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Sharing the strength rankings of all races in Warhammer Total War 2

There are many racial factions in Warhammer Total War 2, so which of these races are stronger and which are weaker? Let’s take a look at the strength rankings of all racial factions in Warhammer Total War 2.

Warhammer Total War 2 all-race faction strength ranking sharing

T1 Wood Elf, Baator, High Elf

T2 Dark Elf, Lizardman, Skaven< /p>

T3 Vampire Pirates, Empire, Greenskins

T4 Chaos, Norsca, Vampires, Tomb Kings, Dwarves

T5 Beastmen

< p>The main basis is tactical strength and mechanism, with strategic position accounting for a small proportion. Tactical intensity is more focused on the mid-to-early stage. Anyway, except for Beastman, no one can run amok in the later stage.

T1 has high tactical intensity throughout, the troops are cost-effective (a balance between economy and unit price), and the mechanism is powerful and easy to use. Bodhisattva, Baator, and High Essence all meet the above points. Unless the strategic position is too poor, it is very easy to break the game. Bo Jing even broke the game at the beginning.

t2 is generally very strong, but has some flaws in some aspects. The Dark Elf's tactics in the mid-term and late stages are not strong enough; the Lizardmen's early-stage tactics are not strong enough and they lack output. No matter how powerful the stick is, they are uncomfortable with fewer enemies and more enemies in an extremely difficult environment; the mechanisms of the three old factions of the Skaven are very average. In the later period, except for the strength of the affairs officer brigade, it was not first-rate.

T3 has obvious highlights in terms of tactical strength or mechanism. Greenskins and Imperial forces are comprehensive and have strong units. Pirates are less comprehensive, but have outstanding unit advantages and better mechanics. Generally speaking, the greenskins are close to t2, and the empire is close to t4.

T4 has obvious flaws, the mechanism is rather awkward, and the troops are not strong enough to make up for the mechanism. The vampire tactics are weak for too long; the dwarf mechanics are useless; the Tomb King mechanics are the worst among the settled races; the Chaos Nomads have poor replenishment, and their late-stage strength is also inferior; the Norscan semi-nomads are even more deceitful;

t5 The tactics of the wild monsters are acceptable, but the mechanism is too confusing and it is very tiring to play.

Finally

Tactically speaking, the Wood Spirit has the best strength curve. Although the upper limit in the late stage is not as good as that of the High Spirit and Lizardmen, it is worse than various supermodels in the mid and early stages. There are basically no ones who are too weak, just wild monsters and vampires.

Mechanically, the three wastes of Chaos and the Tomb Kings were criticized by name, and Baator and the Dark Elf were praised.