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Total War:Warhammer 3 - Khorne-Anfängerleitfaden

Blut für den Blutgott, Schädel für den Schädelthron! Khorne, der Chaosgott des Krieges, der Wut und der Stärke, verleiht Total War:Warhammer III einen aggressiven und brutalen Touch. Khorne ist auf mächtige Nahkampfeinheiten spezialisiert und kann schnell sowohl das Schlachtfeld als auch die Kampagnenkarte dominieren und bietet einen unterhaltsamen, rasanten Spielstil, der von einer tödlichen Armeeliste unterstützt wird.

Aktualisiert am 21. Oktober 2022 von Alex Ferriday: Mit der Veröffentlichung des bei Fans beliebten Immortal Empires-Spielmodus gab es nie einen besseren Zeitpunkt, um zu Total War:Warhammer 3 zurückzukehren oder es zum ersten Mal zu spielen. Viele Fraktionen werden anders spielen und mit der häufigen DLC-Implementierung können Sie sicher sein, dass Khorne jetzt und in Zukunft einige Updates erhält. Egal, ob Sie ein langjähriger Veteran sind oder gerade erst anfangen, unser aktualisierter Leitfaden führt Sie durch alle Änderungen, die Khorne während des Lebenszyklus von TW:W3 erfährt.

Khornes Spielstil

Mit so vielen Fraktionen, denen es auf der Karte „Immortal Empires“ zu begegnen gilt, hat Khorne eine Vielzahl von Matchups, da einige Fraktionen leichter mit seinem ziemlich eindimensionalen Spielstil umgehen können.

Bestes Matchup:Vampirfürsten - Das Fehlen von Fernkampftruppen bedeutet, dass Sie sie hauptsächlich in einen Nahkampfkampf verwickeln werden, und hier glänzen Sie. Du hast die nötigen Einheiten, um ihre niedrigstufige Spreu zu zermalmen, und die angeborene Magieresistenz verhindert, dass sie dich mit ihrer starken Magie niederstrecken.

Schlechtestes Duell:Hochelfen - Extrem mächtige Fernkampfeinheiten können deine auf Nahkampf fokussierten Armeen dezimieren, und wenn du nicht erfolgreich flankieren kannst, könnte es schwierig sein, ihre anständigen Frontlinienoptionen zu durchbrechen.

Khorne spielt genau das Gegenteil von Fraktionen wie Tzeentch . Seine Stärken liegen in der schlagkräftigen, aggressiven Nahkampfinfanterie undKavallerie und es fehlt jede wesentliche Zauberwirkung oder Raketeneinheiten. Ihr bevorzugter Spielstil wird im Allgemeinen in den meisten Matchups ähnlich bleiben, rennen Sie auf den Feind zu und töten Sie ihn! Sie sollten damit rechnen, die meisten Infanteriewettbewerbe zu gewinnen , oder zumindest schwere Verluste verursachen, und Sie sind in der Lage, Ihre Flanken zu schützen mit einigen starken Kavallerieoptionen in Form von Bloodcrushers und Schädelbrecher .

Khorne hat keine zuverlässigen Zauberwirker oder Raketennutzer und muss sich hauptsächlich auf Skullcannons verlassen für jede Form von Fernschaden. Khorne ist zwar sehr mächtig, kann aber nicht mit Fraktionen wie Tzeentch mithalten oder Cathay wenn es darum geht, aus der Ferne Schaden zuzufügen. Gegen Fraktionen wie diese ist es am besten, sie entweder mit Kavallerie zu flankieren, ihre Frontlinie zu durchbrechen oder mit Blutdürsternen zu übertreiben . Du solltest im Nahkampf dominieren, und deine Einheiten sind im Gegensatz zu Nurgle auch nicht langsam .

Battlefield-Tipps

Seltsamerweise für den Kriegsgott kann Khorne manchmal auf dem Schlachtfeld kämpfen. Andere Fraktionen haben eine größere Auswahl an Optionen, wobei er immer der Aggressor sein muss . Es ist am besten, sich in die Rolle hineinzulehnen und nicht darauf zu warten, dass Ihre Gegner sich engagieren, sondern stattdessen proaktiv zu sein. Mit beiden Minotauren kannst du sehr effektiv flankieren oder Kavallerie und hol dir deine Blutdürster entweder auf den feindlichen Lord , oder Fernkampftruppen.

