Patch 4.0 Weakest Legendary Lord Campaigns – Total War: Warhammer 3 Immortal Empires



The weakest legendary lord campaigns in Total War: Warhammer 3 Immortal Empires.

00:00 – Luthor Harkon
07:54 – Lord Mazdamundi
13:20 – Karl Franz
20:18 – Tzarina Katarin
29:24 – Greasus Goldtooth

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23 thoughts on “Patch 4.0 Weakest Legendary Lord Campaigns – Total War: Warhammer 3 Immortal Empires”

  1. I actually might disagree with your take on Katarin, I enjoyed that campaign because of the variety of enemies, though I admit the campaign was easier for me because drycha attacked vampires for some pointless reason

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  2. This has got me thinking, About Teclis, Is he better than a Archmage, His faction effect turn 1 rank 6 Archmage, And when you do get the influence for a top tier Archmage and the possible effects you can get on the Archmages other than minor casting differences is Teclis better ?.

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  3. Haha Mazdamundi? What? Once he's leveled he solos armies. Spam javelin skinks early to defeat Skeggi. Each unit of skinks can kill an entire unit of horsemen with their ammo. Lizard men still make an ungodly amount of money late game and they don't really rely on trade to do so. Saurus warriors are one of the most cost effective units in the game.

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  4. Queen Bess is still the best unit in the game I love VC one they need to be able to confederate and 2 they need 1 more step in between depth guard and the pirate mobs they need like skeleton equivalent like VC does

    They weak for sure but so much fun

    Vc vc that'll help lol

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  5. Franz is tough mid game but if you handle early game will you can weather it. Late game Franz's Empire is still very strong, even if he doesn't have the mountain advantage Gelt gets. Gelt's campaign is actually much harder early on because Vlad can literally solo your armies at level 1.

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  6. Wow man if you haven't confederated some elector states by turn 30 you are for sure doing something wrong. You should for sure have Talabecland and ideally also have conquered Marienburg. Getting Marienburg early is a major factor because their state troops are the most powerful unit in the game, period. Regular grenade launchers are already insane, those guys just murder everything. Two or three can solo many armies.

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  7. Luthor and vampire coast could use some more units. It's not exactly bad at the moment but we've been stuck with the same roster for quite a few years now and it's starting to feel very limited compared to most other races.

    Mazdamundi could use an ability for pre-emptively bombarding enemy armies in battle setup phase similar to Slaanesh's seduction or Ostankya's curses. Maybe using geomantic power which would also need to rework the mediocre geomatic net system whether it's a food-like resource to be used in the campaign map for various purposes or something you prepare in a star chamber like Ikit's workshop or Grom's cauldron.

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  8. Honestly I feel the same with the vampire coast, vampire counts are probably my favourite Faction with the raise dead and healing, if vampire coast had more access to their units, or perhaps getting depth guard earlier perhaps so that their front line could hold against something. Compare this to chaos dwarves who's gun line obliterates anything before reaching them, with high armour and high leadership

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  9. Wtf is with Greesus. Like he is shity lord, but his faction has more than enough power to deal with everything. Ghost is easy great maw spell his entire army… Cathay use hunters in cities on mount to wipe everything, against land battles just use the regular blob and magic, easy wins. Kugath is easy to kill as his army is too slow. Grimgor is the only problém, you have to kill Ghorst and Kugath before Grimgor comes, but again with full ogre bulls army you beat anything he can throw at you, even if they have wagh stacks.
    You play ogres wrong if you struggle too much.

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  10. I found in a campaign with Karl Franz your goal is mainly to fight the enemies of the empire while you wait for confederation opportunities, funneling all the money you get from battles into Reikland. Even though you can't initially take much territory in the empire, there's enough enemies around that are taking and razing settlements from the elector counts that you are able to take territory anyway. I think to have a good campaign with the Empire you just have to play it smart and minimize the number of wars you are in until you manage to start eliminating enemies and confederating elector counts. I actually didn't have any issues with Imperial Authority at all in my campaign.

    I feel like a lot of people just don't know how to play Karl Franz, so they write him off. Military Access pacts are your friend and taking territory shouldn't really be your main goal in the early game (once you gain control of Reikland). That being said, Karl Franz IS NOT a good beginner campaign. It requires using all the mechanics available to you to ensure a smooth campaign.

    I think Empire would benefit from a caravan mechanic and maybe the Elector Counts should be considered vassals so you can gain tribute money in the early game. Otherwise I think they work pretty well.

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