Compare Total War: WARHAMMER II - The Warden & The Paunch prices across trusted key stores and find the best deal. Developed by CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux). Published by SEGA, Feral Interactive (Mac), Feral Interactive (Linux). Released on 9/28/2017. Available on PC. Genres: Action, Strategy. Metacritic score: 87/100.

Ninety-three percent of over 120,000 Steam reviewers can't be wrong, but they can be specific: this Lord Pack lives or dies on which side of the rivalry you care about more.

I've run enough Lords Pack campaigns at this point to spot the pattern immediately: Creative Assembly picks two iconic figures from the lore, builds asymmetric mechanics around each, and lets the sandbox do the rest. The Warden and The Paunch follows that formula faithfully, and the result is a DLC that is genuinely strong on one side and merely competent on the other. Eltharion the Grim leads Yvresse against the classic High Elf backdrop, but his signature mechanics, rebuilding the ruined outpost of Athel Tamarha and using the Warden's Cage to interrogate and imprison enemy lords, give his campaign a satisfying fortress-defense tension. The 150-turn countdown to Grom's inevitable siege creates real strategic pressure: expand too cautiously and your walls won't hold, push too aggressively and your home province suffers. New units including the Knights of Tor Gaval griffon riders, White Lion Chariots, and the Arcane Phoenix add serious depth to the High Elf roster. Grom the Paunch is the more charismatic half of the pair, and his Grom's Cauldron mechanic is exactly the kind of absurdist Warhammer nonsense that makes this universe worth spending hundreds of hours in. You gather 25 possible ingredients, cook from a pool of 15 recipes, and chain the resulting buffs through your campaign. Hitting 12 distinct recipes is both the campaign objective and the unlock condition for the final siege of Tor Yvresse, which means the cauldron is simultaneously your strategic toolkit and your progression gate. The tension between hoarding a useful buff for 15 more turns versus burning a recipe slot to advance the campaign clock is a genuinely interesting resource decision. Critics were right to note, though, that Grom's side feels mechanically lighter overall compared to Eltharion's multi-layered settlement and prisoner systems. What both campaigns share is the Lord Pack structure that sidesteps the main Vortex race entirely. Neither Yvresse nor the Broken Axe Tribe competes for the Vortex, which means you are playing a more focused, rivalry-driven narrative inside the larger sandbox. That is a design choice that rewards lore fans and gives returning players a fresh angle on races they have already conquered. It does mean, however, that players hoping for a radical mechanical reinvention of Greenskins or High Elves across Mortal Empires will find this less transformative than, say, Rise of the Tomb Kings was for its race. The accompanying free update reworked the base Greenskins faction and added Prince Imrik as a free Legendary Lord, which padded out the overall value of the patch considerably. For strategy players who track decision depth, Eltharion's side is the stronger campaign: the Athel Tamarha upgrade tree, the Intrigue diplomacy tools for generating income, and the prisoner management system layer nicely on top of the standard High Elf playstyle without replacing it. Grom is the better character in almost every other sense, a field-commanding brawler on the Chariot of Grom with the Axe of Grom and a Night Goblin assistant named Niblet, and his aggressive early-game pacing suits players who prefer momentum over consolidation. The asymmetry is real, but it skews toward flavor over function on the Greenskin side. Anyone who has already burned through the vanilla Greenskin campaign will notice how thin the mechanical delta actually is beneath the cauldron. The bottom line for strategy players is straightforward: if you are already invested in Total War: Warhammer II and want two to three fresh campaigns worth of content with genuine lore payoff and some clever resource mechanics, this is a well-crafted addition. If you are a newcomer trying to decide whether to start here, do not. Get the base game comfortable first, then return for the rivalry. The 93 percent Steam rating reflects a fanbase buying into exactly what was advertised, and that is a reliable signal. Diego, Scout Team

Total War: WARHAMMER II - The Warden & The Paunch

Total War: WARHAMMER II - The Warden & The Paunch

Sep 28, 2017CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)SEGA, Feral Interactive (Mac), Feral Interactive (Linux)
GamerScout Says

Ninety-three percent of over 120,000 Steam reviewers can't be wrong, but they can be specific: this Lord Pack lives or dies on which side of the rivalry you care about more.

PC
Best Price Available
€4.10
at Kinguin
Lowest tracked: €4.10
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GamerScout Verdict

Best for established TWWH2 players who want lore-faithful rivalry campaigns; Eltharion's side offers more mechanical depth than Grom's.

