Total War Warhammer 3: Movement Total War Warhammer 3 guide, walkthrough
In this tutorial page you will learn all about moving armies in Total War Warhammer 3.
Last update: 03 March 2022
On this page you'll learn everything regarding movement in Total War Warhammer 3.
Land navigation/movement stances
Playing Total War Warhammer 3 you must remember your armies can move in several different stances. You can select them in the lower-left corner.
The menu can be found next to the lord's portrait and features several different stances to choose from. The most basic ones are (from the bottom):
- Channeling - more efficient channeling of the Winds of Magic but slightly less range on the campaign map;
- Encamp - resistance to most types of attrition and a chance to recover losses even in a hostile area but your maximum movement is halved; this stance also lets you hire more troops but prevents you from travelling while doing so;
- Raiding - lower mobility but you obtain money and special resources (depending on the faction), this stance negatively influences the province's growth and control, worsens your relations with the raided faction, your troops start battles winded;
- Ambush - you can organize ambushes but you're less mobile;
- March - significantly increases movement range - by 50% - but makes your units tired and unable to attack; you won't be able to retreat if you're attacked, and losing completely routs your army.
Different factions can have more stances or have them work slightly different.
Movement points
On the left (marked with yellow) you can see your movement points. Depending on your stance and the distance you covered they'll increase or decrease. Most stances cannot be used if you don't have many movement points.
By interacting with your army you can see green highlights on the map. It shows the army's maximum movement range. By moving your cursor over any of the stances you can see how far your units can go if you select it.
Water navigation
Your position leaving / re-entering land is important when moving through water. If the province you're in is not friendly or doesn't contain a functioning harbor your travels will be delayed. Your army will stop at the shore and you won't be able to go further until the next turn.
In case you have access to a harbor in a settlement, the army will automatically try to find a path through said harbor (if it's close enough), since that way they won't have to stop at the shore.
Besides that, navigating on water is very similar to navigating on land. There's only one additional stance available - Full Speed (functions identically to March).
Longer journeys
You don't have to personally move your troops every turn. You can send them out on longer journeys. Every turn they'll move automatically without further interference.
When traveling longer routes a multi-colored arrow will appear, with its colors indicating how many turns you need to complete the journey - green signifies how far you can move during this turn.
Attrition
Attrition slowly causes casualties among your units. There may be various reasons as to why it happens. The most common is intense corruption in the area. Attrition can also be caused by other things - plagues, spells, bankruptcy or even bad weather (such as storms).
To counter-act attrition you can enter a settlement - unfortunately it doesn't always help with all kinds of attrition. You can also switch to the Raiding and Camping stances. They should protect you from most of the negative effects.
If you're about to enter an area where your army is at risk of attrition you'll be warned by skull and bones icons. Moving your cursor onto a province or a skull next to a unit's portrait will tell you the cause of casualties.