Sprengung durch den schwächsten Punkt der Linie deines Gegners ist deine Priorität Nummer eins , da dies es Ihnen ermöglichen kann, feindliche Einheiten zu umzingeln oder auf ihre Distanz zu rennen und sie zum Kiten zu zwingen Während Sie sich im Nahkampf auszeichnen, sollten Sie sich vor feindlichen Zaubersprüchen im Klaren sein das könnte Sie für Blobbing bestrafen .

Du wirst keine Zaubersprüche haben von dir selbst und sind stattdessen auf Lord- und Heldenfähigkeiten sowie Armeefähigkeiten angewiesen . Während einige davon nützlich sein können, microing Zauberwirker sind nichts, worüber du dir Sorgen machen musst, wenn du Khorne spielst.

  • Einige Einheiten, die man meiden sollte, sind die Seelenschleifer von Khorne , und Brut von Khorne . Beide sind ziemlich schwach, und andere Einheiten in Ihrem Besitz können ihre Rolle viel besser erfüllen.

Khorne hat vielleicht nicht die kreativsten Kader zur Auswahl, aber du wirst Infanterie mit dem höchsten Schaden haben in der gesamten Warhammer-Welt.

Kampagnentipps

Während Khorne einige starke Einheiten auf dem Schlachtfeld aufstellen kann, ist es auf der Kampagnenkarte, wo er wirklich glänzt. Die Kombination aus Blutwirt Aderlass, und Blut für den Blutgott ermöglichen es Ihnen, den Schwung auch im sehr frühen Spiel aufrechtzuerhalten. Sie bieten den perfekten Sturm, um einen aggressiven Spielstil zu ermöglichen. Bewegung gewinnen nach Rasieren undGefechte gewinnen ist extrem leistungsfähig, und die Opferauffüllung bereitgestellt von Blootting bedeutet, dass Sie nicht so viel anhalten und heilen müssen wie andere Fraktionen. Verwenden Sie Blutwirte um kleinere Siedlungen zu erobern, während Ihre Hauptarmee die stark verteidigten Gebiete angreift.

Manchmal für Schädel rasend wird besser sein, als für einen Blood Host zu rasen , vor allem wenn es ums Sparen geht. Khorne wird oft mit Verlust arbeiten, da Sie Ihr Einkommen verwalten müssen, um Abnutzung zu verkraften. Both sacking and raiding will help with your cash flow, as well as remembering that Blood Hosts are very expendable, and should be thrown away if income becomes a severe problem. Being able to replenish in foreign territory is absolutely incredible, and means you can keep up the pressure without waiting to heal.

However, this military might does come with a drawback. Khorne is awful at diplomacy , receiving negative relations with every other faction. Get any deals you can in the early game , because by the time you have rampaged across half the world, nobody is going to like you very much...

Key Units

Unit Description Tips
Bloodletters of Khorne
  • Very cost-effective, high damage, semi low durability
  • Your starting melee infantry, these are fantastic for trading up against more valuable enemies, thanks to their magical and armour-piercing attacks
Minotaurs of Khorne (Great Weapons)
  • Khorne's best anti-large unit, good speed, high damage
  • Preferred to the standard Minotaur variant, these are great for taking down large single entity monsters, such as Terracotta Sentinels
Bloodthirster
  • Large, flying, single entity monsters with massive damage output and good speed
  • Great choices for attacking enemy ranged units, these winged Daemons are strong in melee and make a great doomstack
  • A special mention should go to the Skullcannon, as this provides your only strong ranged option and can be useful to round out an army build.

Unique Mechanics

Skulls

Rather fittingly for the Skull God, you will want to gather as much of this unique currency as possible. There are plenty of ways to generate them, including battles, buildings, sieges, and dilemmas. Enemy armies will spawn piles of skulls for you to collect, and Khorne can end up being quite reliant on these, as they are needed in order to occupy settlements and research technologies . If there are ruined settlements in a region with an occupied Khornate one, then there is a chance every turn to passively colonise Die Ruinen. This means you should occupy sparingly, as you can rely on passively spreading your territory without hindering your armies.

