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==Tactics== ===Multiplayer Strategies=== Long, Long ago in the distant times of 2017 Dark Elves where one of the top factions in the game with their massive amount of AP, powerful Lords and flexible army. Unfortunately after years of being beaten with the Nerf Bat they have fallen from grace. Nowadays you generally need a brain and good micro to use them in multiplayer, as due to their fragility and short range mistakes are very punishing and everything needs to be positioned correctly. That being said if you can use them well they can output an insane amount of damage and keep up with the best factions in the game. Here is how to bring glory and slaves to The Witch King: *'''Beastmen''': Fighting a bunch of naked goats calls your AP specialty into question, but you have quite a few ways to make this matchup work if you're clever. Witch Elves will trade well into any infantry the beastie boys bring, and while they won't beat Bestigors, making them rampage into your lines where they can't sustain themselves can give you quite an advantage. Dark rider Crossbows, usually an auto-include in most Dark Elf builds, are much more risky here due to Ungor Raiders and the inherent speed of the Beastmen army. You'll have a harder time getting value out of them. On the other hand, Scourgerunners throw a big middle finger to any monsters the Beastmen are foolish enough to bring (the one notable exception being the Cygor, which can be quite difficult to deal with if you don't shut it down early), so bringing some of your own monsters can be good way to clear out the remaining support. *'''Bretonnia''': Their cavalry and airforce outclass yours, and that's where all their funds are going to be, so you'll be stuck playing the battle on their terms. Witch Elves to rampage those expensive cav options are going to be a good idea, and this is one of the few times where spending a bit extra for some Black Guard can be super valuable. Masters and Beastmasters can be great against cavalry as well, and are worth considering. *'''Chaos Daemons''': *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': Dark Dwarves vs. Dark Elves. To show the stunties who the superior edgy splinter faction is, you're going to have to deal with their ranged prowess. At the time of this writing, Chaos Dwarves have only been out for a little while, so the following is subject to change as new strategies come out, but at the moment this seems like a quite interesting matchup, though I'd say the Druchii have a slight edge. Both factions rely on momentum, have armor and AP, and great character choices. However, broadly speaking, they have the ranged advantage while you have the melee and mobility advantage. You'll win the chaff fight laughably, as Dreadspears, Bleakswords, Witch Elves, and Sisters of Slaughter will run rampant over their nasty skulkers and orc/goblin fodder, but with blunderbusses, the ironsworn bombs, and their great artillery, on top of lore of Hashut which is great at blob destroying, your infantry is gonna get shot to hell even with good micro. *If* you micro them well and avoid ranged fire as much as possible, Dark Rider Crossbows can do a lot here. They are always a great tool in your arsenal, but here they can provide a ton of utility with their mobility and ability to target big monsters as well as armored up infantry, and even cycle charge artillery crews in a pinch. Now, a good player will know this and be looking to swarm you with Bull Centaurs and Wolf Riders, so make sure you have units to screen. The oft-maligned Cold One Knights w/ lances (STILL in need of a buff imo) will trade very well with Bull Centaurs and K'daai, and they have some ranged protection as well making them a good niche pick. In terms of characters, Malus is probably going to be your lord of choice here as frankly he has been a monster since the advent of Warhammer 3, and can take any lord the Dawi'Zharr can offer in a melee fight. Lore of Shadows or Dark is also a useful tool for dealing armor piercing damage and grinding down ironsworn. *'''Warriors of Chaos''': What used to be a stomp in your favor is now a bit more balanced with the IE update. Dark Elves of course are specialists in dealing with slow-moving heavily armored factions, but the Warriors of Chaos now have a few tools you need to watch out for. Some fast flyers, like Doom Knights, might give you a hard time since they're difficult to shoot and pack quite a punch. Valkia and Azazel don't have much in the way of utility, but are small hitboxes flying around the screen and are great at dueling even your awesome spiky lords. They can also try going super wide using Hellstriders and low-armor infantry to keep you on your toes, while backing up with elite stuff. To counter this strategy, remember that you're one of the very few factions that can meet the Warriors on their own terms and win. Forget the skirmish and ranged stuff and just go full tin-can opener with Executioners and Witch Elves/Sisters. This matchup is tougher now, but make no mistake, it's still well in hand for a smart Druchii player. *'''Dark Elves''': This mirror-match can actually get pretty interesting. I wouldn't bother too much with