Total War: Warhammer 2 - Legendary Difficulty Guide

In this guide, we will talk about the legendary difficulty of Total War: Warhammer 2. We will talk about the stages of passing the company, the strategy on the world map, the influence of magic, the army, the lords, the most common mistakes and intrigues.

A few words about legendary difficulty. It just so happens that it imposes an effect on almost all aspects of the game. No saves! The economy is weaker, costs are higher, natural (starting) enemies are stronger, meaner, friends are not very reliable, and neighbors are waiting for your oversight. A special imprint is the lack of tactical pause and slowdown, which can easily lead to defeat in battle. It will not be easy, but we are not afraid of difficulties.

All the brutality of the initial stage of the game on the legendary difficulty is described in the image on the right.

A little background to this move - I had to withdraw the army from Caelr to try to intercept the horde of beastmen.

The enemy on the left (yellow) has two armies on the western border. Krysitch tried to destroy our army on the move, we had to retreat, losing the horde.

The Norsca from the north took advantage of the lack of an army and sacked Caelr. Two armies of "Bound" (dark elves) are sailing from the southeast. A horde (orange) walks among the lands, wreaking havoc and plundering the surroundings.

Anyone else surprised by the cruelty of the dark elves?

This article is based on a Dark Elf game, so the Total War Warhammer 2: Dark Elf guide is closely related and might be interesting to read.

We've added a little text passage "" with a slight lyrical twist. It describes the process of gaining the upper hand of Malekith's company to conquer their own land and gain strategic dominance. Perhaps you will be curious.

Company stages

Typically, the company is divided into the following stages:

1. Birth of a nation

The most dangerous and active. You need to gain strength and get stronger in your home zone, protect it, secure and conquer several neighboring regions. Losing an army here, you run the risk of being left without money and a chance to win.

Development at this stage rests on battles under personal leadership, so you will need to assemble a decent army.

2. Development

An increase in the number of armies and the conquest of the native continent (the strategic part of it).

The choice of the purpose of expansion and the method of development is much more important here than just conquest. To maintain the army, we will need serious financial injections, in the absence of which the nation will slide into poverty.

3. Becoming

The development of the empire's economy, the formation of armies for all available capital. Here comes to the fore economy.

4. Dominance

We go to smash the enemies. This period is presented for the most part by strategic battles of army groups, because the enemy also does not sit still. He will also have a large number of troops that need to be defeated and driven, conquering the lands.

5. Ritual

In case you want to complete the ritual, you will have to turn the armies to the maximum defense of the cities, because the armies of chaos will not be exchanged. They will simply destroy all living things in their path. If our economy rests on these cities, then the empire can fall like a house of cards.

To perform the rituals, we will need relics, so we will have to surpass the speed of extraction of your rivals. It is unlikely that you will be able to get around the speed of all. At some point, you will have to manually prevent the enemy from performing rituals.

Strategy


Here we will have to think not only about the strategic planning of the deployment of armies, but also about the conduct of business. This is what will allow us to start expanding.

On legendary difficulty it is much harder to expand due to insurgency and strategic mobility (withdrawing the army weakens the borders).

Province rebellion is higher on this difficulty. Leaving the region without an army, the order in it will fall noticeably faster, which will lead to a riot. At the beginning of the game, expansion outside the boundaries of the home region is contraindicated, since the order in it leaves much to be desired.

On a note: The army in the city affects the order more than in the field.

Having captured a city in a neighboring province, you will have to run between it and your native land, suppressing all new rebellions. One can only hope that the enemy does not notice the weakness. Even as a strategic genius, an army is unlikely to be able to sustain six victories without a significant reduction in combat readiness.

UPD 1.41.1: Since the fights have become much more difficult, you should not hope for 10-20% damage. The army will be able to withstand a maximum of 2 battles.

From a tactical point of view, the ability to defend your borders depends on the defense of cities and on the army nearby. The capitals of the regions initially have walls, which allows them to resist the superior forces of the enemy, but ordinary cities do not have them. Any fully equipped army can easily defeat the garrison of such a city.

The only way out of this situation is to build walls, but this only gives a temporary effect. There is a chance to defend yourself, but a long siege spares no one. The main purpose of the walls is to give the army more time to defend the borders. This conclusion can be rephrased in the same way: walls allow you to keep the army further than one step.

Advice: To be able to retreat, keep your army at a certain distance from the enemy. If you are close, once you will be able to retreat, and the enemy army will be able to catch up with you. You won't be able to retreat a second time.

It is much more effective to loosen enemies at first and replenish the treasury with raids on enemy territory. Plundering provinces will have a much more favorable effect on the company by weakening the enemy and replenishing the treasury.

The best way to expand is to ensure that our army can always meet the enemy. Being surrounded by rivals, it is impossible to achieve this, since by withdrawing the army in any direction, we expose the rear.

The best way is to achieve a non-aggression pact. We have two options at our disposal: with a sword in hand or through diplomacy. This way you can secure your rear.

