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Total war warhammer 2 gaming encyclopedia. Classic races of Total War: Warhammer

This is a continuation of a unique, acclaimed strategy that quickly attracted a huge number of players with its mechanics and unique gameplay. The second part will delight you not only with updated familiar details, but also with new races, new continents and gameplay features, which you must first understand.

Part - 1: Campaign Map and Heroes

Total War: Warhammer 2 campaign tips

The game world presented in Total War: Warhammer 2 covers three continents at once - the southern lands of Naggarond and Lustria + a small island called Ulthuan. The territories are located in the south and west of the lands of the game universe. Players can choose from four new races: High Elves, Dark Elves, Lizardmen and Skaven.

However, in addition to the four main races, during the passage you will definitely meet a huge number of other factions that are better known thanks to the first part of Total War: Warhammer - for example, people and dwarves. In addition, each key race in the second part is divided into other smaller factions. Each race has access to two other factions and this is most likely due to the fact that there will be new DLC in the future for players.

Walkthrough of Total War: Warhammer 2 will be full of various conflicts, so the couple will have to unite with other factions for a common goal. The starting positions of each faction are presented in the screenshot above.

The basic mechanics that underlie gameplay, in general, has remained virtually unchanged and is therefore consistent with past games in the Total War series: players must develop their territories by conquering others. The magic remained in the second part. However, now the campaign has been supplemented with a completely new element that underlies the storyline - the struggle for control of the “Great Vortex”.

As in the first part, so in the second, various and unique characters will take part in the battles, which are divided into three categories.

♦ The first category is “”. They represent influential leaders of certain factions. There are two legendary lords per faction in the campaign. Each of them has its own distinctive appearance, skills and starting positions in the overall campaign, which will further determine the difficulty of passing. Each legendary lord has his own special storyline, which in turn gives access to a variety of unique and important items. After all, all legendary lords are immortal, so even if one of them dies in battle, after a certain number of turns you will have access to them again.

♦ The second category is “”. Typically, they are primarily used as leaders of armies. They are the ones who can lead armies and replenish the ranks with new units. They will personally take part in all battles. They have a variety of other skills that are aimed at supporting their own units. In the end, by choosing the right skills, they will be able to influence the entire state, but unlike legendary lords, ordinary lords are mortal.

♦ The third category is “”. They represent agents who were previously in previous parts of the Total War series. Agents are able to independently move around the world, engage in sabotage, murder and increase your units. They can also join some of your army to become powerful warriors or magicians in the future. And just like ordinary lords, all heroes are ordinary mortals.

Total War: Warhammer 2 useful tips for newbies

The Total War games are a huge list of challenging aspects that offer players serious challenges. It is for this reason that the system is unpredictable, so that it is impossible to give an exact step by step instructions according to the campaign, so below are presented useful tips for completing the Total War: Warhammer 2 campaign.

♦ Advice - 1: “Be sure to make sure that your provinces are in complete order.” And I don’t mean just any concept, but an important game element. You need to try to stay at a neutral level: find some kind of middle ground in which you will not have any riots or fines that could appear with a high or low value of internal order.

♦ Tip - 2: “Always keep an eye on the level of corruption.” The ideal situation for almost every state is the complete absence of corruption, so make sure that it adheres to low level. In this case, the only exceptions are those states for which corruption is an important part of the gameplay - for example, for the forces of Chaos. Corruption can be reduced and the easiest way is to just build the necessary buildings.

♦ Tip - 3: “Try to control all provinces.” Thanks to this, it will become much easier for you to manage the level of order and corruption. In the end, it will be possible to issue laws that are no less important and useful.

♦ Tip - 4: “In the provincial capital, it is better to give priority to buildings high level" In capitals, the main building can be upgraded up to the fifth level inclusive. And in general, there are much more free spaces for buildings in capitals than in ordinary/standard settlements. Some buildings can be built or improved to the maximum level exclusively in capital cities, so you don’t even have to try to build such buildings in small settlements.

♦ Advice - 5: “Economic infrastructure should be developed in ordinary settlements.” The capital is in no way suitable for such plans, but secondary settlements are an excellent opportunity to quickly increase, for example, the population of the province and the treasury.

♦ Advice - 6: “Defensive buildings should be built only in unprotected settlements.” Small settlements must have at least walls, which in turn will be accessible from the third level. In capitals, walls must be the same, but if this is enough for ordinary settlements, then for capitals it is necessary to actively garrison them after that.

♦ Tip - 7: “You need to prepare for war before you start it.” In fact, this road is almost always extremely difficult - the new campaign is also quite demanding. At a minimum, it is necessary to monitor the protection of the borders of your state and public order.

♦ Tip - 8: “Try not to fight with more than one state.” Even if you have a fairly powerful and strong state, keeping the situation under control on several fronts at once is a rather difficult process. In addition, this could also lead to you losing the newly acquired lands and, as a result, possibly facing an economic crisis, which is a serious blow.

♦ Advice - 9: “You shouldn’t start a war if you are not ready to support it.” If it so happens that this moment If you have little gold and low income, then don’t even think about fighting with anyone in order to somehow enrich your state. First, build a more or less stable and strong economy that will help survive the war.

♦ Tip - 10: “It’s not worth fighting with factions that are stronger than you.” And although countries that are stronger or have relatively the same power as yours are still not a guarantee that the war will end in success, even if they have several enemies. War is always very costly and tiring, not only for your entire army, but also for the economy.

♦ Tip - 11: “The army should be diverse!” This will allow you to be more flexible, which is incredibly important in any battle. So armies that consist only of ranged units or cavalry may be able to show positive results, but still a balanced army will show itself much more effectively in battle.

♦ Advice - 12: “You should not include in the army a large number of siege weapons." Such units can indeed effectively destroy the enemy army, but as soon as the enemy troops come close, the siege weapons will instantly become useless, and without a powerful main army you will quickly lose the battle.

♦ Tip - 13: “You can’t send heroes anywhere alone.” No matter how strong your hero is, if he is surrounded by hundreds of enemies, sooner or later he will be killed. So try to keep him near the main army.

♦ Tip - 14: “Mages should be kept on the back line of the front.” Mages are effective against any enemies, but who will have a low level of magical armor. However, the main problem is that magicians are absolutely useless in hand-to-hand combat, so they absolutely cannot be sent forward and put under attack.

