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Ironclaw Orcs is a playable Greenskins faction introduced in Total War: Warhammer III with Omens of Destruction. It is led by Gorbad Ironclaw.

How they play[]

TBA

Da Plan

Legendary Lords[]

Starting territory[]

Immortal Empires

Faction Effects[]

  • Has access to Da Plan, allowing unique and powerful Tactics to be applied by your armies
  • Improved rewards from successfully completing a Waaagh!
  • Income from razing settlements: +15% (all armies)
  • Global recruitment duration: -1 turn(s) (minimum 1) (factionwide)

Victory objectives[]

Immortal Empires[]

Short Campaign Victory[]

  • Occupy, loot, raze, or sack 30 different settlements
  • Control the following provinces either directly or through vassals and military alliances: Eastern Badlands, Western Badlands, Southern Badlands, Death Pass and Blood River Valley.
  • Activate 5 unique Da Plan tactics

Long Campaign Victory[]

  • Occupy, loot, raze, or sack 60 different settlements
  • Control the following provinces either directly or through vassals and military alliances: Reikland, Wissenland, Solland
  • Activate 10 unique Da Plan tactics
  • Destroy the following factions: Reikland, Wissenland & Nuln

Diplomacy[]

Diplomatic traits[]

Immortal Empires

  • Aggressive
  • Destroyer

Starting agreements[]

Immortal Empires

  • TBA

Strategy[]

Your dwarfen neighbours at Barak Varr will be your first challenge. Securing the Badlands and fending off the High King Grudgebearer and anti-player bias is phase one. The spread of Skaven will be a problem near Eight Peaks. Not to mention the updated Exiles of Khorne is a concern to the south. One possibility for an ally would be Skag the Slaughterer, because if you don't try to appease the Ogres they will be a thorn in your side while you look to accomplish your true goals.

Cheesing Your Starting Enemies[]

Although Gorbad has a tough campaign, surrounded by enemies and without really powerful mechanics to take advantage of, there are ways of 'finessing' his early game if you're struggling.

Thanks for the seed money, Thorgrim[]

Karaz-a-Karak can be a huge pain for you early on, but there's a way of knocking them out before they even take a single step. On Turn 1, recruit a lord by Karak Dron. Now sell Karak Dron to Thorgrim. Immediately declare war and take the settlement back. You've now gotten a huge injection of cash while bankrupting Thorgrim. He won't be able to recruit quickly which means he may well lose against his starting Greenskin enemy. A few turns later and Karaz-a-Karak can be yours!

A free giant[]

Your starting enemy's army contains a giant, which isn't ideal. Or is it? Enter ambush stance and move past that army towards Barag Dawazbag. You're looking for the other army Scabby Eye starts with, which contains their leader Spite Backbeater. If you're lucky (and this strategy relies on the first army either not seeing you or choosing not to engage) Spite should spend his turn moving up to support the first army. Now attack him, defeat him, and confederate Scabby Eye. Congratulations! You now have a giant to play around with on Turn 2.

The North of the map also has 2 Legendary Lords that you can confederate by defeating them in battle: Skarsnik and Azhag. They'll most likely be fighting against the nearby dwarves which means launching a surprise attack on the leader's army while they are extremely vulnerable is surprisingly easy, assuming you have not signed any pacts with them yet.

With the North secured, you can attempt to confederate the minor Greenskin lords at Karak Eight Peaks and Mount Bloodhorn if they are still alive to jumpstart your conquest of the Badlands.

Using 'Da Plan' and the new Scrap system prepare to Waaagh your way whichever the greentide takes you.


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