About the point #2, only single entitites leave with the same health they had in battle. Multientity units leave with the models they had in battle but each fully healed. So if a unit of minos flee with 11 models out of 12 they will have 90% of the health the next time no matter how beaten up they were in battle. Also, you dont need to kill the unit completely, just leave it with less than 10% of the models. (a bit less if you lose the battle)
I'd say the Empire is the one which benefits from the last tip the most. Taking into acoount the elector counts troops, so in the later stages of the campaign, especially when going against Crysis'es you can instantly spawn a very balanced stack with infantry, handgunners, cavalry and even a mortar which can later, after, for example defending a city, be capable of even doing some offence on their own.
Yeah Empire is great at this. Lizardmen have some blessed units aswell i think. And I cant remember but rakart (or however you spell it) the dark elf beast lord have some extra options aswell
You can’t quite do a full stack with just the State Troops, but unlike RoRs, you can have multiple State Troops, you just have to wait the 15 turns it takes for them to refresh or the Summon Elector Counts action available to refresh the units.
Dawi also excel at this. You can rally up a bunch of Slayers quickly and at minimal cost. Add in some RoR units too, and you've got a nasty surprise for someone
For Ambush, the ambushing army doesn't actually need to be in front. You just need the bait army to be within the zone of control for the ambush army. Often, I have the ambush army just in the enemy territory (usually raiding) and then the ambushing army right behind in my territory to replenish after the battle
Tip for number 2 killing routing enemies after a battle. Any of the dog units are extremely effective at this. The dire wolves for vampire counts, scurvy dogs for coast etc. You can easily rack up 200-700 kills depending on the army you are fighting with these units.
I keep a couple wolves in my vampire armies just for this. Yeah they may harass some archers here and there if they get the chance but I use them almost exclusively to finish off any troops that are routing to make sure they don't come back.
lol i play practically using all tips here and was completely unaware of Siege isolation, Thanks Zerkovic. May add though, siege a settlement with one army and the second one put it in reinforcement range in ambush stance if the army garrisoned or the garrison attack they could fall in ambush and make the encounter easier.
I would add to the ambush trap that you also may want to put your ambush army slightly behind the bait army to try and lure in more AI armies. The AI tends to first send in armies to reinforce the attack if able, right at the edge of the engagement zone with the bait army, not triggering the ambush yet and they tend to do forced march as well. Have had several times where the AI fell for this were I wiped out one army in a ambush and then a second or third afterwards on my turn that way.
Depending on situation, it may not be a bad idea to leave their lord alive if the initial battle was instigated on the AI turn. Killing their lord on their turn lets them recruit a new full HP lord if it is an open field fight instead of attacking out of a siege. The other side of that being that a new lord means more experience for killing them.
Their army also gets a leadership penalty when a lord dies, so a singular weak lord can help with breaking a garrison's leadership. Especially if you have a dualist lord/hero. Of course that's assuming that the AI doesn't start recruiting with that lord
0:38 Another trick, try to end turn on owned, or allied, territory to be able to replenish if you fight a battle during the end turn, and always avoid taking attrition, like in this case.
For the ambush tip, it works even better if the bait army is in recruitment stance or encamp stance recruiting units, because for some reason the AI will target you more if you are recruiting units and if you arent then there is a chance that the AI will see it and think nothing of it, going in another direction
Yeah, they definitely target you more if you're recruiting, i also feel like they prioritize attacking settlements that are in the process of building/upgrading, especially the settlement itself and defensive structures
I have a couple good tips for some beginners... Never join military alliances. Well, maybe not never, but at least not until you're a superpower of your own. Allies drag you into wars constantly in this game when you're already bogged down by 7 others. Also, if you see an enemy move on the map and then go invisible near you (likely ambush stance) move in encamp stance so you have the added ambush defense chance :)
Yup, I once entered a military alliance with Har Ganeth, she kept on entering wars every turn, or close to. I restarted my campaign once I was at war with 38 factions.
@@Weberkooks actually this brings up another good point. ATM I don't remember how confederation works, but I know vassals are far easier to acquire if you do not enter into defensive or military alliances :)
I remember when fucking rats ambushed me while I was in a raiding camp stance! Is 75% ambush protection chance just a joke for you, Queek? Somehow Grom and his gobbos managed to pull out a heroic victory against 3 stacks of skaven.
Just starting out. I love running down routed units. Converting their retreat into a much more serious defeat in detail. Wolves do this so well it's like they were made for it.
On #5 if I have a lot of territory to cover and not enough armies to cover surprised attacks on my undefended settlements, I keep a General(s) (preferably a magic wielder) in ready reserve, I first make sure they are high enough level to be well skilled and have a mount . In Warhammer 2 I make sure they have magic items/gear already on em before I dismiss them to the reserves, W3 you don't have to worry since you can instantly transfer items to a lord. In W2 you can also you use the ogre mercenaries like the RoR but if you dismiss them they're gone for good.
