Total war warhammer 2 the most powerful units. Classic races of Total War: Warhammer

This guide details how to master the basic principles of gameplay. Below we will figure out what all the available game combat units are needed for and find out what functions they perform during the battle.

Types of warriors in Total War: Warhammer 2

One of the main figures in battle is the figure of the lord. His main task is to lead soldiers in battle. This is a kind of warlord in the game. The lord needs careful protection - throughout the entire battle you need to try so that he is not killed prematurely. He can also play different roles: you can make the lord a magician or turn him into a huge and clumsy monster.

Another interesting figure in the game is the hero. It can also perform various functions on the battlefield. In addition, these characters are great for solo combat. The heroes also cope well alone, even with several enemies. For those just starting to play, units designed for melee play are best. Sorcerers need a different approach, since they fight against the enemy mainly with magic, which they need to inflict serious damage on the enemy. They also use magical spells to imbue enemies and allies with various magical effects, both positive and negative. These combat units also need special protection - without them the team may be defeated.

Infantry, designed for close combat attacks, are quite effective in combat with other infantry units, but their disadvantage is that they do not cope well with attacks from monsters and mounted troops. Infantry, which are designed to fight higher-level monsters, are often used to break the defenses of enemy mounted units, monster units, and other special units. This type of troops can be easily defeated by infantry designed for melee attacks. Foot marksmen can also be used to deal damage to various types of enemies if they are in range. Such units are considered universal, but close combat is their weak point, so try to protect them as best as possible from any one-on-one battles with opponents.

Cavalry, or mounted troops, are considered the most mobile units in your combat unit. They must be used to attack combat units that are vulnerable to close combat. They quickly catch up and attack their enemies. Monsters are also a universal combat class. They are used for melee attacks and for air battles, such as destroyer squads that attack from the air. Artillery is the simplest type of unit, their damage is quite noticeable, but they do not fire very quickly and are therefore more suitable for stationary and slow targets. They also cannot defend themselves, and on the battlefield it is therefore worth surrounding them with units of a different type.

How to understand the panel with information on combat units in the game

The dashboard contains a lot of useful data. Try to observe it as often as possible and use it as often as possible. Studying the information panel is the key to a successful game.

If we talk about the health points of warriors, they can be increased with the help of special magic, and they are often restored by themselves. As for armor, the situation is similar. One of the statistics, called leadership, denotes the amount of morale strength your squad has. If this characteristic is low, then your army may be in danger of defeat.

Melee attacks determine how much damage you deal during melee attacks. Melee defense refers to how well developed your warriors are in avoiding enemy attacks. Weapon strength refers to the damage your main weapon inflicts on the enemy. There are two types of damage: units can attack opponents in normal and armor-piercing ways.

You can find out the exact data about each status by simply hovering your mouse over each of the parameters in the information panel.

Usually, in a battle against a similar unit, the team with more developed and high characteristics wins. If another unit does not interfere in the battle, then the more pumped warriors usually achieve victory. But there is a small chance that the stronger team may lose due to the random number generator. When selecting a unit, you can compare the characteristics of your army with the enemy's; to do this, you need to hover your mouse over their unit. Green tabs indicate those characteristics that are better developed in your units, and red tabs indicate weaker ones.

A characteristic called cost indicates the strength of your unit. Try to use only well-researched units. At the same time, you should know what type of troops they fight better against.

Another important detail is that the army must be divided into several parts. It is better to build the forward line closer to the center of the battlefield in order to protect several rear redoubts. In order for your unit to better repel attacks from the flank, you need to place units with the best characteristics on the sides of the field. It is better to place cavalry closer to the center immediately after the first line, and place squads of shooters and other warriors who deal damage in ranged combat at the rear of the troops.

Perhaps the best game in the world of War Hammer.

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

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

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

Official trailer.

The Not-So-Old World

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

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

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

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

War in the jungle and elves in the trees

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

However, there are also innovations.

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

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

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

Who is who

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

Skaven- The rat people of the Under-Empire, which extends beneath the entire known world. Rats have the weakest troops in the game. Even monsters and Wheels of Doom are relatively weak in clashes against similar units from other factions.

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

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

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

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

I love the smell of warpstone in the morning!