Skulls can also be used to activate The Skull Throne , a powerful ten turn buff that grants your armies multiple benefits:

  • Increased movement range after razing
  • Increase to post battle income
  • Army ability to summon a unit of Bloodletters
  • Increase to Blood Host unit numbers on spawn

Blood Hosts

One of the strongest unique mechanics to grace the trilogy, Blood Hosts allow you to keep up map pressure and provides an advantage for razing instead of occupying. Choosing the Blood for the Blood God option when razing , provides casualty replenishment rate for your army, and spawns a friendly Blood Host Heer. The unit numbers/quality will depend on your technologies, skills, and how many previous Blood Hosts you have spawned. You cannot add to or take away from these armies, and you should treat them as an expendable resource . These armies can help you continue your rampage across the map, and are entirely built to generate you momentum. A fantastic way to claim territory and farm to farm skulls, Blood Hosts are the key mechanic to making Khorne snowball out of control.

Bloodletting

Similar in nature to the Greenskins Fightiness mechanic, Bloodletting encourages you to keep up your aggression throughout the game, granting multiple bonuses to your armies for continually winning battles. This synergises greatly with Blood Hosts , as you will be fighting a great number of battles. Although Khorne normally exists with an income deficit, Bloodletting is a reliable way to reduce army upkeep and increase casualty replenishment , both crucial for maintaining momentum.

Unholy Manifestations and Corruption

All Chaos Daemon factions possess the Unholy Manifestations mechanic, whereby they may exorcise a powerful rite with a cooldown. Khorne's Manifestations require a certain amount of Khorne Corruption to unlock, and become enhanced when he is in Ascendance in The Great Game .

  • The Great Game: The Chaos Gods will cycle through who is currently the Ascendant , granting the holder stronger Unholy Manifestations . There is currently no way to influence this.

Khorne has the following Manifestations available to him:

Manifestation Description Tips
Eternal War Spawns a small Khornate army that immediately attacks your own army.
  • Very useful for increasing your Bloodletting meter, and to generate Skulls /income
  • The army is extremely weak and should be an easy victory every time
Call of Battle Grants a large increase to campaign movement range for one turn.
  • Useful if you want to make an aggressive play or catch up to a fleeing enemy army
Slaughter Incarnate Doubles Skull gains from battle for several turns.
  • Nice for increased Skull generation
  • Best used when you know you will be fighting a large amount of battles in a short period of time
Khorne's Glare Disables a friendly army’s movement for several turns. At the end it razes the local settlement and gives a massive number of skulls.
  • Useful for when you need a large supply of Skulls , or when you were going to disband the army anyway
  • Alongside unlocking later Manifestations , Khorne Corruption will grant you bonuses to Control, Melee Attack and Melee Defence.

Cults

All Chaos Daemon factions can create Cultist settlements within other faction areas. Within these you can construct special Infrastructure buildings that can passively generate resources.

While free Skulls are certainly nice, the most intriguing building is certainly the Arena .

  • Arena: Destroys the cult upon completion but teleports your faction leader (and their army) to the settlement.

This can be incredible, as it allows you to instantly arrive somewhere else on the map and continue your destructive rampage!

Legendary Lord

Khorne's chosen Legendary Lord (ironically) is Skarbrand the Exiled . The greatest of the Exalted Bloodthirsters , Skarbrand once grew so arrogant he dared to strike Khorne when his back was turned. Khorne merely laughed and cast Skarband down from the Brass Citadel, doomed to exile for eternity. Skarbrand nows wanders the Warhammer world, seeking to amass as many Skulls as possible in order regain Khorne's favour.

A devastating melee Lord, Skarbrand gains bonuses to Blood Host unit creation, Regeneration for himself, and wields a devastating unique weapon, Slaughter and Carnage , that grows stronger with each kill he makes on the battlefield.

Strategy with Skarbrand is quite simple. Let him kill stuff. Very few units can go toe-to-toe with him in a duel, and Skarbrand actually has decent speed, allowing him to be powerful yet mobile.

