Total War: Warhammer is a fusion of proven concepts with the Empire, Dwarves, Orcs, Vampires and Empire Man presents a reset of the series. Total War is a great game, because it is significantly different from what we are used to. It is still a combination of global moves strategy and real-time tactical battles, only the actors are radically different.
Gameplay has four factions that are almost completely different from one another: The Dwarfs, The Empire of Man, Greenskins and The Vampire Counts. There are also Chaos Warriors that come in the form of a DLC that was free in the first week. The concept and behavior of each race is followed by the rules of the Games Workshop, which are shaped in a specific one.
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The empire, led by legendary Karl Franck, is the most classical Total War fraction and, in addition to gryphons, wizards and steam tanks, reminds of late Byzantium. Heavy armors, good diplomacy, the possibility of trade with other civilized factions and other features make it ideal for the first campaign. Dwarves make a significant deflection in several directions. They have superlocated units, the strongest artillery, can use underground paths to navigate the strategic map.
Any defeat in a fight or some other unfavorable circumstance is recorded in Book of the Grudges, and you get the quest that is most often related to the vengeance of the faction or its representative who has resented you. Ignore the building you will receive campaign penalties, and by completing them bonuses.
Orcs and goblins have relatively inexpensive and numerical largest units, but also the concept of fictitiouss that keeps them constantly fighting if they want to avoid a rebellion in their own ranks and combat attrition. The success and maximization of the fight will be caused by the famous WAAAGH, when opponents can shave the skin on the spike because the greeners then receive additional free power.
Vampire counts, fewer sympathetic villains, can raise units from the dead, have powerful magic, but they do not have any remote units, and campaign success can be ensured by the spread of vampire corruption that causes riots and vampire rebellions in the affected territories.
The forces of the chaos function according to the same principle as the Mongolian horde, they have no settlements, nor can they capture them, and the gameplay is reduced to destruction, plundering and setting up temporary camps. Vampires and their forces are spreading corruption, and the hardest to play because of the relatively weak forces they initially have. A major change in relation to the previous sequels concerns the role of the generals who lead the armies and other heroes / agents fighting alongside the troops.
Instead of a vulnerable unit that provides a variety of bonuses to the troops, these are now the real heroes to send to the front line, where swords, hammers and magic will disperse opponents, with the retained role of carcass bonuses in a large diameter. A tactical novelty is also offensive, buff and debuff magic that can be useful when thrown by high-level heroes.
You can equip Heroes with weapons, armor, claws, talismans and other aids that you get from the defeated opponents, by which you make those mansions within the army led by the respective hero. Total War: Warhammer will grow by adding other races (scuffed, high, dark, and wood elves, lizardmen …) through DLCs, which will become a worthy substitute for a tabletop in a multiplier.