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  1. Guide Annex
  2. Total War: Warhammer III
  3. Mechanics
  4. Recruitment

Recruitment

Updated

How campaign recruitment differs from a custom battle, and where settlement chains, hordes, allies, Regiments of Renown and summons come from.

Campaign recruitment and custom battles

In a campaign, an army recruits from what that faction can field: a settlement military building, a horde or ship, or a race pool such as Raise Dead or a Warband. The unit joins the army and stays until you disband it or it is destroyed.

A custom or multiplayer battle lets you assemble a force for that fight from the units in your collection. It does not spend campaign treasury or a settlement chain. Unit caps in those battles apply when the unit-cap option is switched on. Update 9.0.5 records that treatment for the Sepulchrex Regiment of Renown.

Ownership gates the list in both places. A unit from a pack you do not own is absent from campaign recruitment and from the custom-battle picker. Owning a lord gives that lord's core roster; other paid unit additions can still require their own packs.

Settlement chains and local recruitment

For a settlement faction, military buildings unlock unit types. Local recruitment is the ordinary recruit action while the army can draw on that settlement. Build the chain for the role you are missing, then recruit there.

Empire Swordsmen, Dwarf Warriors, Kossars, Jade Warriors and High Elf Spearmen are line troops from that kind of chain. Read the unit page for the battlefield job, then the race page for how the faction unlocks it.

Global recruitment draws on military buildings you own while the army is elsewhere. It uses its own queue and finishes on a later turn. Use it to replace a casualty when marching home would waste the season. Keep local recruitment for the army that is already in the province.

Hordes, ships, warbands and race pools

Some races do not fill an army only from a city barracks. Beastmen carry the herd and raise Herdstones; unit capacity opens as Ruination advances. Warriors of Chaos recruit mortals through Warband recruitment and can elevate a surviving regiment with Warband Upgrades, with a separate pool for gifted units. Vampire Coast recruitment is centred on the ship. Pirate coves are a different holding from a normal city.

Other factions spend a race resource as well as, or instead of, a simple gold recruit. Ogre camps use Meat. Khorne uses Skulls. Tomb Kings field troops against unit capacity from their dynasty buildings. Chaos Dwarfs spend Labour, Raw Materials, and Armaments across outposts and factories, and they also track Conclave Influence. Lizardmen recruitment can spend Spawning Sequence. Open the race page before you assume an Empire-style barracks will appear.

Vampire Counts after Update 9.0 use Raise Dead as the main recruitment system. Corpses gather in a province, Blood supports stronger recruits, and military buildings expand capacity. A unit added that way stays in the army. A spell that summons a unit for one battle does not.

Allies, outposts and confederation

A defensive or military alliance can allow an outpost in an ally's major settlement. The outpost opens allied recruitment: a separate control on the army panel, paid in Allegiance, drawing on units that ally can field. It is a different queue from your local and global recruitment. Breaking the treaty, or losing the settlement, removes the outpost.

The borrowed list depends on what that ally has built and on the content in the campaign. A neighbour's paid unit is not automatically yours. Read the allied list in the army panel.

Confederation is not recruitment. Where the faction's diplomacy or race mechanic offers it, absorbing a neighbour can transfer their settlements and, when that lord is available under the race's rules, their Legendary Lord. It can also transfer their wars. Read the offer before you accept it.

Regiments of Renown and summons

A Regiment of Renown is a named single copy of a unit, recruited from the Regiments of Renown panel rather than the ordinary building queue. Update 9.0 limits how many of them one army can carry. Every lord starts with a capacity of 2. As that lord's rank rises, a skill raises the capacity through 3, 4 and 5. On a Legendary Lord the same skill line raises it through 4, 6 and 8. The cap is per army, so a second lord can carry regiments the first army cannot.

The cap spreads those regiments across armies, rather than holding every Regiment of Renown for one emergency stack. Recruiting a copy takes it out of the pool until that copy is gone.

A battle summon lasts for that fight and leaves with it. A campaign action such as Raise Dead, a Warband upgrade or a daemonic gift adds or changes a unit that remains on the campaign map. The recruitment panel, the Regiments of Renown panel and a spell's summon are three different buttons.