Total war warhammer 2 heroes. Classic Races Total War: Warhammer

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 armies will spawn in random locations and easily destroy your settlements (sparing no one), so troops will need to be kept tightly packed and close, 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 with a volley 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.

In the second part, four new races appeared, but the nine previous ones are still walking on the global map. We remember who and what they are.

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The fight for the Vortex Total War: Warhammer 2 four main factions are leading (high and dark elves, skaven and lizardfolk), but on the global map you will also meet nine races from the previous part of the game. Each one in the desktop Warhammer: Fantasy Battles its own code was assigned - a set of game rules with a description of the troops and a brief history of the peoples included in the army. So that you do not forget about the Old World in the jungles of Lustria, we will remind you of its inhabitants.

Forces of Order

Order is the races and states of free peoples that have not yet fallen under the influence of Chaos; honor, conscience and prudence still mean something to them.

The main stronghold of the Order on the continent is very similar to the Holy Roman Empire of its heyday: independent nobility, German place names and dark forests full of monsters like from the fairy tales of the Brothers Grimm. Ancient history empires has long since become a myth. The legendary leader Sigmar united the twelve tribes and, together with the dwarf allies, fought the orcs for a long time. In gratitude, the underground king Kurgan presented the commander with the hammer Ghal Maraz, the Skull Crusher (after whom the universe is called Warhammer), and his generals with magic swords.

Sigmar ruled long and wisely, and sent everyone who did not agree with this to the frost - to cold Norsca. The leaders eventually became counts, the small village turned into the capital, and in the memory of people this time remained a golden age.

As usual in decent legends, Sigmar did not die by his death: in his declining years, the first emperor went to the East and disappeared without a trace. Within a generation, a new cult grew up around his person, quickly becoming the official religion of the Empire (although the old gods continued to be revered).

Sigmar did not leave a successor, and, after conferring, the counts decided to choose the next emperors by a general congress. The tradition is still alive, although the title has long been received by the princes of the capital, and the current Emperor Karl-Franz is no exception. Electoral power is costing the Empire dearly - electors love civil wars - and she has already managed to miss two provinces: Solland was burned by orcs, and a family of vampires appeared in Sylvania.

Bretonnia more like medieval France in the version of chivalric romances, but it is difficult to find another country with such a large income gap between the estates. While noble knights test their strength in tournaments, search for the Grail and perform feats in the name of the Lady of the Lake, thousands of peasants bend their backs on the master's fields, paying for the brilliant life of the Breton bohemia.

The Empire and Bretonnia are friends with most human states (especially the cranberry-Slavic Kislev). Together with the bear-mounted Tsar Boris and his hussars, the Imperial crossbowmen stopped armies from the Chaos Wastes more than once. The skill of engineers allowed people to build powerful artillery: Karl-Franz cannons surpass even dwarves in caliber and efficiency. Orders of knights have learned to tame pegasi and demygriffs, and the emperor himself enters the battle, diving on a griffin.

bearded gnomes, the mountain warriors of the Warhammer world, look standard by fantasy standards: stocky, strong men, proud and fisted, good miners and the best artisans, who, in addition, are very fond of hunting. Dwarves rely on hammers and axes in combat, and love heavy crossbows. But with magic they are bad, except for the magnificent rune weapons. Potatoes do not grow in underground galleries, so the dwarves have to exchange food for ore and gems. If war burns out all the fertile lands around the dwarven fortress, enterprising residents make buns directly from stone flour (other races do not perceive them as food at all).

And also the gnomes are a noble people, but very vindictive. The most serious transgressions before their family are recorded in the huge Book of Grievances and remembered for centuries. It is easy to offend proud people: it is enough to speak disrespectfully about the length of their beards. A beard for a gnome is like a work book! The best craft guilds are not allowed without a beard of the required length, and at the wedding, the groom must wrap the beard around the bride's waist at least once.

