Total War: WARHAMMER II A Miscellany of Advice

Total War: WARHAMMER II A Miscellany of Advice 1 - steamsplay.com
Total War: WARHAMMER II A Miscellany of Advice 1 - steamsplay.com
TWW2 is a wonderful game. Shame it’s a bit more complicated than it lets on. Hopefully these accumulated tips and tricks will be of some help. Or not.

 
 

Campaign

 
Replenishment is the king of stats; logistics wins wars! 
 
Campaign movement speed is a close second. 
 
Each faction gets a small constant income. Therefore, it’s better to be at war with one large faction as opposed to two small ones. Supply Lines just reinforces this. 
 
On the higher campaign difficulties, the AI can replace lost armies terrifyingly quickly. So either move forwards and annihilate, or replenish and be prepared to fight full stacks. 
 
When you recruit your second army, take the heroes from your first army, and put them in the second. Your first army (and LL) should be experienced enough to do without them. 
 
Trade is nice, but unless you’re High Elves, it’s more for diplomacy than the money. 
 
When in doubt, attack, but when outmatched, retreat and ambush. 
 
Ambushing is useful even for armies that won’t benefit on the battle map, as it also give you bonuses to Auto-Resolve. 
 
Ambush Defence Chance is rarely useful, unless you’re fighting someone with the Stalking stance (Skaven, Beastmen, Nagarythe), in which case it’s vital. 
 
Furthermore, against enemies that will ambush you, bring armies that don’t mind being ambushed, with more melee infantry and cavalry, and less artillery or missle infantry. 
 
When Chaos arrives, if you’re Order-aligned, lots of people will want alliances with you. Take them, but get are much money as possible in the process. You can get more by making a non-aggression pact, defensive alliance and full alliance one after another. 
 
Keep expanding, but try to minimise your surface area; this ideally means sticking to the edges of the map. 
 
For your Lords’ skills, campaign faction-wide buffs are obviously better than ones that help in battle. But don’t complain if you keep losing battles as a result. 
 
Speaking of skills, take route marcher, the first tier red skill for your most common unit, then go get Lightning Strike. Caster lords should probably go down their spell line first. After this do whatever, probably the red line, or any unique skill trees for Legendary Lords. Don’t forget to take Immortality at level 20. 
 
If you fail an ambush, the AI will always press the attack. This may or may not be good. 
 
Caster lords seem good (an extra unit slot!) but they will be hurting for skill points early on. They’re better late-game, when you can recruit them at high levels. 
 
When beginning a campaign, decide on what you want your early and late-game armies to look like, and build recruitment buildings accordingly. For advice on this, see the ‘Factions’ section. 
 
Growth Buildings are good, but more important is making sure your settlements don’t get captured. 
 
On higher difficulties, Confederation and conquest will be your main ways of getting higher-tier settlements. 
 
High Elves will struggle mightily with public order early: your settlements don’t provide it, and the entertainment buildings are weaker than most factions’ +PO buildings. Build the entertainment chain in every settlement you capture, and try to get a source of Wine early, for Monthly Festivals. Later on your LL’s skills will help. 
 
 

Battle

 
On higher battle difficulties the AI gets hidden bonuses to melee defence and melee attack. Therefore, the key become AP missile damage. You are welcome to decry this; I couldn’t possibly comment. 
 
Direct fire artillery is generally poor, as it will often be unable to fire. Indirect fire can often keep firing even when the enemy is engaged with your melee troops. 
 
Skirmishers are annoying, but vulnerable to chariots; I don’t know why. 
 
The best way to kill monsters is to tarpit them with spears or halberds while shooting them to bits. 
 
For this reasons, low-armour monsters are rarely useful (looking at you, Giants). This applies with slightly less firmness to monstrous infantry. 
 
Shields are good, and shields on missile troops are extremely good. Lothern Sea Guard also get spears, which is honestly unfair. 
 
Light cavalry in this game is for running down fleeing troops, and for routing unescorted War Machines and weak missile infantry. Don’t try anything more, or you’ll lose them. 
 
Leaving some troops hidden in the woods to hit the enemy in the back is always great, but do remember about them. 
 
If you’re going against Skaven, you need some way to deal with their artillery and weapons teams. Cavalry works, but bring a lot of it. 
 
Science is yet to find a use for Ellyrian Reavers, but their hats do look cool. 
 
Many LLs are so tough that it’s best to focus on the rest of their army. Grimgor, Tyrion and Archaon spring to mind. 
 
Morathi, however, is not, and persists in acting like a melee LL. Kill her first. 
 
The higher the difficulty, the more important Lightning Strike is. 
 
