How To Play The Oracles Of Tzeentch Faction In TWW3. For the first time, fans can play with the Chaos factions in Total War: Warhammer 3 on PC. It’s up to the Oracles of Tzeentch to help players rule the skies and choose their enemies from afar. The Legendary Lord Kairos Fateweaver can help.
The Oracles of Tzeentch faction in Total War: Warhammer 3 is very similar to the other Chaos God factions in the game, but they have one thing that makes them better than the other factions. In contrast to the Seducers, Khorne, and Nurgling, the Oracles specialise in units that can be fired at from afar.
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Starting the campaign and having a general strategy
Tzeentch and Cathay are at war with each other at the start of the game. Following the missions that the game gives you now is very important, because they will give you a lot of favour and show you how to play the game in a certain way for that faction. Faction effects: The Oracles of Tzeentch have the following effects:
- Enemy reinforcement time prediction: +100%
- Battle reinforcement time: -50%
- Hero action success chances: 15% more (all characters)
Kairos Fateweaver also gives the Lord the following effects:
- Can get unique items that can be used to change Kairos’ spell selection.
- An enemy Hero’s action has a 50% chance of failing.
- Ambush defence chance: +50% for Lord’s army
With this in mind, just like the other Chaos God factions, it is best to play to your strengths and advantages as much as possible because your units are very weak. Most of the time, the player will want to have a lot of armies that are mostly ranged with auxiliary infantry and beasts to help them.
A unique ability called “Changing of the Ways” can be used on the campaign map, and it will give the player free settlements without having to shoot a single shot. It’s very important for people to get Grimoires in order to benefit from these powerful things. Much of Tzeentch’s power will come from the campaign map, so it is important for the player to use all of their abilities each turn.
How To Play The Oracles Of Tzeentch Faction In TWW3
The player should use this method to capture their first settlement because it is a mission that will earn them favour. After that, the player may want to think about taking over by force. The Khorne faction to the south can make peace with Tzeentch, which isn’t a bad idea at all, and for a first playthrough, it’s better to go after Grand Cathay than fight to the south anyway.
A lot of Tzeentch’s power will come from its size and tactics, so the player should first build as many military buildings as possible. Then, when they’ve taken over territories, they should start investing in infrastructure to gain favour and support more armies, as a lot of Tzeentch’s strength will come from numbers and tactics.
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Keep your enemy at arm’s length on the battlefield, and kill them if you can. If the player wants to scare off cavalry or other threats to ranged units, they can use Kairos and other flying units. Rangers should be able to rip through enemy soldiers with ease, but keep an eye on where they shoot. A Tzeentch unit at least has the ability to be hybrid, so switching the unit to melee mode when it’s in a fight is better than skirmishing because their lives are much more valuable.
Units
Famous Lord Kairos Fateweaver was a long-lived person in history.
Keep Kairos Fateweaver out of the fight most of the time, because he is a powerful spell-caster. Make the most of his ability to fly and fly him around the battlefield to help your troops with buffs, debuffs, and powerful AoE attacks.
A lord or a hero
If you look at the Chaos forces, the Tzeentch lords and heroes are just more powerful versions of the other troops. Basically, the Heralds of Tzeentch and the Exalted Lord of Change will be able to do the same things as Kairos. The Herald will be better suited for cavalry/chariot combat and manoeuvring, and the Exalted Lord of Change will be able to fly, just like Kairos can.
The Cultists of Tzeentch are experts at casting spells. They can help soldiers with buffs and cast powerful spells against the enemy. Much the same will happen with the Iridescent Horror. In this case, they are much better at fighting in a fight.
Infantry
Their hybrid troops can do a lot of damage from a long distance, and anyone who isn’t careful could be completely melted if they aren’t careful. Because they are hybrid infantry, they are more likely to be ranged than melee. They can get into a fight, and it’s better to do so than to just fight back and forth. The other ranged units can pick off what’s being held up by the melee units.
All of the infantry units are pretty much the same, except that they get more powerful with each level. A lot of Tzeentch units are the same, so expect to see twenty unit stacks of mostly the same thing.
Cavalry and Chariots
You need to have at least one or two units of cavalry that can stop people from trying to get around the ranged units. Chaos Knights are the first to be available, and they should be able to do a good job. Later on, it will be worth it to get the Burning Chariots, because they can hurt units while they’re in the air. The Exalted Flamers should be sought out for these chariots because they can do a lot of damage.
Monsters and Beasts
As we said before, the Flamers and Exalted Flamers are going to do a lot of damage to the enemy. Protect them at all costs to make the enemy melt. A good general strategy then is to have Flamers in the centre of the army, with the hybrid units on the flanks allowing for chip damage against any of those foolish enough to get close, while the Flamers unleash bursts against designated stronger targets. Cavalry is also very good in this case because it can protect against attacks from the back, which can be very dangerous for people.
It’s the same with Tzeentch and the other Chaos gods. They can use Chaos Spawn, too. These are best used to support monsters on a hybrid unit that is already in the fight. Bring in monsters like them or the Soul Grinder while they are in that fight. This will help them get more people in their ranks and make sure that the line doesn’t break.
At first, the Oracles of Tzeentch faction is small and doesn’t have a lot of power. However, they can rise through the ranks and have armies strong enough to fight even the most powerful Khorne infantry.