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

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

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

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

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 completing the campaign, 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 has an effect on almost every aspect of the game. No saves! The economy is weaker, costs are higher, natural (starting) enemies are stronger and meaner, friends are not very reliable, and neighbors are waiting for your mistake. A special imprint is the absence of a tactical pause and slowdown, which can easily lead to defeat in battle. It won't be easy, but we are not afraid of difficulties.

The brutality of the early game on Legendary difficulty is captured in the image to the right.

A little background on this move - we had to withdraw the army from Caelra to try to intercept the horde of beastmen.

The enemy on the left (yellow) holds two armies on the western border. Ratitch immediately tried to destroy our army, we had to retreat, letting the horde pass.

Norsca from the north took advantage of the lack of an army and plundered Caelra. Two armies of the “Bound” (dark elves) are sailing from the southeast. A horde (orange) walks among the lands, wreaking havoc and plundering the surrounding area.

Is anyone else surprised by the cruelty of the dark elves?

This article is based on the game of the Dark Elves, so the guide "Total War Warhammer 2: Dark Elves" is closely related and may be interesting to read.

We have added a small text walkthrough of "" with a slight lyrical twist. It describes the process of Malekith's company gaining supremacy to conquer their own land and gain strategic superiority. You might 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 it and conquer several neighboring regions. If you lose your army here, you risk being left without money and a chance to win.

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

2. Development

Increasing the number of armies and conquering the native continent (the strategic part of it).

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

3. Becoming

Development of the empire's economy, formation of armies using all available capital. Here comes to the fore economy.

4. Dominance

Let's go smash the enemies. This period seems to be mostly 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

If you want to complete the ritual, you will have to turn your armies to maximum defense of the cities, because the armies of chaos will not exchange themselves. They will simply destroy all life in their path. If our economy rests on these cities, then the empire can collapse like a house of cards.

To carry out the rituals, we will need relics, so we will have to surpass the mining speed of your rivals. It is unlikely that you will be able to outpace everyone. 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 disposition of armies, but also about the conduct of affairs. This is what will allow us to start expanding.

On Legendary difficulty it is much more difficult to expand for reasons of rebellion and strategic mobility (withdrawing an army weakens the borders).

Provincial rebellion is higher on this difficulty. Leaving the region without an army, order in it will decline noticeably faster, which will lead to rebellion. At the beginning of the game, expansion beyond the borders of the home region is contraindicated, since the order in it leaves much to be desired.

On a note: An army in a city affects 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 new rebellions. We can only hope that the enemy will not notice the weakness. Even being a strategic genius, the army is unlikely to be able to withstand six victories without a significant reduction in combat readiness.

UPD 1.41.1: Since the battles have become much more difficult, you should not rely on 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 the cities and the army nearby. Regional capitals initially have walls, which allows them to resist superior enemy forces, but ordinary cities do not have them. Any well-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 does not spare anyone. The main point of the walls is to give the army more time to defend the borders. This conclusion can be rephrased as follows: walls make it possible to keep an army more than one step away.

Advice: To be able to retreat, keep your army at a certain distance from the enemy. If you are close, once you can move away, 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 at first to undermine enemies and replenish the treasury with raids on enemy territory. Looting provinces will have a much more beneficial 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, this is impossible to achieve, since by withdrawing the army in any direction, we expose our 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 protect your rear.

On a note: Having declared war, peace can only be achieved after a series of victories.

It is best to outline a specific path for the development of the empire. As an example, you can go to the edge of the map (if your empire is nearby). This way you can be sure that the enemy will not unexpectedly attack you from the rear, and you can involve all the armies in the work. Another option is to use the seas, which is less reliable. Using mountain ranges is even less reliable, as some factions are capable of using animal trails. The world of Warhammer 2 is in constant global war. There is a chance that an army or even two will suddenly sail towards you, but the chance that the enemy will get stuck in a battle with a neighbor is greater, so there is room for maneuver.

Army

Legendary difficulty will veto strategic view in battle, minimap, pause and even slow speed. You will need to react quickly to the progress of the battle. You need to build an army in such a way that you are prepared for anything and know all the available abilities.