In the world of Warhammer wood elves appeared later than the others. Four thousand years before Sigmar, the then unified people of the elves ruled all the seas around the Isle of Ulthuan. The high towers of their buildings stretched to the sky, but when the Cult of Pleasure attacked the very center of the state, dividing the elves into light and dark, there were those who did not want to participate in this war. They remained in the Old World even after the king had withdrawn the army back to Ulthuan.

The fugitives settled near the forest of Athel Loren. The elves sent more and more expeditions into the thicket, but only a few returned, and even those lost their minds: the forest turned out to be a living creature. But, when the dwarf detachments almost half cut it down, the forest had to trust the sharp-eared ones. Rejecting elemental magic, they began to serve nature. Wood elves rarely take part in wars outside their native thickets, but if they are angered, ents and dryads will come to the aid of the archers.

In Total War: Warhammer 2, the hardworking will join the forces of Order lizardfolk and majestic high elves.

Forces of Chaos

Chaos in the Old World is an absolute evil, although it is from it that the winds of magic originate, in which wizards draw strength. Only the constant enmity of the four gods saves humanity from this evil. The bloodthirsty Khorne, the putrid Nurgle, the mysterious Tzeentch and the depraved Slaanesh are at war with each other more often than with other factions.

Those who are desperate in life, thirsting for revenge, forbidden knowledge and pleasures turn to Chaos. Among them there are not only people: many creatures living in the outskirts of the world are evil by nature. Even the proud dwarves have fallen into the net of the four insidious gods, and over the ziggurats of the eastern city of Zharr-Nagrund the screams of dying slaves are carried by the wind. It is these dwarves who forge the armor that the best warriors of the Chaos factions then put on.

The influence of Chaos is strongest in the north, where the earth will give birth badly and the inhabitants prefer to take their power from their southern brethren. Barbarians norsca accept the gods of Chaos as their supreme patrons and enter the battle without fear of losing: they have nothing to lose. Those who hear the call more than others begin to change. They grow horns, their eyes turn black (or they are covered with a veil), the need for food and water remains in the past. Clad in heavy plate, Chaos Warriors are able to withstand an attack from an entire squad before silently falling onto the battlefield.

At the beginning of Total War: Warhammer, the End Times are closer than ever, and if the champion of darkness and the Lord of Chaos, the mighty Archaon, cannot be stopped, all dark prophecies will become a reality. Hordes of Chaos, powerful demons that have manifested in people's worst nightmares march from north to south.

Chaos has stretched its tentacles far: the Great Wall of Cathay is being stormed by nomadic Hungs, and in every city of the Empire there is a secret cult of one of the gods, because even high-born nobles succumb to the temptation of power. In dense forests and on untrodden paths, an unlucky traveler may stumble upon a village beastmen.

They have nothing to do with animals: once their ancestors were ordinary people, but the supernatural power of the warp stone deprived them of their human essence and endowed them with bestial habits. These brutish creatures obey the shamans who gather tribes around the Herd Stones. The Chaos Gods whisper orders to them to attack human settlements, but they fight each other just as often. The Horned Mountains and their lesser brethren the Ungors go into battle in discordant ranks of infantry, the centaur centaurs attacking from the flanks, and the mighty minotaurs are rightfully considered the elite of the beastmen.

Hordes will join the forces of Chaos in Total War: Warhammer 2 skaven.

Forces of destruction

Where civilization ends and where the tentacles of Chaos have not yet reached, the lands are spread greenskins. Under this name, several closely related races are understood at once: orcs, goblins, snotlings, trolls and giants. In early editions of the board game, most of them were part of the armies of Chaos, but they were quickly singled out as an independent force.

It was Warhammer who introduced the fashion for green orcs: in Tolkien and in Dungeons & Dragons they are predominantly brown and grey. Above a man, with huge toothy muzzles, these creatures are distinguished by phenomenal vitality. If an orc's hand is cut off, all he has to do is place it on the wound, and in time it will grow back.

