Total War Warhammer 3 we’ve finally come to the end of the sweeping dark fantasy trilogy that began six years ago and Total War Warhammer 3 is a worthy capstone with interesting campaign mechanics that build up rivalries between its memorable main cast and several new armies that don’t play like anything we’ve seen in total war before it excels on just about every level strategic and tactical and a collection of little quality of life changes carried over from other recent. total war games tie the single-player campaign up with a nice little blood-soaked bow
the main campaign in Total War Warhammer 3 is very story-driven even more so than Warhammer 2’s eye of the vortex and that can be both a good and a bad thing having completed it three times now I don’t think it has the endlessly replayable sandbox potential of the mortal empires campaign available to owners of the first two games and while Total War Warhammer 3 will eventually get its own version of that creative assembly has said we might be waiting a little while for it currently, you can’t even play as any of the Warhammer 1 or 2 races in skirmish battles.
though they do appear on the campaign map as enemies to be vanquished so if you’re looking to just pick up a faction and conquer the world at your own pace, you’re better off sticking with mortal empires for now.
Total War Warhammer 3 | total Warhammer 3
instead, we get something that’s halfway between a traditional total war experience and a single-player campaign in an RTS like warcraft 3. and from that perspective, it’s an excellent racing against the other major factions to claim four demon prince souls and free slay or perhaps even devour the bear god person is a satisfying challenge even on normal difficulty.
each chaos realm you must assault has its own unique challenge to solve that reflects the character of the dark deity who owns it and culminates in an exciting new type of battle
that has you fighting your way through some truly harrowing horde style maps using your ability to build defenses and call in reinforcements. those mechanics allow for a type of scenario total war has never attempted and it’s refreshing to use them in concert with this style of gameplay.
Regular siege battles have been reworked to use these systems as well which makes them much more tactically interesting and keeps them all from playing out exactly the same as could happen a lot in Warhammer 2.
however, it’s probably a little too easy to breach the outer walls now making those main fortifications feel like more of a speed bump than a real obstacle for an attacker or useful resource for a defender it can be exciting to have to fall back steadily through a city as a siege progresses but I’d like these giant defensive structures I built to at least keep out some of the less determined invaders back on the campaign map new diplomatic options and quality of life features are some of the easiest upgrades to forget about when you quickly get used to them but I’d miss the heck out of them if I went back to Warhammer 2.
the brilliant quick deal button we first saw in total war 3 kingdoms make it easy to see who would be willing to sign a trade agreement without having to open every faction’s embassy individually a balanced deal button cuts down on what must have added up to hours I used to have to spend just to see how much gold.
could get out of a peace treaty by trying different amounts over and over nI ow we can cut out the haggling and get down to business on top of that alliances are much more rewarding than what we’ve seen in the previous two games since here you can construct outposts in allied settlements that let you recruit their units as a return on your investment so if you’re playing as the demons of corn and you need some ranged firepower to complement your an extremely melee-focused horde of bloodthirsty.
ravagers making friends with each will give you four army slots that can be spent on his units there’s also a useful new favors system that can allow you to among other cool things just borrow an entire army stack from an ally temporarily.
even without cross-faction recruitment all of the newcomer factions in Total War Warhammer 3 are creating fresh and interesting in and of themselves Slaanesh can seduce units to his side in battle and even beguile entire factions cafe can send caravans off to the far-flung corners of the world and they send back exciting random events and the chance to have heroes from others.
factions join your caravan and corn spawns free armies when raising a settlement which can then go on to raise more settlements and spawn more free armies creating the most gleefully aggro faction in a game that already had a lot of pretty aggro factions and that’s just on the strategic map
they each have a distinct and novel feel on the battlefield too zinch’s units have barriers that can recharge when they’re out of combat encouraging hit and run.