各种族基础入门与趣味战役

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全面战争:战锤III
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Hello, new player! You finished Warhammer 3's tutorial, and now there are 24 races and 95 playable legendary lords so naturally you don't know what to pick? Fear not! This guide will teach you instantly! Well, not instantly, you have to read all of this. Part 1 of this guide will tell you the basic mechanics, strengths and weaknesses with every single race in the game, yes, all 24. But it's really just a huge superficial summary of all 24 because I don't want this guide to be 300 pages long. The summary is generally focused on their campaign playstyle, like whether they are horde or not, locations, unique mechanics, whether they have good or bad economy, challenges and of course what are their main strengths and cons in an actual battle. Part 2 of this guide will simply list you the best battle units for all 24 races. So that you don't have to waste time looking for them. If you want to learn a race in more detail, by all means, look for her, but this is just "I just want to learn what the best units are and play my game" kind of style. Keep in mind that those are campaign-based best units. Meaning how cost-efficient they are. A unit that more than packs its punch in terms of is very cheap, low upkeep, but can do a lot of damage for that cheap cost, is going to be very S or A tier. Units that can punch up at a cheaper cost. While S tier is doomstack, doomstack means you can spam your armies with those units and you've won. For example, Vampire Counts have Skeletons in doomstack cause they cost 0 upkeep after you take a research. So you can have tons of armies costing 200 upkeep. Needless, to say, or still needed as it seems, the best campaign-based units does not translate 1-on-1 to the best multiplayer/battle units. Some units may be objectively better in battle/multiplayer, but a lower upkeep and a lower recruitment cost, and convenience as in how easy is to recruit them should also be taken into account in the campaign, where as in multiplayer, you don't. Part 3 is some videos from the internet if you want to become better. Sometimes you don't know what to look for, so I fixed that for you. The most important no.1 thing is the controls. If you don't know the controls' shortcut very well and all tips & tricks with them you are going to have a harder time reacting to your army and positioning your army very well. Then some multiplayer tips. And then some magic so that you know at least in theory, what each school of magic does, not to overlook them, magic is very important, can turn the tides of a battle. Then some battle tips, and how counters work, and then perhaps the most important - tactics, if you master this you are instantly a better player. And finally, a specific build & tactic for a specific race, Wood Elves, but that was just an example, you can search it for your favourite race. Part 4 is simply some of the best campaigns I played & some of the best campaigns the community agrees they are all good. Since you have 95 campaigns to pick from, and Karl Franz is very difficult in Warhammer 3 (seriously, if you want an easy experience with him, play Karl Franz in Warhammer 2, in Warhammer 3 is like pro level) and fan-favourite Kislev is also misleadingly difficult, better look for some campaigns that are tested & true some of the most fun campaigns out there. Introduction This guide is meant to be like a player's handbook, you don't know something? You go there and read about them. The aim of this guide is to give you a pretty good understanding of all 24 races and some good campaigns that you can pick from. This guide is intended to have all the information up there and go back to it when you feel like it. If you read this whole guide, you should have a pretty solid understanding of the whole game even if you've never played it in your life. As I said in the description: Part 1 -> Basic mechanics, strengths and weaknesses with every single race in the game. Part 2 -> The best battle units for all 24 races, most cost-effective units for the campaign. Part 3 -> Internet videos to be better: controls, multiplayer tips, magic, counters, tactics, builds. Part 4 -> Some of the best campaigns I played & the community agrees they are all good. Keep in mind that this guide was made in patch 4.0, further updates may change the game a bit. Enjoy! I. The Races Pro's and Con's: Part 1 24. Norsca: - Added in Warhammer 1 as a day 1 DLC with Warriors of Chaos and never got an update since. - In Warhammer 3 they are even worse than before since you are no longer in the corner of the map. In Warhammer 2 Norsca was the northern end of the map. In Warhammer 3, north of Norsca, now you have the Chaos armies, so you are stuck between Chaos and the Empire. - They lack special mechanics. They have Tribal Confederation, which is one of the most powerful special mechanics in the game, if you defeat the enemy leader of the same race as you you can confederate his whole faction. I was able to conquer all of Norsca in 20 turns by just focusing on attacking the faction leaders. - But aside their tribal confderation, they feel outdated and no longer have that raiding power they used to have in Warhammer 2 due to now also having to deal with Chaos north of you. - From raiders of the Empire to a struggle for survival. - In battle, they have only 1 non-legendary lord choice and 2 legendary lords choice. - They have some strengths: monsters variety, decent magic, high speed. 23. Bretonnia: - Added in Warhammer 1 as a free DLC. - You are limited in what you can recruit without bankrupting yourself, you have a limit on peasants based on how many settlements you own and until you take the vows with the lords you will have to pay an extra upkeep for the knights. - Every mechanic in Bretonnia works against you before becoming useful right at the time when you already have an empire. - In Battle, they are a good faction but a little bit micro-intensive with a cavalry focus, they have the best cavalry in the game, and some of the worst infantry in the game, decent archers. - They are very mobile and can do a lot of damage with their knights when used correctly. 22. Dark Elves: - Added in Warhammer 2. - Loyality mechanic, all non-legendary lords have a loyality mechanic that if it drops to 0 they revolt against you, so you not only have to keep the enemy but also your own lords in check. (only Dark Elves, Vampire Coast and Skaven have this loyality mechanic). - They have an interesting slave mechanic, they have a slave-based economy. - Black Arcs are great for recruiting anywhere you want on the map near water. - In battle, they have high damage and varied units. 21. Vampire Counts: - Added in Warhammer 1. - You get a research that gives you 0 upkeep cost for skeletons, that means you can make armies of only 1 Lord and skeletons that will only cost you about 200-300 upkeep. Being able to spam armies of skeletons, like a real undead would. - Raise Dead mechanic is amazing, right after winning a battle, or just going to a place where a battle was fought, you can Raise Dead/recurit dead, this, depending on the casualities in the battle you raise dead from, can allow you to recruit some really powerful units without having to build the buildings for them, and sustain your advance in enemy territory. - Very good unit replenishment rate so almost always you will have full health units. - In battle, they have only 1 playstayle and that is rush, because they have no ranged units aside from Sylvanian Crossbowmen which are some tier 2 empire equivalent archers. - The lore of Vampires is the most powerful lore of magic in the game. 20. Ogre Kingdoms: - Added in Warhammer 3 as a day 1 DLC. - The meat mechanic is basic and the bonus you get from it is mediocre. - Ogre camps are cool but the weight capacity issue make them more of a hinderance. - Contracts are just pathetic side-quests for mediocre rewards. - They have a lot of half-baked mechanics, nothing spectacular. - In battle, they have a mix of Ogre units playing alongside monsters with some little lads. - They have a distinct hit & run playstyle with their considerable girth. 