Flying mages are great, because they can start casting spells much sooner. Don’t leave them in range of enemy missile troops though, as they tend not to be very tough. 
 
Deploying in a corner is a cheap tactic, but, hey, it works! 
 
It’s especially useful if you’re playing an undead faction, as enemy troops will rout and run straight off the edge of the map. 
 
If you’re relying on artillery, it’s a good idea to have a unit or two disrupting the enemies’ advance. Missile Cavalry and Flyers are good for this, but fast melee Heroes or Lords can also do in a pinch. You aren’t trying to stop the enemy, just slow them, and prevent them from advancing as a coherent line. 
 
Don’t counter-charge if you have expert charge defence. It’s just silly. 
 
On the other hand, any ability that stops the enemy moving is powerful, because it let’s you negate a charge entirely, and get the charge bonus yourself. 
 
Resistances (physical, ranged, etc.) max out at 90%. No you can’t make Cylostra invincible, so stop trying. 
 
The way resistances work, each extra percent is worth more. Going from 10% to 20% reduces the damage taken by 11%, but going from 80% to 90% reduces it by half. 
 
Flying units will struggle to free themselves from melee, especially if they have several entities. Repeatedly ordering them to somewhere unwalkable is your best bet. 
 
In this game, cavalry charges against formed infantry are rarely a good idea. If you don’t like that, go play MTW2 (tell the Jinetes I said hi!). 
 
Units with low morale are more likely to rally, because they’re more likely to rout while still in good shape. This is especially pronounced for Skaven. I generally don’t try to run down their fleeing units until the second time they rout. 
 
The same type of morale penalty doesn’t stack. But different ones do. Probably the best example of this is an Empire Lord on a Griffon with the Solland Runefang and the Griffon Banner, who inflicts a total morale penalty of -28 to nearby enemies. Hilarious against Skaven or Goblins. 
 
While attacking the enemies’ morale is good, don’t forget to pack something that can actually kill them. 
 
Armour removes half its value of non-AP damage, as a percent, so any armour over 200 is wasted. 
 
Short-range missile units like Outriders (Grenade Launchers) or Irondrakes are never as good as they should be. There are still very funny if you can get them to work. 
 
Monsters that get surrounded by enemy troops will lose. Support them with infantry or cavalry. 
 
An Unbreakable flyer lets you draw any timed battle, by flying around until time runs out. Karl Franz gets Unbreakable naturally, Bretonnian Lords get Unbreakable if they win enough battles, High Elves can get Unbreakable through the Helm of Khaine, and all factions can get Unbreakable through either the Sword of Khaine or beating Gotrek in battle. 
 
When besieging, if you have artillery, don’t be afraid to knock out one tower, use up all your ammunition, and wait for time to expire. If you have enough movement, you can break the siege, then assault again. Otherwise you can wait until the next turn, but watch out for relieving armies. 
 
 

Magic

 
Vortexes are good, but particularly deadly in siege assaults, because the AI doesn’t know how to move out of the way, and will not infrequently move back in the way. 
 
Explosions are really good, and disrupt enemy formations too. 
 
Bombardments tend to be unreliable, but do good damage if the do hit. 
 
Against Dwarfs or anyone with inherent magic resist, focus on hexes, auguments and healing, which aren’t affected. 
 
Healing spells are useful, because you can use them once a battle is won to top up health. Unless you can resurrect, it’s only worth healing single-entity units. Note that (for obvious reasons), you can’t do this against Undead factions. 
 
Lores: 
 
Death: Purple Sun is expensive but vicious; Spirit Leech is nice for the price but won’t kill on its own. Soulblight is ok, the others are trash. 9/10 
 
Life: Regrowth is one to cast later in the battle on your Lords and Heroes. Earthbloom is good, Flesh To Stone and Shield of Thorns are decent, and Awakening of the Woods is cheap for the damage it does. Dwellers Below is rubbish. Try to cast lots of cheap spells from this lore, as the attribute is great. 8/10 
 
Shadows: Melkioth’s is ok for chasing down enemies. The Withering is a good AoE curse. Pit of Shades really has to be overcast into stationary packed infantry, but is a little too expensive for what it does. The others are too expensive. 5/10 
 
Light: Banishment is like Purple Sun, but the overcast gives +damage not +duration. Shem’s is useless, Pha’s protection doesn’t last long enough, Birona’s is ok I guess, and Light of Battle would be better if it rallied fleeing troops. But Net of Amntoyk makes up for all of that. It can neutralise charges, pin enemies so you can shoot them, and let you chase down skirmishers or fleeing troops. 9/10 
 
