🎯 The core idea
Three lines have to keep moving in the right direction across a campaign: income up, army strength up, active wars down. Every one of Zerkovich's five mistakes is a way one of those lines quietly flattens while the map still looks fine.
Nothing here is a build order. It is the set of habits that decide whether turn 60 finds you funding three armies or explaining to yourself why the Skaven have five.
- free costs nothing, just a habit
- cheap small gold or a skill point
- setup needs a few turns of planning
- grind pays off slowly, over the whole campaign
- skip the thing to stop doing
Money: your income has to rise every turn

The whole section rests on one shape — the line Zerkovich draws himself. Income on one axis, turn number on the other, and the line never goes flat. Not because gold is fun, but because gold is armies and armies are territory.

The tooltip is worth reading properly, because he never says these numbers out loud. A dwarf Gem Mine here shows 300 income before modifiers, 315 after, thirty sacks of gemstones, and — easy to miss — recruitment cost down 25% and recruit rank up one. Income buildings are frequently not only income buildings.

That is the decision surface for the rule above: the province panel on one side, and the competing military building's tooltip on the other, offering −30% recruitment cost and +2 recruit rank. Tempting, and wrong, if you cannot yet pay for what it unlocks.
Which technologies are actually worth it

If your faction cannot trade
Greenskins, and anyone else nobody will sign with, make money by fighting. Battle income, plus the post-battle option to demand tribute — he calls it "a couple of grand" a time. Skill points into raiding, looting and sacking, and the ones for whichever of those you never do get skipped. He reports a two hundred thousand gold treasury built almost entirely that way.
One last money habit, and it is a defensive one: keep a reserve, and do not recruit all your Regiments of Renown. When a settlement is about to fall you want to drop a lord in it and fill him instantly with the ones you saved.
He says "cost 225" for the Slayers and "about seven grand" for a stack of Temple Guard without saying whether he means recruitment or upkeep. The arithmetic in both cases only works as per-turn upkeep, but he never states it.
Army: strength has to compound too

The same logic as income, applied to soldiers. An army that is the same strength on turn 70 as it was on turn 20 is an army that has been overtaken, because the AI's income scaled even if yours did not.
Four independent sources stack on the same units, which is why a maintained army snowballs and a neglected one does not.
One strong army or three weaker ones
He prices it out rather than asserting it:
| Option | Cost |
|---|---|
| One full stack of Temple Guard | ~7 000 |
| Two full stacks of Saurus Spearmen | ~8 500 |
| Three full stacks of Skinks | ~7 000 |
The answer is conditional, and on two things. Higher difficulty means the AI has more money, therefore more armies, therefore more armies is probably better for you too. And the enemy's own doctrine matters: against Skaven, who will field five cheap stacks against your one, take three lesser armies; against High Elves, who bring fewer and more expensive ones, one or two strong armies is fine.
Wars: aim to be in exactly one

The claim that carries this whole section is that you choose most of your wars, and the target is roughly one at a time. The rest is method.
Read the neighbourhood before you commit
Saying no, and saying yes on purpose
An ally asking you to join their war costs nothing to refuse. He is explicit: "there's not really any consequence." The offer of 500 gold from a faction down to its last settlement is not payment for a war, it is bait.
The inverse is also a tool. When you have no major enemy, joining a friend's war is the cheapest way to buy a relationship — though be more careful about wars against major factions with legendary lords than against minors.

Ending a war you no longer want
Take a settlement — theirs, or a third party's — and trade it back for peace. Playing Grimgor he got peace and forty-four thousand gold out of Zhao Ming that way. Gifting settlements also works purely as a favour engine when you want a defensive alliance.
To speed a war up, provoke. To delay one, stop provoking and send small gifts.
The good-guy versus bad-guy chart around 11:25 is partly a joke — several commenters point out he quietly slides High Elves and Bretonnia onto the villains' side. Do not use it as a reference table.
Scouting: two tricks to see through fog

This is the section with the highest ratio of useful-to-obvious, and the two tricks in it came from a community member called Sir Buster rather than from Zerkovich himself.
The demonstration of what happens without scouting is brutal: a Tamurkhan army walks toward a "free" settlement, meets three stacks, fails an ambush, fails to outrun two of them, and is written off. The same information twenty seconds earlier would have meant an ambush set at the edge of the enemy's movement range, with a retreat still available.
The military presence maths, and where it breaks
He works it through on screen. Dawn's Landing shows 11. There are three settlements in the region. Eleven times three is 33 units estimated.
The scout then finds 15 in one and 20 in the other, so 35 actual — because 35 divided by 3 is 11.667 and the game rounds down. The estimate is a floor, not a figure.
Ranged: bring fewer than you think

The mistake is not liking missile units. It is bringing more of them than you can physically protect, which against a rush faction means they break your front, hit your missiles head-on and flank around the back at the same time.
The arithmetic he lands on is the memorable part. Six units firing half their ammunition is three units firing all of it — except that it costs three more army slots for the same damage.
Two exceptions he names himself: an army of Shades, whose armour-piercing missiles make missile-heavy work, and the general problem of shielded spearmen, who block most of what you send at them from the front.
Sources
Built from Zerkovich, 5 reasons you SUCK at Campaign in Warhammer 3, 32 minutes, and the top comments underneath it. Screenshots are frames from that video.
Timestamps are accurate to a few seconds. Where the video shows a number the narration does not say — tooltip values especially — this guide uses the on-screen figure and says so. Two cost comparisons in the money section are ambiguous between recruitment and upkeep in the original; both readings are flagged where they appear.
Frequently asked
Should I really replace growth buildings with income buildings at tier 3?
That is what the video recommends, and it is also its most disputed advice. Several commenters argue growth-first is better in single-player and that removing growth at tier three only makes sense as a rush. Judge it by whether your faction earns more from buildings or from fighting.
How many armies should I run?
It depends on difficulty and on who you are fighting. Higher difficulty gives the AI more money and therefore more stacks, so more armies suits you too. Against Skaven, who field many cheap armies, take three lesser ones; against High Elves, who bring fewer and more expensive stacks, one or two strong armies is fine.
What is the fastest way to see enemy armies through fog of war?
Zoom fully out and look for a banner above a settlement’s castle icon — it renders through fog. Then open that settlement’s Control Details and read Military presence, multiplying by the number of settlements in the region.
Is the Military presence number accurate?
No, it is a floor rather than a figure. The game divides the region total by the settlement count and rounds down, and armies standing outside settlements are not counted at all. In the video’s own example it estimated 33 units where there were 35.
How many missile units should I bring?
Three to five until you can reliably protect them, then add one at a time. Six units firing half their ammunition do the same damage as three firing all of it, and cost three more army slots to do it.
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