r/totalwar 3m ago

Warhammer III Nagash and Warhammer I DLC The Grim & The Grave

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Do you need the DLC to have the undead units in it while playing Nagash?


r/totalwar 28m ago

Warhammer III Glottkin Campaign Deep Dive Stream

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r/totalwar 31m ago

Warhammer III This month End Times comes out

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(again)


r/totalwar 1h ago

General Medieval 2 or Napoleon?

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Not gonna lie, this one is pretty hard and I rarely go to reddit to ask about this stuff. I have played both Empire and Shogun 2, I really like how big and spread out Empire Total War's map, but I have a thing for melee combat, but I heard Napoleon's cannons and artillery are much more interesting and I very much like looking at cannons firing some salvo. So yeah, I'm confused on which one do I buy first.


r/totalwar 1h ago

Warhammer III The Toad Dragon is completely broken and underperforms massively

Upvotes

The Animations of the Toad Dragon are busted beyond belief, it keeps repeating the tongue smashing animation, killing exactly 1 model without interacting with any of the other models it just glitches through it. I dont remember it being this broken on release, it worked perfectly fine.

I wanted to do a Tamurkhan campaign but since almost always does this dumb "kill a single entity" animation without hitting any other models that puts a serious damper on things.

Thoughts?


r/totalwar 2h ago

Warhammer III 23/24 Factions down.

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34 Upvotes

750 hours in, and Warhammer 3 has finally overtaken Three Kingdoms as my most played TW game on Steam (thankfully R:TW was before records began as I dread to think...). I've played every faction except Daniel and will be playing Nagash ASAP. Below are my thoughts on my last few campaigns (since I last posted). Questions always welcome 🙂

Norsca - Sayl the Faithless

This was almost in the top campaign bracket, but for the fact it's remarkably easy once you get going and get Sayl on his mammoth. The altars and raiding stances were thematic and kept the pace up, plus in addition to fighting Cathay there was some variety with Ogres, Delves, Skaven and Chaos to fight throughout. Great roster though I found the Monster Hunts lacking and rarely found myself using the monsters compared to Marauders and Horsemen/Skirmishers with some skin wolves thrown in. Excellent lords and heroes meant good diversity of thematic armies.

Bretonnia - Repanse

It could be because my expectations were low, or it could be because I installed the WoC style Warband Upgrade mod specifically to make this campaign less shit, but god damn was this fun. There's something very satisfying about carving through the undead as Joan of Arc Repanse and her holy knights on a crusade against the unliving. Strong economy and excellent lords, heroes and knights plus artillery kept the campaign rolling until a decisive battle with Skarbrand and Azhag for the badlands once the undead were conquered.

Vampire Coast - Noctilus

The only Lord I decided to carry over and repeat from WH2 (Neither Luther or Cyclostra grab me), but unfortunately this was a disappointing and frustrating campaign despite me craving a gunline faction and also being a fan of vampires and magic generally. I can't say anything that hasn't been mentioned before, but it's incredibly annoying to not be able to sack, create coves and sail off again and getting raided from Ulthuan means you can't harrass factions without suing for peace continually. Overall I just couldn't wait to get this over with, despite the battles, roster and lore being good the campaign map was utterly exhausting.

Dark Elves - Lokhir

DElves (Malekith) were my very first faction in WH2 (my first foray into Fantasy) and I was eager to return and try out Lokhir- the slave rework was fine and core mechanics of Black Arks and missile spam are still strong. I was pleased that the diversity of the faction seems more viable now that Cold Ones are more effective and overall the lord skill changes plus Words of Power led to some interesting thematic armies over Shade/Corsair spam across the board. Definitely glad I waited until post naval rework though.

Next will either be Daniel, or a quick break until End Times arrive, Open to mod suggestions if anyone has any for Daniel? I'm then excited to go back and play a few factions again using other lords and push through the 1000 hour mark.


r/totalwar 2h ago

Warhammer III Free tool that reads game text out loud

Enable HLS to view with audio, or disable this notification

4 Upvotes

Made a free Windows tool that reads game text out loud.

Select a box, it speaks. Useful in Total War / Warhammer lore walls.

https://github.com/MariusVobalis/Frosty


r/totalwar 3h ago

Warhammer III How will Nagash and one of his Mortarchs interact in coop campaign?

