The Huntsmarshal's Expedition

:The Huntsmarshal's Expedition requires The Hunter and the Beast paid DLC to play as.
The Huntsmarshal's Expedition is a playable faction of The Empire introduced in Total War: Warhammer II. It is led by Markus Wulfhart and can be found on the northern coast of Lustria, surrounded by Savage Orc Tribes, Lizardmen, Skaven and the Vampire Coast.
===Huntsmarshal of the Empire===
For two and a half millennia, the Empire has formed a bulwark against the encroaching forces of Destruction. Lying at the heart of the Old World, it is the greatest and most powerful of all the nations forged by men. Yet across its lands, evil always lurks in its shadiest corners and darkest depths. Mutant monsters prowl its dark forests, malevolent ratmen plot beneath its cities, and the living dead rise from its graveyards. Monstrous enemies gaze belligerently across its borders, with the threat of invasion from any number of murderous abominations an ever-present danger.
Yet it endures, for mankind has a steely determination not merely to live, but to thrive. Ever since the legendary warrior Sigmar first united the primitive man-tribes against their common enemies, the longevity of the Empire has been assured by great men hailing across its provinces.
Out of the forests of Middenland emerged Markus Wulfhart, who rose to prominence to become the finest scout in all the Empire. Once a lowly huntsman, his life was irrevocably shattered when a one-eyed Bonegrinder Giant razed his hometown of Drakenburg to the ground, slaughtering its inhabitants. Burning with the desire for revenge, the young hunter tracked the monster to its lair and skillfully blinded it with a single shot from his bow, before severing its rope-like hamstrings with his blade. Closing in on the crippled giant, he hacked at its neck repeatedly with manic determination and decapitated it.
Markus had slain the beast that had murdered his kin, but in suffering the tragedy of losing his entire village he had been set on a new, death-strewn path. He swore that as long as he still lived, no other settlement would suffer the fate of Drakenburg, and he set out to hunt the various monsters that preyed on the Empire. Only when every last one of them was slain would he rest. In recognition of his deeds, Markus was offered a knighthood and a nobleman's estate by Karl Franz himself. Wulfhart declined, wishing only to be allowed to continue with his self-imposed quest. Impressed with his grim fortitude, the Emperor bestowed unto Markus the title of Huntsmarshal - the Emperor's Captain of Scouts.
Answering only to the Emperor himself, Markus leads an elite, hand-picked regiment of scouts and hunters from across the land - a disparate group in which city-born men rub shoulders with those raised in rural backwaters. One thing is certain, however - Wulfhart's hunters are the most accomplished group of monster slayers in the Empire.
==Playstyle==
The Huntsmarshal's Expedition has some unique campaign mechanics, unavailable to any other Empire faction.
*Colleges of Magic: Harness multiple Lores of Magic to bolster the Empire's strength and destroy its enemies.
*Emperor's Mandate: Receive the Emperor's acclaim by advancing the Empire's cause in Lustria, leading to the provision of better-quality units to reinforce the expedition.
*Wulfhart's Hunters: Attain the services of some of the finest hunters to have ever lived.
*Well-rounded unit roster with a wide range of magical Lores and war machines.
==Campaign==
Eye of the Vortex Introduction
Markus Wulfhart has dutifully answered the Emperor's call. The Empire's Lustrian settlements have recently fallen victim to a series of savage raids from an elusive attacker. The men of the colonies have long known about the strange, upright-walking reptiles that dominate the continent, but the monstrous 'spirit' they claim is now tormenting them and threatens to bring about an end to Imperial expansion in the New World. Fortunately, the Huntsmarshal specializes in tracking the untrackable - the hunt is on!
Mortal Empires Introduction
Far from the heart of civilisation, the Empire are in a race; the prize? The untold riches of Lustria. After a spate of recent attacks against the colonists in the New World, Karl Franz has called upon his Captain of Scouts, Markus Wulfhart, to defend the Empire's holdings and reaffirm their foothold on this beast-infested continent. From his newly-established base camp on the Scorpion Coast, the hunstmarshal readies his expedition for their imminent incursion into the jungle.
