

Though they dare not declare war on each other, each faction wants to establish themselves as the greater, leading Kislev into the future. Gives all armies additional melee attack and bestows a unique army ability to massively increase damage potential in an area for a time.īut you’ll need to balance between the two factions–the Ice Court and the Great Orthodoxy.God of thunder and lightning and a mighty warrior who cracks the sky.Causes attrition to all enemies in your lands and provides a unique army ability that puts a powerful hex on a target area.God of bears and seen as the shepherd and protector of Kislev.Increases income from trade and all buildings.God of fire and the sun, legendary for giving knowledge of fire to ancient human warchiefs.Increases growth and replenishment rate factionwide.God of healing and comfort, a teacher of common sense, but cannot bring back the dead.

Each honors a different god in the Kislevite faith, they are: If it dips low, you become vulnerable to Chaos invasions–but you’ll have to balance it because you can spend your Devotion to gain new buildings, technology, or on one of four rituals to the Motherland. The more you fight Chaos, the more Devoted you become. It governs how well your faction upholds Kislev’s ideals and can keep focused on destroying Chaos. Literally because Devotion is one of the faction mechanics. But you won’t find a more devoted people. But what about Kislev? That icy, northern region, ruled by ice and bears? Turns out, their mechanics fit quite nicely. They’ve got powerful magic buffs, and different currencies to juggle. We’ve seen Tzeentch and Grand Cathay in action. Time once more to look at the faction mechanics of the new folks in the upcoming Total War: Warhammer 3 campaign.

It is always cold in Kislev, but their mechanics are hot hot hot–come see the ice + bear faction’s mechanics are in Total War: Warhammer 3.