The first thing we must do is to create the most universal army from those troops that our civilization possesses. It should turn out to be stable, tactically mobile and efficient from the management side, because we will have to control it manually more than once. It is the army that is the key to our wealth and security in these turbulent times. Considering 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 will have to fight often, so losses of more than 20% of the army may result in the loss of troops after several battles.


Advice: If you see an opportunity to withdraw thinned units from the battle without much harm, do it. Damage distributed throughout the army is healed faster than restoring a barely alive squad of fighters. An auto attack by an army with such units is expensive.

The dark elf army, 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 capable of holding off a shooting attack, but we should focus on more than one nation in our passage.

Each available empire has its own strengths and weaknesses, so we must first pay attention to the bonuses of the faction and lords, and then to their skills and the strengths of the armies.

The initial stage may 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 shooting army. Its advantages lie in less necessary control (there is no pause) and an effective reduction in enemy forces before the start of the battle, which significantly affects their morale and, as a result, leads to a speedy enemy retreat.

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

We described the composition of the dark elf army in detail in the article " Total War: Warhammer 2 - Dark Elves"You can read about the strengths of each side in the corresponding guides.

Heroes should be dressed in the best they can find. Each effect must suit the specialty of the army, lord or hero. Each combat ability increases your chances on the battlefield, so it is advisable to use all available ones.

On a note: Dark elf lords can mount black dragons at level 18. Their power will increase 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 maintenance 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 can provide the best advantage over the enemy, but the complexity of the organization, the use of spells and the different heroes can confuse the player.

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

The army must have one magician and one duelist.

A mage can destroy enemy forces, support his troops, generally use magic for the benefit of the army... among other things, a mage can also be effective in a duel through spells, but this may be unwise due to the waste of valuable magic.

Duelists are capable of greatly ordering the enemy army, but their main goal is to hunt for enemy heroes. Having deprived the enemy of a general, the army would almost certainly take flight. By defeating the caster, you will noticeably reduce incoming damage. By destroying the monster, you will make the task of your army easier... I wonder if destroying monsters gives an advantage? The sight of a falling dragon should evoke a battle cry from the enemy army.

Warlords are stronger than heroes, so pay close attention to the progress of the fight.

Mage Lords are especially effective on the battlefield, as they share both functions and keep a free slot for another unit to choose from. The main thing is not to lose sight of the lord's health. Some of the most powerful spelllords are Malekith and Morathi, advice on their use can be found in the corresponding 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 targets for shooters, strengthen your warriors. The main thing is the effect. Try to concentrate on several spells to use them effectively.

Auto fight

We will talk about it briefly. Auto combat allows you to reduce company time. It should be used in two cases: you are greatly superior to the enemy army; You don’t know how to fight the enemy army, but you are quite superior in strength.

If the chances are equal or you concede, under no circumstances leave things to chance. Auto combat is merciless. The chance of losing the army is too dangerous. Look around the landscape. If you have nowhere to fortify yourself, think about it. If you retreat, will the enemy be able to catch up with you in full strength in the same turn? Will you find yourself 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 fight much better than if you enter the field. It can be assumed that this is due to the computer’s better maneuverability on the battlefield, which results in the archers being engaged in combat fairly quickly. Without a pause, achieving such agility is difficult.

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

On a note: The amount of experience you gain 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're lucky.

2. You're out of luck.

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

2. We were unlucky. We are constantly being attacked from all sides. It was as if the enemies had decided to tear us to shreds. It would seem that everything is bad, but even here there is an opportunity to get out.

The dark elves' bias towards trophies will play into our hands. The enemies will not send separate, weak detachments of fighters to us. Well-trained main armies await us. By breaking one, we will get a substantial jackpot in trophies, and improving the loot will allow us to increase profits through battles.

If we have the opportunity, it is worth visiting the enemy and plundering the neighboring settlement.

Having collected enough trophies, we will have to create an army, going towards a budget deficit. The most important thing is to calculate your 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 maintained until financial solvency, and then move on to the second stage of the company.

Lords on Legendary difficulty


The standard guideline for low content on legendary difficulty will not work and here's why. Let's look at the dark elves as an example. Difficulty imposes an increase in maintenance on the hero's army. Malekith's solid bonus of 50% upkeep reduction turns into... 20%.