Scourgerunners here. Both players probably aren't going to be relying on their big threats to win the day, and even if they do, your ap missiles can give even a Hydra a hard time. Victory is probably going to come down to smart ranged play and good use of elite infantry. Harpies are a good choice to tie down Darkshards, and use your Dark Rider Crossbows to take out and Black Guard or Executioners on the field. Dark Riders with lances or shields can also be a good choice to get into that terrifying crossbow line. *'''Dwarfs''': Sure, you could try your usual skirmish tactics, you have the heavy AP to pierce your opponent's stunties. Unfortunately, they have the firepower to shut down a lot of your ranged units before you can get close enough to return the favor, and rune of slowness can be disastrous, tarpitting key units at really inconvenient times. What is a much more interesting build that doesn't play into the Dawi's strengths is a heavy metal melee rush. You're one of the VERY few factions that can reliably cut through all that armor with ease, along with Warriors of Chaos and Slaanesh. Bring a couple Executioners, Bleakswords (Blades of the Blood Queen RoR can be a powerhouse if used right), and maybe a Master, and spread yourself out so they can't take advantage of their range advantage. Bring a couple skirmishers and Cold One Chariots to shut down their artillery, but don't focus too much on ranged power or monsters. As for lord choice, Lokhir on foot is a good option for dueling any single entities if you want to go cheap, Malus or Malekith if you want a more useful and expensive lord. *'''Empire''': In campaign, this is a highly interesting and very fun matchup since both armies have such flexible rosters. In multiplayer though... you got your work cut out for you. Even with some slight improvements to Cold One Knights, they just won't stand up to Empire heavy cav, and you'll have a hell of a time trying to lean on your infantry while they're being cycle-charged by Demigryphs. They can also keep up in the skirmish department, with Pistoliers and Outriders doing their job competently. Harpies can deal with them, but require some micro. Putting your money into a hero goon squad, and perhaps relying on magic to get some ranged damage in, either with Morathi or a sorceress hero, can be an unexpected tactic that might pay some dividends. You'll rip them apart in melee, but the approach is really what will determine the battle. *'''Grand Cathay''': To take some Chinese peasant slaves, you'll want to bring a rush-centric army. Similar to the Dwarfs, Cathay likes to box up and lean on it's artillery while jerking off to each other's harmony bonuses, making their box surprisingly tough to crack. Don't run around like a pansy too much skirmishing, cause that artillery is no joke. Instead, bring a more rush-focused army, and invest in a monster or two. Sisters of Slaughter can be a powerhouse against all infantry except Celestial Dragon Guard, and you'll want their speed, melee defense, and missile dodge chance. If you can micro them well, a few units of Harpies (maybe even the Crows of Khaine RoR for some extra tankiness) can get a lot done here, falling on Sky Lanterns/Junks, and tying down Cathay's more mobile artillery elements. You will have to watch out for Longma Riders in the sky with their 105(!) speed, and most Cathay players will bring at least one, but they're much more expensive than your 600 gold Harpies. Magic is probably the best way to grind those Longma down, they should be some primary targets to get off the field. You have fantastic monsters, but they're expensive, and you'll be hard pressed to bring more than one. Hydra is amazing here. Super survivable with it's regen and missile resist, and Cathay has absolutely nothing in the way of fire damage to exploit it (Except for that one Lore of Yin spell which imbues fire damage). Malekith on Seraphon is probably the way to go for your lord. With some support from Soulstealer and your missile units, he can fight Zhao Ming or Miao Ying on equal terms, and help out with any Terracotta Sentinels that might be brought. *'''Greenskins''': Flex rosters? Benefit from prolonged melee combat? Aggressive infantry and magic? Fast movers and skirmishers? Yup, these two armies share quite a few competencies. While the Greenskins are more resilient, they're also lower leadership, and much worse at taking out large threats. This is one of the matchups where an infantry grind won't automatically go in your favor. Executioners might trade well with even Black Orcs, but bringing elite infantry here is just asking for them to get blown up with Doom Divers and Rogue Idol shots, or bad Nasty Skulker trades. Their monsters usually have a ridiculous amount of hp, but you're one of the best factions in the game at shredding through it with your Crossbows and Scourgerunners. Just remember they have good skirmish power too, and you don't want to waste your ammo on a bunch of Spider Riders. In a pinch, a Kharybdiss can also help quite a bit at dueling lords and monsters, and the boyz lack a lot in the way of AP ranged or anti-large to shut them down. You might further consider bringing a monster or Lore of Fire to counter Trolls who