19. Daemons of Chaos: - The one secret final faction in Warhammer 3 at launch. - One of the least interesting factions, and not because they have only 1 legendary lord, but because that legendary lord, the demon you get to name yourself but is actually Prince Yuri from the prologue, and in the lore is called The Godslayer, is the entire faction. PS: He was the secret lover of Tzarina Katarin. - The builder demon system, while cool, is all t he Daemons of Chaos faction has. - They get some minor mechanics from the other branches of chaos: Khorne, Nurgle, Tzeench, Slaanesh. But you might as well play those other branches of chaos to get the full experience. - They get the full roaster of Chaos, but so does the Warriors of Chaos faction, and they have other mechanics too. - When you focus entierly of The Godslayer the daemons aren't that bad, but as soon as you're forced to use other armies you'll realise how much they forgot about them. - Despite being Daemons of Chaos, Be'lakor, the antagonist from Realm of Chaos campaign, isn't a legendary lord choice, it is clear not much thought was given on how the faction fits into the game outside of The Godslayer. - Without him, there is no faction, and it's not a great place for a faction to be. - In battle, they have the full roaster of all of chaos. So they have a lot of choice in what to build, so you can have a lot of fun and variety there. - But, just play the Warriors of Chaos instead, you get the same roaster + some actual mechanics to go with them. 18. Tomb Kings: - Added in Warhammer 2 as a DLC race. - They haven't really changed since their DLC came out, but they are still a mid-level faction. - They have a very unique style of play where their units have no upkeep but the number of units you can recruit depends on how many military buildings you have in total in your empire. - So the end up slowly building up into a snowball into the late game, where they can have massive armies full of powerful units without the need to pay for them. - The Books of Nagash offers them a nice side quest to go and collect them. - The Moritary Cult gives them some nice crafting options for lord items you really want. - The only problem with their gameplay is that it's a little bit limtied to the desert so attempting to go out of it is a massive challenge as well as a little bit pointless. All their best lands are there, all the great pyramids, so why would you go anywhere else? - In battle, they have a decent roaster with lots of skeletons and monsters, very cool unded feel without ripping off the vampires. - Only 1 generic lord type is a bit bad, but aside for that the roaster is a decent size and has loads of units that are fun to use. The constructs and artillery are great options. - If you like the Vampire Counts but want a few more ranged options, then Tomb Kings are a great pick for you. 17. Cathay: - Added in Warhammer 3. - The most powerful thing about this faction is their legendary lords, and as I said with Daemons of Chaos, that isn't enough. A faction needs to be able to stand on its own without the legendary lords. The dragons in Cathay's case. - They have other mechanics beside legendary lords, but they are nothing all that special. - The Great Bastion (Great Chinese wall) is just waves of Chaos periodically attacking and you having to fight them back. Giving you periodically babysitting job in the northern area of Cathay. - Harmony makes building your faction more difficult with every aspect needing to lean into Yin or Yang to keep things balanced. - The compass is alright but it's just a set of 4 buffs so nothing massively interactive there. - The Ivory Road is all right. But it's a generic mechanic already stolen by the Chaos Dwarves. - They are not a weak faction, but they are very bland, very default. - In battle: they have lots of gunpowder units and some fun lores of magic, but the legendary lords are some of the most exciting and most powerful units and you get 1 per faction. Which makes all other aspects of their army feel a bit lacking. - If you like blowing stuff on mass and a sturdy fontline they are a decent pick. I. The Races Pro's and Con's: Part 2 16. Slaanesh: - One of the 4 gods of Chaos, added in Warhammer 3. - The sedunction mechanic is pretty good. Seduction allows you to make friends with and eventually vassalize basically an faction in game, which can be super strong when pulled off against a very powerful enemy. - Seducing units pre-battle is pretty fun, turning enemies against themselves. - Devotees and disciples aren't too bad. And everybody loves a cult. - In battle: very strong but only if you can play them right. With their cavalry and chariots they can be a micro-management nightmare, you have to stay on top of units and keep them moving to get your value out of them. - Their roaster is decent and powerful as well as their unique lore of magic, but they are harder to use than most, making their average efficacy if you're an average player quite low. - If you like hit & run as well as lots of chariots then a few monsters then you'll have a lot of fun with them. 15. Nurgle: - Another god of Chaos, added in Warhammer 3. - He is a lot easier to use than Slaanesh in a lot of aspects. - His mechanics are super unique and can be a lot of fun. - Crafting and spreading plagues gives you some bonuses, and can seriously change the outcome of a battle if you play it right. - Their unique cyclical buildings make them a very weird faction to build settlements as and can make them feel a lot slower than other factions early on. - Once you have a few cycles going on however recruitment pools fill up and you can recruit full armies in a single turn if you have enough gold. - In battle: very weird playstyle, almost anything being super slow but also super tanky, meaning you can take a beating when you reach the enemy but still have a lot of health when you make contact. - The best thing about the army is posion, nearly every unit has it and it's can take on basically anything way easier. It kind of drags every unit down to your level and feels like the innevitable march to death that Nurgle is all about. - They are mainly a melee tanky army but have a couple of powerful range units however limited they might be. They also have the lore of Nurgle and some great monsters. - If you are into death & decay they play the part pretty perfectly. 14. Vampire Coast: - Added in Warhammer 2 as race DLC. - They can be incredibly strong and it's really down to a couple of mechanics. - Their ship building borrows from the Black Arcs but just makes their Legendary Lord into a roaming recruitment machine, no matter where they are on the map. - Pirate Coves can leech income from powerhouse settlements and use that to found massive armies without ever interacting with the faction you steal gold from. - Not every mechanic is a hit of course, with loyality being a downgrade, while infamy and the piece of either feeling a bit underwhelming. - Best theme in the game, when you play as them, you really feel like you're playing a faction of undead pirates. - In battle: focused on gunpowder monsters with a beautiful undead sauce on top for even more perfect theming. 13. Wood Elves: - Added in Warhammer 1 as a race DLC. - Incredibly good at what they do, and what they do is very specific. - With Magical Forests spread across the map they are more global than ever with their Deep Roots mechanic allowing them to teleport across the map in a single turn to take over every forest on the map for massive rewards. - Being limited to the forest doesn't mean anything outside of them is next to impossible, as well as basically pointless, so you are locked into one very specific playstyle everytime you play as them. - But that playstyle of taking over a forest and cleansing the area around it, they do it very well. - And the bonuses they get from having these forests cleansed and awakened stack up fast into making them into a real snowball very difficult to deal with. - In battle: super powerful archers, powerful tree spirits and monsters. - If you're into skirmishes with all attack and little defense, this might be the faction for you. - They get damage and defense bonus if fighting near trees in battle. 12. Lizardmen: - Added in Warhammer 2. - Their base mechanics are very bland until much later into the game. - Despite their basicness they manage to be a pretty strong faction. - In battle: they have their real strength, their truly massive roaster. Before Chaos had their massive Undivided roaster the Lizardmen had the biggest roaster by far. - Massively tanky frontlines, sneaky skirmishers, speedy cavalry, a nice helpful monstrous dinos in all shapes and sizes. - If you like overwhelming enemies with sheer mass and power, Lizardmen are for you. 11. High Elves: - Added in Warhammer 2. - Similar to Lizardmen, High Elves base mechanics are pretty mediocre. At least they give them some assistance pretty much all game rather than just at the end of it. - Influence mechanic seems like a bad deal until you see some of the effects it can bring. - Their legendary lords have interesting game mechanics and even start locations. With many of them concentrated on Atlantis, but some of them spread across the map for a little bit of variety. - In battle: are known for a single unit the Sisters of Avalon, are hillariously powerful. - Strong ranged units, lack armor piercing but their rnage is unmatched at every stage of the game. - They compliment these with a studry frontline, handful of monsters, powerful cavalry and dragons. - If you're new to Total War Warhammer either High Elves or Lizardmen are my recommendations. - They're not the most exciting faction in the game, but they're decently strong and a beginner's dream. 10. Dwarves: - Added in Warhammer 1 - Book of Grudges mechanic, they are all about finding grudges and settling them by any means necessary. But is very forgiving, having a lot of grudges doesn't lead to a lot of penalites. - Forge mechanics where just like Tomb Kings can craft items for their lords. - Some of their legendary lords have interesting extra mechanics like Belegar's quest for 8-peaks and Thorgrim's collection. - In battle: one of the easiest factions to pick up and play, powerful infantry with a lot of armor, but very slow, powerful artillery. - They are the best turtling faction in the game, very slow moving units but paired with massive ranged firepower in their artillery and ranged infantry. Frontline is super tough and their leadership is nearly unbreakable. 