Several millennia ago, the High Elf wizards, besieged by the invasions of Chaos, created a huge arcane vortex. The aim was to suck the Winds of Magic from the world, like a sinkhole draining the ocean, and send the demonic hordes back to the Realm of Chaos. Now the Great Vortex falters and the world finds itself on the brink of ruin.
Powerful forces set in motion to recompose the whirlwind and avoid catastrophe. However, others try to harness her terrible energy to pursue some shady purpose. It is a struggle against time, and the fate of the world will be in the hands of whoever gets there first.
Total War: Warhammer II, the second installment of the trilogy inaugurated by the award-winning Total War: Warhammer, is a strategic video game based on the Warhammer Fantasy universe.
This guide, born as a natural continuation of the one on Total War: Warhammer (available here, by Lorenzo Forini), delves into all the new mechanics and changes of this new chapter.
As part of a trilogy created to combine the entire Warhammer world map, these two titles were developed essentially as a one big project. Due to this choice of developers, the different chapters have a lot of similarities. It follows that for the first parts of this guide (those on the more generic topics) we refer to the articles of the guide of the first chapter, updated with all the changes that you can find in the second title, signaled by the presence of the following image
For all of your own articles instead of TW: Warhammer 2, you can refer to this index, which will be updated as each new topic comes out.
Due to the continuous balance patches and the countless updates through which the title evolves and perfects itself, it is possible that some contents of the latest versions of the game may differ from what is stated in the following articles, or that some mechanics are omitted. In any case, the concepts presented will be usable and appreciable even for those who will play the most recent and updated versions.
STRATEGIC MAP GUIDE
- Part 1: Armies and Characters
- Part 2: Economy and City
- Part 3: Technology, Diplomacy and Events
BATTLEFIELD GUIDE
- Part 4: Units and Statistics
- Part 5: Skills and Spells
- Part 6: Tactics and advanced controls
GUIDE TO THE NEW WORLD
- Part 7: Geography and Climate
- Part 8: Rituals
PLAYABLE FACTION GUIDE
- Focus 1: High Elves
- Focus 2: Dark Elves
- Focus 3: Lizardmen
- Focus 4: Skaven
- Focus 5: Tomb King
- Focus 6: Vampire Coast
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