Ursun Revivalists

Ursun Revivalists is a playable faction introduced in Total War: Warhammer III. It is led by Boris Ursus.
== Unlocking ==
In order to unlock Boris Ursus as a starting legendary lord with the Ursun Revivalists, the player must start a The Realm of Chaos campaign with either The Ice Court or The Great Orthodoxy and then complete the following quest: The Frozen Falls.
After this, Boris and the Ursun Revivalists will unlock for both The Realm of Chaos campaign and Immortal Empires.
However, he is available from the start when playing Something Rotten in Kislev.
==How they play==
* ?
==Legendary Lords==
* Boris Ursus
==Starting territory==
The Realm of Chaos
*Fort Dorznye-Vort, Zorn Uzkul ([ map])
Immortal Empires
*near The Tower of Torment, Bloodfire Falls ([ map])
Something Rotten in Kislev
*Praag, The Cursed City
==Climate preferences==
* Suitable: Frozen, Wasteland, Mountain, Temperate
* Unpleasant: Chaotic Wasteland, Temperate Island, Savannah, Jungle
* Uninhabitable: Magical Forest, Ocean, Desert
==Faction effects==
* Diplomatic relations: +30 with the faction of The Ice Court
* Construction cost: -50% for Garrison and Religion buildings
* Construction time: -1 for Province Capital/Settlement buildings
* Recruit rank: +2 for War Bear Riders units
==Victory objectives==
===The Realm of Chaos===
Complete the survival battle for each Chaos Realm and then win the final battle
===Something Rotten in Kislev===
===Immortal Empires===
==== Short Campaign Victory ====
* Occupy, loot, raze, or sack 30 different settlements
* Destroy the following factions: Warhost of the Apocalypse, Bloody Sword
==== Long Campaign Victory ====
* Occupy, loot, raze, or sack 70 different settlements
* Destroy the following factions: Legion of Chaos, The Ecstatic Legions
== Diplomacy==
===Diplomatic traits ===
====The Realm of Chaos====
====Something Rotten in Kislev ====
====Immortal Empires====
* Faithful to the Motherland
* Aggressive
===Starting agreements===
====The Realm of Chaos==== 
* War with 
====Something Rotten in Kislev====
====Immortal Empires====
* War with 
==Strategy==
===General===
Have Boris snowball with a doomstack army of War Bear Riders for easy campaign victories. Embed 1-2 Patriarchs for additional replenishment, leadership, and charge bonuses. Optionally embed a Frost Maiden for magic spell support.
Boris can go to war with the other two major Kislevite factions, as he does not patricipate in the supremacy race, though there are no good reasons to do so.
Chaos waste climate is unpleasant and wasteland climate is suitable for the Revivalists, which makes the faction better suited to offensively wage war with the Chaos factions than the other two major Kislevite factions. 
===Realms of Chaos===
You begin your campaign east of your homeland of Kislev, in Zorn Uzkul. Without any Kislevite opponents to put you at risk of fighting Chaos armies (as attacking other Kislevites will lose Devotion and attract that risk), your enemies consist of Ogres, Skaven, Greenskins, and -- after 3.0 -- particularly Chaos Dwarfs.
Securing Zorn Uzkul and the High Pass is a solid initial move, after which you will have to choose whether to go north or south (at least first). If someone has already declared on you (likely), that can help decide the situation. Taking out the Legion of the Gorequeen early can make your life much easier and help Kislev proper massively, though actually holding the Goromadny will prove difficult and draw attacks from the Chaos Wastes like a magnet. The actual lands of the Wastes are difficult to hold and not very desirable.
However, the Dark Lands that the Chaos Dwarfs inhabit are Suitable for you, and the Chorfs both will not like you and will try to wipe out the Dwarfs, who are one of your best potential friends. As such, a crusade through the Chaos Dwarf lands is a very likely course of action. It is advisable to keep your territory fortified to avoid further raids. If possible, ally with the Dwarfs so that you can have a trade route westward to Kislev and, potentially, access to their powerful artillery units and Irondrakes.
===Immortal Empires===
As opposed to the other Kislevite factions, Boris starts with just an army up North mounting an offensive campaign into the Chaos Wastes. Begin the first turn by capturing the nearby minor settlement. From here, it is up to the player where to go for the early game. In any case, your main threats will be the Warhost of the Apocalypse, Legion of Chaos, Grimgor's 'Ardboyz, Bonerattlaz, and Clan Moulder.
The Ursun Revivalists start, if played "straight", is one of the absolute hardest starts in Immortal Empires. Immediately taking the offensive further north into the Chaos Wastes to fight the forces of Chaos will be much harder due to as unpleasant settlement climate and chaos corruption. There are no potential allies to be found here, and the lack of armor-piercing and caster units early on adds to the many advantages that Archaon and his heavily-armored Warriors of Chaos vassals already have over you. If you manage to defeat Archaon's starting army, you should be able to snowball through his vassals and main settlements. The Demon Prince and minor Demons of Chaos factions should be easier to wipe out from here. 
The alternative option is to pull a Cylostra Direfin and simply leave. Retreating south across the Frozen Sea to build up your economy will pit you against minor Norsca and Skaven factions, but the settlements will be of suitable climate and you will encounter fellow Kislevite factions (Ropsmenn Clan and The Ice Court) for diplomatic relations. Moreover, the Frozen Landing settlement south of your starting location starts in ruins with the minor Goromadny Tribe holding the rest of the province; ideal for an early base. This will also but you right near the Norscan Dwarfs, who can either form a solid ally if they survive, or will be annihilated by Moulder and Wintertooth, both factions which you need to destroy anyway, letting you take over the Norse Dwarfholds. However, moving south may bring you into conflict with the Chaos Dwarfs (though as their Wasteland terrain is also Suitable for you, this may be as much a blessing as a curse.)
Helping Katarin secure political supremacy over Kostaltyn is easier due to your inherent positive diplomatic relations and closer proximity with the Ice Court. Once either side has won the race and confederated the other, you should be in a strong enough position to confederate the winner soon afterwards. Don't wait too long to encounter them if going this route, as both will likely be wiped out by mid to late campaign. Also, make sure not to leave Archaeon alone for too long -- he's on your hitlist for Victory and is best killed before he can really establish a power base.
es:Predicadores de Ursun
Category:Total War: Warhammer III Kislev factions
Category:Playable factions introduced in Total War: Warhammer III
Category:Total War: Warhammer III factions
Category:Kislev factions
Category:Immortal Empires factions