Total War: Warhammer 2 is great. The Creative Assembly has elegantly streamlined the game, introduced an excellent new campaign structure and done a tremendous job of realising four exciting factions from the OTT world of Warhammer. We like it so much we gave it 92 in our review.
For new players the game explains itself better than any other Total War to date, through detailed tooltips and sensible campaign introduction tutorials. It is a complicated game, however, and some systems (I'm looking at you, corruption) can pop up and disrupt your campaign out of nowhere. I've addressed a few of these elements below with brand new players in mind.
Learn your army in custom battle
You do need a short winning streak of battles to get a campaign off the ground. If you struggle to take your first province, or do so too slowly, you risk falling behind in the grand race to control the vortex. Total War: Warhammer 2 is forgiving during the opening stretch, but a campaign isn't the best place to learn an army and experiment. Plus, how are you supposed to know what to build if you don't know how the units you're unlocking really function?
So, jump into skirmish against the computer in custom battle mode and get used to your army's units right away. Just how tough are those High Elf spearmen really? Can a dinosaur with a laser cannon on its back tank a hundred clan rats? I have found it useful to focus on a few core units that work efficiently to form the backbone of an army. Then I like to find a few high level units I like so I can later aim for them in the campaign.
There are some cool story scenarios to play too. These are a good way to learn the controls, and they show you what a balanced force can look like. There's no substitute for picking your own units if you're trying to learn a force. A few hours of experimentation in custom games could save you many hours during a campaign.
Look past a campaign's starting difficulty
In typical Total War fashion each campaign has a difficulty rank to let you know how tough that faction's starting position is on the world map. It's tempting to jump into the easiest starting position, but there is more to the choice than this. Though it's wise not to opt for a hard campaign straight away, it's worth bearing in mind each faction's tricks and play style before you choose.
If you play as High Elves in Teclis' 'easy' starting position you find yourself in the heart of the High Elf island of Ulthuan. It's a beautiful land of rainbows, huge magical vortexes and fortresses positioned in easily defended mountain passes. As starting positions go, this is as good as it gets. However the High Elves are an elite army that relies on a relatively small number of vulnerable units that can deal a lot of damage. Their research tree is the most complicated of the set. Plus their special ability to manipulate enemies through trade is also more abstract than, say, Skaven, who can bring up units from beneath the earth in corrupted territories, or the Dark Elves, who can spawn enormous black arks to harass distant enemies.
If you have played Total War games before then the organised blocks of infantry in a High Elf army will feel nice and familiar, but I would be tempted to recommend the Lord Mazdamundi Lizardmen campaign and even, perhaps controversially, the Squeek Skaven campaign. Mazdamundi's starting position is very friendly to the Lizardmen. Once you've seized your province you can ally with the cheerful human faction south of you and then raid the weak Dark Elf forces to the north. Lizardmen units are more fun than Elves because they have dinosaurs and giant frogs that cast magic. This is a fact even though Jody will fight me over it.
The Skaven Queek campaign is a tough prospect for a newcomer, but it's a lot of fun if you don't mind taking some punishment and want to think like a Skaven warlord. Taking the starting province is dead easy because you just set up in a series of ruins, however you face constant raids from a High Elf island nearby and from treasure-hunting Lizardman fleets. There are a bunch of Skaven clans to the east that will fight hard for the warpstone source in that area of the map. It's a game of scrabbling from settlement to settlement. Raid aggressively to keep your food supplies up and smother enemy territories with corruption. This is the way of the horned rat.
The Dark Elves are interesting too. They get more powerful when more things die in battle, they have cool monsters and Malekith is a powerful general. Sadly, I find Malekith's starting position a bit dull. You're dropped into the frozen North far from the sea, surrounded by independent states and ruins plagued by Skaven. Once you do get onto the ocean Black Arks are amazing. These ominous seaborne fortresses are cities in their own right.
Check which buildings you need for research
Most of Total War: Warhammer's factions need to construct buildings to unlock paths on the technology tree. This does a neat job of tying building, tech and unit production into one interlocking system, and it gives each faction characterful approaches to R&D. Lizardmen—magical demons and masters of the universe—have loads of mystical buildings that unlock short sprints of technology. Skaven instead start learning new tech when they've built a couple of tier-three buildings (though note that you can found a settlement at rank three if you have enough food for a shortcut).
