Compara los precios de Total War: WARHAMMER III - Tamurkhan – Thrones of Decay en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CREATIVE ASSEMBLY. Publicado por SEGA. Lanzado el 30/4/2024. Disponible en PC. Géneros: Action, Strategy.

Nurgle finally gets a lord worth building a full campaign around: Tamurkhan's Chieftains mechanic turns the usual decay-and-raze loop into a genuine resource-management puzzle with cross-faction army compositions you won't see anywhere else in Warhammer III.

I went into Tamurkhan's campaign expecting another slow Nurgle grind and came out 150 turns later having recruited Chaos Dwarf artillery through a fealty system I spent three sessions min-maxing. That should tell you most of what you need to know. This Nurgle-focused lord pack drops the Maggot Lord himself into both Realm of Chaos and Immortal Empires campaigns, and the second option is strongly the one to pick: the Chieftains mechanic depends on fighting a wide variety of faction types to build Fealty, and those targets are far more reliably present across Immortal Empires' map than in the more scripted Realm of Chaos. The headline system is Tamurkhan's Chieftains, a dual-resource loop built around Dominance (earned through battle victories) and Fealty (raised by fighting specific enemies each Chieftain cares about). Spend Dominance to recruit a Chieftain, raise their Fealty across four tiers, and they unlock units outside Nurgle's normal roster. Warchief Ezar Doombolt, for instance, gates Chaos Dwarf infantry and Dreadquake Mortars behind his fealty levels, which is an absurd amount of firepower to attach to a Nurgle blob. Six Chieftains total, each with their own unit packages and passive faction-wide bonuses, means your army composition decisions stay interesting deep into the late game instead of collapsing into the same Plague Drone spam every other Nurgle run degenerates to. The trade-off: by around turn 30, even on high difficulties, the faction feels strong enough that careful players will want to dial the campaign difficulty up proactively. On the battlefield, Tamurkhan himself is a tanky centrepiece lord. Mounted on the Toad Dragon Bubebolos he flips to an anti-infantry damage profile, while on foot he is anti-large. His Feast of the Maggot Lord ability is a high-risk last-resort that can heal him back from the brink by killing an adjacent enemy character, and his Rotting Host passive bleeds weapon strength and leadership from everything within 35 metres. The supporting cast is solid too: Rot Knights are excellent cavalry that punishes large targets, Plague Ogres are durable shock infantry that tear through monster-tier enemies, and the reworked plague symptom system means spreading debuffs actively generates army ability points in battle, tightening the feedback loop between the campaign map and the tactical layer. Where the package falls short is narrative weight. The campaign storyline amounts to a brief opening cutscene, some lore-flavoured dilemma text, and then an ending that arrives abruptly after completing Chieftain devotion battles, without the climactic clash between the three Thrones of Decay lords that the setup seemed to be building toward. For Nurgle veterans specifically, this is the most mechanically distinct version of the faction Creative Assembly has produced. The Chieftain system rewards planning your fealty priority order before turn one rather than reacting to whatever the map throws at you. Which Chieftain you invest in first changes your available unit pool for the next 40 turns, so there is genuine build-order thinking here that most Nurgle campaigns never ask for. Newcomers to Warhammer III should be aware this requires the base game and suits players who already understand Nurgle's cyclical building system and plague mechanics, since Tamurkhan does not flatten that learning curve, he extends it upward. Diego, Scout Team

Total War: WARHAMMER III - Tamurkhan – Thrones of Decay

Total War: WARHAMMER III - Tamurkhan – Thrones of Decay

30 abr 2024CREATIVE ASSEMBLYSEGA
GamerScout opina

Nurgle finally gets a lord worth building a full campaign around: Tamurkhan's Chieftains mechanic turns the usual decay-and-raze loop into a genuine resource-management puzzle with cross-faction army compositions you won't see anywhere else in Warhammer III.

PC
Mejor precio disponible
4,09 €-55%
en Fanatical
Mínimo registrado: 4,09 €
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Best for Nurgle veterans ready to swap plague-blob autopilot for a cross-faction army management puzzle with real late-game teeth.