For orcs, robbing and killing is not just a way to get food, but a hobby and a way of life. When the orcs attack the village, in its place there is an open field with dug pits, in which the attackers roasted stolen cattle and local residents, as well as ... huge dung idols: the religion of the orcs is as uncomplicated as they are. Gorka and Morka, one "cunning, but strong", the other "strong, but cunning", do not require strict vows: know yourself to rob and kill.

Another Ork tradition is to put all the trophies in a big pile. The Empire still speaks in whispers of Gorbad Ironclaw, a leader equal in strength to Sigmar himself. According to rumors, the treasures he stole were piled up above the mountains. And in the Orcish language there is the word VAAGH, it is not translated into any human language and means something between war, pilgrimage, favorite work and drinking in nature.

In Total War: Warhammer 2, another representative of the forces of destruction will appear - insidious dark elves.

Undead forces

The undead are all who linger in the world of the living: skeletons, zombies, vampires and mummies. These creatures are not as powerful as the forces of Chaos, but almost always just as dangerous. Relatively peaceful Tomb Kings rule in the deserts far to the south, and the developers of Total War: Warhammer have not yet reached them. Therefore, in both games, the undead only represent the vampire counties.

Sylvania, where the most terrible undead of the Old World lives, has always been a gloomy region. Back in the time of Sigmar, rogues and apostates gathered here who did not want to join the Empire, and after the rain of warpstone poured over the province, things got even worse. The dead rose from their graves and devastated lonely villages, cultists, necromancers and other dashing people settled in the foggy principality. But Sylvania became truly creepy during the reign of Vlad von Carstein and others. vampire counts.

Forty-five centuries ago, in distant Khemria, the sorcerer Nagash discovered the secret of immortality. Starting a war with all the surrounding lords, he and his followers were soon wiped off the face of the earth... But the memory of them lived on. Many have tried to rediscover the secret of the elixir. The drug required human blood, and the distorted recipe also caused a terrible dependence on it.

Vlad was the first of the great vampires to rule Sylvania. He appeared out of nowhere on a stormy night when the cruel Otto von Drak, the previous earl, died in his castle from illness. The charming stranger convinced the dying father to bless his marriage to his daughter-heiress and became the ruler of the castle.

For almost two hundred years he ruled, capturing more and more possessions. Those who disagreed on a dark night were eaten by wolves, killed by the dead who rose from their graves - or they simply disappeared without a trace. And when another civil strife broke out in the Empire, Vlad set out to rule not only the principality, but the whole country.

The vampire was killed twice, but each time he returned to life. When the undead finally laid siege to the capital, a miracle saved the people. The great theogonist of the church of Sigmar Wilhelm III saw in a dream the source of Vlad's power, a magic ring, and the best thief of the kingdom managed to steal it before the decisive battle. But even after the defeat of Vlad, the Empire had enough to do: the vampire counts threatened its existence for a long time.

The division into fractions is a very conditional thing. Nothing prevents the Imperials and Bretons from waging a long war of extermination, and the greenskins are constantly fighting with the Norsca tribes. Choose for yourself whom to lead into battle: slender ranks of spearmen or a screaming band of berserkers. Keep an eye out for new factions, but don't forget old friends as you conquer the shores of Ulthuan and Naggaroth.

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 underpin 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 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 exclusively 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 chosen once it is right 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 ordinary 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, and this 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 should 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 preferences. 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.

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.

Total War: Warhammer 2 - Legendary Difficulty Guide

In this guide, we will talk about the legendary difficulty of Total War: Warhammer 2. We will talk about the stages of passing the company, the strategy on the world map, the influence of magic, the army, the lords, the most common mistakes and intrigues.

A few words about legendary difficulty. It just so happens that it imposes an effect on almost all aspects of the game. No saves! The economy is weaker, costs are higher, natural (starting) enemies are stronger, meaner, friends are not very reliable, and neighbors are waiting for your oversight. A special imprint is the lack of tactical pause and slowdown, which can easily lead to defeat in battle. It will not be easy, but we are not afraid of difficulties.

