Warriors of Chaos Campaign Walkthrough and Tips
Last update: 07 June 2016
The start of Warriors of Chaos is quite difficult, mainly because of the fact that you won't be able to capture a settlement and the whole gameplay of this faction differs so much from others. You will spend your first couple of dozen of turns on conquering the first island you start on, departing to the south after you're done here. In this chapter we assume that you select the leader of the faction, Archaon the Everchosen as your starting Lord, however you can pick the remaining two if you wish to.
First turns
When the campaign begins you will be given your first Lord (the leader of the faction) and... that's it. In contrast to all the other factions you can play as, Warriors of Chaos start with only the Lord. The reason for that is simple - you can't capture settlements, you can only loot them or raze them to the ground. Your potential allies, however, can rebuild them later on - but we will come back to that later.
When the cut-scenes end, select your Lord and click on the Building Panel icon on the window that just opened. Upgrade the Nomadic Camp to Tribal Gathering. This will increase your recruitment capability, boost Horde Growth, as well as decrease the upkeep of your troops. As you now have to stand in a place until the building is completed, click on the Army Panel tab and recruit a single new unit (you can't recruit more at the moment as you will need gold for a research) - Chaos Marauders. Before you end the turn open the research window (by pressing 8) and start The Path to Ruination.
At the 2nd turn change the movement mode to 'none' and head towards the Baersonling's Camp. Don't use your entire move - your Lord must have at least 25% of it remaining (25% is a single full segment of the movement bar). Thanks to that you will be able to upgrade the Tribal Relic to Trial Tent. Start the upgrade, select a new technology to research (preferably Scrutiny of the Dark God - it will come in handy soon) and end the turn.
At the beginning of the 3rd turn change the stance to 'none' and attack the Baersonling's Camp. You can use the auto-resolve option, but as it's your first battle with the Warriors of Chaos it's advised to lead the soldiers in battle yourself. Thanks to that you will learn how to fight with the units of this faction, as well as how to counter them - most of your encounters during the next couple dozens of turns will be against the same units as under your command. Remember to use Archaon the Everchosen in combat - he is probably the most powerful Lord in the entire game, capable of extremely effective melee combat, as well as casting powerful spells.
After the encounter select the Awaken Tribe option - thanks to that you will earn a valuable ally. You can awaken few more of such tribes, each one becoming your ally when you do it. Those are crucial to your success in the campaign - they can capture the settlements you raze, building up their army and helping you flood the south with the armies of chaos. You can, of course, ignore it and raze those settlements without awakening the tribe, but in the long run you won't be able to keep up with other factions on your own.
Your Lord will advance to the second level - select the Route Marcher ability which will increase the distance the Lord can travel on the world map. Before you end the turn, add two new units into recruitment - 1x Chaos Marauders and 1x Marauder Horsemen (Throwing Axes). At the beginning of the 4th turn order your Lord to move towards the Frozen Landing settlement, but do so in such a way that the Lord retains 25% of his movement. This will allow you to recruit more units - recruit 1x Chaos Marauders (Great Weapons) and 1x Marauder Horsemen (Throwing Axes). Now end the turn.
Start the 5th turn by attacking the Frozen Landing settlement. After the encounter refrain from razing it and just get the Favour from looting. Your Lord should now get to the 3rd level - select the Tribes of Chaos ability, which will increase the Horde Growth, allowing you to advance in the horde evolution quicker. End the turn and at the beginning of the next one attack the settlement again, this time razing it at the end of the encounter.
The reason for you not destroying it during the first time is that you need the Favour. Attacking a settlement multiple times during a short amount of turns won't really pay off - if you want more Favour you have to wait for a number of turns before attacking it again. However, razing a settlement increases your Horde Growth for the next round, allowing you to get the population surplus point quicker - but it won't give you any Favour. By using the method described above you just got both the Favour and the increased growth, as well as 2 ranks for your Lord. Select the Tribes of Chaos ability again for your Lord. As you now have no more movement, end the turn.
At the beginning of the 7th turn select a new research - Rituals of Corruption. Now select your Lord and click on the Recruit Lord option - use it to recruit a new Lord. As armies of Chaos can't stand close to each other (as they will suffer attrition), move your main Lord towards Sjoktraken. You can now end the turn, as the new Lord can't move during the same turn he was recruited.
