Total War Warhammer Guide Deutsch

Total War Warhammer Guide Deutsch Rating: 3,9/5 8018 votes

A quick siege is a good siege. Total War: Warhammer does away with this phase: every siege starts with the attacker in range of the defender's towers. Besiegers have to run straight up to the walls, getting a battering ram or large monster to the gates and using infantry's ladders–they all carry them, don't ask where–to scale the walls. This Total War: Warhammer 2 Lizardmen Guide will give you all of the basics along with numerous tips and tricks on how to use Lizardmen in the Vortex Campaign and then the Grand Campaign. Total War: WARHAMMER. For the first time in a Total War game, harness storms of magical power to aid you in battle and take to the skies with flying creatures, from ferocious dragons and wyverns to gigantic griffons. Hundreds of hours of gameplay await you at the dawn of a new era. Total War: WARHAMMER brings to life a world of legendary heroes.

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. 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.

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.

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.

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.

Released 10 Aug 2017

Creative Assembly has gotten steadily better at designing campaign factions for Total War: Warhammer since launch, and Norsca continues in this tradition. With a great looking, fun, and diverse roster, they’re one of the most exciting armies to control on the battlefield. On the campaign map, they’re not quite as different and fresh feeling as, say, the Wood Elves, but still have a fairly hefty chunk of unique stuff to try.

The reaving northerners have easily one of my favorite rosters across all factions, reveling unabashedly in the stereotypes of the savage barbarian army with over-the-top, glorious flair. Even units like the standard, axe-wielding Marauders they share with the Warriors of Chaos have been tweaked, gaining a Rage ability that causes them to fight harder and better the longer they are stuck in a melee engagement without their morale wavering. The lightly-armored Berserkers are fragile but extremely deadly against infantry and immune to fear, while Skin Wolves (basically werewolves clad in the skin of their former, human selves) offer a compelling cavalry replacement with tons of mobility, constant health regeneration, bonus damage vs large, and enough punch to demolish all but the heaviest infantry and cavalry.

And that doesn’t even begin to delve into some of their even less conventional options. The reptilian Fimir are monstrous infantry with a “From the Mist” passive that makes them highly resistant to missile fire - a great counter to those pesky Asrai who want to plant ugly trees all over your lovely wasteland. And of course, the centerpieces are the massive War Mammoths, capable of ludicrously deadly charges and able to be equipped with a Chaos Warshrine that boosts your morale. Anyone who was worried Norsca wouldn’t have a distinct enough identity from Warriors of Chaos can discard their concerns at the door.

Total War Warhammer Guide Deutsch

The roster does feel a bit underwhelming when it comes to legendary lords, however. Throgg the Troll King is a fantastic, tanky beast of a leader. But the faction’s golden boy (and one of my favorite characters in all of Warhammer lore), Wulfrik the Wanderer, feels perpetually underpowered. Even at high level, he simply doesn’t stack up well against other melee heroes like Karl Franz or Grimgor. His Seafang ability rarely does enough damage to have a noticeable impact on the battle. And his signature trick, Hunter of Champions, allows him to gain a temporary edge against a lord or hero of his choice in one-on-one combat… but even this often wasn’t enough to tip the balance of a duel in my favor. I hope he sees some buffs in upcoming patches, because as of now, he simply doesn’t feel like he’ll ever be competitive in multiplayer.

Total War Warhammer Game Guide

Norsca’s chief campaign mechanic involves razing settlements in the name of one of the four Chaos gods, gaining favor with that god but displeasing the other three. They’re not a horde faction like Warriors of Chaos, but are limited to occupying settlements in Norsca, anywhere with a port, and faction capitals. The rest may only be laid to waste. Each god gives you stacking blessings as you curry more favor - weapon damage for Khorne, research rate for Tzeentch, etc. - and while it is possible to keep your favor up with two or three gods at a time if you’re not in a hurry, you will ultimately have to side with one alone to finish the campaign.

Total War Warhammer 2 Steam Guides

Unlocking level 3 favor with any god triggers the endgame, which will first require you to defeat a powerful champion from each of the three gods you did not side with. Finally, Archaon and the Warriors of Chaos show up (they don’t even appear on the campaign map before this point - and I’m unsure how this will work in multiplayer if one player is Norsca and the other is Warriors). You are given a choice to join their invasion of the Old World… or fight against them and claim the title of Everchosen for yourself. I took the latter path, naturally, which led me into a massive, bloody Chaos civil war that lasted over a dozen turns and almost saw me wiped completely off the map. Sadly, Norsca doesn’t get a scripted set piece battle to finish the campaign off like Wood Elves and Beastmen, or even an ending cinematic. Once Archaon was defeated, I swept across the Empire and was taken unceremoniously to the victory screen when their last settlement fell.

Norsca is also peculiar in that they don’t have chapter sub-objectives - but this is replaced by the Monstrous Arcanum, a book of special quests to hunt down the Old World’s mightiest monsters and reap their rewards. These battles were epic in presentation and challenging even for an experienced army. They really feel kind of like playing an MMO raid boss encounter with a Total War army, which I found very enjoyable and would love to see more of in the future. And the rewards are worth it. Some beasts net you a very powerful equippable item, while slaying others lets you recruit a similarly-themed special regiment that tends to be far more powerful than the basic version.

Total War Warhammer Guide Deutsch

I had a blast with the Norsca campaign, and they have quickly risen to become my favorite roster (even over my beloved Wood Elves) to play in skirmish and multiplayer. Of their two legendary lords, only Throgg feels like he can match up to some of the beefier leaders of the other factions, and I felt the campaign ended suddenly and with an anticlimactic lack of fanfare after all of the epic events leading up to that final turn. Still, I can’t help but be impressed by the art, the mechanics, and the overall savage attitude packed into this DLC. It’s an easy one to recommend.

A fun and enjoyable faction undercut by a rushed campaign.

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