Allies and Enemies. Classic races Total War: Warhammer. Allies and enemies Total war warhammer 2 artillery

22.12.2021 Joinery

In the second part, four new races appeared, but the nine previous ones are still walking on the global map. We remember who and what they are.

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The fight for the Vortex Total War: Warhammer 2 four main factions are leading (high and dark elves, skaven and lizardfolk), but on the global map you will also meet nine races from the previous part of the game. Each one in the desktop Warhammer: Fantasy Battles its own code was assigned - a set of game rules with a description of the troops and a brief history of the peoples included in the army. So that you do not forget about the Old World in the jungles of Lustria, we will remind you of its inhabitants.

Forces of Order

Order is the races and states of free peoples that have not yet fallen under the influence of Chaos; honor, conscience and prudence still mean something to them.

The main stronghold of the Order on the continent is very similar to the Holy Roman Empire in its heyday: independent nobility, German place names and dark forests full of monsters like from the fairy tales of the Brothers Grimm. Ancient history empires has long since become a myth. The legendary leader Sigmar united the twelve tribes and, together with the dwarf allies, fought the orcs for a long time. In gratitude, the underground king Kurgan presented the commander with the hammer Ghal Maraz, the Skull Crusher (after whom the universe is called Warhammer), and his generals with magical swords.

Sigmar ruled long and wisely, and sent everyone who did not agree with this to the frost - to cold Norsca. The leaders eventually became counts, the small village turned into the capital, and in the memory of people this time remained a golden age.

As usual in decent legends, Sigmar did not die by his death: in his declining years, the first emperor went to the East and disappeared without a trace. Within a generation, a new cult grew up around his person, quickly becoming the official religion of the Empire (although the old gods continued to be revered).

Sigmar did not leave a successor, and, after conferring, the counts decided to choose the next emperors by a general congress. The tradition is still alive, although the title has long been received by the princes of the capital, and the current Emperor Karl-Franz is no exception. Electoral power is costing the Empire dearly - electors love civil wars - and she has already managed to miss two provinces: Solland was burned by orcs, and a family of vampires appeared in Sylvania.

Bretonnia more like medieval France in the version of chivalric romances, but it is difficult to find another country with such a large income gap between the estates. While the noble knights test their strength in tournaments, search for the Grail and perform feats in the name of the Lady of the Lake, thousands of peasants bend their backs on the master's fields, paying for the brilliant life of the Breton bohemia.

The Empire and Bretonnia are friends with most human states (especially the cranberry-Slavic Kislev). Together with the bear-mounted Tsar Boris and his hussars, the Imperial crossbowmen stopped armies from the Chaos Wastes more than once. The skill of engineers allowed people to build powerful artillery: Karl-Franz cannons surpass even dwarves in caliber and efficiency. Orders of knights have learned to tame pegasi and demygriffs, and the emperor himself enters the battle, diving on a griffin.

bearded gnomes, the mountain warriors of the Warhammer world, look standard by fantasy standards: stocky, strong men, proud and fisted, good miners and the best artisans, who, in addition, are very fond of hunting. Dwarves rely on hammers and axes in combat, and love heavy crossbows. But with magic they are bad, except for the magnificent rune weapons. Potatoes do not grow in underground galleries, so the dwarves have to exchange food for ore and gems. If war burns out all the fertile lands around the dwarven fortress, enterprising residents make buns directly from stone flour (other races do not perceive them as food at all).

And also the gnomes are a noble people, but very vindictive. The most serious transgressions before their family are recorded in the huge Book of Grievances and remembered for centuries. It is easy to offend proud people: it is enough to speak disrespectfully about the length of their beards. A beard for a gnome is like a work book! The best craft guilds are not allowed without a beard of the required length, and at the wedding, the groom must wrap the beard around the bride's waist at least once.

In the world of Warhammer wood elves appeared later than the others. Four thousand years before Sigmar, the then unified people of the elves ruled all the seas around the Isle of Ulthuan. The high towers of their buildings stretched to the sky, but when the Cult of Pleasure attacked the very center of the state, dividing the elves into light and dark, there were those who did not want to participate in this war. They remained in the Old World even after the king had withdrawn the army back to Ulthuan.