The 8th turn is the time you attack Sjoktraken and have your first major encounter with the enemy. Don't pay attention to the "balance of power" bar (it will hint that you have a disadvantage), as this battle is easier than you might think - your Lord alone can take out a few whole units by himself with the Fireball spell.
The key to winning this battle is to use the power of your Lord, as well as the Vanguard Deployment ability of your Marauder Horsemen - you can use it to easily get on the back of the enemy army. You should do it and take out the enemy artillery unit (Grudge Thrower). Your Marauder Horsemen are extremely effective against melee units of the Dwarves - they won't be able to keep up with them (use the Skirmish Mode on those units to make sure that they remain outside of their range). While your horsemen are taking care of the artillery unit and are using hit & run tactics, send all of your remaining troops to engage the enemy army. Use the Fireball spell of your Lord whenever you see the chance (when enemy units are close to each other). Don't worry too much if you suffer some casualties - Marauders and Marauder Horsemen can easily be replaced. After the encounter choose the option to sack the settlement (instead of razing it). Add the final point to the Tribes of Chaos to your Lords' abilities.
During the same, 8th turn move a little towards the Kraka Drak capital of this province - as always, leave 25% of movement to enter the encampment mode to replenish your casualties. If some of your units suffered great loses, you can merge two units together and recruit a new one at its place. At the same time move the second Lord closer to the Sjoktraken and start recruiting his army (leave 25% of his movement to be able to do so). For now add 2x Chaos Marauders.
At the 9th turn attack Sjoktraken again and raze it. When your Lord advances to the next level, pick the Ruination ability. Order the second Lord to recruit two more Chaos Marauders. You can now end the turn. During the 10th one order your Lord to get closer to Kraka Drak - but, as always, leave 25% move as you won't be able to reach it during a single move, and you will be able to recruit more units. Upgrade the main building of your Lord from Tribal Gathering to Warband of Chaos. Additionally, recruit 2 more units - the Lord should now have 19-20 units. Recruit units with your second Lord as well - this time 2x Marauder Horsemen. Don't pay attention to your income going into a negative value - it's quite normal when playing Chaos.
During the 11th turn order your Lord towards Winter Pyre, located to the west - placing him near Kraka Drak during the previous turns was to ensure the safety of your second Lord while he recruits army. Conquering Kraka Drak now is possible, but will take too much time - it's not worth it. After you moved your Lord towards Winter Pyre, select the second one and continue recruiting army - add 2 more Chaos Marauders. Use the 12th turn to get closer to Winter Pyre and add 2 more units to the second Lord - this time 1x Chaos Marauder and 1x Marauder Horsemen. Additionally, select a new research - Skulls for the Skull Throne.
At the beginning of the 13th turn attack the Winter Pyre, but, as always, loot it instead of razing. Afterwards, immediately order your Lord to attack Winter Pyre again and use the option to awaken another tribe. Add another ability of your Lord - Unholy Resilience. Continue recruiting army for your second Lord - add 2x Chaos Warhounds.
During the 14th turn order your main Lord towards Aesling Conclave and move your second Lord a little towards the same route your main Lord took. During this turn leave the second Lord with 25% move and use it to recruit 2 more units for him. The 15th turn is the moment your Lord attacks Aesling Conclave - you should have no problems defeating the defenses there. Sack the settlement (it will become handy soon) and move your second Lords towards Aesling Conclave as well.
When the 16th turn starts, order your main Lord back towards the Winter Pyre - Varg and/or Skaeling armies should be here by now. Move the second Lord a little towards your first one and add 2 more units to recruitment - by the next turn this Lord should have 17 units in his army. In the next turn attack one of the armies present here - both should have 20 units, but don't worry, they have the most basic units, while your main army consists partially of ones that are a lot more powerful. Your Lord should now advance to the 8th level - unlock the Gathering of Might ability. Before you end the turn assign a new research - The Lure of Dark Promises - and move your second Lord towards Aesling Conclave.
At the beginning of the 18th turn attack and get rid of the second Varg / Skaeling army - this will advance your Lord to the 9th rank. Use the point he just gained to purchase the second level of Gathering of Might ability. The second Lord should continue his journey towards Aesling Conclave. Don't forget to start a new research - Erection of Ruinous Monuments.