5 Upvotes

So lets say one will play Nagash and another will play Arkhan. Will it lock Nagash out of some skill points and regiments of renow per rewards for subjecting his faction or just the legendary lord?


r/totalwar 3h ago

Warhammer III You'd think gifting many settlements would have a bigger impact on diplomatic relations with HE factions as Aeslinn

10 Upvotes

Seems like everyone treats this guy as their lap dog? Gifted Teclis most of Antarctica and he's still just mildly pleased with me. In any other faction's diplomacy when you trade a settlement you can basically force vassalize people they are that influenced by it. I know I get Outposts there but still feel like this should be buffed a bit as feels lame to not be recognized by the AI for literally gifting them their whole empire


r/totalwar 3h ago

General Total War referenced in Criminal Prosecution

233 Upvotes

Anyone else see the news story about Beau Lieurance, a 28-year-old Arizona man who just got sentenced to a year in jail for trying to kill his mother with an assault rifle?

"Prosecutors said his anger was possibly fueled by a "Total War" video game he plays up to 60 hours a week." And that "[t]There are concerns with the people that he plays with … that are based, possibly in North Africa, that have ties to Islamic extremists."

And I thought I played a lot.

Any guesses on what title he played?

Here is the link:
Son who pulled gun on mom over house 'entitlement' sentenced


r/totalwar 4h ago

Warhammer III Why is Glotkin in same DLC as Nagash and Thanquol? Who is even Glotkin?

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r/totalwar 4h ago

Shogun II I replayed Shogun 2 and its expansions - my reflections

3 Upvotes

This is quite an old title at this point but for the 15th anniversary year I figured I'd dust it off and give it another go, since I hadn't actually played a campaign through to completion in a long time. I played Shogun, Fall, and Rise, completing all on the normal difficulty because I do not need the stress of Legendary in my life right now :)

I'd dabbled in this title a bunch in the past, occasionally pulling it out or a quick skirmish or to do a half-hearted campaign, usually failing to secure all the objectives before the clock ran out or I moved on to other titles, though I think I did win a Fall title in the past (there's no achievement for it apparently so I can't be sure).

Shogun 2 - Mori

I decided from the get go that I would always play factions I'd never touched in the past, and to kick it off I started with the navy-focused Mori clan. Naval combat in Shogun 2 is...not great, so getting middling bonuses to the ships wasn't something that enticed me very much. I did not know that they got Mori Wako - something I discovered by accident when I captured (Nagato?) where the AI had the requisite buildings already (truth be told in the past I mostly just mainlined Ashigaru and Katanas because way back when that was what I thought the meta was). This quickly became my favorite unit, both in the field and within castles, as their kisho "forward deployment" training was often quite handy. Though their base stats kind of lack armor, the fact that they have all the benefits of a sword unit and can be produced in a single turn made them quite attractive - and once I captured Bizen (and to a lesser extent Satsuma), the armor differences became irrelevant as the smithing and encampment bonuses I stacked made them quite the force to be reckoned with - perfect supplements to the naginata samurai and yari ashigaru that formed the core of my armies going forward.

My initial pushes were mostly to the South at first, securing Satsuma (which for whatever reason one of the AIs became obsessed with constantly naval-invading for a while). I managed to have pretty good relations with a number of clans during this, enough that I retained a fair number of strong allies in Realm Divide, lucking out that I only had to betray one to secure the last two provinces I need for the Long victory.

I pretty much ignored the West - I didn't want to deal with the Christianity unrest, and while I briefly captured a Nanban port on Kyushu, I destroyed it after producing a single matchlock unit (which became a ceremonial guard in my capitol and never saw combat). Speaking of, I didn't rely too heavily on ranged units in this campaign - some bow samurai, I think, but far less commonly than I remember in the past (with the majority of the units produced being bow ashigaru in my town's default 2 spear 1 bow garrisons I think). I used almost no horse at all besides the general, either - don't quite remember why, though - might have had a handful of light cavalry I think, but this was months ago and they were almost exclusively for mop-up after a route.

The naval bonus became basically irrelevant - I did not much enjoy the ship on ship battles in this one, most combats I won felt like a messy slop even when I tried to have a plan, and a vast majority of my fleets were mostly captured vessels floating about in the wrong place half the time. Fortunately only one of the AI - name escapes me - actually had all that much in terms of fleet that I recall, and generally I won those battles handily, if messily (I do remember a battle in which I seemed to have the upper hand until my entire fleet just...quit). Trade nodes occasionally got tapped but were frankly a pain to manage.

