Total War Warhammer/Tactics/Grand Cathay

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This is the general tactics page on how to play Cathay in Total War: WARHAMMER.

Why Play Cathay

  • Because Total War: Three Kingdoms didn't go hard enough into fantasy for you.
  • These guys are finally being fleshed out (with the full blessings of our evil British overlords nonetheless) after years and you want to see what they come up with.
  • You're into chinese history and mythology.
  • You want to play a defensive gunline but don't want to play as boring white guys, short vengeful alcoholics or the bad guys from Pirates of the Caribbean
  • You think it's extremely funny to watch Flamers of Tzeentch, Jezzails, and Artillery pieces nuke themselves when you use Mirror Missile on them.

Pros

  • Designed for Total War: One thing we can say as an advantage for Cathay is unlike the other factions they will be designed from the ground up to be in a Total War game rather than trying to transition from a tabletop game into total war. This gives them the potential to be one of the best-designed races and balanced since they're not trying to fit a square Warhammer peg into a round Total War hole.
  • Numbers: In lore, Cathay has the largest population of all the human nations, so they have bodies to spare. Don't expect Skaven numbers, but you'll likely have large armies compared to other good guy races.
  • Range: As the oldest Human nation to have gotten gunpowder, it makes sense it plays a big role in your army. You have access to a ton of gunpowder units and artillery to blast the enemy apart. You also got some elite crossbows to play around with. The harmony system ensures that your ranged units have some of the higest reload skill in the entire game, which means... Well, you shoot a lot.
  • Air Power: With your Longma, War Balloons and your Dragons you will be decently scary in the air. You won't be fast, and any opposing faction with decent air cavalry will likely threaten you, but you have some potent options.
  • Harmony: Cathay has a solid combination of ranged and melee units that work together well in concert. Similarly, units can either be Yin or Yang aligned and having the two working together provides you with a bonus.
  • Defensive: Cathay is built to last. Between your faction mechanics and selection of magical lores, Grand Cathay is built to hold the line. If you crave a faction with a strong, staunch line of spears to keep your enemies at bay, Cathay's going to be the faction for you.

Cons

  • Synergy: Due to the way Harmony works, you will NEED to keep units close to each other, otherwise individual units will underperform. As such, you will likely be locked into turtling in order to get your units close enough to get the buffs they might need in order to perform efficiently. On their own, your units actually have lower stats than their equivalent in other armies, only getting better when properly buffed.
  • Slow: Cathay won't be winning many foot races compared to other factions. Though not as plodding as the dwarfs or lizardmen, you don't have much in the way of cavalry and your war balloons are pretty susceptible to air cav and missile fire.
  • Limited Cavalry: You are the worst Cav faction of all the non Chaos human factions. Jade Lancers are about equal to Empire Knights, Peasant Horsemen are really only good at chasing routing units or dealing with ranged units and Longma Riders lack armor piercing and anti-large. You will likely struggle to outmatch other cav heavy factions in that regard.
  • Limited Skirmishers: No vanguard deployment, stalk, or cheap fast movers other than peasant horsemen. You're going to suck at harrying broken units off the map and hunting enemy skirmishers + war machines.
  • AoE Susceptible: A core mechanic of Cathay units is that they gain bonuses when in close proximity with each other. While this can be great for holding the line, it also makes your forces more vulnerable to vortex or wind spells. You'll have to keep an eye out for enemy wizards.
  • No Melee Expert Non-Legendary Lords or Heroes: None of your non-LL and Heroes are really that good in melee combat or can serve as a tank. I know what you're thinking "But the Dragon Siblings!" but they won't be leading all your armies in campaign and they are expensive in multiplayer. 3 out of 4 of your Lords and Heroes are Mages and the one that isn't, the Lord Magistrate, is stated to be a support buffing character rather than a than a melee duelist or a tank. Shugengan lords are stated to be decent in melee but trust me, that's only by Mage Lord standards. You won't have many characters that can be safely thrown into melee combat. The closest Melee Lord and Hero Cathay may get before their DLCs are Gotrek & Felix, and that's just assuming that CA will even allow Cathay to recruit them.
  • DLC: There are three guarantees in life. Death, Taxes, and Core Races getting units withheld for DLC. There is already a notable lack of monkey in the Cathay roster. Sorry Cathay, don't expect to be different. (Though in this case, I guess it's less "units being held back" and more "CA and GW making up more shit later.")