Whatever faction you decide to start with, open up their tech tree on turn one and mouse over the little red icons attached to technologies. These will tell you what you need to build to start researching that discipline. When you know your tech buildings you can plan to leave spaces for them in your provinces. If you don't want to worry about any of this, go with the Dark Elves. They can plunge straight into the research tree with a simple payment. That's sorcerers for you.
Look out for corruption
Chaos and the Skaven infest the lands they occupy, changing the very nature of the Old World to suit their gods. Corruption is displayed as a percentage value in each territory and you may even notice the land changing in appearance as Chaos warps your home into a lava-strewn hellscape.
If a land becomes too corrupted your armies start to die off, public order takes a massive hit, and and you're pretty much screwed. Chaos corruption can spread very aggressively (much more quickly than the first game, it seems) and because wrangling corruption is a slow process, prevention is better than cure.
A territory's info card on the bottom left of the screen gives you a useful breakdown of all of the factors influencing corruption in that region. Your methods for dealing with corruption vary from faction to faction. Look for hero skills and buildings that improve your quotient of untainted land. Note that you can level up the same hero skill multiple times, so you can create heroes dedicated to hoovering up corruption wherever they go. Multiple hero effects stack as well, so if you have a serious corruption problem a reactive cluster of heroes might help.
Of course you might play a faction that enjoys rolling around in corruption, in which case look for buildings and heroes that spread more of the stuff. It's fun to load up Skaven heroes with pestilence and send them raiding in enemy territory where they can steal food and spread rot at the same time.
Chaos invasions become powerful quickly
In Total War: Warhammer 2 the four major factions are performing rituals to influence the roaring vortex at the centre of the map. Every time you successfully perform a ritual Chaos invades your lands. In my experience the first invasion is easy to bat away, but Chaos attacks with much greater power with each ritual performed.
I was caught out in one campaign when I decided to let my garrisons and an army of magically summoned wild dinosaurs defend my lands while my main army was marauding abroad. A collection of rampaging Chaos armies stole away several cities before my mighty Slann returned to crush them. The best defense is a strong economy that allows you to sustain multiple armies, but if you like to gamble you can build defensive structures that grow the garrisons automatically stationed at your cities.
Merge units, and be careful about raising a second army too soon
Unit upkeep costs are a big deal. Raising a second army of noteworthy strength can wipe one or two thousand gold off your incoming gold total per turn. If this puts you into the red then be prepared to disband individual units from your armies to balance your economy. This is especially painful if you're having to disband battle-tested forces that have earned veteran bonuses.
Merging units is an efficient way to cut costs. If you have two half-strength units of clan rats after a battle, consider merging them by clicking one, shift-clicking the other, and then selecting the merge command from the tiny pop-up menu. Now you're only paying for one unit rather than two. You can always hire another unit of clan rats later when you have more cash coming in.
There are lots of ways to make money. The safe way is to build a bunch of money-making buildings and spread them across your empire. If you would rather use those building slots for other things then you can be a pirate instead. To do this plunder nearby lands in raiding stance, defeat enemy armies and extort as much money as you can from the aftermath, and sack cities every so often to empty their vaults. Look out for bonuses in your hero skill trees and technology trees that increase the percentage of gold you get out of combat engagements and plundering settlements.
If you're a charismatic faction like the High Elves, trade can also bring in a lot of cash. Talk to everyone and try to establish as many trade agreements as possible.
That's enough to be getting on with for now. It is still difficult to quickly discern what minor variants on units really do in the game, but the best way to fix this is with experimentation in step one. With a bit of training you'll have control of that vortex in no time.
It’s possible to lose Total War: Warhammer II’s vortex campaign even if you have the biggest empire, and we can expect the deepest storytelling in the franchise to date.
We played the early stages of the new campaign. Read about what’s changing in our Total War: Warhammer 2 campaign preview.
We’ve known for a while now that the main campaign in Total War: Warhammer II is a fight for the Great Vortex at the centre of Ulthuan, the High Elves’ homeland. Each of the four core races have a unique ‘ritual currency’ which you’ll race to accrue. When you have enough, you can cast rituals to influence the Vortex.
