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Understanding Chaos Dwarf CAMPAIGN Mechanics Guide! - Warhammer 3
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- A lil guide on understanding how the Chaos Dwarf campaign mechanics work in Total War: Warhammer 3!
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Chaos Dwarfs look so complicated yet so simple when you think about it.
I'm really excited for this. And learning them will be a fun experience.
Oh yeah, I like this. There's all these different "currencies" which you have to balance, but you can also spend a large amount of in one go, to accelerate your development or gain a large advantage in one area, which you then have to leverage intelligently to get a snowball going or save yourself from a dangerous situation. Ooooh yessss, this looks niiiice. Probably the only Chaos faction I give enough of a damn to bother playing as, since I usually like Empire, Skaven, Tomb Kings and Lizardmen the most.
I can see myself rushing Raw Materials and mucking around with crap-stacks, provoking and farming rebellions for Labor, money and xp. Hoarding Labor and Raw Materials, quickly rushing out some key economic, infrastructure or military buildings, then putting up Factories, ramping up Armaments output and rushing out some better units to give the crap-stacks some backbone, then rushing for more Outposts, more Raw Materials, more Labor, to quickly bring up productivity someplace else. Like a Demonic Industry Sim or something, or some hellish middle manager, afraid that Big Boss Satan will give him the axe at the next performance review. Literally.
Hilarious! Really looking forward to buying Warhammer 3 and this DLC now.
Exactly, which is why I love it. It seems more complex because there’re so many moving parts and things to think about. But as an autistic person who loves complicated systems, this actually makes it more simple.
I feel like with chaos dwarfs, there are more rules and things to account for, but for me it feels so intuitive that it actually seems more freeing and like there’s room for experimentation.
Faction mechanic is somewhat complicated because mechanics of lords are incredibly shallow as for now.
As long as you can keep your labor up and you're not getting invaded like crazy, everything else seems to fall into place.
I could see why they'd be tougher on the harder diffs though, for the early game at least. I play on normal coz I'm a peasant :P To be fair I've also just been lucky in my campaign so far.
@@akselbentsen3683 It's like having more tools to deal with the same problems.
Occasionally it feels like the answer to everything is just "throw a crapload of slaves at it" but that extra layer is still nice and I wish CA could rework some other factions to have mechanics like it.
Long as your labor is at least 1000 above your workload you pretty much have an instant fix for any non military problem. It's pretty busted and I love it.
Wish they would give this labor mechanic to the dark elves too
I bet someone makes a mod for it soon.
@@SamBrockmann that would be awesome. Aesthetically I love lokir fell heart but his mechanics are so boring.
Yeah its baffling how dumb that decison was to not only remove that mechanic from DE but improve upon it and give it to a different race.
@@Crucial_End the best I can hope for is that the dark elf rework was temporary and they’re working on integrating this system. It would make sense as to why they were so stubborn about blatantly degrading an entire race.
Another explanation could be that they’ve simply given up on dark elves and want all the heat to go to chaos dwarves. I have no doubt they had chaos dwarfs in mind when they made the dark elf rework though.
You mean give it back to them? CA basically took it from them to update it and resell it as a 'new' mechanic.
I love to see they add depth to the economics and hope they add it for other factions too
Just wait for someone to mod this to other factions, there is already a caravan mod for dwarfs and the empire for example. I don't think CA is gonna patch that themselves, as it would make dlc exclusive features redundant from their point of view.
I dont....I think everything is fine as it is
I really like Chaos dwarfs economy. Use money to buy mines or armies, mines get materials, use materials to make arnaments or buildings, use arnaments to buy better units or buy more units that are used to get gold and slaves. Makes it so you have a lot of choices. Tbh regular dwarves could use a similar system just without the slaves.
Thank you so much for this guide. I started playing Chaos dwarves without a tutorial and was quite confused by all the mechanics. This guide explained it really well! :)
This systems suggests some fascinating min-maxing possibilities and I’m here for it
liking how the game is getting so much more complex. now they need to implement this depth to existing races to make it even
Yeah, I'd like to see this much effort put into the Dark Elf slave mechanic.
Thank you very much for the quick overview! I really enjoy the complexity of the faction (in comparison to the rest). Although I am a bit annoyed that they pulled off such mechanics with the chaos dwarfs while the slave system of the dark elves got (ridiculously) simplified...
