Compare Total War: Warhammer II - The Shadow & The Blade prices across trusted key stores and find the best deal. Developed by CREATIVE ASSEMBLY. Published by SEGA. Released on 12/12/2019. Available on PC. Genres: Action, Strategy.

Two Legendary Lords with genuinely asymmetric mechanics, one campaign that sings and one that grinds - buy this if Skaven or daemon-possessed Dark Elves are already on your rotation.

I track Total War DLC the way some people track football fixtures, so when a Lord pack lands at Mixed on Steam I want to know exactly which half of the package is dragging the score down. With The Shadow and The Blade, the answer is pretty clear after a few campaign runs: the split is almost exactly 60/40 in favour of the Skaven side, and the 69% positive rating reflects that frustration more than any actual failure of design. Malus Darkblade leads Hag Graef and arrives with the most narratively interesting mechanic in the pack. He is permanently locked in a tug-of-war with the Slaaneshi daemon Tz'arkan, who is bound inside him, and you manage that possession across the campaign via a Daemonic Influence meter. You can lean into the daemon's dark whispers for powerful items and followers, or resist and stay in control - but mismanage the balance and Malus becomes a liability in his own army. It is genuinely tense resource management, and the constant banter between Malus and Tz'arkan on the campaign map is one of the better bits of flavour writing CA has produced for this series. The problem is the starting position. Hag Graef sits in climate-hostile territory with limited expansion vectors, and early turns can feel punishingly tight until you stabilize or confederate Malekith. Subsequent patches did smooth the roughest edges of the possession mechanic - the replenishment penalty was moved to only trigger at maximum possession, turning most of the meter into a conditional buff rather than a pure threat - so if you heard the launch complaints and walked away, it plays more cleanly now. Deathmaster Snikch leads Clan Eshin and is the more mechanically novel faction on paper. His Shadowy Dealings system lets any Eshin character perform covert actions - theft, sabotage, inciting rebellions, city burning - all at 100% success rate, spending a shared resource called Eshin Schemes that refills slowly up to a cap of five. Clan Contracts from the four Greater Clans (Mors, Pestilens, Skyre, Moulder) layer on top, shifting your reputation and unlocking discounted specialist units. In theory, this captures the whole fantasy of running the Skaven underworld's premier assassination bureau. In practice, the three quest-chain covert actions that form Snikch's campaign spine lock him out of the battle for several turns each time they trigger, so the faction's best lord is absent for a chunk of the fights that actually matter. The Eshin Triads - stealthy polearm infantry that shred light units - and the Poisoned-Wind Mortars with their area-denial splash are genuinely strong battlefield additions, and Snikch himself in open combat is a hero-killing machine whose warpstone Weeping Blades strip 50% armour on contact. The toys are good. The campaign wrapper around them is where the design runs thin. On the battlefield unit front, the Dark Elves get Scourgerunner Chariots (extremely fast, built to hunt monsters and large targets), Bloodwrack Medusas (whose gaze ability causes outright gore explosions rather than petrification, and hits hard against grouped infantry), and Bloodwrack Shrines. None of these feel redundant against what Dark Elf rosters already have. The High Beastmaster Lord type also comes with the pack, filling out a slot the faction was missing. Both lords are fully playable in the Mortal Empires campaign as well as the Vortex, which matters for anyone already deep in a cross-game save. Bottom line for strategy players doing due diligence: this is a DLC that rewards Skaven fans more than Dark Elf fans, delivers one outstanding character in Malus and one campaign structure that feels undercooked in Snikch, and has been improved enough by patching that launch-era criticism is partially stale. If either of these factions is in your regular rotation, the mechanical additions justify the cost at a discount. If you are purely a Dark Elf player and have no interest in rat ninja politics, it is a harder sell. Diego, Scout Team

Total War: Warhammer II - The Shadow & The Blade

Total War: Warhammer II - The Shadow & The Blade

Dec 12, 2019CREATIVE ASSEMBLYSEGA
GamerScout Says

Two Legendary Lords with genuinely asymmetric mechanics, one campaign that sings and one that grinds - buy this if Skaven or daemon-possessed Dark Elves are already on your rotation.

PC
Best Price Available
€0.00
at N/A
Historical low: €4.30

GamerScout Verdict

Strong pick for Skaven players and lore-invested Dark Elf fans, weaker if you only want a polished campaign on both sides.