9. Kiselv: - Added in Warhammer 3 - Once you do understand how they work and get everything going they are actually pretty strong. - But until you understand how to play them, it's very difficult to play them. - Their mechanics are pretty useless early game with none of them offering any good bonuses to get you started, devotion which is low at the beginning, supporters which is just a race vs the AI, attomans that you don't even pick up until you take over another province, and the Ice Court which takes longer to produce lords and heroes but they are more powerful but you wait more for them and have to pay more gold. - You have to constantly fight Chaos and you don't even have an actual wall unlike Cathay. - In battle: roaster very versatile with a lot of hybrid units, good at 2 different things but master of none. - Meaning you can spam almost anything and be effective in melee, you just pick the route the enemy is no good at. But the downside is many units feel underwelming in one or both of these areas. - Powerful bear cubs and elemental bears monsters. And some good laws on magic on their side. - Even if the tutorial is with them, they are one of the most difficult factions to pick up and play, start the Realm of Chaos with Cathay as the game recommends you. - But once you are comfortable with the game, they can be a great stepping stone to harder factions since t hey require a lot of maintainance to stay at their eventually high power level. I. The Races Pro's and Con's: Part 3 8. Empire: - Added in Warhammer 1. - The default humans, the most default faction you can take. If Cathay is generic + good legendary loreds, Empire is generic + good Hellfire artillery and Tanks. - The main power comes from the Imperial Authority and Prestige mechanic, this allows you to build out fielty with the other Empire factions in the Old World and confederate them all under one banner with very few repercussions on yourself. - The downside is that while you're trying to do that, the Empire has all kinds of internal threats: Beastmen, Orcs, Wood Elves, Vampires, Nurgle, Tzeench, that you try to deal with. So you have to keep your empire together until you can confederate it. - These 2 Empire lords that don't have this system: Marcus has always had a hard time, its campaign is designed to be an "Empire on hard mode" and that's still true here. Vulkmar isn't as bad but he certainly doesn't have it as easy as Karl Franz and Belt. - In battle: Is all about versatility, strong frontline, powerful ranged infantry, decent cavalry, explosive artillery, hellfire and tanks, flying griffins, etc. - The only thing they lack is actual monsters but you don't need that in 'the good guys heroic' faction. - Are they the most beginner friendly faction? No, High Elves and Lizardmen are, but they are pretty close, with their default-ish generic roaster. 7. Tzeecnch: - Added in Warhammer 3. - Very interesting and fun mechanics. Master troll. Can teleport around the map, move winds of magic around regions, and do all manner of wacky things. You can literally just steal settlements and there is 0 countplay to be seen. It's hillarious trolling. - Add to this the cults and manifestations of Chaos. And they are a faction with a surprisingly large number of mechanics. - In battle: One of the most ranged-focused factions, with a lot of options at all stages of the game, and tons of demons and monsters to keep things interesting. Since it's Tzeench also has powerful magic. 6. Beastmen: - Added in Warhammer 1. - Once the worst faction in Warhammer 1, by far one of the best in Warhammer 2 and 3. - One of the few true horde factions (no settlements) left in the game and they make the most of that fact. - None of your units cost recruitment or upkeep meaning all of your gold can be poured into horde buildings to recruit the most powerful armies you can possibly can. In your quest to destroy the world. - Their hearthstone mechanics gives you some direction and goals over just razing everything in sight in exchange for maximum benefit. - Dead is also earned constantly and increases unit capacity to field late game units as well as confederate other Beastmen. - The everpresent time-pressure Best Your Rage mechanic means that you have to keep your army raiding and raiding being aggressive and performing at peak. - In battle: best hit & run faction with their high speed and packed monster roaster makes them running over most foes into a breeze. - They have massive speed seen in fewer factions and can use monsters in some extremely creative ways. - If you can get behind the constant focus of attacking and fighting and lack of settlement gameplay it can be a very fun faction to just turn you brain off and just charge. 5. Khorne: - Added in Warhammer 3. - Have the same gameplay loop as Beastmen of constantly fighting to maintain momentum but also have settlements. - In battle: they focus on rush and attack with a mix of demons and warrios that focuses fully on damage output with little regard for their own lives. - Great frontlines, monsters, cavalry and even one of the coolest artillery units in the game. 4. Warriors of Chaos: - Added in Warhammer 1, updated a lot in Warhammer 3. - The WoC experience changes a lot depending on the lord, but at their peak you have a truly massive roaster of units to pick from. - You have a tons of powerful effects and gifts from all branches of Chaos. - Their Dark Fortress and vassalization systems are great and gives them actual lands and allies to work with. - The warband upgrades means now you have a reason to stick with those high level Marauders instead of disbanding them the second you get something better. - The Path to Glory makes all your generic characters super powerful and transform them in many ways if you do everything right. - Top it all off with some Dark Authority to make everything cheaper and heal faster. - In battle: A huge undivided roaster as well as some original Warriors of Chaos units plus a tide of units from all areas of the Chaos pantehons. - You have a ton of frontline units to choose from, plenty of cavalry and chariorts, and then a shed load of monsters and magic to keep things interesting. Honestly, their roaster is so large that you'll struggle not to find something that works for you. - They are not one of the easier factions tot learn in the game, but once you get going to them, they can be easily one of the strongest. 3. Greenskins: - Added in Warhammer 1. - Tribal Confederation, Waaggs to double army size, the mountains of scrap they collect from battle to make their units even better. - This is before you mention speicifc lords mechanics like the Grom the Paunch. - In battle: another attack-focused faction with an almost exclusive focus on melee in every aspect of their roaster. - Their melee infantry hit like a truck, monsters are even bigger and hit like a plane, and the few ranged units they have also hit like a big truck. - Orcs are just that simple, if you like to always keep fighting, then look no further. - Yes, they might not have the most intelligent battle strategy, but who cares when you can roll up most armies before they can act on any of their so-called strategies. 2. Chaos Dwarves: - Added in Warhammer 3 as a DLC race. - Newest faction and they are one of the strongest? call me surprised. - The supply chain of labor, raw materials and armaments can produce insanely quickly as well as produce you a mountain of gold here and there. - Add on the trading convoys like Cathay and you can pretty much print whatever currency you want and have whatever units you want. They have an insane snowball. - Their forge being a limitation quickly changes into being a superpower. Can buff units like almost no other faction can. - In battle: They are like the regular Dwarves but somehow better. High damage and extremely tough frontlines, massive burst damage ranged, high speed and devastating war machines, and probably the best artillery in the game. 1. Skaven: - Added in Warhammer 2. Most powerful faction in the game ever since. - Powerful mechanics: ambushing, undercities, food and corruption. - The lord Ikit Claw of Clan Skryre is carrying them still after all these years. - Ikit Claw has other powerful mechanics beside the Skaven's already default powerful mechanics: uranium bombs, with no capacity prices or maintainance. Just one quick hit of warp fuel and food and bam, infinte ammo rattling guns for the rest of the game and that's only naming one upgrade. - Clan Eshin and Clan Moulder also have their own powerful unique mechanics. They are just that OP. And they are meant to, lore-wise, Skaven are meant to be very OP and annoying. - Skaven can be so stupidly overpowered that it almost takes the fun out of it. - In battle: Skaven are a nightmare. Great units in pretty much every category. Late game they have super tough and damage frontlines, powerful weapons teams, grotesque monsters in all shapes and sizes and devastating war machines and artillery to take out any opponents. It's hard to find a weakness in the Skaven's roaster. - Early on, they are weak, but who isn't? very few factions have a spike as spiky as the Skaven. II. The Races: Best Units - Part 1 24. Norsca:

