Maximum PC

Total War: Warhammer

A match made in heaven

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SWORDS AND STEEL— that’s what Total War has traditiona­lly been witness to. The clashing of armies across the corpselitt­ered battlefiel­ds of our world. A world where history changes depending on the player's skill. Where Rome conquered all, the Samurai held on to Japan’s sovereignt­y, and Napoleon became ruler of the largest empire this planet had ever seen.

Swords and steel—that’s what it’s always been. Until now. The clamor for a Warhammer spin-off has been heard ever since Rome:TotalWar first graced our screens all those years ago. A way to see the far-reaching fantasy armies of Games Workshop go toe to toe on the battlefiel­ds of their cursed apocalypti­c world; a world so unlike our own. And, at last, we have it: the latest in the TotalWar franchise. A game unlike any other in the series.

So now that the heralds of the end times have signaled doom upon us all, we’d best start with the familiar. The integrity of any TotalWar game stems from its campaign mode, and TotalWar:Warhammer doesn’t disappoint. You’re presented with five factions to choose from: the versatile Empire, stout Dwarfs (not to be confused with Tolkien's dwarves), the undead Vampire Counts, the savage, marauding Greenskins, and the vast armies of corrupted Chaos Warriors (Bretonnia is available in custom battles, but not in the campaign just yet). Each faction is intricatel­y unique, both in how they feel to play on the battlefiel­d and how they operate on the campaign map. TAKING SIDES The Dwarfs shun magic, and don’t take kindly to anyone trespassin­g upon their soil. Their intricate play style revolves around the Book of Grudges—any time an enemy faction raids your lands, attacks your cities, or tries to assassinat­e one of your lords, you’re issued with a grudge, demanding you give those misbegotte­n swine their comeuppanc­e. Too many unanswered grudges, and political instabilit­y becomes rife leading to civil war.

The Empire, on the other hand, has a far more traditiona­l play style. There’s no Book of Grudges here, but from the start, you’re beleaguere­d by a fractured nation, surrounded on multiple fronts by both the Greenskins and civil rebellion. Not to mention the looming threat of Chaos.

Speaking of the Greenskins, their economic strength is just a fraction of that of their more sophistica­ted neighbors. They rely heavily on raiding and fighting to maintain their dominance across the continent. In fact, they have a “fightiness” meter (yep), which requires them to destroy their enemies, or suffer attrition and losses at the hands of each other. Once the fightiness meter is high enough, they’ll enter a state of “Waaagh!” with an identical separate army joining in the throes of combat for free.

Finally there are the Vampire Counts. With a diverse unit roster, they rely predominan­tly on the spread of corruption to help secure safe passage for their forces. The higher the corruption, the more the enemy suffers, and the greater power the Vampire Counts have, raising the dead found in your own battle sites to bolster their forces.

Unlike every TotalWar game before it, Warhammer provides the player with a unique experience each time they start up a campaign. That’s not to say it’s perfect, though; there are missing elements. In particular, there’s no squalor to manage, no more food supplies to maintain, and no more political corruption (granted, Chaos and Vampiric corruption work

easily as well as a substitute here). On top of that, there are additional limitation­s in place to stop you from straying outside of Warhammer lore. For instance, as a Dwarf, you can only capture other dwarven or orcish settlement­s, and none from the Vampire Counts, the Empire, or Chaos. As the Empire, you can’t take dwarven stronghold­s, and so on.

Battlefiel­d combat, meanwhile, is all sorts of fun. Each faction fights in a unique manner befitting their history and stereotype­s—strategies need to adept for each race. However, the biggest culture shock is what the Warhammer universe allows you to do. There’s black powder, cannons, gyrocopter­s, giants, monster arachnids, tanks, archers, crossbows, swordsmen, demigryph knights, and the more traditiona­l infantry that we’re used to.

Then there are the legendary lords, which are vastly superior to generals of previous titles. These war leaders are like armies in their own right, capable of taking out multiple battalions by themselves. This adds intriguing strategica­l decisions: Do you go all-in and throw your general in, too, or hold back in a more traditiona­l, oldschool style of TotalWar play?

And there’s magic. A powerful resource, generated slowly over time ( or quickly, depending on the flow of the Winds of Magic), which allows your magi to cast spells capable of destroying the hardiest of units in a ball of fire, or even raising the dead to fight again. Incredibly strong, but often intensely volatile.

The biggest change, however, comes to siege battles. One wall or two? That’s your choice. You no longer have access to all four sides, and, in reality, that’s no bad thing. Cast your mind back—when did you ever use more than two? Seriously. It’s just unnecessar­y. Now the walls are larger, the towers far more powerful, and the siege weapons far less effective. Holding the walls and the gate is vital to securing victory, and that’s what sieges have turned into. It’s great fun. Couple that with the vast selection of forces, and battles feel alive— incredible, intense, and engaging.

Graphicall­y, the game is stunning. The designers have really gone to town, bringing the feel of Warhammer into the TotalWar universe. It runs smoothly on a range of hardware too.

The gameplay elements are well establishe­d and incredibly intuitive. The complexity is there for those who need it, yet it’s accessible—easy to get into for those who are new to the TotalWar experience— and incredibly replayable. Yet, at the same time, it still feels like a beta; having access to only five races in campaign (six in custom battles) feels a bit narrow.

Fortunatel­y, Creative Assembly has announced it will be releasing “FreeLC” over the course of the next year or so, to include more of the factions found in Warhammer Fantasy. Until then, you’re stuck with this wily bunch. It’s a beautiful change of pace—if you’re a fan of either the TotalWar or the Warhammer franchises, you’ll be in heaven.

 ??  ?? Nothing like a bit of furry ghoul crotch to ruin your day.
Nothing like a bit of furry ghoul crotch to ruin your day.
 ??  ?? Fight underway or
corridor of hell?
Well someone’s overcompen­sating.
Fight underway or corridor of hell? Well someone’s overcompen­sating.
 ??  ?? 4X campaign mode
still kicks ass.
4X campaign mode still kicks ass.
 ??  ?? Magic: insanely powerful,
random, and rare.
Magic: insanely powerful, random, and rare.

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