Compare Total War: Warhammer - Call of the Beastmen (DLC) prices across trusted key stores and find the best deal. Developed by CREATIVE ASSEMBLY. Published by SEGA. Released on 5/24/2016. Available on PC. Genres: Action, Strategy. Metacritic score: 86/100.

Beastmen finally get their own Grand Campaign slot, but rough AI and an underwhelming unit roster make this feel like a half-measure for a faction with serious potential.

Call of the Beastmen drops a brand-new playable race into the Total War: Warhammer Grand Campaign, giving the game's chaos-adjacent horde faction their own lords, units, and campaign mechanics. If you have spent any time pushing dwarfs and empire soldiers around the Old World and wanted to smash them from the forest fringe as mutant beastfolk, this is the only official way to do that. It is a horde-style campaign, meaning you do not settle cities in the traditional sense. Instead you raze, pillage, and maintain your warherds on the march, which is a genuinely different rhythm from the base game's settlement management loop. From a mechanical standpoint, the Beastmen lean hard into ambush gameplay. Their unique Brayherd stance lets them set up ambushes far more reliably than other factions, which creates interesting chokepoint decisions on the campaign map. The Minotaur and Cygors are satisfying centerpiece units in battle, and Malagor the Dark Omen is a compelling legendary lord with a strong magic profile. The campaign's "Call of the Wild" herdstone mechanic adds a corruption-spread layer that pairs well with a raiding playstyle. On paper, this is a thoughtful faction design. The problems surface quickly if you are paying attention to the details. The unit roster is noticeably thin compared to what Creative Assembly delivered for the base game's factions. Late-game army compositions become repetitive because you are cycling through the same handful of units without the depth of a full-race release. The horde mechanic, while thematically fitting, lacks the economic nuance you get in later Total War titles, so the mid-campaign stretch can feel like an autopilot march rather than a genuine strategic puzzle. Enemy AI does not adapt well to the ambush pressure you apply, which means the signature mechanic stops being a skill expression and becomes a routine exploit. For newcomers to Total War: Warhammer, I will say this plainly: the base game's existing races are better tutorials for how the system works, and you should get comfortable with at least one settlement-based faction before jumping into a horde playstyle. The Beastmen's lack of cities removes several economy and recruitment screens that teach you how resource loops function. That said, if you already have 20-plus hours in the base game and want a shorter, more aggressive campaign that you can run in 15 to 20 hours instead of 40, the Beastmen are actually a decent pick. The campaign is not designed for the long sprawling endgame that empire or dwarf runs produce. The Mixed review status on Steam is honest and worth respecting. This is a faction that Warhammer Fantasy fans will appreciate for lore accuracy and that tactics players will find briefly entertaining, but it does not hold up as a deep strategic experience against the base factions or later DLC releases. The mod ecosystem around Total War: Warhammer has produced community patches that address some of the roster gaps, so if you are willing to pair this with a roster-expansion mod, the value proposition improves. At full price it is a harder sell. Caught at a discount alongside the base game, it is a reasonable addition for anyone who wants every faction on the campaign map. Diego, Scout Team

Total War: Warhammer - Call of the Beastmen (DLC)

Total War: Warhammer - Call of the Beastmen (DLC)

Add-on / DLC for Total War: WARHAMMER — view full game
May 24, 2016CREATIVE ASSEMBLYSEGA
GamerScout Says

Beastmen finally get their own Grand Campaign slot, but rough AI and an underwhelming unit roster make this feel like a half-measure for a faction with serious potential.

PC
Steam Deck PlayableProtonDB Gold
Best Price Available
€7.84-59%
at Eneba
Lowest tracked: €7.84
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GamerScout Verdict

Worth it at a discount for Warhammer lore fans, but the thin roster and passive AI cap the long-term strategic depth.

