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

Total War meets Warhammer in a grand-strategy/real-time battle hybrid that swaps historical realism for dragons, magic, and faction-wide asymmetry. Chaos is already at the gates.

Total War: Warhammer is the pivot point where Creative Assembly stopped recreating history and started building a fantasy sandbox with actual mechanical teeth. The core loop is the same as any Total War: you run a turn-based campaign map, managing settlements, diplomacy, and army recruitment, then drop into real-time battles when armies clash. What changes is everything underneath. Each of the launch factions, the Empire, Greenskins, Dwarfs, Vampire Counts, and the Chaos Warriors, plays so differently that picking a new one feels closer to starting a new game than switching civilizations in a historical title. Dwarfs grind through attrition and hold grudges as a literal resource mechanic. Vampire Counts ignore supply lines and raise the dead mid-battle. Greenskins snowball on momentum or collapse entirely. That asymmetry is the game's biggest strength and the reason the campaign replayability holds up across dozens of hours. On the battle layer, the introduction of magic schools and flying units reshapes positioning in ways that veteran Total War players will need to relearn. Spellcasters are high-value targets that change the calculus of every engagement. A well-timed Foot of Gork or Wind of Death can rout a flanking cavalry charge before it lands. Flyers add a vertical threat to siege assaults that no historical Total War had to account for. The AI handles these tools with mixed competence: it respects unit matchups reasonably well at higher difficulties but struggles to use magic proactively and rarely coordinates flying units with ground pressure. Expect the campaign AI to present a genuine challenge early and sag a little once you have momentum. For newcomers to either Total War or Warhammer lore, this is actually a reasonable entry point if approached correctly. The campaign tutorial covers the basics of the turn-based layer, and the battle tutorial walks through unit types and morale. Neither is exhaustive, but the Adjustable Difficulty setting lets you tune combat and campaign separately, which matters. Start on Normal campaign difficulty with Easy battles while you learn the faction mechanics, then climb from there. The game will not hold your hand through the mid-campaign economic crunch, but that crunch is where the interesting decisions live: do you over-extend for a strategic settlement or consolidate and tech up? The Savage Edition bundles the base game with additional content, giving you a broader faction roster out of the box and more campaign start positions to experiment with. The Steam Workshop support is substantial, with mods ranging from balance overhauls to entirely new units and reskins. The mod ecosystem has kept the game alive well past its release window and is worth exploring once you have 20 or 30 hours on the base experience. Multiplayer covers both competitive and cooperative options, including a shared campaign mode where two players each control a faction on the same map, which is one of the better co-op formats in the strategy genre. The weaknesses are real. Settlement variety is thinner than later entries in the trilogy. The diplomacy system is functional but lacks the depth you get in a dedicated grand-strategy title. Load times on large late-game maps can test patience. And if you came from Warhammer tabletop expecting point-for-point unit fidelity, you will find liberties taken. None of that undermines the core argument: this is a game with 150-plus hours of legitimate decision-making spread across five radically different factions, a healthy mod scene, and a Metacritic score of 86 that reflects a release that landed with actual substance. Diego, Scout Team

Total War: Warhammer - Savage Edition

Total War: Warhammer - Savage Edition

May 24, 2016CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)SEGA
GamerScout Says

Total War meets Warhammer in a grand-strategy/real-time battle hybrid that swaps historical realism for dragons, magic, and faction-wide asymmetry. Chaos is already at the gates.

PC
Steam Deck PlayableProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €6.40

GamerScout Verdict

Best for strategy players who want faction asymmetry and fantasy spectacle in a package with genuine long-term campaign depth.

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About Total War: Warhammer - Savage Edition

Total War: Warhammer is the pivot point where Creative Assembly stopped recreating history and started building a fantasy sandbox with actual mechanical teeth. The core loop is the same as any Total War: you run a turn-based campaign map, managing settlements, diplomacy, and army recruitment, then drop into real-time battles when armies clash. What changes is everything underneath. Each of the launch factions, the Empire, Greenskins, Dwarfs, Vampire Counts, and the Chaos Warriors, plays so differently that picking a new one feels closer to starting a new game than switching civilizations in a historical title. Dwarfs grind through attrition and hold grudges as a literal resource mechanic. Vampire Counts ignore supply lines and raise the dead mid-battle. Greenskins snowball on momentum or collapse entirely. That asymmetry is the game's biggest strength and the reason the campaign replayability holds up across dozens of hours. On the battle layer, the introduction of magic schools and flying units reshapes positioning in ways that veteran Total War players will need to relearn. Spellcasters are high-value targets that change the calculus of every engagement. A well-timed Foot of Gork or Wind of Death can rout a flanking cavalry charge before it lands. Flyers add a vertical threat to siege assaults that no historical Total War had to account for. The AI handles these tools with mixed competence: it respects unit matchups reasonably well at higher difficulties but struggles to use magic proactively and rarely coordinates flying units with ground pressure. Expect the campaign AI to present a genuine challenge early and sag a little once you have momentum. For newcomers to either Total War or Warhammer lore, this is actually a reasonable entry point if approached correctly. The campaign tutorial covers the basics of the turn-based layer, and the battle tutorial walks through unit types and morale. Neither is exhaustive, but the Adjustable Difficulty setting lets you tune combat and campaign separately, which matters. Start on Normal campaign difficulty with Easy battles while you learn the faction mechanics, then climb from there. The game will not hold your hand through the mid-campaign economic crunch, but that crunch is where the interesting decisions live: do you over-extend for a strategic settlement or consolidate and tech up? The Savage Edition bundles the base game with additional content, giving you a broader faction roster out of the box and more campaign start positions to experiment with. The Steam Workshop support is substantial, with mods ranging from balance overhauls to entirely new units and reskins. The mod ecosystem has kept the game alive well past its release window and is worth exploring once you have 20 or 30 hours on the base experience. Multiplayer covers both competitive and cooperative options, including a shared campaign mode where two players each control a faction on the same map, which is one of the better co-op formats in the strategy genre. The weaknesses are real. Settlement variety is thinner than later entries in the trilogy. The diplomacy system is functional but lacks the depth you get in a dedicated grand-strategy title. Load times on large late-game maps can test patience. And if you came from Warhammer tabletop expecting point-for-point unit fidelity, you will find liberties taken. None of that undermines the core argument: this is a game with 150-plus hours of legitimate decision-making spread across five radically different factions, a healthy mod scene, and a Metacritic score of 86 that reflects a release that landed with actual substance.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamGrand StrategyReal-Time BattlesAsymmetric FactionsMagic SystemFlying UnitsCo-op CampaignMod SupportTurn-Based CampaignFantasy Setting

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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Community Discussion

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Reviews & Ratings

Metacritic
86

Game Info

Developer
CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)
Publisher
SEGA
Release Date
May 24, 2016

Features

Single-playerMultiplayerPvPOnline PvPLAN PvPCo-opOnline Co OpLAN Co Op+11 more

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Frequently asked questions about Total War: Warhammer - Savage Edition

How much does Total War: Warhammer - Savage Edition cost?

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What platforms is Total War: Warhammer - Savage Edition available on?

Total War: Warhammer - Savage Edition is available on PC.

When was Total War: Warhammer - Savage Edition released?

Total War: Warhammer - Savage Edition was released on 24 May 2016.

Who developed Total War: Warhammer - Savage Edition?

Total War: Warhammer - Savage Edition was developed by CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac) and published by SEGA.

Is Total War: Warhammer - Savage Edition worth buying?

Total War: Warhammer - Savage Edition 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.