All the brutality of the initial stage of the game on the legendary difficulty is described in the image on the right.

A little background to this move - I had to withdraw the army from Caelr to try to intercept the horde of beastmen.

The enemy on the left (yellow) has two armies on the western border. Krysitch tried to destroy our army on the move, we had to retreat, losing the horde.

The Norsca from the north took advantage of the lack of an army and sacked Caelr. Two armies of "Bound" (dark elves) are sailing from the southeast. A horde (orange) walks among the lands, wreaking havoc and plundering the surroundings.

Anyone else surprised by the cruelty of the dark elves?

This article is based on a Dark Elf game, so the Total War Warhammer 2: Dark Elf guide is closely related and might be interesting to read.

We've added a little text passage "" with a slight lyrical twist. It describes the process of gaining the upper hand of Malekith's company to conquer their own land and gain strategic dominance. Perhaps you will be curious.

Company stages

Typically, the company is divided into the following stages:

1. Birth of a nation

The most dangerous and active. You need to gain strength and get stronger in your home zone, protect it, secure and conquer several neighboring regions. Losing an army here, you run the risk of being left without money and a chance to win.

Development at this stage rests on battles under personal leadership, so you will need to assemble a decent army.

2. Development

An increase in the number of armies and the conquest of the native continent (the strategic part of it).

The choice of the purpose of expansion and the method of development is much more important here than just conquest. To maintain the army, we will need serious financial injections, in the absence of which the nation will slide into poverty.

3. Becoming

The development of the empire's economy, the formation of armies for all available capital. Here comes to the fore economy.

4. Dominance

We go to smash the enemies. This period is presented for the most part by strategic battles of army groups, because the enemy also does not sit still. He will also have a large number of troops that need to be defeated and driven, conquering the lands.

5. Ritual

In case you want to complete the ritual, you will have to turn the armies to the maximum defense of the cities, because the armies of chaos will not be exchanged. They will simply destroy all living things in their path. If our economy rests on these cities, then the empire can fall like a house of cards.

To perform the rituals, we will need relics, so we will have to surpass the speed of extraction of your rivals. It is unlikely that you will be able to get around the speed of all. At some point, you will have to manually prevent the enemy from performing rituals.

Strategy


Here we will have to think not only about the strategic planning of the deployment of armies, but also about the conduct of business. This is what will allow us to start expanding.

On legendary difficulty it is much harder to expand due to insurgency and strategic mobility (withdrawing the army weakens the borders).

Province rebellion is higher on this difficulty. Leaving the region without an army, the order in it will fall noticeably faster, which will lead to a riot. At the beginning of the game, expansion outside the boundaries of the home region is contraindicated, since the order in it leaves much to be desired.

On a note: The army in the city affects the order more than in the field.

Having captured a city in a neighboring province, you will have to run between it and your native land, suppressing all new rebellions. One can only hope that the enemy does not notice the weakness. Even as a strategic genius, an army is unlikely to be able to sustain six victories without a significant reduction in combat readiness.

UPD 1.41.1: Since the fights have become much more difficult, you should not hope for 10-20% damage. The army will be able to withstand a maximum of 2 battles.

From a tactical point of view, the ability to defend your borders depends on the defense of cities and on the army nearby. The capitals of the regions initially have walls, which allows them to resist the superior forces of the enemy, but ordinary cities do not have them. Any fully equipped army can easily defeat the garrison of such a city.

The only way out of this situation is to build walls, but this only gives a temporary effect. There is a chance to defend yourself, but a long siege spares no one. The main purpose of the walls is to give the army more time to defend the borders. This conclusion can be rephrased in the same way: walls allow you to keep the army further than one step.

Advice: To be able to retreat, keep your army at a certain distance from the enemy. If you are close, once you will be able to retreat, and the enemy army will be able to catch up with you. You won't be able to retreat a second time.