Technology wise I think I focused on economics more than anything - I generally tend to do this, since while the bonuses for combat units are nice I typically don't find them all that big of a deal.

My agent game was pretty poor in this one - I used them, but mostly to oversee towns and suchlike rather than super actively. Maybe some ninja assassinations but I don't think I ever maxxed out my agents or even tried to, and didn't make them a key part of my strategy. Economically I was fairly strong most of the time - I wasn't aware of the tax-max every other turn strategy, but while I didn't puzzle out every single upgrade to make the most efficient provinces ever, I did come to realize that a lot of economic upgrades (especially farms) don't actually seem to be particularly worth making, and the money better spent on units. I used trade a lot, and it did well, though I had issues keeping the trade routes open since a single dang enemy ship in the middle of nowhere seems to do a good job of throttling it!

This was a few months back now, since this is an on-and-off sort of adventure that punctuates other hobbies. Ultimately I beat the clock comfortably enough and managed to conquer most (but not all) of the provinces before securing a final victory. Overall, still quite an enjoyable game, especially now that I'm more inclined to stick campaigns through even when things start to go wrong and become more frustrating than fun. One day I might come back around to it and try a more difficult faction (for me or in general) like perhaps one that's quite cavalry focused - alas the efficiency of yari ashigeru keeps them pretty much in the forefront of any playthrough!

Fall of the Samurai - Aizu

Being pretty sure I'd completed a campaign of this ages ago with a mostly modern army (with a few melee units for seizing castles), I decided to try a little more moderate, traditional leaning sort of campaign - delaying modernization, focusing on Traditional units, and definitely not falling behind in the navy because I remember how badly bombardment sucks in this expansion. Aizu, with their bonuses to traditional units and weird division of modern gun troops, seemed the logical choice. I did add a mod to this play through - the bayonet mod that, near as I can tell, changes no stats but just gives most modern gun units the spear animation and bayonets instead of swords. Personal bugbear.

Generally speaking I did a pretty good job sticking to the majority traditional "requirement" I imposed - I figured out pretty quick that closing to hand usually results in fewer casualties than protracted firefights, even when I had fire superiority. I used the heck out of spear levy - in the past I'd thought of their lack of spear wall as being a real weakness, and only used them as cheap garrison and to guard my cannons against horse. This time though, I found that so long as you kept your general close or gave them lots of buddies, they actually wreck face, quickly overwhelming line infantry en masse. Once I got a few smithing / encampment provinces cranking these (and other traditional) units out, I was sitting pretty. With Kari Kachi as my primary assault core, I could charge much quicker than the AI could handle, and it wasn't until the enemy started fielding the higher end units (Imperial mostly) and sufficient cannons that I started to have issues - but nothing yari ki and guns of my own couldn't handle. Turns out guns ignoring armor isn't relevant when you're in hand to hand. I did make use of gun units - dabbling a bit in (useless) matchlock kachi, but mostly making use of White Tiger and later some Azure Dragon units (which IMO should be better hand to hand fighters being as they're supposed to be Samurai but whatever). These were always the minority, though, mostly for skirmishing or probing, and pretty much always closing to hand alongside everyone else since my primary offensive production provinces were giving them armor and melee bonuses too. I avoided wooden cannons since they're fundamentally busted...and never did recruit any revolver cavalry because they were kind of broken (and I used them a bunch in the past). Oh, and the Shinsungimi guys - interesting unit, glad I started with one, but their building tree requirements weren't super attractive and since I focused on producing stacks out of a few smithing provinces I never bothered chasing it. My single starter unit spent most of its career as a reserve unit alongside a motley protecting yakuza property my interests in Hokkaido.

Conquering was bidirectional - mostly marching north this time, but also going south. I tried to keep good relations with as much as I could because I knew the Imperial/Shogun split was coming and unlike in the past I'd stuck with a Shogun faction. This mostly worked I think, though naturally the largest factions by the split were Imperialists. Another Long campaign, I think I just barely got a few over the minimum I needed but fortunately one of my AI allies went on a rip for a minute and helped the lot of us get our 50-odd requirement. A lot of effort was spent on Hokkaido - similar to how one AI in Shogun 2 kept obsessing over Satsuma, two AIs kept constantly invading Hokkaido - which I didn't really garrison as well as I should have and they had some successes.