Faction traits

  • Battle Harmony: Shared by all non-character Cathay units. Melee units are marked as "Yang", while ranged units are "Yin"; these units gain bonuses when near a unit of the opposite type: leadership and melee defence for melee Yang units, and leadership and reload speed for ranged Yin units. Characters multiply these bonuses for nearby units.
  • Mastery of the Elemental Winds: Shared by all Cathayan spellcasters, this ability enhances their spells for each spellcaster present in the army. This encourages taking multiple spellcasters, something not usually done in other factions.
  • Formation Attack: A trait that makes the unit try to stay in formation, even when in combat. Presumably, this makes holding chokepoints and positions easier to do.

Lords

We finally got the names of the two legendary lords, and they turn out to be new characters. The children of the Dragon Emperor and the Moon Empress, they rule in his stead over the various provinces of Cathay.

Legendary Lords

  • Miao Ying, the Storm Dragon, ruler of the Northern Provinces and Commander of the Great Bastion.: Daughter of the Dragon Emperor. Miss Cold and Aloof. She is in the north and is daddy's favourite. Can transform between human form where she buffs harmony and a big dragon to melee it up in battle. She will be able to use a hybrid of Life and Yin Magic: Including Earth Blood, Storm of Shadows, Flesh to Stone, Missile Mirror, Regrowth and Talons of Night, with both Lore Traits of Lifebloom and Power of Yin. She has the Wrath of the Storm ability, which increases melee attack, makes attacks magical, and makes those affected immune to psychology. She also has the Disdain of Dragons ability, which lowers enemy melee attacks in a constant radius. She also has access to the Mirror Missile spell which is easily one of the most trollish spells in the entire game, you will never tire of watching the enemy's elite ranged units delete themselves when they fire with the hex activated.
  • Zhao Ming, the Iron Dragon, ruler of the Western Provinces and Lord of Shang-Yang: Son of the Dragon Emperor, and a mama's boy. His faction is stated to focus on and specialize in Alchemists and Astronomers. Can transform between human form where he buffs harmony and a big dragon to melee it up in battle. He will be able to use a hybrid of Metal and Yang magic. He also has the Ward of Iron ability, a bound buff he can use to make a unit much harder to kill.

Lords

  • Dragon-Blooded Shugengan Lord: Descended from when a human pulled a Donkey from Shrek with Cathay's rulers. Your Mage lord, they come with the lores of Yang or Yin and their mounts are Warhorse or Jade Longma for extra mobility.
  • Lord Magistrate: Your cheap normal frontline general. His lone gimmick is being able to further improve the harmony mechanic of his army, so extra incentive to form up in a sexy turtle. His mounts are Warhorse or Sky Lantern. Sadly he's garbage in melee, his mounts suck and pretty much anything he can do a Shugengan can do better. As such no real reason to nab him unless you want to hear his gloriously hammy voice acting.

Legendary Heroes

Generic Heroes

  • Alchemist: Mages who fight with vials and magic that looks like Chinese calligraphy. Lore of Metal user with some extra bound buffs to armour, melee attack and magic damage with armour piecing. Can mount a warhorse.
  • Astromancer: Your lore of heavens caster. His mounts are a Warhorse for mobility or a Wu Xing War Compass which seems as though it will boost his magic output considerably.

Units

Infantry

  • Peasant Long Spearmen: Your early chaff unit that's literally expected to run away once things get hairy. The unexpected MVP of the roster (at least until DLCs give you something better). They come with Expendable and Expert Charge Defense, which is a rarity for tier 1 units.
    • Rather than treating them like Skavenslaves, they're a lot more like TK skeleton spearmen without the shields: a really good screen with lots of bodies, relatively high health compared to the rest of your infantry, and high model count that can absorb losses. They're still expendable chaff, and you take them to die in place of your Jade warriors or Celestial Guard.
    • Really fucking good for how easy and cheap they are. With the harmony buff, the Peasant Long Spearmen have stats higher than state troops, and function very well as a front line against everything. They are vulnerable to missiles, but you should have outshooting your opponents anyway.
    • The Terracotta sentinel is very vulnerable to tarpitting, Peasant Long Spears are mobile and numerous enough to keep some of that pressure off them. They wont provide any harmony benefits though.
    • Significantly better in Campaign. By the late game, it wouldn't be hard to produce them at tier 7, and their morale gets significantly better with technology and building upgrades, and can lead to hilarious situations where a single unit of Peasants holds off a band of Chosen on its own. They wont do any damage, of course, but that's why you drop a vortex or airship bomb on them.
  • Jade Warriors: Your mid-tier unit and your bread and butter until you can afford Celestial Dragon Guard. Have a unique mechanic where the longer they sit still and brace, the more bonuses they get, gaining higher charge resistance and armour. Make the Dragon Empire into the Turtle Empire with these guys.
    • The Sword and Shield combo, when combined with Harmony and their own innate stationary buff, they are very tough and can still find a use to tank hits for the Dragon Guard in the late-game. Excellent front line unit with good missile block chance and armor.
    • The Halberd has better melee attack and armor piercing, so theyre like the Wardancers in that even when fighting against heavy infantry, it might be useful to take them to do some damage. Still more of a holding force than an aggressive force.
  • Celestial Dragon Guard: Your elite, end-game unit, taking the best from both Jade Warriors since they're all armed with Halberds and Shields. They have expert charge defense, AP, and dont get bonuses/lose nothing from moving, meaning you could move them to where they're needed most, or even have them charge though Peasant chaff, foregoing the low charge bonus to keep models alive given the low-model count typical of Elite Infantry.