with their missile and magic resist are hard to shut down. *'''High Elves''': The Asur cling to tradition! This is a pretty balanced matchup that will test both sides' knowledge and micro. You will destroy them in the infantry grind, especially because by the time Murderous Prowess pops, most of their units will be damaged enough to lose their Martial Prowess. Furthermore, Scourgerunners will kite any dragons or other monsters they bring into the End Times (but watch out for Bolt Throwers!). What you're really going to have to worry about is their heavy cav, since Dragon Princes will flatten your forces without good Scourgerunner play, and archers which outrange yours. Light cavalry is the best way to zone out the archers, and ap volleys and skirmishers are a good way to lessen the impact of their heavy cav. If you're confident in your anti-large capability and shutting down any Sisters of Avelorn, a Hydra can really do a lot for you with it's missile resist and regen. Play to your strengths, use Murderous Prowess well, and Malekith will be chilling with his feet up on the Phoenix Throne in no time! *'''Khorne''': Just shove a spiky arrow up Skarbrand's ass and call it a day. Fighting slow, heavily armored factions is well within the Druchii wheelhouse, and while Khorne isn't exactly plodding in pace, you're faster than them by a mile. What you're going to have to watch out for is War Hounds that are super fast and can tarpit your stuff. The Dark Elves can be quite a threat in melee if they choose, but Khorne can out-fight even your best troops, so don't challenge them on their own terms, just lean into your skirmish and missile potential and you can carry the day. *'''Kislev''': You'll need to win and win quickly, since Kislev's best shot at winning is simply outlasting you. You’re more than matchup in the infantry department at least stat-wise, Kossars and Streltsi won't be able to outfight your Bleakswords in a vacuum but By Our Blood makes them a surprisingly hard nut to crack, and trades that seem favorable might end up going the other way. You actually out-range most of their ranged troops as well, except when it comes to Ice Guard. If they're dumb enough to bring an Elemental Bear or other big threats, you have plenty of AP to challenge them. Ice magic can slow your skirmishers down, only for their own skirmishers to make up the difference. They are one of the few factions that can actually stand up to you in the kite game, so you want to lean into the rush element of your army, and make good use of Murderous Prowess. *'''Lizardmen''': This is one of the matchups in which you shine. All their armored dinosaurs are extremely vulnerable to your wide selection of AP troops, with a special shoutout to Dark Shards and Shades. Lizardmen lack missile infantry beyond their rather frail Skink Skirmishers, though their Chameleon Skinks will prove particularly annoying due to their missile resist and loose formations. Scourgerunner Chariots will run circles around the Lizardmen and, with proper positioning, can easily slip around their screening units to chunk the bigger Artillery Stegadons/Bastilodons that could potentially retaliate against your ranged forces. Try to kite them as much as you can, whittle down their frontline before sending in your Executioners and Blackguard to clean up. *'''Norsca''': Hmmm, look at that, another quasi-rush faction with big monsters, killy infantry, and a lot of anti-large? Unfortunately for the Norscans, the Elves are the superior race and they'll have a hard time proving otherwise. You're spoiled for choice when it comes to killing their big monsters, so most Norscan players who know what they're doing probably won't bring them. Rakarth is quite expensive, but on Bracchus or even a chariot, he can do a ton against their monstrous infantry and single entities, though he'll have a hard time out-dueling Wulfrik or Throgg. Flaming Sword of Rhuin is another great boon to dismantle Skin Wolves and Trolls. Your infantry is quite evenly-matched, but your advantage comes in with Murderous Prowess and Witch Elves that can rampage key threats when it procs. *'''Nurgle''': While this may seem initially easy, given your excellence against slower factions, don't get cocky. If you aren't smart with your matchups and blow your load with Murderous Prowess too soon, Nurgle will just outlast you. The only infantry you have that will be able to take out Plaguebearers quickly are Executioners, and you probably don't want to be bringing elite infantry against Nurgle anyway. Fire sorceress is absolutely essential here, since your units' low base weapon strength and Nurgle's lack of armor means that you won't be as damaging as you usually are against other factions. Scourgerunners will still do very well against Great Unclean Ones, Pox toads, or any other large threat, while the Hydra can be fantastic for clearing out infantry with it's flaming damage and breath attack. Also, with their limited range and slow movement, this can be quite a good matchup for a Bloodwrack Medusa or the Siren of Red Ruin. Malus or Morathi are probably your go-to lords here. *'''Ogre Kingdoms''': This is a matchup that your sadistic legions dream of, i.e. a one-sided slaughter in