Total War: WARHAMMER II

Total War: WARHAMMER II — ReviewFour races, four resource and victory logics, grand strategy welded to epic real-time battles — the fantasy strategy benchmark

External ratings92%Steam Reviews85.1K reviews87Metacritic/10086OpenCritic/100
Reviewed by: Yi Qiu · Published: ·review.views: 2,832 Comments
DevCREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)|Released2017-09-28|ActionRPGSimulationStrategy|
8.5
Overall Score

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

Graphics
8
Audio
8.5
Gameplay
9.5
Story
6.5
Content
9.5

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.

Pros

  • Each of the four races runs on its own resource and victory logic (High Elf influence, Dark Elf slave raiding, Lizardmen geomantic rites, Skaven food and ambush) — four strategy games in one frame
  • The Great Vortex ritual race gives the loose turn-based layer a spine, with all four factions chasing one goal and sabotaging each other
  • Real-time battles push thousands of units on screen at once; swooping dragons and stampeding dinosaurs deliver spectacle no historical Total War can match
  • Mortal Empires fuses the first and second maps for free, putting a hundred-plus factions on one board and laying the groundwork for the whole trilogy
  • Richard Beddow's 100-track score writes a recognizable theme for every race and earned a Best Game Music nomination
  • Content runs absurdly long: roughly 42 hours per campaign, ~120 to clear all four races, and 700-plus for completionists

Cons

  • Diplomacy carries the series' old flaws — the AI negotiates stiffly, and both players and Gamersky flag it as still threadbare
  • Unit balance is contested in spots, with Skaven swarm builds and some ancient beasts skewing multiplayer strength
  • The learning curve is steep; turn-based management stacked on real-time tactics floods newcomers in the first few hours
  • The narrative is thin — the Vortex campaign is a dressing on a mechanics race, with none of an RPG's character or emotional arc

Opening

Most strategy games would kill to have one faction this distinct. Total War: WARHAMMER II hands you four, and dares each to feel like a separate game.

On the surface it is a fantasy grand-strategy hybrid — turn-based empire management bolted to real-time battles that pile thousands of soldiers onto a single field. Underneath, it is something stranger and more ambitious: four self-contained strategy games wearing the same engine. Play the High Elves and you are a courtier, spending Influence to bend rival relationships to your will. Switch to the Dark Elves and you are a raider, trading captured slaves for economy while public order frays at the edges. The Lizardmen want you to nurse a web of geomantic ley-lines into a slow, patient war machine; the Skaven want you skulking underground, turning sheer numbers and a Food economy into a weapon.

Four races, four resource logics, four roads to victory. That is the thing this sequel still does that almost nobody else has matched, and it is the reason the game has aged so gracefully — the asymmetry was never a coat of paint, so it never wore off. Where most strategy sequels age into a footnote, this one stayed a fixture, propped up by a structural idea that turned out to have far more depth than its launch reviews could fully measure. The review below takes it apart across six dimensions — story, audio, visuals, gameplay, content, and the final verdict — to find out exactly where this benchmark fantasy strategy earns its reputation, and where it still leaves a seam showing.

Story | 6.5/10

Story: 6.5/10

The Great Vortex, and a story told entirely in mechanics

Four factions race to control the Great Vortex

Drop the usual expectations first. There are no cutscenes here doing the heavy emotional lifting, no branching dialogue trees, no slow-burn character arc waiting to ambush you in act three. The narrative spine is the Vortex campaign, and it is told almost entirely through systems. A great energy maelstrom that holds the world together is slipping out of control, and four races descend on Lustria for their own reasons, each trying to seize command of it. You win by completing five rituals before your rivals do — and that race, not any script, is the story.

This sounds austere, and it is, but it works in a way that pure prose could not. Every ritual you perform pings your rivals and invites them to send an intervention army to wreck it; every ritual they attempt hands you the same chance to strike back. So the loose turn-based sprawl of a normal Total War campaign gets pulled taut around a shared finish line. You always know how far ahead the enemy is, and how narrow your own window has become. Compared with the flat, conquer-everything drift of the first game, that single thread gives the campaign a shape it badly needed.

The cost is bluntly stated: if you came for a story with a pulse, this is not it. The Vortex is a clever set of racing rules in a fantasy costume. The plot serves the pacing, never the other way around — and you should walk in knowing that.

The flip side is the kind of story a strategy game tells best: the emergent one you write yourself. How you clawed up from a single province, how you turned a losing war with one immaculate alliance, how a rival's overreach handed you the map — that is where the drama actually lives. The game does not narrate it for you. It hands you the pen and steps back. For players who want a writer to do the work, the blank page can feel like a shrug. Set the right expectation and it reads instead as freedom.