♦ Tip - 15: “It is very important to monitor the discipline of units.” If discipline becomes too low, the army will begin to mutiny and gradually flee from the battlefield if it does not receive reinforcements in a difficult battle. The lack of reinforcements will further undermine the morale of the remaining units, so keep this in mind.

♦ Tip - 16: “Watch out for unit fatigue.” Another feature is fatigue. Tired units will perform much worse in battle, so try not to waste all your stamina. From time to time, give them at least a minute to rest during battles, but only if such an opportunity exists.

♦ Tip - 17: “Try to protect ranged units.” Most units (including siege weapons) need protection in close combat, because in this case they are, as a rule, practically helpless. The only exceptions are units with hybrid weapons, that is, units that can use ranged and melee weapons. Although even they need strong support in close combat.

♦ Tip - 18: “Always watch your flanks and don’t let the enemy flank you.” The first thing I want to note is that surrounded units receive an incredibly large penalty to morale, so they can be broken in such a situation at any time. Therefore, I recommend using actively, for example, cavalry, in order to break through the enemy’s encirclement in a timely manner, or attack the enemy army from the rear. Cavalry acts much faster and receives a good bonus when attacking from the rear or flanks.

♦ Tip - 19: “Think several times before you randomize the winds of magic!” You can get more magic points, but at the same time their supply may decrease significantly. If during the first attempt to increase magic you managed to increase the supply of winds, then I recommend not to risk it and repeat it randomly once again.

♦ Tip - 20: “It’s better not to use more than two magicians in battle.” The productivity of the winds of magic is strictly limited, so there is no point in using more than two magicians in battle - you simply won’t have enough points for all the spells. So subsequent magicians will be completely useless and may even become a burden.

♦ Tip - 21: “Magic points must be spent wisely.” Powerful spells can destroy almost any enemy, but at a certain point you may realize that you spent too many points on it, when it would be more profitable to give your warriors useful buffs. So don't waste your points.

♦ Advice - 22: “If the strength of the army is based on magic, then it is necessary to fight in lands where the reserves of winds of magic are low.” The bottom line is that the winds of magic will determine the number of magic points available. Moreover, their quality will change over time for each province, so they may turn out to be virtually useless. Therefore, try to monitor this factor too, because it is important.

Part - 3: Factions

Which faction is better to play in Total War: Warhammer 2?

Part - 4: The position of the army in the world

Exploring the game world is an equally important element of the gameplay. It is necessary not only to know, but also to understand how armies move and what influence the environment and other important elements can have on a particular army outside world.

Element - 1: Correct Army Position

How to reduce corruption in Total War: Warhammer 2?

First you need to consider the positions of the army. Each lord and his army can choose one of a number of positions that can change the way they move around the global map. It is necessary to study them carefully, because the correct position, for example, can counteract the same corruption or make it possible to travel over much longer distances, but within one move, of course. And almost all positions carry with them a variety of effects, which are divided into positive and negative.

If the lord with the army takes a normal position, then there will be no additional effects. In this regard, the only exception is the Skaven, since in their normal position they have an increased chance of an ambush. However, since each race has different important positions exclusively for themselves, I recommend taking at least a minute of time to learn a little in depth about what is best for a particular (or chosen) race.

The Lord's position can only be selected once it is directly above the army's position icon: hover your cursor over any desired position to see what potential effects it may have on your lord and army.

Element - 2: Army fatigue

There are some specific territories on the global map, where your army will get tired. Fatigue, in turn, will not come immediately, but little by little with each new move. The harder the ground, the more your troops will suffer. However, the worst will be in those territories where there is a high level of corruption or extremely dangerous environment- for example, the Arctic wastelands in the North. However, there are countermeasures against this - camps. The only problem is that the camps allow you to use only half of the available movement points, or the use of underground tunnels that are accessible exclusively to the Skaven.

And be sure to pay attention to the fact that the game itself will inform you if any effects have appeared. So if you hover your mouse over the army, an icon in the form of a “skull” will be presented there - this will mean that the army is gradually starting to get very tired.

Part - 5: Provincial development and climate

How to properly develop provinces in Total War: Warhammer 2?

An important part for achieving success in the game is the development of provinces by expanding settlements. The construction of new buildings will make it possible to create large armies and easily finance them in the future. Each faction by default starts the game with just one city - the capital of the province. And it is necessary, first of all, to focus attention and energy on the development and defense of the capital, since this will be the heart of your future powerful empire. In addition, the capital will be main goal during ritual attacks.

Element - 1: Development of settlements

How to develop settlements in Total War: Warhammer 2?Total War: Warhammer 2guide By development

For the development of settlements, two very important resources will be required: the first is gold, the second is excess population. You will receive gold as income from settlements, robberies of neighboring settlements and for completing special tasks. Gold, in turn, will be needed not only for the development of cities, but also for recruiting new units/armies, performing various actions by agents, for conducting diplomatic actions and for unlocking completely new technologies.

As for the excess population, it is used to improve the main building in a city. All these, so to speak, “resources” will appear with each new move during the development of the entire province. Once a certain level is reached, the faction will receive one point of excess population. The pace of development and the amount of surplus population are the same in all settlements of the province. More accurate information about the pace of development can be found by clicking on the development icon, which is located in the lower left corner of your screen.

Each subsequent new level of the main building will require additional excess population points. So, for example, the third level of the main building will require two excess population points, the fourth - four, and the fifth - five, respectively. Moreover, the pace of development of your provinces will depend on several incredibly important details. What determines the rate of development of provinces inTotal War: Warhammer 2 :

Depends on buildings in the province's settlements. . Depends on unlocked technologies. . They depend on the laws that are issued in the province (the laws become available if you keep all the cities of a particular province under your strict control). . Depends on the abilities of the heroes and lords who are in this province. . Depends on public order. . They depend on random events that can, one way or another, change the speed of development for several turns.

As I mentioned above, the excess population is used to develop the main building in the city. Having excess population provides several very important benefits, which are described below:

Access to either new buildings or improvements to existing buildings. . Unlocks new cells/slots for building construction. . Increases income in the city. . Increases income from all buildings not only in the province where the population has increased, but also in neighboring provinces (we are talking about the capital of the province, and not just about an ordinary city). . A stronger garrison.

It is worth considering that bonuses may differ slightly depending on what race you play. For example, upgrading the capital in a province that belongs to the Skaven will not provide any tangible bonuses for other buildings. In addition, some important cities will have their own unique bonuses: for example, Lothern will have the highest percentage in terms of public order.

