
Total War: WARHAMMER III
A Metacritic 86 strategy trilogy closer with over 60 factions in its Immortal Empires mega-campaign - but the stock Realm of Chaos campaign has a structural flaw that will frustrate anyone who loves a clean late-game payoff.
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I have a spreadsheet tab dedicated to faction tier lists in this game, so take it from someone who has tried to min-max Nurgle plague timings and Slaanesh cult chains: the foundation here is genuinely excellent, and the cracks only become visible once you understand the system well enough to feel them. Total War: WARHAMMER III drops you into a hybrid turn-based/real-time strategy where the campaign map handles army recruitment, settlement building, diplomacy, and economic management across dozens of turns, while individual battles resolve in real time with you directing units across terrain that actually matters for flanking, artillery arcs, and cavalry charges. It is the third entry in a fantasy trilogy built on Games Workshop's Warhammer universe, and it carries the weight of that legacy in both good and frustrating ways. The headline addition is the Immortal Empires mode, a combined mega-campaign that unlocks the entire map from all three games and offers upward of 60 playable factions, each led by a Legendary Lord with their own starting position and campaign mechanics. This is where most of your hundreds of hours will go, and it earns them. Khorne rewards relentless aggression, using its Bloodletting mechanic to strengthen armies off the back of constant combat and using razed settlements as fuel for fresh recruits. Nurgle plays the opposite game - slow, plague-spreading, patient. Slaanesh lets you build Chaos Cults inside enemy cities to foment rebellion before you ever march an army in. Grand Cathay manages Yin-Yang balance and defends its Great Bastion from Chaos incursions. Kislev leans into a supporter and devotion system that gets unwieldy at scale. Each faction genuinely demands a different mental model, which is the core reason this game stays in rotation years after launch. The base Realm of Chaos campaign, however, is where the structural problem lives. Regardless of which faction you pick, the win condition is the same: enter the Chaos Realm through rifts, collect four daemon lord souls, and unlock the final battle. That sameness hollows out the mid-game. The regular campaign map starts to feel like busywork once you understand that your actual objective is a series of Chaos Realm excursions with one army. The two layers - map conquest and Realm runs - never really talk to each other in a satisfying way, and critics at launch were right to flag it. The prologue, following Yuri of Kislev to save the bear god Ursun, is one of the best tutorial campaigns the series has produced and doubles as a strong story hook, but the momentum it builds dissipates quickly once the main campaign opens up. For newcomers worried about the learning curve: do not be. The prologue is roughly a three-hour guided introduction that covers core mechanics at a sensible pace. The diplomacy system received meaningful improvements over previous entries - region trading, an Outposts mechanic that adds texture to military alliances, and a cleaner deal-making points system borrowed from Three Kingdoms. Siege battles were overhauled following community feedback, which addresses one of the long-standing weak points of the Warhammer subseries. The AI remains inconsistent under pressure, and some faction mechanics feel undercooked for the Immortal Empires context specifically, but the modding community on Steam has been active for years patching the edges Creative Assembly left rough. A new Domination multiplayer mode adds capture-point objectives and in-battle reinforcement summoning, which addresses the kiting problem that plagued competitive play. Up to eight players can share a campaign map. The honest read for a strategy player right now: skip the Realm of Chaos campaign after the prologue, head straight into Immortal Empires, and pick a faction whose mechanics you want to learn inside out. High Elves and Lizardmen are consistently recommended as forgiving starting points. Chaos Dwarfs offer a production-chain economy that will appeal to players who like resource conversion loops. Skaven's weapon teams - warp-lightning cannons, ratling guns, doomwheels - reward aggressive micro in battle. The depth is real, the faction variety is genuine, and the AI's shortcomings are most visible at the very high difficulty tiers where veteran players are likely running mods anyway.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7 64-bit
- Processor
- Intel i3/Ryzen 3 series
- Memory
- 6 GB RAM
- Graphics
- Nvidia GTX 900/AMD RX 400 series | Intel Iris Xe Graphics
- DirectX
- Version 11
- Storage
- 120 GB available space
Recomendados
- OS
- Windows 10 64-bit
- Processor
- Intel i5/Ryzen 5 series
- Memory
- 8 GB RAM
- Graphics
- Nvidia GeForce GTX 1660 Ti/AMD RX 5600-XT/Intel Arc A750
- DirectX
- Version 11
- Storage
- 120 GB available space Additio…
DLC y complementos de Total War: WARHAMMER III15
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Información del juego
- Desarrolladora
- CREATIVE ASSEMBLY
- Distribuidora
- SEGA
- Fecha de lanzamiento
- 16 feb 2022
- Clasificación por edad
- PEGI 12



