By the time you get around to attacking again to occupy them they'll probably have repaired the damage, and since happiness is reset when you conquer it's not your problem. It pays cash money, and the damage to buildings and public order are your enemy's worry. In the meantime, sack settlements rather than occupying. Once the people are happy you can switch to one that boosts growth or whatever else you need. Controlling an entire province gives the ability to issue Commandments, one of which is a handy boost to public order. When choosing who to attack it's worth taking settlements that make up part of a province you already hold part of, like completing a set in Monopoly. Occupying a settlement results in an immediate hit to happiness that takes time to go away, and if you don't mitigate it with the right buildings, a garrison army, or a character with the right followers and abilities it will lead to rebellion, forcing you to fight at home as well as away. If you push outwards too fast you won't be able to protect yourself, and will also fall victim to the enemy within.Įach faction has to worry about public order–even Vampire Counts have peasants living at the foot of their castles, paying the Blood Tax and locking their doors at night.
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Because of the way Total War: Warhammer's economy works you can only afford a single powerful army at the start (unless you play Greenskins, with their free Waaagh! armies and cheap upkeep), and can only realistically be at war on a single front until mid-game. That's a long-term goal and if you chase it right away you'll set yourself up for all kinds of problems. The enigmatic advisor gives you a mission after you've defeated your first few settlements to take 12 more. Banners should be assigned to specific units on the pre-battle screen, and if you know you're about to get into a big scrap next turn, now is the time to make sure heroes have the right magic items and followers–it takes one turn to reassign them if a hero who is in the wrong place happens to have your protective Dawnstone. The Vampire Counts' cheap Fell Bats are particularly annoying for this but all it takes is one unit of infantry at the rear to drive them off.Įven before deployment there's prep to do. Thanks to flying enemies it's worth leaving one unit at the back near your artillery to protect them from being tangled up in melee when they should be causing as much damage as possible. Vanguard units can be placed in no man's land between deployment zones, and if they also have the Hide ability like Dwarf Miners or Forest Goblin Spider Riders, they can be camouflaged in forests to burst out and flank units as they pass. Generals should be placed centrally so their Leadership bonus can affect as many soldiers as possible and put into combat ASAP. You want infantry units near ranged units to protect them from charges, and cavalry on the flanks to race forward and lap around the edges. If you sign a treaty you'll have to awkwardly expand around them and they'll probably betray you later on anyway, so obliterate them while you can.ĭeployment is important, as Total War: Warhammer does a pretty good job explaining. Several turns later when you have the tutorial enemy on the ropes they'll probably sue for peace, even offering money. Your troops automatically replenish within those borders and you'll be ready to either retreat into a settlement or attack again soon. If you can't catch your enemy (they'll be inside the yellow circle around your general if within range), switch to the marching stance and run back across your border. I lost Azhag The Slaughterer by turn two thanks to this, which is just embarrassing. If you don't they'll either fortify a settlement or regroup alongside that opponent's other army, which is usually nearby, and attack you. If you have enough movement left to pursue and attack again, absolutely do that. Your first battle against them will be simple, but then the survivors flee. Each faction begins at war with one neighbour: Vampire Counts have Templehof the Empire have Empire Secessionists Greenskins have Red Fang and for Dwarfs it's Bloody Spearz.