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€7.84-59%
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Call of the Beastmen (DLC) Steam KeyGlobalSteam KeyKey
€8.17-57%
Priced in EUR by the store
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Price History

Lowest tracked
€7.8417 Aug 2026
Current best
€7.84
Lowest since we started tracking
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€7.73€8.11€8.50€8.885 Jun27 Jun19 Jul9 Aug31 Aug
5 Jun — 31 Aug
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About Total War: Warhammer - Call of the Beastmen (DLC)

Call of the Beastmen drops a brand-new playable race into the Total War: Warhammer Grand Campaign, giving the game's chaos-adjacent horde faction their own lords, units, and campaign mechanics. If you have spent any time pushing dwarfs and empire soldiers around the Old World and wanted to smash them from the forest fringe as mutant beastfolk, this is the only official way to do that. It is a horde-style campaign, meaning you do not settle cities in the traditional sense. Instead you raze, pillage, and maintain your warherds on the march, which is a genuinely different rhythm from the base game's settlement management loop. From a mechanical standpoint, the Beastmen lean hard into ambush gameplay. Their unique Brayherd stance lets them set up ambushes far more reliably than other factions, which creates interesting chokepoint decisions on the campaign map. The Minotaur and Cygors are satisfying centerpiece units in battle, and Malagor the Dark Omen is a compelling legendary lord with a strong magic profile. The campaign's "Call of the Wild" herdstone mechanic adds a corruption-spread layer that pairs well with a raiding playstyle. On paper, this is a thoughtful faction design. The problems surface quickly if you are paying attention to the details. The unit roster is noticeably thin compared to what Creative Assembly delivered for the base game's factions. Late-game army compositions become repetitive because you are cycling through the same handful of units without the depth of a full-race release. The horde mechanic, while thematically fitting, lacks the economic nuance you get in later Total War titles, so the mid-campaign stretch can feel like an autopilot march rather than a genuine strategic puzzle. Enemy AI does not adapt well to the ambush pressure you apply, which means the signature mechanic stops being a skill expression and becomes a routine exploit. For newcomers to Total War: Warhammer, I will say this plainly: the base game's existing races are better tutorials for how the system works, and you should get comfortable with at least one settlement-based faction before jumping into a horde playstyle. The Beastmen's lack of cities removes several economy and recruitment screens that teach you how resource loops function. That said, if you already have 20-plus hours in the base game and want a shorter, more aggressive campaign that you can run in 15 to 20 hours instead of 40, the Beastmen are actually a decent pick. The campaign is not designed for the long sprawling endgame that empire or dwarf runs produce. The Mixed review status on Steam is honest and worth respecting. This is a faction that Warhammer Fantasy fans will appreciate for lore accuracy and that tactics players will find briefly entertaining, but it does not hold up as a deep strategic experience against the base factions or later DLC releases. The mod ecosystem around Total War: Warhammer has produced community patches that address some of the roster gaps, so if you are willing to pair this with a roster-expansion mod, the value proposition improves. At full price it is a harder sell. Caught at a discount alongside the base game, it is a reasonable addition for anyone who wants every faction on the campaign map.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamHorde FactionAmbush MechanicsDLC RequiredLore-Accurate RosterShort CampaignCorruption SpreadMagic-Focused LordsMod-Friendly

System Requirements

Minimum

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…

Recommended

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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Reviews & Ratings

Metacritic
86
Steam
78%(52,217)

Game Info

Developer
CREATIVE ASSEMBLY
Publisher
SEGA
Release Date
May 24, 2016

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Frequently asked questions about Total War: Warhammer - Call of the Beastmen (DLC)

How much does Total War: Warhammer - Call of the Beastmen (DLC) cost?

As of 31 August 2026, the cheapest in-stock offer for Total War: Warhammer - Call of the Beastmen (DLC) is €7.84 at Eneba, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Total War: Warhammer - Call of the Beastmen (DLC) cheapest?

The lowest in-stock price we track for Total War: Warhammer - Call of the Beastmen (DLC) is €7.84 at Eneba (31 August 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Total War: Warhammer - Call of the Beastmen (DLC) available on?

Total War: Warhammer - Call of the Beastmen (DLC) is available on PC.

When was Total War: Warhammer - Call of the Beastmen (DLC) released?

Total War: Warhammer - Call of the Beastmen (DLC) was released on 24 May 2016.

Who developed Total War: Warhammer - Call of the Beastmen (DLC)?

Total War: Warhammer - Call of the Beastmen (DLC) was developed by CREATIVE ASSEMBLY and published by SEGA.

Is Total War: Warhammer - Call of the Beastmen (DLC) worth buying?

Total War: Warhammer - Call of the Beastmen (DLC) holds a Metacritic score of 86/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.