Followers of Nagash

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Followers of Nagash
Followers of Nagash.png
General data
TypePlayable subfaction
CategoryTomb Kings
RulerArkhan the Black
CampaignsEye of the Vortex
Mortal Empires
Territory
Starting territory
Start position Eye of the Vortex
Start position Mortal Empires
ClimatesPrefers desert, wasteland and savannah
Racial capitalKhemri (settlement)
Lahmia
Distinct features
Canopic Jars summary.pngCanopic JarsUnique Tomb Kings resource used for various purposes.
?Day of AwakeningTomb Kings do not require money for recruitment/upkeep, instead using a system of unit/army caps.
?Mortuary CultThis cult can craft magical items, or summon powerful Legions of Legend.
?Realm of SoulsAs battle damage is taken, a bar builds up to a threshold where the army is mass-healed.
Bullet vmp units.pngDark CreaturesFollowers of Nagash can recruit 4 Vampire Counts units, and are unaffected by vampiric corruption.
Followers of Nagash require the Rise of the Tomb Kings DLC.

Overview[edit]

Followers of Nagash is a playable subfaction of the Tomb Kings introduced in Total War: Warhammer II. It is led by Arkhan the Black and can be found in western Araby, west of Land of the Dead.

The Tomb Kings were previously a great human empire called Nehekhara (now known as the Land of the Dead), themed on ancient Egypt. However, the empire of Nehekhara was destroyed by the necromancer Nagash and his vampires, causing the mummified dead of Nehekhara to rise. The Tomb Kings now seek to reclaim their lost glory, and take vengeance on Nagash and the vampires. The armies of the Tomb Kings consist of ranks of skeleton soldiers and chariots, supported by towering animated statues of bone and stone

How they play[edit]

A summary of Followers of Nagash gameplay:

  • Units: Tomb Kings focus on ranks of skeleton infantry and chariots, combined with powerful animated statues and constructs.
  • Dark Creatures: Uniquely, Followers of Nagash can recruit 4 units from the Vampire Counts unit roster and is unaffected by vampiric corruption.
  • Elite units: Tomb Kings have Regiments of Renown and campaign-exclusive Legions of Legend.
  • Realm of Souls: As Tomb Kings armies take damage in battle, a bar fills up and eventually mass-heals the army.
  • Day of Awakening: In campaign, Tomb Kings do not require money for unit recruitment or upkeep. Instead they have unit/army caps, increased by buildings and technologies.
  • Canopic Jars: A unique resource used for various things, particularly by the Mortuary Cult.
  • Mortuary Cult: A cult of priests who use resources to craft magical items or elite Legions of Legend.
  • Ninth Book of Nagash: In the Eye of the Vortex campaign, Arkhan begins with one Book of Nagash already in his possession.

Background[edit]

Of all those amongst the living dead who were restored to life by the powers of Nagash, the first and greatest of all Necromancers, the loyalty of Arkhan the Black to his master is second to none. It wasn't long ago when the Arch Necromancer discovered about the awakening of the tyrants of the other kingdoms in Nekahara, especially the arrogant Settra and the Ruler of Lybaras. All of whom were searching for his master's most prized possessions, his own Tomes of Power! Such a sacrilege must not be allowed to occur, especially with the Black Pyramid on the verge of opening. Arkhan was preparing for this day, however. Recently, he was successful in reclaiming the Liber Mortis from Altdorf right under the living wizard's very noses, swiftly returning to the Land of Assassins to gather his forces and prepare for his master's return.

Through his greatest servant, Nagash's will shall be done!

In battle[edit]

The armies of the Tomb Kings consist of ranks of skeleton soldiers and chariots, supported by towering animated statues of bone and stone. Unique to the Followers of Nagash are four Vampire Counts units:

  • Crypt Ghouls - relatively fast moving infantry with poisonous attacks
  • Dire Wolves - fast moving beasts suitable for flanking
  • Hexwraiths - spectral cavalry with high resistance to physical damage
  • Fell Bats - fast moving flyers suitable for keeping archers and artillery occupied

In campaign[edit]

Followers of Nagash plays largely like the other Tomb Kings factions. See that page for details.

Legendary Lord choices[edit]

Faction effects[edit]

Ninth Book of Nagash[edit]

In the Eye of the Vortex, Arkhan starts with the Ninth Book of Nagash already in his possession, leaving him to only collect 4 more.

Diplomacy[edit]

Followers of Nagash are unable to engage in diplomacy/trade with any other Tomb Kings faction.

Dark Creatures[edit]

Followers of Nagash can recruit 4 units from the Vampire Counts unit roster. In campaign, this requires the Dark Creatures / Burial Mound chain of buildings.

Climate preferences[edit]

Climate preferences for Followers of Nagash:

  • Habitable: Savannah, Desert, Wasteland
  • Unpleasant: Mountain, Jungle, Island, Temperate
  • Uninhabitable: Frozen, Magical Forest, Chaotic Wasteland

Start locations[edit]

Eye of the Vortex
Mortal Empires

Victory conditions[edit]

Eye of the Vortex[edit]

Campaign Victory

Domination Victory

Mortal Empires[edit]

Short campaign

Long campaign

Strategy[edit]

In battle, the Followers benefit from partial to the Vampire Counts roster. This is most helpful in the Crypt Ghoul, who gives a better damage dealer in the frontline than any Skeleton Warrior will do, with higher melee attack and armor piercing. They also poison enemies, which reduces enemy effectiveness. Dire Wolves and Fell bats are similar to the Carrion of the Tomb Kings roster (wolves and bats may be slightly faster) so they have access to an abundance of harassing and chasing units. Hexwraiths are a useful ethereal cavalry unit that can take a lot of physical punishment and do solid armor piercing damage. Tomb Kings don't have any ethereal cavalry and no real heavy cavalry aside from units like Sepulchral Stalkers. Overall the armies of the Followers get a power boost in the early game with Crypt Ghouls and a niche boost with the Hexwraiths.

In the Vortex Campaign, Arkhan is surrounded by enemies. To the East lies Knights of the Flame, who should be crushed, but then lies the Chevaliers de Lyonesse, powerful crusaders who hate undead. There are also Dwarfs nearby who will prove difficult for early Tomb Kings armies to beat, wait until later in the campaign to fight them if you can. To the South lies Clan Eshin and Deathmaster Snikch (In Mortal Empire Snikch is absent giving a bit more breathing room), who should not be particualrly hard to beat. Yet beyond them lies the Lizardmen of Tiktaq'to. To the North, Count Noctilus, to the West, the battle royale that is Lustria. As one can surmise, the Followers are surrounded by enemies (or at the very least no friends) and it may be best to play a slower, defensive campaign, than an overly aggressive one. Focus on leveling up Arkhan as well as your Lords and heroes, they will do more work than the rest of your army in the early to mid game.

The only benefits you have in the early game are your starting Tomb Scorpion, Crypt Ghouls, and Arkhan's magic, use these three to win your battles. Also because Arkhan is a spellcaster, it is better to get a Tomb Prince or Necrotect in the initial hero dilemma.

It should also be kept in mind that the player needs to destroy Settra and Khemri as soon as possible, encouraging the push East. Every other faction that gets in your way is a just a distraction or a buffer from you continuing your eternal war with your nemesis.