One on strategical level. You can initiate war between two factions that doesnt like each other much, by selling settlement to one side thats in province held by another. AI will always fight for full province control(unless they are ideologically alligned, dwarfs-dwarfs, elves-elves, etc.), so if settlement is held by another unfriendly faction, its very likelly they will try fight for it. It might take bit time, but it can give you time to deal with another threat first. Its not without risks, they will hate you for selling settlement to enemy, but if both sides are strong, they will get stuck in that war for while. You can groom some friendly faction to protect your border that way. Just keep grabbing what they lost and sell it back to them, so they can regrow again and be thorn in your enemy side without direct need for Deffensive or Military aliance that can push you into wrong war at the wrong time(looking at you, Ogres). And its very profitable aswell. You can make tons of money selling settlements to rich factions like Vampires. Carstein Bank is always open.
At 8:30 you could easily use Lightning Strike to achieve the same thing, but it's still a great find that this works too, I would never discover it myself so thanks.
Another useful Diplomacy trick for dealing with huge alliances is to ask one of their enemies to join the war. In that case you just end up fighting that one faction instead of the whole alliance.
Maybe this tip seems obvious or didn’t fit in with these more tactical techniques, but I find the most beneficial lesson I’ve learned is to always try to charge an AI faction to join wars or make peace. You can even make a good deal of extra coin by joining distant faction’s wars and then often making peace with the target ten turns later! You can really boost a lackluster economy this way and keep up in Legendary difficulty or as someone surrounded like Franz.
Great video again. A couple of things you could've added. Tip 1. The difference between ambush success chance and ambush spot chance. Tip 2. Killing the enemy lord gives more loot, food for Skaven, xp etc so it's well worth chasing the lord down, especially if it's your turn and you know you can attack the army again that turn as they won't recruit a replacement lord on your turn.
Also, a tip adding to the tip #2: if you have slow army, which has a problem dealing with fast army, like rats, instead of fighting manual battle, you can autoresolve and if it is in your favor, you will kill all of the enemies. Sometimes it is more beneficial, than fight manually, they bombard you with spells and route, fight again - autoresolve deletes this.
RoR Situation: This is one thing I love about Mortal Chaos and the Blessed units in Lizardmen. Instant Army! 1 Thing I will say about attacking the backline. You were under pressure but I love taking 2 turns. 1) Sack the City for all the money 2) Raze it to the ground.
The lizardmen blessed units are another good way to quickly recruit a stop-gap army like the RoR method. I usually end up with blessed skinks, cold ones, and saurus that I dont field immediately. Less expensive than RoR but rarer.
Remember for almost all infantry & missile units, when you have them taken them down to less than 10 individuals the unit will be disbanded after the battle. So keep an eye when chasing down routing units that you might be better switching targets rather than completely annihilating one for no extra benefit
@@stansmit4168 To be more precise, if a unit has less than 5% of it's models at the end when you lost the battle or less than 10% when you won it, the unit dies. But losing units when you win is cringe so don't even brag that you've managed to do that.
I am a fool! That third trick is something I really needed! I never thought of doing that and always got exhausted with stale mates! Gotta go deep next time! Ty Daddy Zerko for these tips!
One thing about tip #2: if you're certain that you will get the chance to wipe out the other army completely after the battle, bring their lord down to low hp but DON'T kill it. If the lord dies, they'll replace it with another one at full health, so leaving the old one alive can make it easier. You might want to wound it though if it's a legendary lord or immortal, since they'll still gain xp from the lost battle if not wounded. Still, I've had battles i only barely won and finishing off their lord made the follow-up battle next to impossible, due to that full-hp replacement
#6. You can sell your settlements to your allies or factions you don't care the way the enemy won't pass these territories. Helps a lot when you are not in charge to deal with enemy factions for some reasons
Honestly, I’m at the point where I think auto resolve has become too strong. Even if you get a pyrrhic victory, auto-resolve will typically destroy the entire enemy army, whereas a victory of the same nature that you fought might end up with several units escaping to hide, encamp and reinforce/replenish or BOTH if against certain factions. Why risk it? Just auto resolve, wipe the army out and take the minor losses compared to wiping out an entire enemy army stack. Or more since I've been finding that I'll often get Heroic Victories for auto resolve. This might be controversial, but the old Auto Resolve system was a dice roll system for a reason. It forced you to fight your most crucial of battles while allowing you to handwave the trivial and less consequential ones.
You need to increass you're battle difficult to at least hard so it's slightly AI favoured and doesn't give player cheats Then it will encourage you to battle to get a better result
I've done all of these tricks except 4, since the begining. With Nurgle faction, you can do the "hire a new lord and recruit army" to save the settlement instantly, anywhere, without using RoR
Campaign tip: The AI LOVES to trade for your settlements. On my last campaign I sold an uninhabitable tier one norsca settlement on the brink of rebellion to Franz for 38,000 gold. This is good if you are playing a minor faction like Golden Order and have a rich powerful ally (Reikland). You don't need to control territory to win, just occupy raze or loot lots of different locations usually. So just keep a few provinces and let the overpowered AI ally manage the territory with their 20 full stack armies.. This is also good for quick diplomacy, you can bribe factions into trade and defensive alliance easily with a settlement gift.
My own addition to kill routing, if it’s not a LL or high levels Lord it’s always better to keep them low HP instead of killing them so you can easily kill them for the morale debuff whenever you want in the next battle, otherwise the army gets a generic full HP lord
To kill-routing one thing is Important: The unit gets HP after the battle ONLY by entities alive (except for single entities), so for a normal 120 unit its almost non noticable, but for trolls, the 11 left would get the unit to 11/16 of their max health after battle, no matter the actual HP. This is why things like "if the unit is above X health, no entity can die" are really strong for overall campaign strenght.