On a note: Having declared war, it will be possible to achieve peace only after a series of victories.

It is best to outline for yourself a certain path for the development of the empire. As an example, you can go to the edge of the map (if your empire is nearby). In this way, you can be sure that the enemy will not suddenly attack you from the rear, and you will be able to put all the armies into action. As an option, also use the seas, which is less reliable. Even less reliable is the use of mountain ranges, as some factions are able to use animal paths. The world of Warhammer 2 is in a permanent global war. There is a chance that an army or even two will suddenly swim towards you, but the chance that the enemy will get stuck in battle with a neighbor is greater, so there is room for maneuver.

Army

Legendary difficulty will veto the strategic view in battle, the minimap, pause and even slow speed. You will need to react quickly to the course of the battle. You need to make up an army in such a way as to be ready for anything and know all the available abilities.

The first thing we must do is create the most versatile army that our civilization has. It should turn out to be stable, tactically mobile and effective from the side of management, because we will have to manage it manually more than once. It is the army that is the guarantee of our wealth and security in these turbulent times. Given the complexity of the game, the larger our army, the calmer we will feel.

We need to make the most of all the strengths of the chosen civilizations. The main goal of the first army is the least losses. We have to fight often, so the loss of more than 20% of the army can result in the loss of troops after several battles.


Advice: If you see an opportunity to pull depleted units out of combat without too much harm, do so. Damage distributed throughout the army is healed faster than the restoration of a barely alive detachment of fighters. Auto attack with an army with such units is expensive.

The army of dark elves, even in the early stages of development, has serious power and effective combat potential. Almost all units of the early period have shields and are able to hold off a ranged attack, but we should focus on more than one nation in the passage.

Each available empire has its own strengths and weaknesses, so we should first look at faction and lord bonuses, and then their skills and army strengths.

The initial phase can be such that you have to fight off attack after attack, fighting several armies per turn only for your army to dry up like a trickle.

As one of the winning and simplest battle strategies, we propose to assemble a rifle army. Its advantages lie in the less necessary control (there is no pause) and the effective reduction of enemy forces before the start of the battle, which significantly affects their morale and, as a result, an early enemy retreat.

This composition of the army is most effective for the high elves, because their attack radius is the largest. The Dark Elves are able to compete with their superiority, relying on the power of their own crossbows. Lizardmen are strong in close combat, so you have to pay more attention to the flow of combat here.

The composition of the army of dark elves, we described in detail in the article " Total War: Warhammer 2 - Dark Elves". You can read about the strengths of each side in the relevant guides.

Heroes should be dressed in all the best that comes across. Each effect must match the specialty of the army, lord, or hero. Each combat ability increases the chances on the battlefield, so it is advisable to use all available ones.

On a note: dark elf lords can mount black dragons at 18th level. Their power will grow noticeably due to damage, poison and intimidation, but this monster is quite voracious. Maintaining such a pet will cost the lord 270+ coins (reducing the content does not give the original figure).

Magic and spells


Playing on legendary difficulty leads to a certain conclusion - "the main thing is not a certain style of magic, but the correct use of spells."

Different schools of magic are able to provide the best advantage over the enemy, but the complexity of the organization, the use of spells and different heroes can confuse the player.

Confused judgment in combat can be called one of the main signs of defeat, so do not complicate your life. Specialize in two spellcasters: the lord and one of the mages.

There must be one mage and one duelist in the army.

The mage can destroy the enemy force, support his troops, generally use magic for the benefit of the army... in other words, the mage can be effective in a duel due to spells, however, this may be unwise due to the waste of valuable magic.

Duelists are able to greatly order the enemy's army, but their main goal is to hunt for enemy heroes. Depriving the enemy of a general, the army will almost certainly take to flight. By defeating the caster, you will significantly reduce incoming damage. By destroying the monster, you will make it easier for your army ... I wonder if killing monsters gives an advantage? The spectacle of the falling dragon should evoke the battle cry of the enemy army.

Warlords are stronger than heroes, so keep an eye on the fight.

Magelords are especially effective on the battlefield, as they share both functions and keep a free slot for another unit of their choice. The main thing is not to lose sight of the health of the lord. Some of the most powerful Spelllords are Malekith and Morathi, and tips on how to use them can be found in their respective articles.

The use of spells should be as effective as possible to reduce the losses of your own army. Destroy melee units, slow down enemies, making them the target of shooters, strengthen your warriors. The main thing is the effect. Try to focus on a few spells in order to use them effectively.

Auto fight

We will talk about it briefly. Auto battle allows you to reduce the time of the company. It should be used in two cases: you greatly outnumber the enemy army; you do not know how to deal with the enemy army, but you are well superior in strength.

If the odds are equal or you are inferior, in no case do not let things take their course. Auto combat is ruthless. The chance of losing an army is too dangerous. Examine the landscape. If there is nowhere to strengthen, think about it. If you retreat, can the enemy in full force catch up with you in the same turn? Will you be in a more vulnerable place?

