Total war warhammer 2 combined company. Study your army in an ordinary battle

(turn-based)
Platform: PC (Win/Mac)
Language: Russian text, English voice acting

Minimum:
OS: Windows 7 x64
CPU: Intel Core 2 Duo 3.0Ghz
RAM: 5GB RAM
video card: (DirectX 11) NVIDIA GTX 460 1GB / AMD Radeon HD 5770 1GB / Intel HD4000 @720p
Disk space: 60 GB

Featured:
OS: Windows 7/8.1/10 64Bit
CPU:Intel® Core i5-4570 3.20GHz
RAM: 8GB RAM
video card: (DirectX 11) NVIDIA GeForce GTX 770 4GB / AMD Radeon R9 290X 4GB @1080p
Disk space: 60 GB


- another game from the popular series. Already the second part of it takes place in, but this does not affect the fascination of the process. If it was an appetizer, then the second can be safely called the main dish for true fans of the series.

As usual, the gameplay will be based on two modes: turn-based strategic campaign, with city building, diplomacy and trade; and tactical battle your armies on the battlefield. Whelps, robbers, freak swordsmen, witches and lizards will gladly accept your commands to cut each other to pieces.

Four factions are available in the release version: High Elves, Lizardmen, Dark Elves and Skaven Ratmen. As is often the case in dark fantasy, there are no good-natured people among them. Each race pursues its own interest, which consists in seizing as much power as possible in the New World and spoiling rivals. And the reasons and the plot are no longer so important. If only there was a reason to fight.

High Elves are very stubborn and proud, wear funny skirts and love intrigue. Fortunately, the main intrigue is not to determine what the elf has under her skirt. Dark elves are as belligerent as possible, conceited, and wear revealing armor that clearly shows the gender of their wearer. They love intrigue no less, betrayal more, and kill and enslave even more. In short, the same High Elves, only less restrained. With fire guys.

Lizardmen are not so interesting, alas. Ugly, mysterious, they love animals, they have a connection with the earth. The most interesting part their race is the name. What is the correct name to call them? Lizardmen? Lizardmen? Lizardmen? Another manifestation of the halo of secrets around these cute creatures. But with another animal race, the Skaven, everything is much more interesting. This, for a moment, is the people who came out of the Matrix and destroyed it. But in this time period, it is still just a horde of unique, insane, inventive creatures, the likes of which have not yet been. They bring filth into every home, crush the crowd and delightfully squeak after a successful stab in the back.

The map is not limited to four factions, on it you will meet people, and orcs, and beastmen, and the undead, and all the other freaks from the first part. In addition, there will be a campaign that combines both parts of the game. And we are waiting for hundreds of different DLC, without them it is impossible.

We must not forget about another important component - a huge number of schools of magic. If in the first part it was not enough and it did not work well, then in the second part the magic system was notably shaken up, relying on the experience of add-ons, and made it truly dangerous.

Network part, as is usual for a series, is also divided into two parts. Either you play with friends in a full-fledged campaign with sieges, diplomacy and a global map, or you fight in regular and ranked matches, independently choosing an army roster for the match.

As a result, we were presented with an AAA+ class product that increased the fantasy meat, fixed gameplay flaws and found new interesting mechanics. Total War: Warhammer II is the game that many expected to see back in 2016. Almost the whole universe fit in it, and we are not only interested in studying its history, but also living in it, commanding armies and countries.

Information about network modes:

Links:

Other articles:

If for good Catholics Christmas is associated with a home holiday, fried chicken and a glass of wine, then for good characters of the universe ...


Two legendary lords are ready to lead their massive factions, bringing with them unique mechanics, new buildings, items, and an engaging storyline...


The Curse of the Vampire Coast DLC brings with it a full load of content: Pirate Lords, zombie armies, upgradable ships, redesigned...


The beautiful Queen Alarielle wants to bring peace and prosperity to the shores of the Great Ocean, but the witch Hellebron set out to stop her. Are you ready...


The once flourishing and rich region of Nekeharu has turned into a desert, overrun by hordes of skeletons, led by the Tomb Kings. Can you overcome...


Owners of powerful PCs and connoisseurs of freebies will be pleased with a free update with a new experimental game mode"Laboratory" producing...

Study your army in an ordinary battle

To complete the campaign, you will need to repeat a series of victorious battles over and over again in order to capture more and more lands in general. Don't wait for the enemy to attack you first. Campaign in Total War: Warhammer 2 - not the best place to study the army and conduct any tests with the troops. You should always know what and where you want to build, how certain units work and in what situations it is appropriate to use them.