Element - 2: Provincial capital and settlements

Guide to economic development inTotal War: Warhammer 2

Each province includes a couple of other cities: as a rule, from 2 to 4 settlements, but there are also provinces that include only one city. By selecting any city, you will notice a tab with all the other settlements of this province. Plus, there is also information about who owns what part of this province, what buildings were built and much more. However, something else is important now: in the province there are only two types of cities - the capital and ordinary/standard settlements. The capital can be found on the left side of the Provinces tab. Moreover, the differences between the capital and ordinary settlements are significant:

♦. Firstly, the provincial capital can be upgraded to level 5, and this will make it possible to build absolutely any buildings, at the same time raising these buildings to the maximum level - this is a primary task, especially when it comes to military infrastructure. Secondly, in the provincial capital a total of seven construction slots will be available (not counting the occupied slot with the main building), and in more important cities there will be a total of nine available slots. Thirdly, each capital is equipped with protective walls and has a much stronger garrison, unlike ordinary settlements, which means that conquering such a city will be much more difficult.

♦. First of all, it is important to know that all small settlements can only be upgraded to the third level, and this already means that you will not be able to build certain buildings in them. In addition, small settlements have much fewer slots, a smaller garrison and, in the end, battles for such settlements are ordinary battles. Such settlements can be protected only by erecting city walls, but nothing more.

Due to the fact that the excess population is growing very slowly, you will have to initially plan your future actions well and always remember that it is necessary to improve buildings that will accelerate development. A situation where there is quite a lot of money, but too little excess population is unacceptable. A balance needs to be found.

Element - 3: Types of buildings and their improvements

What buildings are best to build in Total War: Warhammer2? Guide to building buildings inTotal War: Warhammer 2

The development of provinces is practically the same between factions. The only difference is that each faction will have its own unique sets of buildings. To develop the main building you will always need excess population and gold. By developing the main building, you will unlock more new construction slots and levels for buildings - to improve any other building, you will only need gold and nothing else.

It is imperative that every building you have is upgraded to the highest building level so that it can be used as a full building. Before constructing any building, always consider the type of settlement you are building in. A mistake in construction will entail a number of consequences: lost moves and lost gold. As a result, the building will simply have to be demolished and everything rebuilt, so approach the construction responsibly. I will give below a few examples in which I will tell you where and what types of buildings are best to build.

♦. Such buildings make it possible to recruit basic/regular/standard units, for example, High Elf spearmen. Such buildings, as a rule, can only be upgraded to the third level, so they can be built almost anywhere. On the other hand, there is no point in building such a building in the capital - it is better to leave a slot in the capital for a much more promising building that will require the fourth and fifth levels.

♦. Such buildings already make it possible to build much stronger and more serious units. You can also build specialized units or heroes, including magicians. And due to the fact that access to such buildings can only be obtained in a third-level settlement, it makes sense to build such buildings only in capitals.

♦. Such buildings can be divided into two types. The first includes those buildings that can increase the income and development of the city, and can be improved strictly to the 3rd level. However, for this reason they should only be built in regular/standard settlements. This is especially true for those buildings that contribute to the development of the province. The second type includes those buildings that increase public order and many other similar specialized buildings - these should be built in capitals, where they can be brought to the maximum level, since such buildings are not limited to the third level.

♦. These buildings should be built strictly in those settlements where special resources will be found by default. Buildings, in turn, will allow you to extract these unique resources, receiving additional income or some other bonuses. You should also understand that, for example, if there are a lot of pastures in the province, then you should definitely build a stable.

♦. The situation with these buildings is the same as with buildings specializing in certain resources. Therefore, if it is possible to erect such a building in any city, be sure to allocate a slot for it. Such buildings, as a rule, provide tangible useful bonuses and are not available in all cities.

But this is not all the nuances. Also, when constructing new buildings, you should understand and continue to remember that it is very important not to build the same military buildings in the same province. In terms of income, the situation is different. Income is accumulated in different buildings, so it makes sense to build identical buildings.

Be sure to build the buildings you need. There is no point in building military buildings in every province. If a province is located in a safe point on the map, that is, there is no need for an army, then take advantage of the free slots to raise/improve the economy.

I also recommend checking which buildings will reduce the level of corruption. Almost all races suffer greatly from being under the influence of corruption, except for the Skaven race. Due to corruption, public order will decrease, and then, gradually, these adverse effects will reach the army, of which there may be nothing left. Therefore, be sure to think about building such buildings, even if you do not require units that can be created.

Element - 4: Provincial climate

Unlike the first part, in absolutely every faction can settle in any province. The only problem is that each province has its own special climate, and each race has its own personal preference. Therefore, if any faction is located in a province whose climate does not suit it, it will receive penalties, including slow development, low public order, or generally high building construction costs.

Each province has a special icon that indicates the climate (it is located next to the name of the province). So, the color that surrounds this icon indicates how suitable the climate of your faction is: - the climate is suitable (no penalties), - the climate is not suitable (minor penalties), - the climate is unsuitable for existence (high level of penalties). To get a little more detailed information about the fines, click on the climate icon.

(Turn-based)
Platform: PC (Win/Mac)
Language: Russian text, English voice acting

Minimum:
OS:Windows 7 x64
CPU: Intel Core 2 Duo 3.0Ghz
RAM: 5 GB RAM
Video card: (DirectX 11) NVIDIA GTX 460 1GB / AMD Radeon HD 5770 1GB / Intel HD4000 @720p
Disk space: 60 GB

Recommended:
OS: Windows 7/8.1/10 64Bit
CPU:Intel® Core i5-4570 3.20GHz
RAM: 8 GB RAM
Video card: (DirectX 11) NVIDIA GeForce GTX 770 4GB / AMD Radeon R9 290X 4GB @1080p
Disk space: 60 GB


- another game from the popular series. Already the second part of it takes place in, but this does not in any way affect the fascination of the process. If it was an appetizer, then the second can safely be called the main course for true fans of the series.

As usual, the basis of the gameplay will be two modes: turn-based strategic campaign, with city building, diplomacy and trade; And tactical battle your armies on the battlefield. Dragons, robbers, sword-bearing freaks, witches and lizards will happily accept your commands to chop each other to pieces.

There are four factions available in the release version: High Elves, Lizardmen, Dark Elves and Skaven Ratmen. As often happens in dark fantasy, there are no good-natured people among them. Each race pursues its own interest, which is to seize as much power as possible in the New World and spoil its rivals. And the reasons and plot are no longer so important. If only there was a reason to fight.

