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The Prophet and the Warlock (Makes Skaven Fun)
Twisted and the Twilight (Second Place for Skaven Fun combined with the most fun Wood Elf Campaign that acts as a taste test for the Wood Elves)
The Silence and The Fury (Oxyotl is fun, and Taurox acts as a taste test for other beastmen)
The Warden and The Paunch (Best DLC for High Elves with one of their best characters with Grom the Paunch)
Tomb Kings/Vampire Coast are both solid DLCs. I would recommend one or the other depending on whether you like your undead Pirate themed or Ancient Egyptian themed.
Warhammer 1 as it's basically the best DLC for Warhammer 2 since Mortal Empires.
And both Warhammer 2 and Warhammer 1 are the best DLCs for Warhammer 3 since Immortal Empires.
Pretty much the same for me with:
Call of the Beastmen- Great lords with the Warhammer 2 updates.
Realm of the Wood Elves: Mostly worth it if you like Wood Elves and gives access to Drycha in ME, who is fun.
King and the Warlord: Belegar is the best dwarf lord other than Grombrindal. Skarsnik is a cool character for a challenging campaign. Plus Gobbla. Also adds some fun units.
Skippable:
Queen and the Crone- Hellebron is probably the worst Dark Elf lord, and Alarielle is probably the worst High Elf lord. Sisters of Avelorn are great though
Hunter and the Beast- Nakai and Markus are great lords with bad faction mechanics. The only good added unit is… Huntsmen?
Shadow and the Blade- Snikch's faction is the main draw, but Eshin units are iffy at best. Malus is gimmicky and the only good addition for DE units is the Master.
Grim and the Grave- Helman Ghorst is entirely unnecessary. Volkmar is a better Reikland starting lord, but the DLC doesn't add much else of value other than Mortis Engines.
Norsca- Just bad unless you have Warhammer 3
Blood pack- Never bought it, should be in the base game, don’t miss it.
Maybes:
Vampire Coast- Fun faction, but not for everyone. Definitely do not spend $20 on it
Tomb Kings- Fun faction, but not for everyone. Definitely do not spend $20 on it
Chaos Warriors- Fun faction, but fully realized in Warhammer 3. On sale for $4 is great.
I skipped over the Hunter and The Beast because with Warhammer 1 and Warhammer 2, you already get the Empire. The units in the pack aren't necessary for either race, and they don't shake them up enough. Plus, as you mentioned, some people don't have fun with Wulfhart's mechanic and Nakai is genuinely significantly less fun. That's why I think it's skippable.
Well , i would skip on Tomb Kings...
Warden and Paunch is good, Beast and Hunter is also intresting, and i would get Pirate Cost
too.
The lack of higher tier natural recruitment for Markus is a pain too. Nakai's vassal system is pretty poorly implemented as well- Your lizardmen allies will declare on your passive vassal, forcing you to break treaties. The campaigns can be a good time, but they're definitely not a priority for DLC purchases, at least to me.
Yeah it would be nice if Tomb Kings had a demo version before you buy it. They just play so differently to a lot of factions.
this is the best answer btw.
i have one "correction" id like to make. the taurox dlc makes a huge diffrence in beast men mid game where you might want some monster units that arent cygor spam. some of the beastmen are locked up in a bad way the same way lizards and rats have dlc needs for tech and units.
tomb kings is actually fun when you get used to it.
- Love Egypt
- Love oddball mechanics
- Difficulty/learning = fun IMO
- Undead are generally cool
Works decent in vortex and early mortal empires. The problem is when you head out of lustria and still getting angry natives. And killing non-lizard rebels (like skaven & VC) also gets the natives angry.
but I'd never know which are my favorites if I didn't buy and try them out
I ended up with all DLC for WH1 and 2 except Vampire Coast but I didn't buy all at once.
Starting with base WH1+WH2 is fine IMO, new players can pick up Prophet & Warlock and some other DLC afterwards and wait with other DLC till next sale if they enjoy it :)
The issue to me is more that it doesn't really add anything truly new to either race.
Boxigors and Dread Saurians both fill the same role that an ancient steg already does (and don't come with the huge benefit of an EotG), and between the explosion for infantry and the BVL for monsters Razordons struggle to outperform salamanders by a meaningful margin even in their favored matchups, while getting absolutely blown out of the water in the reverse scenario.
On the Empire's side, War Wagons are overwhelmingly weak or are a mobile mortar...when the benefit to a mortar is that it doesn't need LOS or good positioning to be effective in the first place. Huntsman are...why? Crossbowmen and Handgunners are already excelent against large targets.
You're more or less just getting the campaigns and some superficial army variety, which is still good, just not, y'know, unmissable. It's not like with, say, Ikit and Throt, where your faction is literally missing half their roster roles without those DLC.
I think the theme of Wulfhart's units was meant to be alternatives to the Empire's main ranged and artillery. He's supposed to have limited supplies in a hostile region.
So there's archers to replace crossbowmen, huntsmen instead of handgunners, war wagons instead of other artillery. They fit the theme of the campaign, but they aren't that useful in the big picture for Empire players.
Also, dread saurians are a straight up bad unit. It's a shame, because they're pretty cool.