Fire: Flaming Sword is good against less-armoured troops, and goes wonderfully with the attribute; Cascading Fire-Cloak is good for cheaply recasting the attribute. But the star is Flame Storm, which is lethal against massed infantry. The others are meh. 9/10 
 
Heavens: Chain Lighting is spammable, being a nice middle option in terms of power and price. Curse of the Midnight Wind is lovely, and Comet of Casandora is very funny, but only worth it against elite troops that can’t run. The others are ok, I guess. 8/10 
 
Beasts: Flock of Doom is weirdly good: it has a chance to deal damage to each enemy entity in a unit in its AoE. Casting it once will get no kills, but the damage is still significant. Its cheapness goes well with the attribute. Transformation of Kadon is lovely if it summons a Manticore, and sub-par if it summons an Eagle. 4/10 
 
Metal: Odd one this. Attribute is nice. Final Transmutation is too expensive for anyone not named Balthazar Gelt. But Searing Doom and Golden Hounds do good damage for their prices, and Plague of Rust and Glittering Robe are cheap and nice. Curse of Lead is also good, and reasonably efficient if overcast. 5/10. 
 
High: Apothesis is lovely for topping up your Dragons/Dinosaurs, and for healing after the battle is won. The attribute is powerful but brief, so cast lots of cheap spells. Hand of Glory is good on Lothern Sea Guard or Sisters of Avelorn, but less useful elsewhere. Tempest should always be overcast, and murders multiple-entity flying units, and is useful for slowing down flying monsters, Lords, or Heroes so that you can shoot them. Arcane Unforging isn’t worth it for the damage alone. Firey Convocation is deadly, but takes some time to cast, so aim it right down a line of engaged troops. 8/10. 
 
Dark: Deeply wishes it had Arnzipal’s by default. Bladestorm and Chillwind are cheap but not too deadly. Word of Pain is incoherent, and Doombolt too expensive. Soul Stealer is nice, but unless it’s on Malekith or Ariel, your caster shouldn’t need healing. 5/10 
 
Little Waaagh: just generally unimpressive. Curse of the Bad Moon is weak for a vortex; Itchy Nuisance and Gork’ll Fix It are overcosted. 2/10 
 
Big Waaagh: Foot of Gork does wonderful damage; Brain Bursta is good for its price. ‘Ere We Go is expensive but very powerful, while Fists of Gork is nice against ethereal opponents. 8/10 
 
Vampires: Invocation of Nehek is the best heal in the game, especially, with the attribute. Raise Dead is a lovely summon, especially good on flying casters. Curse of Years is incoherent and overcosted. Wind of Death is, well, deadly, but so so expensive. 9/10 
 
Nehekara: All of these spells are minor, and the attribute is the real draw over Light or Death. Sakhmet’s is a decent vortex, while Usirian’s is not worth it. Djaf’s, Neru’s and Ptra’s are cheap and effective. 6/10 
 
Deep: Attribute is deeply weird; damage is per-unit, not per-entity. Spiteful Shot is good on your infantry or against ethereals, Tidecall is Wind Blast-, Denizens of the Deep is a brilliant blocker, and Vangheist’s Revenge does more damage that any other AoE spell in the game. Pity the AoE is so long and thin. Krakens’ is overcosted. 9/10 
 
Deliverance of Itza: AHAHAHAHAHA, so much fun! I is worth it against unarmoured troops; only go to III against very good armour. II will devastate any infantry, and even mess up most cavalry. Do pin your opponent in melee first, dear. 10/10 
 
Wild, Plague, Ruin, Stealth: never used these. Warp Lightning is an arse tho, too cheap by half… 
 
 

Chaos

 
With the new Chaos invasion, if you’re south of Estalia it really isn’t your problem. 
 
For dealing with Chaos, your best bet is one or two elite armies with Lightning Strike. 
 
Chaos Chosen are the single best infantry unit in the game. The Chaos Invasion will have better infantry than you, no matter who you’re playing. You will need something more to beat them. 
 
Ambushing the Chaos hordes is a good way to fight them 1v1, but their armies are melee first, so it’ll still be quite a fight. It is still worth it, both for the morale penalty, and to deal with their Hellcannons more easily. 
 
Chaos Knights are absolutely vicious heavy cavalry. Your best bet is either elite halberdiers (e.g. Pheonix Guard) or Large Anti-Large (e.g. Carnosaurs). 
 
The best place to fight the Chaos invasion is any of the river crossings just north or south of the settlement of Kislev. 
 
 

Faction-Specific

 
Hellstorm rocket batteries might seem to have worse AP damage than Great Cannons, but they do so much damage that they’re still better. 
 
