying power. If you can outlast their Murderous Prowess you are very likely to win the battle. By Our Blood should help with that, but the Dark Elves will still outclass you with melee infantry and AP ranged units. The good news is their cavalry is pretty bad and your Horse Archers will outrange their Dark Riders. An emphasis on kiting, with Horse Archers and War Sleds, might help with waiting out Murderous Prowess. Beware of Scourgerunners, however. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': The Dwarfs are a very defensive army, whereas you are something of a hybrid army that can alternate between range-focused defense and cavalry-focused offense. In this matchup you want to pursue the latter. Dwarfen artillery will pound you into the permafrost so you need to get up in their faces ASAP. A Lore of Tempest witch with Swiftwing will help with that. Bring Gryphon Legion over Winged Lancers (they have slightly better AP), as well as War Sleds. Cycle charge the hell out of the Dawi. If you bring ranged infantry, bring Streltsi -- always pick AP where possible. Armoured Kossars are probably your best choice for melee infantry thanks to their shields and pistols, but with all the money you're sinking into the rest of your army you might have to cheap out on the front line a bit. *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': You can't outgun them but you can outflank them. This battle is going to come down to who wins the cavalry battle. Your bears can hold their own against Demigryphs, your Horse Archers will out-range Pistoliers or Outriders, and your melee cav is faster than theirs. You need to rush the Empire, hitting them hard and fast. If you land the decisive charges this battle will go your way, but if you take the charges the relative fragility of your cavalry will be a problem. Bring a Lore of Tempest witch and make sure you give her Swiftwing, which will let you blitz across the battlefield. *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': Generally the big advantages you have over Cathay are mobility and flexibility. Don't bother engaging them in a shootout, you aren't going to win. Instead, take advantage of your cavalry and use them to get into that back line. Dervishes will get there the fastest but if you want something that'll punch through Jade Lancers the Gryphon Legion or Bear Riders should do the trick. In terms of infantry Cathay will probably go with a ton of halberds to deal with your cav so they probably won't break through your shielded units too fast and while your shielded Tzar Guard might have a rough fight against Dragon Guard they'll survive long enough for your horses and bears to mop up the backline and charge them in the rear. The other major problem is that you can't contest them in the air so your missiles might come under attack from Longma or the Dragon Twins. Streltsi can at the very least put a dent in them at range or in melee and Cathay's ranged troops will buckle way faster than yours, if you can compromise their Harmony. Your ranged units might get swarmed, but they'll at least hold long enough to let you win the infantry fight and rally back to help them. *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': This might actually be a pretty good matchup for you. Greenskins rely a lot on their skirmishers, their monsters, and their Black Orcs. Your faster than normal shock cav, plus your own skirmishers and light cav, can help deal with all those wolf riders and spiders. Lancers will be a good choice due to causing Fear. Thanks to By Our Blood your troops will hold out far longer compared to the poor leadership of the Greenskins, meaning that while you might take a lot of damage in the melee you probably won't break before they do. Aside from Black Orcs, Greenskins tend to have low armor so you can probably get away with mostly archers here, plus maybe one or two Streltsi to focus down Grimgor's buddies. Greenskins also struggle against the large monsters of other armies, so a unit of War Bears or even an Elemental Bear (if you can afford it) will be helpful for breaking the back of the Waagh. *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': The strength of the High Elves lies in their archers and their big flying monsters, while their cavalry is only sort of OK. They will definitely outrange everything except Little Grom (which they can focus down with Bolt Throwers) so you probably want to focus on a more mobile army. War Bears and their anti-large bonus will be very useful for protecting against dragons and phoenixes. Bring Kossars with spears or Ice Guard with glaives for your ranged core, as they can also fend for themselves when the bears aren't nearby. Focus down the monsters with ranged units and slow them down with Frostbite effects while trying to get your speedy cavalry into their archers. *'''[[Total War Warhammer/Tactics/Khorne| Khorne]]''': Khorne is slow, heavily armored, and you do not want him getting into melee at all. As a result it might be best to focus on a very mobile Kislevite army, with lots of Lancers and War Sleds. Back them up with a Witch who has the Lore of Ice to slow Khorne's forces down even more while your sleds shoot them to pieces. If the Khornates reach your front line then By Our Blood will help you hold for a while but this is not a fight you're going to win. You better have Little Grom and some Streltsi on hand to shoot through all that Chaos Armor before your infantry breaks, otherwise this is going to be a short match. At least once the front line does break your Streltsi still have AP in melee. *'''[[Total War Warhammer/Tactics/Kislev| Kislev]]''': *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': This one is probably going to be rough. The Lizardmen are a walking wall of armoured scales that rules at grinding you down slowly while big dinosaurs stomp on your face. By Our Blood will be helpful but the Lizardmen will probably outlast it. Focusing down their dinos with Streltsi will be imperative. They're a fairly slow army so your cavalry will have an OK time cycle charging them, but the relative fragility of your cav may also mean they'll break before the lizards do. If nothing else a unit or two of Dervishes to run down Chameleon Skinks will be useful. Consider bringing Little Grom, as unless the Lizardmen bring the regular Stegadon they probably can't focus your bear-cannon down and it can hold its own against Terradons or Ripperdactyls. