The DLCs only allow you to play the factions. Each campaign has interesting twists now with all these moving parts and they are there whether you buy the DLCs or not. Meanwhile Bretonnia expanded into Empire lands and really weakened them while the Empire was fighting the Vampires. In my most recent one for example, the Vampires lashed out and were stamped out rather quickly so I pretty much never even fought them. These are all major added factors to the game that improve the strategy layer and now make all the campaigns play out differently. The Beastmen create chaos in different ways every match, going after a certain faction or another because of how they roam, and can never truly be defeated. If they get an opening, they seize it and they are so different than other factions they can really be tough to fight. The Wood Elves are to me kind of like a mean dog on a leash in a yard and you basically have to dance around them and try not to piss them off. Bretonnians can expand outward into the Empire lands for example quite easily in a given game, and even if not they can be a tough foe to account for. Yes, these are all DLC to be paid for, but on a different level playing this game, they are now strategy game factors. You can also play as the Chaos themselves if you buy them. And finally, the Beastmen are a roaming faction that doesn't need a home base, so can sweep in and ruin you if you aren't defended and prepared from anywhere. An empty area of wasteland beneath them had added in the Wood Elves, which can hang down there in a now lush forest region mostly but if engaged are extremely dangerous. There is a powerful Vampire area there in play as well. Since then, Bretonnia has been added as a side factor, being a human race with some very powerful units and multiple kingdoms on a new plot of land. It was more dynamic than usual TW had been with these different factors, but predictable nonetheless. Some "good"-ish sorts of races can unite then to fight but otherwise you need to be building to survive all this. Later in the campaign, a Chaos force invades that is trying to destroy everyone. Though allowing for cross fighting, only Dwarfs and Orcs can occupy certain areas, while only Humans or Vampires can occupy others, otherwise it is all for looting and raiding purposes you attack other races. While I did not play the game on release, at that point it had 4 factions basically each in direct opposition. Total Warhammer in Review: It May Be the End Times, But There Is Still Strategy To It I think everyone did and for me, where this game is interesting is where it has revived the TW campaign, which was mostly so bad and stale by now. They are TW type battles with extremely different and crazy units and I really like all of that so much. With all this, I am going to almost totally gloss over the battles a bit but they are so fun. I know that is probably something say fighting game fans identify with, but it is especially important here for what it does to create a mix of dynamic factors in the strategy layer of the game that, after a cycle of support, made Total Warhammer one of the best TW games and an amazing game in general. Value seemed fair for the stuff added, they added a bunch of free stuff actually (including a faction) and in the end, I find a lot of added value in their DLC because the factions are added as campaign factors regardless of if you buy them. However, I had seen CA be a little annoying with DLC and put out some lackluster games lately so I was wait and see.Ī year and a half or so since this game first came out, I wanted to write about this game in general, because I think it has improved so much and is worth attention. I have been a long time Total War fan and had a phase where I dabbled in Games Workshop table top, but since they just have had a good appreciation for it, especially in games, if done well. I was interested in TW: Warhammer immediately but I waited to buy it.
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