Those are the broad strokes, but we asked lead writer Andy Hall about some of the finer points at Gamescom today.
It takes five rituals to win the game, but “even when you cast your fifth ritual, it’s not over yet,” Hall says. The fifth ritual triggers a battle that’s “kind of like an end of game boss – it’s basically gonna be the biggest Total War battle ever. And you’ve got to participate in it.”
If you’ve cast the fifth ritual, the other races will send armies to stop you (see our campaign preview for more on how this works), “but if it’s another race, you’ve got to go and stop them, because if they then win that battle, it’s game over – this is the first Total War campaign where there’s a game over screen. So, literally, you can lose this campaign, even if you’ve got the biggest empire.”
This affords developers Creative Assembly two opportunities: to maintain tension throughout the campaign – addressing the dull late-game steamrolling that Hall concedes has been a long-standing criticism of Total War – and to deliver some story. As a former writer with IP holders Games Workshop, Hall is obviously very excited about that.
“When game director Ian [Roxburgh] was first pitching Warhammer, one of the design pillars was narrative. You have this rich history of Warhammer, 30 years of cool IP, and we wanted to bring it in in a story sense. The caveat to that is we can’t put the player on rails, or interfere with that sandbox gameplay that Total War is famous for.”
Accordingly, Hall hints that the Vortex campaign will differ between the four races in more ways than simply renaming their ritual currency, particularly with respect to the final battle, but he isn’t giving anything away.
“There might be certain reveals there that, hopefully, will blindside some players,” he says.
It’s just over a month to go until Total War: Warhammer II releases on September 28. For more details, or to pre-order, head over to the Steam page.
Total War WARHAMMER Update 2
Total War: WARHAMMER – Update 2
Due Live on 28/07/16
Update 2 is designed to add further polish and tweaks, fixes some notable gameplay issues and brings our second pass at unit rebalancing. Some notable changes include UI scaling for high-resolution displays, performance enhancements and visual improvements for NVIDIA users, and the introduction of the new Siege Attacker trait, enabling armies with Siege Attacker units to immediately initiate sieges without building dedicated siege equipment.
A huge level of customisation is now available in Custom and Multiplayer battles. When building your army you can now choose individual spells, items and abilities for your characters. These additions will increase their cost, but provide a level of granularity, individuality, and can skew their battlefield role to suit your playstyle.
New Content
A host of new free content is made available via this update, including the Empire Amber Wizard hero, The Lore of Beasts, The Beastmen as new and terrifying AI-opponent in the Grand Campaign, and four new Custom and Multiplayer battle maps. Sarthorael The Everchosen, the Chaos Lord of Change, is also now available to use as a Legendary Lord in custom and multiplayer battles. Full details on this content can be found in our Free Content Update Blog.
FactionsChaos Warriors
Sigvald will no longer bleed when the Blood Effects are enabled
When Chaos Warriors respawn, they now correctly respawn in a state of war against with the same factions as their vassals
The Chaos Invasion and Doom Tides events can now no longer occur on the same turn, which previously prevented Archaon from entering play
The Chaos Invasion event will now not be shown repeatedly
When AI-controlled Chaos Invasion event occurs, Norscan factions will no longer war among themselves
Script alteration to ensure Chaos Invasion event doesn't happen too late or not at all
Azazel The Despoiler now displays correctly in the Chaos Tomb Blade quest UI
Subjugation now correctly contributes to Sigvald The Magnificent's unlock requirements
Fixed an issue where seams were showing on Chaos Spawn
Chaos Spawn claw animations improved
Greenskins
When Azhag dons the Crown Of Sorcery, it cannot be removed!