His Lord effects are:

Effect Tips
Increased Campaign Movement range after winning a battle
  • Absolutely ridiculous !
  • Skarbrand is unrivaled in his aggression, constantly advancing across the map, and synergises amazingly with The Skull Throne's movement increase after razing .
Lower recruitment cost when in razed or enemy territory
  • Very handy as you will not be sitting around in friendly territory for very long

Important skills to level on Skarbrand include:

  • Blood Feast
  • Unholy Resilience
  • Drinker of Blood
  • Restless Fury
  • Locus of Endless War
  • Lightning Strike

Skarbrand can really make use of many of the utility skills, as they will allow him to keep his army constantly moving and replenishing . Although it can simply be more fun to turn him into a one unit doomstack by buffing his combat strength ....

First Ten Turns

Realm Of Chaos First Ten Turns

When playing as Skarbrand the Exiled , in the Realm of Chaos campaign, you will begin in the Bloodfire Falls province, holder of the Infernius settlement.

Turn Objective
One
  • Immediately activate The Skull Throne
  • Attack and destroy the enemy Gharhar army (try to manually fight)
  • Level Route Marcher on Skarbrand
  • Move and attack The Brass Glacier (best to manually fight in order to preserve your army)
  • Raze the settlement with Blood for the Blood God
  • Move Skarbrand as far South as possible and choose Daemonic Portal stance, recruit three Bloodletters of Khorne
  • Level Inspiring Presence on Skarbrand
  • Move your new Bloodreaper South to try and catch up to your army
  • Demolish the Kennels in Infernius and build a War Amphitheatre
  • Research Serial Killing in the Technology Tree
Two
  • Move both of your armies as far South as you can without marching
  • Activate the Eternal War Unholy Manifestation on Skarbrand's army
  • Defeat the small force, and this should grant you enough movement to attack Deathaxe's Monolith with your Blood Host reinforcing
  • This will be a hard battle, but very winnable with both of your armies
  • Raze the settlement with Blood for the Blood God
  • Build a Khornate Calefactor and upgrade your War Amphitheatre in Infernius
  • Level Skulltakers three times and Blood Feast once on Skarbrand
  • Move Skarbrand North West and enter Daemonic Portal stance
  • Move the Bloodreaper South
Three
  • March your Blood Hosts North West and move Skarbrand along with them, recruit one more Bloodletters of Khorne if you have lost any units, if not, refrain from doing so
  • Move your Bloodreaper along behind them (one day he will catch up)
Four
  • Move Skarbrand right up to The Folly of Malofex , and finally embed your Bloodreaper into his army
  • Move both Blood Hosts up (not in March) to reinforce Skarbrand
  • Declare war and attack the settlement (will be an easy victory)
  • Raze the settlement with Blood for the Blood God
  • Move the three moveable armies up to the enemy army above you (sometimes they won't be there) and attack them, taking Casualty Replenishment rate as your post battle loot
  • March all three armies North, keeping them together
  • Level Blood Feast twice on Skarband and Training and Brutal Charge on the Bloodreaper
Five
  • You should have one Blood Host lagging behind the rest, move them West towards Chasm of Torment
  • Move the rest of your armies to attack The Shifting Monolith , this time occupying after the battle
  • Level Brutal Charge on Skarbrand and Kill! on The Bloodreaper
  • Move your Northern Blood Hosts South West towards Chasm of Torment (there might be a Beastmen army hovering around, if so, you can deviate to go and kill it)
  • Build Cultist Camp in The Shifting Monolith
Six
  • Either move Skarbrand South to join the Blood Hosts or send him to kill the Beastmen beforehand
  • Attack the Chasm of Torment with the Blood Hosts and raze it with Blood for the Blood God
  • Move all Blood Hosts West towards the Fortress of the Damned
  • Level Kill! on Skarbrand
  • Upgrade The Shifting Monolith settlement
  • Research Skull Harvesting
Seven
  • Move your gang of Blood Hosts (with or without Skarbrand) to attack the Fortress of the Damned
  • Raze it with Blood for the Blood God
  • Upgrade the Infernius to an Infernal Citadel
  • Keep moving the Blood Hosts North West
Eight
  • You might meet N'kari coming down South, if so, welcome him with the full force of your Blood Hosts
  • Keep Skarbrand on the move, as well as your Blood Hosts
Nine
  • Move all Blood Hosts up to The Palace of Ruin and prepare to attack it on the following turn
  • Your capital might have been attacked by now, this is not really a problem, as you will simply reclaim it upon your return, killing off N'kari is much more important
Ten
  • You should have four Blood Hosts outside the Palace of Ruin , so attack with all four, and occupy the settlement, building a Soul Keep as the primary building
  • The Seducers of Slaanesh might now be dead
  • Your next move will be to move towards The Fetiod Catacombs , and continue your unstoppable rampage, spawning Blood Hosts and occupying province capitals.