The fugitives settled near the forest of Athel Loren. The elves sent more and more expeditions into the thicket, but only a few returned, and even those lost their minds: the forest turned out to be a living creature. But, when the dwarf detachments almost half cut it down, the forest had to trust the sharp-eared ones. Rejecting elemental magic, they began to serve nature. Wood elves rarely take part in wars outside their native thickets, but if they are angered, ents and dryads will come to the aid of the archers.

In Total War: Warhammer 2, the hardworking will join the forces of Order lizardfolk and majestic high elves.

Forces of Chaos

Chaos in the Old World is an absolute evil, although it is from it that the winds of magic originate, in which wizards draw strength. Only the constant enmity of the four gods saves humanity from this evil. The bloodthirsty Khorne, the putrid Nurgle, the mysterious Tzeentch and the depraved Slaanesh are at war with each other more often than with other factions.

Those who are desperate in life, thirsting for revenge, forbidden knowledge and pleasures turn to Chaos. Among them there are not only people: many creatures living in the outskirts of the world are evil by nature. Even the proud dwarves have fallen into the net of the four insidious gods, and over the ziggurats of the eastern city of Zharr-Nagrund the screams of dying slaves are carried by the wind. It is these dwarves who forge the armor that the best warriors of the Chaos factions then put on.

The influence of Chaos is strongest in the north, where the earth will give birth badly and the inhabitants prefer to take their power from their southern brethren. Barbarians norsca accept the gods of Chaos as their supreme patrons and enter the battle without fear of losing: they have nothing to lose. Those who hear the call more than others begin to change. They grow horns, their eyes turn black (or they are covered with a veil), the need for food and water remains in the past. Clad in heavy plate, Chaos Warriors are able to withstand an attack from an entire squad before silently falling onto the battlefield.

At the beginning of Total War: Warhammer, the End Times are closer than ever, and if the champion of darkness and the Lord of Chaos, the mighty Archaon, cannot be stopped, all dark prophecies will become a reality. Hordes of Chaos, powerful demons that have manifested in people's worst nightmares march from north to south.

Chaos has stretched its tentacles far: the Great Wall of Cathay is being stormed by nomadic Hungs, and in every city of the Empire there is a secret cult of one of the gods, because even high-born nobles succumb to the temptation of power. In dense forests and on untrodden paths, an unlucky traveler may stumble upon a village beastmen.

They have nothing to do with animals: once their ancestors were ordinary people, but the supernatural power of the warp stone deprived them of their human essence and endowed them with bestial habits. These brutish creatures obey the shamans who gather tribes around the Herd Stones. The Chaos Gods whisper orders to them to attack human settlements, but they fight each other just as often. The Horned Mountains and their lesser brethren the Ungors go into battle in discordant ranks of infantry, the centaur centaurs attacking from the flanks, and the mighty minotaurs are rightfully considered the elite of the beastmen.

Hordes will join the forces of Chaos in Total War: Warhammer 2 skaven.

Forces of destruction

Where civilization ends and where the tentacles of Chaos have not yet reached, the lands are spread greenskins. Under this name, several closely related races are understood at once: orcs, goblins, snotlings, trolls and giants. In early editions of the board game, most of them were part of the armies of Chaos, but they were quickly singled out as an independent force.

It was Warhammer who introduced the fashion for green orcs: in Tolkien and in Dungeons & Dragons they are predominantly brown and grey. Above a man, with huge toothy muzzles, these creatures are distinguished by phenomenal vitality. If an orc's hand is cut off, all he has to do is place it on the wound, and in time it will grow back.

For orcs, robbing and killing is not just a way to get food, but a hobby and a way of life. When the orcs attack the village, in its place there is an open field with dug pits, in which the attackers roasted stolen cattle and local residents, as well as ... huge idols made of dung: the religion of the orcs is as uncomplicated as they are. Gorka and Morka, one "cunning, but strong", the other "strong, but cunning", do not require strict vows: know yourself to rob and kill.

Another Ork tradition is to put all the trophies in a big pile. The Empire still speaks in whispers of Gorbad Ironclaw, a leader equal in strength to Sigmar himself. According to rumors, the treasures he stole were piled up above the mountains. And in the Orcish language there is the word VAAGH, it is not translated into any human language and means something between war, pilgrimage, favorite work and drinking in nature.

In Total War: Warhammer 2, another representative of the forces of destruction will appear - insidious dark elves.