Biggest game changing tri k I discovered is stop attack marching with back space in zone of control to trap enemy armies. It's technically an exploit but it doesn't feel cheesy at all to me.
Afaik, for any non-single unit, every entity fully heals between battles - trolls and other units will have more health after battle end, regeneration or not.
Mh... that bait tactic got me thinking about permanently attaching a small army (General plus maybe 6 more units) to a full stack. Not as costly as a full army but able to give much needed aid to the full stack during battle: I always have the feeling I have just not enough units (even though I am at max 20 units), like I am missing just a little more punch or staying power. Plus you can use it as bait like seen here or use it for garrison duties where a full stack would be just overkill and send the main army off to where it is better utilized.
With the roar police method if you had a respect lord in background say level 20 or 30 or more. spec the Lord out to help buff the army out more then higher regiments of reneon. You can then batter them back.
For tip #1 I’ve played games where I’ve had a somewhat strong army in ambush stance, with a bait army and the ai refused to attack bait army. I moved my bait army away and my ambushing army away. The ai then moves. So the ai can definitely see my armies. Kinda bs. I’m playing on Normal/Normal. Oh and I was playing as chaos drawves too. That was when they first launched idk if they fixed that.
I'm not 100% sure, but how I think it works is The ambush chance is calculated at the start of the enemies turn. If you succeed, the enemy can't see you. But if you fail the AI can not only see you (so they could avoid your strong army entirely), but can also enter that armies radius as if they weren't in the ambush stance
Using RoR for emergency armies depends on faction and units for me. LIke, the gun ROR units wit skaven. I make sure Ikit always gets em to give him early game firepower. but the melee units I do save just in case.
one thing I like to do when an army routs and I cannot kill a lot of units or do a lot of damage to them, if their lord is still alive but at low hp, I will let it escape, since if it dies it will get replaced by a full hp lord leading that army the next turn. also any non single entity unit below 10% max hp will get destroyed at the end of the battle if they lose.
Strategy 5 is even better with factions that have other ways to insta summon units, like lizardmens or vampires. You can spawn a 20 stack army out of nowhere It also applies to IA factions. Sometimes, they manifest stacks out of thin air, especially vampire counts
You can't sack and raze during the same turn can you? But you could sack, occupy to get end turn replenishment, sell all buildings before hitting end turn and then abandon settlement on the next turn. In this case tho, dwarf armies were right behind so you can't afford to sell buildings, just abandon the city rightaway in this case but at least you still get the sacking money.
Concerning number 2, hit them deep, on Legendary very hard it is advisable to start by killing the strongest enemy army regardless of where you start taking the territory, otherwise the AI will tend to attack you where you are more vulnerable. Also if you take down their biggest guns their strengh rating will plummet making it less likely that the AI will counter-attack in your own territory. Otherwise solid advice overall!
I wish RoR were recruited like normal units using their normal recruitment buildings. Would rather utilize them in my normal armies and just have some kind of merc system for emergency armies. Just wastes the potential for RoRs
Didn`t know about the SIEGE ISOLATION trick. And I have like 900 hours in the game. Thats why I like these kind of videos so mch. There always something interessting to pick up and take hom
second tip, i am not sure about killing the general when you follow up the units, when he is almost dead, you can kill him easy in the next battle and so make it easy to inflict the moral lost for losing the general
Actually, for tip n°2, dont kill the lord but leave it with just a pinch of health, so in the next battle you can kill it easily and make everything route
Siege isolation always struck me as the most ridiculous of these exploits. I think if that’s going to remain possible then the game should force a reinforcement battle before the main battle where your lone unit is isolated until your main army can join in - thus your diversionary unit would have to face a whole army by themselves for about two minutes until your army could join - at the same time as their reinforcing stack. IRL you’d just sally forth and crush them, you wouldn’t just stand there on the ramparts cursing the siege of one bloke on a horse! 😂
When ambushing little extra tip for if the enemy have 2 proper armies (both lord led, neither are a garrison). The AI tends to move the smaller of the 2 forces into reinforcement range 1st so if your ambushing army is in front the you will fight that one but if you want to target their bigger force then set your ambushing army behind your bait army. Though there is a higher chance your ambush will fail it can be advantageous to wipe a larger force 1st.
The one thing I do when chasing down enemy lords is actually not kill them in those situations, if you leave then super low you can kill them super easy in the next battle and making the enemy take that leadership penalty, more for battles you will have to fight twice instead of fight once autoresolve once tho.
Something to keep in mind, that Zerk might've just forgotten to mention: The AI knows where all your forces are at all times regardless of fog-of-war UNLESS an army is in ambush stance. This can be used to get the AI to shift forces away from certain areas via strategic feints, to stop them from potentially reinforcing a region, or to forestall an interception of your army. Personally, I have found that outside of playing Skaven, the actual ambush battle itself (if you even get it) is the least impressive part of that stance.