Further Tips:

  • Another option is to ignore the Slaaneshi faction, and immediately go and destroy the Gharhar, although this will likely lead to you chasing a Slaaneshi army around in your territory or sacrificing your capital.
  • After taking The Shifting Monolith you can also send Skarbrand North by himself and let the Blood Hosts attack N'kari
  • You will end these first turns having conquered two provinces, spawned an unhealthy amount of Blood Hosts, and be on the verge of destroying the Seducers of Slaanesh . Not bad for only ten turns!
  • If you come across any Skull Piles left by other armies, you should pick them up as you travel.

Immortal Empires First Ten Turns

If you are playing the Immortal Empires campaign, you will instead start in The Barrier Idols province, holder of the Deff Gorge Siedlung. Placing you among a variety of enemies, but primarily Greenskins , it makes for a fun campaign that lets you jump right into the thick of the action, something Skarbrand appreciates.

Turn Objective
One
  • Don't embed your Bloodreaper into Skarbrand's army, as this will limit your movement this turn
  • Attack the nearby Top Knotz army, taking casualty replenishment if you sustained hefty injuries
  • Level Inspiring Presence on Skarbrand
  • Attack and raze Agrul Migdhal with Blood for the Blood God
  • Enter Demonic Portal s tance and recruit three Bloodletters of Khorne
  • Level Route Marcher and Blood Feast on Skarbrand
  • Now embed your Bloodreaper into Skarbrand's army
  • Upgrade The Forge to The Armoury in Deff Gorge
  • Research Serial Killing in your technology tree
Two
  • March both of your armies as far West as possible
Three
  • Normal move your Blood Host West and move Skarbrand in Demonic Portal stance along with them
Four
  • Attack and encircle Gor Gazan with Skarbrand, and move the Blood Host up to support
  • Should be a very easy auto resolve, so attack and raze the settlement with Blood for the Blood God
  • Level Blood Feast on Skarbrand and Increase Mobility on your Bloodreaper
  • Move your first Blood Host and Skarbrand North West towards Stormhenge
Five
  • Move all three of your armies up to Stormhenge and raze it with Skulls for the Skull Throne
  • Level Brutal Charge on your Bloodreaper
  • If you are having money problems you can also sack the settlement
Six
  • Research Spread Rage in your technology tree
  • Attack any nearby Top Knotz with your combined armies, and make your way towards Galbaraz using march stance
  • Level Blood Feast and Brutal Charge on Skarbrand and Increase Mobility and Kill on your Bloodreaper
Seven
  • Move up to Galbaraz and attack it, occupying it, as it is the provincial capital
  • Build a War Ampitheatre in Galbaraz , and level Kill on Skarbrand and your Bloodreaper
  • At this point your aim si to try and finish off the Top Knotz, by razing their final two settlements
Eight
  • Move all your armies towards Gronti Mingol
Nine
  • Attack Gronti Mingol , and raze it with Skulls for the Skull Throne
  • Move South East towards Floating Village , upgrading any settlement that levels up and making sure you are building down the right side of the Capital building line
Ten
  • You probably won't be able to reach anywhere important this turn, but keep marching towards the Floating Village , and finish off the Top Knotz in the next couple of turns
  • You have a good selection of next targets, but the Knights of Origo will likely have declared war on you at this stage, so they are a decent choice

Further Tips:

  • Due to how important early game momentum is, try to manually fight your battles and preserve as many troops as possible
  • The Knights of Origo may cause issues, especially if they came and start occupying any ruins, so keep a watchful eye on them
  • Try to initiate diplomacy with Harbinger of Disaster , and take any allies you can get, as Skarbrand is not very popular...

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