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

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.

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

Part - 1: Campaign Map and Heroes

Total War: Warhammer 2 campaign tips

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

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

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

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

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

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

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

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

Total War: Warhammer 2 useful tips for beginners

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Part - 3: Factions

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

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

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

Element - 1: Correct Army Position

How to reduce corruption in Total War: Warhammer 2?

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

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

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

Element - 2: Army fatigue

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

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

Part - 5: Provincial development and climate

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

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

Element - 1: Development of settlements

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

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

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

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

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

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

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

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

Element - 2: Provincial capital and settlements

Guide to economic development inTotal War: Warhammer 2

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

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

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

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

Element - 3: Types of buildings and their improvements

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

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

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

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

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

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

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

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

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

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

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

Element - 4: Provincial climate

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

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

A guide for beginners. How to win the campaign in Total War: WARHAMMER 2 (II).

NOW IN RUSSIAN LANGUAGE! Text version and voice-over video. Everything for beginners))

Welcome to this video guide that will teach you to understand what is happening on the battlefield and will help you win. We'll talk about different units and their characteristics.

Let's start, of course, with the Lord - this is the most important piece on the board. They can range from light mages in togas to huge armored monsters.
Their main task is to lead the army, so you must protect them and not let them die in battle. The greatest danger to a lord comes from enemy lords. Try to stay away from them.

Heroes, as well as lords, can be very different; in any case, they are your best choice if you need to destroy enemy characters or dangerous troops.
Mages should not be thrown into melee combat because their main strength is in magic - causing damage and weakening the enemy, strengthening and healing your troops. They can do anything, but most magicians are weakly armored and not particularly good in hand-to-hand combat, so they need to be carefully protected and protected.
Melee infantry are your main killing force, excellent against any type of infantry, but they are quite vulnerable against monsters and cavalry so should be avoided.
Melee infantry with polearms is essential on the battlefield to deal with large targets. Basically these are kopecks which can be used against monsters, cavalry and flying units and other large infantry. But they are vulnerable against any foot melee with various swords and axes.
Missile infantry can have many different uses on the battlefield. They can deal damage to any type of units but they are also vulnerable against any melee units and need to be protected from attacks, especially from enemy cavalry which is very effective against them.
Cavalry is a highly mobile part of your army. They can protect your troops and attack the enemy. Flank and rear attacks, destruction of riflemen and artillery personnel are especially effective. The main threat to them is infantry with polearms - spearmen, halberdiers, and so on. Stay away from them.
Monsters can have very different types - small groups, single huge creatures, agile flying units, but they are all very dangerous. They easily crush your infantry, but you need to try to keep them away from infantry with polearms. Arrows, bullets and shells are also very effective in fighting monsters.
Artillery inflicts great damage on the enemy long before he enters the battle. It is capable of hitting any target, but is most effective when firing at large concentrations of infantry, but beware - artillerymen cannot defend themselves in hand-to-hand combat, so be prepared to defend them.
So what makes the Uints what they are and how they fit together.
Information about the unit is written in the information panel - the number in the squad, the number of hit points, as well as various characteristics and abilities. you need to understand what they mean in order to play Total War effectively.
Hitpoints determine the amount of so-called health - how much damage a squad can take. They can be added or subtracted by buffs and debuffs.
Armor determines the degree to which a unit is protected from damage. The higher it is, the less damage the unit will receive from enemy attacks.
Morale determines how strong a unit's fighting spirit is and how steadfastly it will withstand blows. If morale is low, the unit may flee the battlefield.
Speed ​​- determines how fast a unit moves across the battlefield. Accordingly, the more armored a unit is, the slower it is.
Melee attack determines a unit's chance to damage an enemy in melee combat, the chance to hit an enemy. The higher it is, the more damage the enemy will receive as a result, because his defense will be broken more often.
Melee defense determines a unit's chance to dodge or block an enemy's attack. Accordingly, units with a high score will receive less damage and can fight much longer.
Another important indicator is Weapon Strength. This indicator will determine the amount of damage inflicted on the enemy upon a successful strike, i.e. breaking through his defenses in close combat. The indicator is summed up from base damage and armor-piercing damage.
Onslaught or charge is a bonus that adds damage during a quick attack, so to speak, “on the run.” However, it only works if this condition is met. For example, a squad of knights can be repeatedly withdrawn and launched into an attack with their lances lowered. But when the knights stop after a hit, subsequent weapon strikes do not have this bonus.
Now you know what the characteristics of units in battle mean
Now let's talk about the importance of armor-piercing weapons.
The armor-piercing power of a unit's weapon can be determined by the cuirass icon that appears next to the Weapon Strength number. If you hover your cursor over it, in the drop-down window you can see exactly how many units of base damage and armor-piercing it includes.
Units with a high armor-piercing rating are the best choice for fighting highly armored opponents, because despite the powerful armor, the enemy will receive more damage for each successful hit. In this case, the base damage will not fully penetrate the armor and cause damage.
You can see many more symbols when viewing a block of information about a unit - you can hover over them yourself, read in the drop-down tips what they mean and think about how this can be used on the battlefield. go for it!
Now that you know what it all means and understand the strengths and weaknesses of each unit, you can begin the battle.
As a result, each of your units will collide with an enemy; you can use a hint comparing the strength of your and enemy units.
So my White Lions went out to battle against the executioners of Khar-ganeth. I selected my Lions and hovered over the executioners. You can see that bookmarks have appeared in the information panel, which show the advantages and disadvantages of my squad compared to the enemy. green is what the enemy is superior in, and red is inferior in what.
We see that executioners have more armor, morale, weapon power and attack. Lions surpass them only in speed and melee attack. The melee defense of both units is the same.
Based on this data, I can predict that the executioners will defeat the lions, and so it happens.
It should be noted that executioners are more expensive and this is a good indicator of the quality of the unit, but this does not mean that the more expensive unit always wins. If I had used some auxiliary units on the battlefield, the Lions could well have emerged victorious.
So you need to understand which units are best to use in a given situation, how, when and where to place them. You should also remember the characteristics of the faction with which you will be fighting,
For example, if I'm going to fight lizardmen, then I just need to take with me more units with polearms that have a bonus against large enemies. Because they have many such large and strong lizards.
If I'm facing high elves, I know they have a lot of ranged archers so I need something to neutralize them with.
The Skaven tend to push numbers, so I'll need a lot of cheap infantry to be able to hold off this avalanche.
The dark elves have a lot of powerful melee infantry, so I'll have a better chance of success if I hire more cavalry for flanking and rear attacks.
In general, as you already understand, you need to take a flexible approach to the formation of armies, depending on the theater of operations and the intended enemy.
Finally, let's look at the basic structure and the concept on which it is based.
The army can be conditionally divided into several parts.
The main body forms the front line in the center of your position. These are usually polearm warriors or swordsmen ideal for holding the front. Their task is to create a monolithic line into which the enemy cannot break through.
the left flank should be protected by more mobile units that, if necessary, can overturn or repel a flank attack or simply hold back the flank from the enemy’s onslaught.
The right flank has the same function. It usually makes sense to place spearmen and cavalry on the flanks.
Behind the backs of the warriors holding the center, you need to place shooters and everything that needs protection. Of course it’s safer here than at the front. A little further it is necessary to place detachments to protect the riflemen and reserves that will quickly respond to flank and rear attacks.
This is a basic formation and you need to understand the place of each unit in the formation, in supporting each other.
After all, the morale of soldiers greatly depends on whether the rear and flanks are covered. We must always remember this.
After all, the beauty of Total War is that you can recruit a variety of units, form a variety of armies and try different strategies on the battlefield.
So don't be afraid to get creative and experiment.

