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

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

Best Legendary Lord

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


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

Geomagnetic network

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

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


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

Lizardmen Campaign Strategy

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

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

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

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

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


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

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

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

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

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

This is a continuation of the unique sensational strategy, which quickly attracted a huge number of players with its mechanics and unique gameplay. The second part will delight not only with updated familiar details, but also with new races, new continents and gameplay features, but 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 are given a choice of 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 gnomes. 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 new DLCs await players in the future.

Walkthrough Total War: Warhammer 2 will be full of various conflicts, therefore, 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 underlie the gameplay have largely remained unchanged and are therefore consistent with past Total War games: players must develop their territories by conquering others. In the second part, there was also magic. However, now the campaign has been supplemented with a completely new element that underlies the storyline - the struggle for control of the "Great Whirlwind".

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 at once.

♦ The first category is "". They are powerful leaders of certain factions. There are two legendary lords for each 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 its 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 "". As a rule, they are mainly used as army leaders. It is they 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 the legendary lords, ordinary lords are mortal.

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

Total War: Warhammer 2 useful tips for beginners

The games of the Total War series are a huge list of difficult aspects that offer players to pass serious tests. It is for this reason that the system is unpredictable, so that it is impossible to give an exact step-by-step instruction for the passage of the campaign, therefore, below are useful tips for the passage of the Total War: Warhammer 2 campaign.

♦ Tip - 1: "Make sure that your provinces are in full order." And I do not mean 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 penalties that could appear with a high or low value of the internal order.

♦ Tip - 2: "Always keep an eye on the level of corruption." The ideal situation for almost every state is the complete absence of corruption, so make sure that it is kept low. 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 the 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 equally important and useful laws.

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

♦ Tip - 5: "Economic infrastructure should be developed in ordinary settlements." The capital is not suitable for such plans, but secondary settlements are a great opportunity to quickly increase, for example, the population of the province and the treasury.

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

♦ 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 be at war 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 can also lead to the fact that you will lose the newly acquired land and, as a result, you may face an economic crisis, which is a serious blow.

♦ Tip - 9: "War should not be started if you are not ready to support it." If it so happened that at the moment you have little gold, incomes are low, then do not try to fight with anyone in order to somehow enrich your state. First, build a more or less stable and strong economy that will help you survive the war.

♦ Tip - 10: "It's not worth fighting against 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 must 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 a positive result, but still, it is a balanced army that will show itself much more effectively in battle.

♦ Tip - 12: "You should not include a large number of siege weapons in the army." Such units can really effectively destroy the enemy army, but as soon as the enemy troops come close, 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 alone anywhere." No matter how strong your hero is - if he is surrounded by a hundred enemies, he will be killed sooner or later anyway. So try to keep him near the main army.

♦ Advice - 14: "Mages should be kept at the back of the front." Mages are effective against any enemies, but who will have a low level of magic armor. However, the main problem is that mages 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 the units." If the discipline becomes too low, the army will begin to rebel and gradually run away from the battlefield if they do not receive reinforcements in a difficult battle. The lack of reinforcements will further undermine the morale of the rest of the units, so keep that in mind.

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

♦ Tip - 17: "Try to protect ranged units." Most units (including siege weapons) need to be protected in close combat, because in this case, as a rule, they are 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 get around you." The first thing I want to note is that surrounded units receive an incredibly large morale penalty, 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 to attack the enemy army from the rear. The cavalry moves much faster and gets a good bonus when attacking from the rear or flanks.

♦ Tip - 19: "Think twice before randomizing winds of magic!". You can get more magic points, but at the same time their supply may decrease significantly. If at the first attempt to increase magic it was possible to increase the supply of winds, then I recommend not to take risks and once again repeat randomly.

♦ Tip - 20: "It's best not to use more than two mages in combat." The performance of the winds of magic is strictly limited, so there is no point in using more than two magicians in battle - you just 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 opponent, but at some point it may come to the realization that you spent too many points on it, when it would be more profitable to bestow useful buffs on your warriors. So don't waste your points.

♦ Tip - 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 available magic points. Moreover, their quality will change for each province over time, so they may turn out to be practically useless. Therefore, try to follow this factor too, because it is important.

Part - 3: Fractions

What is the best faction 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 with other important elements of the outside world can have on this or that army.