It is much more effective to loosen enemies at first and replenish the treasury with raids on enemy territory. Plundering provinces will have a much more favorable effect on the company by weakening the enemy and replenishing the treasury.

The best way to expand is to ensure that our army can always meet the enemy. Being surrounded by rivals, it is impossible to achieve this, since by withdrawing the army in any direction, we expose the rear.

The best way is to achieve a non-aggression pact. We have two options at our disposal: with a sword in hand or through diplomacy. This way you can secure your rear.

On a note: Having declared war, it will be possible to achieve peace only after a series of victories.

It is best to outline for yourself a certain path for the development of the empire. As an example, you can go to the edge of the map (if your empire is nearby). In this way, you can be sure that the enemy will not suddenly attack you from the rear, and you will be able to put all the armies into action. As an option, also use the seas, which is less reliable. Even less reliable is the use of mountain ranges, as some factions are able to use animal paths. The world of Warhammer 2 is in a permanent global war. There is a chance that an army or even two will suddenly swim towards you, but the chance that the enemy will get stuck in battle with a neighbor is greater, so there is room for maneuver.

Army

Legendary difficulty will veto the strategic view in battle, the minimap, pause and even slow speed. You will need to react quickly to the course of the battle. You need to make up an army in such a way as to be ready for anything and know all the available abilities.

The first thing we must do is create the most versatile army that our civilization has. It should turn out to be stable, tactically mobile and effective from the side of management, because we will have to manage it manually more than once. It is the army that is the guarantee of our wealth and security in these turbulent times. Given the complexity of the game, the larger our army, the calmer we will feel.

We need to make the most of all the strengths of the chosen civilizations. The main goal of the first army is the least losses. We have to fight often, so the loss of more than 20% of the army can result in the loss of troops after several battles.


Advice: If you see an opportunity to pull depleted units out of combat without too much harm, do so. Damage distributed throughout the army is healed faster than the restoration of a barely alive detachment of fighters. Auto attack with an army with such units is expensive.

The army of dark elves, even in the early stages of development, has serious power and effective combat potential. Almost all units of the early period have shields and are able to hold off a ranged attack, but we should focus on more than one nation in the passage.

Each available empire has its own strengths and weaknesses, so we should first look at faction and lord bonuses, and then their skills and army strengths.

The initial phase can be such that you have to fight off attack after attack, fighting several armies per turn only for your army to dry up like a trickle.

As one of the winning and simplest battle strategies, we propose to assemble a rifle army. Its advantages lie in the less necessary control (there is no pause) and the effective reduction of enemy forces before the start of the battle, which significantly affects their morale and, as a result, an early enemy retreat.

This composition of the army is most effective for the high elves, because their attack radius is the largest. The Dark Elves are able to compete with their superiority, relying on the power of their own crossbows. Lizardmen are strong in close combat, so you have to pay more attention to the flow of combat here.

The composition of the army of dark elves, we described in detail in the article " Total War: Warhammer 2 - Dark Elves". You can read about the strengths of each side in the relevant guides.

Heroes should be dressed in all the best that comes across. Each effect must match the specialty of the army, lord, or hero. Each combat ability increases the chances on the battlefield, so it is advisable to use all available ones.

On a note: dark elf lords can mount black dragons at 18th level. Their power will grow noticeably due to damage, poison and intimidation, but this monster is quite voracious. Maintaining such a pet will cost the lord 270+ coins (reducing the content does not give the original figure).

Magic and spells


Playing on legendary difficulty leads to a certain conclusion - "the main thing is not a certain style of magic, but the correct use of spells."

Different schools of magic are able to provide the best advantage over the enemy, but the complexity of the organization, the use of spells and different heroes can confuse the player.

Confused judgment in combat can be called one of the main signs of defeat, so do not complicate your life. Specialize in two spellcasters: the lord and one of the mages.

There must be one mage and one duelist in the army.