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€4.10
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€4.95-50%
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€5.00-50%
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€8.99-10%
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€9.99
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Price History

Lowest tracked
€4.1024 Aug 2026
Current best
€4.10
Lowest since we started tracking
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€4.00€4.35€4.70€5.0517 Aug22 Aug28 Aug2 Sept7 Sept
Tracking prices since 17 Aug 2026
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About Total War: WARHAMMER II - The Warden & The Paunch

I've run enough Lords Pack campaigns at this point to spot the pattern immediately: Creative Assembly picks two iconic figures from the lore, builds asymmetric mechanics around each, and lets the sandbox do the rest. The Warden and The Paunch follows that formula faithfully, and the result is a DLC that is genuinely strong on one side and merely competent on the other. Eltharion the Grim leads Yvresse against the classic High Elf backdrop, but his signature mechanics, rebuilding the ruined outpost of Athel Tamarha and using the Warden's Cage to interrogate and imprison enemy lords, give his campaign a satisfying fortress-defense tension. The 150-turn countdown to Grom's inevitable siege creates real strategic pressure: expand too cautiously and your walls won't hold, push too aggressively and your home province suffers. New units including the Knights of Tor Gaval griffon riders, White Lion Chariots, and the Arcane Phoenix add serious depth to the High Elf roster. Grom the Paunch is the more charismatic half of the pair, and his Grom's Cauldron mechanic is exactly the kind of absurdist Warhammer nonsense that makes this universe worth spending hundreds of hours in. You gather 25 possible ingredients, cook from a pool of 15 recipes, and chain the resulting buffs through your campaign. Hitting 12 distinct recipes is both the campaign objective and the unlock condition for the final siege of Tor Yvresse, which means the cauldron is simultaneously your strategic toolkit and your progression gate. The tension between hoarding a useful buff for 15 more turns versus burning a recipe slot to advance the campaign clock is a genuinely interesting resource decision. Critics were right to note, though, that Grom's side feels mechanically lighter overall compared to Eltharion's multi-layered settlement and prisoner systems. What both campaigns share is the Lord Pack structure that sidesteps the main Vortex race entirely. Neither Yvresse nor the Broken Axe Tribe competes for the Vortex, which means you are playing a more focused, rivalry-driven narrative inside the larger sandbox. That is a design choice that rewards lore fans and gives returning players a fresh angle on races they have already conquered. It does mean, however, that players hoping for a radical mechanical reinvention of Greenskins or High Elves across Mortal Empires will find this less transformative than, say, Rise of the Tomb Kings was for its race. The accompanying free update reworked the base Greenskins faction and added Prince Imrik as a free Legendary Lord, which padded out the overall value of the patch considerably. For strategy players who track decision depth, Eltharion's side is the stronger campaign: the Athel Tamarha upgrade tree, the Intrigue diplomacy tools for generating income, and the prisoner management system layer nicely on top of the standard High Elf playstyle without replacing it. Grom is the better character in almost every other sense, a field-commanding brawler on the Chariot of Grom with the Axe of Grom and a Night Goblin assistant named Niblet, and his aggressive early-game pacing suits players who prefer momentum over consolidation. The asymmetry is real, but it skews toward flavor over function on the Greenskin side. Anyone who has already burned through the vanilla Greenskin campaign will notice how thin the mechanical delta actually is beneath the cauldron. The bottom line for strategy players is straightforward: if you are already invested in Total War: Warhammer II and want two to three fresh campaigns worth of content with genuine lore payoff and some clever resource mechanics, this is a well-crafted addition. If you are a newcomer trying to decide whether to start here, do not. Get the base game comfortable first, then return for the rivalry. The 93 percent Steam rating reflects a fanbase buying into exactly what was advertised, and that is a reliable signal.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedLords Pack DLCAsymmetric CampaignsPrisoner ManagementCauldron CraftingLore-Driven NarrativeSiege DefenseRivalry MechanicVortex-Optional Campaign

System Requirements

Minimum

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

Recommended

Processor
Intel® Core™ i5-4570 3.20GHz
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 770 4GB | AMD Radeon R9 290X 4GB @1080p
DirectX
Version 11
Storage
60 GB avai…

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Reviews & Ratings

Metacritic
87
Steam
93%(121,424)

Game Info

Developer
CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)
Publisher
SEGA, Feral Interactive (Mac), Feral Interactive (Linux)
Release Date
Sep 28, 2017

Features

Single-playerMultiplayerPvPOnline PvPLAN PvPCo-opOnline Co OpLAN Co Op+13 more

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Frequently asked questions about Total War: WARHAMMER II - The Warden & The Paunch

How much does Total War: WARHAMMER II - The Warden & The Paunch cost?

As of 7 September 2026, the cheapest in-stock offer for Total War: WARHAMMER II - The Warden & The Paunch is €4.10 at Kinguin, out of 5 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 II - The Warden & The Paunch cheapest?

The lowest in-stock price we track for Total War: WARHAMMER II - The Warden & The Paunch is €4.10 at Kinguin (7 September 2026). We compare 5 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 II - The Warden & The Paunch available on?

Total War: WARHAMMER II - The Warden & The Paunch is available on PC.

When was Total War: WARHAMMER II - The Warden & The Paunch released?

Total War: WARHAMMER II - The Warden & The Paunch was released on 28 September 2017.

Who developed Total War: WARHAMMER II - The Warden & The Paunch?

Total War: WARHAMMER II - The Warden & The Paunch was developed by CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux) and published by SEGA, Feral Interactive (Mac), Feral Interactive (Linux).

Is Total War: WARHAMMER II - The Warden & The Paunch worth buying?

Total War: WARHAMMER II - The Warden & The Paunch holds a Metacritic score of 87/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.