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Masters of Innovation is a playable Dwarfs faction introduced in Total War: Warhammer III with Thrones of Decay. It is led by Malakai Makaisson.

How they play[]

General[]

Faction Specific[]

Legendary Lords[]

Starting territory[]

The Realm of Chaos

Immortal Empires

Faction Effects[]

  • Has access to Malakai's Adventures, enabling powerful War Machine and Artillery modifications and unique Legendary Battles
  • Starts the campaign with control of Gotrek & Felix
  • Upkeep: -15% for Artillery and Flying War Machine units (all armies)
  • Recruit rank: +3 for Artillery and Flying War Machine units (all armies)

Victory objectives[]

The Realm of Chaos[]

  • TBA

Immortal Empires[]

Short Campaign Victory[]

Reward

  • Hero capacity: +3 for all Heroes

Long Campaign Victory[]

Reward

  • Hero recruit rank: +10 (local province) (all provinces)

Diplomacy[]

Diplomatic traits[]

The Realm of Chaos

  • TBA

Immortal Empires

  • TBA

Starting agreements[]

The Realm of Chaos

  • TBA

Immortal Empires

Strategy[]

Immortal Empires[]

The minor Nurgle faction who are your starter foe are easily dealt with, and can be done so in three short turns. This is a necessarily gentle start to a very challenging campaign. At Kraka Drak, Malakai is surrounded on all sides by enemies both large and small, and you will find cutting through one will only reveal more waiting on the other side. Tight strategic decisions are required to make any progress - however, Malakai is equipped with the tools to thrive in this environment. In particular, his ability to use encamp stance without wasting movement range as well as recruit on the go is incredibly useful in areas with chaos corruption. The best strategy is to use him aggressively whilst using a second army to defend against the many invaders you'll be dealing with.

The one thing you must do early on is to wipe Throt out with extreme prejudice. Finishing off the Maggoth Kin will leave you in the perfect position to sweep down into Kislev and trap him in one of his minor settlements. Your early army is far superior to his - particularly if you activate your first Malakai Adventure, which will give you free cannons - and it should be a simple task to clean him up. If you don't do this you'll have to deal with rats incessantly teleporting across the mountain range to harass you, and a reinforced Hell Pit that will be much tougher to take. Once claimed Hell Pit is a relatively sheltered money-maker, which is highly useful in a campaign where you're liable to lose settlements quite a bit. If you don't do this quick enough, nearby Kislev factions might declare war on him and take Hell Pit, denying you a legendary grudge in the Great Book of Grudges.

Taking out Throt should also endear you to the Kislev factions, which you'll want to do because they're the only allies you'll get, and the stronger they are the less you'll have to deal with on your own. A possible strategy is to sail Malakai over to the Ursun Revivalists' position and do what you can to keep Boris alive, selling settlements you take to him, and in this way sustaining a bulwark against the Chaos factions further east.

This might be tricky though because Throgg will declare war on you very quickly - and it's likely that most of Wulfrik, Azazel, Epidemius, The Daemon Prince, Archaon, Astragoth and a host of minor Chaos and Norscan factions will join in. You should decide early on which direction you're pushing Malakai's army, and not be too precious about losing settlements in the other direction - don't upgrade those which you're doubtful you can hold, and remember that lost settlements simply mean more grudges to collect later! Even if the worst comes to the worst, the fact Malakai's army is a semi-horde means you can drive him away from a lost cause and set him up somewhere slightly safer.

Wherever possible, spare the money to activate his Adventures. This will hand you free units which are incredibly handy in a pinch, and some of the rewards - such as grapeshot loads for cannons - are extremely powerful.