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==Lords== ===Legendary Lords=== *'''[[Tzarina Katarin]]''': The new Tzarina after daddy went MIA fighting Chaos. She's a mage lord character with access to the Lore of Ice and a bound spell from her sword. She is faster than other infantry lords thanks to her ability to ice-surf over the map. She has surprisingly good combat stats for a mage, though her lack of armor and AP means you shouldn't throw her against dedicated combat characters (her AP is actually fine once she is on a bear mount, still not a melee powerhouse of course). In lore, she had a horse and sled mount, but in game the sled mount was replaced with a bear due to [[Nurgle|Nurgle's centennial party]], so we can hope it may appear later. She has unique skills to boost melee defense of ice guard, reduce casting cost, and some good unique items, and a large reduction in spell cooldowns. **Campaign-wise, she buffs Snow Leopards and provides an upkeep reduction for Ice Guards (to the point it's pretty easy to have them reach an upkeep even lower than basic Kossars'), and starts in Kislev. *'''[[Kostaltyn]], Supreme Patriarch of The Great Orthodoxy''': This greased up Rasputin looking mother fucker is a new character likely created by CA and GW in order to help flesh out Kislev's roster. Supreme Patriarch of the Cult of Ursun and leader of the Great Orthodoxy, basically Kislev's Volkmar. His lore stresses he's ''very'' hard to kill, being stabbed twice but kept on fighting, and his abilities reflect that. He has the four Patriarch prayer abilities as well as regen and a couple of abilities that buff nearby troops even more, one of which only works when their health is low . He's not a fan of his Tzarina and in his SP campaign he tries to usurp her as the true leader of Kislev. **In the campaign, he starts north of Erengrad. His army has drastically reduced recruitment costs, to the point that you can get some units for free. They're still expensive to maintain as a standing army, so you'll be disbanding and raising units pretty often *'''[[Boris Ursus]]''': Unlocked by holding the major cities of Kislev for 10 straight turns and winning a quest battle. Your super-heavy melee lord, Boris rides his unique bear mount Urskin and wields a halberd. He has anti large, an AoE damage ability, and a host of buffs for himself and other nearby units, many of them activated as his health gets low. Boris is designed to get into the thick of things and hold the line forever, with By Our Blood making him especially difficult to get rid of. As fearsome as his combat stats can get he's still not going to be beating Skarbrand in a duel. Put him in a death star where he can support other units and his toughness and decent damage output will make the enemy think twice about trying to assassinate him. **In the campaign, he provides buffs and upkeep reduction to War Bear Riders and Elemental Bears in his army, which will most likely be your core in the late-game. Map-wise, he starts out in the Dark Lands East of Kislev, surrounded by Ogres and Orcs, both of which are bad matchups for you until you tech-up. However it has tons of empty territory and no major rivals so you can pull a Cathay and build a giant land base relatively safely. At least, that is, until the Dawi Zharr arrive. Unfortunately his campaign must have been tagged on at the last second because you lose access to the later half of kislev’s tech tree unless you capture all 3 of the major cities. And they also have a number of very helpful full unique buildings with buffs. Even having an alliance with the ice court or patriarch does not count. So unless you willing to leave the mountains and move start to kislev you actually get really screwed over. Hope to god they patch it.---- they patched it, now you can count as holding the cities as long as an ally/vassal does, but unfortunately you wont benefit from their unique buildings still. ===Lords=== *'''[[Boyar]]''': Your pure melee lord with a horse and bear mount. They will primarily act as a Budget Boris and provide a solid melee combat character to support your main army. He uses double axes and gets bonus vs infantry but doesn't have majority AP damage until you mount him on a war bear. A decent but slightly unexceptional melee lord. *'''[[Ice Witch]]''': Magic Lord for Kislev, with the lores of Ice and Tempest. Has a bound AoE damage spell as well as a Snow Leopard summon. Can ride a horse or a bear. The Ice court training mechanic in campaign gives 3 potentially good but semi-random traits with each recruitment, these can be very strong, things like plus 8 melee attack to ice guard, or 15% less upkeep for infantry or cavalry. From a campaign standpoint these have more potential than regular boyars in terms of army buffs and cost efficiency, not to say boyars are necessarily bad. ===Heroes=== *'''Patriarch''': Kislevite warrior priest of the Great Orthodoxy. This chad rides a bear and can cast four miracles, one each for the gods Ursun, Dazh, Tor, and Salyak. These buffs affect nearby units and buff charge bonus/leadership, vigour, melee attack, and provide a heal respectively. These guys are your only source of healing so they're pretty valuable. While his mount means he's decent in melee he has low armor and like his Empire counterpart he's primarily a support character that will lose to dedicated duelists. The healing prayer option is kislevs only access to non item-based healing so you may wish to favor that. Kostaltyn's subfaction gives these 20% ward save in an army. You can definitely doomstack them. It’s very strong. *'''Frost Maiden ''': Hero version of the Ice Witch. Has the same magic and same mounts at a cheaper cost, so she is surprisingly decent in melee for a mage character but nothing spectacular.In campaign they are recruited with a special mechanic called The Ice Court where you train them over multiple turns and get to customize them with choices of traits. Some are pretty good, my personal favorite gives plus 8 melee attack to ice guard, and STACKS with multiple in an army.
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