Why Elspeth von Draken is Actually the Best Thing to Happen to Total War Warhammer 3

Why Elspeth von Draken is Actually the Best Thing to Happen to Total War Warhammer 3

The Graveyard Rose has finally arrived. Honestly, if you’ve been playing Total War: Warhammer 3 for any length of time, you know the Empire was feeling a little... dusty. Karl Franz is great, don't get me wrong, but there’s only so many times you can summon the Elector Counts before you want to actually blow something up with purple shadow fire. Enter Elspeth von Draken. She isn’t just another legendary lord added to the pile; she’s a complete fundamental shift in how the Empire functions on the campaign map.

She’s riding a Carmine Dragon. That’s usually enough of a selling point for most people. But it’s her position as the Magisterix of the Amethyst Order that really changes the math. She brings a level of "glass cannon" intensity that the Empire desperately needed.

Most people think playing the Empire is about holding a line of state troops while your artillery does the work. With Elspeth, that’s still true, but now the artillery is basically on steroids and your wizard can solo half an army before the lines even clash. It's wild.

The Amethyst Armory is a Total Game Changer

Let’s talk about the real reason Elspeth von Draken feels so different from Balthasar Gelt or Volkmar. It’s the Imperial Gunnery School and the Amethyst Armory.

Basically, you’re collecting a resource called Schematics. You get these by winning battles and using gunpowder units. You then spend these Schematics to upgrade your units in ways that feel almost like cheating. Imagine your Helstorm Rocket Batteries—which are already arguably the best artillery in the game—but now they have specialized ammunition that slows enemies or deals extra magic damage.

It’s satisfying.

You aren't just clicking "recruit" and hoping for the best. You are actively engineering a superior force. I’ve found that focusing your early Schematics on the "Repeater Handgun" upgrades for your Outriders makes them absolutely lethal in the early game against Vlad von Carstein’s annoying vampire stacks.

If you aren't using the Amethyst units, you're playing her wrong. These are purple-hued, magically infused versions of standard units. The Amethyst Ironsides, for example, aren't just tankier; they shoot bullets infused with the Lore of Death. They shred high-armor targets. It makes the standard Handgunners look like they’re playing with pea shooters.

Moving Around the Map (Without Losing Your Mind)

One of the biggest headaches in Total War Warhammer 3 is the sheer scale of the Immortal Empires map. It takes forever to get from Nuln to the Chaos Wastes. Elspeth solves this with the Gardens of Morr.

Think of these as magical teleportation hubs. You can establish them in friendly or neutral Empire cities.

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It costs a bit of gold and has a cooldown, but being able to instantly zap Elspeth from the heart of the Empire up to the northern border to stop a Khorne invasion is invaluable. It changes the "pacing" of the campaign. You no longer feel like you're constantly playing whack-a-mole with enemies coming from three different directions. You can actually be proactive.

I’ve noticed a lot of players forget that the Gardens also provide local buffs. You can build structures within them that increase recruitment rank or provide extra defense. It’s a layered system. It’s not just a fast-travel button; it’s a strategic anchor.

Mastery of Death: How to Use Elspeth in Battle

Elspeth von Draken is a beast, but she isn't invincible. Early on, she’s relatively squishy. You have to be careful.

She is a Lore of Death caster, which means her primary job is sniping enemy lords and thinning out elite infantry. Spirit Leach is your best friend for taking down pesky heroes. But the real star is Purple Sun of Xereus. When you’re playing as Elspeth, this spell gets significant buffs. Watching a giant purple orb of death drift through a line of Chosen is one of the most therapeutic experiences this game offers.

Once she gets her Carmine Dragon, the strategy shifts.

You can use her as a high-mobility terror tool. Dive into the backline, drop a spell, breath some corrosive gas, and get out. Just don't let her get bogged down in a fight against a dedicated duelist like Grimgor Ironhide. She’s powerful, but she’s still a wizard at heart.

The synergy between her personal combat prowess and her faction's gunpowder focus is where the magic happens. You use her to blob up the enemy, then you let the Amethyst artillery rain hell on that exact spot. It’s a literal meat grinder.

Why the Nuln Starting Position Matters

Starting in Nuln puts you right in the thick of it. You’ve got Gelts old stomping grounds to the east and the looming threat of the vampires.

It feels lore-accurate.

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Nuln is the industrial heart of the Empire. It makes sense that your campaign revolves around black powder and engineering. Unlike Karl Franz, who is constantly babysitting the Elector Counts and worrying about "Imperial Authority," Elspeth has a bit more freedom to focus on her own progression.

You still have to deal with the Elector Count system, but it feels less like a chore and more like a backdrop to your quest for technological dominance. The proximity to the mountains also means you'll be fighting Dwarfs and Greenskins fairly early. It's a great testing ground for your new weapon upgrades.

Dealing with the "Vlad Problem"

Every Empire player knows the dread of Vlad von Carstein. He’s a nightmare. He regenerates faster than you can damage him, and his armies don't break.

Elspeth is the hard counter.

Between her Lore of Death spells—which can bypass his high physical resistance—and the Amethyst ammunition that deals magical damage, you can actually melt him before he reaches your front line. The trick is to use your "Master Engineer" heroes. These guys are essential for Elspeth. They buff the reload speed and accuracy of everything around them.

If you position three units of Handgunners with an Engineer nearby and have Elspeth hit Vlad with a Soulblight to strip his armor, he goes down. It’s not easy, but it’s the most consistent way I’ve found to deal with the Sylvania threat in the current meta.

Complexity vs. Fun: Is She Too Strong?

There’s been some chatter in the community about power creep. It’s a fair point. Compared to the older lords, Elspeth has a lot going on.

But honestly? It’s fun.

Total War: Warhammer 3 is at its best when the factions feel distinct. Giving the Empire a "tech tree" style upgrade system for their guns makes them feel like the industrial powerhouse they are supposed to be. It’s not just about bigger numbers; it’s about new ways to interact with the tactical map.

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If you find her too easy, crank up the difficulty or try a "no-artillery" challenge run (though that sounds miserable). The complexity of managing Schematics, the Gardens of Morr, and the Amethyst Armory keeps the mid-game from feeling like a slog, which is a common problem in long campaigns.

Actionable Steps for Your First Elspeth Campaign

Don't just jump in and start clicking buttons. You need a plan.

First, prioritize your Schematics for "The Black Powder Pond" upgrade. This significantly boosts your early-game infantry firepower. You’ll need it when the Skaven start tunneling toward you.

Second, get a Garden of Morr established in Altdorf or Middenheim as soon as possible. This secures your ability to defend the core of the Empire without having to march for ten turns.

Third, rush the Carmine Dragon mount. The mobility jump is massive. It changes Elspeth from a backline caster into a battlefield goddess.

Fourth, don't ignore the Master Engineers. They are the glue that holds your army together. Their "Restock" ability can keep your artillery firing long after they would normally run dry.

Finally, lean into the "Death and Gunpowder" aesthetic. It’s what she’s built for. Combine the dark magic of the Amethyst Order with the cold steel of Nuln, and you’ll find that the Empire isn't just surviving the end times—it’s winning them.

Check your tech tree for the "Artillery Spotters" node early on. It increases the range of your Great Cannons, allowing you to pick off enemy soul grinders or giants before they even get close to your state troops. It’s a small detail that saves thousands of lives in a long-form campaign.

The game has changed. Elspeth von Draken is the proof that Creative Assembly can still find ways to make old factions feel brand new. Go burn some vampires.