Total War Warhammer

To realize the jump so brutal that this Warhammer is part of the Total War series must realize that we had more than a dozen deliveries of this franchise set in real historical times. Although Creative Assembly has taken many licenses, which in fact has been done over the years, certainly throughout the IP has been quite respectful of certain aspects of what certain fact


ions allowed or not with their presence in the different video games. The disembarkation of the work of Games Workshopin such a robust and established IP it could suppose many things, a radical change or an excessive continuity. Neither one thing nor another, the Briti


sh team is committed to introducing some very interesting proposals in its known formula of recognized and veteran performance to achieve freshness through magic, the emphasis on making the different sides are more different than ever and the factor of the infinity of purely rolero elements that debuted.



Welcoming the Fantasy

Warhammer is synonymous with humans, orcs, goblins, dwarves, vampires and a melting pot of races and factions that compete on a board for the dominance of their world. That is the spirit that seeks to capture Creative Assembly and it is certainly what it has achieved. At the start, we have four factions that we can choose from in Total War: Warhammer , a figure that may so

und a little short at the beginning but that responds precisely to the intention of the British study to offer a smaller number, although a greater differentiation between the different races of the that we have seen in previous episodes that opted for the opposite: huge numbers of sides to choose, but with little difference between them.


Total War Warhammer analysis

Four factions, and therefore four campaigns, may sound little, but the sides are very different from each other, and one more has been promised for free.

For example, Dwarfs are those described by the title itself as the most recommended faction to begin with the initial challenge level, which is set for them at easy. The reason? It has to do with the fact that it is a well-balanced faction, with units resistant to magic an


d strong leadership, a lot of economic and commercial capacity and enormous possibilities in terms of technology. Your weakness? More than tolerable, and ideal for neophytes: expensive costs of recruitment and maintenance of troops and small limitations such as the absence of cavalry. All this, logically, very respectful of what is the faction within this universe.


Total War Warhammer PC

 The landing of Games Workshop’s work in such a robust and established IP could mean many things

In a slightly more temperate zone are The Empire of humans and the Vampire Counts , very varied in case of the composition of the armies in the first but tremendously fragmented in terms of their disposition on stage, which causes many internal wars .

The seconds, on the other hand, the Undead are fantastic in the use of magic, their ability to recruit troops and their ability to cause terror in enemies, but are more limited than any in the type of settlements that can occupy. The Green Skins, finally, they reunite to goblins and orcs in a same faction and they are the less recommendable to begin since
they suppose the highest challenge. Their rudimentary nature prevents them from trading or having a technological tree too deep, in addition to which it is more difficult for them to boost their economic income and can only capture the territory of other factions of their r
ace or of dwarves. On the contrary, they compensate for this with their savage destructive power and with how cheap it is to recruit and maintain their troops. They are the logical equivalent to barbarian tribes of previous episodes, which even have a Comb
ativity bar that we must hold high showing us active in combat. Something that pushes us always to advance, fight and massacre, and what benefits us the possibility of digging tunnels to get from one point to another on the stage, just like the dwarves.


Total War Warhammer

The turn-based map is more careful than ever. The reminiscences with board games are obvious.

So, choose the faction that we choose, we have before us a very important range of options and, what is better, many differences. We jump to the campaign board, that is to say the part in turns , and we are going to notice many of them. The limitations on the types o


f settlement we can occupy make a radically different way of dealing with each game, and often give many shades to each faction that again make it very different and rejuvenable to try different campaigns. Of course, regardless of which we choose the map is


always the same for everyone, only that each part from a different point of this. Something more than 50 provinces, each of them composed of several regions with their own settlements, guarantee that we will not have time to get bored or feel that we are always kicking the same areas since in the end each of the races is focused on a more or less area extensible of this one.


Total War Warhammer PC

Total War Warhammer

Everything that has to do with diplomacy is inherited from previous deliveries, but with very interesting improvements in behavior.

In Total War: Warhammer there is so much movement in the strategic plane and so many factions in small spaces that in Creative Assembly the decision has been taken to speed up our access to the schematic plan of the part in turn. The board is more board than everin a purely aesthetic sense, and it is wonderful to see how the scenarios and the charact


ers have been treated almost like figurines so that we feel more than ever that we are playing on a table. An extraordinary detail, yes, but sometimes clashes with the functionality of it. Excessive chaos in some moments when the game is advancing, our empire growing and the disposition of the rest of the kingdoms becoming more and more complex; what forces to


use very often the strategic map that stands out with colors and delimits with lines to where they arrive the territories of each side and also of each race. Presented as a parchment on the slope in turn and as a very suitable scheme in the tactical part of the battles in real time,


It is wonderful to see how the scenes and the characters have been treated almost like figurines

It is striking, of course, that waterit is less important than in the historical deliveries that, set in the Mediterranean, gave enormous importance to the marine units, however that does not mean that there are not as many commercial routes as military through the

seas that explode, although with a level of tiny detail. What is a disappointment is the fact that we have renounced the sea battles proper, and that is that while we can use the waters for the displacement of troops, the truth is that if we try to fight from them the g
ame we prevents. We say goodbye, therefore, to the incredible sieges from the waters to cities that we had seen in previous installments, where the amphibious combat allowed us to orchestrate majestic confrontations in which to coordinate the disembarkat
ion of troops or the attack of these from the seas to the positions of the adversaries. How do you solve everything on the high seas? If we want, for example, to besiege a port settlement with troops on the ship, we have to wait a turn for them to disembark and th
en be able to do it by land, and if the confrontation is between two navies we can onlyresolve it automatically 
without taking part of it. A pity since, as we say, it was one more aspect that enriched the Total War formula since its implementation ma
kes some deliveries, and because there was a lot of potential in the Warhammer races to achieve something extraordinary and unique as, for example, the Empire or the vampire counts very well known especially these last ones by their dangerous commanders sailing the seas.