巴托尼亚

22. 黑暗精灵:

吸血鬼伯爵(Vampire Counts)

食人魔王国:

混沌恶魔

古墓王:

震旦(Cathay)

II. 种族:最佳单位 - 第二部分 16. 色孽:

纳垢:

吸血鬼海岸

13. 木精灵:

蜥蜴人:

高等精灵:

10. 矮人:

基塞尔夫(Kiselv)

II. 种族:最佳单位 - 第三部分 8. 帝国:

奸奇(Tzeentch)

6. 野兽人:

恐虐

混沌勇士

绿皮部落

混沌矮人

斯卡文鼠人

III. 基础战斗阵型 1. 纯新手指南

2. 操作指南 https://www.youtube.com/watch?v=58mf4hBc5iU 3. 多人游戏指南 https://www.youtube.com/watch?v=IDB__R-awkU 4. 魔法传说指南 https://www.youtube.com/watch?v=Ell1SwiHFFk 5. 新手战斗指南 https://www.youtube.com/watch?v=iYtqUH1GgQw 6. 各单位角色终极指南 https://www.youtube.com/watch?v=pCHwQwtqPco 7. 全面战争战术合集 https://www.youtube.com/watch?v=R6LyMCB98kw&list=PLfHby7DEo3iFGgg3CAhRefviaXdH8p49d 8. 木精灵建筑与战术(特定派系合集) https://www.youtube.com/watch?v=UXThzBQ2qDE&list=PLfHby7DEo3iEatfVcXnPftgtHQPWZUi9y&index=15 IV. 战役:最简单的部分1 《全面战争:战锤3》中最适合新手开始的战役是什么?当你选择新手战役时,你是想学习这款游戏。你不会想在《全面战争:战锤3》的“不朽帝国”模式中选贝拉克然后碾压整个战役。你想要的是一个需要自己摸索的战役。 5. 吸血鬼伯爵 - 弗拉德/伊莎贝拉·冯·卡斯坦因

你想选择哪一个呢?如果你使用弗拉德,就能获得伊莎贝拉作为传奇英雄;如果你使用伊莎贝拉,就能获得弗拉德作为传奇英雄。弗拉德和伊莎贝拉非常出色,因为他们拥有相对不错的初始位置,尽管周围的矮人及帝国派系不太喜欢他们,但你有办法应对这种情况。关键是,在外交方面,你可以通过外交手段使其他派系成为附庸。因此,这是一个能让你全面了解外交各方面内容的良好开局战役。那些不一定喜欢你的派系,你可以通过交易领土、夺取他们的领土或使其成为附庸来改善关系。如果策略得当,在这个战役中你甚至能让矮人乌格伦·铁拳成为你最好的盟友。在本战役中,你可以借助 Lahmian 吸血鬼血脉来获得帝国的好感。这里有许多选择,而且它们都并非绝对的错误选择。吸血鬼伯爵的特点就在于玩法多样,无论是选择领主、组建军队还是挑选英雄,都没有绝对错误的决定。许多策略和不同的玩法风格都是可行的。这也是一个帮助玩家理解腐蚀机制的绝佳战役,因为吸血鬼必须处理腐蚀问题,否则就会受到损耗。当你使用吸血鬼伯爵派系时,虽然没有远程和炮兵单位,你的部队不一定是世界上最强的,经济状况不错但也未必是顶尖的,总体上你可能会觉得处于一个相当不错的状态,但实际上这个派系拥有极其强大的实力。你拥有“亡者复苏”能力,这意味着你无需建造对应建筑就能招募部队,并尝试使用不同的单位。 4. 绿皮部落 - 格里姆格·铁皮

绿皮是游戏中最出色的种族之一,在很多方面都相当容易上手。他们无法进行贸易,主要通过独立战斗赚取大量资金,拥有强大的军队、强力的派系效果以及实力超群的传奇领主,绿皮有什么不招人喜欢的呢? 他们在战役早期就能招募英雄,英雄在3级时即可解锁。绿皮的卑劣潜伏者是整个游戏中最优秀的早期单位之一,还有石巨魔。两者之中,石巨魔更为重要,但也不要低估卑劣潜伏者的价值。即使没有这两种单位,也可以带一群小子,或者一群地精弓箭手,如果你想组建纯绿皮部队,还可以选择兽人弓箭小子。游戏后期你需要招募黑兽人、蛮荒兽人,或者组建一支全近战的绿皮军队,也可以考虑替换夜地精。 格里姆格·铁皮非常强大。他拥有战役移动力加成,还能为黑兽人和巨炮部队提供维护费减免——这些都是你的顶级步兵单位。他的“ waaagh! ”( waaagh! )可以召唤黑兽人,这实际上是你能获得的最佳 waaagh! 单位。他具备出色的决斗能力,能招募更多黑兽人老大英雄,拥有狂怒状态,还能进一步强化兽人巨炮和蛮荒巨炮,并获得对大型单位的加成。此外,他还能造成恐惧与恐怖效果,并且拥有生命蘑菇。 并非他本身就如此强大。他固然强大,但同时也处于游戏中最佳的战役区域之一——黑暗之地。他被一群相当强大的传奇领主所包围。无论你在这场战役中选择哪个方向行动,都会遭遇敌人。而你该如何应对?如何战斗?如何扩张?如何决定与谁为敌、与谁结盟?如何决定建立自己的帝国?所有这些在格里姆格的战役中都将具有重要意义。 四、战役:最简单部分 2 3. 高等精灵 - 泰瑞昂