High Elves are very stubborn and proud, wear funny skirts and love intrigue. Fortunately, the main intrigue is not to determine what is under the elf's skirt. Dark elves are as warlike as possible, vain and wear revealing armor that clearly shows the gender of their owner. They love intrigue no less, betrayal more, and kill and enslave even more. In short, the same High Elves, only less restrained. With fire guys.

Lizardmen are not that interesting, alas. Ugly, mysterious, they love animals, they have a connection with the earth. The most interesting part of their race is the name. What is the correct name for them? Lizardmen? Lizardmen? Lizardmen? Another manifestation of the aura of mystery around these cute creatures. But with another beast race, the Skaven, everything is much more interesting. This, for a moment, is the people who came out of the Matrix and destroyed it. But in this time period it is still just a horde of unique, crazy, inventive creatures, the likes of which have never been seen before. They bring filth to every home, crush in crowds and squeak delightfully after a successful stab in the back.

The map is not limited to four factions; on it you will meet people, orcs, beastmen, undead, and all the other weirdos from the first part. In addition, there will be a campaign combining both parts of the game. We are also waiting for hundreds of different DLC, it’s impossible without them.

We cannot forget about another important component - a huge number of schools of magic. If in the first part there was little of it and it worked poorly, then in the second part the magic system was significantly shaken up, based on the experience of additions, and made it truly dangerous.

Network part, as is usual for the series, is also divided into two parts. Either you play with friends in a full-fledged campaign with sieges, diplomacy and a global map, or you fight in regular and ranked matches, choosing your own army roster for the match.

As a result, we were presented with an AAA+ class product, which expanded the fantasy meat, corrected gameplay flaws and found new interesting mechanics. Total War: Warhammer II is the game that many expected to see back in 2016. Almost an entire universe fits into it, and we are not only interested in studying its history, but also living in it, commanding armies and countries.

Information about network modes:

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Study your army in a regular battle

To complete the campaign, you will need to repeat a series of victorious battles over and over again in order to capture more and more lands. There is no need to wait for the enemy to attack you first. The campaign in Total War: Warhammer 2 is not the best place to research an army or conduct any tests with troops. You should always know what and where you want to build, how certain units operate and in what situations it is appropriate to use them.

Choose the usual order and fight the computer in a custom duel, gradually studying the units available to this faction. To begin with, focus on the main units to create the main army of your own faction. After this, look at higher level units so that you know which ones to use in the later stages of the campaign.

Try out the original campaign difficulty

Like other Total War games, the campaign has different difficulty levels, which are related to how well positioned and how strong the chosen faction is on the world map. It will be tempting to dive head first into the easy campaign, but in general you actually have a lot more choice. Naturally, this will become reasonable; in fact, the difficult level was invented for real masters who have honed their own skills in simpler battles. But before you start choosing a faction, carefully study the tricks and style of the toy for each of them.

If you play as the high elves on easy difficulty, you will find yourself in the very center of the island of Ulthuan. These lands are located in simply defensible mountain passes, but do not forget that high elves is an elite army that relies on a relatively small number of vulnerable units that inflict the highest damage. Their tree research work is the most difficult. An advantage can be called the extraordinary ability to manipulate enemies, although it is more abstract than it seems at first glance. Much more useful are the capabilities of the dark elves and skaven.

Naturally, if you have played Total War games, the High Elves faction will seem familiar and useful, but in general I would still recommend using the Lizardmen with Lord Mazdamundi or even the controversial Skaven campaign. Mazdamundi's starting position is quite effective for the lizardmen - once you capture your province, you can fight the human faction in the south, and then raid the weak dark elves in the north. Lizardmen units are more fun than elves, in fact they of course have dinosaurs and even huge frogs.

The Skaven Campaign is a challenging prospect for newcomers to the series, but quite fun if you enjoy a tough challenge and want to control as a Skaven warlord. Taking the starting province is easy, but you'll face constant raids from the island of high elves and lizardmen hunting fleets. In the east, of course, there are many skaven clans who will fight in this area for a source suitable for them. You will need to raid one settlement after another.

Check which buildings are needed for research

A fair number of factions in Total War: Warhammer must build structures to unlock different branches in the technology tree. Due to this, developers seem to connect buildings, technologies and units in unified system mutual blocking. This provides each faction with personalized approaches to research and development. Lizardmen - magical demons and masters of the universe - have a huge number of mystical buildings that unlock the proper technology. Instead, the Skaven begin to learn new technologies after building several third-level buildings.

Regardless of which faction you start playing with, be sure to familiarize yourself with the branches and abilities of the technology tree so that you know what you should strive for.

Chaos and Skaven, occupying lands, change its very nature in accordance with their Most Highs. Corruption is shown as a percentage for each area, and you can even see how it's changing. appearance land, as Chaos turns your home into a lava-filled space.

If the level of corruption on earth is very high, then your army begins to die. Chaos corruption can be characterized by aggressive spread. Remember that in this case, prevention is better than cure.

The area information map in the lower left corner of the monitor will provide you with useful data on all the factors influencing corruption in this region. Methods to combat corruption vary depending on the faction you choose. Find hero skills and buildings that allow you to protect yourself from corrupt lands. Naturally, on the other hand, you can play for a faction that “loves” to wallow in corruption, but in this case you need to choose buildings and heroes that contribute to its spread.

Chaos attacks get strong pretty quickly

In Total War: Warhammer 2, the four major factions perform rituals, but with each successful ritual, the forces of Chaos invade the lands. It’s quite easy to remove the first invasion, but with each new ritual, Chaos generally becomes stronger and more dangerous.

Faction selection

Before starting the campaign you will have to choose the race and its faction for which you will play. You will also have to make a choice in favor of the legendary lord, who will lead the faction. Races mainly differ from each other in units and some mechanics, and lords - different abilities and effects imposed on troops. Additionally, each Legendary Lord will have its own starting position on the campaign map. Obviously, this position can be either simple or complex.

Good factions for beginners

The optimal faction for beginners, apparently, are the Lotharens, led by Tyrion of the High Elves race. The High Elves have a truly powerful army, consisting of long-range archers (as well as hybrid units that can also fight in close combat), excellent warriors. And the actions of each unit are supported by the Ancient Dragons! Additionally, High Elves can easily influence relationships between other factions, making it easier to form alliances.

