Oct 08, 2017 This video gives you useful tips on how to win your Skaven campaign in Total War: WARHAMMER 2. Talking you through the Skaven campaign mechanics and how to u. This video gives you useful tips on how to win your Skaven campaign in Total War: WARHAMMER 2. Talking you through the Skaven campaign mechanics and how to u. Sep 25, 2017 The win conditions are identical, save for faction-specific lore. I found myself missing the first Total Warhammer, where each faction had unique (and thus interesting) win conditions.
- Total War Warhammer Victory Conditions
- Total War Warhammer Bretonnia Win Conditions
- Mortal Empires Victory Conditions
- Cached
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Given the fact that the games from the Total War franchise are extremely complicated and quite difficult, it's worth to look through the tips presented in this guide before (and during) you start your adventure with the game. Those will be most useful to the players that are new to the franchise, but even the most experienced players should find something interesting here.
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War and expansion
Total War Warhammer Victory Conditions
1. Before you enter war with a faction make sure that your country is well protected and prepared for the task. You must make sure that the public order and corruption is in check, and that the borders of your country are safe. More on that can be found in the 'War' chapter of this guide.
2. Don't ever fight with multiple factions at once. You might think that you have a huge advantage over all of the factions because you have numerous provinces under your control. However, you won't be able to protect all of them at all times as you won't be able to afford such a huge army. You should pick your enemies carefully.
3. If you absolutely have to fight with multiple factions, try to do so on a single frontline. It can happen that you want to declare war to a faction and its ally will join the fight. This is why you should pick your enemies carefully and try to attack those factions that either can't hope for an ally reinforcements, or at least with allies that will come from the side that you are hoping to expand, not attacking you in the back.
4.Never go to a war when your income does not allow you to. If you have a very small amount of gold in your treasure don't even think about war. During the expansion your income might suddenly go into a negative value and when your treasury will be empty the country will enter bankruptcy. More on that can be found in the 'War' chapter.
5. Refrain from declaring war against factions whose settlements you won't be able to capture. If you can't capture a settlement and then the whole province, attacking an enemy has no point. The gold can be earner by using other methods and making new enemies will never pay off in the long run. Factions whose settlements can be captured by your own race can be found in the chapters about each faction.
6. Don't fight with faction that has a similar strength, or is stronger than your own. It doesn't mean that you will lose such a war, as with proper preparations you can defeat an enemy that is multiple times stronger than you. By going into such a war you will be exposed to attacks of other factions as you have to send all of your forces towards the enemy you want to fight with.
Country and province development
1.Keep the public order in provinces in check. There's nothing dangerous awaiting you unless the public order drops to -100, but you must make sure to reach the maximum, 100, as quickly as possible. This way you will have a lot easier job to keep the order in provinces in check, and the corruption will have a smaller influence.
2. Keep the corruption as low as possible. Keeping corruption on 0 is extremely difficult as there will be numerous heroes from the Vampire Counts and Chaos factions roaming your terrains, but you should try to keep it below 10%. Corruption can be decreased with Heroes, technology, Lords' abilities, as well as some buildings.
3. Capture whole provinces. Thanks to that you will be able to prevent the public order from decreasing because of fights over control of the cities. Additionally, you will be able to activate the Commandment, which will give the whole province a huge boost.
4. Construct military and high-leveled buildings in the capital of the province. The capital of a province is the one located on the left side of the province screen. It's the only settlement of the province that can be developed up to 5th level (all the others can reach up to 3rd), giving you access to all of the buildings and their upgrades. There's no point in wasting this precious space for buildings that can be constructed elsewhere.
5. Remaining settlements of the province should be used for economy buildings. The remaining settlements of a province can only be upgraded to the 3rd level, which is why they area ideal to construct economy buildings there - those that give you increased income, public order, growth, or allow you to produce goods to trade with other factions.
6. If the settlement is located on the border with a hostile faction, construct defensive buildings there. The best option is to build the second level of a wall there - thanks to that the enemies will have to use siege equipment to get through the walls and will have to defeat larger garrisons. In most cases this should be enough to prevent the enemy from attacking you in the first place.
