
Total War: Warhammer III Beginner Guide: Campaign Basics Explained
A plain walkthrough of the campaign layer for new players: lords and factions, provinces, army costs, diplomacy, and public order.
Total War: Warhammer III is a big game carrying a big name. There are more than a hundred Legendary Lords as of the 2026 updates, three separate campaigns, and a strategy layer deep enough to eat a whole weekend before you fight a single even battle. The good news is the campaign side really runs on a handful of systems. Once those click, everything else is detail. Here's what actually matters in your first thirty turns: who you start as, how the map is cut up, what an army really costs, who wants you dead, and how to hold the land you just took.
Choosing Your First Legendary Lord and Faction
Play the prologue first
The button in the menu just says Prologue, but the campaign is called The Lost God. You play Yuri Barkov, a Kislev prince marching into the Chaos Wastes looking for a missing bear god. It's the tutorial, and it's a genuinely good one. The game walks you through moving armies, taking settlements, building, recruiting, and a couple of sieges, and it slowly turns up the heat as you go.
Better yet, it runs a stripped-down Kislev faction. The full Kislev toys - Supporters, Devotion, the Ice Court - are switched off, so you're learning the systems every faction shares instead of one race's extra homework. Spend an evening or two on it. Even if you know Total War already, the story's worth the trip.
Pick your campaign, then your lord
After that you've got two real choices. The main story campaign sends you chasing four daemon souls through rifts in reality, then to the Forge of Souls for a showdown with Be'lakor. It supports up to eight players in co-op, and the rift mechanic puts a soft clock on you - hang about too long and the rift-spawned armies get nasty. Immortal Empires is the other option: the combined map from all three games, free to unlock if you own the first two, with sea lanes that teleport you across the ocean and customizable endgame invasions. No clock at all. Most of the community lives here.
The base game shipped with ten Legendary Lords across seven races, and the roster has grown a lot since. For a first run, the game's own recommendations point at Grand Cathay, and that's honestly good advice.
| Lord | Race | Why it's friendly | Watch out for | | --- | --- | --- | --- | | Yuri Barkov (Prologue) | Kislev Expedition | Simplified mechanics, guided story | It ends, then you pick for real | | Zhao Ming | Grand Cathay | Trade and caravan income, armored melee line, quiet corner start | Ogres and worse out west | | Miao Ying | Grand Cathay | Ranged units in her own army pay about half upkeep | Permanent Bastion defense duty | | Tyrion | High Elves (Immortal Empires) | Island start, weak neighbors, great archers | Wandering off across the sea too early | | Vlad von Carstein | Vampire Counts (Immortal Empires) | Tanky lord, cheap undead recycling, easy Drakenhof start | Vampiric corruption needs managing |
Who to save for later
Kislev is the trap pick. Katarin is the face of the box, so new players gravitate there, and her start is one of the rougher ones. You're juggling the Supporters race against Kostaltyn's Great Orthodoxy, Devotion standing in for public order, and Chaos knocking on the door early. Fun, but not a first campaign.
Same goes for a few others the community consistently ranks as brutal openings: Kairos Fateweaver (weak economy, hard enemies immediately), Khalida (surrounded), Belegar Ironhammer (a fifty percent upkeep penalty on everything), Boris Ursus, and Karl Franz. On the flip side, the starts people call nearly free include Tyrion, Archaon, and the Changeling. Save the spicy ones for run two or three, when a bad opening is a challenge instead of a wall.
Understanding the Campaign Map and Territory Types
Provinces, capitals, and minors
The map is divided into provinces, and provinces into settlements. A province holds up to four settlements, most sit at two to four, and a few are single-settlement oddballs. One of them is always the province capital. The rest are minor settlements, and the difference matters more than it looks.
Capitals are the good real estate. They've got the most building slots (somewhere around six to eight), the highest tier ceiling, and they get walls straight off the main building chain. Minor settlements top out around three or four slots and mostly cap at a lower tier. After a patch a while back, minors don't get walls by default either - attacking one usually plays out as a regular field battle, and building the garrison chain (from tier two or three up) gives a chance of an unwalled settlement fight instead, which at least lets your defenders use the streets.
Why whole provinces matter
Owning every settlement in a province unlocks a commandment. Commandments are free province-wide edicts - extra growth, extra income, corruption control, that kind of thing - and you can only run one per province at a time. They're pure profit, so grabbing that last little settlement nobody's watching is often worth more than it looks.
