Total War: Warhammer II - The Hunter & The Beast (DLC)
Two asymmetric Legendary Lords - Empire hunter Markus Wulfhart and Lizardmen wanderer Nakai - bring fresh campaign mechanics and strong replayability to Warhammer II.
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About Total War: Warhammer II - The Hunter & The Beast (DLC)
The Hunter and The Beast is a Lord Pack DLC for Total War: Warhammer II, adding two Legendary Lords with genuinely distinct campaign structures rather than just stat-swapped reskins. Markus Wulfhart leads the Huntsmarshal's Expedition for the Empire, operating as an isolated force deep in Lustria with no nearby allies and a constant stream of imperial edicts shaping your army composition. Nakai the Wanderer runs a Lizardmen campaign built around a unique vassal mechanic, where settlements you capture are handed off to allied factions rather than governed directly. Both setups force you to rethink the core Total War loop, which is exactly what a good Lord Pack should do. Wulfhart's campaign is the tighter of the two from a strategic-planning perspective. You are essentially playing a survival scenario on a hostile continent, managing a small elite force and choosing which imperial mandates to fulfill for bonuses. The unit roster leans into ambush stance and ranged play, and the hunter skill tree rewards aggressive early scouting. If you like running lean, high-skill armies rather than doomstacking with artillery, Wulfhart clicks immediately. The difficulty curve is sharp at the start - Lustria does not forgive slow expansion - but once your economy stabilises around turn 30 to 40 the mid-game opens up satisfyingly. Nakai plays slower and stranger. The vassal system means your territorial footprint never grows in the conventional sense, so your victory conditions force a different kind of map reading. Spirit of the Jungle units lean on big dinosaurs and spirit-adjacent summons, which makes the army roster feel thematically coherent. The campaign AI governing your vassal factions is serviceable but occasionally frustrating - you will watch an ally hand a key province back to an enemy through bad diplomacy decisions, which is a real momentum-killer. It is a known limitation, not a dealbreaker, but worth factoring in if you plan a min-maxed campaign. From a depth-of-decision standpoint, both lords earn their place in the DLC rotation. The hunter mechanics in particular have influenced how later DLC lords were designed, so playing this one contextualises a lot of what came after it in the Warhammer II content pipeline. Mod support is solid: the community has built compatibility patches and overhaul tweaks that extend both campaigns considerably. If you already run SFO Grimhammer or similar overhauls, check compatibility before installing, but most major mods have addressed this pack by now. The main caveat is scope. This is a Lord Pack, not a Race Pack, so you are not getting new unit rosters from scratch. Empire and Lizardmen players who already have extensive time on other lords may find the mechanical novelty wears off after one or two full campaigns per lord. New players to either faction, though, will find Wulfhart specifically an excellent entry point into Empire strategy - the forced constraints actually teach resource prioritisation better than an open sandbox start does. For anyone on the fence about Total War: Warhammer II's DLC ecosystem, this pack sits comfortably in the upper tier of what the game's content expansions have to offer. Diego, Scout Team
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Game Info
- Developer
- CREATIVE ASSEMBLY
- Publisher
- SEGA
- Release Date
- Sep 28, 2017