About tip number 2: if not a settlement battle, beat the lord to low health but DO NOT KILL IT. If you do he will be replaced by a full health one. But hey i still didnt try tww3, still playing only tww2
Hey Zerkovich, have you ever done a video on defense in depth with factions like Chaos Dwarves, Skaven, etc...? Might be a cool idea for a tactics video
huh iv been playing total war games for a very long time and i never once thought to do number 4 though now that im thinking about it i dont remember if encircle was a mechanic in rome, shogun or any of the older titles, also on number 5 when you say its ok to lose garrison troops i just want to point out for everyone that they level up too so if you can fight it manually to make sure none of them die it will be a big help in the long run
I did not know any of the tips. Thank you. Last settlement in kislev region where the first northcan faction just camps. I always thought how mouch bullshiz it wass. Now i cann bait him
Killing the routing wounded lord is not always the best option. Depends on his level. If you kill him and the enemy army survives, a full health lord will emerge instead.
I find that sometimes it can be worth it to let the enemy throw themselves against some of your stronger garrisons while you go and take out their capital, eliminating any chance they had at recovering their losses.
The siege isolation tip arguably the best one in here. Super annoying when these shithouse AIs stack 2-3 stacks of troops right next to a settlement and you need to slog through them.
If you know you will be facing the army again, isn't it advised to not fully kill the lord off but instead get it very low health otherwise they will replace it after the battle? Or is that only if there is a turn in between?
Always find it funny how they can seduce units. "What happened to my Kossars?!" Well sir, you see they did a dance and now the kossars are simping for their demons.
I just wanna critique the #1. If you place the bait army outside of the edge of your reinforce zone of the larger force the enemy will always attack. By placing the bait army between your ambush the enemy will move to the location of your army after you retreat and a tiny bit more. This will allow your ambush army to still trigger, is more likely to not be detected being further back AND there is a good probability that your bait army can still participate since it typically only retreats as far as a reinforcement zone and done right will end up with in.
And to add, this really works well when you're trying to chase down the whack a mole army inside your territory as I've never seen the Ai not attack a bait army that isn't being reinforced in even the hardest difficulties EVEN if your main attack force isn't in ambush near by.
@@TotalWarriorLegends Nono, if the bait army is just outside your ambushing armies reinforcement zone. If you place the bait in such a way that the enemy moves directly to the ambush army and then retreat. The enemy army will assume the location your bait army was AND move every so slightly closer to the ambush army. There is always that programmed adjustment armies make when they either enter a battle or force a retreat. That adjustment would place them in the zone of control of the ambush army if done correctly.
This can technically work in your favor while not in ambush too. As the Ai will always try and maul a tiny army of yours regardless of a nearby doom stack. So long as this is done at the further end of the Ai's travel distance for that turn.
I mean, this is what has saved my Blood Keepers campaign on legendary with Mixus unlocker. Khorne faction without movement bonuses surrounded/at war with Brittonia, Empire, Vampire Coast and Itza by turn 4 lol.
Secure your privacy with Surfshark! Enter coupon code ZERKOVICH for an extra 3 months free at surfshark.deals/zerkovich
More Noob and tricks guide!!!
I have a question can you do a updated version of the factions with lords,heros and everything if you can
About the point #2, only single entitites leave with the same health they had in battle. Multientity units leave with the models they had in battle but each fully healed. So if a unit of minos flee with 11 models out of 12 they will have 90% of the health the next time no matter how beaten up they were in battle.
Also, you dont need to kill the unit completely, just leave it with less than 10% of the models. (a bit less if you lose the battle)
Unit in the losing army with less than 20% models will get wiped out, 5% for the winning side
I'd say the Empire is the one which benefits from the last tip the most. Taking into acoount the elector counts troops, so in the later stages of the campaign, especially when going against Crysis'es you can instantly spawn a very balanced stack with infantry, handgunners, cavalry and even a mortar which can later, after, for example defending a city, be capable of even doing some offence on their own.
Yeah Empire is great at this. Lizardmen have some blessed units aswell i think.
And I cant remember but rakart (or however you spell it) the dark elf beast lord have some extra options aswell
You can’t quite do a full stack with just the State Troops, but unlike RoRs, you can have multiple State Troops, you just have to wait the 15 turns it takes for them to refresh or the Summon Elector Counts action available to refresh the units.
Dawi also excel at this. You can rally up a bunch of Slayers quickly and at minimal cost. Add in some RoR units too, and you've got a nasty surprise for someone
Lizardmen are even stronger with this if you save up a large number of blessed spawnings.
@@crazyshak4827 yes, but a stack full of slayers is going to melt before any army with a modicum of ranged units
For Ambush, the ambushing army doesn't actually need to be in front. You just need the bait army to be within the zone of control for the ambush army. Often, I have the ambush army just in the enemy territory (usually raiding) and then the ambushing army right behind in my territory to replenish after the battle
When the trees start talking Kislevite
at least the snow isn't speaking finnish
Kislev
Tip for number 2 killing routing enemies after a battle. Any of the dog units are extremely effective at this. The dire wolves for vampire counts, scurvy dogs for coast etc. You can easily rack up 200-700 kills depending on the army you are fighting with these units.
My favorite use for wolves is eating cowards.
I keep a couple wolves in my vampire armies just for this. Yeah they may harass some archers here and there if they get the chance but I use them almost exclusively to finish off any troops that are routing to make sure they don't come back.
lol i play practically using all tips here and was completely unaware of Siege isolation, Thanks Zerkovic. May add though, siege a settlement with one army and the second one put it in reinforcement range in ambush stance if the army garrisoned or the garrison attack they could fall in ambush and make the encounter easier.
