
Total War Warhammer Faction Tier List
Total War: Warhammer, other than being a missed opportunity for a cool name (Total Warhammer.You know it makes sense), has been incredibly successful for Creative Assembly. Sadly, it's DLC days are long behind it as TWW2 grows its own DLC library, and we look towards a potential third entry. Even as things stand now though, there are enough premium extra lords and factions available as to add. Game: Total War Warhammer II. Total War: Three Kingdoms - Unit Types. Total War: Warhammer II - Fix with New Launcher. Total War: Warhammer II - Vampire Counts Hints & Tips. Warhammer: Vermintide 2 - All Tomes and Grimoires (Video Guide).
Welcome to!A subreddit for all of those who love the Total War series. The list is my attempt at reconciling how powerful their faction is militarily, how good their early challenge is, and also how fun they are to play - for a beginner. The only faction I've excluded are the Huns, because they're the only faction I've not played as:Ubers: Sassanids, White Huns, Langobards.
The Sassanids are by far the easiest empire to play as, with a very simple play style, good units and a fun gimmick with the Satraps - try and make satraps of different cultures, so you can have loads of different units to play as! White Huns are the best horde faction - their Spet Xyon Archers are one of the best units in the game, and their Hephalite Chargers aren't far behind. Langobards have a great unit roster with loads of unique units, a cool early challenge, where you can either choose to fight with Rome against the Barbarians, or join them and pillage Rome; and the awesome Ybor storyline.A: Garamatians, Ostrogoths, Himyar, Picts, Saxons. The Garamatians are quite straightforward - they have an awesome ability which lets you hold off climate change, an interesting roster, and a unique start position, with lots of fertile, unprotected Roman lands at your fingertips. The Ostrogoths are great fun - the gimmick of having quasi-Roman armies is really cool, although it is a little bit roulette-y with getting a Roman barracks when you settle.
Best ringback tones ever work. Himyar are, quite rightfully, one of the most popular factions in Attila - their unique fertility-boosting building, awesome units, awesome faction traits, great religion and badass masks for their leaders make them a really versatile and fun faction to play as. The Picts are probably the best Celtic faction - capital with walls, strong culture trait with the fantastic, fantastic night battle trait allows you to systematically break large clusters of armies apart.
Plus, the Celtic unique farm is amazing, and the Celtic roster is quite cool. The Saxons are a really good faction to start with - a straightforward campaign start, good choices of how to play them, and a solid roster make them a really well-rounded faction.B: Eastern Roman Empire, Ebdanians, Franks, Vandals, Suebi. The Eastern Roman Empire has, without a doubt, the best faction trait in the game.
As a Roman faction, they have access to some of the best infantry in the game, with a neat mix of Eastern troops, as well as the best buildings in the game. The only reason I've not put them higher is that, if you play them properly, it's a bit of a challenge dealing with the vast array of enemies you'll have to fight. Ebdanians are my favourite Celtic faction - I love anything that gets a benefit to sacking income.
Plus - Irish! The Franks are actually a really good faction - very cool unique units with a strong starting position - I just find them boring to play as. Their ability isn't as amazing as some of the other factions, and there are better factions to ransack Rome as. On that note - the Vandals.
If you can get past the Alamans in the first few turns, the world is yours - starting right on Rome's borders, without actually being at war with them, gives you the chance to initiate war when you spot an opportunity, and pillage to your hearts content. Sacking city after city to make bank as the Vandals is one of the true joys of the game. The Suebi get a lot of hate, but I actually like them - yes their roster is lacking in some areas, but their best units look cool as hell. They are also the best-placed of all the Migrator factions - Spain is really where you want to be, all you have to do is pick your time. I'd recommend them as a good faction to start with if you want to try the Great Migrators.C: Aksum, Caledonians, Geats, Visigoths, Sclavenians. Ahh, Aksum - cool start position, but they're basically a boring version of the Himyar. The spice trade storyline is cool though, and it doesn't deviate from what you should do as them anyway.