It helps that the ritual race seeds those self-made stories with stakes. Because every faction is sprinting toward the same five rituals, your campaign accumulates rivalries and grudges organically — the neighbour who keeps landing intervention armies on your doorstep becomes a recurring villain across forty hours, no scriptwriter required. The best moments here are the ones you could not have predicted and could not repeat: a desperate hold at a mountain pass, a broken alliance that flips the final ritual, a comeback nobody saw coming. That is the narrative payload, and it is delivered by systems rather than sentences — which, for a strategy game of this scale, turns out to be exactly the right place to put it.

Legendary Lords carry what little character there is

Legendary Lords give the campaign its few human anchors

What identity the narrative has comes from four wildly different sets of motives. The High Elves guard the Vortex out of duty; the Dark Elves want to seize it and burn the old order down; the Lizardmen treat the whole affair as a clause in an ancient cosmic plan, executing it with cold devotion; the Skaven simply want to spread chaos across everything. Same objective, four temperaments — and restarting as a new race recolours the entire campaign before you have moved a single army.

The closest thing to a human anchor is the Legendary Lord roster. Tyrion of the High Elves and the Witch King Malekith of the Dark Elves are kin turned bitter rivals, and their feud is the one thread here with real emotional charge running through it. Mazdamundi for the Lizardmen and Queek for the Skaven carry equally sharp personalities. Crucially these lords are not just lore labels: their unique skill trees and starting positions reshape how your whole campaign plays, which is the game quietly stitching character into mechanics rather than parking it in a cutscene. It is the right call for a game that was never going to win on its writing, and it lets the story justify its modest score honestly — competent, structured, but never the reason you stay up until three.

Audio | 8.5/10

Audio: 8.5/10

A hundred tracks, and a theme for every race

A bespoke musical theme for each of the four races

The audio is the part this game is most likely to undersell. The score, led by a veteran team, runs to more than a hundred tracks and once landed on a Best Game Music nomination shortlist. But the headline number is not the point — the craft is. Each race gets its own recognisable musical signature: stately strings and choir for the High Elves, something colder and more serrated for the Dark Elves, ritual drums and alien vocals for the Lizardmen, and for the Skaven a deranged, metallic shriek of a sound that grates in exactly the right way.

Which means you can tell which race you are playing with your eyes shut. That kind of sonic identity is rare in strategy, where music usually settles for mood wallpaper. Here the soundtrack is part of each faction's personality, and it has range. The campaign-map ambience stays restrained, leaving you room to think; the moment a battle starts the melody climbs from a simmer to a roar, drums tightening with it; and at the decisive clash, strings and brass go off together and shove the whole thing toward the kind of crescendo that raises the hair on your arm. The music is not a backdrop. It is narrating the fight, tracking the swing of momentum so closely that you could almost call the result with your eyes closed, reading nothing but the score's rise and fall. Few strategy soundtracks are this tightly wired to what is actually happening on the board.

Sound design that earns the spectacle

Layered sound design carries the real-time battles

The sound design proves itself in the chaos of a large engagement. The shriek of a Skaven swarm boiling out of the ground, the ground-shaking stomp of a dinosaur, the air-tearing dive of a dragon — each gets its own discrete layer. Stack thousands of units on screen, let all of it sound at once, and the spectacle lands twice: you do not just see the scale, you hear it.

Set it beside the studio's historical titles and the advantage of fantasy is obvious. However careful a medieval battlefield sounds, it cannot escape the vocabulary of steel and bowstring. Here, arcane detonations, monstrous bellows and the whispers of the undead all belong, so the sound team can stack the mix thicker and play it more theatrically. There is craft in the spatial handling too — zoom into a local scrap and that clash swells; pull back over the whole field and it recedes into one vast reverberant wash, so you read both the local tension and the larger sweep. Voice work follows suit, with each race's cadence reinforcing its character — the lilting chant of the elves, the scurrying squeal of the rat-folk, the booming proclamations of the lizard mages all telling you who is on the field before you look. The result is one of the few elements that stands up with the picture muted entirely. Close your eyes and the battlefield still draws itself, unit by unit, from sound alone. For a strategy game, where audio is so often an afterthought bolted on at the end, that level of intentionality is genuinely uncommon, and it is a large part of why the experience feels as weighty as it does.

Visuals | 8.0/10

Graphics: 8/10

Tabletop lore rendered with a straight face

The Warhammer bestiary translated into 3D with high fidelity

The art direction has exactly one job and does it cleanly: take the wildly recognisable creatures of the Warhammer tabletop and render them into a real-time 3D battlefield at high fidelity, with a straight face. The elegant plate of the High Elves, the spiked menace of the Dark Elves, the ancient beasts the Lizardmen ride into battle, the filthy seething mass of the Skaven — every race speaks a separate visual language. You could know nothing about the setting and still feel four completely different temperaments from the silhouettes alone.