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

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

Forces of Order

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

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

Sigmar ruled long and wisely, and sent everyone who disagreed with this into the cold - to cold Norsca. The leaders eventually became counts, the small village turned into the capital, and in the memory of people this time remained a golden age.

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

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

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

The Empire and Bretonnia are friends with most human states (especially the cranberry-Slavic Kislev). Together with Tsar Boris, riding a bear, and his hussars, Imperial crossbowmen stopped armies from the Chaos Wastes on more than one occasion. The skill of engineers allowed people to build powerful artillery: Karl-Franz's guns surpassed even the dwarves in caliber and efficiency. Knightly orders have learned to tame pegasi and demigriffs, and the emperor himself enters the battle, diving on a griffin.

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

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

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

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

In Total War: Warhammer 2, hard workers will join the forces of Order lizardmen and majestic high elves.

Forces of Chaos

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

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

The influence of Chaos is strongest in the north, where the land gives birth poorly and the inhabitants prefer to take theirs by force from their southern brothers. Barbarians Norsky accepted the gods of Chaos as their supreme patrons and enter into battle without fear of losing: they have nothing to lose. Those of them who hear the call stronger than others begin to change. Their horns grow, their eyes turn black (or are covered with a veil), the need for food and water becomes a thing of the past. Clad in heavy armor, Chaos Warriors are capable of withstanding an entire squad's attack before falling silently onto the battlefield.

At the start of the game Total War: Warhammer, the End Times is closer than ever, and if the champion of darkness and the Lord of Chaos, the powerful Archaon, cannot be stopped, all the dark prophecies will come true. Hordes of Chaos, powerful demons embodied in people's worst nightmares are marching from north to south.

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

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

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

Forces of destruction

Where civilization ends and where the tentacles of Chaos have not yet reached, lies the land greenskins. This name refers to several closely related races: orcs, goblins, snotlings, trolls and giants. In the early editions of the board game, most of them were part of the armies of Chaos, but they were very quickly identified as an independent force.

