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Disciples of Hashut is a playable Chaos Dwarfs faction introduced in Total War: Warhammer III. It is led by Astragoth Ironhand.
How they play[]
- TBA
Legendary Lords[]
Starting territory[]
The Realm of Chaos
- Uzkulak, Zorn Uzkul (map)
Immortal Empires
- Uzkulak, Zorn Uzkul (map)
Faction effects[]
Victory objectives[]
The Realm of Chaos[]
- Bind four Ancestor Relics to the Great Drill of Hashut
- Win the final battle of the Great Drill
Immortal Empires[]
Short Campaign Victory[]
- Occupy, loot, raze, or sack 35 different settlements
- Destroy the following factions: Kraka Drak, Lahmian Sisterhood
Long Campaign Victory[]
- Occupy, loot, raze, or sack 80 different settlements
- Hold the following settlement: Zharr Naggrund
- Destroy the following factions: Karaz-a-Karak, Karak Kadrin, Grimgor's 'Ardboyz
Diplomacy[]
Diplomatic traits[]
The Realm of Chaos
- TBA
Immortal Empires . Corrupter . Warbringer - Declares war on races they despise and brings destruction to their lands by burning cities that are uncorrupted. . Resource Hoarder . Greedy
Starting agreements[]
The Realm of Chaos
- TBA
Immortal Empires
- War with
Slaves of Zharr
- Non-aggression pact with
Servants of the Conclave
- Trade with
Servants of the Conclave
Strategy[]
Immortal Empires[]
Starting in a highly central location with the secure anchor of Zharr-Naggrund to the south, Astragoth Ironhand has more choice than most in terms of where he takes his campaign. First, though, you must be ready to deal with Grimgor Ironhide. Don't try and delude yourself into thinking he isn't going to come down that mountain pass eventually, because anti-player bias dictates that he will, and he'll be bringing plenty of Waagh stacks with him.
This does not mean you have to expand into the Mountains of Mourn necessarily - although certainly one way of tackling him is to take the initiative and colonise Path to the East and see if you can wait for a good opportunity to strike him. Another way is to turn Sabre Mountain into a tower and then build it into a defensive bulwark; but because Greenskins have access to the Underway and can bypass it this strategy carries risk as well. One way or another you are going to be fighting a huge horde of them, and you need to create a situation where they're getting fed into a nice chokepoint where your Blunderbusses can make short work of them. Blunderbusses were made to slaughter Orcs with and are your key advantage over them, so long as you have something to deal with their own archers, which out-range them (Bull Centaur Renders and Hobgoblin Sneaky Gits.)
Once Grimgor has been deal with, you can take your quest to industrialise the world wherever you like - Kislev, the World's Edge Mountains, Cathay or the Darklands are all perfectly viable targets. As with all Chaos Dwarf factions it is recommended to concentrate on Raw Material production to begin with, enabling you to level up your major settlements quicker, before concentrating more on Armaments. Hobgoblin crapstacks backed up by just a few Chaos Dwarf units can carry you further than you may think, particularly as Astragoth himself is an absolute beast in combat.
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