Spine of Sotek Dwarfs

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Spine of Sotek Dwarfs
Wh2 main dwf spine of sotek dwarfs crest.png
General data
TypeMinor faction
CategoryDwarfs
RulerHugrim Redaxe
CampaignsEye of the Vortex, Mortal Empires

Spine of Sotek Dwarfs is a Dwarfs minor faction introduced in Total War: Warhammer II.

Starting territory[edit | edit source]

Eye of the Vortex
Mortal Empires

Diplomacy[edit | edit source]

Diplomatic traits:

Mortal Empires:

  • Defensive
  • Reliable
  • Holds Grudges

Eye of the Vortex:

  • Survivor

Strategy[edit | edit source]

Click here to add a strategy!

Karak Zank[edit | edit source]

The Spine of Sotek Dwarfs can be unlocked to be playable, via a faction unlocker mod. The following information related to that:

Unknown to the rest of the world essentially, these Dawi have perhaps the most unique starting position in the game. That is to say, an absolutely awful one.

Karak Zank itself, is almost at the very bottom left corner of the world. The Spine of Sotek region which Karak Zank lies in, will be completely abandoned at the beginning of the game. It is very easy for you to push out and take the region, free of any dangers. Beyond that, you're completely screwed.

Lustria itself starts off covered in ruins, looking very depopulated. This is a trick. There are 2 Skaven factions which start in Lustria (Clan Pestilens & Clan Eshin) whom you will very quickly find yourself at odds with. They will swarm into nearby regions and quickly become a dominant power on the continent. This will make your expansion towards the eastern coast difficult. Having a lone Dark Elf faction to your north will be equally cumbersome. Truly, the Lizardmen are an asset to anyone brave enough to try playing as these Dawi. You should prioritize diplomatic technologies at your earliest opportunity. If you can gain the military support of Itza, or any of the other local tribes, you'll be a lot better off.

Now all of your soon-to-be enemies are half the problem, the other half, is Lustria itself. Outside of your starting region in the Spine of Sotek, 90% of this continent is considered an uninhabitable climate for Dawi. Only the Vampire Coast and the Fuming Serpent are considered habitable, not preferable, but habitable. So if you really want to, you can take these. Otherwise you can leave them for the High Elves and the Lizardmen. The point to all of this is, that the sooner you can take a coastal city and get out of Lustria, the better. Trying to take any of these jungle regions will lead to public unrest, lower casualty replenishment rates (Like 1 soldier per turn kinda low), and ridiculously long and expensive construction projects.

Combine the aforementioned problems and yes, you have a lot on your hands. What are the possible upsides to playing Karak Zank, you might ask? WE'RE DWARVES! If anybody is stubborn enough to do this, WE ARE!

Assuming you're taking the coastal approach and want to push the shoreline, you only have one real threat: Clan Pestilens. They will likely take all 3 settlements in between Karak Zank and the sea, before you can get to them. However, they are only Skaven. Dwarven infantry backed up with ranged superiority, can very easily break Skaven hordes on the open battlefield. Your troops, pound for pound, are far superior.

You remember the Dark Elves I mentioned earlier? The Blood Hall Coven sits very inconveniently, on the northern border of your starting region. However, they will likely never attack you. This is because there are 2 Lizardmen factions (The Sentinels of Xeti & Tlaxtlan) on their remaining borders. Sooner or later the Lizardmen will overpower and annihilate these pesky Druchii. Remember, play nice with the Lizardmen, you'll have a lot less headaches if you do.

So then, you have only 3 settlements to take from Clan Pestilens. Just so you know, no, they don't make up a complete province. That would be too easy. The best way to do this in my opinion, is to split the territory evenly with Itza. Their capital starts out only 1 region away from yours, it only makes sense to befriend them. Itza has 3 options for expansion: Head north and fight their brothers in Tlaxtlan, Push into the mountains to fight you, OR try to take the coastline from the Skaven. Given their natural aversion to Skaven, even if you aren't diplomatic about it, they'll likely pick the 3rd option. This means that they'll be hitting Clan Pestilens hard in their northern territories, giving you plenty of breathing room in the south. Together, you can easily crush the Skaven. All you have to do is make sure you get to that port city before Itza can, otherwise you won't have any viable trade routes out of your capital... Unless you wanted to try the northern route, which as I said earlier, is mostly out of the question.

Now assuming you've done all of that, the Sisyphean journey that it is, you'll have won essentially. The Lizardmen factions will remove any remaining threats from Lustria, providing you with a very comfortable barrier from the rest of the world. This gives you all the time you need to secure and build up your home provines. Then, you'll have the economic backing to fund your first overseas expedition!

You want to sail to the badlands and help your fellow Dawi to fight back the Orc menace? You can do it! They'll sure be surprised to see you, but you can do it!

You want to take the Vampire Coast and become the saltiest stone sages to ever rule the seven seas? By Thorgrim's Burning Beard! You can do it!

You want to land on Ulthuan and take the sword of Khaine for your own nefarious purposes? No one will expect a Dwarven invasion by sea!

Anything is possible when playing as Karak Zank, if you can just get past the beginning. Your homeland will be protected better than any other, by an endless onslaught of Lizardmen. From there, it's all up to you. Good luck, should you choose to try it... You mad bastard.