Hidden tricks and gems for battles
Discover secrets and little-known mechanics to dominate fights in Total War: Warhammer 2. Watch the video to learn gems and advanced details that will improve your strategy on the battlefield.
Which faction should you start with?
If you're new to Total War: Warhammer II, start with the High Elves: balanced units and simple mechanics, without the special rules that make other races harder to handle. Learn to manage the campaign and battles there, then move on to stranger factions once the basic systems are clear.
A few strong armies, not lots of weak ones
In the first turns a single army is more than enough. When money allows, add a second, but avoid filling the map with half-empty armies: upkeep drains your coffers and every weak army is an easy target. Better two full, well-equipped armies than five cobbled-together ones.
Don't be afraid of ranged units
Dedicating 7 or 8 army slots to ranged units isn't a gamble: they easily pull their weight, as long as you have a front line solid enough to keep them safe. That's the whole secret, sturdy infantry in front and archers or gunners behind working undisturbed.
Always bring at least one artillery piece
One artillery unit in every army changes two things. If the AI can't match your firepower, it's forced to attack you instead of waiting on the defensive. And you can assault a walled settlement right away, without waiting an extra turn to build a battering ram.
How do you see how far a lord can move?
Before moving a lord or hero, hold down the right mouse button: the game shows the movement percentage you'll use and whether the action will have diplomatic consequences. That way you can use all the available movement before encamping, or notice in time that you're about to trespass on an ally's territory.
Use pause in battle
Battles can be paused and slowed down. Do it without shame, especially at the start: stop time, check the enemy units, give orders calmly. Nobody rewards you for playing everything in real time.