Navally, I did OK at the start but quickly fell behind for a while. Unlike the messy slop of Shogun 2, I had absolutely NO idea what I was doing here, being ineffectual at bringing broadsides, and being foolish enough to trust HE shells (do not do this thing). Tech wise I fell behind in things like AP shells and iron plating because I was chasing economics or whatever. I also put a lot of effort into gunboats at the beginning - I liked the forward facing gun, but they're really useless for anything other than shuttling units across short stretches of water, and providing some support bombardment. I opted to side with the French because I remember reading they allowed you two iron clads vs Brit/US only allowing one - I proceeded to build only one anyway, and noticed that in the rare auto-resolve I ran with it, it would always die even if I was engaging a lone enemy vessel. Weird. I eventually kind of caught up, but the entire eastern coast of Japan was a constant obnoxious run-about keeping my trade lines open, and I fought a lot of interception missions against troop-fleets (mostly going to Hokkaido). Visually these are some great naval combats, but I never quite got it together enough to be competent, and definitely did not invest in the technology as much as I should have. Towards the end I had like, one iron fleet, but the enormous expense of my navy was a drag.

Economically, I was boom and bust. I went big on trade in this campaign - to my determent, which became a lessons learned for Rise. I went through a pretty lengthy recession when all my trade routes got wacked at once, which hollowed out my military for a while and lead to some desperate defenses - this is because I was, again, not aware you could slam max taxes for one turn without any real repercussions (I had been under the impression that high enough unrest could cause a rebellion in one turn). I was even more selective in upgrades this time around - we don't need to track food, so I only really upgraded Fertile / Very Fertile regions, and since I was trying to delay modernity relied a lot on Inn / Mahjong parlors, special resources, and the like.

Technologically it was economics mostly again - dancing around whatever to avoid modernity, for no real reason other than wanting to try that out. This was, naturally, not great - the lack of AP shells became a real problem when the enemy started to field iron hulls! That said, things like kneel fire and the like didn't come my way either (not that I needed them much), nor did the AI seem to use it much either.

My agent game was a bit better, but again very passive - they overseed towns, though I did use a few shinsingumi to boost armies since it gave me a hand to hand defense bonus apparently. The AI didn't seem to be as aggressive with theirs as they were in Shogun 2 and nowhere near as bad as in Rise, but still somewhat annoying.

Ultimately I won this fairly comfortably - while early realm divide was a bit of a bear and I had some salient that were probably more pain to defend than they were worth, I did do the grind thing and beat the enemy, spear in hand. Map coverage was pretty limited - I know there's less provinces on the map period this time but the ratio you have to own is lower than other titles and I was more than happy to let my allies handle a lot of the heavy lifting. If I was to do another campaign I'd probably shoot for a Republic run or something (fittingly as Satsuma I'd imagine) with an emphasis on naval dominance - which would require me to actually learn how not to suck, and what to do with each of those ship classes. And remember them correctly.

Rise of the Samurai - Hiraizumi Fujiwara

Just finished this the other day! I played this years ago, not super long after it came out, but I remember the two campaigns I tried went nowhere - one stalled, and one I definitely got wrecked very early on. This time around I decided to use some of my lessons learned from above and give this a go again - it was always the least discussed title, so it always seemed like an also-ran (especially against the rather excellent Fall title). I'd read that agents were real important here and these guys had better Jinsatsushi and an improved economic tech base.

I had a few false starts in this campaign, wherein I discovered that naginata levy and bow levy weren't worth the hard drive space they took up - fortunately I made use of jinsatushi to flip provinces early on while I worked my way towards getting attendants. Similar to Fall, I made use of these naginata attendants (and later Swords) as the core of my armies for quite a while, until I started getting proper samurai. Bow attendants I rarely bothered with, especially in the field, since like with Fall and the base game I found it better to close to hand with more naginata than to try and shoot it out. As before, I generally focused on building cohesive stacks of shock troops in specialized provinces - fortunately my capitol at Iwata was a smithing province to begin with, with a couple others becoming key (Sagami especially). I also used Hitachi to produce a small number of bow monks with accuracy boosts that were handy. Once I got samurai, though, that's almost all of what I produced (fittingly) because those guys are awesome and become real monsters when you have maxed out your smiths AND have an armory on top of it - since Rise is theoretically even more bow heavy than other titles, this became pretty crucial as my samurai could often sit in the face of enemy forts and tank shots while dishing it right back out. My mid-late to late game stacks became almost or exclusively samurai, mostly on foot - as I moved south (rightward) on the map, I found distances smaller and field battles less likely, so while my legacy stacks kept moving with me I found myself less likely to really need attendants even (samurai being a better unit to storm the gates with, perhaps with some sword attendants). Once again I used little cavalry - and what I did use was basically just a static bow unit most of the time, really just there for opportunistic charges and mop-up duty in a route - but because there were so many Towns scattered throughout the map I did often find them more useful than in the prior two titles. This was probably the first time I ever bothered using bow monks - I know they're strong, but in the past I've always preferred just fielding more middling units over fewer specialists like this.