高等精灵是新手玩家的绝佳种族选择。总体而言,他们是一个优秀的种族,拥有强大的战役能力和良好的经济体系,基础部队长矛兵和弓箭手表现十分出色。DLC单位进一步增强了他们的实力,尤其是阿维隆姐妹,但即使仅使用基础单位,你也完全可以顺利完成岛屿战役,甚至在“凡世帝国”模式中对抗实力强大的传奇领主。泰瑞昂拥有整个游戏中最佳或最轻松的起始位置之一,从一开始就具备巨大的战役潜力。 他实力强大,在招募时间和建筑建造方面拥有加成,且靠近凯恩神龛,如果你在寻找“凯恩之剑”,它就在那里。尽管在背景设定中,由于与黑暗精灵的内战,北方的荒原已不适宜居住,这可能会带来一些问题,但关键是他能从许多高等精灵那里获得大量外交收益。 然后他有升级技能“奥苏安威严”,该技能能进一步提升所有军队的外交关系、招募持续时间、招募成本、招募容量以及维护费用。高等精灵是一个非常适合游玩的种族,因为他们的经济运转完全依赖于通过外交达成贸易协定。 2. 黑暗精灵 - 莫拉丝

在战役早期占据主导地位方面,很少有种族能与黑暗精灵相提并论,也很少有传奇领主能比得上莫拉丝。她更像是一位色孽传奇领主,在战役地图上深受喜爱。 黑暗精灵其实并没有那么多种族憎恨。蜥蜴人对其有所反感,但在许多秩序派系中,他们的关系值为-40,而-40是你可以应对的。只有当关系值达到-100时,你才会开始遇到无法处理的麻烦。至于像斯卡文鼠人之类的混乱派系,他们甚至可能会喜欢你,或者最多只有-10的反感度。 这意味着你手中掌握着极大的外交潜力。你无法附庸其他派系,但考虑到莫拉丝在其战役中的能力,你并不需要这么做。因为你可以成为世界上最具统治力的派系之一,并与整个世界结盟。你想同时与阿尔查恩和基斯里夫结盟?没问题。你想与黑暗精灵的死敌高等精灵结盟?作为莫拉丝,你也能做到。阿苏焉神殿中有一个特殊地标,能使你与高等精灵的关系+100,从而消除他们对你的敌意。 因此,莫拉丝的外交潜力极为强大。她的战役潜力更是独树一帜。她的起始省份非常容易管理。玩黑暗精灵其实不一定需要DLC,《暗影与利刃》DLC对黑暗精灵来说值得入手,因为它能提供传奇英雄,但没有也完全能玩。不过你可能还是会想入手这个DLC,因为它还包含了鼠人战役——死亡大师斯尼克的艾辛氏族是游戏中最有趣的鼠人战役之一。而莫拉丝的潜力非常强大,她通过升级技能“绝对忠诚”可以获得-30%的军队维护费,还能获得更多战后战利品,她很容易就能获得港口,从而建造黑色方舟。黑暗精灵可以进行“向凯恩献祭”,这能提供惊人的+20%部队补充率,不过即便没有这个,你也可以招募死亡女巫英雄来获得部队补充。你可以使用“奴隶驱动”,它能提供+50的增长,这非常离谱。绿皮之所以强大,是因为它们通过“ waaagh”能获得+30的增长;而黑暗精灵除了拥有即时建造能力外,还能获得+50的增长,再加上一个提供+20增长的法令。黑暗精灵确实很强,非常强大。它们有忠诚度机制,但与其他所有优势相比,这只是一个小小的代价。 1. 震旦天朝 - 昭明

有些人会疑惑,为什么泰瑞昂不是第一名?要让泰瑞昂的战役发挥出最佳效果,你确实需要DLC来获得阿维隆姐妹,以及与艾拉瑞丽和伊瑞斯进行邦联。而且泰瑞昂在奥苏安的战役太过安全、太过安逸,如果你想要一场轻松的战役,那很棒,但如果想学习游戏玩法,就需要一定程度的挑战。 震旦整体上做到了这一点,这或许非常贴切,因为震旦的核心就是平衡,是阴阳调和,思考阴的益处是什么,阳的益处是什么。阴能提供建筑加成,阳能带来招募加成,而平衡则会提供维护费减免、收入加成以及战役移动范围加成。玩震旦非常棒,他们拥有均衡的军队配置。震旦有飞行单位、炮兵单位,而且是优秀的炮兵单位,实际上是游戏中最强的炮兵之一;还有出色的步兵,以及在魔法方面(而非近战能力方面)选择丰富的英雄。震旦确实有《变革之影》DLC,但你完全不需要这个DLC。 如果你想使用震旦最强的传奇领主,那么这个DLC很出色,但对于三个传奇领主中最简单且实力第二强的那位而言,DLC完全不重要。即使没有 celestial generals,你也能获得良好的震旦游玩体验;至于 jade lions 和 oxny kroman,jade lions 确实能提供一些战役潜力和战役选择,但无论从哪个角度看都并非必需品。所以你可以在不购买DLC的情况下游玩震旦,并获得相当不错的体验。你肯定会想要招募玉勇军和玉弩手。 四、战役:最强势力 以下是《全面战争:战锤3》中一些强度过高的战役。其中一些玩起来很有趣,另一些则不然,但这些战役的核心都在于纯粹的战力。 5. 蜥蜴人 - 欧西约坦。

欧西约坦是一个非常强大的传奇领主,适合中等水平的种族。蜥蜴人并非弱势种族,但也不属于最强大的种族之列。他们肯定高于平均水平,但不在顶级梯队。实际上,他们非常基础且极易上手。因此,如果你是《全面战争》系列的新手,想要一个强大且易于游玩的派系,并且喜欢蜥蜴人,我推荐欧西约坦。 蜥蜴人本身不错,但并不特别,而欧西约坦让他们变得特别。他可以在 campaign 地图上建造寂静圣所。在那里你可以建造提供诸多增益的建筑,包括传送功能。他的“远古知识”升级路线非常强大。 但欧西约坦能跻身此列的真正重要原因是“古圣之视”机制。这些是你在 campaign 中获得的任务。随机任务难度各异,有的极难,有的则很简单。奥克西约特本人不会因侵入其他派系领土而受到外交惩罚,这一点非常重要。他还能进行传送,轻松完成这些任务。许多任务的奖励是“神圣孵化”单位,这些单位比普通单位更强大。此外,奥克西约特不会受到地形损耗的影响,因此你基本上可以随心所欲地前往任何地方、完成任何事情。 4. 高等精灵 - 光辉者艾拉瑞丽

高等精灵种族本身就非常强大,与蜥蜴人并列推荐为新手首选种族。他们确实需要较长时间才能发展壮大并顺利起步,因此存在一定局限性,但艾拉瑞丽则没有这些限制。 艾拉瑞丽或许是整个战役中最出色的帝国建造者之一。主要问题在于掌控整个奥苏安,或将整个奥苏安置于高等精灵的控制之下。当奥苏安的部分区域未被高等精灵掌控时,所有事物的成本都会更高。 和所有高等精灵一样,她能够操控外交系统,而且由于拥有“影响力消耗-25%”的特性,艾拉瑞丽比其他高等精灵派系更容易做到这一点。“传统使然”是她一项强大的升级技能。阿拉瑞尔能招募的侍女数量比所有其他高等精灵传奇领主都要多。得益于独特建筑“侍女画廊”,她可以在3级招募阿瓦隆姐妹,而其他领主则需要等到4级。 虽然侍女在战斗中的表现并非顶尖,但凭借升级技能“永恒女王的外交官”和“艾莎的宠儿”,她们在 campaign map(战略地图)上的作用变得极为强大。如果说奥克西约特凭借传送能力称雄,那么阿拉瑞尔则凭借这些优势真正成为了世界的女王。她还能通过特殊建筑从木精灵那里招募树精和树人——游戏中最强大的单位之一。 3. 混沌勇士 - 永世神选艾查恩