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About Total War: Warhammer II - The Shadow & The Blade

I track Total War DLC the way some people track football fixtures, so when a Lord pack lands at Mixed on Steam I want to know exactly which half of the package is dragging the score down. With The Shadow and The Blade, the answer is pretty clear after a few campaign runs: the split is almost exactly 60/40 in favour of the Skaven side, and the 69% positive rating reflects that frustration more than any actual failure of design. Malus Darkblade leads Hag Graef and arrives with the most narratively interesting mechanic in the pack. He is permanently locked in a tug-of-war with the Slaaneshi daemon Tz'arkan, who is bound inside him, and you manage that possession across the campaign via a Daemonic Influence meter. You can lean into the daemon's dark whispers for powerful items and followers, or resist and stay in control - but mismanage the balance and Malus becomes a liability in his own army. It is genuinely tense resource management, and the constant banter between Malus and Tz'arkan on the campaign map is one of the better bits of flavour writing CA has produced for this series. The problem is the starting position. Hag Graef sits in climate-hostile territory with limited expansion vectors, and early turns can feel punishingly tight until you stabilize or confederate Malekith. Subsequent patches did smooth the roughest edges of the possession mechanic - the replenishment penalty was moved to only trigger at maximum possession, turning most of the meter into a conditional buff rather than a pure threat - so if you heard the launch complaints and walked away, it plays more cleanly now. Deathmaster Snikch leads Clan Eshin and is the more mechanically novel faction on paper. His Shadowy Dealings system lets any Eshin character perform covert actions - theft, sabotage, inciting rebellions, city burning - all at 100% success rate, spending a shared resource called Eshin Schemes that refills slowly up to a cap of five. Clan Contracts from the four Greater Clans (Mors, Pestilens, Skyre, Moulder) layer on top, shifting your reputation and unlocking discounted specialist units. In theory, this captures the whole fantasy of running the Skaven underworld's premier assassination bureau. In practice, the three quest-chain covert actions that form Snikch's campaign spine lock him out of the battle for several turns each time they trigger, so the faction's best lord is absent for a chunk of the fights that actually matter. The Eshin Triads - stealthy polearm infantry that shred light units - and the Poisoned-Wind Mortars with their area-denial splash are genuinely strong battlefield additions, and Snikch himself in open combat is a hero-killing machine whose warpstone Weeping Blades strip 50% armour on contact. The toys are good. The campaign wrapper around them is where the design runs thin. On the battlefield unit front, the Dark Elves get Scourgerunner Chariots (extremely fast, built to hunt monsters and large targets), Bloodwrack Medusas (whose gaze ability causes outright gore explosions rather than petrification, and hits hard against grouped infantry), and Bloodwrack Shrines. None of these feel redundant against what Dark Elf rosters already have. The High Beastmaster Lord type also comes with the pack, filling out a slot the faction was missing. Both lords are fully playable in the Mortal Empires campaign as well as the Vortex, which matters for anyone already deep in a cross-game save. Bottom line for strategy players doing due diligence: this is a DLC that rewards Skaven fans more than Dark Elf fans, delivers one outstanding character in Malus and one campaign structure that feels undercooked in Snikch, and has been improved enough by patching that launch-era criticism is partially stale. If either of these factions is in your regular rotation, the mechanical additions justify the cost at a discount. If you are purely a Dark Elf player and have no interest in rat ninja politics, it is a harder sell.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamLegendary Lords PackAsymmetric FactionsPossession MechanicCovert Operations CampaignHero DuelingArmy Book CompletionMortal Empires CompatibleDaemon Resource Management

System Requirements

Minimum

OS *
Windows 7 64Bit
Memory
5 GB RAM
DirectX
Version 11
Storage
60 GB available space
Graphics
NVIDIA GTX 460 1GB | AMD Radeon HD 5770 1GB | Intel HD4000 @720p
Processor
Intel® Core™ 2 Duo 3.0Ghz

Recommended

OS *
Windows 7 / 8 (8.1)/ 10 64Bit
DirectX
Version 11
Storage
60 MB available space
Graphics
NVIDIA GeForce GTX 770 4GB | AMD Radeon R9 290X 4GB @1080p
Processor
Intel® Core™ i5-4570 3.20GHz

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Reviews & Ratings

Steam
69%(854)

Game Info

Developer
CREATIVE ASSEMBLY
Publisher
SEGA
Release Date
Dec 12, 2019

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Total War: Warhammer II - The Shadow & The Blade is available on PC.

When was Total War: Warhammer II - The Shadow & The Blade released?

Total War: Warhammer II - The Shadow & The Blade was released on 12 December 2019.

Who developed Total War: Warhammer II - The Shadow & The Blade?

Total War: Warhammer II - The Shadow & The Blade was developed by CREATIVE ASSEMBLY and published by SEGA.