===Starting Territory===
Campaign	Territory	Region
Eye of the Vortex	Scorpion Coast
*Temple of Tlencan	Lustria
Mortal Empires	The Creeping Jungle
* Temple of Kara	Lustria
===Legendary Lords===
Name	Faction Effects	Lord Effects	Starting Units
Markus Wulfhart	Huntsmarshal of the Empire
Markus Wulfhart's great deeds in service to the Empire have earned him the recognition of Karl Franz himself, who has bestowed unto him the title of Huntsmarshal: The Emperor's Captain of Scouts.
*Limited Roster: Only basic units are immediately recruitable
*Reinforcements from the Empire bring powerful units to bolster your armies
*Hostile actions will result in retaliation from local factions, but will also empower your own armies
*Recruit rank: +3 for Huntsman Generals (factionwide)
*Diplomatic relations: -40 with Lizardmen	Captain of Scouts
Markus Wulfhart's advanced tracking and slaying skills have earned him both a reputation and the recognition of Karl Franz himself.
*Ambush defence chance: +50% (Lord's army)
*Ambush success chance: +50% (Lord's army)
*Upkeep: -50% for Archer and Huntsmen units (Lord's army)
*Attribute: Woodsman (Lord's army)	
*2 Swordsmen
*1 Spearmen
*1 Huntsmen
*1 Archers
*1 War Wagons
*
===Emperor's Mandate===
Sent to the shores of Lustria by Imperial Mandate, Markus Wulfhart intends to protect the New World Colonies from their Lustrian predators with only limited supplies and troop numbers, as further reinforcements will not arrive from the Old World for quite some time.
However, increasing the expedition's Acclaim by raiding the jungles and expanding your territory into them will lead to better-quality troops dispatched in your Imperial Supplies to further aid expedition.
==== Acclaim levels ====
* Level 1 - Scouts of the Empire (20) - The expedition is being supplied by the Imperial Quartermaster, who reinforces you with standard Imperial troops.
**Standard Imperial Supplies received
**Recruit rank: +2 for all Imperial Supplies units
* Level 2 - Imperial Guardians (20) - The expedition is supported by the nobles of Reikland, who will help fund stronger reinforcements.
**Advanced Imperial Supplies received
** Recruit rank: +2 for all Imperial Supplies units
**Unlocks construction of Barracks and Livery buildings
** Diplomatic relations: -20 with Lizardmen
* Level 3 - Huntsmarshal's Elites (40) - The expedition has the support of the Elector Counts, who will ensure you will receive superior troops from home.
** Advanced Imperial Supplies received
** Recruit rank: +3 for all Imperial Supplies units
** Diplomatic relations: -30 with Lizardmen
* Level 4 - Vanquishers of Evil (60) - The expedition has the full recognition of the Emperor's court. The most elite troops of the Empire will be sent to support you.
**Elite Imperial Supplies received
** Recruit rank: +3 for all Imperial Supplies units
** Unlocks construction of Menagerie and Foundry buildings
** Diplomatic relations: -40 with Lizardmen
* Level 5 - Scourge of the Emperor's Foes (80) - The expedition's exploits are spoken of in every household across the Empire - its members will be known as legendary folk-heroes!
** Elite Imperial Supplies received
** Recruit rank: +3 for all Imperial Supplies units
** Unlocks construction of Engineer's Workshop buildings
** Diplomatic relations: -50 with Lizardmen
*Level 6 - Champions of the Empire (100) - The expedition has proven beyond doubt to be the Emperor's most elite force, carrying out his will with unrelenting fortitude to annihilate all enemies of the Empire - and it will continue to do so!
**Elite Imperial Supplies received
** Recruit rank: +4 for all Imperial Supplies units
** Progress in the Emperor's Mandate will no longer be lost
** Diplomatic relations: -60 with Lizardmen
===Hostility===
The lands beyond the Empire are are a hostile place - your actions there will not go unnoticed by the natives. Winning offensive battles and harassing local inhabitants will increase their Hostility towards you, but also improve your standing with the Emperor and increase the rate at which Imperial Supplies reach the expedition. Cross the locals too much, though, and face their wrath!
==== Imperial Supplies ====
Every several turns, you will receive some reinforcements to aid your conquest of Lustria. This is shown in the Imperial Supplies Ready dilemma, where you will decide whether to gain infantry, cavalry, artillery, or war machines as your new units. Your chosen units can then be recruited into a Lord's army through the "Recruit from Imperial Supplies" button for free, similar to Regiments of Renown or Blessed Spawnings.