Orc Boar Boy Big 'Uns Unit Info now displays Anti-Large since dey 'av bigga choppas than da boyz
Savage Orcs now use more torso variants
Unit transfer fightiness bonus is now applied more consistently
Greenskins Shaman's Hovel building now correctly affects recruitment slots
Fixed a bug where fightiness wouldn't always increase after a victory
Army size for Waaagh armies will now display correctly in the Campaign forces panel
Dwarfs
Fixed an issue where the Organ Gun would have to turn 360 degrees before moving
Dwarfs now consistently raise shields to protect from incoming projectiles
Gold Sickness trait now restricted to Dwarfs only
Ironbreaker's blasting charges now no longer move to model's other hand when in idle pose
Ungrim Ironfist's armour piercing bonus from his Dragon Slayer ability will no longer clip into the Weapon strength text on the Unit Details panel
Steam from Gyrocopters will no longer change colour during Subterranean Battles
Vampire Counts
Blood Knights and Black Coach added to Raise Dead pool
Improvements made to tooltip text explaining Raise Dead feature in the Campaign
Rival Necromancer event now restricted to Vampire Counts
Blood Knights no longer clip through their mounts
Fixed an issue where seams were showing on Zombie units on low graphic settings
Fixed a bug where Mannfred was not given Unique Items after winning Quest Battles
Fixed a bug where the Necromancers leg would clip through his tunic during his death animation in battle
Empire
Fixed a bug where the Luminark of Hysh would take 3x the amount of damage as each entity on the model was taking damage from the same source
Empire halberd thrusting animations realigned
They'll show up as unknown objects if you open the map in Doom1 format, but they should still work in ZDoom based ports. Doom 1 hell knight movie. Just load your edited map alongside the pwad containing the Doom2 resources, and bam, Doom2 stuff in Doom1.
BattleGeneral
Fixed a bug where enemy units would remain hidden until around 10m away
Fixed an issue that prevented cumulative resistance caps applying, enabling some units to become immune to damage
Limited use items will now display the remaining duration whilst active in Battles
Updated the rallying Battle mechanic to require units to have more than 0 Leadership before they are able to rally
Fixed an exploit that would allow the player to use ranged attacks without expending any ammunition in Battles
Unit card health indicators will now display correctly when fighting battles with a very large amount of units
Fixed an issue where unit cards were not being deselected if the player moves the mouse off of them whilst the unit is taking damage
Fixed a bug where explosion damage was not being applied to all entities
Camera mode now uses standard camera setting when loading in to campaign quest battles
Default deployment zone sizes adjusted for custom battles
Defenders in Ambush Battles will no longer briefly see the terrain and enemy army before the screen blacks out
Improved Battle AI behaviour when the entire opposed army consists of a single Lord
UI
UI scaling slider now available in options to support high-resolution (e.g. 4K) displays
Units with magical or flaming ranged attacks (such as Irondrakes or Flame Cannons) will now have this property displayed on their Unit Info panel
Battle tooltips will no longer flicker when refreshing abilities are being applied, for example Chaos Warhound's Poison! debuff
Pressing the ESC key whilst in Cinematic mode will now exit Cinematic mode
Updated the UI when spectating/watching a replay to no longer display unnecessary UI elements
Unit markers in battle (e.g. when dragging formations) are now visible on top of passable shallow water
Improved text for objectives during several Quest Battles
Abilities/Spells
Spell casters in Siege Battles will no longer attempt to use projectile spells on units if their line of sight is blocked by walls or gates
Changed Direct Damage spell damage-chance to factor in duration and frequency
Fixed an exploit in Battles that allowed the player to cast multiple magic missile spells without having enough available mana
Spell miscast chance now working accurately
Improved some of the targeting visualisation / effects for unit abilities in battle
Improved targeting UI for several spells
Rebalanced several upgraded spells that could potentially kill Lords in one or two casts
Blasting Charge VFX will no longer float in mid-air when attacking Giants with them
Upgraded Soulblight now has the increased effect duration applied
Standard variant of Wind Blast spell will no longer do more damage than the upgraded variant
Tweaked effects of upgraded version of Transmutation of Lead
Maps
Updated Burial Mound of Grudsnik map to fix an issue with inaccessible terrain.
Collision areas cleaned on Karak Ungor
Snow effects will now play at the maximum camera height on snowy battlefields.
