How to play as Kislev in Total War: Warhammer 3


Kislev plays a key role in Total War: Warhammer 3. The bear-god Ursun, mortally wounded by a Kislev prince-turned-demon, has direct ties to the frozen wastes of the northern Old World, and this faction seeks to save the god-bear. of Be’lakor.

legendary lords

  • Czarina Katarine
  • Kostaltyn
  • Boris Ursus

Kislev initially features two Legendary Lords, with the third Lord (Boris Ursus) being unlocked by completing a campaign quest as Katarin. The two initial lords are at odds with each other (with a natural -40 relationship), where Tzarina Katarin holds the true lineage and kingdom of Kislev, and Kostaltyn and her great orthodoxy of religious fervor.

Faction mechanics


Kislev’s faction is quasi-democratic, with Katarin and the Great Orthodoxy fighting for support across its lands. By constructing unique buildings, holding heroes with special traits, and through in-game events, supporters come and go, which ultimately increases your devotion.


Earned Devotion allows faction leaders to use Homeland abilities, ranging from increasing trade income to increasing melee attacks. Using these abilities to initiate battles and influence supporters will be key to successful Kislev Faction games.

The Ice Court

A key aspect of Kislev is the Ice Court, a unique system that allows players to groom future lords and heroes into specific styles. Players can choose what these units specialize in, from the ability to stalk their prey on the battlefield to the devastating spells they master. Research plays an important role in the Ice Court: players would do well to make sure they charge head-on, unlocking Ice Court abilities to bolster their armies early on.


Kislev can use Atamans, or regional rulers, to help run settlements and provinces controlled by Kislev. With an Ataman granted for every two provinces, these NPCs can help control order, improve a province’s trade, and even mitigate corruption. Typically, users will want to strengthen recently acquired provinces to thwart rampant corruption and control the public after a conquest.

Kingdom of Chaos Campaign

No matter which hero you started with, your enemies throughout the campaign are similar: humans, skaven, greenskins, ogres, and eventually Chaos.

Tzarina Katarin is the recommended starter faction and legendary lord for players new to Total War: Warhammer 3, and for good reason. Starting with the well-secured provincial settlement of Kislev, Katarin must secure its eastern border while using diplomacy to reach out to the southern factions. A Chaos Rift will appear a stone’s throw north of the Kislev settlement, making the settlement an ideal hub for the entire campaign.

Note that Chaos Rifts will appear all over the campaign: you’ll always want to have a defensive building for each settlement, and it’s not a bad idea to supplement the garrison with additional buildings such as the City Watch building chain.

Great Orthodoxy starts closer to the Daemon Prince, and has no “real” capital: Castle Alexandronov is the starting colony, and it is a four-slot colony. Kolstaltyn players will secure the province of Troll Country, where focusing on a strong front line with archers should be enough to tip the early game in their favor.

No matter who you choose, remember – the Realm of Chaos campaign can only be won by securing the four Demon Prince Souls of their respective gods, acquired by entering and completing each Chaos Rift. There will be a warning about ten turns before the Chaos Rift opens: make sure you have a full 20/20 army in your legendary lord and challenge a god each time the rift opens to stay one step ahead on enemy factions.

The only caveat to this is for the Realm of Slaanesh: progressing through the Ring of Slaanesh within the Chaos Rift will provide better rewards for each ring passed. The last ring, just before challenging the god, tends to provide fantastic benefits that can help you outplay your enemies. The offer seems random – if you don’t like what you see, take the challenge and grab the soul for your efforts.


Your early game will be to gather all the troops you can and throw them into an army. Focus on upgrading a settlement to level 2 to upgrade the Kossar hut in the Chataz to field armored Kossars for your frontline, and complete with the large weapon variant to help with Quickly burn enemies after binding them to the front line.

Once you reach level 3 with a Capital Colony, the Royal Barracks will upgrade your front line to Tsar Guard. They can take hits, but their upkeep should be noted at 250 per turn – a front line just four wide will cost 1,000 gold per turn, but proved to be a tough nut to crack for the most enemies. The Tier 3 animal den chain will offer Snow Leopards, a unit with low health and armor but some of the highest melee attacks in the game at 50.

If you find that your front line easily resists the initial charge and holds the battle lines, use snow leopards instead of excellent weapon variants to eliminate most enemies from the battlefield. Note that most Kislev infantry units have both melee and ranged cannons: these work differently than bows. In arcs, they need a direct line of sight but can cripple an enemy before the lines even have a chance to meet. With a few extra cavalry units and a seat for long-range damage, Kislev is a terrifying foe in combat without relying too much on the mic.


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