使用混沌勇士可以拥有大量附庸,并让许多混沌派系对你保持好感。阿查恩能够强制合并其他所有混沌勇士传奇领主。从附庸处获得的灵魂+25,可通过混沌恩赐机制招募部队。 他拥有强大的升级技能“混沌大元帅”。并且他在整个游戏中拥有最安全、最轻松的起始位置之一。其他混沌领主在游戏初期可能表现更佳,但阿查恩在游戏中后期堪称猛兽,是一位轻松的帝国建造者。 2. 木精灵 - 奥莱恩

猎户座作为个人战士、在经济乃至军队方面都不算特别出色。其他三位木精灵传奇领主在这些方面都远胜于他。但关键在于一点:猎户座每进行一场活跃战争,自身部队维护费就降低8%,其他所有军队的维护费则每战降低4%。 “鹰之领主的智慧”研究能让你获得所有魔法森林的视野。你可以向那些永远不会与你遭遇的远方派系宣战。通过向众多派系宣战,你能获得大量资金和维护费减免。12场战争可使维护费降低96%,13场战争则能达到100%减免——你的主力军队基本免费,其他所有军队也能享受50%的维护费减免。基本上,你所有军队的维护费都相当于免费了。你可以招募大量的树精部队和弓箭手,它们在战斗中表现出色,能轻松消灭敌人,而且维护费用为0%。木精灵拥有非常强大的单位,但这些单位造价高昂且维护费用极高,经济状况通常也比较糟糕。而0%的维护费用直接打破了这一切。 1. 奸奇 - 易形者

一位拥有木精灵传送能力的传奇领主,其军队实力堪比阿查所能组建的任何部队(除了地狱加农炮)。在战役地图上,若处于教派范围内,你的军队还能隐形。由于教派是地下城市,且可通过“商业幻象”建筑降低被侦测几率,AI很难发现并摧毁你的任何定居点。再加上奸奇在战役中的强大实力,以及在战斗中的恐怖战力,诡道者简直强得离谱——其二级军队就能在战役中歼灭顶级军队,而这还只是诡道者的基础实力,它的强大程度远不止于此。变形者自身可以化身为传奇领主的形态。如果你想成为拥有全部近战能力的弗拉德·冯·卡斯坦因,你就能做到。你拥有提供战役移动范围加成的英雄和邪教徒,你拥有强大的法师,以及游戏中部分最优秀的单位。你拥有强大的近战部队、强大的野兽。你可能没有像纳垢(尤其是费斯图斯)那样的巨斧神选战士,但你能弥补这一点。你的部队耐久度远高于纳垢,这非常夸张,因为你有屏障。而在伤害潜力方面,你拥有魔法、多重漩涡法术,还有像晋升炎魔这样的单位(当你能使用它们时)。 此外,你还能获得众多计谋带来的增益。如果你所在的行省有邪教存在,你的军队就会对他们隐藏行踪。你处于隐匿状态。因此他们甚至无法看到你的军队来进行应对。变形者就像是最终Boss。变形者是玩家手中无法被击败的欺诈大师。 四、战役:最具乐趣 有趣的战役和强力的战役之间有何区别?你需要一位强大的领主,但不一定过于强大。你不希望有一位能碾压整个地图的领主。你需要在力量、潜力和挑战难度之间找到平衡。 5. 绿皮部落 - 格里姆格·铁皮

绿皮是一个非常出色的种族,他们的英雄选择也十分优秀。虽然普通领主的选择不算特别强,但传奇领主却非常厉害。使用格里姆格·铁皮时,你会在游戏早期遇到相当强大的传奇领主,这对他的敌人来说有很大的潜力,但对他自身而言同样潜力巨大。 4. 高等精灵 - 阿里斯·安纳尔

艾利瑟·安纳尔拥有整个游戏中最出色的战役之一。高等精灵即使没有任何DLC也是一个非常强大的种族,不过没有DLC的话你无法使用暗影战士,因此只能使用暗影行者。艾利瑟·安纳尔的战役之所以出色,并非仅仅因为高等精灵本身的实力,也不只是因为他是一位专注于潜行刺杀单位的高等精灵领主,他的军队拥有“潜行” stance,因此每当他攻击敌军时都有机会发动伏击,这为他的战役提供了显著的优势。此外,他还能使用“暗影界通道” stance,这让他比许多传奇领主拥有更高的战役移动灵活性,并且他拥有一个特殊仪式,可以召唤出一位必定能成功刺杀的英雄。此外,艾利丝·安纳尔升级“幽魂”技能后可解锁“变节者”。这让弓箭手的战力大幅提升。接着你就能开启顶级刺杀任务。他在游戏初期还有个极佳的战斗位置——身处黑暗精灵本土对抗他们的前线,背后还有贝'拉克。 3. 黑暗精灵 - 莫拉丝

大反派黑暗精灵的母亲。黑暗精灵擅长近战,后期可以依靠怪物来填补近战角色;他们因黑暗碎片和暗影而擅长远程,但缺乏炮兵,不过在英雄方面表现出色。尤其是在英雄容量方面,因为他们在3级时可以为每种英雄类型提升英雄容量。 莫拉丝的有趣之处在于,她与艾利丝·安纳尔有着相同的起始地图情况,只是她向北发展而非向西,而且背后没有贝'拉克,而是有乌苏安的高等精灵随时可能入侵。莫拉丝能很快获得大量巫师,她在近战和魔法方面都很擅长。她很有可能获得许多盟友,也很有可能建立一个庞大的帝国。混沌矮人 - 灰烬之卓索斯

他们拥有强大的力量,但这一切都需要努力争取。游戏初期你会面对鼠人和高等精灵,虽然你肯定能避免与其中一方开战,但无法同时避免与双方为敌。之后你会遇到普通矮人,他们因混沌矮人与普通矮人的关系而憎恨你,当然还有格里姆格。 黑暗之地是最有趣的战役区域之一,在这里你既强大又脆弱。你需要处理各种事务,而且有很多可能出错的地方。你可以选择更被动的玩法,但这不是个好主意,因为有格里姆格,如果不是格里姆格,东边还有震旦。 1. 震旦天朝 - 袁博

震旦天朝即使不购买此DLC也可游玩,但本战役是震旦天朝最出色的战役。震旦作为一个种族整体表现相当不错,他们的传奇领主非常强大,军队虽不算特别独特但相当稳固,有玉勇军和玉勇弩兵,使用这些单位准没错。他们拥有优秀的远程单位、出色的近战单位和良好的炮兵,其中一些甚至是整个游戏中最顶尖的。 袁博在要塞城市和商业区之间拥有强大的实力,包括能重置战役地图上所有军队移动范围的能力。袁博可以同时对所有军队使用这一能力。瞬间建造、瞬间招募,简直是离谱接着离谱,再加上新的和谐系统,实在是太荒谬了。 四、战役:最高难度 《全面战争:战锤3》中哪些战役难度最高? 5. 吸血鬼海岸 - 卢瑟·哈肯