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Historial de precios

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4,09 €5 ago 2026
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4,09 €
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4,00 €4,31 €4,62 €4,93 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Acerca de Total War: WARHAMMER III - Tamurkhan – Thrones of Decay

I went into Tamurkhan's campaign expecting another slow Nurgle grind and came out 150 turns later having recruited Chaos Dwarf artillery through a fealty system I spent three sessions min-maxing. That should tell you most of what you need to know. This Nurgle-focused lord pack drops the Maggot Lord himself into both Realm of Chaos and Immortal Empires campaigns, and the second option is strongly the one to pick: the Chieftains mechanic depends on fighting a wide variety of faction types to build Fealty, and those targets are far more reliably present across Immortal Empires' map than in the more scripted Realm of Chaos. The headline system is Tamurkhan's Chieftains, a dual-resource loop built around Dominance (earned through battle victories) and Fealty (raised by fighting specific enemies each Chieftain cares about). Spend Dominance to recruit a Chieftain, raise their Fealty across four tiers, and they unlock units outside Nurgle's normal roster. Warchief Ezar Doombolt, for instance, gates Chaos Dwarf infantry and Dreadquake Mortars behind his fealty levels, which is an absurd amount of firepower to attach to a Nurgle blob. Six Chieftains total, each with their own unit packages and passive faction-wide bonuses, means your army composition decisions stay interesting deep into the late game instead of collapsing into the same Plague Drone spam every other Nurgle run degenerates to. The trade-off: by around turn 30, even on high difficulties, the faction feels strong enough that careful players will want to dial the campaign difficulty up proactively. On the battlefield, Tamurkhan himself is a tanky centrepiece lord. Mounted on the Toad Dragon Bubebolos he flips to an anti-infantry damage profile, while on foot he is anti-large. His Feast of the Maggot Lord ability is a high-risk last-resort that can heal him back from the brink by killing an adjacent enemy character, and his Rotting Host passive bleeds weapon strength and leadership from everything within 35 metres. The supporting cast is solid too: Rot Knights are excellent cavalry that punishes large targets, Plague Ogres are durable shock infantry that tear through monster-tier enemies, and the reworked plague symptom system means spreading debuffs actively generates army ability points in battle, tightening the feedback loop between the campaign map and the tactical layer. Where the package falls short is narrative weight. The campaign storyline amounts to a brief opening cutscene, some lore-flavoured dilemma text, and then an ending that arrives abruptly after completing Chieftain devotion battles, without the climactic clash between the three Thrones of Decay lords that the setup seemed to be building toward. For Nurgle veterans specifically, this is the most mechanically distinct version of the faction Creative Assembly has produced. The Chieftain system rewards planning your fealty priority order before turn one rather than reacting to whatever the map throws at you. Which Chieftain you invest in first changes your available unit pool for the next 40 turns, so there is genuine build-order thinking here that most Nurgle campaigns never ask for. Newcomers to Warhammer III should be aware this requires the base game and suits players who already understand Nurgle's cyclical building system and plague mechanics, since Tamurkhan does not flatten that learning curve, he extends it upward.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamChieftains MechanicCross-Faction RosterFealty SystemLate-Game ScalingDominant Lord BuildPlague ReworkHigh Difficulty RecommendedImmortal Empires First

Requisitos del sistema

Mínimos

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

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
CREATIVE ASSEMBLY
Distribuidora
SEGA
Fecha de lanzamiento
30 abr 2024

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A 15 de agosto de 2026, la oferta más barata disponible de Total War: WARHAMMER III - Tamurkhan – Thrones of Decay es €4.09 en Fanatical, de entre 6 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

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El precio más bajo disponible que seguimos para Total War: WARHAMMER III - Tamurkhan – Thrones of Decay es €4.09 en Fanatical (15 de agosto de 2026). Comparamos 6 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

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Total War: WARHAMMER III - Tamurkhan – Thrones of Decay está disponible en PC.

¿Cuándo se lanzó Total War: WARHAMMER III - Tamurkhan – Thrones of Decay?

Total War: WARHAMMER III - Tamurkhan – Thrones of Decay se lanzó el 30 de abril de 2024.

¿Quién desarrolló Total War: WARHAMMER III - Tamurkhan – Thrones of Decay?

Total War: WARHAMMER III - Tamurkhan – Thrones of Decay fue desarrollado por CREATIVE ASSEMBLY y publicado por SEGA.