Tyrion himself is a fearsome warrior, and his effects reduce the cost of maintaining basic units and the time required to recruit new army. All this will greatly simplify the task of an inexperienced gamer. Additionally, the starting position in Lothern on the island of Ulthuan means that in the early stages of the game you will have minimal amount enemies, since these lands are mainly surrounded by High Elves.

Difficulty levels and gameplay options

The difficulty level determines several different gameplay elements. For example, how aggressive other factions are towards you or how likely it is that rebel forces will form. Consider all of these details when choosing difficulty. Legendary difficulty will also prevent you from making manual saves and will disable pauses during battle.

Besides changing the difficulty level, you can also tweak a few other things. If you click on the icon in the corner, next to the difficulty selection, you will open the necessary options.

Here's what you can change:

  • Tutorial - You can include an advisor who will explain various aspects and suggest certain actions during the game.
  • Cloud Auto-Save - Warhammer II only saves the game to your local drive by default, but you can enable this function, if you plan to play on several different computers.
  • Game autosave is a very useful thing for forgetful and inattentive gamers. It automatically saves the game at certain intervals. But do not forget that the game will be saved after each turn.
  • Realistic Mode (this option is automatically enabled on Legendary difficulty) - During battle, camera control is limited to the area where your units are visible. There's also no mini-map, and you can't issue orders while paused.
  • Battle duration - you can set this parameter to 60 minutes. If you need to wait for the enemy somewhere, then during the battle you can always speed up the game.

Interface

In this chapter you can find detailed information about all interface elements. If you played the prequel, you'll notice that there aren't many changes, and most of them are related to camera settings and tooltips.

Camera and tips

The developers gave gamers the opportunity to adjust the speed of camera movement and track other factions as they progressed. These settings can be configured in the upper left corner of the screen. Once you open it, you can go to your faction tab to change the animation speed - this will save a lot of time.

To improve orientation during the war, you can go to the enemy factions tab and switch the camera to high or strategic - this will allow you to see exactly everything the enemies are doing during their turns. The same settings can be applied for hostile and neutral factions.

You can also speed up the movement of all factions by clicking on the up arrow icon located at the top of the screen - this will significantly reduce the time spent.

There have also been other changes in the way the game is played - hints have become available that inform the player about possible actions. They are now reported by an icon displayed on the end turn button. Notifications are displayed one after another, which was not the case in the previous game where you received full list. Clicking on this icon will take you to the corresponding location or menu (for example, the Lord upgrade tab, if any points are available for him). You can ignore any notifications, and also set up a request system using the button below.

I recommend turning off hero idle notifications, otherwise the game will constantly tell you that the given character is not moving, which can be very annoying. For example, the hero can use it to reduce corruption in the region, which is what causes downtime.

Other interface elements

In the lower right corner of the screen, where the turn end button is located, you will find a couple of icons that open different tabs - diplomacy and technology.

  1. Race mechanics - here you can find special mechanics for the race you are playing for. In the case of the Dark Elves, for example, you will be told about slavery; in the case of the High Elves, you will learn about the influence on the relations of other factions.
  2. Rituals - here is a tab with bonuses that you can currently purchase. We discussed the rituals in more detail in a separate article.
  3. Technologies - this is how you can open the technology tree of your race.
  4. Diplomacy - used to communicate with other factions.
  5. Goals are requirements that must be met to complete the game.

At the top of the screen you can find information about your treasury, income for each turn (if you hover your mouse here, you will get more detailed information), the progress of rituals that will help you gain control of the Great Vortex (more on this in a separate guide), as well as a list of active effects that affect the faction. You can also familiarize yourself with the mechanics of the race - for example, the level of influence of the High Elves on the Skaven food supply.

Minimap and lists

In the upper right corner of the screen you will find a mini-map with the territories of all discovered factions. There is an icon above it with lists that will appear below the minimap if you click on them. From left to right this is:

  • Missions and quests - a list of active tasks. These are your legendary lord missions and completing them is as rewarding as possible. Missions are randomly assigned and often have a time limit.
  • Events are all the events that took place during a given turn, including declaration of war, construction of buildings, random actions, etc.
  • Lords and Heroes - A list of all your lords (along with the number of their armies) and heroes. After selecting any of them, the camera will automatically focus on it.
  • Provinces - a list of your provinces. Here you will find two critical characteristics of each province - the treasury and public order (if the province belongs to you).
  • Discovered Factions - A list of all discovered factions, as well as their relationship to you. This also includes signed contracts.

You will also find a button for your own faction. If you click on it, you will open a tab with all the information about the faction: active effects, information about the territories where you are, or the number of armies and heroes.

Province and army information

After selecting any of your cities, a tab with information about the province appears in the lower left corner:

  • Development - this parameter determines how soon you can upgrade buildings in your cities to new levels. The positive population percentages that you receive for developing a province will allow you to upgrade the main buildings of a given settlement. We provided more detailed information about this in a separate guide.
  • Income is the total wealth of your cities along with tax revenue. You can increase your income by constructing the necessary buildings. You can also reduce taxes to appease the population in provinces with low order.
  • Public order - this parameter indicates how happy the population of a given province is. If it drops to -100, a riot will begin in the province. For more information about public order, please see the separate guide.
  • Corruption - affects public order in the province. If it is very high, it will lead to the destruction of the army. More details in another guide.
  • Province effects are all factors that affect a given province. These could be laws or any outcome of random events.

At the bottom of the screen you will find a panel of all settlements and buildings available in the province. By selecting one of the armies on the map, you will open a tab showing what units the army consists of and what their numbers are.

In the lower left corner is a miniature of the leader along with his level and equipped items. In the case of the army of other factions, you will only get a rough idea of ​​their numbers and units.

After taking a deep dive into Creative Assembly's new game, we emerged with a ton of tips and tricks.

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After a deep dive into a new game Creative Assembly we surfaced with a heap of advice and recommendations. This information can be useful for both newbies and scarred Hammer of War veterans. After all, we are talking about the deepest and most multifaceted strategy of 2017, and even if you were the champion of the High Elf Guard at least three times, you could easily miss a dozen interesting nuances.

Make allies, but don't trust old enemies

The winner's path begins with the global map: fateful decisions will be made here, and this is where the wisest Slann of the lizardmen and the leaders of the Skaven broods spend their time. In Total War: Warhammer 2 it is quite possible to play and win without delving into the tactical meat grinder, but by giving orders on an amazingly beautiful global map.