Great video! Can't wait to play my first chaos-dwarfs-campaign. However I really like this more complicated ressource-system. I really hope that the will expand the mechanics of the other races too.
>you get to play as evil, demon-worshipping industrialists
Finally, my dream of roleplaying as something resembling the Rothschilds can come true outside of RimWorld.
Love the Chaos Dwarves resource mechanics ! Really refreshes the campaign modes in the game ; and even if you dont creep like crazy
Concise explanation if new empire management mechanics. Appreciate it! Been looking forward to my fantasy Dark Mech Dawi.
This was far easier to understand than how the game tried to explain it, thankyou xx
Chaos dwarfs are basically tombking/dark elves/ chathay
Great explaination, thanks Zerkovich! These mechanics look genuinely fun (especially buying the unit caps like Beastmen, my favourite).
I'm more excited now to play them!
Mercy good points about the men on the walls. I would be happy with soldiers shooting through the feet the way woodsmen can shoot through tree.
They weren't kidding about all the mechanics for Chaos Dwarfs, I am super excited now
Nice touch on the tech trees - the Sorcerer tree is a bulls head, the Industry tree is a ziggurat the the military tree is a... er... thingy.
Edit: It is a helmet, perhaps?
its actually better to stack the mines and then stack the factories, that way you don't have to spread out your labor everywhere. If you have 2 factories in a zone and then 2 mines in a zone, its still the same amount of mines and factories but you wont have to spread out the labor.
Seize the Chaos Dwarf means of production
Glad I watched this. Thanks!
You know.. I feel like you don't always need a tower, as it's mainly a place for gold and troops, probably. So maybe every 3 settlement provinces, going into 1 factory/outpost/tower will be optimal and every 4 settlement province a good mix of 2 factory/outpost will be enough for that extra gain.
It makes also sense to maybe specialise a province because of Ressource which boosts outcomes of one Ressource.
Towers eat up a lot of resources. I'd say the optimal route is one Factory and 2-3 Outposts per province, and every now and then single and double region provinces should get a Tower and/or only Factories.
Interesting. Can't wait to see the Spiffing Brit do an exploit video about the dwarfs!
"HEEEEEEEEEEEELLO THERE LADIES AND GENTLEMEN!"
Still not satisfied with how the troops with line of sight and auto fire selected don't fire (from the position they don't leave) until directly commanded to do so (without leaving). More work needs to be done there, but the entities/figures that fire (what entities have LOS) through the wall gap looks like an improvement to me.
If I were to add a test that I didn't see in this recording, I would like to see how a unit with part of it's vision obscured by another unit handles this. I want to know/see the entities/figures with LOS firing. Partial obscuring by troops shouldn't stop the whole unit from firing.
In the test I only saw you (Mercy) testing partial obscuring by walls, which may interact differently than allied/enemy troops being the obscuring features.
Thanks for hearing my thoughts and suggestions.
Super hyped. I like the idea of focusing on gathering a stockpile of first labor for the first 20-30 turns. Then raw mats for the next 20. Then armaments for the next 20.
Chaos Dwarfs feel more like a modded faction and vanilla tbh. I'd love if CA could rework some older factions to expand their mechanics and tweak their unit stats a bit, but with how campaign mods are getting more ambitious lately there could be some crazy potential either way.
They could use a few more units and another legendary lord (a couple more legendary heroes would also be nice).
This makes me excited for what they might do to make the Dwarfs more fun to play :)
hahahaha
For now, from what I've seen online, they got resistance buffs so they're much tougher and make them more viable against armies the gave them trouble before
@@grandvage Cool!
SHORT??
THESE MECHANICS FEEL LIKE A PRECURSER TO EMPIRE 2
Thank you Zerk! My favourite Warhammer TH-camr :)
It’s very kind of the chãos dwarfs to employ so many goblin laborers
Unemployement rates are impressively low in Chaos Dwarf realms.
Just a question. Say I send a caravan to a non Chorf faction, and I’m sending them Armaments. Do they get any benefit from it, like they would from a Cathay caravan? I ask because armaments obviously aren’t a resource for other factions.
u forgot one major aspect: labour influences control. i wanted to know how that is connected, my control just drops.
Great video!!
I must say i'm not sure if the Chaos Dwars are for Me. They look really interesting and so but I'm not really an aggressive player and there is a high chance that I always have to struggle for Labourers. The Convoy does not seem to balance that.