During the 19th turn order the second Lord to attack Aesling Conclave - with the army at his disposal it should be a breeze. Select the option to sack it instead of razing - you will use this (and some others) settlement to level up that Lord. The ability order until level 6 should be 1 point to Route Marcher and 3 points into Tribes of Chaos - the rest of the points you gain can be used freely. Afterwards, order the same Lord towards a nearby settlement - Sarl Encampment. Meanwhile, your main Lord should be going along the northern shore and sacking / razing Varg / Skaeling settlements located there.
The 20th turn is the time during which your main Lord should have enough population surplus points to upgrade the main building - start constructing the Unholy Legion, but don't forget to move further along the shore (you need 25% move to be able to construct a building). Afterwards, send the second Lord to attack the Sarl Encampment. Pick the option to sack it and then attack it immediately again and select the option to awaken another tribe. Now start recruiting two more units for the second Lord and end the turn.
At the beginning of the 21st turn send the main Lord to attack Altar of Spawns - pick the option to sack it as always. Wait with the Lord at this spot - during the next turn you will raze that settlement. Send the second Lord towards Doomkeep - save 25% move to start upgrading the main building of this horde and recruit 2 more units (this Lord should now have 19 units). Now you can end the turn.
Now order the main Lord to attack and raze Altar of Spawns. As you won't be able to move with this Lord during this turn, get back to the second Lord and order him to attack Doomkeep. Sack the settlement, change movement method to march and get close to Naglfari Plain. End the turn as you won't be able to do much more. During the 23rd turn change the stance of the second Lord and attack Naglfari Plain - sack it, as always. This Lord should probably have a free surplus point right now - move him a little towards Graeling Moot and start upgrading Tribal Relic to Trial Pit. This will give this Lord access to new units. The main Lord should be moving along the shore, towards Varg Camp.
During the 24th turn order the second Lord to attack Graeling Moot. Defeat the defenders there, select the option to sack, and then attack it again and use the option to awaken the tribe. Your main Lord should continue moving towards Varg Camp. You won't be able to do more now, so just end the turn. Use the main Lord to attack the Varg Camp and select the option to sack the settlement. Leave the Lord near this settlement now - during the next turn he will destroy it. Use the second Lord and backtrack all the way - first attack and raze Naglfari Plain. Now end the turn. The 26th turn is going to be short - use the main Lord to attack and raze Varg Camp, and the second Lord to do the same to the Doomkeep. Afterwards just end the turn.
At the start of the 27th turn order your second Lord towards Bjornling's Gathering, located to the west of his position. Your main Lord should head towards The Monolith of Katam. They both should take about 3 turns to get there. End the turn now. With the start of the 28th turn you will be able to assign a new research project - pick Duels to the Death. Order both of your Lords to move and end the turn again. At the beginning of the next round move the second Lord a little towards Bjorning's Gathering and start upgrading this horde's main building - remember that you need 25% move for that. The main Lord should be reaching The Monolith of Katam - attack it and sack it, it should give a lot of Favour for that. As both of your Lords can't move now, end the turn.
At the beginning of the next turn attack The Monolith of Katam again with the main Lord and raze it. The second Lord should finally attack Bjorning's Gathering. Again, sack it instead of razing to get more Favour. Now end the turn, as there's nothing more to do. At the start of 31st turn attack the Bjorning's Gathering again and raze it. Before you end the turn send your main Lord towards Serpent Jetty. However, save 25% of his movement and start constructing Unholy Furnace - it will finally unlock new units.
At the start of the next turn upgrade the Unholy Furnace at your main Lords' horde to Daemonic Forge. Afterwards, send your second Lord to the south, towards Icedrake Fjord. You can now end the turn. At the beginning of the next one send the second Lord to attack the Icedrake Fjord and sack it. Now send the main Lord to attack the Serpent Jetty and do the same. Your main Lord should still have enough movement to recruit units. Dismiss all of your Chaos Warhounds units (you should have 4 of them) and recruit 2 Hellcannons and 2 Chaos Chariots. This will immobilize this Lord for two turns. End the turn now. As your main Lords won't be able to move during this turn, use the second Lord to attack Icedrake Fjord again and end this turn afterwards.
Your main Lord should now be able to move - use him to attack the Serpent Jetty and raze it. The second Lord should now go west, towards Pack Ice Bay. Also, the Lord should have enough population surplus to upgrade his main building to the 4th level - do so and construct the Unholy Legion (remember - you need 25% movement for that). At the 36th turn move your main Lord towards Troll Fjord located to south-west, and the second Lord to get closer to Pack Ice Bay. Now end the turn.