That legibility is not bought with texture resolution; it is earned through restraint and consistency. Every faction's buildings, units and effects obey one coherent aesthetic, so even when you pull back to the campaign map you can read allegiance at a glance. For a game that has to render a hundred-plus factions, that visual order is a feat in itself. Smarter still is the use of palette and silhouette. The developers understood that with thousands of units on the field nobody has time to identify anything individually, so the recognition work is handed to outline and colour — cool blue-white for the High Elves, dark violet for the Dark Elves, rust and jade for the Lizardmen, grubby brown-yellow for the Skaven. Even in a churning melee you can track the shape of the fight by reading the colour blocks. That is the genuinely clever bit: a visual design tuned specifically for recognition at scale.

Scale, performance, and the cost of an interface

The engine pushing thousands of units in a single battle

The real test in this dimension is scale. The series' in-house engine exists to put thousands of independent units on one field, all acting at once. When an army crests a hill, a line unfolds, ranged volleys and a melee crash happen in the same breath, the sheer visual density that fills the screen is spectacle no historical Total War can reach.

The price is hardware strain. In the largest engagements — especially at high settings, with dense spell effects flying — the frame rate can wobble, which is the unavoidable trade between scale and smoothness. The game softens this with a generous spread of options, so you can juggle unit counts, effect quality and fluidity to suit your machine. The interface is a thornier matter: information density is high, with the management layer of the turn-based game stacked onto the command layer of real-time combat, and a newcomer facing that wall of icons and numbers for the first time can drown. It takes a few hours before the HUD becomes muscle memory. Readability is a real, if minor, weakness — it serves depth at the cost of some friendliness.

Scenery is where the game spends its visual budget well. From the elegant coastal cities of the elven homeland to the humid, dense jungles of Lustria to the dim Skaven warrens below ground, each region gets distinct terrain, foliage and lighting. Cross a frontier on the campaign map and you feel the change in climate, which keeps a long march from blurring into sameness. Battlefield terrain matters too: high ground, rivers, woods and walls all bend tactics, so the picture is never just pretty — it is welded to the play. Seizing a ridge can double a ranged line's value; funnelling an enemy into a narrow pass lets a small force hold off a horde. The scenery is constantly making arguments about how you should fight, and learning to read it is part of mastering the game.

There is an honesty to the presentation, too. This is not a graphics showcase angling for screenshot-of-the-year, and it does not pretend to be. It is a game that chose to spend its rendering budget on putting an absurd number of distinct, readable creatures on one field at once, and it makes that trade with open eyes. Visuals win here on identity, scale and variety rather than any single technical flex, which is exactly why the score lands solid rather than spectacular — a confident, legible, characterful presentation that knows precisely what it wants to be and refuses to chase a benchmark it never needed to win.

Combat | 9.5/10

Gameplay: 9.5/10

Two layers that need each other

The two-layer structure of turn-based strategy and real-time tactics

The foundation is a two-layer machine. Up top sits the turn-based grand strategy: you grow settlements, push research, manage diplomacy, level your lords and march armies around like pieces on a vast board. Below it sits real-time tactics: when two armies meet, the fight drops into a 3D battlefield where you command formation, terrain, abilities and spells in the moment. The two interlock smoothly — the campaign layer decides what kind of war chest you bring to the field, and the battle layer decides whether you can actually cash that paper advantage in.

The appeal is that it feeds two different appetites at once. Players who love to scheme can min-max the campaign for hours; players who love to command can revel in the rush of a live battle. Neither half is optional, and it is precisely that double depth that pushes the strategic ceiling well past a pure 4X or a pure RTS. The handoff between the layers is the secret sauce: a war you planned on the campaign map can still be lost by a clumsy flank in the field, and a hopeless matchup on paper can be salvaged by terrain and nerve. That tension keeps both halves honest, and keeps you invested in every clash rather than auto-resolving your way to boredom.

Asymmetry is the trick nobody else has copied

Each of the four races runs on its own resources and systems

If the two layers are the foundation, asymmetric race design is the signature you cannot reproduce. The High Elves run on Influence, a diplomatic currency for prising apart enemy alliances — a game of leverage and patience. The Dark Elves convert raiding into slaves, who pad the economy but rattle public order if you hoard them, so you walk a wire between expansion and stability. The Lizardmen knit cities together through ley-lines and stack bonuses with a Geomantic discipline system — a slow build that pays off late. The Skaven make numbers and concealment their whole personality, driving expansion with a Food economy and winning fights through underground marches and ambushes.

None of this is a reskin. Each kit genuinely changes how you think. Swap races and you have swapped strategy games — which is the simple, fundamental reason this title stands a head above its peers. It is worth labouring because so many strategy games promise variety and deliver palette swaps; this one actually rebuilds the loop.