Personal presence makes the battle more successful, for at least one reason - the complexity of the company. The more complex the company, the less luck fate will give you.

Advice: It doesn't always make sense to fight on the battlefield. If the enemy has a lot of archers, auto combat sometimes calculates the duel much better than if you enter the field. It can be assumed that this is due to the better maneuverability of the computer on the battlefield, resulting in a fairly quick tying of archers in battle. It is difficult to achieve such maneuverability without a pause.

Auto battle is bad for weakened units. The computer does not hesitate to send every warrior into battle, even if half dead. There is a great risk that the detachment may be completely lost.

On a note: The amount of experience gained does not depend on the battle / auto battle, so there is no point in wasting extra time if your advantage is undeniable.

Extension

When playing as Malekith, the expansion has 2 strategies:

1. You are lucky.

2. You are out of luck.

1. In the first case, we have the opportunity to attack a neighbor, since no one touches us. The situation is rare, which can be slightly advanced through competent battles with neighbors. This option is less financially costly, since it allows expansion at the expense of one army. The main target is the Grond gold mine, as it is financially sound.

2. We're out of luck. We are constantly under attack from all sides. The enemies seem to have decided to tear us to shreds. It would seem that everything is bad, but even here there is an opportunity to get out.

The bias of the dark elves towards trophies will play into our hands. Enemies will not send separate, weak detachments of fighters to us. Well-prepared main armies are waiting for us. By breaking this one, we will get a solid jackpot in terms of trophies, and improving the production will allow us to increase profits through battles.

If we have the opportunity, we should pay a visit to the enemy and plunder the neighboring settlement.

Having collected enough trophies, we will have to create an army, moving towards a budget deficit. The most important thing is to calculate the finances so that there is enough time to get to the next enemy city in order to plunder it and then capture it. It is this order that gives us more profit. This march will need to be kept until the moment of financial solvency, and then move on to the second stage of the company.

Lords on legendary difficulty


The standard low maintenance target on Legendary difficulty won't work, and here's why. Let's take the dark elves as an example. Difficulty imposes an upkeep increase on the hero's army. Malekith's massive upkeep reduction bonus of 50% turns into...20%.

A more or less adequate army assembled from junior troops has a content of 3450 (conditionally). Taking into account the full skill of the manager (-15%) 3000, which is removed at once by adding a second army (+15% to the maintenance of "all" troops). We can also add "respect and fear" (-8%) for a total of 23%, which will be 2650. To do this, we need "only for only" 9 and 11 skill points, respectively. The maintenance of the hero will cost these 8%.

The first time on the legendary difficulty, you will not be able to afford the purchase of a second army, so the reduced content will not give us a bonus to increase the strength of the army, only a little bit of pocket money.

UPD 1.41.1: Upkeep is now adequately reduced, so the balance has returned. The choice between magic or reduced content + rush attack remains equal. Please note that the battles have become noticeably more difficult.

The emphasis on commanding the army will result in... we will estimate this as a 10-20% increase in strength. Of course, the increase in strength will be transformed into a decrease in losses, but is so much effort worth 10-20% of strength ...

Excluding special skills that will come in handy one way or another: running a country, transport, only magic remains. This is where our legendary spell lords are especially effective. The ability to greatly undermine the morale of enemies, beat manpower or increase the power of your own units greatly affects the outcome of the battle, which is most effective in our situation.

Advice: As soon as the opportunity arises, teleport for legendary items. They provide a significant advantage. You can go through the game without them, but with them it will be much easier.

It's hard to say for the legendary warrior lords, as their combat skills can be inferior to magic ones, but everything should be approached thoughtfully. It is possible that some lords' skill in commanding an army could make it more lethal than a fireball.

After acquiring the maximum power of the lord in battle, it is worth thinking about the next landmark. Strengthening the army could increase the power, but reducing the content will have a greater effect.

Once your lord gets the maximum power of the main army, your empire is likely to gain some profit. Together with the reduction in upkeep, this will give you the opportunity to recruit a second army. In addition to the second army, the skill located in this branch will be very useful to us - swift attack. The ability to attack against only one army in the later game will be very useful to us, since the enemies also do not stand still.

On a note: Rush Attack is more useful in the mid to late game. At the beginning, the factions do not have too many resources and cannot afford a large number of armies. Two armies, for example, are rarely side by side, because they have to defend opposite borders of the empire.

Mistakes


When playing on legendary difficulty, there are 4 most painful mistakes:

1. Lack of preparation.

Before rushing into battle, we must weigh the pros and cons. Assess your strengths. "Is it worth it to rush at two enemy armies under the fortress?"

2. Fatigue.

If you are tired, you are less responsive to various changes in the situation. The game is the game. Your brain knows this. Your mind will prefer to relax by saying "Come on, everything is fine." On legendary difficulty, a mistake can cost several hours of development or the entire company.