Conquest went South, since I was at the extreme north and there's no Hokkaido at all in this title (sadly, I think having the Ainu as a distinct faction would have made for some interesting variety). I mostly went along the east coast since I actually had a good relationship with the Minamoto for quite a while and was mostly focused on the Taira, who had by the time we connected become quite formidable (and remained so, conquering neighbors faster than I was conquering them). Come realm divide the Minamoto were right beside me in the central/western lands (alongside a single province Echigo faction I kept as an experiment in flipping that never went anywhere)...right up until they suddenly turned on me while I was closing in on the last 10 provinces or so, exposing the soft underbelly around Fukushima, Kozike, and the like, which resulted in me hurrying to throw together stacks to play wack-a-mole between their armies, my jintsushi, and my cities. Lessons learned - I honestly didn't bother to upgrade many places beyond Town for a variety of reasons, which came back to bite me. Towards the end I had a bit of a stalemate in the southern ~33% of the map (in and around where Kii and Yamato and such are). A bit of an economic crunch had me spending a lot on fixing stuff up, addressing that counter invasion in my heartland, and tying down the weirdly high unhappiness that turned out to be from a Taira palace I forgot to rip down and not into advancement for a while - fortunately I got that sorted and was able to grab the last few territories I needed about 8 years before timeout.

Navally I did much better this time around - I made good fleets early, and made aggressive use of light ships to make short work of fleets bothering me - I probably sank more full stacks this time around than in the other two titles, with the coast of (Totomi?) being a watery grave for the best Taira, Doi, and friends had to offer. Thank goodness they never thought to invade the western coast, though...I was pretty anemic up there, and that was a short route to my capitol...that said, it seems to me that the ships in this title are just better. You'd think they'd be basically no different from Shogun 2 but they are - visually cooler, seemingly better AI'd (a smidge), and generally more useful. Not only were fast light fleets critical in keeping my coasts free, but I found Samurai ships to be awesome ways to project force, with Medium samurai ships making short work of even large attendants in melee. I also found out that ships touching can set each other on fire, and that the AI can set you on fire in the rain, which didn't seem to be a thing in Shogun 2? Fire seemed less an issue than Fall but more than in the base game for me at least.

On economic development, I avoided relying too much on trade this time - I had a few early partners but I kept a good profit margin because I knew it wasn't reliable. By this point I was aware of the tax-max strategy and even used it a few times, so no big deal - but this was also a game where I balanced my technologies with military stuff and also invested even less in province upgrades, preventing me from tying up too much liquidity in things that probably take ages to pay for themselves let alone pay me. Not only did I rarely boost Towns to Strongholds or above outside of that front line region, but I rarely really raised resource nodes beyond their second level (except smiths), tended to not expand recruitment much beyond the militia line, and even had a fair few provinces with completely unused slots entirely - my theory this time around was that the juice wasn't worth the squeeze, and I should be focused on fighting and fielding more units (probably should have built more schools at least).

Tech was, as before, balanced - probably slanted somewhat towards military to capture defense and charge boosts and the like. I probably made it about halfway through the Bunka tree and about 2/3 of the way through Budo (ish). Definitely a more aggressive campaign, and had I done a better job guarding my heartland I probably could have ended the campaign years sooner.

My agent game was very aggressive, though it took me ages to get some ninja monomi since they require special buildings far away from my starting point. My jintsushi were crucial for grabbing territory early game, and I even found an active use for monks in staging revolts sometimes. The AI was also hyperactive here, even more than in Shogun 2's base game, with the worst of it arriving during that stalemate era (in fact it was a large driver of it). That said, the AI also spent a lot of effort Distracting static garrisons so make of that what you will. Probably a lot of my treasury disappeared into the pockets of agents, though, but I'm not sure it was the best use of funds - at least it was different.

