During the eras of Rome II and Attila, you could assume that almost every unit was going to fall into a few categories: guy with a sharp object, guy with a longer sharp object, guy with some kind of missile weapon, and guy with a sharp object on a horse. As I unleashed a slavering horde of savage orcs on a hapless, dwarfen artillery crew or watched my brave Empire pikemen swarmed by killer bats and legions of the dead in Total War: Warhammer, the thought I kept returning to was, “Why did it take so long for someone to make this game?” Creative Assembly’s foray into fantasy loses its footing in a couple spots, but the sheer, bloodthirsty synergy between the time-tested Total War formula and Games Workshop’s often humorously grimdark Warhammer world made me forget most of my grumbles almost as quickly as they appeared.īy casting off the shackles of history, Total War: Warhammer eliminates a problem that has existed in the last couple iterations of the series: overly similar factions.