7. Each province should have at least one building decreasing corruption. Those buildings work only in the province that they are constructed in, but they give immense boosts used to decrease the corruption of a land. A good choice for such a building is the capital of a province, where you will be able to upgrade the building to increase its effectiveness even further.
Army and combat
1. Refrain from using only the most 'powerful' units in combat. Encounters with only heavy cavalry units will quickly end - with your defeat, as the enemies will have access to a number of units that can easily counter them.
2. Refrain from taking a large number of missile units with you. Aside from Dwarves where most of the ranged units are decent in melee combat, most of the missile units in the game become worthless as soon as they run out of ammunition. Your army should consist of a maximum of 20-25% missile units.
3. Refrain from taking too many artillery units with you. A case similar to the one described above. Despite the fact that raining artillery fire on the enemy might be tempting (and effective, if properly used), artillery units may quickly become ineffective when, for instance, an enemy reaches your army with his whole army. Firing at the enemy will now be connected with the possibility of firing on your own units.
4. Don't send your Lord alone into combat. Whether your Lord is an incredibly powerful combatant or not, Lord is only a single unit on the battlefield and can be easily killed when focused by enemies. When your Lord dies, the leadership (morale) of your troops will decrease severely and most battles will be lost.
Total War Warhammer Bretonnia Win Conditions
5. Don't send mages into combat. Mages are extremely powerful when casting spells from afar, but they are useless when fighting in melee - even the weakest enemy units will be able to severely damage your high-leveled mages. You should keep them away from combat and use them to cast spells.
6. Pay attention to the leadership of your units. The leadership serves the purpose of the units' morale and if the bar representing it gets emptied the a unit will route from the battlefield and you will lose control over it. Additionally, routing units have negative effect on the morale of other units - in a worst case scenario your units may run away from the battlefield in a chain-lighting reaction.
7. Pay attention to the fatigue of your troops. Fatigue influences the effectiveness of a unit in combat (and in some degree the leadership - exhausted units have decreased leadership and are easier to route). Units fighting in melee will deal less damage (and take more damage from enemies), missile units will take longer to reload, and your cavalry won't be able to perform charges. If your units are exhausted, try to find them at least a few seconds of peace (when they are not moving and fighting), which will allow them to rest a bit.
8. Don't chase after routing enemies across the whole map. You won't be able to kill off the entire unit, and your own units will quickly tire and will lose their effectiveness.
9. Flank enemy units and prevent the enemy from doing that to your own. Flanking enemy units have a huge negative impact on their leadership - units that are attacked from the sides and from the back can have their morale collapsed in a matter of seconds, forcing them to run. However, your troops are also vulnerable to that - pay attention to your own flanks and when the enemy tries to surround your troops order them to get back and regroup.
10. Protect your missile and artillery units at all costs. Those units can wreck the enemy army, but they are practically helpless in melee combat, or during the charge of an enemy cavalry. If you have to move all of your troops away from them, be sure to leave at least one, two units near them in case an enemy suddenly appears.
11. Use your cavalry to flank the enemy and attack units that were left behind unprotected. Even a single cavalry unit is capable of eliminating several missile units and all the artillery of the enemy. If the enemy left those units unprotected, use this opportunity and send your fast cavalry troops to get rid of them. Even if you can't eliminate them your army will be given a short moment when those enemies can't fire at them.
Magic
1. Use the roulette option with caution. It will allow you to randomize the amount of Wind of Magic points available at the start of the battle, but it can also decrease the quantity drastically. If you start with more than 12 points there's no point in risking it.
2. Don't use more than 1-2 mages. This is the absolute maximum that you should be using in a single battle. Higher amounts won't allow you to cast spells as the Winds of Magic reserve will be empty all the time, and the mages are the weakest units in the game when they can't cast spells.
3. Refrain from wasting precious Winds of Magic points. Spells cast by mages are extremely powerful, but they can cost up to 15 points of 'mana'. You should think twice before casting a fireball spell when you might be in need of a protective spell in a moment.
4. If your army relies heavily on the magic, don't force an encounter when the Winds of Magic are weak. Winds of Magi and their state determine the amount of 'mana' points available on the battlefield. The condition of the Winds of Magic changes after several turns which means that mages will become more powerful or grow weak, as they won't be able to use their spells often.