First of all, evaluate the location of your lands and remember that in the haze of war it is important to see the banners of your friends in time. Diplomacy in new game The Total War series has become more flexible and has an even greater impact on the outcome of the war. In the previous part, we could make diplomatic decisions without reading the next dispatch to the end, but in the lands of the New World this should not be done under any circumstances!

Try to strengthen friendship with your closest neighbors: this way you can protect your lands with the armor of friendly troops, and the brotherly people will come to the rescue if the next invaders take you by the throat. Making friends with distant countries is also convenient and profitable: you can trade with them, receiving a small but stable income. Most proposals of a peaceful nature should be answered in the affirmative: there are enough enemies in any case.

It’s another matter when yesterday’s aggressors, who just got hit on the back of the neck and found themselves pressed to the sea by your troops, are trying to slip you a peace treaty. Any faction in the game, sensing that something is amiss, will try to make peace with your army standing on the threshold of their dilapidated buildings. Here it is better to show firmness and end the war by destroying the besieged cities. Having signed a peace treaty with some flea-ridden Skaven and withdrawing divisions from their lair, you will soon find these same Skaven in your villages. So what should I do? Your troops have already been transferred to another region! In the world of Warhammer, the gullible do not survive - remember this.

Soberly assess the geographical scale of the game. If the proud Breton knights have declared war on you, from whom you are protected by the Great Ocean with its whirlpools and storms, you can safely show the next Lancelot the middle finger and forget about his existence. Distant countries that have declared war on you and desire your blood often raking in their neighbors and rushing to make peace with you, while offering monetary compensation. Keep both enemies and friends closer; on other players political arena You can give up for now.

And follow political news. If your neighbors are bogged down in a war with ill-wishers, it’s time to lay claim to the disputed territories!

Capture quickly, but little by little

Even if you are trying to play a pacifist, preach the fight against illiteracy in your lands, prohibit cannibalism and create for citizens all the conditions for architecture and a harmonious life, you cannot do without war in Total War: Warhammer 2. On initial stage In the game, your task is to avoid conflict on two or three fronts.

Several enemies clinging to your state from different sides will soon lead to a financial crisis, discontent of taxpayers and lost cities. It often happens that the aggressor who attacked you finds himself in a deplorable situation and asks you for peace. If you are fighting in the south with the orcs, and in the north with the Vikings from Norsca, it is worth making peace with the dark elves in the west. But do not forget to leave a good garrison on the border; Yesterday's enemies will happily remember old grievances and flush the non-aggression treaty down the toilet.

During hostilities, do not forget about aggressive expansion. If the proud elves were the first to start bloodshed, this is a good reason to expand your territories. It is in this case that you should ignore the advisor, who usually gives good advice from the window in the left corner of the screen. The gray-bearded old man will most likely warn: “You shouldn’t capture this region! There is a bad climate and an angry population!” Yes, you can simply rob a captured city and go home, but any new territory with the proper approach will ultimately bring solid dividends. Moreover, in any of your locality a garrison is automatically formed - and this is where a potential invader might stumble on the way to your capital.

War is not a cheap business, and in Total War: Warhammer 2 the tactics of one famous German artist who bet on “blitzkrieg” will come in handy - lightning war. Having snatched a couple of provinces from the enemy with a swift throw, you need to catch your breath, make up for losses and settle down in a new place. Excessive appetites for the seizure of foreign lands will lead to the fact that enemy troops will scurry across the stretched front line, causing confusion and chaos in your peaceful villages. Each army has its own zone of control, which the enemy cannot pass by. But the game’s open spaces are vast, and you won’t be able to fence yourself off from the outside world with a wall of spears.

Don't ignore the fleet

Straight from the legendary series Heroes of Might and Magic Total War: Warhammer 2 brings exciting and extremely rewarding exploration of the seas. The seas and oceans in the game contain, in addition to the eternally hungry reefs, a lot of interesting things.

A couple of lords should be dispatched to explore the water areas as soon as possible. The central character of the nation, be it the wise Mazdamundi or the treacherous Malekith, should not be sent on a cruise: mortality at sea is high, and a large army will bring more benefits on land. Two or three ships sent in different directions will provide your faction with a more stable income than taxes and trade. And add to this the deposits of artifacts and global bonuses hidden on exotic islands and among the skeletons of deceased ships...

There is no point in dragging a horde of warriors across the seas: only automatic combat is available on the water, and in most cases your frigate will be able to stay away from ill-wishers (to do this, you should activate the “Full Ahead” movement mode). Equip a brigade of desperate sailors at the beginning of the campaign and send them to all corners of the world: every turn at least one of the captains will definitely bring benefits. Even if one of them ends up in a vile ambush and goes to feed the fish, the rest will return with their prey.

Upgrade specialists, not generalists

British developers have been trying to incorporate RPG elements into the powerful body of their global strategies since the very start of the franchise. IN Total War: Shogun 2 full-fledged hero development lines have appeared, and in the new Creative Assembly game, role-playing elements almost rule the roost. The lords and heroes of your God-chosen people receive experience for literally everything. Kicked off a horde of orcs on the border? Get a development point. Are you sitting in the metropolis and frowning at the dissatisfaction of taxpayers? Your lord has become more influential, please develop his parameters. Heroes and lords level up faster on campaigns: don’t let them get bored in the rear playing backgammon.

A careful approach to character leveling will be noticeable and significant. Administrators who are lucky enough not to participate in battles must develop their influence on the level of law and order and the fight against corruption (that harmful substance that is spread by the adherents of chaos). For field commanders, leveling up is even more important. If you're a fan of masterful ambushes in the depths of the jungle, this is one ability worth maximizing. If your army has two-thirds of shooters, invest three points in improving dart throwers and crossbowmen. In the new Total War, the creation of highly specialized specialists is more beneficial than ever before: a priest who has developed his only spell to the maximum will be more useful than a jack of all trades.

Check your equipment often

A limited number of slots for armor and artifacts will be occupied in literally two dozen moves of an active game, so remember about specialization. For a skilled business executive, a servant-administrator (also occupies a separate slot) is more useful. The slasher, who leads every dashing attack, will need a magic blade that gives an increase in onslaught. Keep in mind that items can be repeated and without proper control, your commander will soon be hung with unnecessary and identical keychains. Why do you need three banners from flying enemies if you are fighting the skaven? Everyone knows that rats fly only with a good kick.

