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Total War: Warhammer review: Variety and Vampire Counts breathe new life into Total War

Hayden Dingman | May 25, 2016
All the series needed was ten-foot bats and skeleton cavalry.

The scenes are similar in the latest Total War, but the actors have all changed. Where once I led legions of sword-wielding Hastati into the barbarian ranks, now a group of zombies shuffles down the hillside. Scout cavalry have been replaced with massive bats that dive and swoop through enemy troops. A flanking charge is conducted by wolves, backed up by skeletons on shadowy steeds.

And above it all, the guttural cries of the devious Vampire Count Mannfred Von Carstein, true lord of Sylvania. He wades into foes alongside a Vargheist (a ten-foot tall bat) and a banshee, killing troops with a single blow and then feasting on their blood to regenerate his own health.

That’s way cooler than anything the boring ol’ Roman Empire ever did.

To war

This is Total War: Warhammer ($60 on Amazon) or, as it’ll be known for the rest of this article, Total Warhammer. As you’ve no doubt guessed from the title, it brings a bit of the fantastical Warhammer tabletop universe to Creative Assembly’s Total War series.

Total War: Warhammer

It’s a big shake-up, following on fifteen-odd years of historical hybrid-4X/RTS campaigns. The maps and factions and units of Total Warhammer make for a massive change after Japan (twice), Medieval Europe (twice), Rome (two-and-a-half times), the Colonial Era, and the Napoleonic Age.

More important: It’s a refreshing shake-up. Total Warhammer not only surpasses the low, low bar of “Best game in the series since Shogun 2,” it also represents a direction the series should embrace more generally.

Which is not to say Creative Assembly should stop making Total War games based in history. I’d love to see another Medieval game or, you know, an Ancient Greece or World War II or whatever the hell CA wants to dabble in. And obviously those settings are constrained by human history, so no ten-foot tall bat units or zombies or what have you.

Even so, there’s quite a bit to like about Total Warhammer. For one, the fact that all four (five, with DLC) campaigns play measurably different. Dwarfs, for instance, field small numbers of high-upkeep, high-power units—Hammerers, Longbeards, et cetera. A standing army is expensive, but they counter that by mining for gems and precious metals.

Total War: Warhammer

Vampire Counts, on the other hand, field massive armies of skeletons and zombies to overwhelm with numbers. Some of your units died? No problem, just raise the dead on your next turn and you’ll recover a portion of your lost strength.

And it goes beyond combat. Total Warhammer is great at making the set-up of each faction feel important. The Dwarf campaign focuses on High King Thorgrim Grudgebearer, set on restoring his people to their former glory. Doing so means reuniting ancient kingdoms and taking back lands stolen by the Greenskins, and as such you’re encouraged to ally with your fellow Dwarf lords early and fight together.

 

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