If you decide to play as the Empire, you must take into consideration the fact that there will be multiple potentially hostile factions around you. You must first defend against them and then conquer their lands. This chapter is focused on the first turns after the start of the campaign. It assumes that you select Karl Franz as your starting Lord, but if you want to you can pick Balthasar Gelt instead.
First turns
When the campaign starts you will be given your first Lord (the faction leader), as well as the capital of the Reikland province, Altdorf. Start by upgrading the building found there - from the Training Field to the RallyField. Thanks to that you will gain access to two new units - Spearmen (Shields) and Crossbowmen. Before you venture towards nearby settlements, send the Lord into Altdorf to increase the public order for the next turn and start recruiting new units - purchase at least two units of Swordsmen and one unit of Spearmen. This should be enough to conquer nearby settlements, but if you want to be more sure (and suffer less casualties during combat), recruit another, identical group of units - this text assumes you do so.
After the 3rd turn starts the Rally Field will be constructed and you will be given access to new units (ignore them at the moment), and the possibility to conduct research will unlock. Open the research screen (by clicking on it in the bottom right corner of the screen or by pressing the 8 key) and select the State Troop Sergeants technology. After it's complete any new unit of infantry you recruit will start at the 3rd rank.
During first battles you will have a huge advantage over the enemy.
Now send your troops south to attack the Empire Secessionist's army located there. They will have no chance against you, which is why you can use the auto-resolve option if you want to. However, as this is probably your first combat experience using the Empire units, you should lead your troops into battle yourself. Thanks to that you will learn how the army of the Empire works, as well as how to counter the same troops in battle (you will be facing empire-like units for the next couple dozen of turns). After the encounter your Lord will advance to the next level - pick up the Route Marcher ability which will increase the Lord's movement range on the map. Afterwards, get back on the terrain under your control, open the recruitment window and start recruiting 3 more units - you can select the types on your own. Now end the turn.
Afterwards, head towards Grunburg to conquer the settlement - you should have no problems with the garrison stationed there. When the battle ends select the option to capture the settlement. Additionally, you will complete a quest that required you to conquer this settlement and you will be given another. This one is the first story-related quest for the Empire - Battle of Bloodpine Woods. You will be shown the place where the battle will take place. After the battle for Grunburg, your Lord will be given another level and an ability point. Invest it Inspiring Presence, which will increase the discipline of units standing near Karl Franz. Before you end the turn add 3 more units to recruitment - your army should now have 19 units.
Battle for Helmgart takes place in a dense forest - use the trees to your advantage.
Start the next turn by upgrading the main building in Grunburg - this will allow you to construct the third building there. Afterwards, head west towards Helmgart. Attack, conquer and occupy the settlement. Additionally, your Lord will now be level 4 - spend the ability point to unlock the Hold the Line skill. This will allow your Lord to increase the discipline of nearby units and make them immune to charges. This is an ability, not a spell - it won't cost you any Winds of Magic points to use. Before you end the turn start upgrading the main building in the newly acquired settlement.
You must now head towards the last settlement in the Reikland province, Eilhart, located to the north of your Lord's current position. After you've conquered the settlement, start upgrading the main building here and set the commandment to HostFestag, which will increase public order in the province. Your Lord will now be level 5 - use the extra point to unlock Warhorse. Karl Franz will now be able to use a mount in combat, which will boost his effectiveness on the battlefield.
During the next turn you will be able to construct a new building in Grunburg. Start constructing Tap Room - it increases the level of public order in a province. Order your Lord to head inside the capital of the province, Altdorf - he will be able to reach it in one turn if you set his movement method to March. During the next turn (9th) raze the Training Field in Helmgart (as you have one constructed in Altdorf) and start the construction of Weaving House. Now send your Lord to take part in the mentioned Battle of Bloodpine Woods. The place to start it is located to the east of Altdorf.
Battle of Bloodpine Woods
You will be facing two armies here - one commanded by Richter Weismund and the second, which will come as reinforcements (they will come from the southern corner of the map), commanded by Hans van Zanger. This is a story-related battle which means that the terrain of battle will always be the same. Your forces start while hidden in a deep forest, whereas the enemy forces are marching along the road.