It was Warhammer that introduced the fashion for green orcs: in Tolkien and in Dungeons & Dragons they are predominantly brown and gray. Taller than a man, with huge, toothy snouts, these creatures are distinguished by their phenomenal vitality. If an orc's arm is cut off, all he needs to do is apply it to the wound, and over time it will grow back.

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

Another Orcish tradition is to put all the trophies in a big pile. In the Empire, they still talk in whispers about Gorbad Ironclaw, a leader equal in strength to Sigmar himself. According to rumors, the treasures he looted were piled up higher than the mountains. And in the orc language there is a word WAAGH, it is not translated into any human language and means something between war, pilgrimage, favorite work and drinking in nature.

Total War: Warhammer 2 will feature another representative of the forces of destruction - the evil ones dark elves.

Undead powers

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

Sylvania, where the most terrible undead of the Old World live, has always been a gloomy land. Back in the days of Sigmar, bandits and renegades gathered here who did not want to join the Empire, and after warp stone rained over the province, everything became even worse. The dead rose from their graves and devastated lonely villages; cultists, necromancers and other dashing people settled in the foggy principality. But Sylvania became truly creepy during the reign of Vlad von Carstein and others vampire counts.

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

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

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

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

Division into factions is a very arbitrary thing. Nothing prevents the Imperials and Bretons from waging a long war of extermination, and the greenskins are constantly fighting with the Norsca tribes. Choose for yourself who to lead into battle: orderly ranks of spearmen or a screaming band of berserkers. Take a closer look at new factions, but don't forget about old friends as you conquer the shores of Ulthuan and Naggaroth.

All games in the Total War series involve both the use of global strategy in the campaign and targeted tactics in battles. In the previous one, we looked at the strategic side of all the new races in Total War: Warhammer 2. In this article, we will look at the tactics that you can use in the battles of this game.

Tatar trap

This technique was often used by the Mongol-Tatar armies. One fast squad moves forward to act as bait. The rest of the army waits in ambush. The decoy unit moves forward, attacking the enemy and causing some damage, and then retreats. The heated enemy rushes in pursuit and does not notice how the trap slams shut. Your main forces are ambushed from all sides, and the enemy only helplessly watches his defeat.

The technique itself, however, is not the simplest, although it is effective. If you use rifle units in an ambush, be sure to turn off their shooting without orders, as they can reveal the location of your main troops in advance. Cavalry are best suited for this tactic because they have the most flexibility in combat.

Workaround maneuver

In this tactic, you will need a main army with good defense and several fast units for the maneuver itself. Place the main troops in the center, and in ambush, away from them, place units for maneuver. The enemy is attacking a large concentration of your troops, but while your troops are holding out, the ambush troops very quickly bypass the enemy from behind and hit the stunned troops in the rear.

The maneuver is not very difficult to execute, but it is necessary to hit the enemy’s rear before he has time to react and deploy his troops to meet the ambush squads.

Stretched defense

It helps if the enemy has fewer troops, but at the same time they are more powerful than yours. Everything is simple here. Distribute your troops on the widest possible front. The enemy will not be able to cover the entire battlefield, which means that your units that have not been attacked by the enemy will be able to easily hit him in the rear while he is busy fighting with other warriors.

The technique is very simple and anyone can do it. But remember, the number of enemy troops should not exceed the number of your troops.

All-round defense

If the previous technique helps when your army has a numerical superiority, then the opposite is true. Line up your troops in a rectangle so that there are spearmen or other melee units on the outside, and ranged troops and the lord inside, under protection. The enemy will not be able to attack you from the rear, and the effects of the lord will spread to your entire army.

The technique is very simple and does not require anything at all except that your units are stronger than the enemy units.

Attack tactics in a siege

The best tactic is to distract the enemy to one side of the wall with a siege tower and a small number of infantry, while your main forces, led by monsters, attack the gate that is located further from the distracting units. After the gate is broken through, move the horsemen there and attack with all your might, breaking through to the central square. Capturing it will bring you victory in the siege.

If there are no monsters in your army, you can use siege engines (for the Skaven) or a simple battering ram, but there is no guarantee that it will reach the gate.

The tactics themselves are simple and almost certainly ensure victory, but at the same time require significant funds to produce such an army.

Siege Defense Tactics

Place all melee and ranged infantry on the walls. It is best to leave the riders in the evil of the gate, since they are not so susceptible to attack by pressure. On the streets leading to the central square, place more cavalry and existing monsters. In the central square, leave the heroes and the lord, as well as one or more squads of horsemen, who will serve as a reserve if things go wrong.

If there are no cavalry or monsters, place melee infantry in a dense formation, if possible with the support of siege equipment.