The Huntsmarshal's Expedition

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The Huntsmarshal's Expedition
Tw2 huntsmarshalsexpedition.png
General data
TypePlayable subfaction
CategoryThe Empire
RulerMarkus Wulfhart
CampaignsEye of the Vortex
Mortal Empires
Territory
Starting territory
Eye of the Vortex
Mortal Empires
ClimatesPrefers savannah, jungle and temperate island
Racial capital
  • Altdorf
  • Distinct features
    Bullet icon empire magic colleges.pngColleges of Magic:Harness multiple Lores of Magic to bolster the Empire's strength and destroy its enemies.
    Bullet icon empire units.pngVaried unitsLarge and varied unit roster with a wide range of infantry, cavalry, artillery and other unit types.
    The Huntsmarshal's Expedition require The Hunter and the Beast paid DLC to play as.

    The Huntsmarshal's Expedition is a playable subfaction of The Empire led by Markus Wulfhart. They are playable in campaign, multiplayer and custom battles.

    How they play[edit | edit source]

    A summary of Empire gameplay:

    • Units: The Empire have an extremely large and diverse roster with almost every unit type represented. Infantry form the core of their army, backed up by strong cavalry and artillery.
    • Regiments of Renown: These are unique, more-powerful versions of regular Empire units.
    • Emperor's Mandate: Receive the Emperor's Acclaim by advancing the Empire's cause in Lustria, leading to the provision of better quality troops to reinforce the expedition.
    • Wulfhart's Hunters: Attain the services of some of the finest hunters ever to have lived.
    • Colleges of Magic: The Empire can recruit 7 different kinds of spellcaster heroes, who have access to a total of 42 spells – the most of any faction.

    Background[edit | edit source]

    "The monsters shall be slain."

    Insert lore

    In battle[edit | edit source]

    The Huntsmarshal's Expedition play like a regular Empire faction in battle, with the addition of some new and unique Heroes.

    In campaign[edit | edit source]

    Legendary Lord choices[edit | edit source]

    Faction effects[edit | edit source]

    Climate preferences[edit | edit source]

    Climate preferences for The Huntsmarshal's Expedition:

    • Habitable: savannah, jungle, temperate island
    • Unpleasant: temperate, frozen, mountain, magical forest
    • Uninhabitable: chaos waste, wasteland, ocean, desert

    Start locations[edit | edit source]

    Eye of the Vortex
    Mortal Empires

    Victory conditions[edit | edit source]

    Eye of the Vortex
    •  ?
    Short campaign
    • At the start of your turn have at least 100 Acclaim.
    Long campaign

    Diplomacy[edit | edit source]

    Diplomatic traits[edit | edit source]

    Eye of the Vortex:

    •  ?

    Mortal Empires:

    •  ?

    Starting agreements[edit | edit source]

    Eye of the Vortex:

    Mortal Empires:

    Strategy[edit | edit source]

    Wulfhart begins at war with Tlaxtlan and should continue that goal. From there, his campaign can be drawn in multiple directions. The Vampire Coast and Vampire Coast Mutineers are to the East and will continue to destabilize public order with vampiric corruption (this has the benefit of unlocking Hetwig Van Hal and his missions which are predominantly related to the Vampire Coast). To the West are the Savage Orc tribe, Blue Vipers, who can prove a difficult thorn in the side. Their troops will dumpster Empire troops, but with the right Imperial Supply units, they can be beaten. This will also allow you to link up with the New World Colonies who should be your ally for most of the game. Finally, going South leads to Lizardmen and Skaven, notably Itza and Gor-Rok

    Trivia[edit | edit source]

    • The eye getting pierced by arrows on the faction crest is believed to be the one eyed giant that destroyed Markus' home and family in the lore.