Total War: WARHAMMER III

Total War: WARHAMMER III

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Different Factions Doomstacks
By Get Fer´d
some guy's doomstacks and his insight on each of them, take and use what you want, I'm just sharing my armies that I've used and work
   
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Before we start
Hello, I've been playing TW warhhamer 3 gor a while now and one thing I noticed is that there are no accesible doomstack or army "guides" to have an idea of what works for a certain lord or faction, so I decided to do it myself, I havent played nor made a doomstack for all factions but I'll update this guide when I find more.

Now, what is a doomstack???, I define a doomstack as either as an end game army with lots of high tier units, or an army that has the capability to fight 2+ armies alone, with that said I'll share with you the doomstacks I've thought of, these include:
  • Doomstack based arround a lord or mechanic
  • Endgame armies
  • and modular armies so you can add or remove troops as you wish

Dwarve Doomstack
early:

1 Lord
3 engineers
16 gyrocopters
it was nerfed due to the removal of fire while moving to gyros but they're still the goats at early game, easy to access and easier to play

Generic (Balanced Artillery)
1 Lord
1 engineer
1 thane
3 ironbreakers
2 hammerers
2 gigant slayers
2 thunderers grudgerakers
2 trollhammer torpedoes
2 bugman rangers
2 organ guns
2 flame cannons
Late game stack focused of desensive formations and artillery and range attack, beware magic, specially warp lighting and small area spells.


High king doomstack:

1 Thorgrim
1 engineer
1 thane
3 ironbreakers
2 hammerers
2 gigant slayers
2 thunderers grudgerakers
2 trollhammer torpedoes
2 bugman rangers
2 organ guns
2 thunderbarge
Similar to the balanced artillery its focused on a defensive style of play and relying a lot of thorgrim's hability to front and hold enemies, thunderbarges added for auto resolve weight.


The white dwarve doomstack:

1 Grombrindal
1 engineer
4 thane (perk + ammo trollhammer)
3 irondrakes (switch to irondrakes grudge settlers when given the opportunity)
11 trollhammer torpedoes
This one is a fun one, it works with every lord but excels if you play as grombrindal, it absolutely demolishes any large or single entity, and the irondrakes take care of the infantry, but be really carful with sieges as they are useless in confined spaces and walled battles, spells have a higher impact due to the low unit count and you can be easly surrounded or outnumbered if you get careless, But you can rely on your lord and mele heroes to tank and hold the line, just be careful with friendly fire when shooting enemy single entities as you will probably leave your hero with less than 1/3 of health if you look away 2 seconds.


Slayer King Dommstack:

1 Ungrim
1 garagrim
1 Felix
1 Gotrek
16 slayers (early)
8 doomseekers
8 gigant slayers
I'm gonna be honest, I've beaten engame armies just using ungrim and the 3 heroes, they are really strong, specially ungrim, get him the rune of spite, a rune of ward save, a rune of mele defence, and an ironwarden tankard and he is unkillable, when fighting you want them being back to back to they dont get surrounded, for the early you want slayers and with that you can easly complete the gotrek and felix mission and start farming levels using the sealed tomb to the east below astragoth and become unstoppable.


The mad Engineer:

1 Malakai
3 Engineers
4 gyrocopters
2 gtrocopters (trollhammer)
6 gyrobombers
4 thunderbarge
I love Malakai's campain but man is it hard, focus on getting a full stack of gyrocopters and using the prospectors armor to gain stalk and snipe to avoid mele fights, malakai's campain buffs them a lot with I've mainly done this stack with thorgrim as the faction and confederating Malakai.


The great runesmith

1 Thorek
1 engineer
1 runesmith
3 ironbreakers
2 hammerers
3 quaerrers
3 quarrelers GW
2 grudgethowers
2 bolt trowers
Simple doomstack focused of getting the best of thorek buffs while being able to punch above its weight, change or modify as you wish.
Empire Doomstacks
Prince and Emperor

1 Karl Franz
1 Empire Captain
1 Engineer
1 jade Wizard
16 Reiksguard
full cavalry so it has tis problems, but its strenghts outweigh them, with Karl you can buff them alot with his unique skills and getting the 3 cavalry focused building in Altdorf, Tablecland and Nuln, they hit hard and weigh a lot in auto resolve, empire captain to reduce upkeep, enginner to get movement and the wizard to heal and do damage.