Undead forces

The undead are all who linger in the world of the living: skeletons, zombies, vampires and mummies. These creatures are not as powerful as the forces of Chaos, but almost always just as dangerous. Relatively peaceful Tomb Kings rule in the deserts far to the south, and the developers of Total War: Warhammer have not yet reached them. Therefore, in both games, the undead only represent the vampire counties.

Sylvania, where the most terrible undead of the Old World lives, has always been a gloomy region. Back in the time of Sigmar, rogues and apostates gathered here who did not want to join the Empire, and after the rain of warpstone poured over the province, things got even worse. The dead rose from their graves and devastated lonely villages, cultists, necromancers and other dashing people settled in the foggy principality. But Sylvania became truly creepy during the reign of Vlad von Carstein and others. vampire counts.

Forty-five centuries ago, in distant Khemria, the sorcerer Nagash discovered the secret of immortality. Starting a war with all the surrounding lords, he and his followers were soon wiped off the face of the earth... But the memory of them lived on. Many have tried to rediscover the secret of the elixir. The drug required human blood, and the distorted recipe also caused a terrible dependence on it.

Vlad was the first of the great vampires to rule Sylvania. He appeared out of nowhere on a stormy night when the cruel Otto von Drak, the previous earl, died in his castle from illness. The charming stranger convinced the dying father to bless his marriage to his daughter-heiress and became the ruler of the castle.

For almost two hundred years he ruled, capturing more and more possessions. Those who disagreed on a dark night were eaten by wolves, killed by the dead who rose from their graves - or they simply disappeared without a trace. And when another civil strife broke out in the Empire, Vlad set out to rule not only the principality, but the whole country.

The vampire was killed twice, but each time he returned to life. When the undead finally laid siege to the capital, a miracle saved the people. The great theogonist of the church of Sigmar Wilhelm III saw in a dream the source of Vlad's power, a magic ring, and the best thief of the kingdom managed to steal it before the decisive battle. But even after the defeat of Vlad, the Empire had enough to do: the vampire counts threatened its existence for a long time.

The division into fractions is a very conditional thing. Nothing prevents the Imperials and Bretons from waging a long war of extermination, and the greenskins are constantly fighting with the Norsca tribes. Choose for yourself whom to lead into battle: slender ranks of spearmen or a screaming band of berserkers. Keep an eye out for new factions, but don't forget old friends as you conquer the shores of Ulthuan and Naggaroth.

The game Total War: Warhammer 2 has a huge number of important nuances: from diplomacy to taxes. Just playing the game, let alone getting close to winning, can be a daunting task for beginners and beyond. Therefore, it is necessary to study this guide to the Lizardmen faction.

Best Legendary Lord

You have two options for legendary lords - Mazmamundi, a Slaan spellcaster, or Krok-Gar, an old-blooded general focused on close combat and bonuses to nearby units.


Which lord is best for your Lizardmen army? It depends on what you want from your campaign. Krok-Gar starts at a different point on the map and has a harder starting difficulty in the campaign. On the other hand, Mazdamundi has a lot to offer for a new player. It allows access to an additional Priest Sly Mage and offers reduced Ritual costs. But he's also terrible at diplomacy. However, many of his long-range spells more than make up for it.

Geomagnetic network

Regardless of which lord you choose, the Lizardmen's big advantage is the Geomagnetic Grid, which connects the cities in your provinces with magical powers. It's incredibly useful, which is why you should always beat the web site whenever you can and keep it up to date.

Various settings for the Network give you huge bonuses if you pump them up to the fifth level. In order to improve it to its highest point, you need to maintain nodes connected to cities of equal geometric power and maintain your relations with neighboring settlements. Don't forget to create Geomagnetic Markers and Magnets in cities that are also offline.


Always make sure there is room in the capitals for geomagnetic structures and upgrades. If you add and upgrade the network regularly, you will often be on par with gold and bonuses. They will keep you one step ahead of other factions.

Lizardmen Campaign Strategy

At the beginning of the campaign it is worth being quite aggressive, taking out the Skaven and Skeggi, but ignoring the Empire in the south or gaining diplomatic relations with it.

After taking the Monolith of the Fallen Gods, it's time to get a new lord and start building an additional set of armies. This will help to simultaneously solve problems on different parts of the map.

Any of the legendary lords of the Lizardmen have access to four powerful rites that are costly. But they offer great bonuses. Rite of Cruelty is the least expensive and often also the most rewarding because it gives you a bonus, gold, and mercenaries. So your armies can pump up faster.

