Total War: WARHAMMER II: Campaign & Battle Guide

A guide to Total War: WARHAMMER II in 2026: which campaign to play, faction mechanics for the base and DLC races, an opening-turns playbook, economy and army rules of thumb, battle tactics, and how WH2 fits alongside Warhammer III and the new Mod Manager.

Researched September 2026 — the game is feature-complete (final DLC in 2021) and was most recently updated on July 28, 2026 with Early Access Mod Manager support. Check the linked sources if something differs.

Where WH2 Stands in 2026

Quick Start

  1. Start with the Eye of the Vortex campaign on Normal. It's focused, with clear goals (the rituals) and a real ending.
  2. Pick an easy starting lord. Tyrion (High Elves) or Kroq-Gar/Mazdamundi (Lizardmen) are forgiving. Skaven and Tomb Kings are more complex.
  3. Economy first, then armies. Build income buildings in your first settlements before overbuilding military buildings.
  4. Keep armies full. A 20-unit stack beats two half-stacks almost every time.
  5. Watch public order. Unrest leads to rebellions. Use buildings, lord skills, and commandments to control it.
  6. Don't auto-resolve everything. Auto-resolve is fine for easy wins, but fighting close battles yourself saves units.
  7. Use your Legendary Lord's quest items. Each has a quest chain for legendary equipment. The rewards are strong.
  8. Mind attrition and climate. Some races take attrition or suffer in certain regions. Check before expanding.
  9. Diplomacy is cheap peace. Non-aggression pacts and trade agreements with neighbors let you focus on one front.

The Campaigns

Campaign What it is Good for
Eye of the Vortex The WH2 story campaign. Races compete to perform five rituals at the Great Vortex First playthrough, focused goals
Mortal Empires A giant sandbox combining the WH1 and WH2 maps Long, open campaigns with every race you own

Eye of the Vortex rituals

Each race needs ritual currency to start rituals at ritual sites. When a ritual starts, enemy intervention armies (often strong) spawn to stop you, and you must defend your ritual sites for several turns. After the fifth ritual, you fight a final battle on the Isle of the Dead.

Tips:

Races

Base game races

Race Starting lords Key mechanics Style
High Elves Tyrion, Teclis Influence and court intrigue, trade Elite infantry and archers, strong magic
Dark Elves Malekith, Morathi Slaves, Black Arks (mobile cities), loyalty Aggressive, strong elite units
Lizardmen Mazdamundi, Kroq-Gar Geomantic web, blessed spawnings Monsters and big dinosaurs
Skaven Queek Headtaker, Lord Skrolk Food, corruption, hidden settlements (Menace Below) Cheap swarming units, artillery, weapon teams

DLC races

Race Notes
Tomb Kings (January 2018) Units don't cost upkeep, but army and unit caps apply. Dynasties unlock units. Books of Nagash as a special objective
Vampire Coast (November 2018) Pirates. Pirate coves in other factions' settlements, infamy, treasure hunting, strong ranged and artillery

WH1 races (Empire, Bretonnia, Greenskins, Wood Elves, Beastmen, Dwarfs, Vampire Counts, and more depending on DLC) are playable in Mortal Empires if you own WH1. WH2 also added free and paid lords for several WH1 races.

Good starting picks

Lord Difficulty Why
Tyrion (High Elves) Easy Strong lord, good start, forgiving economy
Kroq-Gar (Lizardmen) Easy Powerful lord, strong monsters
Mazdamundi (Lizardmen) Easy Strong magic lord
Malekith (Dark Elves) Medium Aggressive, Black Ark support
Queek Headtaker (Skaven) Medium Aggressive melee lord. Skaven economy is tricky
Settra (Tomb Kings) Medium to Hard Unique economy, very different from other races

Opening Turns Playbook

A general approach that works for most races:

  1. Turn 1: Recruit to fill your starting army if you can afford it. Start an economy building in your capital.
  2. Turns 1 to 5: Take the nearby hostile settlement that your faction's starting quest points you toward. Your first quest battle is usually close.
  3. Turns 5 to 15: Take your home province and build its economy. Owning a whole province unlocks provincial commandments.
  4. Turns 10 to 20: Recruit a second lord when your income can support a second army.
  5. Throughout: Use heroes to assassinate enemy lords or damage enemy armies, and to boost your own settlements.

Rules of thumb

Battles

Core principles

Army compositions

Race Simple, strong composition
High Elves Spearmen line, archers behind, mages, a couple of cavalry or monsters
Dark Elves Spearmen and crossbowmen, Black Guard or Executioners as elite infantry, cavalry
Lizardmen Saurus warriors, skinks for ranged, big monsters (Carnosaur, Stegadon)
Skaven Clanrats in numbers, weapon teams, artillery (Warp Lightning Cannon), magic
Tomb Kings Skeleton spearmen, archers, constructs and chariots
Vampire Coast Gunnery units, artillery, big monsters, Deck Gunners

Sieges

Lords, Heroes, and Items

Skill priorities: take army-wide bonuses (upkeep reduction, leadership, damage) on lords, and combat skills if the lord fights in melee.

Mods and the Mod Manager

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Total War: WARHAMMER II still updated? No new content since 2021. On July 28, 2026, it got Early Access Mod Manager support.

Should I buy WH2 or WH3? WH3 is the current game with Immortal Empires. WH2 is still worth owning for Eye of the Vortex and because it unlocks its races in WH3's Immortal Empires.

What's the easiest faction? High Elves (Tyrion) or Lizardmen (Kroq-Gar, Mazdamundi).

What is Mortal Empires? A combined campaign for owners of WH1 and WH2, with every race you own on one map.

How do rituals work? You spend ritual currency to start a ritual at ritual sites, then defend them from intervention armies for several turns. Five rituals lead to a final battle.

Do I need DLC? No. The four base races are enough for a long time. Tomb Kings and Vampire Coast are strong additions.

Sources