Rituals, lords, and the friction that remains

The ritual race gives the turn-based layer a spine

The Vortex ritual race is a neat structural flourish. It bolts a main-line tempo onto what might otherwise be aimless turn-based sprawl: four factions chasing one goal, able to sabotage each other at the pivotal moments. A solo campaign stops being heads-down farming and starts carrying a permanent low hum of "a rival could pull ahead any turn now."

Legendary Lords drive the replay. Each owns a unique skill tree and start, so the opening minute already sets the shape of your run; one High Elf lord shoves you toward early open war and a strong army, another rewards a magic-heavy build of area damage and control, and the Lizardmen swing from walking spell-artillery to a dinosaur charge depending on who you pick. With the roster expanding over time, there is always a combination you have not tried.

The friction is real, though. The learning curve is steep — turn-based management piled onto real-time tactics floods newcomers in the first hours, and the tutoring is more nudge than hand-hold. Diplomacy inherits the series' chronic stiffness; the AI negotiates clumsily and rarely lets you scheme the way a dedicated grand-strategy game would. Unit balance draws complaints in spots, with some swarm builds and ancient beasts skewing the competitive picture. The sequel eased these without curing them — they are mostly inherited baggage rather than fresh missteps. None of it overturns the verdict: stack the two layers, the asymmetry, the ritual race and the lord system together and the depth still plants this firmly at the top of its class. The flaws are the kind you forgive in a game that gives you this much to chew on, not the kind that send you back to the store page for a refund.

Content | 9.5/10

Content: 9.5/10

Hours that do not pad themselves

Dozens of hours per campaign, before you even change race

Start with the numbers. A single Vortex campaign chasing the main objective runs roughly forty-two hours, drifting between forty and sixty depending on difficulty and how you play. That is one race. Clear all four and you are comfortably into the hundred-and-twenty-hour range; chase every mechanic and faction to completion and the community's logged time climbs past seven hundred hours.

That is top-shelf volume for the genre, and the long tail is not propped up by grinding the same loop. It is built from four genuinely different race playbooks, so every restart feels like a new game rather than a refill.

The figures above are only a reference band, too. Real investment usually runs well beyond them, because players keep circling back to fresh races, lords and difficulties — and once the multiplayer and custom-battle modes enter the picture, the clock stops meaning much at all. A campaign number on a tracker is the floor, not the ceiling.

What matters most is that none of this is filler. Turn-based play is a format you set the tempo of: you can hand-fight every battle and savour the tactics, or auto-resolve the small skirmishes and pour your attention into the macro game. That elasticity means the same campaign yields a hundred hours of depth for a hardcore player and a brisk main-line run for someone short on time. Here the sheer thickness of content is not a burden but a resource you draw on as needed — you are buying a mine to dig, not a fixed-length ride.

It is worth dwelling on how unusual that durability is. Plenty of games advertise a big hour count and then deliver it through repetition — the same dungeon, the same fetch loop, padded out until the number looks impressive. This does the opposite. The hours pile up because the underlying systems are deep enough to keep generating new problems to solve, and because four asymmetric playbooks mean you are constantly relearning rather than repeating. A campaign you played a year ago, returned to as a different race, can feel genuinely foreign. That is the rarest kind of longevity, and it is the kind that keeps a strategy game installed for years rather than weeks.

A world that keeps growing

Mortal Empires fuses the first and second maps into one giant sandbox

The real multiplier is the free Mortal Empires campaign. It stitches the first game's map to this one into a single enormous sandbox, letting every faction and lord you own share the same board. The roster of playable factions there swelled past a hundred over time, and each start is a whole new campaign. This "modular merge" is why buying the sequel is not buying a standalone product — it folds the first game's content forward and lays the groundwork for the entire trilogy. For anyone who owned the original, that meant their old factions and lords were not stranded but promoted, dropped onto a bigger, busier board with new neighbours to fight. It is a quietly generous bit of design, and a rare example of a sequel that rewards loyalty to the previous game rather than quietly obsoleting it.

Long-tail DLC keeps the world growing. Lord packs and race packs — The Queen and the Crone, Curse of the Vampire Coast, The Hunter and the Beast among them — arrive steadily, each bringing new Legendary Lords, bespoke mechanics and campaign goals, and each with its own critical track record. These are rarely cosmetic top-ups; a race pack often introduces an entire new subsystem, giving even veterans something fresh to study. Add a busy Steam Workshop modding scene — visual overhauls, balance passes, sprawling total conversions — and the lifespan stretches further still, with many players mining hundreds of extra hours out of community work after the official content runs dry. Against the turn-based benchmarks of its era, this game's depth and durability both pull clearly ahead. It is not a one-and-done purchase; it is the title that goes into a strategy fan's library and never quite comes back out. Years after release it still anchors active communities, still gets fresh mods, and still pulls lapsed players back for "just one more campaign" that quietly devours a weekend. Few games in any genre can claim that kind of staying power, and fewer still earn it as honestly as this one does.

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