On the defensive front, the Rite of Sotek can be incredibly useful, hindering enemies in your province and making ambushes more lethal.

Don't forget to complete the early game quests to earn gold and Ancient Plaques as you will need them for the rituals. In particular, don't forget to dash to the Mirror, Mirror quest to create a treasure trove at the search location, and a steady stream of plaques.


Whenever a ritual is performed, random forces of Chaos will spawn behind your province lines near the cities hosting the rituals (or nearby cities that are undefended). Other factions will also be able to see where you perform rituals. In other words, don't try to expand while you're doing the ritual because you need armies to defend your cities at that time.

On the expansion front, you can basically ignore the frozen regions as places to hide, as the lizards will see how public order falls in the cold regions. The best places to conquer and fortify are jungles and deserts, although anything that isn't frozen can work in your favor.

When adding Lizardmen to your empire, don't forget to take into account the upkeep and costs associated with your expensive armies. So create economic buildings and do whatever you can to conserve gold.

On the tech tree, go where you want, focusing on which type of unit you use the most. Upgrading powerful mid-level saur warriors is an effective strategy, but it's also worth grabbing a few tree upgrades. They help to increase public order in your provinces as corruption influences often arise.

Total War: Warhammer 2 is a strategy game created by Creative Assembly, the next installment in the series. Players will have to travel through a fantasy world in the fictional universe of Warhammer. There are four different races in the game, and you have to choose one of them.

After a deep dive into Creative Assembly's new game, we surfaced with a bunch of tips and tricks.

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

Make allies, but don't trust old enemies

The path of the winner begins with a global map: fateful decisions will be made here, and it is here that the wisest slanns 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 a tactical meat grinder, but giving orders on a surprisingly 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 the new game in the Total War series has become more flexible and influences the outcome of the war even more. 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 cannot be done in any case!

Try to strengthen friendship with your closest neighbors: in this way you will be able to protect your lands with armor from friendly troops, and the brotherly people will come to the rescue if you are taken by the throat by the next invaders. It is also convenient and profitable to be friends with distant countries: 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 have just received a scruff 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 the smell of fried, 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. By signing a peace treaty with some flea-bitten skaven and withdrawing divisions from their lair, you will soon find these same skaven in your villages. And what to do? Your troops have already been deployed to another region! In the world of Warhammer, the gullible don't survive - remember that.

Soberly assess the geographical scope of the game. If the proud Breton knights declared war on you, from whom the Great Ocean with its whirlpools and storms protects you, you can safely show the next Lancelot the middle finger and forget about his existence. Distant countries that have declared war on you and desired your blood often rake from their neighbors themselves and rush to make peace with you, while offering monetary compensation. Keep both enemies and friends close; other players in the political arena can be dismissed for the time being.

And stay tuned for political news. If your neighbors are bogged down in a war with ill-wishers, it's time to lay claim to disputed territories!

Capture quickly, but little by little

Even if you are trying to win back a pacifist, preaching the fight against illiteracy in your lands, prohibiting cannibalism and creating all conditions for citizens for architecture and a harmonious life, you cannot do without war in Total War: Warhammer 2. At the initial stage of 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, taxpayer discontent 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're at war with the Orcs in the south and the Vikings of Norsca in the north, it's 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 gladly remember old grievances and flush the non-aggression pact down the toilet.

During hostilities, do not forget about aggressive expansion. If the proud elves were the first to start the bloodshed, this is a good reason to expand your territories. It is in this case that it is worth ignoring the adviser, who usually gives good advice from the window in the left corner of the screen. The gray-bearded old man, most likely, will warn: “You should not capture this region! There is a bad climate and an embittered population!” Yes, you can just rob a captured city and get out, but any new territory with the proper approach will bring solid dividends in the end. In addition, a garrison is automatically formed in any of your settlements - and this is where a potential invader can stumble on the way to your capital.

War is not cheap, and in Total War: Warhammer 2, the tactics of one famous German artist who put on a "blitzkrieg" - lightning war will come in handy. 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. Unrestrained appetites for the capture of foreign lands will lead to the fact that enemy units will begin to scurry across the stretched front line, causing chaos and chaos in your peaceful villages. Each army has its own zone of control, past which the enemy cannot pass. But the expanses of the game are vast, and fenced off from the outside world with a wall of spears will not work.