Of the titles, this is the one I'm least likely to play again, short of some particularly interesting mod. It is a good title, but the relatively limited factions, focus on Honshu for said factions, and evident disparity in unit power levels would suggest relatively limited ability for different experiences going forward.

General Thoughts

In Shogun 2, it's interesting that Samurai are split between weapon types rather than offering a mainline unit similar to Rise's Foot Samurai or Mounted Samurai. I suppose the various ranged samurai have the same attack skill as yari, but have less than naginata and half that of katana samurai (and worse Defense to boot) so it's not like you can rely on them. Game balance what it is though, I suppose.

Related, Shogun 2's tech tree always felt a little backwards, with having to tech upwards or build upwards towards samurai units. This really hammers home the potency of ashigaru units because you get them fully formed right from the outset. While light foot troops always existed in Japanese history, and the ashigaru predate the Sengoku Jidai (the centralized Onin War being where the type seems to have reemerged after centuries of cavalry dominance), I wonder if they should have been a little less "fully formed" at the start of the campaign - perhaps less immediately available, longer training time, and no spear wall without technological changes representing your clan intentionally shifting towards mass levies and improved training (which would introduce spear wall, shorten training time, etc) while Samurai remain relatively long training and expensive. But, game balance and all that - and it is a game first, history lesson third.

Similar statement with Fall of the Samurai - you'd think there would be more traditional dojo around, or something. Also, Aizu's various specialty infantry units seem pretty modest in hand to hand skills for units that were specifically drawn and organized from the samurai classes. But again, game first.

Rise of the Samurai seemed to lack any spears - I do wonder why that was the case. The Yari of later years weren't around yet, but the Hoko definitely was. The looser formations that Rise seems to want as its mainline wouldn't give us spear walls I'd imagine (didn't seem to be typical of the era) and I don't believe samurai made much use of them in this period, but it would have been an option for levy at least I'd imagine - certainly opening up another difference between them and the naginata (especially attendants). Minor quibble but it was on my mind. I do also wish they'd had the Ainu here - these were a people who still had distinctiveness up through the 19th century, and were quite active in the 12th century still - all we get out of them is a trade node.

One generalized thing I notice about rosters across the titles is that I don't seem to ever produce much in the way of hero type units. In fact, I think I did it for the first time ever right towards the end of the game, wherein I recruited some onna bushi when I captured Taira's capitol - and only because I needed something to fill an empty slot and the infrastructure already existed. They never saw combat, however. Generally speaking, I prefer to produce the vast majority of my field units at arsenal cities, and usually only a few stacks get made this way because it takes ages to transport stacks to the front, even with ships. By the time I really have the resources to raise a recruitment building to its apex, the front line is typically well off, or the number of turns involved to get it together is just too high and the resources best spent elsewhere. Maybe that'll be a goal for a future campaign...

Edit: Oh, and offices - during my Shogun 2 run I didn't even realize this was a thing, and it wasn't until the tooltip for Fall mentioned it that I bothered to even check (which...let me tell you the loyalty hit you take NOT promoting someone can be a killer). I did it for Rise as well at first but I don't think I stayed on top of it when generals died or anything...

Anyway, fantastic title, and most importantly it runs on the office-grade laptop I actually have on hand (my last gaming rig left this world years ago and life had other priorities for a long while besides). While the series has moved on, I still hold this in my Top 3 (bundling all three titles together), and indeed it's probably second only to Attila, which I really enjoyed back when I last played (which Steam informs me was 2018...). I'm not active here much, but I had some fun and wanted to reflect on it a bit since I know there are others here who still hold these in high regard. I do hope if they ever do a Shogun 3, we might see a mini-campaign that focuses on the Onin War or something like that sometime - or perhaps a 38-years-war campaign set in the pre-samurai Yamato culture...but then there's no Shogun to mention.

Now I wonder if Rome 2 will run on this thing...


r/totalwar 4h ago

Warhammer III Prologue not helping

4 Upvotes

I am new to the total war series so I tried the prologue and I am just totally lost. I am at the battle for the brazen alter and by the third reinforcement, my army is totally wiped out. I eventually gave up and tried a siege which I even less of an idea how to do. I also don't know when to stop upgrading my settlments and unlocking troops and just fight. Does it matter how many turns I take to prepare? Is this game just a trial by fire or am I missing something?


r/totalwar 4h ago

Warhammer III Anyone underwhelmed with the Nagash campaign effects reveal?