==== Hostility Levels ====
Hostility is raised by attacking enemy settlements and armies, events, and raiding and sacking. It is lowered by losing your Lords in battle and inactivity. Once you reach Level 5, the Hostility Level resets to 0.
* Level 1 - Hostile (10) - You are more than a little unwelcome - the enemy are starting to take notice of you.
** Imperial Supplies will arrive at a low frequency
** Public order: -1 (all provinces)
* Level 2 - Very Hostile (20) - You have agitated the enemy further - they now take heed of your aggression.
** Imperial Supplies will arrive at normal frequency
** Public order: -2 (all provinces)
* Level 3 - ? (30)
** Imperial Supplies will arrive at faster frequency
** Public order: -2 (all provinces)
* Level 4 - Severely Hostile (40) - Be on your guard - best be on your guard!
** Imperial Supplies will arrive at very high frequency
** Enemy leadership: +8
** Enemy weapon strength: +15%
** Public order: -2 (all provinces)
* Level 5 - Condemned! (50) - Your warmongering ways have put you right at the top of the enemy's hitlist!
** Imperial Supplies are dispatched immediately
** Hostility level resets to 0 after 5 turns
** Enemy leadership: +10
** Enemy weapon strength: +25%
** Public order: -5 (all provinces)
===Wulfhart's Hunters===
Scattered across the world are some of the finest hunters to ever have lived; track them down and secure their services to complete the expedition's goals whilst developing each hunter's unique attributes and learning of their past glories and tragedies.
"Wulfhart's Hunters", as they call themselves, are an elite rag-tag group of trappers, hunters, archers and scouts drawn from all over the Empire. Nowhere else in the Emperor's armies can a more diverse group of warriors be found in one unit.
Such grim men come from as far south as Wissenland, or as far north as Middenland. City-born men of metropolises like Nuln or Altdorf rub shoulders with their comrades of more rural birth from the agricultural lands of Averland or Stirland.
These brave men fight side-by-side under the charismatic leadership of Markus Wulfhart, and any regional differences are snuffed out instantly under his command. An eternal bond of brotherhood is forged as they fight against a common foe.
Under the masterful leadership of Markus, Wulfhart's Hunters have earned the respect of their countrymen by being the most accomplished group of monster slayers in the Empire, and some say the entire Old World. Such hunts include the killing of the Talonbeast of Stirland, the Ostermark Ice Dragon, and even the Chimera of Flamespire Peak, to name just a few.
Whilst lesser men would run horrified by the monsters the world harbours in its dark corners, Wulfhart's Hunters stand their ground against such impossible odds, as both Markus and his men calmly steady their bows and aim for the killing strike.
===Victory Conditions===
====Eye of the Vortex====
Campaign Victory
* At the start of your turn, have at least 100 Acclaim
* Destroy the following faction(s):
Spirit of the Jungle
* Win the following battle:
Battle for Itza
Domination Victory
* Destroy the following faction(s):
Eataine	Hexoatl	Last Defenders	Naggarond	Clan Mors	Spirit of the Jungle
* Maintain control of 50 province(s), either by direct ownership or through vassals and military allies.
====Mortal Empires====
Short Campaign Victory
*Maintain control of the following 11 province(s), either by direct ownership or through vassals and military allies:
The Creeping Jungle	Northern Great Jungle	Southern Great Jungle	Vampire Coast	Jungles of Green Mist	Headhunter's Jungle	Volcanic Islands	Huahuan Desert	Southern Jungles of Pahualaxa	Northern Jungles of Pahualaxa	The Galleon's Graveyard
*Destroy the following faction(s):
Hexoatl	Itza	Clan Pestilens	The Awakened	The Dreadfleet
*At the start of your turn, have at least 100 Acclaim
Long Campaign Victory
Same as the short campaign victory but with the following additions:
*Destroy the following faction(s):
Spirit of the Jungle	Clan Mors
*Control any 7 of the following settlements either by direct ownership or through vassals and military allies:
Couronne	Altdorf	Castle Drakenhof	The Oak of Ages	Miragliano	Skavenblight	Kislev 	Hell Pit 	Karaz-a-Karak 	Karak Eight Peaks	Black Crag
Lahmia 	Khemri 	Itza 	Hexoatl 	Naggarond 	Lothern 	Gaen Vale	The Awakening	The Galleon's Graveyard	Sartosa 	
*Continue to expand your territory, ready for the arrival of Archaon the Everchosen.