your favor. Rakarth on a chariot or on Bracchus really shines with his absurd anti-large capabilities, and him or a Beastmaster can really do work for you with a bit of micro. Malus is also great at punishing monstrous infantry. Your elite infantry gets a rare spotlight here, since halberd/spear spam lends itself extremely well to trading with the Ogres, especially when Murderous Prowess pops. Even Dreadspears will do some serious pushing above their pay grade, with Black Guard of Naggarond turning things up to 11. Scourgerunners are also a huge boon against low-model count large hitbox Ogres. They might try to bring some scrap launchers to put pressure on you, so a Reaper Bolt Thrower or some Dark Riders can deal with that. Honestly, your Dreadspears and Darkshards will have a field day killing anything they can get their hands on, you can pretty much take a nap until the Ogres get an update. *'''Skaven''': Those filthy rats! This is definitely a matchup in your favor, but don't get complacent! The Skaven are one of the few factions to have as many AP ranged options as you do (in an equally wide roster), but where you rely on elite infantry and SEM's to make up the difference, the Skaven rely on drowning you in numbers and using their summons and magic to force the battle in their favor. You're fast enough and killy enough to buzzsaw your way through whatever the Skaven throw at you, but a savvy Skaven player will know this, and will try to take advantage of your squishiness instead. Rat Ogres and Brood Horrors can be quite a threat if you're not careful, and their summons can tie down your archers during valuable moments. For an unorthodox build, try bringing Morathi on Sulephet, 2 Manticores, and some Witch Elves, maybe even Sisters of the Singing Doom, to terror-bomb important units. Your hero core is fast enough to get to their ranged threats, and Morathi's combination of magic is everything the Skaven hate. *'''Slaanesh''': Under Malekith, the Dark Elves have been fighting Slaanesh cults for centuries, and here you finally get a chance to show it. Both factions have AP out the ass, and both will find it difficult to apply that AP effectively, but your ranged and infantry options are far more flexible when it comes to taking on lower-armor threats. Also, your anti-large will be able to easily take down their chariots. Your flying lords and heroes should have no problems, and this is also a great matchup to bring the Raven Heralds RoR, since they can mostly just sit there and rack up points on anything valuable as long as you keep it away from Furies. The one thing they really have going for them is speed. Make sure your ranged stuff is well protected and screened by your infantry, and you should have no trouble. Unfortunately, your strategy is somewhat reliant on gaps in their roster, so as Slaanesh gets more DLC and updates, your advantage in this matchup is likely to fray. *'''Tomb Kings''': Tomb Kings have a large flexible roster, but they don't excel greatly at any one strategy. Instead of your usual missile cavalry, consider relying a bit more on your missile infantry like Darkshards or even Shades to poke holes into their constructs. The Tomb Kings skirmishers are a living (undead?) joke most of the time, but they can be annoying here since you need to be selective about where you're sending those ap volleys. A Reaper Bolt Thrower or 2 can be quite good to zone out any Bone Giants or Great Bow Ushabti, two staples of the TK roster. Remember though, when it comes to artillery, you're definitely outclassed. I'd recommend against bringing a monster, since yours are pretty slow and vulnerable to getting shot up by Sepulchral Stalkers. If you want one though, Kharybdiss is probably the best choice as it's the only monster that can give the mobile anti-large contingents of Necropolis Knights, or even the Necrosphinx a run for it's money. Lore of Fire of course is a must here, which leaves your lord choices a bit limited. Supreme Sorceress on a Manticore or Malus can be good picks, but it really depends on how you want to build. *'''Tzeentch''': You're fast enough to keep up with Tzeentch, and you'll need that speed to get into melee. First up, this is not the matchup to bring anything but your most basic infantry. Magical attacks will make your Witch Elves very sad, and Black Guard + Executioners don't have shields and will get shot up like it's a Detroit street corner. Your AP missiles would be great here, if your opponent has no brain and brings heavy infantry (which they probably won't do), but Tzeentch's barrier makes things a little difficult. You don't have tons of ammo, and every shot going into their Protoss shields instead of their health bar is value you'll sorely miss. However, your fast units may be able to put the team on their back, and tie down stuff for your Darkshards to shoot. A bunch of Dark Riders with Shields are fast threats, great for charging Horrors, and are as fast as Marauder Horsemen. This is a matchup where a unit of Cold One Knights (maybe the Ebon Claw RoR) might be useful just for the mobile killing power (though they don't really stand a chance against Chaos Knights, so micro them well). Bring Harpies to stuff up things like Burning