The more or less adequate army, assembled from junior troops, has a content of 3450 (relatively speaking). Taking into account the manager’s full skill (-15%), 3000, which is removed at once by adding a second army (+15% for the maintenance of “all” troops). We can also add “respect and fear” (-8%) for a total of 23%, which will be 2650. For this we will need “just enough” 9 and 11 skill points, respectively. Maintaining a hero will cost this 8%.

At first, on legendary difficulty, you will not be able to afford to purchase a second army, so the reduced content will not give us a bonus to increase the strength of the army, only a few coins for pocket money.

UPD 1.41.1: The content is now adequately reduced so that 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 army command will result in... we'll estimate this to be a 10-20% increase in strength. Of course, an increase in strength will be transformed into a decrease in losses, but is 10-20% of strength worth so much effort...

Excluding special skills that will be useful one way or another: governing the country, transport, all that remains is magic. This is where our legendary spelllords are especially effective. The ability to greatly undermine the morale of enemies, beat manpower, or increase the power of one’s own units greatly influences the outcome of the battle, which is most effective in our situation.

Advice: Whenever possible, teleport for the legendary items. They provide a significant advantage. You can complete the game without them, but with them it will be noticeably easier.

It's difficult to say about the legendary warrior lords, since their combat skills may be inferior to magical ones, but everything should be approached carefully. It is possible that some lords' skills in commanding an army can make it more deadly than a fireball.

After acquiring the lord's maximum power in battle, it's worth thinking about the next benchmark. Strengthening the army could increase power, but reducing maintenance would have a greater effect.

Once your lord has maxed out his main army, your empire will likely make some profit. Coupled with the reduction in maintenance, this will give you the opportunity to hire a second army. In addition to the second army, the skill located in this branch will be very useful to us - rush attack. The ability to attack against only one army in the future game will be very useful to us, since the enemies also do not stand still.

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

Errors


There are 4 most painful errors when playing on legendary difficulty:

1. Lack of preparation.

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

2. Fatigue.

If you are tired, you react less to various changes in the situation. A game is a game. Your brain knows this. Your consciousness will prefer to relax, saying, “Okay, 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 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 required for a general company. The effect here is rather entertaining, since there is not much direct income from them.

Let's say, after you have set up a decent economy, you finally start accumulating funds and you want to use heroes in someone else's war. The only point here is curiosity, whether it will 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 lead to increased company time. Your heroes will be far from the army and will not be able to directly influence the outcome of your actions.

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

A trick to reduce the replacement of losses by the enemy army

This trick has 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 reduction of loss replacement. Thus, the enemy army will be stunned and weakened. You can use this time to accomplish some strategic goal or retreat for reinforcements (replenishment).

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

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

Best Legendary Lord

You have two options for legendary lords - Mazmamundi, the caster of Slaan, or Krok-Gar, a general of the old blood, focused on close combat and bonuses to adjacent 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 going for it as a new player. It allows you to access an additional Sly Mage Priest and offers reduced Ritual costs. But he's also terrible at diplomacy. However, many of his long-range spells more than make up for this.

Geomagnetic network

Regardless of which lord you choose, the Lizardmen's big advantage is the Geomagnetic Network, which connects the cities in your provinces with magical powers. It's incredibly useful, so you should always beat the web host area whenever you can and update it constantly.

Various settings for the Network give you colossal bonuses if you pump them up to the fifth level. To improve it to its highest point, you need to maintain nodes connected to cities with equal geometric strength, and maintain your relationships with neighboring settlements. Don't forget to create Geomagnetic Markers and Magnets in cities that are also not connected to the Network.


Always ensure that capitals have space for geomagnetic structures and upgrades. If you regularly add and upgrade the network, 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, destroying the Skaven and Skeggi, but ignoring the Empire in the south or gaining diplomatic relations with them.

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

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

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

Be sure to complete quests in the early game to earn gold and Ancient Plaques, as you will need them for rituals. In particular, be sure to rush towards the quest Mirror, Mirror to create a treasure trove at the search location, and a steady flow of plaques.


Whenever a ritual is performed, random Chaos forces will appear behind your provincial lines near the cities hosting the rituals (or nearby cities that are not protected). 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 protect your cities during this time.