Choose the normal order and fight the computer in a custom duel, gradually learning the units available to this faction. First, focus on the main units to create the main army of your faction. After that, look at the higher level units so you know which one to use in the later steps of the campaign.

Try out the original campaign difficulty

Like other Total War games, the campaign has different levels of difficulty, which are related to how good the position and strength of the chosen faction on the world map is. It will be tempting to dive head first into an easy campaign, but in general you actually have a lot more choice. Naturally, this will become reasonable, in fact, the heavy level was invented for real masters who have honed their own skills in more simple fights. But before that, before you start choosing a faction, carefully study the tricks and the style of the toy for each of them.

If you're playing High Elves on Easy difficulty, you'll find yourself in the very center of the Isle of Ulthuan. These lands are in easily defended mountain passes, but don't forget that the high elves are an elite army that rests on a relatively small number of vulnerable units that deal the highest damage. Their research tree is the most complex. A plus is allowed to be called an extraordinary ability to manipulate enemies, although it is more abstract than it seems at first glance. Much more useful are the capabilities of the dark elves and skaven.

Of course, if you've played Total games War, the high elf faction will seem familiar and useful, but in general I would still advise using the lizardmen with Lord Mazdamundi or even the controversial skaven campaign. Mazdamundi's starting position is quite effective for the lizardmen - once you've captured your province, you'll be able to take on the human faction in the south, and then raid the weaker dark elves in the north. Lizardmen units are more fun than elves, in fact they have dinosaurs and even huge frogs.

The Skaven Campaign is a tough prospect for newcomers to the series, but quite fun if you enjoy the ordeal and wish to rule like a Skaven warlord. Taking the original province is easy, but you'll face constant raids from the high elf island and lizardfolk hunting fleets. In the east, of course, there are many skaven clans that will fight in this area for a source suitable for them. You will need to raid one settlement after another.

Check which buildings are needed for research

A large part of the factions in Total War: Warhammer must build buildings in order to unlock different branches in the technology tree. Due to this, the developers, as it were, link buildings, technologies and divisions into a single system of mutual blocking. This provides each faction with a personal approach to research and development. Lizardmen - magical demons and masters of the universe - have a huge number of mystical buildings that unlock the proper technologies. Skaven instead begin to learn new technologies after the construction of several buildings of the third level.

Regardless of which faction you start playing, be sure to familiarize yourself with the branches and abilities of the tech tree so that you know what you should be aiming for.

Chaos and Skaven, occupying the lands, change its very nature in harmony with their Almighty. Corruption is displayed as a percentage for each location, and you can even see how it changes appearance land, as Chaos turns your home into a lava-filled space.

If the level of corruption on the ground is very high, then your army begins to die. The corruption of Chaos can be characterized by aggressive spread. Remember that in this case, prevention is better than cure.

The information map of the area in the lower left corner of the monitor will provide you with useful data on all factors affecting corruption in this region. Ways to fight corruption vary by faction choice. Look for hero skills and buildings that allow you to protect yourself from corrupt lands. Naturally, on the other hand, you can play as a faction that "likes" to bathe in corruption, but in this case, you need to choose buildings and heroes that contribute to its spread.

Chaos attacks grow strong fairly quickly

In Total War: Warhammer 2, the four primary factions perform rituals, but with each successful one, the forces of Chaos invade the lands. The first invasion is quite easy to remove, but with each new rite, Chaos becomes generally stronger and more dangerous.

Faction selection

Before starting a campaign, you will have to choose a race and its faction for which you will play. You will also have to make a choice in favor of the legendary lord, who will lead the faction. Races mainly differ from each other in units and some mechanics, and lords in different abilities and effects imposed on troops. In addition, each legendary lord will have its own starting position on the campaign map. Obviously, this position can be either simple or complex.

Good factions for beginners

The optimal faction for beginners seems to be the Lotharen, led by Tyrion of the High Elf race. The High Elves have a really powerful army, made up of long-range archers (as well as hybrid units that can also fight in close combat), excellent warriors. And the actions of each unit are supported by the Ancient Dragons! In addition, the High Elves can easily influence relations between other factions, making it easier to form alliances.

Tyrion himself is a fearsome warrior, and his effects reduce the cost of maintaining base units and the time it takes to recruit a new army. All this will greatly simplify the task of an inexperienced gamer. In addition, the starting position in Lothern on the Isle of Ulthuan means that you will have a minimal number of enemies in the early stages of the game, since these lands are mostly surrounded by High Elves.

