Editing
Total War Warhammer/Tactics/Grand Cathay
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Multiplayer Strategies== You are what happens when the Empire, Dwarfs, and Skaven all have the world's weirdest threesome where lingering eye contact was held with the Vampire Coast; and they had a baby. Your themes revolve around plentiful, expendable infantry and strong missiles working in unison to bunker down an area and blast anything that comes at you straight to hell. Harmony is a double edge sword, as while it encourages you to pair units together and builds buffs, it also means units on their own aren't reaching their full potential. This is a quantity over quality faction with limited offensive options, as the closest thing you have to offensive infantry is sword and board Jade Warriors, and while they have cavalry, they're slow and limited compared to other factions. Since the Cathayan army is so new, there's a massive lack of units for the army compared to all the other established factions, and in some ways, it almost feels unfinished. For example, your have no ranged cavalry options, which means your cavalry options won't be able to receive the Harmony benefit if they go too far (and the bubble is so small, you can lose Harmony just chasing after other cavalry). CA is definitely holding back options to make room for new DLC. *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': With more flavours of cavalry than you can comprehend, you'll need to set up extremely defensively and bring plenty of halberds to fend off all the armoured horse riders. Be sure to pepper them with your armour piecing missiles, and use peasant chaff to block charges and allow your actual hard hitters to stay in position to fire upon them. Don't bother bringing lanterns and longma riders, Bretonnias air forces are too scary and will easily win any aerial battle, and the lanterns and longma aren't going to be much help against cav and are wasted on peasant chaff. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': <div class="toccolours mw-collapsible mw-collapsed" style="100%">Heavily armored barbarians are threatening Cathay's border, and it's up to hot dom dragon waifu and her warpdust snorting fuccboi brother to keep Cathay safe<div class="mw-collapsible-content">WoC wants to get into melee as soon as they can, and their elite infantry will fuck yours since all your AP is on anti-large; at least your dudes will fuck over any Dragon Ogres, though. Anything bigger than a Dragon Ogre can be handled by the Sentinel</br>You outclass them in ranged combat with actual archers, guns, and artillery, WoC players will send Manticores and Cavalry after them, so keep some Halberds next to them (which you should be doing anyway for the Harmony mechanic.) </br>That being said, their lack of ranged weapons means that your Sky-Junks will have grand old time, and may be a better investment than ground-based Fire Rockets. Manticores will die to Longma Riders, so keeping them protected will not be an issue. </div></div> *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': <div class="toccolours mw-collapsible mw-collapsed" style="100%"> This will be tough for the same reason the Vampirates are bad in this matchup, they do your main tactic better than you do. They have a wider assortment of guns and artillery, and great ways to kill your large units. They have Catapults to fuck your formations, while your indirect artillery lacks AP to punch through thicc dwarf armor. <div class="mw-collapsible-content"> You will need to play offence against the Dwarfs which isn't great as you have no armour-piercing infantry that isn't bonus versus large, and your units only hit their peak efficiency when they're stationary and next to someone of the opposite type. They're also slow, not dwarf-slow, but slow enough that you'll take losses from Dwarf artillery, so it's a good idea to have at least a few peasants in front off your dudes to die for the Greater G--Harmony. Your shielded crossbowmen are decent with good AP, get better when they're stationary, reload quicker with the Harmony mechanic; so long as their shields are faced where the shots are coming from, you can bounce some missiles off, too; Iron Hail gunners are much quicker than Jade Warriors or Dwarfs, and their shotguns pack a mean punch, especially when they're quick-firing with Harmony. They can be very good flankers when you pair them with Peasant Long Spears to guard their flanks and provide Harmony. Crane Gunners are like Skaven jezzails, use them to shoot down Gyrocopters to clear the skies and give your airships the ability to shoot from afar without being shot down. Speaking of airships, the Skyjunk is a better investment than the Fire Rain rocket; their weapons are similar, but the Skyjunk is harder to hit by enemy artillery, has much better angling, and when it runs out of ammo, can drop bombs that will be much more disruptive than