Don't ignore the fleet

Straight from the legendary series Heroes of Might and Magic In Total War: Warhammer 2 came a fascinating and extremely useful exploration of the sea. The seas and oceans in the game contain, in addition to the ever-hungry reefs, a lot of interesting things.

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

It makes no sense to drag 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 (for this, you should activate the “Full Forward” 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 falls into a vile ambush and goes to feed the fish, the rest will return with prey.

Download specialists, not generalists

British developers tried to insert RPG elements into the powerful body of their global strategies from the very start of the franchise. IN Total War: Shogun 2 there were full-fledged lines of development of heroes, and in the new Creative Assembly game, role-playing elements almost rule the ball. The Lords and Heroes of your God's Chosen People gain experience for literally everything. Kicked off a horde of orcs on the border? Get a development point. Sit in the metropolis and frown at the discontent of the taxpayers? Your lord has become more influential, if you please, develop his parameters. Heroes and lords level up faster in campaigns: don't let them get bored in the rear playing backgammon.

A careful approach to leveling characters will be tangible 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 filth (that harmful substance that the followers of chaos spread). For field commanders, leveling is even more important. If you're a fan of masterful ambush deep in the jungle, this ability is worth maxing out. If your army has two-thirds of the shooters, invest three points in improving the javelin throwers and crossbowmen. In the new Total War, the creation of narrowly focused specialists is more profitable 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 frequently

A limited number of slots for armor and artifacts will be occupied in literally two dozen moves of an active game, so remember to specialize. For a skilled business executive, a servant-administrator is more useful (it also occupies a separate slot). The slasher who leads every dashing attack will need a magic blade that gives a boost to the onslaught. Keep in mind that items can be repeated, and without proper control, your commander will soon be hung with unnecessary and identical trinkets. Why do you need three banners from flying enemies if you are at war with the skaven? Everyone knows that rats fly only from 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. Keep high-value items out of storage, and occasionally 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 "regional center" is 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 be reduced to a massacre in an open field. But if you managed to surround the city with fortress walls, you have every chance to throw back the most powerful army of invaders. Before the start of the siege, we strongly recommend hiring a lord who will lead the defense.

Defender forces need to be pulled to the point of entry into your sovereign territory - only one squad of invaders can climb up the assault ladder, and the siege tower will deliver the same single squad to your walls. It will not be difficult to meet the raiders with superior forces: arrange the defenders in advance so that no one is chilling 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 pull into the gap and run into the wall of the defenders, and then hit the enemy from two sides with pre-prepared units. Not even the most brutal warriors will come here - enemies attacked from three directions will not last so long.

Also, when defending the city, it makes sense to bring 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.

Use the narrowness of the fortress walls: a fight is sure to start there, and enemy siege artillery will start blindly hitting the walls, mowing down more of their own fighters than yours. It comes to the fact that the "scorpions" of the dark elves are driven from the walls of the dark elves themselves.

Aerobatics begins if your commander manages to come to the aid of the garrison of the besieged fortress: potential invaders find themselves between a rock and a hard place. On the one hand, fresh forces attack them, and on the other, the defenders, starving in the siege, rush.

If, after a long battle, your city still fell and the invaders are already enjoying victory, try to find reserves and immediately recapture the city. First, the invaders will be battered in the recent siege. Secondly, as experience has shown, the 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 are on the walls of the enemy fortress, send a detachment to capture the towers and gates. The most lightly armed warriors can take fortifications: it is enough to lower the flag of the enemy (it happens automatically). And through the captured gates, fighters from among the reinforcements will be able to break into the city (of course, if you took care of the reinforcements in advance).

Army modes, physics, morale

In the heat of battle, do not forget to transfer the army to the appropriate mode. If the division is marching along their native valleys and hills, turn on the "March" - the soldiers will be able to travel much more kilometers. They will be more vulnerable to the enemy, but the enemy in the heart of the motherland still needs to be looked for.

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

There are no realistic physics in Total War: Warhammer 2, but it's important to remember that every soldier in a massive game has a physical value. A pack of agile ratmen, throwing themselves under the hooves of the knightly cavalry, will stop their mighty onslaught (albeit at the cost of their rat lives). And your best swordsman lord, stuck in the crush of his own and other soldiers, will not be able to quickly run to the right point. Use the physics of the game 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 mutuzes a 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 to the fullest 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 putting the army to flight is still more realistic than destroying it in the bud. We were especially pleased with the skaven: in the course of a normal battle, their changeable units manage to stampede several times, gather their courage and return back.

