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With its deep and engaging turn-based strategy, sprawling armies and epic battles, The Creative Assembly’s Total War series is known for stealing days, weeks and months at a time from its players – such is the breadth and depth offered by these types of games. Add user-made mods to this hearty post-release mix and that stretch can easily extend to years.
The latest entry, Total War: Warhammer [official site], marks a distinguished departure from the norm. Gone are the historically accurate campaigns the series is best known for, and in their place are the fantastical wargrounds and combatants of Games Workshop’s best known dystopian fantasy world. It’s the perfect platform for expanding in wild and inventive ways. As such we’ve taken the liberty of rounding up some of the best Total War: Warhammer mods available right now.
Until very recently, Total Warhammer was also set to be the first Total War game without modding support due to licensing issues between Creative Assembly and GW. Luckily that’s all sorted now and mods are officially allowed via the Steam Workshop.
Better Camera Mod
By kam2150
Some of Total Warhammer’s best features include its rolling battlegrounds and wonderfully designed dwarfs, vampire counts, Empire soldiers and the likes, yet in its standard state camera functionality is a touch restrictive. Keeping your lovely armies alive is a pretty integral part of winning any war, and so too is being able to see where you’re sending your troops at all times.
Better Camera Mod does exactly what you might expect, then, letting you climb much higher and dip much lower than the generic camera view allows for. Zoom all the way in and see what your orcs have stuck between their teeth (I bet it’s smelly), and then shoot all the way out to better plot your plans of attack and defence. Creator kam2150 suggests that this mod makes capturing action screenshots a whole lot easier too, and that the inclusion of some nifty hot keys, that let you toggle the UI on and off, allow for more cinematic views. Best move over, Attenborough, we’ve got this covered.
Conquer Anywhere & Diplomatic Options, Home Region Movement Bonus and Legendary Lord Unique Start Position
By Dresden and Magnar respectively
One major difference Total Warhammer has over its series forerunners, besides its lack of historical accuracy, is that certain factions are prevented from invading certain regions in-line with Warhammer lore. Dresden’s Conquer Anywhere & Diplomatic Options mod not only lifts this ban by letting any non-chaos faction conquer any settlement they so choose, it also lets all factions confederate. Whereas the generic restrictions do make sense within this world, there is definitely something to be said about holding adject rule over each and every corner of the realm.
With your new found all-conquering power, why not push you influence a little further then, dear warrior? Home Region Movement Bonus Mod – another from Dresden, who you may recognise from previous Total War mods – is a nifty tweak that increases army movement by 10% within your own regions. So long as you’re not in charge of the Chaos faction (they can’t own territory, yeah?) you’ll be rewarded with a further reach, but beware: AI can take advantage of the extra help too. (There’s also a variation of this mod that extends movement to 25%.)
While we’re on the subject of battlefield maneuverability, wouldn’t it be nice to give our Legendary Lords their own unique starting points out there? It’s a small gripe, granted, but one thing that irritates me in particular about Total Warhammer’s vanilla setup is the fact you can’t do this. Whether you’re directing Balthasar Gelt or Karl Franz, they’re still gonna wind up starting out in bloomin’ Altdorf which doesn’t seem right. Enter Legendary Lord Unique Start Position which places one of each race’s Legendary Lords into another faction of that race. This spreads your Ledge Lords out and lets you play co-op as the same race, in turn adding a bit more variety to proceedings.
Faction Unlocker Campaign & Custom Battle and Vampire Counts Blood Knights
By MadJonat and Zaskar70 respectively
So we’ve pretty much locked down the logistics of battle up to now but we could really do with, well, more variety in our army. Maybe you’d like to lead a wider-flung ensemble of minor powers into this dystopian warworld. Perhaps you fancy a mod that’d unlock all unique factions in co-op play with full tech tree functionality. Folk like the Skaelings, the Vargs, the Tilea, the Estalia, the Nordland, the Necksnappers, the Crooked Moon, the Skull-Takerz (Horde), the Top Knotz…DEEP BREATH… the Mousillon, the Karak Norn OR the Kraka Drak? Factions Unlocker Campaign lets you do exactly that and you can even take charge of the Bretonnia, so long as you’re willing to use the Ork’s tech tree in doing so.
And you shouldn’t stop there. Summon the uber-cool undead Blood Knights from classic Warhammer fiction while you’re at it with the Vampire Counts mod. Creator Zaskar70 provides a pretty detailed account of the Blood Knights’ place in Warhammer lore, and also informs that their variation are “a bit tougher than Grail Knights as the lore claims that not even the Grail Knights could go lance to lance vs them.” Both lance and dismounted infantry are available to send valiently over the parapet.
Empire of Sigmar and Men of the Empire – Empire Unit Reskin
By Prime Minister Sinister
If you’ve a tendency towards the Empire then both of these mods are for you. Both created by the fantastically named Prime Minister Sinister, Empire of Sigmar adds a host a brand new empire units, complete with new unit stats, that hark back to the tabletop classics of yore. Recruit the likes of the Knights Panther, dismounted Reiksguard, Ricco’s Republican Guard, and Voland’s Venators into your squadron at will, but do note that this mod will probably empower the Empire beyond competition. Then again, that’s what you’re after, isn’t it?
Pair this with Prime Minister Sinister’s Men of the Empire – a cosmetic mod that reskins Empire troops to better resemble pre-eighth edition Warhammer tabletop fare, and brings with it new armour, chainmail, and other such loyalist-favoured equipment.