Armor, weapons and amulets in the game can be distributed among your lords and heroes at any time, regardless of their location on the campaign map. Make sure that especially valuable items do not gather dust in warehouses, and from time to time check your elite for equipment and equipment.

City defense tactics

The center of any province is a city. Taxpayers live there, the garrison is bored there, lords and heroes appear there. Capturing foreign cities and defending your own is a separate art.

Remember that if your “district center” is located on the border of the country, it will need fortified walls. Without fortifications, the city will not be able to adequately resist the invaders and the battle for the settlement will come down to a scuffle in an open field. But if you managed to surround the city with fortress walls, you have every chance to push back the most powerful army of interventionists. Before the siege begins, we strongly recommend hiring a lord to lead the defense.

The forces of the defenders need to be pulled to the point of penetration into your sovereign territory - only one detachment of invaders can climb the assault ladder, and the siege tower will deliver the same single detachment to your walls. Meeting the raiders with superior forces will not be difficult: arrange the defenders in advance so that no one is slacking in the rear. If the aggressors break through the wall, so much the worse for them: place a detachment of the most desperate fighters at the breach. Let the attackers be drawn into the breach and face the wall of defenders, and then hit the enemy from both sides with pre-prepared units. Not even the most brutal warriors will do here - enemies attacked from three directions won’t last that long.

Also, when defending a city, it makes sense to take a couple of cavalry units outside the walls. Horsemen will be able to attack the enemy with his clumsy siege engines or tear apart artillery left without cover.

Take advantage of the tightness of the fortress walls: a battle will definitely break out there, and the enemy siege artillery will begin to blindly hit the walls, mowing down more of their own fighters than yours. It gets to the point that the “scorpions” of the dark elves drive the dark elves themselves from the walls.

The aerobatics begin if your commander manages to come to the aid of the garrison of a besieged fortress: potential occupiers find themselves between a rock and a hard place. On the one hand, fresh forces are flying at them, and on the other, the defenders, starving under siege, are rushing.

If after a long battle your city has fallen and the invaders are already enjoying victory, try to find reserves and immediately recapture the city. Firstly, the interventionists will be battered by the recent siege. Secondly, as experience has shown, invaders immediately get carried away with looting and forget about repairing the fortress walls. Your army will easily penetrate the city through the recently destroyed walls.

During the assault, let the most persistent veterans go forward. As soon as your warriors find themselves on the walls of the enemy fortress, send a detachment to capture towers and gates. The most lightly armed warriors can take fortifications: just lower the enemy’s flag (happens automatically). And through the captured gates, soldiers from among the reinforcements will be able to break into the city (of course, if you have taken care of reinforcements in advance).

Army modes, physics, morale

In the heat of hostilities, do not forget to transfer the army to a suitable mode. If the division is marching through its native valleys and hills, turn on “March” - the soldiers will be able to cover much more kilometers. They will be more vulnerable to the enemy, but they still need to look for an enemy in the heart of their homeland.

In enemy territory, after the next battle, the “Camp” mode is suitable - this way your fighters will receive a bonus to defense and quickly make up for losses. And when you activate “Ambush”, you will be able to attack columns of tired enemies stretched out on the march with an ominous laugh.

Total War: Warhammer 2 does not have realistic physics, but it is important to remember that every soldier in a large-scale game has physical meaning. A pack of nimble ratmen, throwing themselves under the hooves of the knightly cavalry, will stop their mighty onslaught (even at the cost of their rat life). And your best swordsman lord, stuck in a crowd of his own and foreign soldiers, will not be able to quickly run to the desired point. Use the game physics wisely: a fleeing enemy commander can, for example, be surrounded by a horde of weak warriors and simply kicked to death.

And don't forget about friendly fire! If a squad of your shield bearers attacks the lone hero of the enemy troops, and allied shooters try to help, then most of the arrows will go to your fighters.

Fighting spirit, one of the signature features of the Total War series, works at its best in the new game: the colorful races of the New World delight with a realistic attitude to bloodshed - here every fighter hopes to meet old age by the fireplace. So it is still more realistic to put an army to flight than to destroy it in the bud. We were especially pleased with the Skaven: during a normal battle, their fickle troops manage to panic several times, gather their courage and return.

When fighting a Skaven army, pay special attention to the location of your troops. If the rats attacked from an ambush - and for them this is a special reason for pride and a separate art - place your ranks closer to the edge of the battlefield (it is marked with a white line). Enemy units put to flight will run beyond the specified line and will not be able to return after that. Such a feint will allow you to withstand an attack from noticeably superior forces.

Experiments with troop specialization

Arrows of all races, at first glance, cause little damage. But if you command three squads of archers to take aim at one squad of enemy infantry, the enemy will not find it difficult. At the turning point of the fight, it makes sense to give the shooters the command to go hand-to-hand, especially if their selfless blow lands in the enemy’s back.

The characteristics of some units can only be revealed through trial and error. For example, dart throwers on pterodactyls (lizardmen are our choice) cannot cause significant damage to a single unit. But if you command them to fall on the enemy from the sky, there is every chance of causing the enemy to flee.

The mentioned lizard people, by the way, are good in everything except military discipline: infantry saurs can lose control if they are attacked. They will not destroy everyone indiscriminately - they will attack the enemy, as expected, but you will not be able to give them orders. Place such warriors at the forefront of the attack or in places where they will not need additional instructions. Then, after winning, assign them penalty work in the kitchen.

All Creative Assembly games in general and Total War: Warhammer 2 in particular are complex mechanisms: they drag on for hundreds of hours, sweetly rumbling with many gears. And everyone who conquered the virtual world and waved the flag over the enemy capital had their own path to victory. Advice alone is not enough here; it is important to learn from your own mistakes - so quickly hit the road and conquer the New World. May this text be useful to you both in the hot jungles of Lustria and on the cold stones of Naggaroth.

Maybe, Best game through the world of War Hammer.

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The Warhammer universe (not the one with the God-Emperor, but where Sigmar) is famous for its harsh gloom. There are almost no heroes here, and an ordinary person lives day after day with the understanding that at any moment one and a half meter rats can crawl out of the sewer and ruin the whole day. And, most likely, a very short remaining life.

Game mechanics Total War brought to perfection many, many projects ago. Total War: Warhammer occupies a place of honor in this series. This was an excellent, well-thought-out game - a real find for fans of grand strategy games. Also in the famous fantasy setting!

Therefore, when the second part appeared on the horizon, fans largely rallied around one simple motto: “Don’t break it!” They didn't break it.

Official trailer.

