Need help surviving as an escanni orc
By - Ferro_Patrick
I've only played a Bladebreakers > Ungol. campaign and it was definitely one of the more challenging games throughout (I'm definitely not the best of players tho).
It's going to depend a lot on circumstance of course but with any campaign like this I always stress patience but also knowing when to take opportunities when they present themselves.
So what I did, aside from creating Monstrous Frontiers all around me, was basically vassalize as many of the other Orc/Goblin tribes in the area. Most of my time was spent breaking up other nations and releasing tags etc rather than massive territorial gains.
Don't be afraid to go into debt or get corruption to win the initial wars. Your starting military strength is a massive boon + don't forget to do your religions actions for increased shock damage and 'free' 40+ tradition generals (Assuming you're Dookan religion). Keeping up in Military Tech is the most important thing and was my only saving grace for the first 2 to 3 hundred years.
Don't take too much land that you cause coalitions or, if you do, try and wait it out. I was lucky in that I only had to fight one 'dangerous' coalition war towards the start of the game that I only won due to the enemy forces being split enough that I could eke out a white peace!
I actually really recommend not going for the generals or the shock damage but the big buffs and the manpower and troops. earlygame orc troops are incredibly powerful and using the units and the religion you can crush people who are only 1 tech ahead of you (i dont recommend fighting people 2 techs ahead). you might wanna do stuff like show strength alot etc and make sure to loot provinces, itll make the adventurers weaker and its free money for you
That's a good point, I actually never tried the one that would call soldiers as I didn't know the effects. (I assumed it just gave you a bunch of men and, as I was at forcelimit I never needed to use it).
If it gives more manpower that's insanely useful!
If it's the same as old doukan it give something like 30k manpower
Dang, wish I had tried that out then as I could've used it plenty of times in that campaign.
[Here](https://cdn.discordapp.com/attachments/811312378359709747/812003808627523604/unknown.png) the exacte number
That's awesome, thanks very much. I'm going to do a Frozenmaw/Grombar campaign soon so I have a feeling this button will be incredibly useful...
Frozenmaw is waaaay easier than any escani green orc tribe, you'll just have to be carfull when an adventurer will try to take over your contry.
It scales based on your countries manpower I believe.
Yup, I did it a bit later and it went Frome 20k to 40k so it's really powerful !
Get gud lol !
No more seriously playing with any of the orc is somewhat challenging. Clouded eye seems to be a good pick cause they have a good mine which can help your field a big enough army to beat the other orich tribe around you like blade breaker. But I never really try this start yet. You can try to play as frozenmaw, they just above and have a really good mission tree and can forme grombar who have a massive mission tree !
For real, early game you can quite easily beat an adventurer or two to get feudalism. Then just focus on securing as much territory as possible, beating up neighbours for more land and for monarch point. And don't be afraid of a little debt, it should be quite possible to unite most of your home region by 1500.
For the big wars have 200 church power banked. "Commune with the orcish soul" is very strong pre-cannon en mass time.
I've not found the orcs to be that bad. Your early armies are stronger than the adventurer troops and for the first 50 years or so until colonies start to fill out all of the land, enemy allies aren't always a concern. If they don't have a path to reach that that avoids trekking through all the uncolonised land they usually won't even bother, or if they do they'll be so beaten up by the time they arrive that you can beat them easily anyway. Taking out a couple of nearby adventurers will give you control over a wide area, secure feudalism and leave you as a dominant regional power. Later on you may find that large alliances form that can stall your growth a bit, but they always seem to turn on each other in the end.
Fight wars early and fast. Use Siberian frontier to connect to any nearby human and anti monstrous cb them and use commune. You will almost always wipe them. Full annex them and start expel humans. Siberian frontiers should only really be used to connect to other human adventurers so you can attack them. Humans can't ally anyone outside of Escann early so wiping out as many as you can quickly really limits their allies. Bladebreaker can use Siberian to touch Corintar and wipe them then will usually be next to or need one more frontier to get to kings league who are the two stronger humans near you. Orcs have kind of an aversion to allying each other early for some reason so they can usually wait.
The key to these wars is to wipe out the main targets army in one battle, which is very doable as orcs at game start.
Thank you guys for your suggestions, I've been using the frontiers to try and get closer to the humies and supporting the other greenskins whenever I can through short term alliances and condotierri just to mess up the adventurers before they get deep into their mission trees. The feeling of actually making a profit and not loaning is bliss.
Got little pockets of goblins states in my lands now tho because theys the best lil bros.
Found that church power is actually more limited if you get bad rulers + religious unity but that just more careful use of it, rather than the spamming I had initially thought itd be available for.
Thanks again you guys
A bit late to the party, but I had a very successful game as Severed Ear > Khozrugan (Though I could have formed Unguldavor if I had wanted to). Severed Ear starts in a pretty good position in that There's only really two adventurer nations all that close to you, and a goblin you can eat or vassalize really early (and reach Castonath).
The biggest likely difference to my experience in Escann is that I don't have the Conquest of Paradise DLC, so my adventurers never migrate anywhere. So, assuming you don't mind the undoubted nerf this will put on the Adventurers, you can have a far easier time as nearly any orc nation outside of West Escann by just turning off the Conquest of Paradise DLC.
Make sure you use the native policy for -100% uprising chance. It allows you to walk wherever you want without having to deal with big stacks of natives attacking you.