Earlier this month we had a look at not only the campaign mechanics for the Tzeentch Chaos faction, but also general mechanics for Chaos as a whole. Following this information drop, Creative Assembly has today detailed the campaign mechanics for the first Chaos faction ever revealed in the context of Total War: Warhammer III - Khorne.
Surprising no one, Khorne factions thrive off war and destruction. Their principal resource is skulls, which you collect by doing just about anything. You can spend these skulls via Khorne’s unique tech tree, and use them to make a specific offering to the Skull Throne for massive buffs, among other things.
As you can imagine, taking over settlements is not really Khorne’s thing, but Khorne factions can still expand their territory. If you raise a settlement (and you should always raise a settlement as Khorne), then so long as you own another settlement already in the same province, ruined settlements will eventually be automatically colonised for free, providing another faction doesn’t try and claim it first. Of course, if they do, you know what you need to do about that.
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