Stretched textures fixed on Crooked Fang Fort
In the quest battle 'Armour of Morkar' terrain in outfield now longer has a slight gap
Improved the height map on several maps to fix rare terrain issues, e.g. Mount Gunbad
Siege
Some characters and units now have a 'Siege Attacker' trait. Armies containing such characters and units may attack a city immediately without building siege equipment. The following all bear this trait:
Fixed a bug where a unit carrying a battering ram would stop for a long time before engaging the gate
Improvements to sieging AI army with artillery heavy composition
Units that allow the armies to start a Siege Battle during Campaign without siege equipment now have the 'Siege Attacker' unit ability
Siege battles at Dietershafen will no longer display 'The Threat from the North' on the pre-battle loading screen.
Siege equipment now has camera collision across all factions
Lords now no longer occasionally fall through the ladder and die after climbing to the top of it
Fixed a bug where Vanguard units who started a battle mounted in siege equipment lost their Vanguard UI icon
Fixed a rare issue that could cause garrison armies to not appear during Siege Battles
Total War Warhammer 2 Ntdll Crash
Fixed an issue that would cause garrisons to appear as reinforcements during Siege or sally out Battles
CampaignGeneral
Diplomacy statistics now update correctly upon faction death and re-emergence
'Hinder Settlement' objectives now abort correctly when the target settlement has been razed
Capturing cities of your race type containing prebuilt buildings which unlock legendary lords for recruitment now enables their recruitment
Fixed an issue that would cause the Autoresolver to always treat the player as the attacker in Battles, even if they are the defender
Attitudes between factions will now be displayed correctly on the Campaign Tactical Overview map when using the Attitude filter
Reinforcements in The Eye of Sheerian Quest Battle will no longer appear immediately after starting the battle
Fixed an issue where turns until population surplus would calculate incorrectly if growth is negative
Fixed an issue that would cause rebellions to not trigger despite the player having enough negative public order to reach -100 on the next turn
Horde factions that have been wiped out now have a cooldown period before they can respawn
Fixed a bug where a garrisoned Greenskin army could be incorrectly selected and moved
Achievement 'Jack of All Trades, Master of Some' now triggers correctly
Confederation cooldown period now prevents Confederation effectively
UI
Loading screens will now correctly display if the player launches the game via the Continue Campaign button on the Launcher
Fixed an issue where overlapping settlement and army banners would cause the settlement names to appear incorrectly
May 16, 2019 Overview of File History and Online Backup Software 1. File History. File History is a backup application that automatically creates a backup of your files stored in Libraries, Desktop, Contact folders, and Favorites. Its primary purpose is to back up personal data rather than creating an. Apr 06, 2016 Windows 10 - System Image vs File History vs Backup and Restore Hi, With the new build of Windows 10 released earlier this week, I decided to try using it as my primary OS on one of my systems at home. May 08, 2019 Windows File History vs. Backup in different aspects. Here I’ll compare Windows File History with Backup in three aspects: #1: File History vs. Backup in backup contents. File History takes a regular backup (hourly by default) of your desktop, documents, music, photos and videos and other files contained in your user folder. How can the answer be improved? Backup vs file history.
Fixed tooltip incorrectly stating building is damaged
'XP Gained' messages should no longer appear for max-level characters
Recruit hero tooltips now explain which building can be built to increase hero capacity
User no longer gets the blood UI layout for the blood events even when he has the blood effects deactivated
War coordination system will now deselect correctly if the player opens up another panel whilst choosing a target
Raze Settlement UI now displays correctly
Ruined settlements are now named correctly in event panels which reference them
Fixed an issue with flickering icons for embedded Heroes when panning the camera on the Campaign map
Fixed a bug which occasionally caused the stance button / UI icon to disappear on the campaign map when transitioning from sea to land
Settlement nameplates will now display correctly on the campaign map when using Eyefinity
Fixed an issue with overlapping post-Battle UI popups when attacking Chaos
AI
Improved the Campaign AI to make it less inclined to send armies an extremely long distance away to attack hostile hordes.