Convoy are enough, and raiding is also very viable, you don't need to get over aggressive.
After the first five or six provinces, I only occupy towers as towers if I will need to recruit from that province later on. Otherwise, you have unnecessary buildings that could be mines or factories.
I like the ability to manufacture all these buffs for your units, but i don't like the all-or-nothing approach. I think i'd prefer individual unit buffs so they can be more finely tuned. But the ability to toggle them on and off for certain fights is pretty interesting.
Great vid as always Zerk, do you plan on making a video about Mirror of Madness? People dont seem very keen on covering it.
7:40 What are these 5 - 7 - 10 - 13 - 16 benchmarks used for? Are they giving you buff, unlock better upgrade, or like a way to track the total limit count (so you can only have 16 infernal guards at maximum)?
I’m pretty sure they’re maximums
They unlock upgrades for that category in the hell-forge.
Looks sick, can’t wait to pkay
I seem to be missing the convoy and tower mechanics cuz they don’t appear on my panel
Still waiting on the dark elf slave mechanic to get a revamp like this, would be such a perfect framework for it. At present its just a lackluster and underwhelming mechanic
They should make all dark elves unique tho. I keep saying they got all they need in base game. Malus mechanic for azhag, wood elf forest like attacks for the 8 peaks three. Uniit upgrades for clan rictus and mors maybe a forge like mechanic even. Lokhir could get a mechanic like vampire coast and so on and so forth
Very informative.
Serious question, if you are fighting the vampires, are your labourers the rotting zombies & skeletons? Or you dont get anything at all, because chaos dwarves cannot control undead.
There still goblins...
Jokes on you Zerkovich. I'm gonna be confused by EVERYTHING, not just their campaign mechanics. :D
Very helpfull. Thank you.
Great video
Thx man!
Tyrion looks at Chaos Dwarfs. "I-I have lower upkeep for basic infantry, and can make people like or dislike each other. S-So, take that, long ears!"
Seems like chaos dwarfs can snowball like mad dwarfs
I feel that the Chaos Dwarfs are going to have the same problem beast men have late game with Dread cost, when upgrading units capacity, they need to cap the cost, or reduce it the more territory you take.
I agree. But the Hobgoblins can be pretty good, especially in an army with the legendary Hero Hobgoblin (forgot his name).
I mean I think the chaos dwarfs will be very powerful so there needs to be some cap at the end
Hi Zerk, what are the numbers next to the sections where you can increase the unit caps? You get some rewards like in the workshop for skaven for upgrades?
They unlock the bonuses for the unit in the Manufactory(armanent upkeep for bonuses to those units)
I’ve been trying keep the labourt under the grey number whoops
Personally I find it kind of sad that there's no incentive to make specialized regions. It would be nice if like, every building that produces raw materials or armaments augments the output of all others by +5%, that way there's some incentive to specialize.
He showed a building that increased the raw materials gain by 30%. I don't know if it stacks, buy if it does, you can have 4 mines in a region that each produce at 120% the base amount
@@lucasterrasemnomezuado3785 That sounds like a good idea to super-charge your early settlement growth, as far as tiers go, especially if you can hoard and spare enough Labor.
There are incentives to specialize regions, like commandments and resources (iron for example boosts province armaments production by 15%). Zerkovich is just ignoring them.
@@lucasterrasemnomezuado3785 That building was from the factory, so you could never stack it to 120%. I mean, you could, you just wouldn't have any outposts to actually use it.
Factories have better defenses. So making your core region outposts, and regions that are farther away factories is a decent idea.
When is the release?
You vaguely sound like Taika Waititi the actor for Korg in Thor Ragnarok. I thought you should know that in case no one ever told you.
The boss that is tall (for a dwarve)
It's cool that the chaos dwarfs have a true economy system
the chaos dwarfs really are strong. stronger then regulars dwarfs. they have meet shields, good infantry, artillery, missiles, cavalry, flying units, monsters infantry. they lack nothing
The most overpowered faction to fight against. Their spells just melt entire units. The solution i found to fight then is using stacks most cimposed of large entities.
TWW got more in depth mechanics and it's cool. But others factions need more deeper mechanics.
I want more ressources management etc...