The great Mage

1 Gelt
4 death
2 wild
2 fire
5 jade
2 celestial
1 light
1 gold
1 shadows
1 Ulrika (to have someone on the ground)
I've seen and used some nasty and OP armies, but this one takes the cake by a mile and more, I genuinely think that after getting 300+ winds of magic you are unbeatble and can fight and easly win against anything, I've beaten gelt's campain in 30 turns and I just got bored to comtinue it, DISCLAIMER; this ONLY works with Gelt's campain, it allows him to get absurds winds of magic and buffs magic by a lot, focus on getting the staff so you can stat stacking winds and then start getting magic upgrades and then the items, they are good but not a priority (except the life one, that item is reallt good), other tips, dont get cocky with less than 150 winds and get a good money influx as wizard are expensive.

If you wonder about why I have more wizards than others, in summary each magic school has a specific capstone skill eg; life magic one gives +10 healing cap, death magic gives -10 enemy healing cap, and some dont stack like light wizards that give +10% ward save.


The witch of Nuln

1 Elspeth
3 engineer
6 ironsights (2 amethyst)
2 amethyst outriders
2 cannons
2 metralletas
4 amethyst rocket battery
Straight forward, use elspeth to distract and attack enemies as well as the enginners to stop enemies from getting closer to your missile troops, be specially careful with friendly fire, due to the high damage to deal you can easly melt your own troops even with high resistances, It can take a while to get the amethyst units going so just play and replace units when you get them.


mechanist

1 Master Engineer (mechanic perk)
1 engineer
1 priest*
1 inquisitor*
3 steam tanks
3 steam tank volley gun
2 cannons
2 hell blaster volley guns
4 rocket battery
2 marinburg lardships
This is a variation on the tank doomstack, it's more flexible and less top heavy but still exprensive so the mechanic perk helps us reducing the upkeep and it stacks fast, (-15% mechanist-10% skill line -5% nuln building-5% Gunnery school-15% faction -18% blue skill line= -68% upkeep reduction).
It's strong in autoresolve and stronger in manual if you get a good map you hold the enemy.
I listed a priest and an inquisitor but you can use a jade wizard or captain, you just need someting that gives you a campain buff and holds enemies in battle.


Artilerist

1 Master Engineer
1 engineer
1 priest*
1 inquisitor*
4 nuln iron sides
4 hochland longrifles (0)*
2 outriders granedes
2 cannons
2 hell blaster volley guns
4 rocket battery
2 marinburg landships*
This one is more flexible, you can focus on the missile infantry if you can get the hochland perk or focus more on war machines, you can also use 1-3 heroes it you like, this is more like a general idea of an army that you can modify to your needs.


Tank Squad

1 master engineer (mechanic)
2 engineers
1 jade wizard
8 steam tank volley guns
8 steam tank

or

4 emperors wrath
6 steam tanks
6 steam tank volley gun
the good ol' steam tank doomstack, its strong in auto resolve and strong in manual, just mange your ammo and careful with mele units, you can add the emperors wrath tanks but its really situasuinal and takes a long to get 4 (40 turns), but they are a little better than the normal tank.
enginners for movement, ammor and damage, and the jade wizard for heals


Ogre Dommstack
The legndary mercenary

1 Golg
1 hunter
1 bruiser
1 bragg
1 butcher
1 eshin man-eater
4 golg man-eaters
2 man eaters great weapons
4 man eaters iron fists
=16
2 crushers great weapons
2 crushers ironfists
=20
or

4 Regiments of Renown
=20
Gold buffs RoR a lot so its encouraged to have them in your army, aside from that you can remove the crushers and add the cannons or the missle troops, I'd just recomend having maneaters as your core and leaving 4-6 spaces for flex stuff of that you like playing
Skaven Doomstacks
The mad scientist

1 Ikit
1 Engineer
2 Dommflayers
4 Rattling guns
4 jezzails
4 Poison wind mortars
2 warp fire throwers
2 poison wing globadiers
Same concept as with the empire, shoot them before they get close and use all the magic you can to stop or slow the enemy, I like having the warpfire throwers on the sides for the anti large flank and the globadiers behind the rattling guns in case some units get through and use the doomflayers as defensive cavalry in case you get flanked or as ofensive units if you dont have or can afford menace from below to get rid of missile troops.
I also use this as my default warlock master army as it uses all of Ikit's upgraded units and is strong in manual and auto.