the non-AP Fire Rain rockets. Jade Warriors with shields will likely by your best melee infantry bet as they might be able to survive salvos as they hold against the dwarven line, but try screening them with Peasant Long Spears; they'll break, but when they regroup you can use them as Harmony buffers with your Iron Hail or Crane Guns. In terms of how to break the line, Ox Cannons are quite mobile for an artillery piece, and Crane Guns can provide covering fire from afar. Your best lord option is a dragon blooded lore of yin caster on a longma. She's highly disruptive to ranged heavy factions since she can summon fodder into the middle of the enemy gunline like a flying vampire lord and overcast missile mirror to shut down individual ranged units for 36 seconds at a time. </div></div> *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': Remember what we said in Dwarfs and Vampirates? Yeah you're dealing with a faction that does your thing better than you again. Grand Cannons are better than Great Cannon thanks to Harmony buffs and better mobility, but that's about the only good thing in this particular matchup. Luminarks hard counter Sky Junks and Imperial rocketry has ''significantly'' greater range than your own, while the constant threat of Demigryph up the ass keep you from rushing in without a plan. *'''Grand Cathay''': <div class="toccolours mw-collapsible mw-collapsed" style="100%">There is no war in Grand Cathay <div class="mw-collapsible-content"> This game is still too new for a meta, and most games you have on MP will just be people trying shit out. That being said, take Skyjunks and Fire Rockets and shoot the shit out of the enemy castle. Exploit the Grand Cannons mobility and provide harmony with cheap Peasants that you wont mind losing. Pop airships with Longma or Sky Lanterns, and save the Crane Gunners for their Longma. Take a sentinel and if your opponent takes one too, they can practice their kung fu. </div></div> *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': Greenskins shred dwarfs. but you have the great ability of actually having mobile options and magic. a positive matchup in your favor. bring one or two iron hail gunners to melt greenskin monsters and a lore of yang caster for the fire-wall. jade warriors should be able to hold off even black orks buying time for your missiles to bring the pain. *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': Your biggest threat will be dragons or an arcane phoenix and magic. Any sort of mass-AOE will rip apart your packed formations and the helves have a lot of options. bring grand cannons and use their accuracy to snipe their mages and dragons. otherwise your missile line is better than the helves and your frontline is better. A balanced matchup. *'''[[Total War Warhammer/Tactics/Khorne|Khorne]]''': One of your better matchups. Elite armies really don't like wading through gunfire to get to the enemy lines. Khorne will bring hounds, furies, and a bloodletter summoning cultist or two to disrupt you, peasant spearsmen and maybe a longma squad should suffice to tie them up. A terracotta sentinel is highly recommended as an emergency responder to Khorne's monsters along with a lore of yin caster to snare enemies with storm of shadows and block their movement with summoned fodder. *'''[[Total War Warhammer/Tactics/Kislev|Kislev]]''': This is a faction that either relies on subpar ranged power or lots of heavy cavalry. pretty much all your infantry is anti-large and you outrange kislev massively. a very positive matchup in your favour as kislev's 'jack of all trades master of none' once again fails against a more specialised faction *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': This will theoretically be a tricky match up, but ultimately one in your favor. Your plentiful AP gunpowder units will make quick work of the sluggish Saurus and, when coupled with your multitude of halberd units, can do some serious damage to their bigger beasties, but they're likely not going to be the forces a competent Lizardmen army will bring. Instead, Skinks will be your bane. Fast skirmishers and Chameleons will hassle you from all angles with their poisonous darts while their cavalry (flying or otherwise) disrupts your formations with fear/terror-inducing charges. If they're bringing a Slann, you will NEED to keep on top of your positioning; positioning your forces too close makes them prime candidates for the myriad of vortex and wind spells at their beck and call. Deal with them first, followed by any cavalry/skirmishers and clean up what's left with your plentiful gunpowder. