Total War WARHAMMER III Elspeth Thrones of Decay
If you ever wanted to run the Empire as a gunpowder-and-death-magic death machine, Elspeth von Draken is the lord you have been waiting for - and her campaign is deep enough to replay on harder difficulties without going stale.
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About Total War WARHAMMER III Elspeth Thrones of Decay
I have a soft spot for any faction that makes me think carefully about a resource loop, and the Imperial Gunnery School is exactly that kind of system. You earn Schematics by fielding gunnery units in battle and by picking the right post-battle options after defeating enemy gunpowder forces. Those Schematics feed into permanent upgrades for your artillery and ranged infantry, and eventually unlock the Amethyst Armoury, where Elspeth's signature Death-magic-infused unit variants become available. The loop rewards aggressive, battle-heavy play and punishes passive turtling in a way that most Empire campaigns frankly do not. For a strategy player who likes watching their army composition improve in measurable steps across a long campaign, this is the kind of mechanic worth buying into. Elspeth herself operates on two distinct layers. In battle, she is a Lore of Death spellcaster who unlocks her Carmine Dragon mount at level 16, shifting from a fragile backline caster into a genuine front-line threat. Her skill tree leans heavily into reducing the cost of Death spells, particularly Purple Sun, and pairing her with a second wizard in the army pays dividends fast. On the campaign map, the Gardens of Morr system lets her teleport between pre-built Black Towers in friendly Empire settlements, with a five-turn cooldown. This is not a gimmick - it fundamentally changes how you manage the Empire's wide, multi-front defensive commitments, letting Elspeth show up as a rapid-response unit wherever the border is crumbling. Her roster is arguably the most interesting the Empire has ever had. The Marienburg Landship is a naval vessel on wheels with a frankly absurd number of cannons bolted to it, and it earns every compliment. Hochland Longrifles and Ironsides add real ranged infantry depth, Knights of the Black Rose give the cavalry a durable hammer option instead of pure flanking tools, and the Volleygun Steam Tank variant rounds out a toolkit that rewards players who think in terms of combined arms. The one acknowledged weakness is infantry. Frontline melee options are thin and underpowered compared to what neighbouring factions can field, which means your gunlines need protection you sometimes have to work hard to provide. The honest caveat is power level. Community discussion around launch centred on Elspeth leaning toward the overpowered end of the spectrum, and veterans going in on Legendary difficulty looking for a tough puzzle may find the mid-game easier than expected once the Gunnery School hits its upper tiers. The narrative campaign objective - hunting down the Nemesis Crown, a callback to a classic Warhammer tabletop event - is serviceable but thin. You get an intro cinematic, some flavour dialled in through post-battle options, and a final quest battle, but no branching decisions or meaningful story agency. That has been a consistent limitation of Warhammer III lord packs and Elspeth does not break the mould there. Worth noting for newer players: purchasing this individual lord pack also triggers Empire-wide rework benefits from patch 5.0, including an Elector Counts and Imperial Authority overhaul that improves Karl Franz's campaigns and a Colleges of Magic mechanic for Balthasar Gelt. The rising tide lifts all Empire boats, so even if you later branch into other lords via confederation, your investment here has cross-campaign value. For an Empire player who has already done the Karl Franz and Gelt campaigns and wants something mechanically distinct, Elspeth is the clearest upgrade path in the faction. Diego, Scout Team
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Game Info
- Developer
- CREATIVE ASSEMBLY
- Publisher
- SEGA
- Release Date
- Apr 30, 2024