This battle is an ambush - you can easily surprise the enemy.
This battle starts with an ambush performed by your army - the enemies won't have a clue where your army is located. You should deploy your soldiers appropriately before the encounter starts. Creation pcut usb driver for mac. Set all of your melee units along the route the enemy forces will be marching, your missile units hidden behind them, and your Reiksguard should start on the eastern edge of your deployment zone. Make sure that all of your forces are hidden - it can be checked by looking at the top of a unit portrait (an eye icon will be there if the unit is hidden). You can now start the encounter.
Eliminate the enemy artillery as quickly as you can.
Send all of your melee troops directly towards the enemy army - if you deployed them along the enemy marching route they should be able to surround them. Your missile units should be standing where they were deployed to provide ranged support, while your Reiksguard should charge at the enemy artillery located at the end of the convoy. Enemy artillery should soon start routing - make sure that there's nothing left of them and that they won't be able to get back into the game.
After a short while enemy reinforcements will arrive from the south.
After a short while enemy reinforcements will arrive from the south. It's crucial that you defeat as many enemy units as possible before that happens - and at least get rid of the enemy artillery. When you've dealt with the first enemy army, send all of your soldiers to meet the reinforcing forces approaching from the south. Order your melee fighters to stand in a long, straight line and place your missile units behind them. Additionally, take two missile units and position them towards the west - there will be a unit of Pistoliers coming from that direction. This unit is too mobile for your Reiksguard, but missile fire will obliterate them in seconds.
The battle should soon be over. Even if your troops suffered casualties don't worry, it was well worth it. You will be given a new weapon for your Lord - the Sword of Striking - as well as your very first hero, one of the mages (selected randomly each time you start the encounter). The mage can be used against enemy Heroes and Lords, but you should add him into your main army, so that you can access spells in combat. However, if you've chosen Balthasar Gelt as your main Lord you can use this hero elsewhere, as Gelt can cast spells.
Following turns
After winning the Battle of the Bloodpine Woods your Lord should advance to level 6. You can develop your Lord however you like, but remember to try to invest in a single tree, so that you unlock the final ability of it as quickly as possible.
Going from the top of the abilities you have the ones associated with quests (they unlock when you progress the story), Character Skills that increase the effectiveness of the lord on the battlefield, Battle Skills that influence the units that serve under the Lord and the Campaign Skills, which allow you to, for instance, decrease the costs of recruiting new troops. Development of your Lord depends solely on the function you wish for him to fulfill. If you want him to be undefeated on the battlefield you should invest in Character Skills, but if you want him to maximize the effectiveness of your entire army you should instead focus on Battle Skills.
Alliance offers from other factions should soon start appearing. You should accept all of the peace treaty and trade requests. You should have friendly relations with Dwarves and more distant human factions. This will allow you to have an increased income from trade, and will minimalize the risks of a sudden attack from a former ally.
During the next turn (10) order your Lord to head towards Kemperbad, a settlement located to the east of Altdorf. He won't be able to reach it during this turn, so just position him right next to the settlement without declaring war. Upgrading of the main building in Eilhart will now be completed. Use the free place and construct WeavingHouse there. Additionally, upgrade Cattle Pastures in Grunburg to Cow Pens. You can now end the turn.
At the beginning of the 11th turn start a new research project, State Troop Standards - this will increase the leadership of your infantry. You should now be able to upgrade the main building in the capital of the province, Altdorf, which you must now do. Afterwards, upgrade the Weaving House located in Helmgart to Clothier. Now attack Kemperbard and seize the settlement.
Developing all of your settlements will take some time.
It's time to upgrade the income generating building in Eilhart - upgrade Weaving House to Clothier. You should now recruit a new Lord in Grunburg and train at least 6 units for him. It will take two turns to complete, so just start the process and go 'do something else'. Send your main Lord towards the capital of the province, Averheim, located to the south-east of Kemperbard. It will take several turns to get there - you will be able to attack it during the 14th turn.
During the next (13) turn an opportunity to upgrade a main building in a settlement will appear. You should start with Grunburg, as it's the only settlement that no building is under construction in. Send Karl Franz further towards Averheim and end the turn. Also, remember to send your second Lord to Kemperbad when he has at least 6-9 units - this will allow you to boost public order there by a small amount.
