
WARHAMMER III and its Immortal Empires campaign offer 100+ playable legendary lords across dozens of factions. Ranking them into a single tier list misses the point: each race asks something different of you. Below is a practical way to choose, plus the picks that are gentlest on a first campaign.
How to choose a faction
Ask three questions before you commit:
- What do you want to do each turn? Paint the map, build a tall peaceful economy, roleplay a defensive hold, or win battles? The campaign mechanic should match that.
- How much management can you enjoy? Some factions (Chaos Dwarfs, Skaven, Nurgle) layer extra economic or spreading systems on top; others are straightforward.
- What's your starting position? A safe, compact start (High Elves on Ulthuan) forgives errors; a surrounded start (Kislev, Vampire Counts) punishes them early.
Beginner-safe picks
| Faction | Campaign mechanic | Why it's forgiving |
|---|---|---|
| Grand Cathay (Miao Ying / Zhao Ming) | Harmony (balance Yin/Yang for passive buffs) + Caravans | Combined-arms roster, strong ranged and the Great Bastion; economy is easy to read. |
| High Elves (Tyrion) | Confederation + High Elf diplomacy | Safe island start, strong early spearmen/archers, and you can confederate nearby factions. |
| Dwarfs (Thorgrim) | Grudges + the Book of Grudges | Durable troops and artillery teach positioning; slow but stable. |
| Kislev (Katarin) | Devotion + Motherland defence | Great ice magic and hybrid infantry, but the external pressure is real — a solid second pick. |
| The Empire (Karl Franz) | State offices + a central, busy position | Classic all-rounder, but many neighbours keep it busier than it looks — better as campaign two or three. |
Factions by playstyle
Match the fantasy you want to a faction known for it:
- Defensive / hold the line: Grand Cathay, Kislev, Dwarfs. Win by positioning, walls and firepower rather than chasing.
- Ranged & artillery (gunline): Dwarfs, The Empire, Chaos Dwarfs. Devastating shooting, but poor mobility makes bad deployment costly.
- Pure melee aggression: Khorne (Skarbrand), Greenskins, Warriors of Chaos. No subtlety — win fast or lose fast.
- Magic & scheming: Tzeentch, High Elves, Vampire Coast. Winds of Magic and realm-splitting tricks decide fights.
- Monsters & big creatures: Ogre Kingdoms, Norsca, Lizardmen. fewer, larger units that need protecting from anti-large.
- Attrition & corruption: Nurgle (Ku'gath), Vampire Counts. Slow, resilient armies that spread plague and raise the dead.
- Tall / peaceful economy: Dwarfs, The Empire, Grand Cathay. Build a rich, stable realm before you swing a sword.
- Horde play (no settlements): Warriors of Chaos, Norsca, Beastmen. Encamp, raid and move on — a different map game entirely.
Two factions worth a specific note: Tomb Kings and Vampire Coast have specialised, raise-the-dead economies that play unlike a normal faction — fun, but not the gentlest first teacher. For the deep Tomb Kings overhaul specifically, see our TOMB KINGS: Extended guide.
The End Times lords
The Lords of the End Times content (released 24 September 2026) adds four legendary lords — Nagash, The Glottkin, Thanquol and Boris Todbringer — and the Undead Legions race, plus a free update touching Neferata, the Vampire Counts and Archaon. If you own it, Nagash's campaign is a strong, distinctive pick; we cover it in detail in the Nagash campaign guide. Buying that DLC (the pack or a single lord) also grants Immortal Empires access without owning the base game — confirm current store terms before you buy.
What changes the answer
- Patches rebalance factions. Major updates (for example the 9.x line and Hotfix 9.0.2) have reworked Nurgle, the Empire, Tzeentch and others — a tier from an old patch may not hold.
- DLC ownership decides what you can actually pick. You can only play lords and races you own or that are free.
- Difficulty and starting position matter as much as the roster. The same faction is a different game on Normal versus Legendary.
- Legendary lord ≠ race. Kroq-Gar and Lord Mazdamundi are both Lizardmen but play very differently; judge the lord, not just the race.
Fact boundary: faction descriptions here reflect publicly available information as of 28 October 2026 and general community consensus, not a live tier list. Balance changes with every patch — verify current patch notes. Warhammer Guide has not tested these factions in-game.
Next steps: new to the game? Start with the WARHAMMER III beginner's guide. Modding your campaign? See the best WH3 mods. Going deeper on one faction? Read the Grand Cathay guide, the Kislev guide or the Archaon guide.
Part of the WarhammerGuide WH3 series. Independent fan project; not affiliated with Creative Assembly or Games Workshop.