Total War: Warhammer - The Realm of the Wood Elves (DLC)
Wood Elves bring a genuinely unique resource-management twist to Total War: Warhammer, but their high skill floor makes this DLC a tough sell for newer commanders.
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About Total War: Warhammer - The Realm of the Wood Elves (DLC)
Total War: Warhammer - The Realm of the Wood Elves drops a brand-new playable race into the base game's Old World campaign, and the Wood Elves play nothing like any other faction in the roster. Where most factions expand by conquering and holding settlements, the Wood Elves operate out of a single sacred homeland, Athel Loren, and spread influence through a network of Waystone-linked forest enclaves scattered across the map. That design decision alone changes the strategic rhythm completely. You are not painting the map; you are maintaining a web of remote outposts while keeping your home base healthy, which means your attention is constantly split across multiple theaters at once. The faction's identity runs deep into the unit roster. Wood Elves are almost exclusively ranged and fast. Their core infantry is fragile in a prolonged grind, so battles reward players who position their Glade Guard on high ground, use Dryads to hold flanks, and time Wildrider cavalry charges to shatter already-weakened lines. There is a real mechanical gap between controlling Wood Elves adequately and controlling them well, and the campaign's economy punishes hesitation. Amber, the faction's unique resource, gates access to most of the powerful units and several tech-tree upgrades, so early campaign decisions about where to spend it carry real downstream consequences. If you treat this like a standard Total War run, you will run out of Amber at exactly the wrong moment and find yourself with no tier-three units when a major chaos incursion hits. For strategy veterans comfortable with asymmetric factions, that depth is the selling point. Legendary Lords Orion and Durthu play noticeably differently from each other - Orion is a fast, aggressive melee monster who buffs the hunt mechanics, while Durthu leans into Treeman-heavy army compositions and plays more defensively. The campaign narrative around the Wild Hunt adds enough flavor to keep things interesting across the long run, even if the actual voice acting and cutscene budget is modest by later DLC standards. The AI opponents in and around Athel Loren put enough pressure on your flanks to keep the mid-campaign from going slack, though Total War's AI limitations with ranged-heavy factions do occasionally show in field battles when enemies clump awkwardly into your kill zones. Newer players should be clear-eyed about the barrier here. This is not where you learn Total War: Warhammer. The faction assumes you already know how to manage public order, read unit matchups quickly, and think two turns ahead on the campaign map. If you have twenty or thirty hours in the base game and feel comfortable with Empire or Dwarfs, Wood Elves are a legitimate next step with a real mechanical payoff once the Amber economy clicks. If you are still learning, the base game races will serve you much better before touching this. The mod ecosystem around the full game does include several quality-of-life improvements relevant to Wood Elves, particularly around campaign visibility and Amber income balancing, so checking the Steam Workshop before your first playthrough is worth the five minutes. At 78 percent positive across a very large review sample, the Mixed label on Steam is slightly misleading - that score reflects long-term value debates about DLC pricing models more than dissatisfaction with the faction itself. The Metacritic score of 86 from critics is probably the more accurate read on the content quality. Wood Elves are one of the more mechanically distinctive factions in the entire trilogy, and if the asymmetric resource-management angle appeals to you, there are a lot of hours of interesting decisions here. Diego, Scout Team
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Game Info
- Developer
- CREATIVE ASSEMBLY
- Publisher
- SEGA
- Release Date
- May 24, 2016