It's also just easier to defend a clean shape. A province split between you and a rival means no commandment, awkward corruption fights, and an enemy settlement sitting inside your lines. Take regions whole, then look at the next one.
Growth and climate
Settlements grow over time into Population Surplus, and surplus is what you spend to upgrade the main settlement building. Higher tier means more slots and better buildings, so growth buildings and growth commandments early pay for themselves. The standard rhythm is growth first, money second.
Climate is the quiet tax on conquest. Each race has climates it likes and ones it hates, and settling somewhere unsuitable stacks penalties to things like control, growth, and replenishment. Zoom the map all the way out and you can flip the overlay between ownership, corruption, and climate suitability. Check it before you march somewhere far away - a red-climate province can cost you more grief than it earns.
Odd corners of the map
Some terrain is special. Cathay's Great Bastion settlements only get about three building slots, but they're the wall against northern Chaos incursions, and a threat bar there fills over time until something attacks. Mountains and the Chaos Wastes slow movement and can hurt armies just for standing in them. Immortal Empires adds sea lanes that teleport you between distant coastlines, which saves a dozen turns of sailing. And the ground itself tells you things: when the map goes purple or sickly, corruption has moved in. That's a section-five problem, but you'll see it early.
Recruiting and Managing Your Starting Army
What an army actually costs
Your Legendary Lord comes with your first army, and for a while that's all you need. Every extra lord you recruit drags up upkeep on everything through supply lines - roughly four percent per additional army on the default setup. Two armies cost meaningfully more than double one. Build the economy first, expand the army count second.
When you recruit, the big number on the card is the purchase price. The small number underneath is upkeep, the per-turn cost, and that's the one that ruins campaigns. A stack of shiny elites you can't afford next month is worse than a cheap stack you can reinforce forever.
Local, global, and allied recruitment
Local recruitment is cheap and fast but limited to whatever military buildings exist in the province your army is standing in. Global recruitment pulls from anywhere in your territory - pricier and slower, but it works when you're far from home. An army can only queue so many units at once, three by default, and tech plus lord skills raise that. High-tier units need serious military buildings, which mostly live in your capitals, so a "recruitment province" with stacked military buildings near the front is a classic mid-game move.
Allies add a third tab. Once you've got an outpost in an allied settlement you can recruit some of their units for gold plus Allegiance points. Ever wanted Dwarf ironbreakers in a Cathayan army? That's the button.
A sane first stack
Keep it boring and cheap early. A couple of infantry units to hold the line, then ranged behind them - archers, crossbows, gunlines, whatever your race does. Community consensus runs sixty to seventy-five percent of an army as ranged and that's held up for a reason: missile units do the killing, infantry just keeps them alive to do it. Deploy in a loose chequerboard so your shooters have lanes, add a hero or two for spells, and grab whatever cavalry you can to chase routers.
Stances, healing, and skill lines
Stances are the buttons in the bottom-left when an army's selected, and they're free power. Encamp lets you recruit and heal anywhere, even in bad ground, and makes you very hard to ambush. Channeling is basically free if you've got a caster - more magic reserve and better replenishment. Ambush hides an army on a path. Raid squeezes money out of enemy land while wrecking their order. Forced March buys extra movement at the cost of arriving tired if you get jumped.
Replenishment is the slow heal between battles, and it's fastest parked in a friendly settlement or in Encamp. Don't take a fair fight at half strength if waiting a turn fixes it, and be stingy with auto-resolve - it loves to grind your veterans down even in fights the bar says you'll win.
On skills: the red line buffs the whole army, so that's the pick for your main general. The blue line cuts recruit cost and upkeep, which is the obvious grab for every secondary lord. Yellow is personal combat - fun on a duelist, skippable on your fifth lord.
Diplomacy Basics and Avoiding Early Wars
The two numbers that run everything
Relations is per-faction and runs from negative to positive. Zero is neutral, big positive means they'll take your deals cheap, big negative means they'll take your settlements instead. Reliability is one global score for you, and it's your reputation for keeping your word. It only goes up by signing long deals and honoring them. Breaking a deal hurts, and breaking a young one hurts worst - declaring war the turn after a non-aggression pact is the fastest way to trash it.
| Agreement | What it does | | --- | --- | | Non-Aggression Pact | Neither side declares war on the other. The basic building block of a quiet border. | | Trade Agreement | Passive income both ways each turn, better if you produce trade goods. | | Military Access | Your armies can cross their land without tanking Relations. | | Defensive Alliance | They'll join wars where they'd be defending. Refusing a call to arms breaks it. | | Military Alliance | They join your wars even ones you start. Their provinces count toward Domination victory. | | Vassal | They keep their land but fight your wars and pay you a cut of income. | | Confederation | Same-race factions only. Absorbs all their armies and settlements into yours. |
Staying out of early wars
Most early wars are self-inflicted. So: non-aggression pacts with every neighbor you don't plan to eat in the next twenty turns. Don't march armies through neutral territory without Military Access - trespassing quietly bleeds Relations every turn. Small gifts of a few hundred gold bump Relations for cheap. Fighting a faction's enemies is the biggest Relations lever in the game, and joining an existing war against a shared enemy costs you little.