I would add to the ambush trap that you also may want to put your ambush army slightly behind the bait army to try and lure in more AI armies. The AI tends to first send in armies to reinforce the attack if able, right at the edge of the engagement zone with the bait army, not triggering the ambush yet and they tend to do forced march as well. Have had several times where the AI fell for this were I wiped out one army in a ambush and then a second or third afterwards on my turn that way.
Depending on situation, it may not be a bad idea to leave their lord alive if the initial battle was instigated on the AI turn. Killing their lord on their turn lets them recruit a new full HP lord if it is an open field fight instead of attacking out of a siege.
The other side of that being that a new lord means more experience for killing them.
Their army also gets a leadership penalty when a lord dies, so a singular weak lord can help with breaking a garrison's leadership. Especially if you have a dualist lord/hero. Of course that's assuming that the AI doesn't start recruiting with that lord
0:38 Another trick, try to end turn on owned, or allied, territory to be able to replenish if you fight a battle during the end turn, and always avoid taking attrition, like in this case.
As a German fan of your chanel i must clearly admit that your pronounciation of "Oh Schei**e" increased very well over the last years.
I just heard it, checked the comments if anyone noticed it and it's even the first comment I see xD
Fuckin love his accent in this should not get much more better
Guten Tag
@@atil4s406 exactely what happened now to me 😂
German here this german is right about your german skill increase
For the ambush tip, it works even better if the bait army is in recruitment stance or encamp stance recruiting units, because for some reason the AI will target you more if you are recruiting units and if you arent then there is a chance that the AI will see it and think nothing of it, going in another direction
Yeaah true on this one.
Yeah, they definitely target you more if you're recruiting, i also feel like they prioritize attacking settlements that are in the process of building/upgrading, especially the settlement itself and defensive structures
great tip thank you!
I have a couple good tips for some beginners...
Never join military alliances. Well, maybe not never, but at least not until you're a superpower of your own. Allies drag you into wars constantly in this game when you're already bogged down by 7 others.
Also, if you see an enemy move on the map and then go invisible near you (likely ambush stance) move in encamp stance so you have the added ambush defense chance :)
Yup, I once entered a military alliance with Har Ganeth, she kept on entering wars every turn, or close to.
I restarted my campaign once I was at war with 38 factions.
Yes almost always better to go with defensive allliance unless they are a member of your own race that you can confederate
@@Weberkooks actually this brings up another good point. ATM I don't remember how confederation works, but I know vassals are far easier to acquire if you do not enter into defensive or military alliances :)
With that's specific faction***
I remember when fucking rats ambushed me while I was in a raiding camp stance! Is 75% ambush protection chance just a joke for you, Queek? Somehow Grom and his gobbos managed to pull out a heroic victory against 3 stacks of skaven.
Just starting out. I love running down routed units. Converting their retreat into a much more serious defeat in detail. Wolves do this so well it's like they were made for it.
0:30 pro tip, if you put that "bait" army in force march mode, the ia will fall for it more often
On #5 if I have a lot of territory to cover and not enough armies to cover surprised attacks on my undefended settlements, I keep a General(s) (preferably a magic wielder) in ready reserve, I first make sure they are high enough level to be well skilled and have a mount . In Warhammer 2 I make sure they have magic items/gear already on em before I dismiss them to the reserves, W3 you don't have to worry since you can instantly transfer items to a lord. In W2 you can also you use the ogre mercenaries like the RoR but if you dismiss them they're gone for good.
One on strategical level. You can initiate war between two factions that doesnt like each other much, by selling settlement to one side thats in province held by another. AI will always fight for full province control(unless they are ideologically alligned, dwarfs-dwarfs, elves-elves, etc.), so if settlement is held by another unfriendly faction, its very likelly they will try fight for it. It might take bit time, but it can give you time to deal with another threat first. Its not without risks, they will hate you for selling settlement to enemy, but if both sides are strong, they will get stuck in that war for while.
You can groom some friendly faction to protect your border that way. Just keep grabbing what they lost and sell it back to them, so they can regrow again and be thorn in your enemy side without direct need for Deffensive or Military aliance that can push you into wrong war at the wrong time(looking at you, Ogres).
And its very profitable aswell. You can make tons of money selling settlements to rich factions like Vampires. Carstein Bank is always open.
At 8:30 you could easily use Lightning Strike to achieve the same thing, but it's still a great find that this works too, I would never discover it myself so thanks.
Another useful Diplomacy trick for dealing with huge alliances is to ask one of their enemies to join the war. In that case you just end up fighting that one faction instead of the whole alliance.
Maybe this tip seems obvious or didn’t fit in with these more tactical techniques, but I find the most beneficial lesson I’ve learned is to always try to charge an AI faction to join wars or make peace. You can even make a good deal of extra coin by joining distant faction’s wars and then often making peace with the target ten turns later! You can really boost a lackluster economy this way and keep up in Legendary difficulty or as someone surrounded like Franz.
To be clear, even if you just want to declare for your own sake, check to see it any AIs will pay you to do it!
Great video again. A couple of things you could've added.
Tip 1. The difference between ambush success chance and ambush spot chance.
