Editing
Total War Warhammer/Tactics/Lizardmen
(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!
===Immortal Empires=== It's here, the biggest Total War map to date, spanning effectively the entire Old World and then some (only a few less than fleshed out regions such as Nippon are excluded). The Lustriabowl has for the most part calmed down, a majority of the non-lizardmen factions have set sail for greener pastures and with the inclusion of the entire southern half of the continent, what factions that remain now have some breathing room. Having said that, this season, it's time for the Southlands Thunderdome to kick off! While Gor-Rok and Tehenhauin can breathe a sigh of relief, Kroq-Gar and Tiktaq'to are now sandwiched in with factions from damn near every walk of (un)life; Vampire Counts, Tomb Kings, Daemons of Khorne and Tzeentch, Dwarfs, Orks, Skaven, High Elves, Empire, Bretonnians, the list goes ON. If you're playing as Gor-Rok, Tehenhauin or even Mazdamundi, don't get too comfortable in Lustria however. Dark Elves in the form of Rakarth have set up shop on the western coast of Lustria, Clan Pestilens has borderline free reign of the south-eastern coastline, Markus Wulfhart continues his colonial ways in northern Lustria alongside his new-found Bretonnian buddy Alberic. The Vampire Coast is, in fact, still infested with the Vampire Coast and a few rogue factions of daemons muck about in central Lustria. Though it won't be ''quite'' as chaotic as before, given the extra breathing room, you'll still need to remain vigilant if you want to kick all the warm-bloods out of your homeland. One notable change is the Rite of Awakening; it no longer costs any gold to use, so once you unlock it, there's ''no'' reason to not immediately use it to spawn in a Slann for your recruitment pool. Enact that shit every single time it pops off cooldown. ====Kroq-Gar==== *'''Scar-Veteran Doomstack Simulator''': Kroq-Gar probably got the biggest buff/change transitioning from Mortal Empires to Immortal Empires among the Lizardmen. The first notable perk is that his faction has been ''heavily'' re-tooled to focus on Saurus; specifically Oldbloods and Scar-Veterans. Faction wide, Saurus Spawning pools now grant additional perks beyond the ability to recruit Saurus units and, at 4th tier, will grant an additional +2 recruit rank for Scar-Veterans. This stacks with both the Humble trait and Star Chambers (which now, unfortunately, can only be constructed in province capitals), letting you ''very'' quickly start cranking out high-ranking Scar-Veterans on Carnosaurs. If that weren't enough, all Scar-Veterans and Oldbloods gain a 30% boost to experience gain and get an extra 1% Weapon Strength per rank they have (capping out at a [[/d/|+50% weapon strength buff at max level]]). The Last Defenders did lose their universal -10% upkeep discounts, but it's slightly made up for since Oldbloods gain a -15% Upkeep reduction for their banner armies, encouraging you to run them as Lords for your more expensive doomstacks. Though by no means should you forsake taking a Slann here and there. :Kroq-Gar himself downgraded some of his personal buffs, comparatively. Gone are the leadership and armor buffs for Stegadons, Bastiladons, Terradons and Carnosaurs. Instead, Saurus and Cold One Riders gain a 25% experience gain buff and his former -50% upkeep reduction for Saurus and Cold One units has simply dropped down to the fairly standard -15% universal upkeep reduction all his Oldblood units get. Much more versatile than before, though. :Speaking of the scaly lizard, he starts on the eastern coast of the Southlands, smack dab above Teclis (for now). Teclis makes for a decent defensive ally if you so wish and a valuable buffer against the southern Chaos forces such as Kairos. Almost invariably, you're going to be forced upwards in your wars; smaller Skaven infest the Kingdom of Beasts province and Khalida is often prone to declaring war against you once you work your way north. Immediately following Khalida, you'll likely draw the ire of Clan Mors and be drawn straight into the Karak Eight-Peaks race, oddly enough. :Should you sail northeast, you can evict Ku'gath from the Dragon Isles for a nice footstep into southern Grand Cathay and the Darklands. Anyone who's played enough of Mortal Empires might be so inspired for a fresh change of scenery. :Heading directly west to meet up with your lizard brethren is also far more tenable, now that you don't need to fight your way through an entire desert's worth of Tomb Kings. You'll still need to secure your starting province, but as the Golden Tower now stands as a convenient mountain pass, you can meet and greet Tiktaq'to extremely early in the campaign. His starting region offers a nice launching point into your ancestral home, where you can ideally encounter