Compara los precios de Total War: WARHAMMER en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CREATIVE ASSEMBLY. Publicado por SEGA. Lanzado el 24/5/2016. Disponible en PC, Mac, Linux. Géneros: Action, Strategy. Puntuación Metacritic: 86/100.

Five radically asymmetric factions, a turn-based campaign map, and real-time battles where steam tanks fight alongside vampire-raised dead, if this doesn't already sound like your thing, no strategy game will convert you faster.

I've tracked every Total War release since Rome, and the first game in the Warhammer trilogy is still the one I point newcomers toward when they ask where to start. Released in 2016, it grafts the series' familiar hybrid formula, turn-based grand strategy on a campaign map, real-time tactical battles when armies clash, onto the Old World of Warhammer Fantasy Battles, and the combination unlocks things that a decade of historical settings couldn't. Flying units, corruption mechanics that rot enemy territory from within, hero characters who can duel opposing lords or assassinate them between battles, and magic systems that can flip the outcome of a fight in seconds. These aren't cosmetic additions. They restructure how you think at every layer of play. The faction design is where the game earns its reputation. The Empire plays like a conventional combined-arms force, balancing infantry, artillery like the Helblaster Volley Gun, and cavalry. Dwarfs lean on resilient gunpowder lines and runic technology but expand slowly and can confederate with other Dwarf holds to snowball. Greenskins run on a resource called Waagh energy: keep them raiding and fighting or watch Animosity tear your own ranks apart, the internal chaos mechanic is genuinely punishing if ignored. Vampire Counts field undead armies that replenish mid-battle by raising fresh corpses, immune to morale but slow and corruption-spreading on the campaign map. Lords are no longer fragile generals to park behind the line; they are frontline monsters, chess queens who can solo entire flanks, and losing one mid-battle reshapes the whole engagement. Magic augments this further, from a life-sapping Vampiric curse on an enemy lord to area spells that break infantry formations wide open. For strategy players worried about the learning curve: the city management has been intentionally streamlined compared to older Total War entries, with cleaner building chains and a more legible tech tree. The in-game advisor, lore-appropriate and competently voiced, is actually useful rather than an annoyance. A new player picking the Empire gets a fairly forgiving starting position and a clear sense of what to build toward. The real difficulty isn't the interface, it's learning that strategies working against the Greenskins will get you destroyed against the Vampire Counts, whose territory drains the life from your troops as a passive effect. That asymmetry forces genuine replay value across all five factions (four base plus the Warriors of Chaos, a horde faction with no settlement mechanics). The criticism worth flagging is campaign pacing. The front half of each campaign pushes hard events and crises at you quickly, which is exciting, but once the major threat is handled the back half can drag into routine auto-resolve cleanup. The AI in open-field battles handles basic maneuver adequately but struggles against spells and flying units, which experienced players learn to exploit. Siege battles were a structural weak point in this first entry. The mod ecosystem through the Steam Workshop is healthy, with overhaul mods addressing most of these issues if you want to extend the experience. Buying this entry in 2025 also means buying into a trilogy with context: Total War: Warhammer II and III expand the scope massively, and owning the first game unlocks access to its races in the larger Immortal Empires campaign in the third. The first game stands on its own as a complete, replayable grand-strategy experience, but its longer-term value is as a foundation. If you have never touched a Total War game, the Warhammer setting handles the tutorial work better than most, the spectacle keeps you engaged while the mechanics layer in. If you are a lapsed Total War player who drifted off after the historical entries started feeling repetitive, this is what brought a lot of us back. Diego, Scout Team

Total War: WARHAMMER

Total War: WARHAMMER

24 may 2016CREATIVE ASSEMBLYSEGA
GamerScout opina

Five radically asymmetric factions, a turn-based campaign map, and real-time battles where steam tanks fight alongside vampire-raised dead, if this doesn't already sound like your thing, no strategy game will convert you faster.