Difficulty levels and gameplay options

Difficulty level defines several different elements gameplay. For example, how aggressive other factions are towards you or how likely it is that rebel forces will form. Consider all these details when choosing difficulty. Legendary difficulty will also prevent you from making manual saves and disable pause during combat.

Besides changing the difficulty level, you can also tweak a few other things. If you click on the icon in the corner, next to the difficulty selection, you will open the necessary options.

Here's what you can change:

  • Tutorial - you can turn on an advisor who will explain various aspects and suggest certain actions during the game.
  • Cloud autosave - Warhammer II saves the game only on your local drive by default, but you can enable this feature if you plan to play on several different computers.
  • Game autosave is a very useful thing for forgetful and inattentive gamers. It automatically saves the game at certain intervals. But do not forget that the game will be saved at the end of each turn.
  • Realistic mode (this option is automatically enabled on the legendary difficulty level) - during the battle, camera control is limited to the area where your units are visible. There is also no mini-map, and while paused, you cannot issue orders.
  • Battle duration - you can set this parameter to 60 minutes. If you need to wait somewhere for the enemy, then during the battle you can always speed up the game.

Interface

In this chapter you can find detailed information about all interface elements. If you've played the prequel, you'll notice that there aren't many changes, and most of them are related to camera settings and tooltips.

Camera and hints

The developers made it possible for gamers to adjust the speed of the camera movement and, as they progress, track other factions. These settings can be configured in the upper left corner of the screen. Once you open it, you can go to your faction's tab to change the animation speed - this will save you a lot of time.

To improve orientation during war, you can go to the hostile factions tab and switch the camera to high or strategic - this will allow you to see exactly what the enemies are doing during their turns. The same settings can be applied to hostile and neutral factions.

You can also speed up the movement of all factions by clicking on the up arrow icon located at the top of the screen - this will significantly reduce the time spent.

There have also been other changes in the way the game is played - hints have become available that inform the player about possible actions. They are now reported by the icon displayed on the end turn button. Notifications are displayed one after another, which was not the case in the previous game where you received full list. Clicking on this icon will take you to the corresponding location or menu (for example, the lord upgrade tab, if any points are available for him). You can ignore any notifications, as well as customize the request system using the button below.

I recommend turning off hero idle notifications, otherwise the game will constantly inform you that this character is not moving, which can be very annoying. For example, the hero can use it to reduce corruption in the region, which is the reason for downtime.

Other interface elements

In the lower right corner of the screen, where the end turn button is located, you will find a couple of icons that open various tabs - diplomacy and technologies.

  1. Race Mechanics - Here you can find special mechanics for the race you are playing as. In the case of the Dark Elves, for example, you will be told about slavery; in the case of the High Elves, you will learn about the influence on the relations of other factions.
  2. Rituals - here is a tab with bonuses that you can currently purchase. We discussed the rituals in more detail in a separate article.
  3. Technologies - this is how you can open the technology tree of your race.
  4. Diplomacy - used to communicate with other factions.
  5. Goals are the requirements that must be met to complete the game.

At the top of the screen you can find information about your treasury, income for each turn (if you hover your mouse over here, you will get more detailed information), the progress of rituals that will help you gain control of the Great Vortex (more on this in a separate guide), as well as a list of active effects that affect the faction. You can also get acquainted with the mechanics of the race - for example, the level of influence of the High Elves on the food of the Skaven.

Minimap and lists

In the upper right corner of the screen, you will find a mini-map with the territories of all discovered factions. Above it there is an icon with lists that will be displayed below the minimap if you click on them. From left to right it is:

  • Missions and quests - list of active tasks. These are your legendary lord missions and completing them is the most profitable. Missions are assigned randomly and often have a time limit.
  • Events are all events that took place during a given turn, including declarations of war, construction of buildings, random actions, etc.
  • Lords and Heroes - A list of all your lords (along with the number of their armies) and heroes. After selecting any of them, the camera will automatically focus on it.
  • Provinces - a list of your provinces. Here you will find two critical characteristics of each province - the treasury and public order (if the province belongs to you).
  • Discovered factions - a list of all discovered factions, as well as their relationship to you. This includes signed agreements.

You will also find your own faction button. If you click on it, you will open a tab with all the information about the faction: active effects, information about the territories where you are, or the number of armies and heroes.