On the expansion front, you can mostly ignore frozen regions as places to hide, since lizards will see public order drop in 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, be sure to take into account the level of upkeep and costs associated with your expensive armies. So create economic buildings and do what you can to conserve gold.

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

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



Total War: Warhammer already differs from its predecessors in the Total War series in that it affects the great Warhammer universe. This leads to a simple fact: both their old fans and lovers of chaos, gnomes, elves, and so on will play the new creation. However, the latter, unexpectedly finding themselves in the vast battlefields of Total War, will encounter considerable difficulties, primarily in the mechanics of the game.

You are probably familiar with “Total War” firsthand and know all the features 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 made some simplifications, making the game a little more casual.

Instead of the standard manual tax settings, there is now a single on/off button in all provinces; the short time period also alleviates concerns about the age of the rulers or the winter campaigns during which armies are so thin.

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

Even the most avid Total War fan cannot cope with such a cluster of innovations right away, so let’s look at some of the game’s features in order to lower the so-called entry barrier.

First time

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

But being a pioneer, don't bother with it and just pick whatever side you like. Set the difficulty to the lowest level to easily learn the basic mechanics.

If you are familiar with, then you should be close to the companions who so ardently participated with you in saving the world. Total War: Warhammer also features them, accompanying your hero, and various items that he can equip to enhance his strength. Do not underestimate their usefulness - perhaps it is the lack of assistants that will play a key role in your defeat.

Do not trust anyone

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

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

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 be restored and will be able to appear in full force in a new battle.

After a few turns, you will have studied your opponent. It is quite possible that after a couple of defeats he will begin to demand a measure, offering some kind of concessions or money.

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

Preparing for battle

Troop deployment plays a key role in the upcoming battle. You must place infantry in front of the riflemen so that they are not defeated by the enemy. Cavalry, of course, needs to be placed on the flanks.

The leadership bonus from generals is very useful for a lightning strike and a quick end to the battle, so place them in the center.

It makes sense to place the vanguard on neutral ground, right between your and the enemy armies. This will be especially useful if the vanguard includes units such as dwarven miners or goblin riders, which can be hidden in the forests.

Don't forget to place at least one unit near the artillery, as the enemy can bypass you and hit it. Often the enemy sends air forces to your artillery, for example, bats (Vampire Counts), which is incredibly annoying.

Control the expansion

Having captured 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 capture everything in the area, as you risk running into problems of 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 small, as before.

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

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

In addition to the problems of protection due to uncontrolled expansion, you will also face internal threats. So, even the Vampire Counties have peasants who pay them taxes, living near Gothic castles.

You will have to please your hard workers by building buildings for happiness, and garrison all the provinces with unrest. Without taking care of internal affairs, you risk running into an uprising.

Future plans

Think before you go to war. Apart from the strength of the enemy, you must consider what you actually have to fight for. There is no point in capturing any settlements, since collectively they make up different provinces. Therefore, initially it is better to capture all the settlements belonging to your provinces, since control over 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. Having satisfied the happiness of the population, switch the Commandment to population growth or income - there are plenty of options.

Don't forget that, in addition to occupation, you can also plunder villages. It brings in good money, but also destroys infrastructure and increases discontent. In this way, you can ruin the life of the enemy by organizing constant raids on the borders.

Get involved in construction

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

But keep in mind that not all provinces have the same level, so not all of them can produce the best soldiers. Therefore, before construction, look into the tree and find out the province limit, 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 building of public order (beer house in the Empire, Boss tent in the orcs, refectory in the dwarves, gallows in the Vampire Counties), on which the happiness of the population in the province depends. By the way, they can be installed in any settlement, even in those where maximum improvements are not available.

An effective siege is the key to success

In previous parts of Total War, players often resorted to siege tactics, starting shelling the fortress from afar, out of reach of their opponents. In Total War: Warhammer, everything is different: any siege takes place within the reach of both sides.

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

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

Diplomatic pledges

Factions that are friendly to you will not skimp on donations for you to go to war with their enemy. In general, particularly skilled strategists can skillfully balance between war and peace.

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

Video: Basics of Playing Total War Warhammer for the Empire


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