Chariots, and act as meat shields in the air so you can grind Doom Knights down with magic or AP volleys. Scourgerunners are a fantastic pick against Soul Grinders and Chaos Knights as long as you keep them moving. If you can sustain your fire and keep the pressure on Tzeentch will melt, but their mobility and barrier can make it a challenging proposition. *'''Vampire Coast''': There's no other way to say it, you'll just have to rush super hard. The Coast monsters will get shot up by your skirmish power, but if you can't get into melee without getting shot half to hell, it won't matter. They'll try to drown you in Zombies and summons, so make sure you have a Fire Sorceress for that wave-clearing potential. Corsairs (melee or handbow variant) can be pretty useful here as well, with their speed and high armor. Death Hags on foot can be a standout hero choice here as well, as she is fast, fantastic at grinding through infantry, and (if she can get into melee) can deal with any Coast hero except maybe a Mournghoul Haunter (which you should be filling up with your ap arrows anyway). *'''Vampire Counts''': You can definitely make full kite work here, and it probably is the most meta tactic, but it can be risky. The Counts are very fast and deadly with their cavalry and lord options, plus kiting all day isn't the most fun matchup ever. For a slightly less powerful, but much more fun matchup, consider a monster mash to make things work. The Hydra can be extremely survivable here with it's regeneration and fire damage, while the Kharybdiss is great for dueling any Varghulfs or lords on Zombie Dragons. Hellebron on a cauldron can be great for mulching infantry and dueling the Vampire counts' slower threats. You'll win the infantry grind with 0 effort, and you have plenty of dueling options, but their cavalry and fast movers are the true threat of the night lords. If you can screen your Darkshards well enough, getting them tarpitted with Dreadspears and shooting them might work, but it's tough with their Fell Bats and Dire Wolves moving as fast as they do. If you're confident in your micro, rampaging them with Witch Elves is also an option, but tricky to pull off. Scourgerunners are also great here. Lore of Shadows caster + Malus Darkblade can be a potent combination as well, nuking any Blood Knights or ethereal units caught out of position with Pit of Shades while Malus is a melee monster who has a chance to take on even Vlad in combat with just a tiny bit of support. *'''Wood Elves''': What do you get when you cross two glass cannon factions? A lot of broken glass I guess. Unfortunately their shooters and cav are just way better than yours, and they're fast enough to keep away from all but your speediest threats. If the opponent has any braincells, they won't be bringing any tree spirits, seeing as they'll be turned into paper by your AP. No, you'll be dealing with full Vietnam, and the only way to stand a chance is with your fast movers. Witch Elves, Sisters of Slaughter, Corsairs, these should be the core of your infantry, with some Dreadspears to protect them with their shields. Morathi on Sulephet is a great small target if you avoid the fire arcs of their ranged threats, and your light cavalry will have to put in some serious work. Doomfire Warlocks would be quite good if the Wood Elves didn't have so much magic damage, but as it is it'll be up to your Dark Riders/Chariots to win their key engagements. ===Domination=== General Tier Rank: '''B-''' They can actually be quite strong in domination, but they need a skillful player to take the game. They have a lot of upsides: Scourgerunners are highly mobile and can get good trades, good AP and monsters is always valuable, they have plenty of cheap, cost effective infantry, and of course their lord choices are almost all excellent. However, unlike other faster factions (e.g. Vampire Counts) the Druchii tend to run out of steam in this game mode without a real way to sustain themselves. What does this mean? You need to be on top of your micro and be getting good matchups. Murderous Prowess is also notably less effective in domination due to the slower nature of the mode. They're still very squishy, and tend to get run over by other factions heavy cav and monsters if you aren't on top of your game. With some practice though, they can be a very fun pick, and quite powerful against several factions. You'll even see them (not infrequently I might add) in high-level tournament play, where they are a favorite of smart and tactical players. One additional note is that Lore of Dark Magic is awesome in this game mode, with special mention going to Soul Stealer, a great way to punish blobs on points. ===Campaign Strategies=== Focus on economy in a few good provinces with 4 cities (Hag Graef, Naggarond, Ghrond, Quintex, Har Ganeth, etc) put income, slave pens, and then black roads or special resources on every city/town. Then put all slaves here. Add 3 or 4 Masters to reduce slave decline to zero and you have the strongest, easiest, and fastest to grow economy in the game bar none. Can field near unlimited armies of doom stacks. There you go, you win. Actually, the most prosperous slave province for the Dark Elves is Yvresse owing to the unique Tower of the Warden building which generates 50 gold per 100 slaves. With a maximum slaveholding capacity of 15500 slaves, combined with the multiplicative effect of slaves on base province income and the ability to stack slave income multipliers through heroes that are essentially unlimited, it surpasses any Druchii province in gold-generating potential. Proving, once again, that Naggarond sucks. This wealth is also why it is viable for certain Dark Elf factions to abandon their starting capitals and conquer Ulthuan instead.