Province and army information

After selecting any of your cities, a tab with information about the province appears in the lower left corner:

  • Development - this parameter determines how soon you can upgrade buildings in your cities to new levels. The positive population percentages that you get for developing a province will allow you to upgrade the main buildings of that settlement. We have provided more detailed information about this in a separate guide.
  • Income is the total wealth of your cities, along with tax revenue. You can increase income by building the necessary buildings. You can also lower taxes to appease the population in low order provinces.
  • Public order - the parameter indicates how happy the population of this province is. If it drops to -100, then a riot will begin in the province. For more information on public order, see the separate guide.
  • Corruption - affects public order in the province. If it is very high, it will lead to the destruction of the army. More details in another guide.
  • Province effects are all factors that affect a given province. It can be laws or any outcomes random events.

At the bottom of the screen, you will find a panel of all settlements and buildings built in the province. By selecting one of the armies on the map, you will open a tab showing which units the army consists of and how many of them.

In the bottom left corner is a leader miniature along with their level and equipped items. In the case of the army of other factions, you will only get a rough idea of ​​their numbers and units.

Where they found out that the game is highly commendable, and also sorted out its pros and cons. One of the positives is that we wrote well-designed new races. In this article, we will take a closer look at them and give some tips for playing them.

Proud High Elves

The most balanced race of all the new ones. All types of troops are present, but there is only one siege weapon, and that is not very powerful. Don't expect powerful ranged units like the Wood Elves. At the same time, there are several types of dragons, which adds to the power of your army.

However, in the early stages of the campaign, you will not have monsters. What then? Then we would recommend focusing on the standard deployment - melee infantry with a small number of "ranged", and on the flanks (preferably to ambush them) cavalry support.

In the campaign, the race's goal is to support the "Magic Whirlwind", whose work was disrupted by a passing two-tailed comet and which sucks out excess magic, preventing the demonic hordes of Chaos from enslaving the whole world.

The features of the race are: Intrigue, Espionage and Military prowess. Intrigue, is the most interesting of them. It lies in the fact that your faction "needs to pull the political blanket over to its side", and this in turn will give you influence points that can be spent on court intrigues or hiring more powerful lords and heroes.

Espionage allows High Elf factions to spy on their trading partners, completely exposing their lands to you. And Martial Prowess gives you an advantage in close combat if your army enters it at full strength.

Ferocious Lizardmen

This race is characterized by its "Many Beasts". It completely lacks cavalry, instead of which the cavalry is represented by riders on Cold-Blooded - bipedal lizards resembling dinosaurs. The race does not have siege weapons, but they are more than compensated by a powerful army of monsters. Most units of the race can fall into a kind of frenzy, which is both good and bad. On the one hand, they become completely uncontrollable, but on the other hand, they do not actually lose morale and are capable of inflicting huge damage even on superior forces before they turn to flight.

According to the above analysis, we can advise several options for the deployment of troops in the battle. A cheaper but less powerful option would be to focus on melee infantry. Due to their power, the Lizardmen's "closest" ones can easily defeat similar squads of other races, even in a frontal attack. But at the same time, cavalry support is still recommended to attack the enemy from the flanks.

A more powerful option, but also more expensive, would be to focus on monstrous units. It is enough to add one creature of each type to the army so that your army becomes virtually invincible.

In the campaign, it is rather a positive race and helps to keep the "Magic Whirlwind" working. Overall, however, their goals remain a mystery and are revealed as the story progresses.

Race traits include: Geomantic Web and Blessed Broods. The geomantic network connects all the settlements of the Lidozards and strengthening it in certain provinces, allows you to increase the effectiveness of decrees issued in it.
Blessed Broods is a feature that gives you quests for completing which you can get elite squads of warriors.

Brutal dark elves

The race is based more on powerful magic, although all types of units are present. Especially for them, a new school of magic was added - Darkness. The siege weapon is again only one and not too powerful. There are not many monsters either, and only two of them are strong. Things are better with melee and ranged infantry. Interestingly, some "long-range" ones can also show themselves well in hand-to-hand combat, sending a surprised opponent to a knockout.

In the early stages, a strong expansion is not recommended, since the units on which you can build a formation will open a little later. The most profitable will be the arrangement with a good number of magicians, but at the same time, not without the protection of melee infantry. For attacks from the flanks, use the very "long-range" ones that perform well in close combat, since they also have the ability to "forward deployment", which means that you can easily attack the enemy from the rear with powerful units.

