The Empire, Orcs, Vampire Counts and Dwarfs all have discrete sets of units and unique mechanics that differentiate them beyond starting location and victory conditions. While there are only four playable factions in Warhammer, they are significantly more distinct from each other than typical Total War factions. Fortunately, some new mechanics are added that at least partially make up for this. Balancing all of these variables in Attila kept things interesting, and their absence is definitely noticeable here.
The result is a game that feels much more approachable, but also shallower. You can no longer set tax-rates, but can only choose to either tax or not tax a region. Religion, food, fertility, squalor and inner-faction politics as they existed previously have been removed entirely. Warhammer takes the opposite approach, boiling the formula down to its core.
With last year’s Total War: Attila, I was impressed by the many factors at play during the turn-based strategic campaign.
Dwarf Grudgebearers even bring their book of grudges into battle