- while that may be more profitable technically, it’s irrelevant. Any proper slave strategy give’s effectively unlimited money even in just the dark elf lands. Conquer Ulthuan first or not, either way you won’t need for money with even a little strategy. Unfortunately they heavily nerfed the Slave system in Immortal Empires, the jury is out still on how good their economy is after the massive nerf, you now have to spend slaves as a global resource on your economic buildings and commandment. Will update as we find out how bad the nerf is but its already clear its going to be dramatically weaker than before. After playing 80 turns I can confirm the economy is still strong as long as you rapidly expand and keep fighting but slaves decline possibly too fast from buildings, and slave pens aren't that useful, all they do is increase capacity and give a tiny 5 slave per turn income, whereas a leveled economy building consumes 40 per turn, so only constant fighting and sacking will be able to keep your slave population up. The public order penalties for slaves are basically gone now. Assassins can now generate 10 slaves per turn by staying in your provinces instead of boosting slave income, but that is a waste of them. In general all the buildings or skills which give slaves per turn are completely useless, they are way too weak to keep up with the cost of buildings, you either have to constantly sack other countries or be continuously conquering territory. Don't Bother with Slave Markets or any building that give slaves per turn, the rate of gain can never keep up with the consumption and increasing slave capacity is useless. Having a large stockpile of slaves is actually more or less pointless, you only need 150 slaves to trigger the bonus income at the end of your turn and you don't get any meaningful bonuses for having lots of slaves. you can have a slave consumption of 1000-2000 per turn and all you need to do is get above 150 remaining after the decline before the end of each turn and there is no downside. So slave markets and any special buildings that increase capacity or give a few slaves per turn should just be skipped, this is bad design by CA but it at least frees up your building slots. overall the Dark Elf income is still extremely strong it just not as strong as before. Unfortunately once your empire gets large enough it will become almost impossible to trigger the bonus income because you can easily end up with -4000-5000 slaves per turn which will be impossible to keep up each turn. Fundamentally as your empire grows amounts of slaves decline per turn increase quickly but your ability to capture slaves remains largely fixed, unless you can simultaneous sack 4-5 provinces a turn (every single turn) it will be impossible to keep up slaves late game, and the slave buildings do nothing to help this. Unfortunately I feel like they failed to playtest the new mechanic adequately as it becomes almost completely useless late game. As of 3.1 the slave system is... better, but still not really there yet. They removed the slave cap and rebalanced slave gain/bleed. They also added a new 'rush construction' feature where you can spend slaves to instantly complete buildings, which is a strong feature (though it kind of undermines the 'strategic' element of this 'strategy' game.). Slave bleed and gaining slaves from battles has also been rebalanced, and are a bit more palatable, though not perfect. But this system is hampered by bugs/poor design decision. First off, they removed ALL global bonuses for slaves besides the income bonus (and public order penalty) which has itself been nerfed. While you're not exactly poor now, it's definitely more difficult to build up money, and the construction time and other infrastructure bonuses are missed. This anon's opinion is that the biggest problem with the current slave system is that... it's boring. Clicking on every settlement you own to enact your diktats is mind-numbing, especially when you have a larger empire. Managing it is still pretty tedious, even with the rebalances, [[FAIL| and, to add insult to injury, the Chaos Dwarfs get the Dark Elf slave system from Warhammer 2 (you know, the one everyone liked) not only copy-and-pasted over, but greatly expanded on with a ton of in-depth complimentary mechanics that are ''fun'' to use.]] Dark Elves have a fun, strong army with powerful characters, but this overhaul to their mechanics have left them in a quagmire on the campaign map. Don't mistake them as weak, their faction is actually fairly strong, but they are much more boring to play than in Warhammer 2. Either the current slave system needs a MASSIVE upgrade/overhaul, adding tons of different things