当你审视《吸血鬼海岸》的玩法设计时,会发现他们的部队构成理念是大量使用可消耗的炮灰单位,同时搭配一些非消耗性的核心部队,比如炮兵、深海守卫、甲板枪手和死灵巨像。 吸血鬼海岸的部队领导力较低,并且他们是不死族。由于是不死族,一旦战败就会损失整个军队。你要么依靠“亡者复苏”能力势如破竹,要么战败并失去全部军队。其他吸血鬼海岸领主中,阿尔内萨拥有食人魔和萨托萨自由佣兵团单位;诺克萨斯伯爵占据着游戏中最安全的防御位置,位于海洋中央,任何潜在入侵者都会遭受大量损耗;赛罗斯特拉拥有能在战役中提供帮助的召唤单位,尽管她处于高等精灵和黑暗精灵之间的“死亡之路”。 而卢瑟·哈肯则被迫在露丝契亚南部作战,你首先要应对非常烦人的蜥蜴人,然后是黑暗精灵,甚至还有巴托尼亚和斯卡文鼠人,后期还要面对震旦和帝国。而作为本应专注于制海权的吸血鬼海岸派系,你却处于一种特殊的境地——必须在陆地上作战以治愈他的疯狂,这给卢瑟·哈肯的战役带来了非常糟糕的动态体验。 4. 蜥蜴人 - 马兹达穆迪领主

马兹达穆迪是其种族的默认传奇领主,就像泰瑞昂之于高等精灵。许多种族都有这样的默认传奇领主,他们不一定拥有特殊效果。他存在外交问题,与大多数派系的关系为-10。 当你查看他的升级技能“古圣能量储备”时,会发现它并非特别出色,仅对其军队有一定帮助,且效果并不显著。此外,他的初始位置较为艰难,需要应对南方的色孽和北方的诺斯卡。 问题在于,你没有任何独特的优势,这导致你实力异常薄弱。蜥蜴人是一个中等偏上的种族。他们不算弱,但也绝非顶尖。但蜥蜴人在战役中凭借传奇领主的力量占据优势,而马兹达穆迪却没有这种能力。 3. 帝国 - 卡尔·弗兰兹

如果你想轻松体验卡尔·弗兰兹,我强烈推荐在《全面战争:战锤》或《全面战争:战锤2》中使用他,本作可不是这样。本作是为硬核玩家准备的,帝国会像背景设定中那样四面受敌,卡尔·弗兰兹也会像背景设定中那样不知该先前往何处拯救帝国。你不能像在前两部作品中那样,等着统一帝国后再发起进攻,本作中,在你能够统一帝国之前,甚至在统一之后,为了获得背景设定中那种真实的卡尔·弗兰兹体验,都将是一场生存挣扎。他是一位不错的传奇领主,拥有一些不错的加成。问题在于,他没有“山地:适宜地形但环境恶劣”的特性。这是个问题,因为卡尔·弗兰兹的初始位置被山地环绕。另一方面,盖尔特适合山地地形。第二个问题是帝国权威这一游戏机制。帝国权威意味着你不能对帝国派系宣战,因为这会降低帝国权威,有引发内战的风险。所以你需要维持高帝国权威,但这会在你的战役中带来诸多问题。你得寄希望于帝国选帝侯们有好的随机事件(RNG),这样他们才不会在你能够联合他们之前过快衰落。此外,在你的起始位置附近就有5位传奇领主需要应对:纳垢的费斯图斯、野兽人的卡兹拉克、吸血鬼伯爵弗拉德、木精灵的德莉卡以及吸血鬼伯爵 Kemler。为了保持帝国的统一,你可能需要在最初30回合内应对这5位传奇领主。而你要处理的只有瑞克领行省的4个定居点。除此之外,你还得花费最初的几个回合来团结瑞克领,共同对抗叛军势力。 2. 基斯里夫 - 卡塔林沙皇

基斯里夫目前未必是游戏中最弱的派系之一,只要运用得当,他们的单位从来都不差。基斯里夫的问题在于其经济状况相当糟糕,而这一问题影响着所有基斯里夫传奇领主,包括鲍里斯·厄孙——尽管他是基斯里夫的传奇领主,但总体而言他非常强大。 冰 maiden 英雄行动获得10点虔诚毫无意义,因为你绝不会想让冰 maiden 执行英雄行动。即便如此,这也是少量的虔诚,任何一场胜利的战斗都能让你获得更多。聚落控制看似不佳,但基斯里夫有许多方法应对控制不足的问题,包括控制指令以及通过支持者系统提升控制的途径。冰霜 Maiden 英雄确实非常出色,但卡塔林所欠缺的是英雄容量。如果她在战役中能拥有更多这类冰霜 Maiden,那将会是相当不错的增益,但目前无法招募大量冰霜 Maiden,招募一个还需要等待很多回合。她享有招募折扣的冰卫(Ice Guards)对付恶魔表现不错,但缺乏破甲能力,因此无法应对重甲单位。比起冰卫,有更好的部队组合,比如沙皇卫队(Tzar Guards)、射击军(Streltzi)或重型战争雪橇(Heavy War Sleds)。你可以招募一些冰卫,但肯定不需要一整队都是。作为法师领主,她在近战中非常弱势,而且她的魔法也并非特别强大。你最好给她的军队配备一名冰之 Maiden,并让她在其他发展路线上进行投资。卡塔林的升级技能中,唯一值得投入的是冰之护盾。使用卡塔林时,除了要应对来自东方的常规恶魔和混沌矮人部落,还可能需要对付南方的木精灵崔雅卡、奸奇的幻形者以及吸血鬼伯爵弗拉德。 1. 食人魔 - 格雷苏斯·金牙

与食人魔王国的外交关系毫无意义,因为你根本不想和食人魔王国进行外交,实际上你想通过军事力量将他们彻底消灭。在《全面战争:战锤》系列游戏中,当你使用食人魔派系进行战役时,最糟糕的做法就是与其他食人魔派系结盟。原因有二:其一,其他派系很可能会把他们视为容易攻击的目标,事实也确实如此;其二,虽然你可以将其纳为附庸,但这也存在诸多问题。 虽然格雷苏斯·金牙拥有“部落掠夺者”这一升级技能,但他的许多特殊技能都相当无用。不过格雷苏斯·金牙的问题在于,他作为一名近战领主,在近战中表现却极其糟糕。 他的战役处境也非常艰难。在东方,你需要面对震旦,一旦震旦对你发起进攻,你就彻底完了。他们那些拥有大量远程火力和反大型单位加成的重甲部队会很快消灭你。尤其是食人魔在游戏初期没有任何优秀的破甲单位。你需要一路攀升到3级科技,才能通过招募昂贵的铁胃食人魔,或者选择虽能派上用场但效果一般的暴食兽来获得破甲能力。如果你认为震旦仅靠初期部队就无法应对你早期的任何单位,那你就大错特错了。你的北方有格里姆格。混沌矮人相对容易对付,因为尽管他们的重甲部队会用火炮将你击溃,但他们在游戏初期的兵力非常有限,所以你能够击败混沌矮人。然后是高等精灵、斯卡文鼠人以及其他众多会对你构成威胁的派系。而你并不具备取得成功所需的手段。 四、战役:最具趣味性 这些战役各有其独特的趣味之处,如果你想体验一场与《全面战争:战锤3》其他常规战役不同的有趣战役,我忍不住要推荐它们。几乎每个战役都有一些独特机制,但这些战役呢?它们有特别之处。你至少得尝试一次扮演伊克特·利爪,把一切都炸平,即便你不喜欢斯卡文鼠人,这也是一种不同的体验。还有一个值得一提的角色,因为我喜欢他但他不太受欢迎:马库斯·沃尔夫哈特。我喜欢他那种殖民者探险家的主题,以及你的部队来自家乡、沿途招募伙伴(英雄)的设定。 7. 黑暗精灵 - 拉卡思

