welcome to the Total War Warhammer Walkthrough Strategy guide in which will provide you with tips and tricks to playing the different type of game and getting the best in game strategy. In Total War Warhammer you will be playing through the different races in the game such: The Empire, Dwarfs, Greenskins, Vampire Counts, Warriors of Chaos.
You will see that each of the Factions in Total War Warhammer have their own rosters, skills and different strategies for using them to give you the best change to advancing through the different level and enemies in the game.
Below find the different gameplay styles for each of the Factions:
How to play with Empire Faction:
- The Empire plays similarly to traditional Total War factions, with diplomacy playing a major role in the initial stages of the campaign (uniting the Elector Counts with the strength of their arguments or the argument of strength) and strengthening the realm against future threats. Late game focuses on frontline affairs more strongly, as the Empire comes under attack from Chaos.
- Imperial unit roster is very varied and offers plenty of flexibility in terms of strategy, including anything from the squishy rank and file, through various types of cavalry, to artillery and the mighty steam tank and mages.
- High specialization among units means that the day is won not through numbers or tactics, but a competent strategic approach through combined arms: Mixing units and covering their weak spots with other forces.
How to play Dwarfs Faction:
- Where the Vampire Counts epitomize war of maneuver, the Dwarfs are all about attrition warfare. Emphasizing stable defensive lines, overwhelming firepower, and steady advances over brilliant maneuvers, Dwarfs require a patient hand and a defensive mind. A stable gunline defense, small mobile units to counter thrusts, and precise application of fire support are the name of the day – but require careful tactics, as they can easily be undone by flanking or baiting maneuvers.
- Dwarfs have unwavering loyalty and experience no rebellions. That provides a reliable base for any long-term campaign.
- The Underway provides a risky transportation route through impassable and inhospitable territories.
- Mind the Book of Grudges. Striking entries can be a benefit… But they can accumulate very, very easily.
How to play Greenskins Faction:
- Greenskin armies are extremely varied, comprising orcs, goblins, trolls, giants, and spiders. This melting pot excels at adapting to any battlefield circumstance.
- Combat is what Greenskins live for and unsurprisingly, periods of peace cause major attrition as they start stabbing at each other. Keep everyone on a warpath and the troops will not have to resort to infighting.
- Internecine warfare makes the Greenskins scattered and individually weak. Settling quarrels between the tribes is the first step to uniting them and creating a Waaagh! that will shake the very foundations of the world.
Ho to play Vampire Counts Faction:
- Counts heroes and buildings can generate Vampiric Corruption within campaign map provinces. Uncorrupted provinces will cause attrition to the traveling army, meaning sending heroes to pave the way for invasion is a wise choice. Corruption can also be generated in adjacent regions by certain buildings, and may trigger Vampiric rebellions.
- Vampire Counts have no ranged units. Hit fast, hit hard, and close distance. Solid infantry, fast cavalry, and plenty of magical and terror units, combined with immunity to panic and excellent flying units means that the Counts excel in aggressive attacks and bold maneuvers.
- Attrition? Vampire Counts don’t care about death and you shouldn’t either. Mastery of necromancy allows Necromancers to bring extra zombies and skeletons into combat in battles, as well as instantly recruiting full units into the army on the campaign map.