Fixed bug where rebels would successfully attack a settlement and neither capture nor raze it
MultiplayerCampaign
Difficulty setting can no longer be changed during the lobby when resuming a Multiplayer Campaign from a save
Fixed a bug where players would be unable to load Multiplayer Campaign saves if both players were in different languages
Fixed a crash that could occur in Multiplayer Campaign if a player assassinates a character whilst the other player has that character's details panel open
Fixed a Multiplayer Campaign battle issue where the player would not have control of units summoned by spells if another player was spectating the battle
Fixed a rare desync that could occur during replays from Multiplayer Campaign Battles
Fixed a softlock in cooperative Multiplayer Campaigns where one player could declare war on another other player's Waaagh armies
Fixed an issue in MP campaign where the share control option appears as white square
Fixed an issue that allowed players to play as AI during a co-op Multiplayer Campaign
Pre-battle screens during Multiplayer Campaigns will now correctly display a timer if an army is attacked multiple times in the same turn
Battle
Unit abilities, spells and items can now be added/subtracted for lords and heroes in custom and multiplayer battles. This allows the player to experience more expansive key characters for high micro-management, skew their role in battle by selecting certain complimentary actives/passives or create more lean characters with low micro-management for alternative army-wide tactics.
Each character has a base cost, which includes inherent attributes, but not abilities, spell and items.
When an ability, spell or item is added, the cost of the character increases
There is a slight decay in cost of abilities when added, taking into account that the player can only cast/interact with one ability at a time.
Legendary lords are given relevant quest battle reward items, allowing the player to experience a taste of what can be won in their campaign play-through.
Magical characters are given a selection of single-use scrolls and non-magical characters a selection of single-use potions.
Multiplayer Quick Battle lobby will now display the correct tooltip on the Start Battle/Ready button
Multiplayer Quick Battles will no longer automatically queue for a new match on the post-battle results screen
Multiplayer Quick Battles will now always use Large unit size
Fixed a rare softlock that could occur in Multiplayer lobbies if a player changes faction at the exact same time another player joins the lobby
Lords in Multiplayer Battles will now display the name of the Lord, and the name of the player in the tooltip
Multiplayer Battle loading screens will no longer show information about units from opponent's army
Multiplayer Battles will no longer display a message saying the AI is taking control if the Battle ends due to a player leaving.
Quick Battle lobby timer now resets back to 60 second when a player changes faction and clicks 'Ready'.
Technical
A variety of isolated crash instances have been fixed
DX12
Please note our DX12 implementation is still in beta, and investigations with issues are ongoing
Fixed a crash caused by changing graphics options when running in DX12 with Nvidia SLI
Nvidia DX12 performance improvements
Fixed flickering issue when running the game on Nvidia cards in DX12
DX12 now enabled on Nvidia 950m and 960m
Graphics
Multiple performance improvements for high-spec systems with Blood Effects enabled
Fix for missing shadows
Tree billboard scaling improved
Metal tint values tweaked to avoid armour appearing black on certain unit models
Fixed porthole for lord of change
Advanced Graphics option will now show how many GPUs are active when the player has a multi-GPU system
Fixed an issue with flickering graphics on the Campaign map when using an NVIDIA GTX 980 Ti
Giblets will no longer appear on the Low graphics preset with Blood Effects enabled
Wind of Death icon clarified in tooltip
Call of the Beastmen theme added
Water added to parchment maps for all campaigns
Audio
Chaos Marauder units are now using all their VO
Fixed a bug where some of the Advisor's audio was not played
Fixed a bug where Vampire lords were not playing VO
Fixed a bug where creating a garrison was triggering the wrong VO
Fixed an issue where the correct Chaos audio wasn't playing during the campaign
Other
Fixed an issue with the Game Guide that could occur when the window was resized to a very small window.
Communiteam have been further buffed against trolls and have a flame resistance when in threads
Updated the Game Guide and Help Pages to fix some links which were not displaying correctly.
Made multiple corrections to the Game Guide
Improved some Russian translations
Added money bag icons to make in-game purchasing easier. Buy it all, you know you want to!