If you do intend to attack someone you've got a pact with, cancel the pact first and let it sit - community wisdom says about ten turns - then declare. You'll eat a Relations hit either way, but your Reliability mostly survives, and every other faction is watching that number when they decide whether to deal with you.
One more trap: two allies going to war with each other forces you to pick a side or eat penalties both ways. When you can, ally factions that already like each other.
Making allies pull their weight
Alliances aren't just "won't attack me" flags. The War Coordination screen (inside the diplomacy panel) lets you point allied armies at targets - a set-and-forget way to have someone else siege that fortress while you take the money province. Outposts go in allied capitals, trickle Allegiance points over time, and tier up as the alliance deepens; the first level needs a Defensive Alliance, the higher ones a full Military Alliance.
And spare settlements are currency. That lone town sitting in a province you'll never finish? Sell it, gift it to a buffer state, or trade it as part of a deal. The balance-offer button in negotiations maxes out what they'll pay, and a friendly neighbor holding that land is one less border to guard.
Managing Public Order and Corruption in New Settlements
Control, the renamed public order
In Warhammer III public order is called Control (Kislev calls it Devotion, a few races have their own names). It's a per-province number running from about negative one hundred to positive one hundred, and it's a slow-burn system: high control quietly pays you in income and growth, and negative control quietly bleeds you. At negative one hundred a rebellion spawns - a rebel army that raids the province for a few turns, then goes after the nearest settlement or army.
The pull-downs are straightforward. An army parked in the settlement, control buildings, commandments, and certain heroes all push it up. Difficulty, taxes, corruption, enemy raiding, recent conquest, wrong-culture population, and bad climate push it down. On Legendary you're starting something like eight points underwater before anything else, and collected taxes cost another four.
Two tools people miss: the tax checkbox per region, and the rebellion payout. Untaxing a trouble province removes the tax penalty - worth it on a settlement earning pocket change anyway. And beating a rebellion kicks control up by about twenty points, so a rebel stack you can handle is partly a gift.
A routine for new land
- Take the whole province if you can. Commandments and clean borders beat a partial grab.
- Park your army in the capital for a turn or two while the conquest penalty fades.
- Untax any settlement that's earning nothing and losing you control.
- Build control and growth structures before fancy money buildings.
- Set a commandment, then move on once the number's climbing on its own.
Corruption, all seven flavors
Corruption is the other thing eating your provinces. There are seven hostile flavors - Chaos Undivided, Khorne, Nurgle, Tzeentch, Slaanesh, Vampiric, and Skaven - against Untainted, the clean default. Each flavor runs its own bar from zero to one hundred percent in each province, and each ticks up or down a bit every turn from sources in and around the region.
What bites you is the flavor on top. Races that don't spread corruption take a control penalty from it and, once the level gets high - the wiki puts the attrition line around fifty - your standing armies start losing models every turn just for being there. The map shows it, too: corrupted ground changes color, and it spreads between adjacent provinces if nobody pushes back.
The flip side is that corruption factions want it. Daemons and undead get stronger inside their own muck and often suffer in clean land, which is why Vampire Counts players actively paint the map purple.
Cleaning it up
Push-back comes from more places than most new players check. Untainted and control buildings work province by province, sometimes into neighbors. Techs, commandments, and hero actions all strip points. And straight-up winning battles in a region shifts the balance toward your preferred state, so a punitive expedition into corrupted land does double duty.
In the story campaign, closing rifts matters most of all - a province with an open rift pumps out corruption and spawns daemonic armies until someone walks an army in and clears it.
So when a fresh province starts going sideways, don't guess. Open the province panel, hover the control number, and read exactly which line item is killing you. Nine times out of ten it's taxes plus one nasty corruption bar, both fixable with a checkbox and one building - and if a rebellion fires anyway, march over, squash it, and bank the free twenty control.