to spend your slaves on, and a global window to make management less terrible, or they need to rip the entire thing out and come up with a completely new mechanic/ set of mechanics for the Dark Elves. As much as it pains me to admit, neither of these things are particularly likely without a big push from the playerbase, so if you're a Druchii fan, make sure to complain to your local CA representative! ===Campaign Specific=== The section below is mostly only applicable for Warhammer 2 Mortal Empires. Several things have been changed in Warhammer 3, for example Malekith appears to be a much more difficult campaign with Valkia's new start that's right on top of him, Morathi isn't very viable in melee anymore, and Malus', Lokhir's, and Rakarth's campaigns all have new starts. ====Malekith==== *'''Beware Hellebron''': Malekith's campaign is generally pretty easy (and very fun!), but it can really depend on what Hellebron does at the start. Usually you can get pretty powerful early, build up diplomatic relations and just confederate her, but it's not unknown for her to just straight up declare war on you, which can really send your campaign down shit swamp. Furthermore, she can actually out-recruit you, making it next to impossible to confederate her. One strategy is to just rush to Har Ganeth immediately after securing Naggarond, while another is trying to out-recruit her in turn. Just ignoring her CAN be fine, but Har Ganeth is a good early game province, and you don't want to risk a civil war with her. *'''Don't spend too long in Naggaroth''': Look, I get it, Naggarond's a great place with fine tourist attractions, but conquering Ulthuan as Malekith can and should be done fairly early in the game, because it takes a loooonnnggg time to take over all those provinces settlement-by-settlement. You definitely want to get Ulthuan conquered before the chaos invasion rolls in, as they basically spawn right on top of Naggarond, and constantly fighting them until someone knocks off Archaon on the other side of the map can be a huge pain. *'''Tyrant is the way to go''': Malekith has OPTIONS and almost all of them are good, but if it's your first campaign, Tyrant can really bring your slave economy to the next level. More money -> more stacks -> Druchii supremacy, baby! ====Morathi==== *'''The start. Oh god, the start''': Yeahhh, there's no getting around it. Morathi's start is a bitch and a half (kind of like Morathi herself!). She's surrounded by enemies who hate her guts, and one mistake here can spell doom for your campaign. Here's the thing though: she actually has all the tools she needs to deal with it (She's an incredibly strong Legendary Lord, and tier 1 Dark Elf units like Bleakswords and Darkshards are awesome even into the late game), it can just be tough learning the first few times around. You need to be EXTREMELY aggressive in consolidating your starting province, as the Ss'ildra Tor can just out-recruit you if you leave them alone long enough. Once you do that and deal with Alith Anar though, everything gets easier so have faith! This is valid for Mortal Empires, your start in Immortal Empires is actually pretty chill. You may even have the chance to ally with Mazdamundi pretty early on if you fight the minor Skavens on the west and gift the frog some cities. Alith Anar also fucked off up north so you can consolidate your starting provinces and build up easily before starting to rape Ulthuan. *'''You can use her in melee!''' A mistake I see a lot of players make is using Morathi as you'd use a typical caster lord, i.e. keeping them at a distance and shying away from any fight. If you do this though, you aren't getting her full value. Her unique weapon combined with one of her unique skills (Enchanting Beauty) can lower enemy melee attack by 18 and defence by 9 JUST FOR BEING NEAR HER. She can basically use her darksword as a strap-on to peg enemy melee stats. Be careful how you use her, because of course she isnt going to outduel dedicated melee combatant characters, but these passive abilities combined with Lore of Shadows make her great for absolutely dumpstering enemies that your units are having a tough time dealing with. ====Hellebron==== *'''Unpaid interns''': Hellebron requires a constant influx of slaves to keep active, which means that you are going to have to be ultra aggressive throughout your campaign, more so than other Druchii factions who can just sit back and let their slaves do all their work for them. *'''Malekith''': It's harder (though not impossible!) to confederate Naggarond than vice-versa, and pissing off Malekith can really become a problem, since he usually skyrockets to strength rank 1 after turn 20 or 30. One strategy is just to leave for Ulthuan right away, but this can be very challenging. Rushing Naggarond is also an option, but you can also ally with them, which is what I'd recommend for less experienced players. *'''Blood Fleets suckkkk''': Remember how the Greenskins WAAGGHH worked before their update? Theoretically it was a way to encourage aggressiveness and movement on the campaign map. How it actually worked was that they'd spawn AI controlled armies that would allahu-akbar themselves upon the nearest settlement. Wellll, Hellebron's