In the campaign, the goal of the race is revenge on their Higher brethren for the exile and capture of the "Magic Whirlwind" for their dark and not too good deeds.

The features of the race are: Black Arks, Slaves and Bloody prowess. Black Arks are mobile fortresses where your lords can recruit troops and make up for their losses. In addition, arks provide artillery support for your troops on the march.

Slaves your armies will capture in their campaigns. An increase in their number will increase income, but at the same time, lower public order. Slaves can also be sacrificed to perform rituals.

Blood Prowess is a buff that is given to all your troops in battle if they destroy a certain number of enemies. Well, I would like to note that the Lords of the Dark Elfs have inconsistent loyalty and can betray you, which means you need to carefully monitor them.

Insidious Skaven

Skaven, or ratmen, have numerous infantry and very strong siege weapons. Among the siege weapons, I would like to highlight the Wheel of Doom, which without any problems can deal with superior enemy forces. Skaven infantry, for all their numbers, has a low level of morale and quickly flees from the battlefield. The cavalry of this race is completely absent, and there are only two types of monsters. But it should be noted that one of them is the most powerful unit in the entire game. And of course, two new skaven schools of magic should be noted - Plague and Destruction.

The only true tactic for this race would be to focus on a huge amount of infantry. And so on, until you open powerful siege machines. Then, it will be possible to reduce the number of infantry by adding these same vehicles and increasing the number of magicians
in your army, who, thanks to the ability to call for reinforcements from underground, will make an excellent guard for them.

The Skaven are servants of Chaos, which means it's not hard to guess that their role in the campaign is far from positive. They want to kill all other races and plunder their cities, and use the Magic Whirlwind to return the world to the dominion of their Dark Gods.

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 generally remained largely unchanged and are therefore consistent with past games Series Total War: 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 which are divided into three categories.

♦ 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 his 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 helpful tips for newbies

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 that it is impossible to give an exact step by step instructions on the passage of the campaign, so 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 be built or upgraded to maximum level exclusively in the capitals, so you can not even 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 which will have a low rate 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 and his army can choose from a number of positions that can change the way they move around. 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 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. One in all settlements 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 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 preference. 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.

Beginner's Guide. How to win the campaign Total War: WARHAMMER 2 (II).

NOW IN RUSSIAN! Text version and voiced video. All for beginners))

Welcome to this video guide that will teach you to understand what is happening on the battlefield and help you win. We will talk about different units and their characteristics.

Let's start of course with the Lord - this is the most important piece on the board. They range from light mages in togas to huge armored monsters.
Their main task is to lead the army, so you must protect them and not let them die in battle. The greatest danger to the lord is the enemy lords. Try to keep away from them.

