What Armies Are in Total War: Warhammer 1?
At launch, Total War: Warhammer 1 featured four playable factions, forming the core of its strategic and tactical gameplay. These initial factions were: the Empire, the Greenskins, the Dwarfs, and the Vampire Counts. Each of these armies provides a unique playstyle and a diverse range of units, setting the stage for the epic battles and grand campaigns that define the series. However, the first game eventually included a total of nine races via DLC content. These additional playable factions are Bretonnia, the Warriors of Chaos, the Beastmen, the Wood Elves, and the Norsca tribes. Let’s delve deeper into what makes each of these factions unique.
The Launch Factions: A Closer Look
The Empire
The Empire represents the human civilization of the Old World, a sprawling, technologically advanced (for the setting) nation beset by threats from all sides. Their roster is a balanced mix of well-armored infantry, versatile cavalry, and powerful artillery.
- Strengths: Good overall unit variety, strong artillery, reliable infantry, and access to powerful magic. They can adapt to different combat scenarios. The Empire’s roster is quite adaptable, and their reliance on teamwork and cohesion makes them effective against many adversaries. Their access to magical lores adds to their overall battle prowess.
- Weaknesses: Lacks the elite single-entity monsters of some other races. They are also vulnerable if their battle lines are broken and rely heavily on solid formations and support to maximize their effectiveness.
The Greenskins
The Greenskins, comprised of Orcs and Goblins, are a ferocious and chaotic horde driven by their love of fighting. They excel in melee combat and overwhelming numbers.
- Strengths: Large numbers of melee units, powerful monsters like giants and trolls. They can overwhelm enemies with sheer brute force. The Greenskins excel in Waaagh! mechanics which allow them to grow their armies and generate conflict quickly.
- Weaknesses: Their units lack discipline and are prone to routing and leadership struggles. Their technology is primitive, and they often rely on quantity over quality. They struggle against heavily armored enemies.
The Dwarfs
The Dwarfs are a stout and resilient race known for their excellent craftsmanship, heavily armored infantry, and powerful ranged units. They are defensive powerhouses, masters of holding their ground.
- Strengths: Extremely tough and heavily armored infantry, superb artillery and ranged units, excellent defense and holding power. They excel in defensive sieges and can outlast many enemies in drawn-out conflicts.
- Weaknesses: Slow and lack cavalry. They also tend to be slow and have minimal magical capabilities. Their reliance on static lines of battle can be exploited by more mobile forces.
The Vampire Counts
The Vampire Counts are an army of the undead, led by powerful vampires and necromancers. They rely on raising the fallen and terror tactics to overcome their foes.
- Strengths: Large number of low-tier units, powerful single-entity monsters, access to powerful necromantic magic, and ability to raise fallen troops to reinforce their lines. They thrive in attrition wars.
- Weaknesses: Their units tend to crumble quickly if their leadership is broken. They lack effective ranged units, making them vulnerable to certain strategic approaches. They rely heavily on their lords and heroes to hold the line.
DLC Factions: Expanding the Roster
Bretonnia
Bretonnia is a chivalrous human faction known for their heavy cavalry and knights. They are renowned for their powerful lance formations.
- Strengths: Powerful, high-quality cavalry, capable of devastating charges. Strong lord characters. Their knightly units are capable of breaking through most opposing lines.
- Weaknesses: Their infantry is often weak and poorly armored. They rely on their cavalry and can struggle against ranged-heavy forces. They lack significant ranged options.
Warriors of Chaos
The Warriors of Chaos are a horde of heavily armored warriors, dedicated to the ruinous powers of Chaos. They are masters of melee combat and raw power.
- Strengths: Heavily armored and powerful melee units. Access to powerful single-entity chaos monsters. They are masters of aggression and can break through most opposing lines in melee.
- Weaknesses: They are expensive and lack mobility and ranged power. Their units tend to be few in number and any losses are hard to replace. They are also prone to attrition without constant conquest.
Beastmen
The Beastmen are a savage race of mutated humanoids, thriving in the dark forests of the world. They utilize guerilla tactics and ambush.
- Strengths: Excellent at ambushing and disrupting enemy movements. Powerful monsters. Their ability to strike from the shadows allows them to quickly decimate armies before they can react.