大多数黑暗精灵都在搜寻可恐吓为奴的人,而拉卡思唯一的追求是猎杀恐怖的怪物。他从一座岛屿出发,却掌握着黑暗精灵的海军力量,因此他从不缺乏选择。拉卡思的特殊能力是驯兽。你拥有怪物围栏机制,可招募来自其他所有不同种族的各种怪物与野兽。基本上,你捕获它们并迫使它们屈服。 6. 高等精灵 - 伊姆瑞克

若拉卡思的特殊能力是驯兽,那么伊姆瑞克的特殊能力就是驯龙。 龙王子伊姆瑞克。他玩起来简直是纯粹的乐趣。他的初始位置实际上相当棘手。一开始他就要与斯卡文鼠人、绿皮部落、黑暗精灵和矮人作战,如果不够谨慎,很快就可能陷入彻底的失败。选择伊姆瑞克的话,你会获得大量的龙。而且这确实是个非常酷的特色。 5. 黑暗精灵 - 洛克希尔·菲尔哈特

为什么是洛克·心感?他起始于震旦,他的战役和其他黑暗精灵并无太大差异,只是发生在震旦——目前游戏中最出色的区域之一。这里的场景令人惊叹,开发者在设计上倾注了大量心血,无疑是个非常棒的区域。你开局就拥有黑色方舟,这对招募军队极为有利。早期的许多军队都能通过黑色方舟获得,而且能以极快的速度组建起战役中最强大的军队之一。 4. 木精灵 - 暮光姐妹

虽然奥莱恩凭借对每个处于战争状态的派系-8%的维护费减免,是目前木精灵最强大的传奇领主,但暮光姐妹无疑位居第二,也是最具乐趣的木精灵传奇领主。和所有木精灵一样,你的目标是保护森林,除了在森林边缘进行防御外,绝不要过多冒险远离森林。你拥有戴斯熔炉,可以为暮光姐妹提供升级,既能获得较小的永久增益,也能获得较大的临时增益;还有名为“法师女王议会”的独特森林议会变体;鹰骑士单位拥有“库诺斯齐射”技能,效果非常强大且极具乐趣。3. 绿皮部落 - 古姆·大肚腩

古姆·大肚腩或许没有格里姆格·铁皮那般强大,但他拥有“大锅”机制——精心烹饪美食能为他带来显著的能力加成。这有点类似鼠人的实验室。最棒的是,你起始于巴托尼亚,因此可以与那些“法兰西人”交战。 2. 帝国 - 巴尔萨泽·盖尔特

黄金教派有着非常独特的起始位置。这让你想要招募所有帝国领主,像收集宝可梦一样将他们收入麾下,而且不会遇到卡尔·弗兰兹那样的麻烦。但巴尔萨泽·盖尔特开局就紧邻吸血鬼伯爵,这简直太有趣了,这种帝国对阵吸血鬼伯爵的经典冲突正是我非常喜欢的。在你消灭吸血鬼之后,混沌势力迟早会降临,因此你能体验到所有这些我超爱的经典元素。卡尔·弗兰兹也相当有趣,但难度更高;而巴尔萨泽·盖尔特则一直是帝国势力中的“弱势角色”,因为他的近战能力实在糟糕。不过他拥有一些有趣的技能,还能召唤出威力惊人的魔法之风,用魔法造成巨额伤害。斯卡文鼠人 - 史库里氏族、艾辛氏族、摩斯氏族

Creative Assembly 的部分开发者肯定是真爱斯卡文鼠人。除了它们那烦人的“靠近才能发现城市”的地下巢穴、伏击姿态攻击机制,还有能穿甲的高伤害鼠特林枪手。这些设定已经让它们非常棘手了——毕竟按背景设定,斯卡文就是最烦人的种族。唯一阻止它们征服世界的,就是内斗。而开发者还给了它们 3/6 的传奇领主额外的烦人游戏机制。跟它们对战很头疼,但用它们玩却很爽。不过嘛,战役模式本就不追求平衡,多人模式才讲究平衡。伊克特·利爪的史库里氏族拥有“禁忌工坊”机制,不仅能永久升级其单位,还能获得核武器。没错,就是核武器。在《战锤》里使用核武器。你可以在战役地图上对一座城市,甚至在战斗中对某些单位发动类似广岛或长崎的核打击。不用说,其造成的伤害是毁灭性的。而且该氏族初始位置紧邻帝国,营造出经典的《战锤:末世鼠疫》式体验,这种体验只有紧邻帝国的开局才能复刻。 死亡大师斯尼克的艾辛氏族是暗杀大师,他是唯一一位能够亲自刺杀传奇领主的传奇领主。你不喜欢卡尔·弗兰兹,想把他从游戏中除掉?死亡大师斯尼克可以帮你做到。而且不仅在战役中,在战斗里,死亡大师史尼克也是整个游戏中最强大的传奇领主之一,绝对不容小觑。在第三代游戏中,你从震旦开始,所以这次你要刺杀的不是帝国,而是震旦。 至于不洁者斯洛特的摩斯氏族,他们会派遣突变体前往基斯里夫地区。不洁者斯洛特或许是这三位中实力最弱的,但同样不可低估。他之所以显得弱,只是因为伊克特·利爪和死亡大师史尼克实在强得离谱,就他自身而言依然非常强大。他的初始位置在北方,毗邻基斯里夫,凭借他的工坊,能够为鼠人制造出一些极为强大的突变体。他的部队侧重于巨兽单位和憎恶怪物。血肉实验室无法像天鹰氏族的禁忌工坊那样生产核武器,但能以多种方式对单位进行变异。伊克特·利爪是科技大师,而不洁者斯洛特则是生物学大师。通过他的生物实验,你能将最弱小的单位改造成游戏中最强的单位之一。 结尾 感谢阅读,希望这能帮助你更好地理解游戏,记住: 记住,基斯里夫拥有出色的经济体系,别让任何人告诉你并非如此:晚安,睡觉时听听这个: https://www.youtube.com/watch?v=LTGKRTF-zUA 秘密结局 哈,你找到了秘密结局,恭喜!我是谁?不重要,重要的是你说“是”并点击这里: https://vocaroo.com/1ed3GTY6517G