Heroes as well as lords can be very different in any case, they are your best choice if you need to destroy enemy characters or dangerous troops.
Mages should not be thrown into hand-to-hand combat, because their main strength is in magic - damaging and weakening the enemy, strengthening and healing your troops. They can do anything, but most mages are weakly armored and not very good at melee, so they need to be carefully protected and protected.
Melee infantry is your main killing force, great against all types of infantry but they are quite vulnerable to monsters and cavalry so they need to be avoided.
Polearm melee infantry is essential on the battlefield to deal with large targets. Basically, these are spears that can be used against monsters, cavalry and flying units and other large infantry. But they are vulnerable to any foot melee with different swords and axes.
Missile infantry can have many different uses on the battlefield. They can deal damage to any kind of units but they are also vulnerable to any melee units and need to be covered from attacks, especially from enemy cavalry which is very effective against them.
Cavalry is the highly mobile part of your army. They can protect their troops and attack the enemy. Flank and rear strikes, the destruction of shooters and artillery servants are especially effective. The main threat to them is the infantry with polearms - spearmen, halberdiers and so on. Stay away from them.
Monsters can have the most different kind- small groups, single huge creatures, nimble flying units, but they are all very dangerous. They easily chop up your infantry, but you should try to keep them away from polearm infantry. Arrows, bullets and projectiles are also very effective for fighting monsters.
Artillery deals great damage to the enemy long before he enters the battle. It is capable of hitting any target, but it is most effective to fire at large concentrations of infantry, but be on the lookout - gunners cannot defend themselves in hand-to-hand combat, so be prepared to defend them.
So what makes units what they are and how they fit together.
Unit information is written in information panel- the number in the squad, the number of hit points and also various characteristics and abilities. you need to understand what they mean in order to play Total War effectively.
Hitpoints determine the amount of so-called health - how much damage a unit can take. They can be added or taken away by buffs and debuffs.
Armor determines the degree to which a unit is protected from damage. The higher it is, the less damage the unit will receive from enemy attacks.
Morale determines how persistent a unit's morale is and how persistently it will take a hit. If the morale is low, then the unit can run from the battlefield.
Speed ​​- determines how fast the unit moves across the battlefield. Accordingly, the more armored the unit, the slower it is.
Melee attack determines the unit's chance to deal damage to the enemy in hand-to-hand combat, the chance to hit the enemy. The higher it is, the more damage the enemy will receive because his defense will be broken more often.
Melee defense determines a unit's chance to dodge or block an opponent's attack. Accordingly, units with a high stat will take less damage and can fight much longer.
Another important indicator is Weapon Strength. This indicator will determine the amount of damage inflicted on the enemy with a successful hit, i.e. breaking through his defenses in close combat. The indicator is summed up from the base damage and armor-piercing damage.
Onslaught or charge - a bonus that adds damage during a quick attack, so to speak "on the run". However, it only works if this condition is met. For example, a detachment of knights can be repeatedly withdrawn and launched into an attack with lowered lances. But when the knights stop after hitting, subsequent weapon strikes do not have this bonus.
Now you know what the characteristics of units mean in battle
Now let's talk about the importance of armor-piercing weapons.
A unit's weapon armor-piercing can be determined by the cuirass icon next to the weapon's Strength number. If you hover over it, then in the drop-down window you can see exactly how many units of base damage and armor-piercing it includes.
Units with high armor penetration are the best choice for dealing with highly armored opponents, because despite the powerful armor, the enemy will receive more damage for each successful hit. Wherein base damage will not fully penetrate under the armor and cause damage.
You can see many more symbols when viewing a block of information about a unit - you can hover over them yourself to read in the drop-down tips what they mean and think about how it can be used on the battlefield. dare!
now when you know what it all means and understand the strengths and weaknesses of each unit, you can start the battle.
As a result, each of your units will collide with the enemy, you can use a hint comparing the strength of your and enemy units.
So my White Lions went out to fight against the executioners of Har-ganet. I highlighted my Lions and hovered over the executioners. You can see that tabs have appeared in the information panel that show the advantages and disadvantages of my squad compared to the enemy. green is what the enemy excels in, and red is inferior in what.
We see that the executioners have more armor, morale, weapon power and onslaught. Lions are superior only in speed and hand-to-hand attack. The melee defense of both units is the same.
From this data, I can predict that the executioners will defeat the lions, and so it happens.
It should be noted that the executioners are more expensive and this is a good indicator of the quality of the unit, but this does not mean that the more expensive unit always wins. If I used some auxiliary units on the battlefield, the Lions could well come out victorious.
So you need to understand which units are best to use in a given situation, how, when and where to place them. You should also remember about the features of the faction with which you will have to fight,
For example, if I'm going to fight lizardmen, then I just need to take with me more polearm units with a bonus against large enemies. Because they have many such large and strong lizards.
If I run into high elves, I know they have a lot of long range archers so I need something to neutralize them with.
The skaven tend to push the numbers, so I'll need a lot of cheap infantry to be able to hold back this avalanche.
The dark elves have a lot of powerful melee infantry, so I will have a better chance of success if I hire more cavalry for flanking and rear attacks.
In general, as you already understood, you need to be flexible in the formation of armies, depending on the theater of operations and the alleged enemy.
Finally, let's take a look at the basic building and the concept behind it.
The army can conditionally be divided into several parts.
The main body forms the front line in the center of your position. They are usually polearm warriors or swordsmen ideal for holding the front. Their task is to create a monolithic line into which the enemy cannot break through.
the left flank should be protected by more mobile units that, if necessary, can defeat or repulse a flank attack or simply hold back the flank from the onslaught of the enemy.
The right flank has the same function. It usually makes sense to place spearmen and cavalry on the flanks.
Behind the backs of the warriors holding the center, shooters and everything that needs protection should be placed. Of course, it's safer here than in the front. A little further, it is necessary to place detachments to protect the shooters and reserves that will quickly respond to flank and rear attacks.
This is a basic formation and you need to understand the place of each unit in the formation, in support of each other.
After all, the morale of the soldiers depends greatly on whether the rear and flanks are covered. You must always remember this.
After all, the beauty of Total War is that you can hire a variety of units, form a variety of armies and try different strategies on the battlefield.
So don't be afraid to be creative and experiment.



 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map