Tip 2. Killing the enemy lord gives more loot, food for Skaven, xp etc so it's well worth chasing the lord down, especially if it's your turn and you know you can attack the army again that turn as they won't recruit a replacement lord on your turn.
Also, a tip adding to the tip #2: if you have slow army, which has a problem dealing with fast army, like rats, instead of fighting manual battle, you can autoresolve and if it is in your favor, you will kill all of the enemies. Sometimes it is more beneficial, than fight manually, they bombard you with spells and route, fight again - autoresolve deletes this.
RoR Situation: This is one thing I love about Mortal Chaos and the Blessed units in Lizardmen. Instant Army!
1 Thing I will say about attacking the backline. You were under pressure but I love taking 2 turns. 1) Sack the City for all the money 2) Raze it to the ground.
The lizardmen blessed units are another good way to quickly recruit a stop-gap army like the RoR method. I usually end up with blessed skinks, cold ones, and saurus that I dont field immediately. Less expensive than RoR but rarer.
Remember for almost all infantry & missile units, when you have them taken them down to less than 10 individuals the unit will be disbanded after the battle. So keep an eye when chasing down routing units that you might be better switching targets rather than completely annihilating one for no extra benefit
Wrong, it's not 10 entities. Its 5% or less. So a card with 6/100 kossars will not disappear but 6/120 bretonian peasants will.
@@Mr2Helios I knew there was a caveat that I’d missed, thanks for pointing out
Fake news. It's % based.
@@Mr2Heliosless then 10% in my experience, so 9/100 should disappear
@@stansmit4168 To be more precise, if a unit has less than 5% of it's models at the end when you lost the battle or less than 10% when you won it, the unit dies. But losing units when you win is cringe so don't even brag that you've managed to do that.
About #5 I just sell the settlement to anyone in range, if there is no way to save it. It also helps to force trespass this way
I am a fool! That third trick is something I really needed! I never thought of doing that and always got exhausted with stale mates! Gotta go deep next time! Ty Daddy Zerko for these tips!
One thing about tip #2: if you're certain that you will get the chance to wipe out the other army completely after the battle, bring their lord down to low hp but DON'T kill it. If the lord dies, they'll replace it with another one at full health, so leaving the old one alive can make it easier. You might want to wound it though if it's a legendary lord or immortal, since they'll still gain xp from the lost battle if not wounded.
Still, I've had battles i only barely won and finishing off their lord made the follow-up battle next to impossible, due to that full-hp replacement
yep I also do this for normal lord, but better kill legendary lord for the traits
i intentionally do the oppostie to level up my lord
Thank you! I am new to Total War Warhammer universe, and i am still learning. With videos like you and Legend's, i may become better at the game.
as a woodelf main i can confirm ambush trap really good
#6. You can sell your settlements to your allies or factions you don't care the way the enemy won't pass these territories. Helps a lot when you are not in charge to deal with enemy factions for some reasons
Honestly, I’m at the point where I think auto resolve has become too strong.
Even if you get a pyrrhic victory, auto-resolve will typically destroy the entire enemy army, whereas a victory of the same nature that you fought might end up with several units escaping to hide, encamp and reinforce/replenish or BOTH if against certain factions.
Why risk it? Just auto resolve, wipe the army out and take the minor losses compared to wiping out an entire enemy army stack. Or more since I've been finding that I'll often get Heroic Victories for auto resolve.
This might be controversial, but the old Auto Resolve system was a dice roll system for a reason. It forced you to fight your most crucial of battles while allowing you to handwave the trivial and less consequential ones.
You need to increass you're battle difficult to at least hard so it's slightly AI favoured and doesn't give player cheats
Then it will encourage you to battle to get a better result
I've done all of these tricks except 4, since the begining. With Nurgle faction, you can do the "hire a new lord and recruit army" to save the settlement instantly, anywhere, without using RoR
Campaign tip: The AI LOVES to trade for your settlements. On my last campaign I sold an uninhabitable tier one norsca settlement on the brink of rebellion to Franz for 38,000 gold. This is good if you are playing a minor faction like Golden Order and have a rich powerful ally (Reikland). You don't need to control territory to win, just occupy raze or loot lots of different locations usually. So just keep a few provinces and let the overpowered AI ally manage the territory with their 20 full stack armies.. This is also good for quick diplomacy, you can bribe factions into trade and defensive alliance easily with a settlement gift.
My own addition to kill routing, if it’s not a LL or high levels Lord it’s always better to keep them low HP instead of killing them so you can easily kill them for the morale debuff whenever you want in the next battle, otherwise the army gets a generic full HP lord
The ror insta spawn is crazy with lizardmen blessed spawn, you can pretty easily have 10-15 units ready to go at all times
To kill-routing one thing is Important: The unit gets HP after the battle ONLY by entities alive (except for single entities), so for a normal 120 unit its almost non noticable, but for trolls, the 11 left would get the unit to 11/16 of their max health after battle, no matter the actual HP. This is why things like "if the unit is above X health, no entity can die" are really strong for overall campaign strenght.
Biggest game changing tri k I discovered is stop attack marching with back space in zone of control to trap enemy armies. It's technically an exploit but it doesn't feel cheesy at all to me.
2000+ hours in Warhammer and still #4 was new to me, wow.
how could you not realize it? the AI does it all the time
@@detorrV2 good question.
