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Total War: Warhammer 3: How To Play as Tzeentch

Total War: Warhammer 3: How To Play as Tzeentch Tzeentch is a superb manipulator and a great conspirator. Tzeentch introduces campaign map control and abilities to Total War: Warhammer III, which are completely unique to the franchise.

The grimoire cost involved with changing the methods is proportional to the degree of the change. These are the most significant changes to the actions available to Tzeentch factions.

Total War: Warhammer 3: How To Play as Tzeentch

Changing of the Ways

  • Transfer Settlement Transfer control and ownership of one settlement to a new faction. This can be your faction or another. 
  • Open Gates Open the gates of a major settlement with walls, for any battles in that settlement in the next few turns. 
  • Force Rebellion Causes a rebellion in a region, spawning an army for the owner to contend with. 
  • Track Army You are given the line of sight of a target army. 
  • Reveal Faction Intentions Shows the plans of all armies a target faction controls. 
  • Reveal Shroud Gives complete vision of a target faction’s territory. 
  • Halt Faction All characters – so armies and heroes – have their movement halted and disabledfor the faction’s following turn. 
  • Give War Co-ordination Target Gives a faction a war co-ordination target even if they are not your ally. 
  • Break Alliance Break the military or defensive alliance between two factions.
  • Force War Force a war between two factions. 

These strategies have the potential to drastically alter the direction of a campaign. The key to winning the campaign as Tzeentch is gathering grimoires and using them on research tree upgrades and changing of the ways plans.

Tzeentch takes part in the Great Game, just like the other Chaos Gods. Each Chaos God is aggressively attempting to disseminate as much of their taint as possible to the mortal realms. Tzeentch possesses a number of special modifications that may only be earned through corruption.

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Unholy Manifestations

  • Scriveners of Insanity Unlocked from the start. 
  • Allows a friendly army to generate a big batch of grimoires over the course of several turns. The army cannot move during this time, and must be in enemy territory. 
  • Mutagenic Energies Requires 1500 global Tzeentch corruption. 
  • Causes a target army to suffer attrition for a turn, regardless of situation or immunities. 
  • Magic Flare Requires 3000 global Tzeentch corruption. 
  • Increases the Range and Barrier hit points of all units in an army. Barrier is a special shield all Tzeentch units have – we’ll detail this further in the upcoming roster reveal. 
  • Night of Madness Requires 6000 global Tzeentch corruption. 
  • Target friendly army generates Tzeentch corruption and control (renamed from public order) loss in a province, as well as increasing the army’s Winds of Magic power reserve. It cannot move during these turns. 

They’re spreading corruption, and altering the campaign map in this way can have a significant impact. Rebellions and the loss of villages can bring entire factions down in an instant. Lower the gates to assist in the siege of major cities and to maintain Tzeentch grip over the mortal realms.

Tzeentch also has a unique teleportation ability for armies. Teleporting is a late-game research tree unlock. Teleporting is useful for traversing mountains and rivers, as well as ambushes. An ambush fight with heavy debuffs will be triggered if you successfully teleport on an opponent force.

In Total War: Warhammer III, Tzeentch introduces an altogether new approach to wage war. The keys to success while utilizing Tzeentch are gathering grimoires, spreading corruption, and making efficient use of teleport.

Total War: Warhammer 3: How To Play as Tzeentch

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