0 Upvotes

From what they showed the black pyramid is the tech tree. But they list it as an entire faction effect.

Now it could be bigger than a normal tech tree, but they didnt show much.

Feels initially underwhelming considering warriors of chaos have a tech tree and gifts of chaos for insane bonuses

Then there is his unit mechanics. He has both unit caps and upkeep? The worst of both worlds.

With chorfs it make sense considering how they work and how elite their units are.
But for Nagash even some trash had unit caps.

Yea there is a lot not revealed, but only revealing this leads to some disappointing conclusions


r/totalwar 4h ago

Warhammer III I'm having so much fun with TWW3, bros

108 Upvotes
  • First Total War, even though I was a RTS guy when I was growing up. Never had a thing for maps I guess apart from CIV5.
  • First fantasy Warhammer game

tried it in 2024 but (a) had a shitty PC and (b) was not in the right mindset I guess

I'm doing my third campaign with Tomb Kings and I'm having a GODDAMN blast lol this is a lovely game


r/totalwar 5h ago

Warhammer III I hope Josh can put some light on this. why is there Lava streams in the Undead devastation? to me it does not make thematic sense to have Lava around when it should be undead, mby if it was Teal soul streams instead, just like when certain choas corruption takes over Lava spots

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46 Upvotes

again it could just be some overlapping stuff, but would be nice to know why its there


r/totalwar 6h ago

Warhammer III Undead Legion custom battles unit roster combine

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360 Upvotes

r/totalwar 6h ago

Warhammer III Just a quick question, beyond the magnificent Mortarchs: will Kemmler and Ghorst be obtainable?

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89 Upvotes

The number of Lords available is more than enough for me!

But I was just curious about how the interactions with Ghorst, Kemmler, and Nagash will play out; I can't really picture them opposing the Great Necromancer...especially Ghorst...

I don't think they can be obtained here; they aren't on the roster. So, will they be enemies?

I know Kemmler died before the resurrection, and I think Ghorst is only mentioned in the Blood of Sigmar book, but canonical lore—especially End Times lore—doesn't really exist in this game. Still, if Nagash can't recruit them, we'd end up with the bizarre situation of seeing them in-game as the only Vampire Counts LLs standing against Nagash! That would be hilarious!


r/totalwar 6h ago

Warhammer III Am i delusional, or does this loading screen art scream AI?

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0 Upvotes

r/totalwar 6h ago

Warhammer III This is literally my face, when I hit my pinky toe on chair

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455 Upvotes

r/totalwar 6h ago

Warhammer III Never assume that a specific mod can't be the one to break something.

46 Upvotes

I had heard that the tallymen of pestilence were fixed and just to be clear they are, but one of my mods broke it.

After removing most of my two dozen mods one by one the final one that made it work is a mod that only removes the limit on how many traits a character can have. It should not be anywhere near the code that makes pretty much anything function and yet it breaks something.

It also is not the only mod I have that breaks that particular bit of code as only removing it still leaves the mechanic broken. So yeah, I still have some testing left to do and just wanted to say that mods are very weird.


r/totalwar 7h ago

Warhammer III The most insane "unusual location"

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151 Upvotes

This popped up on turn 15, and requires $7,000 to remove. If this spawned in the late game in a province I don't care about, I could see it being kinda fun maybe?

Reload last turn auto save!


r/totalwar 7h ago

Medieval II Problemas con Steam & Steel

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0 Upvotes

A alguien mas le ha aparecido este error y de que formar lo han podido solucionar?

Eh intentado instalarlo pero siempre que quiero iniciar una campaña me aparece este error, modifico la calidad gráfica al mínimo y me sigue apareciendo este error.

Trate de hace una instalación en limpio desinstalando y volviendo a instalar el MTW desde Steam como el mod desde TWC y aún sigue apareciendo.

Algún consejo?


r/totalwar 7h ago

Warhammer III Undead Legions Necropolis; major settlement unit building tier

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33 Upvotes

r/totalwar 7h ago

Warhammer III The Khemric Titan is the 3rd most expensive unit in the game

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634 Upvotes

Only Thunderbarges (3400) and Dread Saurians (3100) are more expensive (not including RORs)