3. Self-confidence and impatience.

Leaving even a beaten enemy in the rear, you can slow down your progress in the game for a long time. This point is described in sufficient detail in the article " Total War: Warhammer 2 - Walkthrough for the dark elves (Malekith), legend". Leaving the enemy in the rear affected development due to retreat and regrouping.

Intrigues and actions of heroes

In fact, this section is not mandatory for a general company. The effect here is rather entertaining, since there is not so much direct income from them.

Let's say after you set up a decent economy, you finally start to accumulate funds and want to use heroes in someone else's war. The only point here is curiosity, but will it be possible to influence the outcome of someone else's war.

You will have to constantly monitor enemy armies on the other side of the world, which will increase the time of the company. Your heroes will be far from the army and will not be able to directly influence the outcome of your actions.

We prefer to look at this issue as a waste of time that does not provide enough benefit in a short period of time.

Trick to reduce the replenishment of losses by the enemy army

This feint sometimes worked against the player, so it might work against the enemy as well.

In order to gain an advantage for a while, you can use the loss replenishment reduction. Thus, the enemy army will be, as it were, stunned and weakened. It will be possible to use this time to fulfill any strategic goal or withdraw for reinforcements (replenishment).

It is possible that the computer will prefer to collect broken troops and hire new units, which will result in additional costs on its part and ultimately affect the reduction of its treasury. Those. if we want a truce, we can count on smaller bonuses.

Where they found out that the game is highly commendable, and also sorted out its pros and cons. One of the positives is that we wrote well-designed new races. In this article, we will take a closer look at them and give some tips for playing them.

Proud High Elves

The most balanced race of all the new ones. All types of troops are present, but there is only one siege weapon, and that is not very powerful. Don't expect powerful ranged units like the Wood Elves. At the same time, there are several types of dragons, which adds to the power of your army.

However, in the early stages of the campaign, you will not have monsters. What then? Then we would recommend focusing on the standard deployment - melee infantry with a small number of "ranged", and on the flanks (preferably to ambush them) cavalry support.

In the campaign, the race's goal is to support the "Magic Whirlwind", whose work was disrupted by a passing two-tailed comet and which sucks out excess magic, preventing the demonic hordes of Chaos from enslaving the whole world.

The features of the race are: Intrigue, Espionage and Military prowess. Intrigue, is the most interesting of them. It lies in the fact that your faction "needs to pull the political blanket over to its side", and this in turn will give you influence points that can be spent on court intrigues or hiring more powerful lords and heroes.

Espionage allows High Elf factions to spy on their trading partners, completely exposing their lands to you. And Martial Prowess gives you an advantage in close combat if your army enters it at full strength.

Ferocious Lizardmen

This race is characterized by its "Many Beasts". It completely lacks cavalry, instead of which the cavalry is represented by riders on Cold-Blooded - bipedal lizards resembling dinosaurs. The race does not have siege weapons, but they are more than compensated by a powerful army of monsters. Most units of the race can fall into a kind of frenzy, which is both good and bad. On the one hand, they become completely uncontrollable, but on the other hand, they do not actually lose morale and are capable of inflicting huge damage even on superior forces before they turn to flight.

According to the above analysis, we can advise several options for the deployment of troops in the battle. A cheaper but less powerful option would be to focus on melee infantry. Due to their power, the Lizardmen's "closest" ones can easily defeat similar squads of other races, even in a frontal attack. But at the same time, cavalry support is still recommended to attack the enemy from the flanks.

A more powerful option, but also more expensive, would be to focus on monstrous units. It is enough to add one creature of each type to the army so that your army becomes virtually invincible.

In the campaign, it is rather a positive race and helps to keep the "Magic Whirlwind" working. Overall, however, their goals remain a mystery and are revealed as the story progresses.

Race traits include: Geomantic Web and Blessed Broods. The geomantic network connects all the settlements of the Lidozards and strengthening it in certain provinces, allows you to increase the effectiveness of decrees issued in it.
Blessed Broods is a feature that gives you quests for completing which you can get elite squads of warriors.

Brutal dark elves

The race is based more on powerful magic, although all types of units are present. Especially for them, a new school of magic was added - Darkness. The siege weapon is again only one and not too powerful. There are not many monsters either, and only two of them are strong. Things are better with melee and ranged infantry. Interestingly, some "long-range" ones can also show themselves well in hand-to-hand combat, sending a surprised opponent to a knockout.

In the early stages, a strong expansion is not recommended, since the units on which you can build a formation will open a little later. The most profitable will be the arrangement with a good number of magicians, but at the same time, not without the protection of melee infantry. For attacks from the flanks, use the very "long-range" ones that perform well in close combat, since they also have the ability to "forward deployment", which means that you can easily attack the enemy from the rear with powerful units.

In the campaign, the goal of the race is revenge on their Higher brethren for the exile and capture of the "Magic Whirlwind" for their dark and not too good deeds.

