Total War: WARHAMMER II

Total War: WARHAMMER II

Évaluations
PC
Les forces de Lustrie sont à vos ordres. Choisissez votre Seigneur légendaire, agrandissez vos armées, forgez des alliances dans une campagne stratégique au tour par tour et déchaînez la puissance de vos monstrueuses forces lors de batailles rythmées en temps réel.
92%Évaluations Steam85,1 k évaluations87Metacritic/10086OpenCritic/100
Sortie: Sep 27, 2017
Strategy · Fantasy · Turn-Based Strategy · RTS · Grand Strategy
Fetching prices across storesComparing current offers from Steam, official stores, and partners
Prix souhaité
Définissez le prix souhaité. Une alerte sera envoyée lorsqu’une offre disponible dans la région choisie atteindra ce montant ou passera en dessous.

Historique des prix

36 derniers mois · mis à jour chaque jour
Minimum historique~ 6,95 €2026-07Minimum actuel toutes boutiques confondues~ 11,77 €Kinguinpar rapport au minimum historique+69%
~ 18,56 €~ 30,87 €~ 43,18 €~ 55,49 €25-0925-1226-0326-0626-09~ 6,95 €

Les prix couvrent Steam et 39 boutiques agréées ; seules les offres vérifiées sont comptabilisées. La courbe montre les minimums hebdomadaires du marché et le prix officiel Steam sur les 36 derniers mois.

L’historique des prix est enregistré en USD. Les montants affichés sont convertis en EUR au taux BCE du 2026-09-18 et sont indicatifs ; la page de la boutique indique ce que vous payez réellement.

Équipe

Développeur
CREATIVE ASSEMBLY · Feral Interactive (Mac) · Feral Interactive (Linux)
Éditeur
SEGA · Feral Interactive (Mac) · Feral Interactive (Linux)
8.5
Note globale
Notes externes92%Évaluations Steam85,1 k évaluations87Metacritic/10086OpenCritic/100
Graphismes
8
Audio
8.5
Gameplay
9.5
Scénario
6.5
Contenu
9.5

“Four races, four resource and victory logics, grand strategy welded to epic real-time battles — the fantasy strategy benchmark”

Notre verdict

A benchmark that landed the moment it shipped

The reception was rock-solid from day one. Aggregators settled it at a critic average of eighty-seven, the player platform sits at ninety-two percent positive across some eighty-five thousand reviews, and a major review hub filed it in its highest tier with a recommendation rate north of ninety-three percent. That kind of evenly high spread — almost nothing dragging the average down — tells you the rough edges are few, and that the arguments cluster around old series afflictions like diplomacy and balance rather than the core experience.

Place it in the series' arc and its standing gets more interesting still. It is the second game of the fantasy trilogy and the cornerstone of that "modular merge" ambition. This is the entry where the promise of fitting an entire fantasy world onto one map actually arrived, and where later sequels inherited it. It is not merely a fine sequel; it is the hinge of the whole series, in both story framing and systems. Its improvement over the first game is close to total — where the original kept its factions only loosely differentiated and its campaign flat, this one patches both holes at once with asymmetry and the ritual race. That "refurbish the predecessor, then double it" approach is exactly what a sequel should be, and it is why many critics still name it the best on-ramp the series has.

Who it is for, who should walk past, and how to start

So who is it for? The answer is clean: strategy obsessives willing to put in the study and chase the spectacle of thousands of units clashing at once, plus anyone with a soft spot for the fantasy setting. If you enjoy scheming and do not flinch at commanding a live battle, this returns hundreds of hours of value, and it does so without ever asking you to pretend you are having fun when you are not.

Who should walk past? Players who want to pick up and play, and anyone allergic to a steep learning curve and a long turn rhythm — the barrier is real, and the first few hours can genuinely push people away. As for getting in, start with the base game and the free Mortal Empires campaign, learn the fundamentals, then layer on the lords or races that suit your preferred style. There is no need to buy everything up front; the base experience is enormous on its own, and the expansions are best treated as something you add once a particular race has its hooks in you.

In the end, the thing it does that nobody has quite replaced is turning four races into four distinct strategy games, then fitting the whole fantasy world onto a single merged board. That marriage of breadth and depth remains a height few in the genre have reached, even years and one more sequel later. If you are about to step into this kind of fantasy strategy, it is still the surest, most rewarding door to walk through — and one of the rare strategy games whose reputation, however large, turns out to be entirely deserved.

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