Tehenhauin clinging to life on the bottom cape of Lustria. Should you wish to actually expand there for all the unique buildings and legendary lords ripe for confederation, you'll need to make sure you don't neglect your Southlands homelands. ====Mazdamundi==== *'''Immortal Empires''' - Probably the biggest change from TWWH2 is the expansion of Lustria and the separation of North and South <s>America</s> Lustria. Warhammer Mexico has been tweaked a little bit, with Skeggi and the coast being their own province. Skeggi is more challenging now since they can spam Marauder Champions, meaning you'll be tied up with them a bit more than before. **Cylostra is now further north, next to Alith Anar, but you'll still have to deal with Rakarth, Wulfhart, Bordelaux, and of course, the Awakened. Most of these guys, and especially Rakarth, are packing lots of anti-Large, so you'll want to plan your armies ahead: Carnosaurs and Temple Guard can deal with Rakarth, but you'll want some artillery to deal with Wulfhart. **North of Hexoatl is still the same clusterfuck, and you'll want to appease the Sisters of Twilight so that you're not dealing with a war on two fronts; their AI is stupidly annoying, and they will break non-aggression pacts with you if your relations hover even slightly above neutral. This anon recommends trading any settlements that you capture from Morathi to them in exchange for a fee, which can net you 7-8k in gold and some goodwill. Any settlement north of the Fallen Gates is useless to you anyway, and because Wood Elves have terrible settlement defense, as soon as Morathi takes them back, you can do it all over again and farm gold, allegiance, and positive relations. ====Tehenhauin==== The Cult of Sotek got a minor buff with the reworking of their sacrificial pyramid. Regiments of Renown now unlock normally, while sacrifices can be spent to acquire powerful Blessed units. In addition, the updated character UI makes swapping Tehenhauin's unique banners and ancillaries very convenient and a little more useful. Tehenhauin starts in the southwest corner of Lustria and will need to move fast to prevent Rakarth and Lord Skrolk from getting too established. Generally, Skrolk will expand further and faster, taking most of southern Lustria from the minor faction to your east. Rakarth will have few targets for expansion and will declare war on you fairly early, whereas Skrolk will ignore you until he completes his conquest. However, Skrolk is likely to be easier to defeat early on and taking his territories will give Tehenhauin some safe territory to develop since Gor-Rok will be to your north and there's little to no chance the AI will cross the ocean from the Southlands. Then you can build up the resources you need to defeat Rakarth armies of darkshards and spearmen, which are far more difficult for Tehenhauin's early-game armies to deal with. Humble heroes and skink chiefs on stegadons can be very useful at that point. Once these two threats are dealt with, it's up to you whether you'll finish off the remaining minor factions in Lustria (Spine of Sotek Dwarfs, Tower of Dusk, Bordeleaux Errants, Luthor Harkon) or ally with them to get some unit variety. If you head north, Markus Wulfhart still can't be negotiated with and you'll have to destroy him if you want to reach Hexoatl. You may find it more interesting to head east and reach <s>the Southlands</s> Mordor, where Tiktaqto and Kroq-gar should be clinging to life as the Vermintide bears down on them. But be wary; heading to the Southlands means you'll likely meet Kairos and will need to deal with Changing of the Ways if you don't finish him off. Luckily, his defeat trait is useful for Tehenhauin. Alternatively, using the new sea lanes will bring you to Grand Cathay and Nakai the Wanderer. Most of the territory available will be yellow, whereas Lustrian and Southlands territories are green, but the areas of Cathay you can conquer/confederate will be almost completely secure from future attack as long as you maintain good relations with Zhao Ming and Meow Ying. Nakai tends to be fairly easy to confederate once you've gotten 3 or more armies, and while he's not a stellar legendary lord he is one of the best fighters available to the lizardmen. Tehenhauin can meet Oxyotl very early in the campaign, however all of Oxyotl's territory will be red. It's probably better to leave him independent rather than confederate him, as the AI cheats will allow him to defeat all the Chaos factions in the Southern Chaos Wastes far more easily than the player can, and none of that territory is worth anything to the Cult of Sotek. Of course, this could all be a moot point considering how hard it is to confederate Lizardmen in general. [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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