Element - 1: The correct position of the army

How to reduce corruption in Total War: Warhammer 2?

First you need to consider the position of the army. Each lord with his army can choose one of a number of positions that can change the way you move around the global map. It is necessary to carefully study them, because it is the right position, for example, that can counteract the same corruption or make it possible to travel much longer distances, but within the same 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 is in a normal position, then there will be no additional effects. In this regard, only the Skaven are an exception, since they have an increased chance of ambush in their usual position. However, since each race has different important positions solely for itself, I recommend taking at least a minute of time to learn a little more detail about what is best for a particular (or chosen) race.

The position of a lord can only be selected once it is directly above the army position icon: hover your cursor over any desired position to see what perspective effects it can give your lord and army.

Element - 2: Army fatigue

On the global map there are some specific territories 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 territories where there will be a high level 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, which are only available to the Skaven.

And be sure to pay your attention to the fact that the game itself will tell you if any effects have appeared. So if you hover your mouse over the army, there will be an icon in the form of a "skull" - 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 of 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 finance them without problems in the future. Each faction by default starts the game with only one city - with the capital of the province. And it is necessary, first of all, to focus attention and efforts on the development and protection of the capital, since it 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 on development

The development of settlements will require two very important resources: the first is gold, the second is an excess of population. You will receive gold as income from settlements, robberies of neighboring settlements and for completing special tasks. Gold, in turn, will be required 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 population surplus, it is used to improve the main building in any 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 same in all settlements of the province is the rate of development and the amount of surplus population. For more information about the pace of development, you can find out 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 surplus population points. So, for example, the third level of the main building will require two points of excess population, 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 :

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

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

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

It should be borne in mind that the bonuses may differ slightly depending on which race you play. For example, upgrading the capital in a province that belongs to the Skaven will not give any tangible bonuses to 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 the development of the economy inTotal War: Warhammer 2

Each province in includes a couple of other cities: as a rule, from 2 to 4 settlements, but there are also such provinces that include only one city. By selecting any city, you can see a tab with all the other settlements of this province. Plus, more information about who owns what part of this province, what buildings were built and much more. However, something else is important now: there are only two types of cities in the province - this is 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 capital of the province can be upgraded to level 5, and this will already make it possible to build absolutely any buildings, at the same time raising these buildings to the maximum level - this is a paramount task, especially when it comes to military infrastructure. Secondly, a total of seven building slots will be available in the provincial capital (not counting the occupied slot with the main building), and in more important cities, a total of nine available slots. Thirdly, each capital is equipped with defensive walls and has a much stronger garrison than regular settlements, which means that it will be much more difficult to conquer such a city.

♦ . First of all, it is important to know that all small settlements can only be upgraded to the third level, which already means that you will not be able to build certain buildings in them. In addition, small settlements have far fewer slots, a smaller garrison, and, in the end, battles for such settlements are ordinary battles. Such settlements can be protected only by building city walls, but no more.

Due to the fact that the population surplus grows very slowly, you will have to plan your further actions well from the very beginning and always remember to improve buildings that will accelerate development. A situation where there is quite a lot of money, but too little population surplus is unacceptable. It is necessary to find a balance.

Element - 3: Types of buildings and their improvements

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

The development of provinces is almost the same between factions. The only difference is that each faction will have its own unique set of buildings. The development of the main building will always require a surplus of population and gold. As you develop the main building, you unlock more new building slots and levels for buildings - upgrading any other building will only require gold and nothing else.

It is imperative that each of your buildings be upgraded to the highest building level so that a full building can be used. Before building 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 have to be trivially demolished and 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, which will require the fourth and fifth levels.

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

♦ . Such buildings can be divided into two types. The first can be attributed to those buildings that can increase the income and development of the city, and improved, maybe strictly up to the 3rd level. However, for this reason, they should only be built in regular/standard settlements. This is especially true of 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 are the ones to 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 erected 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. It should also be understood that, for example, if there are many pastures in the province, then it is imperative to build a stable.

♦ . The situation with these buildings is the same as with specialized buildings for certain resources. Therefore, if possible, erect such a building in some 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 far from all the nuances. Also, when building new buildings, you should understand and keep in mind 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 the same buildings.

Be sure to build the buildings you need. It makes no sense to build military buildings in every province. If any province is in a safe point on the map, that is, there is no need for an army, then use the free slots to raise / improve the economy.

