Total War Warhammer III is a completely immutable formula evaluation

Total War: Warhammer III is a completely immutable formula. evaluation

Total War is one of those series that can’t be blamed (and rightly so) for its lack of radical innovation and bold experimentation with the game’s core essence. And although it may change outwardly and not brave samurai, but infallible warriors of the Chinese Han dynasty, brave Roman legionaries or disgusting plague worshipers of Nurgle will spill copious blood on the battlefield, its core is almost unchanged. This is a large-scale, well thought out and addictive strategy game with exciting story campaigns and of course battles of incredible proportions. This is Total War: Warhammer III, whose military-strategic nuances will be comfortable and familiar to veterans.

Drawn screensavers for the campaign of each of the factions impress with atmosphere and drama

Drawn screensavers for the campaign of each of the factions impress with atmosphere and drama


The game is also suitable for beginners – they can learn the basics of Total War in an exciting prologue campaign. But even experienced generals shouldn’t miss it, because the story of the campaign of the Kislev prince Yuri Barkov in search of the bear god Ursun is really exciting. Although the end is of course somewhat predictable: the prince is doing the world a disservice…

The mini-adventure sets the perfect mood for the main show, the Reign of Chaos campaign. It is proposed to enter the battle for the “greatest treasure” for one of eight factions. Of course, the campaigns differ strikingly both in the tone of the narrative and in the overall narrative. We play for one side of the common conflict, needing only to fan the flames of rapidly erupting chaos, play for the other – trying to piece together the pieces of the crumbling world, and the third has its own special plans. The commanders of Kislev, for example, have to deal with the chaos caused by their compatriot; the legendary dragons of Great Cathay, although they have similar motives, but as they say, there is a nuance; the Nurgle’s Plagueservants want to seize the moment and bring the plague to the world; and the Horn’s demonic exiles, relentlessly sowing death and destruction, are drawn to the prospect of sowing death and destruction.

The role-playing part is represented by several branches of hero's leveling, as well as many decisions during the campaign

The role-playing part is represented by several branches of the hero’s leveling, as well as the ability to make many decisions during the campaign

Factions differ, as expected, not only in their beliefs or bright motivations, but also in the game features – on the strategic map and on the tactical battlefields. For example, after the destruction of the settlement, the same demonic servants of Horn gain additional movement range; Ogre kingdoms receive additional income from trade; and the Oracles of Tzeentch have particularly effective heroes, including those who arrange sabotage in the enemy’s camp and carry out assassinations.

In the Crucible of Battle

Faction leaders are also endowed with remarkable traits that bring tangible benefits both in combat and in maneuvers on trade, diplomatic, and city-building squares. For example, Konstantin from Kislev increases the damage of his troops; Kairos Doomweaver from the Oracles of Tzeentch can predict and avoid an ambush, for example; and N’Kari gains additional experience each time he attacks an army of a new enemy faction.

The motifs of Slavic folklore are particularly beautiful.  After all, when else do you get the opportunity to command an Elemental Bear or a Snow Leopard!

The motifs of Slavic folklore are particularly beautiful. After all, when else do you get the opportunity to command an Elemental Bear or a Snow Leopard!

And, of course, each of the commanders has their own special abilities for battle – either a group reinforcement in the application radius, or, for example, a pinpoint magic hit in a crowd of enemies. Proper use of these features can tip the scales in our favor. As well as a clever distribution of melee fighters, cavalry, archers and special units, including elemental bears or some kind of Exalted Tzeentch Flamers. Getting confused after at least one Total War is definitely not going to work. Unless it is better to study the strengths of your special forces in advance – improper use can lead to the inglorious death of a valuable combat unit.

Ordinary fights, as always, turned out to be intense and hot. Also, despite the artificial intelligence, which for some reason often does not take advantage of the commander’s mistakes on this side of the screen and, for example, does not try to destroy two rifle detachments cut off from the main army with superior horse forces. It’s no fun getting the upper hand with such “giveaways.” How unfun it is to encounter “sudden” enemy reinforcements in story missions. In moments when our exhausted and rather battered squads are forced to fight with fresh and fully equipped reinforcements, the first impulse is to immediately retire from the game to desktop. But even a hopeless situation can be changed in your favor at first glance – it would take enough patience and ingenuity.

Diplomacy has become a bit more visual, but some relationships still remain unclear

Diplomacy has become a bit more visual, but some relationships still remain unclear

In the overall picture, at least a few noticeable differences to Total War: Warhammer II, for example, can hardly be determined. A few cosmetic tweaks and a redesigned user interface won’t even immediately catch your eye. However, it is for such a healthy conservatism that the series is loved.


  • excellent strategic part and large-scale real-time battles do not disappoint;
  • an impressive variety of playable races and strategies;
  • exciting story campaign.


  • Poor balance of story battles and far from always intelligent AI.


Perfectly stylized faction buildings and troops, picturesque battlefields and wonderful landscapes of the world map. To see all this at maximum settings and a good frame rate, prepare a solid “fighting machine”.


The roar of the monsters, the rumble of the battle, the sonorous spells of destruction – the sound design perfectly stages the chaos of war. And the musical scores are exceptionally bright and appropriate to the moment.

single player game

Another exciting Total War without drastic innovations, but with a strong storyline.

Estimated travel time

Perhaps only die-hard fans of the Total War: Warhammer III series can play through from cover to cover. Still, eight full-fledged campaigns (each of which will easily last thirty to forty hours), plus customizable AI vs. special combat for six factions. Dozens and dozens of hours, and you can count hundreds if you want.

collective game

During the pre-release meeting, the multiplayer lobby was empty. However, there is no doubt that now military leaders can already enthusiastically compete with other hunters for military glory.

overall impression

The classic formula of Total War and the unique environment of Warhammer merged once again into a fun strategy with colorful characters and an exciting campaign.

Rating: 8.0/10

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About the author

Alan Foster

Alan Foster covers computers and games and all the news in the gaming industry.

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