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I've tracked every Total War release since Rome, and the first game in the Warhammer trilogy is still the one I point newcomers toward when they ask where to start. Released in 2016, it grafts the series' familiar hybrid formula, turn-based grand strategy on a campaign map, real-time tactical battles when armies clash, onto the Old World of Warhammer Fantasy Battles, and the combination unlocks things that a decade of historical settings couldn't. Flying units, corruption mechanics that rot enemy territory from within, hero characters who can duel opposing lords or assassinate them between battles, and magic systems that can flip the outcome of a fight in seconds. These aren't cosmetic additions. They restructure how you think at every layer of play. The faction design is where the game earns its reputation. The Empire plays like a conventional combined-arms force, balancing infantry, artillery like the Helblaster Volley Gun, and cavalry. Dwarfs lean on resilient gunpowder lines and runic technology but expand slowly and can confederate with other Dwarf holds to snowball. Greenskins run on a resource called Waagh energy: keep them raiding and fighting or watch Animosity tear your own ranks apart, the internal chaos mechanic is genuinely punishing if ignored. Vampire Counts field undead armies that replenish mid-battle by raising fresh corpses, immune to morale but slow and corruption-spreading on the campaign map. Lords are no longer fragile generals to park behind the line; they are frontline monsters, chess queens who can solo entire flanks, and losing one mid-battle reshapes the whole engagement. Magic augments this further, from a life-sapping Vampiric curse on an enemy lord to area spells that break infantry formations wide open. For strategy players worried about the learning curve: the city management has been intentionally streamlined compared to older Total War entries, with cleaner building chains and a more legible tech tree. The in-game advisor, lore-appropriate and competently voiced, is actually useful rather than an annoyance. A new player picking the Empire gets a fairly forgiving starting position and a clear sense of what to build toward. The real difficulty isn't the interface, it's learning that strategies working against the Greenskins will get you destroyed against the Vampire Counts, whose territory drains the life from your troops as a passive effect. That asymmetry forces genuine replay value across all five factions (four base plus the Warriors of Chaos, a horde faction with no settlement mechanics). The criticism worth flagging is campaign pacing. The front half of each campaign pushes hard events and crises at you quickly, which is exciting, but once the major threat is handled the back half can drag into routine auto-resolve cleanup. The AI in open-field battles handles basic maneuver adequately but struggles against spells and flying units, which experienced players learn to exploit. Siege battles were a structural weak point in this first entry. The mod ecosystem through the Steam Workshop is healthy, with overhaul mods addressing most of these issues if you want to extend the experience. Buying this entry in 2025 also means buying into a trilogy with context: Total War: Warhammer II and III expand the scope massively, and owning the first game unlocks access to its races in the larger Immortal Empires campaign in the third. The first game stands on its own as a complete, replayable grand-strategy experience, but its longer-term value is as a foundation. If you have never touched a Total War game, the Warhammer setting handles the tutorial work better than most, the spectacle keeps you engaged while the mechanics layer in. If you are a lapsed Total War player who drifted off after the historical entries started feeling repetitive, this is what brought a lot of us back.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementssteamGrand StrategyAsymmetric FactionsReal-Time TacticsMod-FriendlyCo-op CampaignTurn-Based CampaignFantasy WarfareArmy CompositionHorde MechanicsHero UnitsMagic SystemsCorruption MechanicsWarhammer FantasyCampaign Pacing IssuesWorkshop Mod SupportTrilogy Entry PointAsymmetric Factions Depth

Requisitos del sistema

Mínimos

Processor
Intel Core 2 Duo 3.0Ghz
Memory
3 GB RAM
Graphics
(DirectX 11) AMD Radeon HD 5770 1024MB / NVIDIA GTS 450 1024MB / Intel HD4000 @720p
DirectX
Version 11
Storage
35 GB available space Additi…

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Processor
Intel® Core™ i5-4570 3.20GHz
Memory
8 GB RAM
Graphics
(DirectX 11) AMD Radeon R9 270X 2048MB | NVIDIA GeForce GTX 760 2048MB @1080P
DirectX
Version 11 Storage…

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Reseñas y valoraciones

Metacritic
86
Steam
78%(52,224)

Información del juego

Desarrolladora
CREATIVE ASSEMBLY
Distribuidora
SEGA
Fecha de lanzamiento
24 may 2016

Modos de juego

singleplayer
multiplayer
coop
online coop
Cooperativo en línea

Idiomas

Audio (1)
English
Subtítulos (13)
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Total War: WARHAMMER está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Total War: WARHAMMER?

Total War: WARHAMMER se lanzó el 24 de mayo de 2016.

¿Quién desarrolló Total War: WARHAMMER?

Total War: WARHAMMER fue desarrollado por CREATIVE ASSEMBLY y publicado por SEGA.

¿Merece la pena comprar Total War: WARHAMMER?

Total War: WARHAMMER tiene una puntuación Metacritic de 86/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.