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Five Campaign Habits That Sink Your Warhammer 3 Run

Income that stops rising, an army that stops getting stronger, and three wars you never chose. Zerkovich’s five campaign mistakes turned into checklists, with the tooltip numbers he never says out loud and the fog-of-war tricks that need no scout hero.

Intermediate 21 min read 1 viewsUpdated 3 hours ago
Adapted from Zerkovich — 5 reasons you SUCK at Campaign in Warhammer 3.

🎯 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.

  1. 0:46
  2. 1:08
  3. 1:31
  4. 1:53

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

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  2. 2:59
  3. 3:20
Worth knowing
He describes Boost Income as "a little bit" without giving a figure. The tooltip on screen says +6%. Same for the Gem Mine numbers above — several of this section's most useful values only ever appear in a tooltip, never in the narration.

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.

The trick most people miss
Sell settlements. A settlement in a province you will never complete is worth more as cash to somebody else, and late in a campaign that price runs into tens of thousands. 5:55

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.

From the comments (not in the video)
- The tier-3 growth swap is the single most argued-with instruction in the whole video. One commenter calls removing growth buildings at tier three "a psychotic play" in PvE and says it only makes sense as a PvP rush — MrAgentIncognito - Another reports gold nearly always goes first and growth rarely, with Tomb Kings inverting it further — military buildings, then gold, then growth — Lones555 - Income buildings can take around ten turns to pay back what they cost to build, which "build them everywhere, early" never prices in — LandofMert76 - Majors become military strongholds, every minor settlement gets a resource or economy building, and spare major slots get economy too — DOOMPOCALYPS

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.

Money is armies

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.

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  2. 7:24
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  5. 8:51

One strong army or three weaker ones

He prices it out rather than asserting it:

OptionCost
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.

From the comments (not in the video)
- Run one and a half to two armies together rather than truly separate ones — a full enemy stack inside a settlement with a big garrison is a grind, and even trash-tier backup changes a siege completely — flipneleanor7370 - Counter-experience on the numbers: two strong Nakai armies held off a Dark Elf and Skaven pair, one against two — grape_protogen
Diplomacy is a weapon

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

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  2. 12:54
  3. 14:02

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.

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  2. 17:25
  3. 18:11
  4. 16:39

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.

From the comments (not in the video)
- Settlement trading is less a money tip than a border tool — trade away what you do not need for treaties that secure your flanks, and it works even with factions that hate you — wv9529 - A warning on the same mechanic: the AI badly overvalues settlements with recruitment buildings or that complete a province, which makes repeat same-province swaps an exploit. He has stopped using it for that reason — dualmonkeyx - As the Changeling you can get paid to join wars on the other side of the world, never fight, then sell peace back at maximum price — gatereaper

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.

Look before you move

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.

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  2. 26:16
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  4. 24:05

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.

Where the trick fails
Armies sitting outside settlements do not count toward military presence at all. There could be one stack inside and three in the field next to it. He says take it with a pinch of salt, and he is right to.
From the comments (not in the video)
- The banner trick extends further than he says: ruins occupied by Skaven armies show the garrisoned banner too, so you can spot Skaven-held ruins under fog — blindkaiser1 - Press Backspace to halt a moving army mid-path when something appears in the fog, which preserves the movement you need to encamp, ambush or retreat — dualmonkeyx - Click an enemy army to see its movement range and park exactly at the edge of it — dualmonkeyx - Scouting without heroes: move armies only partially, in encamp stance, so you always have movement left to come back — NullFront
Fewer bows, more spears

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.

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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.

From the comments (not in the video)
- The bigger beginner mistake he skipped: playing on easier difficulties, where auto-resolve buffs win unwinnable battles for you and teach a false read of your own skill — Dragon_of_Terra

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.

Army buildingDiplomacyEconomyScouting

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