And of course more events that could include ressources etc... :)
Best DLC, the mechanics are great and worth the higher price imp. The Chaos Dwarfs are really op at first sight but with the new mechanics they can easily fall behind from sudden events in economy or the seats for example. There is so much more complexity in comparison to other races, for Warhammer Standards oc.
Don't like dwarf races and couldn't care less about chorfs. But seing them now with their fun mechanics and army variety it's going to be a 100% buy for me
I’m getting deja vu… did this video get posted previously?
I don't know what you're talking about "you don't really have to work to get laborers". I'm on turn 27 and about ready to throw the damn game because I can barely get any laborers and i can't upgrade enough to get better units to go out and fight battles and get laborers. It's the most frustrating bs campaign I've played in my 3000+ hours of warhammer. Silly nonsense truly. You need labor to output raw materials to upgrade buildings to let you unlock non-chaff units. But then you need Those units FIRST to even fight battles to catch laborers. I'm caught in a hopeless spiral.
I hope the empire gets a similar political system.
It's kinda turning into a Stellaris kind of economy
im a tad confused about the convoy system. it keeps forcing me to hire a new Master, preventing me for using masters i allready got ??
Auch du scheiße, it's a lot. Thx 4 the vid mate 😅
Oh man ... all those cool new materials, mechanics and improvements. It's so bad, that the original dwarfs came out with wh1, they will never get to this point ... they're just outdated and not fun to play. They are simply forgotten.
Ah damn, Another update that makes so much older content feel boring again :P
meanwhile the normal dwarfs' mechanics are super lacking in comparison
oh boy every other wh-faction seems soooo empty now
they have mechanics ? hm ,i guess that makes sense with all the machines they have ,needing maintenance !
I really see no point in mechanic of moving labourers around.
Just for the little tweak of giving more of them to the region then make most of output? Too small option to be bothered.
Even can be simplified just to a number of labourers overall, with option to spend them.
It costs money to move them so it's a money sink acting as somewhat of a balancing factor
if you saw Zerk used like 500 labour in one region to instantly construct a building. This made a huge deficit in the regions output efficiency. He then used the labour movement mechanic to refill the region back to 100% efficiency.
Seems like a very helpful mechanic to me
I have hot take, rush construction shouldn't make it instant. I am sure some people are crazy to try go from settlement tier 1 to tier 5 in one turn, but because one woman makes baby 9 months it doesn't mean 9 woman will make baby in 1 month. Rush constraction should probably make buildings go from 5 or 3 or 6 turns to finish to 1 so there is actual time building the building. Even deconstruction which is much easier takes a turn.
Buildings aren't babies, the analogy doesn't work. Making it instant by forcing slaves to work to death with no breaks would give you a great benefit for cost of slaves.
@@grandvage it works it's precisely why that analogy was made in first place. No matter how many slaves you throw at thing it won't be instant. Ever
@@grandvage unless some blood magic, I guess
@@martind5653 or orks, cuz literally super strong, I'm sure greenskins are difficult to get them to do a job unless you force them, and when you do you end up killing a lot to get them to max efficiency
Why do they not call it slaves? Calling them labours is just terrible.
I see they took away the dark elves slave mechanic and replaced it with garbage, and gave it straight to the chaos dwarves
they gave everything to the chaos dwarves just to justify the dlc price
@@MrDragonBomberWell nothing here is out of context.. all of the 3 mechanics they got form other races do make sense for the Chaos Dwarfs (lorewise) and there's no point to rework an already great mechanic just to make it worse for the sake of creativity!
Plus they got 4 unique mechanics (economy and settlements system + The Tower of Zharr + the manufactory + multiple tech-trees) so it's not if they did nothing new!
The only take away here is that they replaced the DE slave system with shitty one, before giving their old good system to Chorfs, and even that is justified.. because people kept complaining about it back in WH2 and that it needs a shitload of micromanagement, yet the same people got upset when that system changed, and just now did they realize they liked it before!
Fucking fragile economy would get wiped out in a multiplayer game.
For only £20, you can have access to units and mechanics already in the game but now in a different colour!
litterally this dlc feels like a mod. Im just gonna wait for kuresh hopefully that will bring some brand-new species and faces.
@@007whiterussian2 then just wait for a mod then. Surely some neckbeard will make an extremely buggy and unbalanced version of chaos dwarf mechanics and add them to other factions for you. They might even add in some huge anime titties and shitty fanfiction too
man really saw the Kaadi and trains and said "i already have those units in the game"
@@militarumtempestusscion222 yes, you already have sepulchral stalkers and caravans.