Your second Lord should be able to attack Pack Ice Bay during the next turn - do so and raze the settlement. You don't need more Favour at the moment, and razing them on the first attack is twice as fast. Your main Lord should now (during the 38th turn) be able to reach the Troll Fjord - attack and raze this settlement. Send the second Lord east, towards Longship Graveyard. Before you end the turn start a new research - Unholy Communion.
At the start of the next turn assign a new research - Aspiration for Greatness. Your main task for now is to get rid of all the enemies on the island you are currently residing. Most of enemy settlements should by now be gone and you just have to clear all the ones they managed to recapture. This should probably be done by 45-50 turn. By that time both of your Lords should be around level 16-18 - the recommended build order for your Lords can be found in the next chapter.
What to do afterwards
After you've secured the main part of the island and your allied tribes started recapturing the settlements, it's finally time to venture south and start harassing all the other factions. Before you do so, you must first prepare yourself accordingly, so that your armies won't get swarmed by enemies.
First things first, your main Lord must have Chaos Warshrine constructed - it will require 9 surplus points to accomplish, but it will give you access to immensely powerful Chosen units. Those are the best melee units of the Chaos army, as well as one of the best in the game overall. The second Lord's surplus points should be used to recruit a new Lord - preferably Prince Sigvald the Magnificent, one of the Lords that you can select at the beginning. Afterwards, you can hire units at your main Lords' army and just swap them between armies - those troops will have increased levels and will be overall better than most troops that your enemies use. You can use this recruitment method until all of your remaining Lords have their own buildings to purchase new troops, or you can use it for a long time by specializing your Lords.
You can assign one Lord to quickly gain access to Giant units, while the other one rushes to unlock Forsaken and Chaos Spawns. You can, of course, unlock all the units for every single Lord separately, but it will take a lot of time to do so - it's better to specialize your Lords around recruiting specific units and them transfer them between Lords. This way you will unlock all of your available units very quickly, while all the rest of the buildings can be constructed later on as they advance.
Also, don't forget to awaken one final tribe here - the Norse. This can be done by conquering the Bay of Blades settlement. A simple method of managing tribes can be found below.
Managing tribes
The tribes are almost certain to fight amongst themselves, and you will be asked to join their wars. Doing so will get one of the tribes angry at you, but it's better than to break all the agreements between you and two of them at the same time. After a few turns the tribes will end the war and everything will be back to normal - besides, obviously, your relations with them. Each time a war breaks you will lose some of your "positive points" with the tribe you declined help. This can, however, be easily solved.
At 50-60 turn you should have about 100,000 to 150,000 Favour accumulated - raiding and sacking next settlements should net you from 10,000 to even 25,000 if you are lucky. This means that you will have a lot of extra gold to spend. You can use it as gifts for your allies (as well as other factions - like the Vampire Counts or Greenskins that you don't have to defeat to win the campaign). To do so, open the diplomacy tab (by pressing 5), select the faction that you want to "bribe" and activate the Payments tab. Inside click on the Offer Payment option, click on the Small Gift and accept the transaction. This will give you 10 points of boost with that specific faction and the process can cost you from 500 to 1500 Favour when it comes to Chaos-oriented factions (the most expensive are the Dwarves, which can cost you even up to 10,000 for a small gift).
The "bribing" method can be used multiple times during the same turn - doing it 10 times will cost you, in most cases, around 6,000-7,000 Favour and will give a huge, 100 point boost. Repeating the whole process a few turns in a row, even giving 5 of those gifts instead of 10, will increase your relations with a specific faction tremendously. Additionally, you can use this method with a multitude of factions at once - and as you will accumulate Favour extremely quickly, you will be able to keep doing this during the rest of the game.
The diplomacy window also allows you to issue orders for the factions that are allied to you. You can find a small "War Co-ordination" section in the bottom right corner of the diplomacy screen. Those buttons will become active when you highlight a faction that is allied to you. Thanks to that, you can order your allies to attack specific Lords and settlements, diverting some of the enemy attention from one place, allowing you to attack different settlements. Additionally, it can be used to support your own army - order an ally to send an army to a specific enemy settlement and join those forces with your own Lord - this way you will be able to conquer even the most powerful and well-defended settlements.