I wondered from time to time when it happened, but never understood what it was.
The only one I didn’t know was isolating the armies by sieges. That was very useful so thank you for that! 👍
For the last tip, if you really know you can't hold a city, you can also sell it to another faction for a shit ton of money or diplomacy edge.
Zerkovich speaking Australian accent was one of the best things I heard recently
i love it when you say "ohhh scheisse " it always cheers me up^^
Only Dragons in that large Army at the beginning of the video? Love it :D
Afaik, for any non-single unit, every entity fully heals between battles - trolls and other units will have more health after battle end, regeneration or not.
Another small tip would be to have tombs Kings as allies and put their units in your army as they have no up keep
Mh... that bait tactic got me thinking about permanently attaching a small army (General plus maybe 6 more units) to a full stack. Not as costly as a full army but able to give much needed aid to the full stack during battle: I always have the feeling I have just not enough units (even though I am at max 20 units), like I am missing just a little more punch or staying power. Plus you can use it as bait like seen here or use it for garrison duties where a full stack would be just overkill and send the main army off to where it is better utilized.
I have played thousands of hours in this series and never knew about #2!
With the roar police method if you had a respect lord in background say level 20 or 30 or more. spec the Lord out to help buff the army out more then higher regiments of reneon. You can then batter them back.
damn good tips here. i never thought about many of these. especially the "hit em deep and then raze" niiice
For tip #1 I’ve played games where I’ve had a somewhat strong army in ambush stance, with a bait army and the ai refused to attack bait army. I moved my bait army away and my ambushing army away. The ai then moves. So the ai can definitely see my armies. Kinda bs. I’m playing on Normal/Normal. Oh and I was playing as chaos drawves too. That was when they first launched idk if they fixed that.
I'm not 100% sure, but how I think it works is
The ambush chance is calculated at the start of the enemies turn. If you succeed, the enemy can't see you. But if you fail the AI can not only see you (so they could avoid your strong army entirely), but can also enter that armies radius as if they weren't in the ambush stance
Using RoR for emergency armies depends on faction and units for me.
LIke, the gun ROR units wit skaven.
I make sure Ikit always gets em to give him early game firepower.
but the melee units I do save just in case.
one thing I like to do when an army routs and I cannot kill a lot of units or do a lot of damage to them, if their lord is still alive but at low hp, I will let it escape, since if it dies it will get replaced by a full hp lord leading that army the next turn. also any non single entity unit below 10% max hp will get destroyed at the end of the battle if they lose.
Strategy 5 is even better with factions that have other ways to insta summon units, like lizardmens or vampires. You can spawn a 20 stack army out of nowhere
It also applies to IA factions. Sometimes, they manifest stacks out of thin air, especially vampire counts
This is why I like to have 4-5 cav units (or hounds early game) regardless of race. So I can run down runners.
Definitely the funniest Warhammer TH-camr around!
You're my favorite streamer Zer, always makes my day a little better to watch one of your videos before bed or when I play myself
First Sack, then Raze! (Movement range allowing)
That passed 68k hurt my soul.
You can't sack and raze during the same turn can you? But you could sack, occupy to get end turn replenishment, sell all buildings before hitting end turn and then abandon settlement on the next turn. In this case tho, dwarf armies were right behind so you can't afford to sell buildings, just abandon the city rightaway in this case but at least you still get the sacking money.
i dont think thats possible in Warhammer 3, ive never gotten it to work anyways
Damn, some good tips here, didn't know the ambush trick and the siege-divide trick
Concerning number 2, hit them deep, on Legendary very hard it is advisable to start by killing the strongest enemy army regardless of where you start taking the territory, otherwise the AI will tend to attack you where you are more vulnerable. Also if you take down their biggest guns their strengh rating will plummet making it less likely that the AI will counter-attack in your own territory. Otherwise solid advice overall!
I discovered the RoR emergency last night and its clutch
I wish RoR were recruited like normal units using their normal recruitment buildings. Would rather utilize them in my normal armies and just have some kind of merc system for emergency armies. Just wastes the potential for RoRs
I don't even play the game anymore, and yet, I still watch your vids about it.
Didn`t know about the SIEGE ISOLATION trick. And I have like 900 hours in the game.
Thats why I like these kind of videos so mch. There always something interessting to pick up and take hom
second tip, i am not sure about killing the general when you follow up the units, when he is almost dead, you can kill him easy in the next battle and so make it easy to inflict the moral lost for losing the general
Actually, for tip n°2, dont kill the lord but leave it with just a pinch of health, so in the next battle you can kill it easily and make everything route
Looting then razing the stunties' small towns is a must for any successful campaign.
Siege isolation always struck me as the most ridiculous of these exploits. I think if that’s going to remain possible then the game should force a reinforcement battle before the main battle where your lone unit is isolated until your main army can join in - thus your diversionary unit would have to face a whole army by themselves for about two minutes until your army could join - at the same time as their reinforcing stack. IRL you’d just sally forth and crush them, you wouldn’t just stand there on the ramparts cursing the siege of one bloke on a horse! 😂
If you want to improve the odds that the AI will go after your bait army, recruit something with the bait army.
Great video, I've learnt some nice little tips now for my campaigns! Thank you!
When ambushing little extra tip for if the enemy have 2 proper armies (both lord led, neither are a garrison).