@@redcrown5154 sepulchral stalkers and kaadi fireborn are nothing alike what are you on? Caravan and convoys are alike yes but there are actual train/warmachine units. Think you should do some more research buddy
Didn't mention you loose 5% labor every turn...
Feels a bit over complicated for no reason
why?
It’s not very complicated at all
SCHEISSE
ah yes... you've given me a lot to understand by *starting the video 200 turns into your nearly finished campaign.*
bro you haven't even covered how you managed to get +43 influence a turn. I tried for 60+ turns to get my influence on par with the others who CONSTANTLY had 100% more than me even though they were doing less. in the end, the best I could do was +18 which was made pointless because whenever I spent them, the chair I buy would get ousted in 2 turns by another CD tribe who was earning easily 30+ per turn?
I find this faction to be overcomplicated and extremely punishing to players that don't/can't keep up with the MAJOR-Micromanagement skills required to keep it running. This is a shame because I really enjoyed playing with the army, I just find it impossible to keep track of every resource and their income and the wars and the diplomacy and the etc etc etc. It's like everything you do in the game exists just to make you take 50 steps back.
inb4: "reeeeee git gud reeeeeeeee!" kys. seriously. I don't have these problems with any other faction. I just don't understand how anyone can call Chaos Dwarfs OP when they require so much fucking management just to get off the floor. Every person I've seen talking about this DLC raves about them. Praises them as the strongest army when that's just not my experience. They're currently very mid to me and if you start close to them in online mode they're easy pickings in the early game because they lack any form of strength in their ranks.
Was hoping this video would teach me that I'm doing something wrong, instead it taught me things I already knew and confirmed things I was guessing about them.
Overhyped DLC and a shit guide. Thanks for nothing. Greenskins got sodomized *Even more* in this game for no reason.
This is far too complicated.
Besides, armies such as Kislev, Cathay, and Chaos Dwarfs have always been fringe factions ever* since Fifth Edition WHFB. I have no interest in _any_ of them.
Although, that does not prevent me from supporting CA by purchasing these new additions. Regardless of whether I play these factions, it is still worth the cost of admission just for the additional inclusions.
Stay classy my friends.
*EDITED for grammar.
Yes, keep humping Karl Franz! That's the spirit.
Nothing in the dlc seems new. The units are just a mix of other factions. The mechanics are copied directly from.other factions. Its lazy AF. And expensive.
The Slave Mechanic and Caravan Mechanic got copied and improved. Outside of that, there are many new things. Yes the DLC is pretty expensive but saying that everything just got copied is just wrong.
man really saw the Kaadi and trains and said "I already have these units"
There are many new units. Idk what the hell you’re talking about
I wish they came up with something unique for the chaos drwarfs cause all their mechanics are just pre existing things stuck together with super glue. Now there are factions with simply worse older versions of chaos dwarf mechanics and races like the dark elves getting screwed over completely just so the chorfes could have something. I was expecting being able to build railroads between my settlements that allowed for quick traversal around the map or just something purely unique to the chaos dwarfs. On top of that only 3 legendary lords and it seems 0 unique faction mechanics outside of the typical "+2 public order (all provinces)". This is by far the worst race pack IMO and feels like a mod. Even the tower of zharr thing is just VC and wood elf offices with extra steps ;(. Overpriced DLC full of reskinned mechanics with only 3 lords ill just wait till its 5$ on instant gaming
Yup, I mean if they are just going to do shit like this, they shouldn't be charging the amount they are charging. I've seen multiple mods with a hell of alot more effort with reused mechanics then this.
You say it like tomb kings and vampire coast all had different mechanics for each lord when they all had the same shit. Literally every faction got a mechanic that the chaos dwarfs would have a version off, a convoy mechanic from Cathay, slaves from darkelves, upgrade system from skaven and beastmen, and a political tower system. All that stuff makes sense for chaos dwarfs to have, plus they're the only race with a complex economy
Its nice to see CA giving cool mechanics to factions but its also incredibly frustrating to see how lopsided the quality of mechanics and tech is between different factions. This game is a complete mess to be honest.
Give it another year n' 1/2 game will probably be great.
they'll give everyone their rework in time
about 30% too complicated
forgot how bad WH3 looks without mods.