The features of the race are: Black Arks, Slaves and Bloody prowess. Black Arks are mobile fortresses where your lords can recruit troops and make up for their losses. In addition, arks provide artillery support for your troops on the march.

Slaves your armies will capture in their campaigns. An increase in their number will increase income, but at the same time, lower public order. Slaves can also be sacrificed to perform rituals.

Blood Prowess is a buff that is given to all your troops in battle if they destroy a certain number of enemies. Well, I would like to note that the Lords of the Dark Elfs have inconsistent loyalty and can betray you, which means you need to carefully monitor them.

Insidious Skaven

Skaven, or ratmen, have numerous infantry and very strong siege weapons. Among the siege weapons, I would like to highlight the Wheel of Doom, which without any problems can deal with superior enemy forces. Skaven infantry, for all their numbers, has a low level of morale and quickly flees from the battlefield. The cavalry of this race is completely absent, and there are only two types of monsters. But it should be noted that one of them is the most powerful unit in the entire game. And of course, two new skaven schools of magic should be noted - Plague and Destruction.

The only true tactic for this race would be to focus on a huge amount of infantry. And so on, until you open powerful siege machines. Then, it will be possible to reduce the number of infantry by adding these same vehicles and increasing the number of magicians
in your army, who, thanks to the ability to call for reinforcements from underground, will make an excellent guard for them.

The Skaven are servants of Chaos, which means it's not hard to guess that their role in the campaign is far from positive. They want to kill all other races and plunder their cities, and use the Magic Whirlwind to return the world to the dominion of their Dark Gods.

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The universe of the Warhammer (not the one where 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 sewers 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 an honorable place in this series. It was a great, thoughtful game - a real find for fans of global strategies. Also in the famous fantasy setting!

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

Official trailer.

Not so "Old" World

A two-tailed comet split the sky and weakened the magic of the Great Vortex. It means that the time of prophecy, the time of war, has come. 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": skaven ratmen, lizardfolk, 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 exactly opposite corners of the world, which encourages a slightly more relaxed play style. Each faction slowly clears its quarter of the map - and then the war of cool high-tech armies of top units with pumped 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, in fact, entered the war. More on this below.

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

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

Jungle warfare and elves in the trees

Whether you've played the first game or any Total War game, you'll immediately feel right at home. Familiar system of armies, familiar system of provinces. Construction, heroes, war, technology tree - everything is as we are used to. The developers took the path of "don't fix what's not broken", and for this we thank them very much.

However, there are also innovations.

The tactical combat map is no longer flat and boring. The game finally fully takes into account the difference in height, climatic preferences and the influence of vegetation on shooting accuracy. Now it is quite possible to arrange a fight like "300 elves against a horde of ratmen" in a narrow passage. It is logical that from this the tactical part has become much more epic.

Also, more units are displayed on the battlefield, and there is a completely different level of animation and elaboration of models of fighters (there is no comparison at all with the Imperial Pinocchio infantrymen of the first patch of the last part).

But AI is now frankly vile (other words, alas, you will not pick up). No, he didn't get smarter. It's just that the game does not even try to hide that the AI ​​sees and hears everything and therefore instantly reacts to any change on the field. Instantly. It is very annoying when a cunning plan (for example, to hit the enemy artillery on the flank with riders hidden in the forest) breaks off exactly at the moment when the units become visible.

Who is who

Lizardmen- natives of Lustria and the oldest race of the world of the Warhammer. The self-proclaimed "defenders of peace" in this war are playing the role of heavyweights. There are a lot of tenacious and powerful units, good sorcerers, and combat dinosaurs (yes! lizards riding dinosaurs!) are simply universal fighters with frightening damage indicators. Naturally, this means that almost all units are extremely expensive (although you can get free enhanced versions of them for quests).

Skaven are the rat people of the Under-Empire that extends under the entire known world. Rats have the weakest troops in the game. Even Monsters and Wheels of Doom are relatively weak in encounters against similar units from other factions.

The strength of the skaven lies elsewhere: there are an infinite number of them. Their troops make up for losses incredibly quickly, and cities develop instantly. What is one opportunity to immediately populate cities up to the fifth degree of development! With 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 Azura protect the world from the forces of chaos and destruction. The elves are reminiscent of the troops of the Empire from the first part. They are above average in everything, but they are incredibly good at only one thing - magic and magical creatures. Also, high elves open the map during trade and can influence the diplomatic relations of other factions. These proud ones prefer to pit enemies against each other - and strike only where necessary.

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

Each faction has a unique resource needed to progress 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, lizardmen, for example, will find solar tablets. From here, 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. Five of these rituals must be completed to win, and their cost in terms of resources and time increases with each success. There is a lot of work to be done towards the end, especially considering that the game regularly creates neutral armies in the campaign, which strengthen as the factions move towards victory. Of course, these armies usually appear somewhere in the deepest rear.