The AI tends to move the smaller of the 2 forces into reinforcement range 1st so if your ambushing army is in front the you will fight that one but if you want to target their bigger force then set your ambushing army behind your bait army. Though there is a higher chance your ambush will fail it can be advantageous to wipe a larger force 1st.
i like make "city ambush" is like what u show but using a empty city as bait and then set an army on ambush near the town, there are often forest too
Seeing the green skins raze Karaz-a-karak hurt my soul. Another grudge in the book
I did all these things. I'm glad I'm not a noob. :D
Thank you for the reminder.
The one thing I do when chasing down enemy lords is actually not kill them in those situations, if you leave then super low you can kill them super easy in the next battle and making the enemy take that leadership penalty, more for battles you will have to fight twice instead of fight once autoresolve once tho.
Thanks to Zerkovich for creating this content
Something to keep in mind, that Zerk might've just forgotten to mention: The AI knows where all your forces are at all times regardless of fog-of-war UNLESS an army is in ambush stance. This can be used to get the AI to shift forces away from certain areas via strategic feints, to stop them from potentially reinforcing a region, or to forestall an interception of your army.
Personally, I have found that outside of playing Skaven, the actual ambush battle itself (if you even get it) is the least impressive part of that stance.
got almost 500 hours in this game and even more in tw:wh2, had no idea about trees giving extra ambush chance.
You have opened my strategic mind to new possibilities.
I just realized you can do siege isolation tactic. Damn should have known early and most of my sieges won't be pain in the a..
We need a whole " Oh Scheiße" vidoe from you !
About tip number 2: if not a settlement battle, beat the lord to low health but DO NOT KILL IT. If you do he will be replaced by a full health one. But hey i still didnt try tww3, still playing only tww2
Hey Zerkovich, have you ever done a video on defense in depth with factions like Chaos Dwarves, Skaven, etc...? Might be a cool idea for a tactics video
huh iv been playing total war games for a very long time and i never once thought to do number 4 though now that im thinking about it i dont remember if encircle was a mechanic in rome, shogun or any of the older titles, also on number 5 when you say its ok to lose garrison troops i just want to point out for everyone that they level up too so if you can fight it manually to make sure none of them die it will be a big help in the long run
Great time for a solid refresher on TWWH3!
Oh my god the trees?!
I was wondering why my ambush chance felt so shizophrenic
I did not know any of the tips. Thank you. Last settlement in kislev region where the first northcan faction just camps. I always thought how mouch bullshiz it wass. Now i cann bait him
I have been playing total war since Rome. But I see a NOOB guide I still click.
Killing the routing wounded lord is not always the best option. Depends on his level. If you kill him and the enemy army survives, a full health lord will emerge instead.
You have better videos than the bigger channels
Siege isolation with a single lord has tf2 soldier vibes. "We have you surrounded, at least from this side!"
The commercial was hilarious XD
I find that sometimes it can be worth it to let the enemy throw themselves against some of your stronger garrisons while you go and take out their capital, eliminating any chance they had at recovering their losses.
The siege isolation tip arguably the best one in here. Super annoying when these shithouse AIs stack 2-3 stacks of troops right next to a settlement and you need to slog through them.
If you know you will be facing the army again, isn't it advised to not fully kill the lord off but instead get it very low health otherwise they will replace it after the battle? Or is that only if there is a turn in between?
Been playing TW titles for years.. never thought to ever continue after the victory pop up. Nice.
Always find it funny how they can seduce units. "What happened to my Kossars?!" Well sir, you see they did a dance and now the kossars are simping for their demons.
Been playing total war games for 4 years and number 4 is something I didn't know you could do lmao
I just wanna critique the #1. If you place the bait army outside of the edge of your reinforce zone of the larger force the enemy will always attack. By placing the bait army between your ambush the enemy will move to the location of your army after you retreat and a tiny bit more. This will allow your ambush army to still trigger, is more likely to not be detected being further back AND there is a good probability that your bait army can still participate since it typically only retreats as far as a reinforcement zone and done right will end up with in.
And to add, this really works well when you're trying to chase down the whack a mole army inside your territory as I've never seen the Ai not attack a bait army that isn't being reinforced in even the hardest difficulties EVEN if your main attack force isn't in ambush near by.
What do you mean? So If you place the bait army in the zone of control of the ambush army? Could you explain it in detailed please
@@TotalWarriorLegends Nono, if the bait army is just outside your ambushing armies reinforcement zone. If you place the bait in such a way that the enemy moves directly to the ambush army and then retreat. The enemy army will assume the location your bait army was AND move every so slightly closer to the ambush army. There is always that programmed adjustment armies make when they either enter a battle or force a retreat. That adjustment would place them in the zone of control of the ambush army if done correctly.
This can technically work in your favor while not in ambush too. As the Ai will always try and maul a tiny army of yours regardless of a nearby doom stack. So long as this is done at the further end of the Ai's travel distance for that turn.
I mean, this is what has saved my Blood Keepers campaign on legendary with Mixus unlocker. Khorne faction without movement bonuses surrounded/at war with Brittonia, Empire, Vampire Coast and Itza by turn 4 lol.
Do you think there could be a chance of a dune total war game? Because there is melee combat and stuff?
I'm hoping they eventually try for Age of Sigma as a spring board into the new lore.