- Weaknesses: Their units tend to be lightly armored and vulnerable in open engagements, and suffer from low leadership. They lack the staying power of other factions in open warfare.
Wood Elves
The Wood Elves are masters of the forest, with powerful ranged units and agile skirmishers. They are notoriously difficult to conquer in their forest home.
- Strengths: Powerful ranged archers, agile and fast units, excellent ambush tactics. They can harass and whittle down opponents from a distance.
- Weaknesses: Lacking in heavy infantry, vulnerable in open field battles. They rely heavily on forests and difficult terrain for an advantage.
Norsca
The Norsca tribes are fierce warriors from the far north, known for their raiding and sea-faring prowess, often worshiping Chaos Gods. They are a hybrid faction with strong monsters and melee options.
- Strengths: Powerful monster units, fearsome melee warriors, and raiding capabilities. They are masters of the open sea and can devastate coastal settlements with ease.
- Weaknesses: Units are not heavily armored, leadership can be low, and they have limited ranged options. They must constantly raid and conquer to keep their economy going.
Frequently Asked Questions (FAQs)
1. How many playable factions were available at the launch of Total War: Warhammer 1?
There were four playable factions available at launch: The Empire, Greenskins, Dwarfs, and Vampire Counts.
2. Did Total War: Warhammer 1 have any DLC factions?
Yes, the game had five DLC factions: Bretonnia, Warriors of Chaos, Beastmen, Wood Elves, and Norsca.
3. Is it necessary to play Total War: Warhammer 1 to enjoy the later games?
No, it’s not necessary, but owning it is required to play the Mortal Empires campaign in Total War: Warhammer 2, and the Immortal Empires campaign in Total War: Warhammer 3. These campaigns combine the maps and factions from multiple games.
4. Are the factions from Total War: Warhammer 1 different in the later games?
Yes, some of the factions received significant reworks and improvements in the later games, such as Total War: Warhammer 2, and 3, making them play somewhat differently.
5. Which Total War: Warhammer 1 faction is the easiest for beginners?
Many players find The Empire the most accessible for beginners because of their balanced roster and straightforward gameplay.
6. Can you combine Total War: Warhammer 1 and 2 factions in a campaign?
Yes, through the Mortal Empires campaign in Total War: Warhammer 2, you can play a combined campaign with all owned races from both games.
7. Does Total War: Warhammer 1 only focus on one specific area?
Yes, it mainly focuses on the Old World, Norsca, and the Badlands, featuring a more localized map than the sequels.
8. How does magic play a role in Total War: Warhammer 1?
Magic is a significant factor, with factions like The Empire, Vampire Counts, and Wood Elves utilizing it heavily to gain advantages in battle.
9. Are there any mini-campaigns in Total War: Warhammer 1?
Yes, Total War: Warhammer 1 had some mini-campaigns for certain factions, offering focused stories.
10. How long does it take to complete Total War: Warhammer 1?
The average play-through focusing on main objectives is around 34 hours, but those striving for full completion can spend over 160 hours.
11. Do you need to buy all Warhammer DLCs to play all the factions in Immortal Empires?
No, to access the Immortal Empires campaign you just need to have the games in your library. Owning DLC’s gives access to more specific factions, but is not mandatory.
12. What makes the Dwarfs faction unique in Total War: Warhammer 1?
They are known for their heavily armored infantry, powerful ranged units, and strong defensive capabilities, making them effective at holding their ground.
13. Why don’t Space Marines exist in Total War: Warhammer?
Space Marines belong to the Warhammer 40,000 universe, which is a completely separate setting from Warhammer Fantasy, on which Total War: Warhammer is based.
14. Is Total War: Warhammer a AAA game?
Yes, Total War: Warhammer is considered a AAA game, representing a high-budget, high-profile release within the franchise.
15. Which Total War: Warhammer game is considered the best?
Total War: Warhammer 2 is often considered the best of the series due to its more fleshed-out mechanics, extensive content, and campaign improvements over the first game.
This detailed look at the factions in Total War: Warhammer 1 should give you a solid understanding of the game’s playable armies, their unique characteristics, and how they contribute to the overall experience. Whether you’re a new player or a returning veteran, there’s a faction here to match any playstyle and preference.