During the next turn you will be able to attack the mentioned settlement. Because of the fact that this is the capital city of the province you have to break through walls. As you don't have any artillery (unless you've picked Balthasar Gelt as your starting Lord - he has a single Mortal unit.) add at least a single siege tower and press the 'continue siege' button. You can now end the turn. In the next turn you will be able to auto-resolve the battle, making it a lot easier and saving you time. Additionally, you should start constructing Guard House in Helmgart and later on upgrade it to City Watch - this settlement is located near Dwarves who like to attack out of the blue.
At the beginning of the 15th turn the upgrade of the main building in Altdorf should be finished. Make use of an extra slot and start constructing Gunsmith there. When it's completed you will be able to hire Mortars into your army, which will increase your effectiveness in combat tremendously. Select Karl Franz and attack Averheim again. At least one siege tower should be complete and you will be able to auto-resolve the battle and take control over the settlement.
In the next turn head towards a settlement located to the east - The Moot. There are no walls here - you don't need to have artillery units to conquer it. If you have enough gold you can upgrade the main building Eilhart. Now end the turn. Now continue your conquest - send your main Lord towards Grenzstadt, a settlement located to the south of The Moot. Reaching it will take two turns. Before you end the turn, however, start constructing Weaving House in Grunburg. End the turn and at the beginning of another one attack and conquer Grenzstadt. Thanks to that you will have full control over the province - select Host Festag as the province's commandment.
During the 18th turn send your Lord stationed in Kemperbad to Grunburg and start recruiting Mortars. You can later on swap those units between Lords, so try to recruit at least 4 of them - two will stay in this army and two will be given to Karl Franz. Before you end the turn send Karl Franz towards Nuln, located to the south of Grunburg. During the next turn upgrade Weaving House in Grunburg to Clothier. As you probably have no gold now, end the turn and wait for the Mortal recruitment to end. Don't forget to use your Lord's movement and send him closer to Nuln. In the meantime a technology research will be completed. Pick another research - you should have one available right now. Spend the 20th turn trying to get to Nulnw with your main Lord and upgrade one of the buildings in the Reikland settlement - preferably Fields to Farm in Eilhart.
Wissenburg, one of your last (for now) settlements to conquer.
Depending on the route Karl Franze traveled, both of your Lords should now be right next to Nuln. Transfer armies between Lords so that two of them have 2 Mortars. Afterwards, attack Nuln. It's a well-defended capital, with a large army stationed inside - which is why you need the Mortars. When the encounter ends, send your second Lord to conquer Wissenburg, a settlement located to the south of Nuln. This leave a single settlement of this province to counter - Pfeildorf, located to the south of Wissenburg. You should reach the place during the next two turns.
Now it's time to conquer Wurtbad, which can be found to the east of Kemperbad. The army stationed there should be relatively small, which should make the encounter a breeze. This way, during 25 turns, you've managed to take control over 4 full provinces: Reikland, Aveland, Stirland and Wissenland. Additionally, you have a single settlement in the Talabecland province. You must now stop your expansion and spend some time stabilizing the economy and public order.
Mortal Empires Victory Conditions
What to do next
Detailed development of the four provinces you've managed to capture can be found in the next chapter. Your campaign objectives can be found in the introduction chapter of this section, or in the game (by pressing the '9') button. You must conquer all the lands of men mentioned there, defeat vampires and drive out the Warriors of Chaos back to the Chaos Wastes.
Cached
You should start by eliminating the Vampires. Don't even try to trade with them, or have any pact - it's better to just get rid of them. They aren't a threat on their own, but eliminating them will allow you to clear the land off their (vampiric) corruption. This in turn will allow you to have better control over the level of corruption.
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When you're done with the Vampires and you've either defeated all other factions of men or have an alliance with them, start eliminating Warriors of Chaos. You must eliminate enemy heroes whenever they enter your terrains - each hero of Chaos will increase corruption of the land. You also can't ignore Lords of the Warriors of Chaos - if you allow them they will raze your settlements one by one, and some of them can increase corruption of the province they are standing in by up to 10 points. Finally, don't even think about trading with them - your goal is to push them back to the Chaos Wastes.