Hellstorm rocket batteries are the best Empire artillery; Organ Guns are the best Dwarf 
artillery. 
 
As the Vampire Counts, you can 100% get away with not building recruitment buildings and just relying on Raise Dead. If the first army can’t, the second can from the first’s remains. 
 
Bretonnian factions don’t suffer from Supply Lines. Their Lords are also really good, so you should try to follow each full army with three Lords. 
 
Carnosaurs are good. But do keep them away from elite halberdiers. 
 
High Elf Archmages are ridiculous. Chain Lightning x2 as a bound skill at level 10, and a dragon for a mount later on… 
 
For the Lizardmen, build Star Chambers whenever you can. You can quickly start recruiting Heroes at or above level 20, meaning they start out riding dinosaurs. Dinosaurs are good. 
 
I feel I should stress that last one. Dinosaurs. Are. Good. 
 
Norsca is hard; Wintertooth has an easier start, as it doesn’t have to worry about the Druchii. 
 
Hey, look, dinosaurs all get ranged resistance. Almost like they’re good and you should have lots of them. 
 
This is also why the Lizardmen Heroes on dinosaurs are so good: you can give them items to give them even more resists. 
 
Doom Divers are oddly good, and their damage is AP! 
 
Most of the Lizardmen names are bad puns. You will groan when you get them. The mounts are all Dinobots. 
 
Reasonable Army Compositions: 
Lizardmen: Early: Saurus Warriors, whatever Blessed Spawnings you get. Late: Slann, Saurus, dinosaurs, Heroes on dinosaurs. 
 
High Elves: Early: Lothern Sea Guard and Archers. Late: Lothern Sea Guard, Sisters of Avelorn, Archmages and a few dragons. 
 
Dark Elves: Early: Darkshards, Bleakspears. Late: the same, but with some monsters, maybe a few Black Guard. 
 
Skaven: Early: spam. Late: spam, but with more guns. 
 
Vampire Coast: Early: Whatever you can get from Raise Dead; summons to pin the enemy. Late: Mortars, Queen Bess, Necrofex Colossi, Depth Guard (both types), summoners. 
 
Tomb Kings: Early: Skeleton Archers, whatever you can get, hordes of Skeleton Warriors & Spearmen. Late: Ushabti, Tomb Guard, Monsters. 
 
Empire: Early: Spearmen, Crossbowmen, Mortars. Late: Greatswords, Huntsmen, Hellstorm Rocket Batteries, Demigryph Knights. 
 
Dwarves: Early: Dwarf Warriors, Quarrelers. Late: Organ Guns, Ironbreakers, Gyrocopters. 
 
Vampire Counts: Early: Raise Dead, Lords. Late: Still Raise Dead but better stuff, Lords, Heroes. 
 
Greenskins: Early: Orcs, whatever cavalry you can manage. Late: Black Orcs, Arachnaroks, Doom Divers. 
 
Bretonnia: Early: Knight-Errants, Peasant Archers, Lords. Late: Grail Knights/Guardians, Trebuchets, Lords. 
 
Wood Elves: Early: Glade Guard, Dryads, Glade Riders. Late: Waystalkers, Treemen, Great Stag Knights (who are great). 
 
Norsca: Early: Marauder , Wolves, Marauder Horsemen. Late: Marauder Champions, Maurauder Horsemasters, Monsters. 
 
Warriors of Chaos: Early: Marauder , Marauder Horsemen. Late: Chosen, Marauder Horsemasters. 
 
Beastmen: Early: hope, ambushes, Ungor Raiders. Late: Bestigors, Cygors, Minotaurs. 
 
Note: some lords give you additional options: 
Aranessa: Sartosan Milita and Free Company are good early. 
 
Drycha: Early: loads of Malevolant Dryads, animals. Late: Still loads of Malevolant Dryads and animals, but with some Malevolant Treemen too. 
 
Wurrzag: Savage Orcs instead of Orcs early; switch to Black Orcs late. 
 
Eltharion the Happy: Spire Guard and Sentinels of Astarnil early; Knights of Tor Gaval late. 
 
Arkhan the Black: Dire Wolves early, if you have to; Hexknights late. 
 
Rakarth: more monsters, duh. 
 
Obviously, you should always adjust to the circumstances, particularly when you confederate an AI faction with recruitment buildings already built, or good units already recruited. 
 
 

Other

 
The achievements are for completing a campaign on ‘Very Hard or Legendary’; you don’t get extra points for Legendary. 
 
You do get extra bragging rights though, which is sort of the whole point of those achievements. 
 

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