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': Nurgle hates ranged units, enemy large units, an abundance of anti-large, fire damage, and enemies that can hold out in a grindfest against them. You are all of these things and Nurgle has vanishingly few options against you. Long Ma riders take a huge dump all over any of Nurgle's fliers and the fire damage of your artillery, magic, and more will make Nurgle weep with sorrow as you delete his slow moving and utterly unshielded units off the table one after the other. And as Nurgle has extremely anemic charges he can't even reliably break your formations without lucky spell casts; which of course relies on the Nurglites even getting a spellcaster in range through your numerous means to snipe them off the field. You can basically win this matchup while AFK, but something to watch out for is nurgles Army Ability, which can jump from one nearby unit to another, and Harmony forces your units together, so keep an eye out for the plauges. *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': High mass charging units will ruin your day. ogres are cathay's worst matchup bar none in warhammer 3. your frontline will get pushed around like paper as while halberds CAN deal a lot of damage and hold off ogres the ogres can bring a lot more ogre bulls for the price than you can bring halberds. It's worth having no magic and getting a cheap lord as your units are a lot more useful than the lores available for once, *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': From the looks of it, this seems to be your hardest matchup by far. Your harmony mechanic relies heavily on having a solid plan for most stages of the game and Skaven excel at disruption, be it through summons, skirmishing Eshin troops or just raw balls-to-the-wall firepower of Clan Skryre. Mirror Missile is your friend in this match-up and for its relatively low winds of magic cost is one of the single most brutal anti-ranged unit spells in the entire game, forcing the Skaven commander to either force their ranged unit into inactivity for twenty seconds or watch their prized shooters wipe themselves out. *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': What's this, a speedy flanking faction designed to dive backlines? This could spell trouble for you. Fortunately, you theoretically have one way to banish Slaanesh's creeps back to the warp, and that's "Invest in flying units and box up with halberds." Slaanesh has no ranged units and only Furies as fliers, so as long as you have a Longma unit or cheap missiles to protect them, your Sky Lanterns and Sky Junks will be pretty much untouchable as they blast apart Slaanesh's ranks. Due to the amount of AP on their roster, Celestial Dragon Guard are a risky choice so invest either in Peasent spears or Jade Warriors with Halberds. You won't win the melee fight so don't bother investing in it. Have your infantry hold while your War Ballons shoot, your flying casters cast (Grab either the Dragon Siblings or a Shugangen in the air to keep them safe) and your Longma use their speed to flank and rear charge. Your balloons will run out of ammo eventually though, so make every shot count. Or just bring crossbows/archers, and shoot the living shit out of the exhibitionists. *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': Lore of yang fire wall. 'nuff said. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': If the Coast thinks they can outshoot you they have another thing coming. Rocket artillery devastates Vampirate formations and while they can swat your Sky lanterns out of the sky if they bring terrorgheists, Long Ma riders and your Legendary Lords can swat those out of the air in turn and curbstomp any deck droppers they bring. You have well armoured and shielded ranged units who will tear straight through the fragile ranks of the Coast and can stop any monsters they field cold; while your artillery is able to out-trade Vampirate cannons with a better rate of fire as long as harmony is active. Also Missile Mirror was basically created to troll the Vampire Coast specifically. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': ===Domination=== General Tier Rank: '''D''' You know how Harmony encourages you to stick your units together and to hold down a single point while not getting too aggressive? In Domination you win by doing the exact opposite of that. Since you have to spread out your forces and go on the offensive it's really hard for you to actually keep your Harmony active meaning a good chunk of your units won't be fighting at their price range. What's more, since you're out maneuvered by most factions, odds are you will not being getting to most points first and will have to fight off your enemies to secure them. Good news is that with your high armor, Terrocottas and range once you do have a point it's decently hard to kick you off. It would really help if you had some kind of decent, inexpensive mobile threat or just a fast ranged unit that can help keep harmony on all your infantry, So keep an eye open for DLC that gives you any of that. You're way better in normal land battles though, as it's significantly easier to play your game and keep Harmony up.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information