The Caledonians are ok - their unique trait is useful, but just not very interesting - other than spies, I normally use agents for passive buffs anyway, rather than actions. The Geats are probably the most interesting of the Viking factions - their winter resistance ability is great, but really requires you to change religion to enjoy it fully - if you can get Slavic Paganism you can really make them shine, but that does require a lot of work. Visigoths - definition of meh. Not very interesting unique units, rubbish faction trait, and their gimmick of starting at war with the East seems fun, but you inevitably get crushed if you hang around too long.
The Sclavenians are the best of the Slavic factions. Pros: their cultural ability is really interesting, and their unique traits are also solid, and they come pre-equipped with the best religion in the game.
Cons: Slavic. Their roster is insanely expensive at the beginning, when money is critical, and their start position is tough - with all Slavic factions, the best thing you can do is pack up and run.D: Alans, Alamans, Burgundians, Danes, Venedians. The Alans have some of the best cavalry units in the game, but you have to work really hard to get them. They have a horrendous start position, and almost no infantry. Also - what the hell is with their victory conditions. A really tricky faction.
The Alamans are wack, yo. A single cool unique unit, which costs an absolute fortune, is just not worth it. Also, while their gemstone thing is interesting, it also ties you to your start position, in a time where the horde mechanic can be really useful to penetrate into Roman lands without much risk of reproach. Burgundians have a really cool ability and unique gameplay, but their style of javelinmen isn't really my pot of tea, and also means you miss out on most of the fun of ravaging the Romans. Cool new farm though. The Danes are the reason I'm not a fan of the Viking DLC - they could be so awesome, but their roster isn't great, and they don't have any unique buildings. For crying out loud, if they did it with the Celts, the should have done it with the Vikings!
Best thing to do as the Danes is settle in the islands in the middle of the Med - good food, and your trait makes your new home fortress impenetrable. Venedians - again, same as the Sclaveni, the same issues inherent to the Slavic factions holds them back.

Best thing to do is run to Spain and set yourself up as a Spanish-Slavic agricultural powerhouse.E: Jutes, Tanukhids. The Jutes: just yuck. Rubbish faction trait - razing removes your movement, so is only very situationally better than sacking and moving on. Again - boring roster, boring playstyle. The Tanukhids are the total opposite - an awesome and unique experience, loads of cool unique units, they're just insanely difficult. One I'd highly recommend for you when you're more experienced.Suicide challenge: Anteans, Lakhmids, Western Roman Empire. Before I start here, let me preface this by saying that I actually found these all the most enjoyable factions in the game - a real challenge, but also a real reward if you crack them.
The Anteans - absolutely masochistic faction to play as. The singularly worst starting position, an absolutely rubbish faction trait, piss-poor roster - but hey, Poison arrows. If you can survive the shitshow of the first 50-60 turns, and escape to somewhere where everyone doesn't want to kill you, you might have a chance. But there is a reason that victory with these guys is still the rarest Steam achievement. The Lakhmids are the definition of light at the end of a very dark tunnel. A really tough starting position, a broken diplomacy system where you can be stuck in wars you can't exit, hateful neighbours and vassalage to the Sassanids are all that stands between you and the greatest unit in the game - the al-Dawser. It took me about 20 tries to get these guys right, and even then, early game survival is entirely based on luck.
Finally, the big daddy. The Western Roman Empire. WRE Legendary is widely regarded as one of the hardest games Total War has ever made. Not for the faint of heart, on any difficulty. Winning with them is really the final challenge of Attila TW. Both solid options. Single players tier lists are odd since millions of factors can play a part.
For instance WRE and ERE have awesome unit wise, but suck position wise. That said my list will use starting army/position along side traits, and units to survive and expand. Money and upkeep are useless factors since economic booms are too easy to maintain.Tier list General campaignGod tier: White Huns, huns,A tier: Sassanids, Langobards, ostrogoths, Geats, Alamans,B tier: visigoths, Danes, vandals, ERE, Franks,C list: suebia, Saxons, Celts, WRE, Jutes,D: AlaniF list: sclavenians, Venedians, burgundiansF minus minus: anteans, tanukhid.Most of this is pretty bumpable down or up depending on skill with certain things. For example sassanid become an issue if you don't do puppets well.Huns are just monsters thanks to their ability to swiftly hit or retreat from a bad situation.