The Not-So-Old World

A two-tailed comet divided the sky and weakened the magic of the Great Vortex. This means that the time of prophecy has come, the time of war. This time we are fighting on the territory of the “New” World: Lustria and the Southern Lands (that is, in America and Africa, if we refer to real continents). And the factions available to us are more “exotic”: rat-men-skaven, lizardmen, dark elves and high elves. As usual, each nation has its own set of units, style of warfare, its own management features on the global map - and sometimes even a unique resource.

Now all races start in strictly opposite corners of the world, which encourages a slightly more relaxed playstyle. Each faction slowly clears its quarter of the map - and then a war of cool high-tech armies of top units with pumped-up generals begins. In addition, in addition to the “general” victory of the “take out everyone” type, a quest-based victory was added to the campaign. This is if you manage to complete the ritual for which you actually entered the war. More on this below.

But don't think that the game world is populated only by non-humans. A pleasant surprise: all the nations of the previous game are present on the field as small (sometimes with giant territories) factions with a full set of units and their own logic of diplomacy. They are not yet playable, but their very presence allows us to hope that with additions the number of playable factions will gradually grow to the size of the full roster of the tabletop Warhammer.

For experts of the Hammer of War, there will be some offensive moments. Factions such as Arabia and Khemri, unfortunately, were replaced with... analogues. Instead of necro-Egyptians, we are met by vampire armies (in the sunny desert!), instead of armies of Bedouins and assassins, we are met by ordinary tanned guys from the Empire. We hope that, as in the first part, over time there will be unique factions here.

War in the jungle and elves in the trees

If you've played the first game, or any game in the Total War series, you'll immediately find yourself right at home. A familiar system of armies, a familiar system of provinces. Construction, heroes, war, technology tree - everything is as we are used to. The developers followed the path of “don’t fix what isn’t broken,” and we thank them very much for that.

However, there are also innovations.

The tactical battle map is no longer flat and boring. The game finally fully takes into account differences in altitude, climatic preferences and the influence of vegetation on shooting accuracy. Now it is quite possible to arrange a battle like “300 elves against a horde of ratmen” in a narrow passage. It is logical that this made the tactical part much more epic.

Also, more units are brought onto the battlefield, and there is a completely different level of animation and elaboration of fighter models (there is no comparison at all with the imperial Pinocchio infantrymen of the first patch of the previous part).

But the AI ​​is now downright disgusting (unfortunately, there’s no other word for it). No, he hasn't gotten any smarter. It’s just that the game doesn’t even try to hide the fact that the AI ​​sees and hears everything and therefore instantly reacts to any change on the field. Instantly. It’s very annoying when a cunning plan (for example, hitting the flank of enemy artillery with horsemen hidden in the forest) breaks down exactly at the moment when the units become visible.

Who is who

Lizardmen- the aborigines of Lustria and the oldest race of the War Hammer world. The self-proclaimed “defenders of peace” are serving as heavyweights in this war. There are many tenacious and powerful units, good sorcerers, and combat dinosaurs (yes! lizards riding dinosaurs!) are simply universal fighters with frightening damage rates. Naturally, this means that almost all units are extremely expensive (although you can get free reinforced versions of them for quests).

Skaven- ratmen of the Under-Empire that extends beneath everything known world. Rats have the weakest troops in the game. Even monsters and Wheels of Doom are relatively weak in clashes against similar units from other factions.

The strength of the Skaven lies elsewhere: there are infinitely many of them. Their troops replace their losses incredibly quickly, and their cities instantly develop. What is it worth to have the opportunity to immediately populate cities up to the fifth stage of development! Given an equal balance of power, they will, of course, lose. But there are always five, or even ten times more skaven.

High elves- the most balanced faction and a good choice for beginners. These ancient warriors, who call themselves Asura, protect the world from the forces of chaos and destruction. The elves resemble the troops of the Empire from the first part. They are above average in everything, but are incredibly good at only one thing - magic and magical creatures. High elves also reveal a map during trade and can influence the diplomatic relations of other factions. These proud people prefer to pit enemies against each other - and strike only where necessary.

Dark Elves- traitors and ruthless killers led by the sorcerer-king Malekith. Dark elves destroy their opponents with fast and deadly attacks. Their arsenal includes heavy cavalry, monsters, and squads of speedy assassins. In addition, the black arks of the dark elves are real sea cities where you can hire heroes with lords and recruit armies, which provides Malekith's troops with complete superiority on the water. The Legendary Lord's trait allows him to give some of his experience to other commanders, but be careful. If an ordinary commander becomes stronger than a legendary lord, he may well resort to betrayal typical of the dark elves!

Each faction has a unique resource needed to advance towards a story victory. Important: each side of the conflict sees only its own resource, but the key cities are the same for everyone. In other words, in a location where the skaven see warpstone, the lizardmen, for example, will find solar tablets. Hence a simple and wonderful conclusion: in the second part, key cities and fortresses can fall under the control of any of the main factions!

I love the smell of warpstone in the morning!

Resources are mainly needed to perform rituals that allow you to skip the painfully long stage of conquering all the provinces of each opponent. To win, you need to complete five such rituals, and their cost in terms of resources and time increases with each success. There's a lot of work to be done towards the end - especially since the game regularly creates neutral armies in the campaign, which become stronger as the factions advance to victory. Of course, these armies usually appear somewhere in the deepest rear.

Purely mechanically, the ritual works as follows. If you have the required amount of resource, you will activate three of your cities (randomly, of course). Within ten turns, these cities are visible to everyone, and the loss of any of them cancels the ritual, and you are deprived of the right to try again for a few more turns. What’s even more unpleasant is that for a certain amount of money, any faction can create an instant “invading army”... right on the lands of the player performing the ritual. The AI ​​really loves this option and sends out two or three top armies as soon as the player is about to win.

However, even if the AI ​​is weak and they have no money, the game, in addition to other troubles, immediately creates from three to eight (!!!) armies of Chaos or Skaven. Which begin to burn and destroy everything they see. Are you bored, you say? Hold it.

On the unpleasant side: the classic sins of the TW series are evident. The AI ​​makes unforgivable mistakes in a global war, the game takes a long time to load and can crash after a tactical battle (and when the battle lasts half an hour, this is very, very disappointing). As a fan of the Hammer of War, I can’t help but note one more point: the admissibility of absolutely impossible situations (for example, when noble dwarves ask for mercy from ratmen), which can offend fans of the universe.