Purely mechanically, the ritual works as follows. If you have the right amount of the resource, you will activate three of your cities (randomly, of course). For ten turns, these cities are seen by everyone, and the loss of any of them cancels the ritual, and you lose the right to retry for a few more turns. Even worse, any faction for a certain amount can create an instant "invasion army" ... right on the lands of the player conducting the ritual. AI loves this option very much and sends out two or three top armies as soon as the player is on the way to victory.

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. Who begin to burn and destroy everything they see. Bored, you say? Hold.

From the unpleasant: there are classic sins of the TW series. AI in the global war makes unforgivable mistakes, 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 not help but note one more point: the admissibility of absolutely impossible situations (for example, when noble dwarves ask for mercy from ratmen) that can jar the fans of the universe.

Total War: Warhammer 2 Guide

Total war is war. The war does not change ... a familiar slogan, but not the essence. The bottom line is that in order to win, we will need to fight and fight properly. In this guide, we will tell you in detail how to conquer everything and everything in Warhammer Total war 2.

To win the company, you have two options: perform a ritual or defeat competitors.

To perform the ritual, you need to collect a certain amount of resources. They are given for completing tasks, but special sources will give the biggest increase.

Carrying out the ritual is fraught with the appearance of massive enemy armies. A certain number of armies of chaos appear on their own and the stronger the ritual, the more powerful they are. Others may be hired by competitors.

Dealing with invading armies will not be easy, as armies will spawn in random locations and easily destroy your settlements (sparing no one), so troops will need to be kept tightly packed and close, which is not easy in wartime.

Smashing enemies in a certain sense is easier than performing a ritual, but it will take longer to fight. Not for nothing is this victory called "Domination".

There is a significant piece of advice to simplify the passage, which in principle is clear to everyone, but not always followed. Do not divide your army and do not rush to interrupt the rituals of opponents.

By sending an army to your opponent, you will face the fact that it will be much more difficult for you to expand in your own lands. The transfer of the front to the territory of the enemy will lead to the fact that you will have to fight with more than one army.

Tactical advantage may be on your side, but it will not be enough when taking the capital. The garrison of the "capitals" is so powerful that even two armies will suffer serious losses. But what if another army is waiting for you in the city? But what if the capital is reinforced with walls (which provide maintenance for another 6-8 units)?

Even assuming that you defeated two enemy armies, you cannot do without losses. If you are in enemy territory at the same time, then the enemy can recruit armies from neighboring provinces and quickly come to the aid of the troops in the siege.

In enemy territory and besieging, your troops will not be able to replenish their numbers, so your beaten army will have to face a garrison that can equal your entire army and backup in strength.

The only way to gain an advantage in such a war is to defeat weaker cities, recruit additional troops on foreign territory, and only then finish off the enemy. It will be very unpleasant if one of the competitor's neighbors declares war on you.

The resources needed for the ritual can be produced in special cities marked with the corresponding sign, but anyway this process is very slow, so you will have time.

You can reduce the duration of the company if you do not divide the army, because then you will have a preponderance of forces in your homelands. Dividing the army even once into two, you will have to contrive a lot so that the remaining forces act effectively.

Remember the main advice of any victory "outnumbered matters". Two armies together can defeat three separately.

Economy

The economy in Warhammer total war 2 is represented by a combination of trade and production. Each nation has one (standard) production building in each city. Ports are not included in the standard list, so these provinces will be more profitable.

Provinces that are rich in some kind of trade resource will be able to increase the empire's profits through trade, if there is someone to trade with.

Diplomacy in this matter plays an important role, because few people want to trade with unpleasant races. To improve relations, it makes sense to send a cash gift that will pay off with a subsequent trade agreement. Relationships can be sealed with a non-aggression pact.

The rest of the "standard" buildings only increase a certain type of income, but their effect is stacked (summed up).

Use of improved buildings (attractions)

These special buildings have a number of advantages. Some allow you to significantly reduce the maintenance of troops, for example, Vaul's forge reduces the cost of maintaining dragons by 25%. Some buildings reduce the cost of buying units.

Using a cheap purchase has its advantages, but the convenience of forming troops will suffer. You can have all the buildings that allow you to recruit an army in one settlement, and each army will be formed sequentially. An alternative would be to hire troops in several provinces where the units would have an advantage, and then consolidate.

The benefit of parallel formation is in the time used (the real time of the game), because you don't have to drag armies around the mainland to unite them. The use of parallel recruitment will reduce the number of company moves to recruit troops and reduce the cost of recruitment, but it will take a long time to think about the logistics of combining such a set of armies into effective combat units.

Comment: The main number of attractions are available in the provinces, next to the native factions. For example, most of these buildings (for the elf race) are located near Lothern.

Composition of the army

You can overwhelm your own army with hundreds of huge monsters (20 if you play as lizards and put the commander on a stegodon) that can kill a thousand warriors ... if these warriors are for example ... swordsmen. But what if the army is specialized in fighting monsters?