Default Engineer Gunner

1 Warlock Master
3 warlock engineer
16 rattling guns
one of my favorite doomstacks, its just so fun to see the green bullets fill the screen, I know of the 2 priest variations I just like the 3 enginner more, Just letting you know that the plague priest can summon units to stop the enemy and let your guns shoot.

Cannon Fodder

1 mele Lord
1-3 heroes, chief, assasin or priest
16 skaven slaves (10 mele 6 range)
this is my go to follower army for any gun heavy army, It helps in auto resolve and is perfect bait for an ambush and is really cheap to make and replace

THE storm vermin

1 mele lord
1 chief
1 assasin
1 plage priest
4 storm vermin sword and shield
4 storm vermin halberd
2 warp fire throwers
2 poison wind globariers or bombardiers
4 plague claw catapults
My late game follower army, has siege capabilities and can fight on its own if it gets picked on

Warrior of Caos Doomstack
The Everchosen

1 Archaon
1 Harald
1 Hellbrass
1 exlated hero (tzeench)
2 chosen of khorne
2 chosen of tzeench
3 Chosen of Khorne dual
1 Chosen halberd (slaghterguard) khorne
2 Chosen of tzeench Halberd
2 Chaos Knights 1/1 lances
2 Chaos Knights Khorn 1/1 lances
2 Chaos Knights Tzeench 1/1 lances
I use variants of this army depending on how much it bothers me to have an uneven number of one type of unit but the idea is simple, focus on khorne, tzeench and caos choosen as it's easier to get those authorities high, I like a balance of shield, ant infantry and anti large for emert situation, of course it's weak to missiles, thats why I have hellbrass, he has a passive area heal and search for the missile resistance item, I like to make a box If I'm to outnumbered and use archaon to pick the lord and heroes off one by one, in this version I focus archaon as a lord and not as a mage, insted going for red, blue and mele skills.


Sun Eater

1 Kholek
1 sorcerer of nurgle
6 Dragon ogres Shaggoth
12 Dragon ogres
straight forwarld, kholek wants monsters, so in the early get him trolls, manticores, gigants and slowly star adding dragon ogres and when you can afford it, the shaggoth, the nurgle sorcerer is key sustain, focus on getting flesy abundance and use it almost always.

The leech lord

1 Festus
1 Exalted hero of nurgle
18 Gigants (RoR nurgle gigant)
If you're able to get more than 10 gigants and are playing as or confederated festus the gigant stack is simple but effective, festus can heal in area and has access to nurgle magic so he can heal of deal damage, with the nurgle gifts you can get missile resist and a lot of campain heals.


Kislev Doomstack
Ice Queen

1 Tzarina
1 tempest mage
1 patriach
1 golden knight
1 ulrica
5 tzar guard
10 ice guard (5 dual blades, 5 glaives)
a simple but resilient army that can be modified, this set up is with a defensive style in mind, use the tzar guard as a shield and shoot with the ice guard, just be mindful of your ammo, as there are not many ways of increasing it and it has a lot of weight in the balance of power, a little hero heavy but the objective is this army to be your spear head and face against any late game army and win without loosing to much units.

Ice Lord

1 Lord (mele or range)
1 patriarch
1 ice/tempest mage
10 ice guard
5 tzar guard
2 little grom
a variation on the tzarina stack, it has the capacity of siege attacks and can act as a secondary army without a problem

The great Tzar

1 Boris
2 patriarch
1 ice/tempest mage
8-12 war bear riders
4 elemental bears
0-4 bear chariots
a strong war bear stack, depending on your style you can add of remove war bears and add chariots or artillery, with the kislev rework war bears and charcters in bear mounts get a nice heal when they reach 25% health and boring buff them nicely, but be careful with high damage units like archaon, Valkia and belakor, it may seem easy because the auto resolve said so, but I'll probaly wipe your army, remember that the war bears are anti large and small units with high weapon strentgh are their kryptonite.
Closing thoughts
I'm aware that there are just a small number of doomstacks but I havent played all facitions and more importantly I just like some factions more than others, like the empire, dwarves and skaven, when I get to plaing other factions or lords I'll update the guide, also I'm open ti feedback and comments so feel free to share your insight and opition, thanks for reading.