Missiles

  • Peasant Archers: Like your peasant infantry, but with a bow and arrow. Cheap and expendable, potentially valuable if you need a relatively disposable unit to provide a small amount of ranged support and trigger the yin/yang buff where needed. Said to not have any AP at all, so probably only good against the undead or other unarmored chaff.
    • Very cost effective, especially with the harmony buffs. Can put down a significant amount of fire with their reload skill buffs.
  • Jade Warrior Crossbowmen: Jade Warriors with crossbows (in case you couldn't have told from their name). Armoured and with a shielded variant, they sit in-between Empire Crossbowmen and Dwarf Quarrelers in terms of durability and power; they still have the same "hunker-down" ability as regular JW, so you'll probably want to move them in position behind Long Spears and refrain from moving them to keep those bonuses.
  • Celestial Warrior Crossbowmen: Jade Warriors on steroids, once again. Shielded, heavily armoured and with armour-piercing bolts, they're durable archers that can trade shots with the enemy's best.
    • On paper, their bolts have more strength than the Sisters of Avelorn, but it's mundane AP versus the Fire/Magic combo that lets the Sisters put in work against pretty much anything. Celestial Crossbowmen have better DPS when buffed, though.
    • Desperate and in a pinch? Castle too tight for shooting? Well, they're still Celestial Guard, and so are decent in melee, minus the AP or anti-large bonus. They still give Harmony when in melee.
  • Iron Hail Gunners: A living version of the Zombie Handcannons from the Pirate coast, these ladies massacre armoured infantry with their high-AP shotguns. With the Harmony system, being able to keep them closer to your melee units will make them into machinegunning shotgunners.
    • Unlike your Crossbowmen or Crane gunners, they lack shields or armor, but are much more mobile. You can flank with them to outright delete elite infantry, but even having them shoot through gaps in your formation is also helpful, because they're Cathayan shotguns.
    • Considering how quickly you can get these ladies in the Campaign, they're instrumental damage dealers from early to mid.
    • Be cautious about using them against the ogres because they will literally just run through your front line, because hurr durr pull through. In campaign, best employed against all chaos factions other than Tzeentch, whose basic units will fucking slaughter the gunners with their ranged attacks, because fuck you I guess.
  • Crane Gunners: Human Skaven Jezzails. Much like their rat counterparts, these gunners excel at long-ranged sniping with their second-only-to-artillery range and will likely form a core part of your backline while you make the enemy come to you. They come with shields, which should give them some missile resistance to weather counter-fire and kill those jezzails.

Cavalry

  • Peasant Horseman: The fastest thing in your army that can't fly. Probably based on the herdsmen levies that numerous Chinese dynasties employed as scouts and light cav. Probably not worth getting unless you are desperate for cavalry. Low leadership and low attack. Use them to screen for low tier enemy missile units or artillery. Alternate take: This is easily your best unit for chasing down routing units, as you'll want Jade Lancers and Longma to do other things. So in Multiplayer or even early campaign a few of these guys probably won't hurt.
  • Jade Lancers: Jade warriors on horseback. More defensive than other factions cavalry. More suited defending your flank than running in to attack the enemy. Fucking awful other than their mediocre armor and their shields, ineffective in melee, incredibly slow. Can't even run down enemies because of their glacial speeds. In campaign, consider using the Iron Hail gunners/Jade Crossbows/etc. if you want a flanking unit, who will actually kill the units they are supposed to kill, or just peasant horsemen if you want to run down routing enemies.
  • Great Jade Longma Riders: Your versions of pegasus knights, except instead of a rich noble who sneers at peasants, you get a rich noble whose great-great-great-grandad got busy with a dragon. Also comes with Fear, possibly making them an expensive option to spook away and chase routing units. Their true strength will be as a bodyguard unit for your squishy balloons against enemy air forces, and being a hammer to the rest of your rosters anvil.
    • Stats wise, they're roughly between pegasus and royal pegasus knights that traded away their Anti-Large bonus in exchange for 30 more armour (110 total), higher weapon strength, and charge bonus. As such, they're better at dealing with multiple different types of opponents but aren't quite as good at dealing with large units and other cav.

