On the other, it means the early game is a lot more manageable-you have a clearly defined goal and a reasonably good guess how to go about achieving it before the game opens into full-on sandbox for the larger end-game goals. On the one hand, this tendency towards compartmentalization makes the map feel smaller, more constrained. No use making an early play for Dwarf lands (though you’ll eventually have to wipe them out to achieve the Vampire win conditions.) Vampires can only capture land belonging to other Vampire Counts and The Empire. traditional Dwarf strongholds, lost to the encroaching armies. For the Dwarfs, that means any land currently controlled by the Greenskins, a.k.a. You can attack and wipe out whoever you’d like, but you’re only allowed to possess territory (occupy cities) in certain regions. Greenskins armies start suffering attrition if they haven’t been in enough battles recently.Ĭrazier still, each faction has lore-specific regions it can conquer.
Vampire Counts fight internally until there’s no one left to fight, and then decide to kill everyone else and defile their lands for good measure. The Empire forms from a loose confederacy into an unstoppable tide. Dwarfs get a public order penalty the more battles they lose, carefully noting every grudge down in a hefty tome. But Total Warhammer takes all those half-ideas and formalizes them, wraps them into the lore.