Walled sieges are a little tougher as they don't have the absolutely best heavy infantry.but they manage. Their abilities are also friggin godly. White Huns are just better.A tier is 4 groups who just have rocking two excellent features sassanids and goths have a excellent start and traits, while also having good strengths otherwise.langobards (lombards) just have stupidly good siege units and a workable trait.
Positions.meh.B list is average with 1 great trait or 2 excellent trait and a shitty feature. Notably the ERE is Roman and is a shitty start due to everyone raiding it.C list all have crappy starts are crap and they don't bring much to the table.D list: alani end goals across the bloody map, their horse army is strongly horseback making sieges hard. Worse their best units are typically on the vandal roster. So.why?F list.bad traits, units, start position, just.dont.F minus minus list: if you ever want to try a challenge, these are your babies.
Antean actially have strong archers, but they are doomed.
As games become more accessible and widespread the people who play them become more diverse. Nowhere is this more evident than in strategy games, a genre that not only allows for but actively encourages a variety of playstyles.This is particularly true in Creative Assembly’s Total War: Warhammer games. These are divided between broad strategy on the overmap and intense tactics in the real-time battles, and feature a massive selection of races, factions, and units.You can side with the Skaven and charge at enemies with teeth at the ready.
Or go with the Tomb Kings and you can call upon ancient rites to grow a huge undead army. Then there’s the Lizardmen that wield magic to send their scaly influence across the land.Perplexed by the dazzling array of choices?
No worries, we’ve broken down several major playstyles and locked in the best faction for each, and even thrown in a bonus reserve option if the top dog in each category doesn’t appeal to you. WARMONGERBeing one of the most popular approaches to the series (the games are called Total War, after all), those looking to be a warmonger will find a lot of suitable options among the roster of factions, but perhaps the best is Chaos.Chaos is one of the horde factions, meaning they don’t occupy settlements in the traditional way, so the need to continue moving and conquering is built into their DNA – perfect for anyone looking to pick a fight every chance they get. Chaos also have some of the sturdiest melee units in the game, which is key for any faction that relies on combat to survive.Infantry is the backbone of an army, and these units are crucial for drawing the line in battle and shaping an engagement – not to mention pinning enemies in place while your cavalry and monsters wheel around to the flanks or rear to deliver crushing hammer blows.
With great stats across the board and plenty of armour, armour-piercing, and anti-large, Chaos infantry is some of the best and most flexible in the game.Advantages:.Hordes of lightly armoured hard-hitting infantry backed by powerful, tank-like elites.Powerful magic, awesome monsters, and mighty Hellcannon artillery.Horde armies are forced to sack and raid to stay afloat, incentivising aggressive playDownfalls:.Lack of missile units means ranged options are limitedReserve choice: GreenskinsDIPLOMATDiplomacy in the Total War games has always been a dicey proposition. Nowhere is this more the case than in the Warhammer universe, where most of the races have at least some reason to dislike each other – and, in many cases, are torn asunder by aeons long, brutally violent blood feuds.Lizardmen provide one of the best options for the budding diplomatThat’s not to say diplomacy isn’t a valid approach in these games, just that it’s a bit trickier and requires a deft hand or claw, as the case may be. New rivalriesThe Prophet and the Warlock's two camkpaigns offer mad fan service for the Skaven and a meaty strategic challenge for Lizardmen. We absolutely love it.This sort will find the Tomb Kings very amenable to their playstyle, with their ability to field huge armies early in the game without penalty.
The Tomb Kings can recruit units for free and don’t suffer the crippling maintenance costs that haunt the other factions as their ranks start to swell, meaning they can pump out early game units and begin immediately sweeping them over lightly-defended settlements.