Chariots

  • Wu-Xing War Compass: A big ol' magical battery that boosts Harmony and counts towards Mastery of Elemental Winds increase the power of your spells. Can cast Urannons Thunderbolt and Comet of Casanodora, but pays Winds to do so.
    • Also ok in melee as a...cart. it moves as fast as infantry, literally anyone who gets run over by this thing deserves to die under the hooves of plain old cows dragging a heavy fucking magic compass.
    • Take it on an Astromancer because you're spending Winds of Magic for those spells anyway

Monsters

  • Terracotta Sentinel: Take the standard Terracotta soldier from China, make it really big and teach it kung fu and you have this thing. Possible doomstack material. They are unbreakable and hit like a truck, making them good at both clearing chaff and 1v1ing monsters. Don't leave them unsupported against missile units or anti-large elites, as they'll still break down to concentrated AP and missiles. Causes Terror for understandable reasons.
    • If you've played Tomb Kings, you know what to expect: keep them away from Halberd tarpits and anti-large monstrous infantry, and if you can't, give them a screen, like Peasant spears or Jade cavalry.

Artillery

  • Grand Cannon: Pulled by oxen making surprisingly mobile, your normal cannon unit. Unlike other factions cannon units, also comes with flaming attacks by default, making it slightly better at burning up trees and mummies, and cutting through regeneration. It is roughly as fast as a standard infantry unit, which is actually a big deal because it will be able to keep up with your main army and rearrange itself much easier than a normal cannon.
    • Extremely strong basic artillery unit, which, with the harmony bonuses, can and will kill large units very fucking quickly with their reload bonuses. Always nice to swat Fateweaver out of the sky even before the shit starts spamming searing doom/various fires over your lines.
  • Fire Rain Rocket: Imagine a hellstorm rocket battery that fires even faster due to the Harmony mechanic. Terrifying. Aim for big blobs of enemies and watch as they become chunky salsa. Compared to the normal Hellstorm it does more missile damage, but the majority of it isn't actually AP. So while you still want to aim for blobs, those blobs should be of less armoured infantry rather than heavily armoured stuff.
  • Kongming Sky Lantern: The smaller of the two airship units with Crane Gunners, and dedicated support. It provides a morale boost to your infantry on top of Harmony, so even your Peasants will hold the line for as long as they humanly can. They also grant vision on units that are hiding in foliage, which can help thwart ambushes. They don't reveal Stalk, though.
    • It can fire while moving and line of sight isn't much of a problem, so as long as it doesn't get attacked, it can take potshots at the enemy. It's slow as balls though, so any decent flying unit that gets its hands on it will be able to tear it to pieces.
    • Almost useless, if it wasn't for the harmony mechanic + its encouragement buff, you probably wouldn't ever take them. As a flying unit, it can provide a source of Harmony that the enemy cant touch unless they devote their other flyers or ranged units on it.
    • Offensively, though, their crane guns are like the stormbolter on a Rhino: they just dont shoot enough to actually be dangerous, and don't have the bombs that would otherwise make them useful. You may as well take the Crane Guns on infantry if you want sniper fire, or the Sky Junk for Guns, Bombs, and Rockets.
  • Kongming Sky-junks: The heavier of the two airship units that acts as a flying Helstorm Rocket Battery. Can also drop bombs gyrocopter style, and has high armour against missile units. Unlike most other flying units, it can't toggle landing, so try to protect it against flying cav with missile units. It is slow as fuck and will be pretty much useless once it runs out of ammo, but it will hopefully do some devastating damage before that happens.
    • Tanky enough to take hits from Furies and other flying beasties that lack AP, they are a nice flying Distraction Carnifex until they run out of ammo. And even when they do, they're a nice flying anvil to hold flyers in place while your Longma riders hammer them.
    • They do have an edge against ground artillery, as even if theyre focused down by other artilery pieces, you can expect them to miss more often than not because you're flying, just put them far away enough that those missed shots dont hit your castles infantrybl instead.
    • Much more effective when you fire very closely downwards, otherwise, just a shitty fire rain launcher.

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.

  • 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.

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

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
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.)
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.

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.


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.

  • Grand Cathay:
There is no war in Grand Cathay

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

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Domination

General Tier Rank: C

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. You're way better in normal land battles though, as it's significantly easier to play your game and keep Harmony up.

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