Elves, for example, can fill an army with spearmen - archers capable of shooting one or two monsters with a volley even before the start of the battle, and then ... then several units will be engaged in battle, and the rest will shoot the enemy from the side. The principle of the spear against the cavalry is that the weight of the cavalier works against him, and the infantry only needs to stick the spear into the ground and tuck it in with the heel. Of course, the dinosaur would rather wince from one such blow, but a hundred will make his life noticeably shorter.

And if you have 3,000 light fighters that you set against 500 heavily armored swordsmen, what do you think the result will be? Most likely, 2.5 thousand will stand in the rear, waiting for their turn to fight, while the front will be crushed by the enemy, breaking like waves on stone. At best, light infantry will fall as one, but they will almost certainly shudder with their lack of ability to break through enemy armor and run.

Naturally, a well-assembled squad is able to act more smoothly and fulfill various goals on the battlefield, improving the combat component of the army. We will talk about this composition.

The composition of the army in games of the Total War series is almost always identical in various details, so you may have some idea, but we will tell you more. Infantry, spearmen, cavalry and archers simply must be, but it’s not right to simply collect them equally. We need a reasonable amount based on the strengths of each faction.

Company advice: In the fight against superior forces in the defense of the settlement, it is worth commanding yourself. The computer calculates the battle based on the numerical advantage, not tactical. On your own, you can defeat more troops than the computer on auto-calculation... and weaken the enemy army if defeat is unavoidable. When protecting the ritual, enemy troops can easily outnumber yours, and auto calculation will most often reduce enemy losses.

The standard scheme is as follows:

Of the 20 detachments, 4 are occupied by cavalry. 4 squads of spearmen and 2 leaders (mage + general). 3 artillery units and 7 infantry units.

Further distribution should take into account the abilities of the units. For example, if archers leave a lot to be desired, you can use a more aggressive strategy and replace them with cavalry.

To adequately use such a composition, you will have to rush into battle almost immediately, trying not to give the enemy shooters the opportunity to empty the ammunition. After binding the main army in battle, the cavalry will revel in the blood of the shooters. Of course, everything will change if the enemy has aviation, but that's another story.

Advice: The "Alt" button will allow you to save battle formations while moving. This is especially useful when moving forward. Perhaps in some cases it will be necessary to fix the formation of the army on the squad panel by pressing the lock button, under the group number. Just holding down the Alt button, drag the troops forward.

Advice: There are two ways to send an army into battle. The first is by directly giving a command to a specific unit. The second - by sending troops behind the line of enemy forces. They will automatically engage in battle, while the onslaught is activated.

Troop support

During the campaign, using auto calculation, some combat units will be completely destroyed. By the way, manual combat most often leaves a small number of fighters in the squad. An army on a campaign that has lost some of its fighters may be less profitable and you will have to equip it during the campaign. You have several ways to maintain maximum efficiency:

1) Replenish the army with troops that come across in the campaign.

When taking cities, some military buildings will remain, in which you can recruit additional troops of one or another specialization.

2) Replenish the army with an auxiliary support army, which will follow your main troops with a tail. This army may participate in the battle as reinforcements, or may be at a distance. As a reinforcement, she will not bear the main losses.

Comment: There is a suspicion that the weaker the unit, the greater the chance of its complete destruction.



Total War: Warhammer already differs from its predecessors in the Total War series in that it touched the great universe of Warhammer. This implies a simple fact: both their old fans and lovers of chaos, dwarves, elves and so on will play the new brainchild. However, the latter, unexpectedly finding themselves in the vast battles of Total War, will face considerable difficulties, primarily in the mechanics of the game.

You are probably familiar with Total War firsthand and know all the chips of the series like the back of your hand. In this case, it will be useful for you to know that this time Creative Assembly went for some simplifications, making the game a little more casual.

Instead of the standard manual tax settings, there is now a single on/off button for all provinces; the short time frame also eliminates worries about the age of rulers or about winter campaigns when armies are so thin.

On the other hand, the variety of units and factions in general has become greater. Siege operations have changed, magic has appeared and, most importantly, flying units.

Even the most avid Total War fan can't handle such a bunch of innovations right away, so let's look at some of the game's features in order to lower the so-called entry threshold.

First time

Before the start of the campaign, you will have to solve the main newbie question: “Who should I play as?”. There is a complexity of factions, depending on the handicap at the start: the strength of units, heroes, and so on.

But as a pioneer, don't bother with it and just pick whichever side you like. Set the difficulty to the lowest level so that you can easily learn the basic mechanics.

If you are familiar with, then you should be close to the satellites that so ardently participated with you in saving the world. In Total War: Warhammer, they are present, accompanying your hero, and various items that he can wear to enhance. Do not underestimate their usefulness - perhaps it is the lack of helpers that will play a key role in your defeat.