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 that are on the run will run away for the specified line and will not be able to return after that. Such a feint will allow you to withstand the attack of noticeably superior forces.

Troop Specialization Experiments

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

The features of some units can only be revealed through trial and error. For example, dart throwers on pterodactyls (lizardmen - our choice) cannot deal significant damage to an individual unit. But if you command them to fall on the enemy from heaven, there is every chance of putting the enemy to flight.

Said lizardmen, by the way, are good at everything except drill discipline: saurs from the infantry 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. Put such warriors at the forefront of the attack or in those places where they do not need additional instructions. Then, after winning, assign them penalty jobs in the kitchen.

All Creative Assembly games in general, and Total War: Warhammer 2 in particular, are complex mechanisms: they draw you in for hundreds of hours, sweetly rattling with many gears. And everyone who conquered the virtual world and waved the flag over the enemy capital had his own path to victory. Some advice is not enough here, it is important to learn from your own mistakes - so get on the road, 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.

(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: 5GB RAM
video card: (DirectX 11) NVIDIA GTX 460 1GB / AMD Radeon HD 5770 1GB / Intel HD4000 @720p
Disk space: 60 GB

Featured:
OS: Windows 7/8.1/10 64Bit
CPU:Intel® Core i5-4570 3.20GHz
RAM: 8GB 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 affect the fascination of the process. If it was an appetizer, then the second can be safely called the main dish for true fans of the series.

As usual, the gameplay will be based on two modes: turn-based strategic campaign, with city building, diplomacy and trade; And tactical battle your armies on the battlefield. Whelps, robbers, freak swordsmen, witches and lizards will gladly accept your commands to cut each other to pieces.

Four factions are available in the release version: High Elves, Lizardmen, Dark Elves and Skaven Ratmen. As is often the case in dark fantasy, there are no good-natured people among them. Each race pursues its own interest, which consists in seizing as much power as possible in the New World and spoiling rivals. And the reasons and the 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 the elf has under her skirt. Dark elves are as belligerent as possible, conceited, and wear revealing armor that clearly shows the gender of their wearer. 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 so 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 to call them? Lizardmen? Lizardmen? Lizardmen? Another manifestation of the halo of secrets around these cute creatures. But with another animal 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, insane, inventive creatures, the likes of which have not yet been. They bring filth into every home, crush the crowd and delightfully squeak after a successful stab in the back.

The map is not limited to four factions, on it you will meet people, and orcs, and beastmen, and the undead, and all the other freaks from the first part. In addition, there will be a campaign that combines both parts of the game. And we are waiting for hundreds of different DLC, without them it is impossible.

We must not forget about another important component - a huge number of schools of magic. If in the first part it was not enough and it did not work well, then in the second part the magic system was notably shaken up, relying on the experience of add-ons, and made it truly dangerous.

Network part, as is usual for a 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 that increased the fantasy meat, fixed gameplay flaws and found new interesting mechanics. Total War: Warhammer II is the game that many expected to see back in 2016. Almost the whole universe fit in it, and we are not only interested in studying its history, but also living in it, commanding armies and countries.

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Study your army in an ordinary 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 in general. Don't wait for the enemy to attack you first. The campaign in Total War: Warhammer 2 is not the best place to research an army and do any kind of testing with troops. You should always know what and where you want to build, how certain units work and in what situations it is appropriate to use them.

Choose the normal order and fight the computer in a custom duel, gradually learning the units available to this faction. First, focus on the main units to create the main army of your faction. After that, look at the higher level units so you know which one to use in the later steps of the campaign.

Try out the original campaign difficulty

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

If you're playing High Elves on Easy difficulty, you'll find yourself in the very center of the Isle of Ulthuan. These lands are in easily defended mountain passes, but don't forget that the high elves are an elite army that rests on a relatively small number of vulnerable units that deal the highest damage. Their research tree is the most complex. A plus is allowed to be called an 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've played Total War games, the high elf faction will seem familiar and useful, but in general, I would still advise using lizardmen with Lord Mazdamundi, or even the controversial Skaven campaign. Mazdamundi's starting position is quite effective for the lizardmen - once you've captured your province, you'll be able to take on the human faction in the south, and then raid the weaker dark elves in the north. Lizardmen units are more fun than elves, in fact they have dinosaurs and even huge frogs.

