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====Be'lakor==== Be'lakor, the first Daemon Prince, the first champion of Undivided, and the first to suffer from [[Horus Heresy|Daddy(-ies) issues]], comes with a few unique mechanics to differentiate him from Archaon and the Daemon Princes: *'''Confederation''': Like Archaon, Be'lakor can confederate with the other Warriors of Chaos factions after seizing their last settlement, whereas other Warriors can only vassalize. Easier to do the earlier in the campaign, while your competition is still trying to subjugate the tribes. The factions ''closest'' to you is Sigvald, who is just to your Northwest, and Festus, in the Empire. Your mileage may vary, but Sigvald is the easiest to subjugate since the Fortress of the Damned is a port, and isn't [[Money|DLC-locked]]. *'''Rifts''': The ''best'' of the unique mechanics because of how it works with the WoC playstyle: Rifts allow for instant travel between two points on the map, and new ones can be created with the Tzeentch Unholy Manifestation simply by activating it on any land army that you have vision on, so you can send expendable heroes out to tag distant armies for you and have portals all over Malleus. **Be'lakor starts with a Daemonic Rift in his capital, which leads you to the Southern Wastes and Ostermark, which throws you into the shit right away. **You start with 4 charges of this rite and a cooldown of 15 turns, and this anon recommends placing your first few rifts on your Dark Fortresses rather than on Order Faction Capitals: teleporting an army ''directly'' on Sigvald or Archaon's doorstep makes subjugating them so much easier, and also makes holding these fortresses a cinch. Dark Fortresses are hard to take even without a garrisoned army and some, but not all, tend to be pretty far away from each other. Rifts can transport an army from a relatively quiet fortress right in front of an invading Skaven Horde or Empire doomstack. **Stances are retained when traveling through rifts, but not movement, so entering in the raid/encamp/ambush stance ensures you're not entirely defenseless when emerging from the other side. *'''Manifestations''': Replaces the Eye of the Gods mechanic. You can sacrifice souls to the four Gods in exchange for campaign abilities and a gifted Daemon unit. **Tzeentch creates portals and gifts Pink Horrors **Nurgle delivers 100 Nurgle Corruption (over 10 turns, so +10 a turn) and Plaguebearers **Khorne greatly improves the melee and charge stats of an entire army and gifts Bloodletters **Slaanesh deals damage to an opposing enemy army and gifts Daemonettes **Souls sacrificed in this manner ''do not'' count towards the Gifts of Chaos, which is a shame. *'''Daemonic Warband Upgrades''': Not only does Be'lakor have a base 3+ Authority with all four Gods, but after researching through the tech tree, Be'lakor can upgrade any of the basic Daemons to their Exalted versions, which keeps them competitive as the game goes on. *'''Be'lakor's Shadow''' - You can convert enemy Human lords into Daemon Princes, either by defeating them with Be'lakor, or by Hero action. This only applies to non-Legendary, non-Warriors of Chaos lords. It takes 10 turns for the transformation to complete, and if the Lord is disbanded or killed, the effect is removed. *'''Konquata and the Campaign''': As mentioned above, Be'lakor starts in Konquata, Albion, with the Vanaheimling's as his Norscan vassals. Being so close to Bretonnia and the Empire, as well as having rifts to Ostermark and the Southern Wastes, it's tempting to start throwing the forces of Order into Chaos, but subjugating and vassalizing other Chaos-factions should take priority. Wulfrik's territory is also quite close to you, and while you can't make him playable, having him as a vassal is still helpful, and you can gift him territory to make his faction stronger. Honestly, trading away all the non-Dark Fortress settlements to vassals or allies is the smart way to go because you benefit very little from them, while they can make full settlements out of them. His one weakness is that he has no bonuses to soul generation at all so gifts of chaos are much harder to sustain. **Konquata [[Fail|doesn't have a port]], which makes you kinda glad that you have the rifts, instead. Getting in and out of Albion without them is a bitch, both for you ''and'' for invaders. It's not as annoying as the Galleon's Graveyard, but you will have enough warning about coming invaders to get an army through a rift.
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