voyages basically have the same idea and it's honestly worse because you can't choose where they spawn. Just don't rely on them to do any heavy lifting. ====Lokhir==== *'''Pillaging the East:''' In Immortal Empires, Lokhir now starts on the Cathayan edge of the map, just south of Villitch, seperated by an impassable (to you of all people) river, and the Great Bastion (and '''Eshin''') to the West. The entire Eastern half of Cathay is full of rivers and deltas so you can raid deeper into Cathay. **'''Black Arks are "free:"''' Lokhir doesn't need to sacrifice to Mathlann to start a Black Ark in IE, so combine that with their absolute loyalty, cheap upkeep, and the many rivers of Cathay, you'll be taking a few of these. *'''The Blender King''': Ah, Lustria. Let's see, the lizards hate you because they don't want a Dark Elf caravan on their land. Teclis hates you because he doesn't like your stupid face, the Dwarfs still bear a grudge, and Harkon hates you for... stealing all his treasure, I guess? Packing up and leaving for Ulthuan on turn 1 can actually be a pretty viable strategy here. Lustria-bowl honestly sucks for you, but if you're intent on doing it, allying with the rats can secure your western border, and allow you to focus on Teclis at the start, which takes one of the major pressures off your campaign. *'''The Black Ark King''': Black Arks are awesome and should be your main method of recruiting units to your armies, especially in the early game. BUILD THE GROWTH BUILDING FIRST! You'll get to those higher tiers so much faster, and can laugh over the corpses of your enemies when your tier 5 Dread Knights are running over Red Crested Skinks. *'''What to do with Karond Kar?''': Lokhir's campaign is pretty weird, because his unique item requires taking over the city of Karond Kar which is wayyyy in the middle of assfuck nowhere compared to where you start. You don't really want to manage a split empire in Warhammer 2, so taking Karond Kar by force isn't really advisable. Luckily, he now has a quest line that allows him to confederate Karond Kar remotely. I'd recommend confederating with them, and then just selling all the buildings and abandoning the province. Keeping it generally means dealing with High Elf deathstacks every two turns, along with Wood Elves and Taurox if he's still alive which will really make you want to deepthroat a cactus. ====Malus Darkblade==== Malus is a fan-favorite character, and in game 2 CA honestly did him pretty dirty, which is kind of upsetting. His campaign is very difficult especially at the start, and he slightly boosts Cold One Knights, a notoriously cost-inefficient unit. He is a monster on the battlefield, but ''it's pretty much always better to play as another Dark Elf faction and confederate him'', since he gets all his battlefield strengths and none of the weaknesses. A lot of his problems got fixed in game 3 however, and while Dark Elves aren't in the best state in campaign right now, he is one of the few who's experience notably improved. *'''SNIKCH MUST DIE!''': Snikch must die unless you like having 30 million filthy rats coming over the border to take your land and deflower your sorceresses (oh, who are we kidding? There’s no such thing as a virgin sorceress, they literally worship the goddess of massive orgies). Sometimes you can even make a non-aggression pact with Imrik to focus on Snikch which I definitely recommend. After killing him, you can slow down a little, and pick off your enemies one-by-one, but it's an absolute miserable campaign experience if you allow Snikch to get his shit together. *'''Black Arks are essential''': You start with a Black Ark and you NEED it to get past Malus' cancerous early game. You probably aren't going to have the money to spend on potions at the start, which means your troops will replenish at the speed of a glacier. A Black Ark can help a lot with this problem, and can provide a good base to recruit from. *'''Keep your alliance with Malekith going''': Keeping your alliance with Malekith alive allows you to cheese the 'Tz'arkans whispers' mechanic a little bit, since the unique quests might be to declare war on a faction you don't care about halfway across the map. The rewards from these missions can be quite powerful, so complete as many as you can. ====Rakarth==== *'''Ulthuan''': Rakarth's starting place in Albion offers him a variety of options in theory. However, you're kind of forced into attacking Ulthuan which sucks. Once they discover you (which happens very early in the game), they will start sending stack after stack after you, and trying to expand eastward or southward just becomes unviable. Sure, Morathi can sometimes get super aggressive and start conquering Ulthuan early taking some of the pressure off you, but it's a gamble that sometimes doesn't pay off. *'''Rakarth only for beastpen armies''': Beast pens areeee... interesting? The thing is, the only boosts to monstrous units from the beast pens come from Rakarth's army skills. For your generic lords, it's better to stick to your tried and true Druchii units, unless you're in an emergency and need units fast. [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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