The Skaven Campaign is a tough prospect for newcomers to the series, but quite fun if you enjoy the ordeal and wish to rule like a Skaven warlord. Taking the original province is easy, but you'll face constant raids from the high elf island and lizardfolk hunting fleets. In the east, of course, there are many skaven clans that 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 large part of the factions in Total War: Warhammer must build buildings in order to unlock different branches in the technology tree. Due to this, the developers, as it were, link buildings, technologies and divisions into a single system of mutual blocking. This provides each faction with a personal approach to research and development. Lizardmen - magical demons and masters of the universe - have a huge number of mystical buildings that unlock the proper technologies. Skaven instead begin to learn new technologies after the construction of several buildings of the third level.

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

Chaos and Skaven, occupying the lands, change its very nature in harmony with their Almighty. Corruption is displayed as a percentage for each terrain, and you can even see how the appearance of the land changes as Chaos turns your home into a lava-filled space.

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

The information map of the area in the lower left corner of the monitor will provide you with useful data on all factors affecting corruption in this region. Ways to fight corruption vary by faction choice. Look for hero skills and buildings that allow you to protect yourself from corrupt lands. Naturally, on the other hand, you can play as a faction that "likes" to bathe in corruption, but in this case, you need to choose buildings and heroes that contribute to its spread.

Chaos attacks grow strong fairly quickly

In Total War: Warhammer 2, the four primary factions perform rituals, but with each successful one, the forces of Chaos invade the lands. The first invasion is quite easy to remove, but with each new rite, Chaos becomes generally stronger and more dangerous.

Faction selection

Before starting a campaign, you will have to choose a 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 in different abilities and effects imposed on troops. In addition, 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 seems to be the Lotharen, led by Tyrion of the High Elf race. The High Elves have a really powerful army, made up 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! In addition, the High Elves can easily influence relations between other factions, making it easier to form alliances.

Tyrion himself is a fearsome warrior, and his effects reduce the cost of maintaining base units and the time it takes to recruit a new army. All this will greatly simplify the task of an inexperienced gamer. In addition, the starting position in Lothern on the Isle of Ulthuan means that you will have a minimal number of enemies in the early stages of the game, since these lands are mostly 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 these details when choosing difficulty. Legendary difficulty will also prevent you from making manual saves and disable pause during combat.

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 turn on an advisor who will explain various aspects and suggest certain actions during the game.
  • Cloud autosave - Warhammer II saves the game only on your local drive by default, but you can enable this feature 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 at the end of each turn.
  • Realistic mode (this option is automatically enabled on the legendary difficulty level) - during the battle, camera control is limited to the area where your units are visible. There is also no mini-map, and while paused, you cannot issue orders.
  • Battle duration - you can set this parameter to 60 minutes. If you need to wait somewhere for the enemy, 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've 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 hints

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

To improve orientation during war, you can go to the hostile factions tab and switch the camera to high or strategic - this will allow you to see exactly what the enemies are doing during their turns. The same settings can be applied to 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 to the way the game is played - hints have become available that inform the player about possible actions. They are now reported by the 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 a complete 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, as well as customize the request system using the button below.

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

Other interface elements

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

  1. Race Mechanics - Here you can find special mechanics for the race you are playing as. 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 the 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 over 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 get acquainted with the mechanics of the race - for example, the level of influence of the High Elves on the food of the Skaven.

Minimap and lists

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

  • Missions and quests - list of active tasks. These are your legendary lord missions and completing them is the most profitable. Missions are assigned randomly and often have a time limit.
  • Events are all events that took place during a given turn, including declarations 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 includes signed agreements.

You will also find your own faction button. 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 get for developing a province will allow you to upgrade the main buildings of that settlement. We have 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 income by building the necessary buildings. You can also lower taxes to appease the population in low order provinces.
  • Public order - the parameter indicates how happy the population of this province is. If it drops to -100, then a riot will begin in the province. For more information on public order, 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. It can be laws or any outcome of random events.

At the bottom of the screen, you will find a panel of all settlements and buildings built in the province. By selecting one of the armies on the map, you will open a tab showing which units the army consists of and how many of them.

In the bottom left corner is a leader miniature along with their 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.