The mage can destroy the enemy force, support his troops, generally use magic for the benefit of the army... in other words, the mage can be effective in a duel due to spells, however, this may be unwise due to the waste of valuable magic.

Duelists are able to greatly order the enemy's army, but their main goal is to hunt for enemy heroes. Depriving the enemy of a general, the army will almost certainly take to flight. By defeating the caster, you will significantly reduce incoming damage. By destroying the monster, you will make it easier for your army ... I wonder if killing monsters gives an advantage? The spectacle of the falling dragon should evoke the battle cry of the enemy army.

Warlords are stronger than heroes, so keep an eye on the fight.

Magelords are especially effective on the battlefield, as they share both functions and keep a free slot for another unit of their choice. The main thing is not to lose sight of the health of the lord. Some of the most powerful Spelllords are Malekith and Morathi, and tips on how to use them can be found in their respective articles.

The use of spells should be as effective as possible to reduce the losses of your own army. Destroy melee units, slow down enemies, making them the target of shooters, strengthen your warriors. The main thing is the effect. Try to focus on a few spells in order to use them effectively.

Auto battle

We will talk about it briefly. Auto battle allows you to reduce the time of the company. It should be used in two cases: you greatly outnumber the enemy army; you do not know how to deal with the enemy army, but you are well superior in strength.

If the odds are equal or you are inferior, in no case do not let things take their course. Auto combat is ruthless. The chance of losing an army is too dangerous. Examine the landscape. If there is nowhere to strengthen, think about it. If you retreat, can the enemy in full force catch up with you in the same turn? Will you be in a more vulnerable place?

Personal presence makes the battle more successful, for at least one reason - the complexity of the company. The more complex the company, the less luck fate will give you.

Advice: It doesn't always make sense to fight on the battlefield. If the enemy has a lot of archers, auto combat sometimes calculates the duel much better than if you enter the field. It can be assumed that this is due to the better maneuverability of the computer on the battlefield, resulting in a fairly quick tying of archers in battle. It is difficult to achieve such maneuverability without a pause.

Auto battle is bad for weakened units. The computer does not hesitate to send every warrior into battle, even if half dead. There is a great risk that the detachment may be completely lost.

On a note: The amount of experience gained does not depend on the battle / auto battle, so there is no point in wasting extra time if your advantage is undeniable.

Extension

When playing as Malekith, the expansion has 2 strategies:

1. You are lucky.

2. You are out of luck.

1. In the first case, we have the opportunity to attack a neighbor, since no one touches us. The situation is rare, which can be slightly advanced through competent battles with neighbors. This option is less financially costly, since it allows expansion at the expense of one army. The main target is the Grond gold mine, as it is financially sound.

2. We're out of luck. We are constantly under attack from all sides. The enemies seem to have decided to tear us to shreds. It would seem that everything is bad, but even here there is an opportunity to get out.

The bias of the dark elves towards trophies will play into our hands. Enemies will not send separate, weak detachments of fighters to us. Well-prepared main armies are waiting for us. By breaking this one, we will get a solid jackpot in terms of trophies, and improving the production will allow us to increase profits through battles.

If we have the opportunity, we should pay a visit to the enemy and plunder the neighboring settlement.

Having collected enough trophies, we will have to create an army, moving towards a budget deficit. The most important thing is to calculate the finances so that there is enough time to get to the next enemy city in order to plunder it and then capture it. It is this order that gives us more profit. This march will need to be kept until the moment of financial solvency, and then move on to the second stage of the company.

Lords on legendary difficulty


The standard low maintenance target on Legendary difficulty won't work, and here's why. Let's take the dark elves as an example. Difficulty imposes an upkeep increase on the hero's army. Malekith's massive upkeep reduction bonus of 50% turns into...20%.