Resized Lords and Heroes and Bigger Giants, Terrorgheist and Arachnarok Spider
By Litharion and The Roman Republic respectively
Don’t get me wrong, when I go to digital war I think big. I think committing hours on end, planning meticulous strategy, sending hundreds, if not thousands, of folk to their demise. I want my guys to beat your guys and I want to tower over anyone who dares stand in my way. Although, actually, I don’t really think my Legendary Lords need to be that tall, do they? I mean, come on, in their standard state they look like those football figures with the big heads that were all the rage in the mid 90s. Resized Lords and Heroes is pretty self-explanatory in its aims as it shrinks Lords and heroes down to a more respectable, more proportionate size on the battlefield. That’s better.
Although maybe I’ve got it all wrong. Maybe bigger is better and that’s what everyone really does want. You’ll still cause the same motion in the ocean as before, mind, but The Roman Republic’s Bigger Giants, Terrorgheist and Arachnarok Spider mod boosts the size of the those three monstrosities making them a shit sight larger and more imposing than their original state. Is bigger better? That resized army of spiders and giants and ‘gheists would certainly suggest so!
Maximum Level 60 For Generals and Valuable Veterans
By Hermann Ze German and Bladeuk respectively
Above all, the most formidable soldiers to have defending your corner are your veterans. You know, the guys who’re there from the outset, who last the pace and cover your back until the bitter end. The fact that Total Warhammer enforces a level 30 limit cap on your generals and heroes, however, means they’ll struggle to reach their true potential. Well, fret not dear vets, because Maximum Level 60 For Generals (my goodness Total Warhammer’s mods are so unoriginally named) ups that cap by a stonking 100%, meaning your longest-serving crew can treat their skill trees to their heart’s content via the intervening levels.
Similarly, Valuable Veterans recognises the time and effort your stalwart strong holders throw onto the battlefield and rewards them with significant morale and leadership bonuses. This in turn boosts their melee attack and defence prowess and whereas vets are normally only marginally more proficient than the rest of your squadron (as is the case in most Total War games), this mod makes them your strongest force by a country mile.
Radious Total War Mod – Warhammer
By Radious
Any of you who’ve played Total War games in the past and have subsequently dived into its modding world will undoubtedly recognise the name Radious. They’re an award-winning team of modders who have the most Steam Workshop subscribers to Total War games for a reason – their mods rework just about everything. As total overhauls, this mod brings new values to combat, enemy AI, tweaks territorial management, rebalances stats, and the list goes on. Here’s their words on what their Total War: Warhammer mod is all about:
“Complete game overhaul mod, which offers to players big changes in campaign AI, diplomacy, land battles, reworking abilities, spells, magic, changes buildings, re-balances all unit stats and costs, reworks experience system and much more with additions of custom made units for all in-game factions.”
Masters vs Minors
Virtual real-time strategised war can be a cruel place for some and a cake walk for others. While this list should help both novices and pros alike, the following groupings should either help make Total Warhammer easier to get into, or more difficult to master.
Feeble Green Horns
No Aggressive Agent
By Kanasar
By Kanasar
Tired of enemy agents turning up with ridiculously high levels? This mod prevents AI aggression so you can first get the lay of the land.
Less Op Agents
By Chugger Ugger
By Chugger Ugger
A step up in skill from the previous mod, this ‘un doesn’t remove AI aggression completely, but does prevent them from launching a repetitive string of aggressive attacks over and over on you. AI agents will also be debuffed if/when they assassinate one of your characters.
More Skill Points
By Prometheus
By Prometheus
Adds more skill points per level to every character.
Fearless Green Skins
A More Aggressive AI
By RonBurgundy
By RonBurgundy
With this mod, AI is more likely to declare war on surrounding neighbours. It also raises the priority for the AI to go on the offensive when war is declared.
Double Building and Research Times
By Dresen
By Dresen
This mod doubles both building and research times, which leaves less time for botched strategy. Choose wisely.
That brings us to the end of our best Total War: Warhammer mods collection. But which ones have we missed? Let us know in the comments below.
Total War: Warhammer - Game Icon
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The icons are compatible with Windows Vista, Windows 7, Windows 8 / 8.1 , Windows 10 and Mac OS X:
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_________________________________________
The icons are compatible with Windows Vista, Windows 7, Windows 8 / 8.1 , Windows 10 and Mac OS X:
16x16, 32x32, 48x48 & 256x256(PNG Compressed) in RGBA (32 bits) & 256 (8 bits).
Sizes: Regular-Icon -> 256x256 Px // Tile: 256x256 Px // Wide-Tile: 530x256 Px
_________________________________________
The regular icon and square tile comes in ICO and PNG. The wide tile comes only in PNG.
Game-Icons on FB: www.facebook.com/welovegameico…
Follow me on Twitter: twitter.com/Crussong
Game-Icons group on dA: gameicons.deviantart.com
Creative Assembly have released a full, regionally delineated campaign map showing the various factions of Total War: Warhammer 2. ‘Full’ aside from Skaven, that is, who haven’t yet been officially announced.
Besides the rat-men, though, you can use the map to see the various starting locations of the different factions. Plus any immediate threats on their borders. Dark Elves, for instance, look like they’ll have a spot of bother from nearby Beastmen and Norscans. And the High Elves appear to have a Slannesh-influenced cult of Dark Elves on Ulthuan.
Have a look below (click for the full sized version, nobody’s eyesight is that good) at the Total War: Warhammer 2 map, and admire all the pretty faction shield icons. You can also try to decode which Skaven clans will be included. The game comes to PC on 28 September.
Update 17 August: Replaced image with the updated one featuring Skaven.
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.
![Icon Icon](/uploads/1/2/3/7/123703793/231329197.png)
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
Total War Warhammer Confederation Guide
![Total Total](/uploads/1/2/3/7/123703793/864683398.png)
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.
Total War Warhammer Ii Icon
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.
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