BalancingGeneral
Charge defence mass bonus increased
Dwarf mass increased
All artillery units firing arc increased/improved
All artillery units Speed increased
All artillery units turn speed increased
Maximum of 4 Heroes in multiplayer battles
Lords & Heroes Cost reduction for multiplayer
Decrease to miscast explosion damage
Rebalance of unit abilities and upgraded abilities
Rebalance of winds of magic costs
Rebalance of combat potential for unit abilities and spells
Rebalance of effect area of some unit abilities and spells
Tweak to cinder charge explosion delay
Fixes for various context triggers and stat bugs for unit abilities and spells
Various updates to unit ability and spell bullet texts
Improved unit ability and spell targeting visuals and mechanics
UnitsDwarfs
Gyrocopter
- Gyrocopter Bomb damage increased
Gyrobomber
- Gyrobomber Bomb damage increased
- Increased Missile Damage
- Reduced recruitment cost
- Increased Health
- Increased Missile Damage
- Increased Armour-Piercing Missile Damage
Slayers
- Decreased Speed
- Decreased recruitment cost
- Increased Melee Defence
- Increased Health
- Increased Armour-Piercing Damage
- Decreased Weapon Damage.
Flame Cannon
- Reduced recruitment cost
- Increased range
- Firing arc fix allows for fire from behind infantry line
- Increased Armour-Piercing Damage
- Decreased Explosive Base Damage
Grudge Thrower
- Decreased recruitment cost
- Increased Accuracy
Irondrakes
- Decreased recruitment cost
- Increased acceleration
- Increased firing arc
- Increased turn speed
- Increased reload speed
Quarrellers (Great Weapons)
- Reduced recruitment cost
Warriors of Chaos
Archaon
- Reduced recruitment cost
Chosen
- Increased Melee Defence
- Increased HP
- Increased Melee Attack
Chosen (Great Weapons)
- Increased Weapon Damage
- Increased Armour-Piercing Damage
- Increased Melee Attack
Dragon Ogres
- Increased Health
- Decreased Melee Attack
- Increased Melee Defence
- Weapon Strength includes Anti-Large Damage.
- Reduced Armour-Piercing Damage
Kholek
- Decreased Weapon Strength
- Weapon Strength includes Anti-Large Damage.
- Decreased Charge Bonus
Dragon Ogre Shaggoth
- Decreased Weapon Strength
- Weapon Strength includes Anti-Large Damage.
- Decreased Charge Bonus
- Decreased recruitment cost
Chaos Knights
- Increased Melee Defence
Empire
Demigryph Knights (Halberds)
- Decreased Armour-Piercing Damage
- Decreased Bonus versus large
General of the Empire
- Decreased Health whilst on Griffon
- Increased recruitment cost for Griffon
Steam Tank
- Decreased Speed
- Decreased Steam Gun ammunition
Helblaster Volley Gun
- Increased Range
- Decreased recruitment cost
Helstorm Rocket Battery
- Increased Range
- Decreased Accuracy
- Decreased Reload Speed
- Decreased Cost
Greenskins
Rock Lobber
- Increased Range
Doom Diver Catapult
- Increased recruitment cost
Night Goblins (All)
- Increased Leadership
Trolls
- Increased Leadership
Savage Orc Big Uns
- Decreased recruitment cost
Savage Orc Boar Boyz
- Decreased recruitment cost
Orc Warboss
- Decreased recruitment cost for Wyvern mount.
Black Orcs
- Increased Cost
Arachnarok
- Decreased Armour-Piercing Damage
Goblin Big Boss
- All mount options have the Encourage ability
Vampire Counts
Blood Knights
- Speed decreased
Mannfred von Carstein
- Increased all mounts recruitment costs
Grave Guard (Great Weapons)
- Increased recruitment cost
Brettonia
Grail Knights
- Increased Melee Defence
Trebuchet
- Increased Range
Retrieved from ‘https://wiki.totalwar.com/index.php?title=Total_War_WARHAMMER_Update_2&oldid=21914’
Although you can besiege enemy settlements, in campaign mode, for as long as they do not give up because of meager of supplies, such a situation is time-consuming and counter-productive. This is why, sooner or later, you will either have to launch an attack on the settlement, or defend it.
General information
In the case of onslaught on unfortified settlements, you will have to fight a regular battle in the field, possibly with single buildings on the map. The city will then be outside of the map and it will be impossible to enter there during battle. Therefore, no side will have any definite edge over the other.
Things are different in the case of fortified settlements. Here, defenders will have a wall, which in itself provides considerable advantage and additionally, they will be supported with fire from towers. If they are forced to retreat, they will still put up resistance in the streets of the city.