Do not trust anyone

All factions are at war with someone at the start: the Vampire Counts oppose Tempelhof, the Empire against the Imperial Separatists, the Orcs against the Red Tooth Clan, and the Dwarves against the Bloodmines Clan.

The forces of the listed opponents will be insignificant, just suitable for shedding first blood. Try to finish them off right away so they don't regroup and hit you again in the future. The remaining opponents often fortify their settlements and settle on the defensive, in order to soon attack you once again.

If you do not have time to catch up with the enemy (the yellow circle is their border), then it makes sense to return to the starting point and move to your territory. Within your own borders, your troops will recover and will be able to perform at full strength in a new battle.

After a few moves, you will study your opponent. It is possible that after a couple of defeats, he will begin to demand a measure, offering some concessions or money.

In any case - refuse, as otherwise you will have to expand around them, creating enclaves. Unfriendly countries near or inside your borders are a direct guarantee that war will soon begin. So accept nothing but absolute surrender.

Preparing for battle

The deployment of troops plays one of the key roles in the upcoming battle. You must place the infantry in front of the shooters so that they are not broken by the enemy. The cavalry, of course, must be placed on the flanks.

The leadership bonus from generals is very useful for lightning strikes and finishing battles quickly, so place them in the center.

It makes sense to put the vanguard on neutral ground, right between your and the enemy armies. This is especially useful if the vanguard will have units like dwarven miners or goblin riders that may be hiding in the forests.

Don't forget to put at least one unit near the artillery, as the enemy can go around you and hit it. It is not uncommon for the enemy to send air forces to your artillery, such as bats (Vampire County), which is incredibly annoying.

Control the extension

After capturing a number of settlements, you will receive the next task from the adviser - to conquer more than 12 cities. This does not mean that you should fly headlong and take over everything in the area, as you risk running into problems with aggressive expansion.

You will expand the borders, but you will get problems in the form of new rivals, the possibility of a future uprising in the occupied territory, and so on, but the army will remain, as before, small.

The Total War: Warhammer economy allows you to maintain only one strong army at first (except that the orcs boast a bunch of weak units), which will have to operate on one front.

If you expand in all directions, then you will make many enemies who will push from all sides, and the army, as you remember, is enough for only one front.

In addition to security issues with uncontrolled expansion, you will also face internal threats. So, even the Vampire Counts have peasants who pay their taxes living near Gothic castles.

You will have to please your hard workers by building happiness buildings and garrisoning all provinces with unrest. Not caring about internal affairs, you run the risk of running into an uprising.

Future plans

Think before you go to war. Apart from the strength of the enemy, you must consider what, in fact, you have to fight for. There is no point in capturing any settlements, since together they make up different provinces. Therefore, initially it is better to capture all the settlements belonging to your provinces, since controlling an entire province gives special bonuses.

You will be able to choose the so-called Commandments, with the help of which social order is established. After satisfying the happiness of the population, switch the Commandment to population growth or income - there are a lot of options.

Do not forget that, in addition to the occupation, the robbery of villages is also available to you. It brings good money, and also destroys infrastructure and increases discontent. In this way, you can spoil the life of the enemy by arranging constant raids on the borders.

Engage in construction

All provinces have capital, the maximum of which is the fifth level. To win, you must build buildings to eventually start producing elite soldiers.

But keep in mind that not all provinces have the same level, so not every one of them can produce the best soldiers. Therefore, before building, look into the tree and find out the limit of the province, and only then start building buildings. By the way, you are allowed to destroy unnecessary buildings if they interfere with you and do not bring proper profit.

The only thing is, do not remove the public order building (beer house in the Empire, the Boss's tent for the orcs, the refectory for the dwarves, the gallows for the Vampire Counts), on which the happiness of the population in the province depends. By the way, they can be placed in any settlements, even in those where maximum improvements are not available.

An effective siege is the key to success

In the previous parts of Total War, players often resorted to the tricks of the siege business, starting the shelling of the fortress from afar, as long as the rivals did not reach. In Total War: Warhammer, everything is different: any siege takes place within reach for both sides.

Attackers will have to run towards the walls, using a battering ram and ladders to overcome them. In short, the losses in this case will be large, but the pace of the siege itself has shifted to a faster side. Artillery, of course, is used in the same way, but no longer has the old combat power.

The defense, on the other hand, needs to destroy the siege towers, choosing the most vulnerable ones. The archers should attack from the walls, while the infantry should wait for the moment to sortie, or to fight after breaking through the walls.

Diplomatic pledges

Factions that are friendly to you will not be stingy with donations for you to start a war with their enemy. In general, especially skilled strategists can skillfully balance between war and peace.

So, a weak opponent will try to make peace with you as soon as possible by paying an indemnity. Accordingly, first you will receive gold from a friend, which requires war from you, and then from the enemy, which requires peace. The cycle can continue indefinitely and without loss to you.

Video: Basics of playing Total War Warhammer as an Empire


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