*Ensure that Archaon the Everchosen is in a wounded state.
==== Immortal Empires ====
Short Campaign Victory
* Occupy, loot, raze, or sack 30 different settlements
* At the start of your turn have at least 100 Acclaim
* Destroy the following factions: Hexoatl, Itza, Clan Pestilens, The Awakened, The Dreadfleet
Long Campaign Victory
* Occupy, loot, raze, or sack 70 different settlements
*Control all provinces of Lustria either by direct ownership or through vassals and military alliances: Culchan Plains, Headhunter's Jungle, Spine of Sotek, The Lost Valley, River Qurveza, Mosquito Swamps, The Gwange Valley, The Turle Isles, Piranha Swamps, The Creeping Jungle, Jungles of Green Mist, Aymara Swamps, Jungles of Pahaulaxa, The Isthmus Coast, Isthmus of Lustria, Copper Desert, The Night Forest Road, The Capes, Volcanic Islands
==Chapter Objectives==
===tbc===
Rank 	Name	Objective(s)	Reward(s)	In-game description
Primary objective 	 	 	 	
Bonus objective I 	 	 	 	
Bonus objective II 	 	 	 	
Bonus objective III	 	 	 	
Bonus objective IV 	 	 	 	
Bonus objective V 	 	 	 	
==Diplomacy==
===Diplomatic Traits===
When controlled by the AI, The Huntsmarshal's Expedition will have the following diplomatic traits:
*Defensive - More concerned with maintaining borders than expanding them. Conquest is not their business.
*Hates Lizardmen - This leader hates Lizardmen; nothing can happen that will change that view.
*Underdog - Instead of trying to get to the top of the food chain, this one prefers joining a worthy faction in confederation.
===Starting Treaties===
The Huntsmarshal's Expedition will start with the following treaties already in effect:
Eye of the Vortex
* Non-Aggression Pact:
**New World Colonies
*War:
**Spirit of the Jungle
**Tlaxtlan
Mortal Empires
* Non-Aggression Pact:
**New World Colonies
*War:
**Tlaxtlan
==Strategy==
* The Huntsmarshal's Expedition begins at war with Tlaxtlan and should continue that goal. From there, his campaign can be drawn in multiple directions. The Awakened and Vampire Coast Mutineers are to the East and will continue to destabilize public order with vampiric corruption (this has the benefit of unlocking Hertwig Van Hal and his missions which are predominantly related to the Vampire Coast). To the West are the Savage Orc tribe, Blue Vipers, who can prove a difficult thorn in the side. Their troops will dumpster Empire troops, but with the right Imperial Supply units, they can be beaten. This will also allow you to link up with the New World Colonies who should be your ally for most of the game. Finally, going South leads to Lizardmen and Skaven, notably Itza and Gor-Rok
*Overall, The Empire is a very strong race in both singleplayer and multiplayer games. Infantry, especially Halberdiers and Greatswords, can hold the line well, but their ace in the hole is their war machine and cavalry catalogue. Imperial commanders can snatch up Demigryph Knights for wiping out enemy beasts and dealing with large armored threats (though fielding them against Bretonnian massed cavalry charges is a good way to get them killed) together with the Reiksguard shock cavalry (excellent against weaker opponents). The Steam Tank shines among other war machines thanks to its versatility (ram and artillery), with Karl Franz being very powerful (though prohibitively expensive in multiplayer games). Other Lord choices are good, especially Balthasar Gelt after the Lore of Metal improvements. Heroes like the Witch Hunter, Jade Wizard, and Warrior Priests round out the roster for single models, though they might be more useful on the campaign map than in battle.
*No flying units other than high level characters mean the Empire is effectively hamstrung when dealing with factions that love flying units, like Bretonnia, Wood Elves, or Vampire Counts. They have to deal with them defensively, using units such as Handgunners (accurate, high AP), Lore of Light, or the Luminark of Hysh to deal damage to the enemy. Combined with a trapping spell like Net of Amyntok enemy flyers need to be wary of wandering into imperial fields of fire.
==Trivia==
*The eye getting pierced by arrows on the faction crest is believed to be the one eyed giant that destroyed Markus' home and family in the lore.
es:La Expedición del Mariscal Cazador
Category:Total War: Warhammer II The Empire factions
Category:Immortal Empires factions
Category:The Empire factions