The task of defenders is, obviously, to kill out all the assailants. Attackers, on the other hand, can win in two ways - either by defeating all the defenders, or by seizing and holding the square in the center of the city. During onslaught, they can use artillery and monsters to cut through defense. Also, they may come equipped with rams and siege towers, whose building can be ordered on the campaign map, after the siege starts. Additionally, each attacker's unit has ladders, thanks to which they can scale the walls.
Defense
Some fortified settlements are easier to defend than others, due to the shorter fortification line.
While defending, your greatest asset are the walls. From them, archers can easily lay fire on the enemy and when he tries to climb onto them, infantry will be ready and waiting for him there.
An additional asset are defense towers. For them to function, however, you have to order your units into the tower control field on the wall and take them. It is best to deploy units by the tower at the stage of deployment, where the enemy will be within range. Keep in mind that towers can shoot ahead, within a limited range and the range is limited as the enemy approaches. This is why, as soon as battle begins, pick specific towers and concentrate their fire on important units of the enemy army, preferably his siege towers. Fire from two of your towers should deal with them quickly and at the same time, deal considerable damage to the units that manned them. When some other units come within range of your towers, and not siege towers, it is best to focus your fire on artillery in the back and awaiting cavalry, if only enemy has such units.
After the enemy gets over the walls, immediately dispatch infantry against him. Keep ranged units away from the enemy units. While defending the walls, hybrid units may prove useful, which handle melee excellently, after they lay fire on the enemy.
Also, remember that the enemy may destroy your gates and, if he has artillery, also a fragment of the walls. Level of damage dealt to the gates and the walls (the walls are divided into segments, each with its own resistance) can be looked up by rolling the mouse over them. Behind the gates, it is best to deploy infantry with a bonus to defense. In the case, in which the enemy attempts to destroy your the walls, remember to retreat all your units from that fragment of the walls and deploy units behind the wall, near the spot under fire. Thanks to this, they will be able to defend the breach.
Watch out for fleeing enemy units. They tend to flee into the city. The enemy may regain control over them close to the central square in the city. This is why, even if you can easily defend the walls, keep some units in the back, which will eliminate such deserters.
If the enemy army is large and you do not have enough units to man all the walls, it is better to ignore defending them. Instead, man all the exits from the central square, where there is the city's main control point and put up defense there.
Attack
Dragon on the walls may wreak havoc among defenders.
While you are attacking, the most difficult task is to cut through the walls.
There are several ways to seize fortifications. The easiest one is to attack the walls using siege towers (which you can order to be built on the campaign map, and which lasts several turns) and ladders, being in the possession of each unit (after you pick an infantry unit, click on the wall fragment and the option to use the ladder will appear). However, you have to come to terms with considerable losses during such an attack - your units will get under fire and there will be soldiers ready to fight on the walls. Of course, using siege towers means lower losses, because they provide protection for the unit within. Additionally, after you reach the walls, your soldiers rush onto them. Downside of siege towers is the fact that they can be destroyed by defense towers - condition of siege towers is represented by violet indicator over it. If there is the risk that any of your towers will be destroyed, unman it, using the order at the bottom of the screen 'Leave siege tower or artillery'.
It is a good idea to use flying units during attack for them to occupy the enemy for a moment - this will make things easier for your infantry.
Additionally, you can (and even should) destroy city gates. You can use ram for that(which is slow, but it will take some time, before you reach the walls, and monsters. The gates can also be destroyed by any other unit, but it will take more time. After you destroy the gates, you can enter the city with cavalry and monster, for support for the rest of your forces. Also, there is another way to enter through the gates, if you seize the control point behind the gates. Then, your soldiers can simply open them. However, this method includes fighting through scores of defenders.
Additionally, you can simply destroy the walls, but you require artillery for that. This is advantageous, because an attack en masse in several breaches can quickly break the defense.
Total War Warhammer 2 Torrent
While attacking, remember to attack, at the same time, as many points as possible, to disperse enemy forces. For your initial onslaught, use units with shields - they withstand the approach better, while under enemy fire. Once you make it through you will either have to kill out the enemy forces, or seize the point in the city center. Still, most of the times, this will boil down to killing out defenders, because they will be trying to defend the spot.
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