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': These guys will be a pain in your neck for most of the SP campaign, so you'll get a lot of experience fighting them. They work very similarly to the Beastmen so some of the same tactics apply. One difference is you will definitely outrange Norsca. Make the most of this, especially since your hybrid infantry will be more resistant to Norsca's preferred tactic of swamping your back lines with war hounds and wolves. Streltsi and Ice Guard are your friends here. Just watch out for their anti-large capabilities. If you bring War Bears or Elemental Bears to hold off their mammoths you will need to protect them, otherwise they will get chipped down fast. *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': Nurgle is slow and generally doesn't have a lot of armor, which is good news for you. All of your archers (mounted or otherwise) will deal decent damage to them while your cavalry will run circles around them. Bring a Lore of Ice witch and you can slow them down even more. This is a game of keep-away where you try to shoot and cycle charge the pestilent horde until they crack. Nurgle's best answers to this are his handful of ranged and fast troops. Plague Drones/Toads, Furies, Soul Grinders and probably Ku'gath will all be primary targets. Consider going elite for your front line, as Nurgle can't really punish unshielded units and your Great Weapon Armored Kossars or even Tzar Guard will be better at carving through Nurglings and Plaguebearers. Don't try to outlast Nurgle in melee, it won't work. Focus on damage. *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': Ogres generally have low armor and nearly their entire army is made of monsters and monstrous infantry. This means Kossars with spears are an excellent cost-effective choice. They'll deal most of their damage and will also be able to defend themselves if the Ogres push into melee. Bringing some War Bears to help focus down the bigger monsters the Ogres can field might be wise. Most ogre units are also relatively slow, so kiting builds of Horse Archers and War Sleds may be viable, and your fast cavalry will be able to run circles around these lumbering brutes. *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': Play this like your Norscan neighbors would. Go for a cheap front line of Kossars and otherwise focus on lots of light cavalry to overrun the ratmen's flanks and take out their ranged units. Play your cards right and the worst you'll have to worry about are the Moulder monsters, who can easily be killed with regular old arrows. Just don't try to get into a ranged duel with the rats -- it will not end well. *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': Streltsi, Sleds and Bears are the name of the game here. You'll need the AP and anti-large to deal with all the Tomb King constructs. A relatively cheap front line of Kossars can handle their skeletons with support from War Sled charges. Your lack of fire damage will make it less easy to snipe the Tomb King characters but a Lore of Tempest caster will have a lot of AoE spells for wiping out skeletons so you can focus on the statues and enemy lords/heroes. Consider bringing Kostaltyn or a Patriarch if only for their fire damage. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': You want to focus on closing the distance here with a focus on Cavalry to ram into those ranged units to focus on those Pink Horrors and Flamers. While unlikely to win a ranged engagement, you still outrange them and can whittle down those Barriers for your Cav. Though watch out for the Screamers and Flying Cav as they can wreck your Cav and backline respectively. Don't even bother with Streltsi, that AP won't be of much use here. *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': Break out the Winged Lancers, it's time to go fast. The Vampire Coast struggles against cavalry so a mass cav build is the way to go. Try to close as fast as possible from multiple directions and shut down their shooting. They'll try to bog you down with zombie pirates and monsters but Sleds and Bears should be able to keep them contained while your lighter cav runs roughshod over the artillery and guns. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': Definitely a match where you want to bring Little Grom, which will be able to hold its own against bats and wolves. You want to go in with a heavy defensive build, putting your money into your ranged units, which since you have so many hybrid missiles means you can probably hold your own against vampire chaff. By Our Blood will help you hold out against the Fear and Terror effects of the undead, which buys time for you to shoot. Consider bringing a Patriarch to heal and buff your front line so they last even longer. *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': You want armor piercing and anti-large against these jokers. Roll out Little Grom and some Streltsi to shoot through all that hell-forged chaos plate. Bring War Bears to deal with Dragon Ogre Shaggoths. The WoC are slow so the Lore of Ice will help ensure you'll be able to shoot at them for as long as possible. This is one of the matchups where you'll want great weapons in your front line. Consider also bringing some Horse archers to deal with Marauder Horsemen harassment. *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': Because you lack fire damage this is one of the rare situations where the Wood Elves can bring lots of tree spirits without fear. Because of this it'll be a little hard to anticipate their builds. If they bring Durthu and a lot of monster you'll want a kite build. If they bring lots of archers you'll want a more melee cavalry build. Horse Archers and War Sleds will probably be good picks no matter what, as will Kostaltyn.
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