I also recommend checking which buildings will lower the level of corruption. Almost all races suffer greatly from being influenced by corruption, except for the Skaven race. Due to corruption, public order will decrease, and then and 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 need units that can be created.

Element - 4: Climate of the province

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 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 learn a little more about fines, click on the climate icon.

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

Types of warriors in Total War: Warhammer 2

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

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

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

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

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

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

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

Melee attacks determine how much damage you deal with melee attacks. Melee defense refers to how advanced your warriors are in evading enemy attacks. The power of a weapon refers to the damage that your main weapon inflicts on the enemy. There are two types of damage: units can attack the opponent in a normal and armor-piercing way.

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

Usually, in a battle against a similar unit, the team with more developed and high characteristics wins. If another squad does not intervene in the battle, then more pumped warriors usually get the victory. But there is a small chance that the team that is stronger can lose because of the random number generator. When choosing a squad, you can compare the characteristics of your troops with the enemy, for this you need to hover over their unit with the mouse. The green tabs represent the stats your units have the best, while the red tabs represent the weaker stats.

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

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

Total War: Warhammer 2 Guide

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

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

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

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

Dealing with invading armies will not be easy as the armies will spawn in random locations and easily destroy your settlements (sparing no one), so you will have to keep troops close and tight, which is not easy in wartime.

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

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

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

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

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

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

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

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

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

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

Economy

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

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

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

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

Use of improved buildings (attractions)

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

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

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

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

Composition of the army

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

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

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

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

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

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

The standard scheme is as follows:

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

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

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

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

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

Troop support

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

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

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

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

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

(turn-based)
Platform: PC (Win/Mac)
Language: Russian text, English voice acting

Minimum:
OS: Windows 7 x64
CPU: Intel Core 2 Duo 3.0Ghz
RAM: 5GB RAM
video card: (DirectX 11) NVIDIA GTX 460 1GB / AMD Radeon HD 5770 1GB / Intel HD4000 @720p
Disk space: 60 GB

Featured:
OS: Windows 7/8.1/10 64Bit
CPU:Intel® Core i5-4570 3.20GHz
RAM: 8GB RAM
video card: (DirectX 11) NVIDIA GeForce GTX 770 4GB / AMD Radeon R9 290X 4GB @1080p
Disk space: 60 GB


- another game from the popular series. Already the second part of it takes place in, but this does not affect the fascination of the process. If it was an appetizer, then the second can be safely called the main dish for true fans of the series.

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

Four factions are available in the release version: High Elves, Lizardmen, Dark Elves and Skaven Ratmen. As is often the case in dark fantasy, there are no good-natured people among them. Each race pursues its own interest, which consists in seizing as much power as possible in the New World and spoiling rivals. And the reasons and the plot are no longer so important. If only there was a reason to fight.

High Elves are very stubborn and proud, wear funny skirts and love intrigue. Fortunately, the main intrigue is not to determine what the elf has under her skirt. Dark elves are as belligerent as possible, vain and wear revealing armor that clearly shows the gender of their owner. They love intrigue no less, betrayal more, and kill and enslave even more. In short, the same High Elves, only less restrained. With fire guys.

Lizardmen are not so interesting, alas. Ugly, mysterious, they love animals, they have a connection with the earth. The most interesting part of their race is the name. What is the correct name to call them? Lizardmen? Lizardmen? Lizardmen? Another manifestation of the halo of secrets around these cute creatures. But with another animal race, the Skaven, everything is much more interesting. This, for a moment, is the people who came out of the Matrix and destroyed it. But in this time period, it is still just a horde of unique, crazy, inventive creatures, the likes of which have not yet been. They bring filth into every home, crush the crowd and delightfully squeak after a successful stab in the back.

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

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

Network part, as is usual for a series, is also divided into two parts. Either you play with friends in a full-fledged campaign with sieges, diplomacy and a global map, or you fight in regular and ranked matches, choosing your own army roster for the match.

As a result, we were presented with an AAA+ class product that increased the fantasy meat, fixed gameplay flaws and found new interesting mechanics. Total War: Warhammer II is the game that many expected to see back in 2016. Almost the whole universe fit in it, and we are not only interested in studying its history, but also living in it, commanding armies and countries.

Information about network modes:

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