
Total War: Warhammer - Trilogy
Three campaigns and one absurd sandbox map, but budget forty hours of tuition before the empire management stops feeling like homework. Worth it if you enjoy losing first.
GamerScout Verdict
Best for strategy players who want one 200-hour sandbox and can forgive weak siege AI plus a never-ending expansion list.
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About Total War: Warhammer - Trilogy
Treat the first forty hours as tuition. That is what this trilogy asks before it pays anything back: forty hours of losing armies to cavalry you never saw come around the hill, of ignoring public order until a rebel stack eats your capital province, of hitting end turn with 300 gold and no idea where the income went. Creative Assembly's fantasy run at the Total War formula wants patience up front because it is genuinely two games bolted together. Every turn is a 4X empire puzzle of settlements, building chains, corruption and diplomacy, and then every fifteen or twenty minutes it drops you into a real-time battle with twenty units on the field and about a ten-second window to decide whether the left flank holds or folds. You have to learn both. Half-learning either one is how people bounce off at hour six. The trilogy packaging matters mechanically, not just as a shelf label. Owning all three unlocks the combined sandbox campaign, which pours factions from the 2016 original through the newest additions onto a single map that runs from the Chaos Wastes down past Lustria. That is where the real value sits. Faction asymmetry here is not cosmetic reskinning: Dwarfs grind forward with artillery and a grudge ledger, Skaven hide army strength and feed on a food economy that collapses if you overextend, Vampire Counts raise casualties back from the dirt and cannot use gunpowder at all, Cathay balances a yin-yang harmony system across its buildings, Kislev juggles two competing religious tracks. Dozens of Legendary Lords each start somewhere different with different problems, so a second campaign is not the first one with a new banner on it. Here is the part newcomers get wrong. A 200-hour strategy game sounds like a wall, and this one is genuinely more welcoming than its reputation. Campaign difficulty and battle difficulty are separate sliders, so you can play the map on Normal while dialing battles down until your unit micro catches up. Auto-resolve handles the trivial garrison mop-ups so you are not fighting a twelve-minute battle against four spearmen. You can save anywhere, nothing runs on a timer, and the pause key during battles is not cheating, it is the intended tool for reading a formation. Start as Karl Franz or a Dwarf lord, both of which are defensive, forgiving, and built around infantry lines that hold while you learn what artillery and cavalry actually do. Play the smaller original Old World map or a campaign with a fixed victory condition before touching the giant sandbox. Do that and the ramp is gentle. Jump straight into the full map as Skaven and you will drown. Where it disappoints is consistent and well documented by the community. Siege battles are the weak link: minor settlement maps repeat constantly, and the attacking AI still fumbles ladders, towers and gate assaults badly enough that a competent player can hold a wall segment forever with two units. Late-game turn times on the largest campaign map drag even on strong hardware, because the AI is resolving a genuinely enormous number of factions behind the scenes. And the difficulty curve inverts: by the time you field two elite doomstacks, nothing on the map can threaten you, and the scripted endgame crises are a blunt patch over that rather than a fix. The DLC situation deserves a warning too. The trilogy is the foundation, not the complete package, and years of lord packs sit outside it with faction rosters that feel incomplete without them. The 79 percent Steam rating reflects a real history of pricing and content-cadence anger, not the quality of the underlying strategy layer, which is excellent. The mod ecosystem is the other reason I keep recommending it. Workshop support is deep and stable, and the community overhauls rebalance unit costs, campaign economy and battle pacing wholesale. There is a long-running community bug fix project doing work the studio should arguably be doing itself, plus UI and camera mods that make a 300-turn campaign far less tiring. If you want a strategy game where the decision space stays interesting at hour 150 and the mod scene keeps rewriting the maths, this is close to the best-supported option on PC. Just go in knowing the sieges will annoy you and the shopping list of expansions never really ends.

Strategy & simulation
Tags
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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Game Info
- Developer
- CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)
- Publisher
- SEGA, Feral Interactive (Linux), Feral Interactive (Mac)
- Release Date
- May 24, 2016