A more or less adequate army assembled from junior troops has a content of 3450 (conditionally). Taking into account the full skill of the manager (-15%) 3000, which is removed at once by adding a second army (+15% to the maintenance of "all" troops). We can also add "respect and fear" (-8%) for a total of 23%, which will be 2650. To do this, we need "only for only" 9 and 11 skill points, respectively. The maintenance of the hero will cost these 8%.

The first time on the legendary difficulty, you will not be able to afford the purchase of a second army, so the reduced content will not give us a bonus to increase the strength of the army, only a little bit of pocket money.

UPD 1.41.1: Upkeep is now adequately reduced, so the balance has returned. The choice between magic or reduced content + rush attack remains equal. Please note that the battles have become noticeably more difficult.

The emphasis on commanding the army will result in... we will estimate this as a 10-20% increase in strength. Of course, the increase in strength will be transformed into a decrease in losses, but is so much effort worth 10-20% of strength ...

Excluding special skills that will come in handy one way or another: running a country, transport, only magic remains. This is where our legendary spell lords are especially effective. The ability to greatly undermine the morale of enemies, beat manpower or increase the power of your own units greatly affects the outcome of the battle, which is most effective in our situation.

Advice: As soon as the opportunity arises, teleport for legendary items. They provide a significant advantage. You can go through the game without them, but with them it will be much easier.

It's hard to say for the legendary warrior lords, as their combat skills can be inferior to magic ones, but everything should be approached thoughtfully. It is possible that some lords' skill in commanding an army could make it more lethal than a fireball.

After acquiring the maximum power of the lord in battle, it is worth thinking about the next landmark. Strengthening the army could increase the power, but reducing the content will have a greater effect.

Once your lord gets the maximum power of the main army, your empire is likely to gain some profit. Together with the reduction in upkeep, this will give you the opportunity to recruit a second army. In addition to the second army, the skill located in this branch will be very useful to us - swift attack. The ability to attack against only one army in the later game will be very useful to us, since the enemies also do not stand still.

On a note: Rush Attack is more useful in the mid to late game. At the beginning, the factions do not have too many resources and cannot afford a large number of armies. Two armies, for example, are rarely side by side, because they have to defend opposite borders of the empire.

Mistakes


When playing on legendary difficulty, there are 4 most painful mistakes:

1. Lack of preparation.

Before rushing into battle, we must weigh the pros and cons. Assess your strengths. "Is it worth it to rush at two enemy armies under the fortress?"

2. Fatigue.

If you are tired, you are less responsive to various changes in the situation. The game is the game. Your brain knows this. Your mind will prefer to relax by saying "Come on, everything is fine." On legendary difficulty, a mistake can cost several hours of development or the entire company.

3. Self-confidence and impatience.

Leaving even a beaten enemy in the rear, you can slow down your progress in the game for a long time. This point is described in sufficient detail in the article " Total War: Warhammer 2 - Walkthrough for the dark elves (Malekith), legend". Leaving the enemy in the rear affected development due to retreat and regrouping.

Intrigues and actions of heroes

In fact, this section is not mandatory for a general company. The effect here is rather entertaining, since there is not so much direct income from them.

Let's say after you set up a decent economy, you finally start to accumulate funds and want to use heroes in someone else's war. The only point here is curiosity, but will it be possible to influence the outcome of someone else's war.

You will have to constantly monitor enemy armies on the other side of the world, which will increase the time of the company. Your heroes will be far from the army and will not be able to directly influence the outcome of your actions.

We prefer to look at this issue as a waste of time that does not provide enough benefit in a short period of time.

Trick to reduce the replenishment of losses by the enemy army

This feint sometimes worked against the player, so it might work against the enemy as well.

In order to gain an advantage for a while, you can use the loss replenishment reduction. Thus, the enemy army will be, as it were, stunned and weakened. It will be possible to use this time to fulfill any strategic goal or withdraw for reinforcements (replenishment).

It is possible that the computer will prefer to collect broken troops and hire new units, which will result in additional costs on its part and ultimately affect the reduction of its treasury. Those. if we want a truce, we can count on smaller bonuses.