The economic potential they have is near unrivalled thanks to the ability to make tier 4 resources depots which bring in more money and resources. Of course you can eventually confederate them all and have foot holds in every part of the map which are extremely useful for later wars to clean up. They have a lot of possible allies and the majority of them are very nearby so its great to make friends with them ASAP to get their support through trade and military alliances. Overall I’d say once you get past the initial push to get out of your spawn location, the dwarf campaign quickly becomes very easy but there’s still lots of things about them that are unique and made them tons of fun to play as. Finally Clan Agrund who should head south before heading east to take the badlands. Karak Kadrin should expand north and then south after eliminating the Red Eyes.
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Dwarf Realms want to expand to the south and leave the north for Zufbar and Karak Kadrin, taking as much of the badlands as they can. The expansion options are also different for each faction. Karak Kadrin start at Karak Kadrin and Clan Agrund start at Karak Izor. They obviously have different starting locations. While I didn’t play the other sub factions, they do look to play very similar to the Dwarf Realms with some minor differences that will be covered more in the Lords & Heroes section. Doing so allowed me to designate targets across the entire map and by turn 150 I had achieved the short victory with a measly 11 losses in the whole campaign. They didn’t last very long and were knocked out by 110.Īt this point my economy and military strength was so great that no one could touch me and everyone wanted trade and alliances which I accepted. I finally knocked out the last of the Greenskins on turn 99 and then was declared war on by the Vampire Counts. This allowed my economy to grow very quickly and soon money was not an issue and my armies could be as big as I wanted with no upkeep constraints. I spent the next 60 turns expanding south and confederating dwarf clans. I spent a few turns building up my armies and settlements before beginning to siege the Black Crag and taking the Greenskin Capital by turn 40.
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This left the green skin capital nearby to attack at a very early stage. I continued pressing south and took 2 more settlements, karak dron and Iron rock. I then pushed south and began making friends with Zufbar in the north and telling him to attack the bloody spears from there to keep them from back dooring me.
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This gave me a good start for taking mount Squighorn shortly after and having a full province before turn 5 which gave me a massive head start.
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On turn one I took out the nearby bloody spears army as well as taking the Pillars of Grungi. They do have a tough start but if you play battles correctly and expand quickly you can turn it in your favour in a matter of turns.
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They start out at Karaz-a-Karak and are immediately at war with the bloody spears and the Greenskins. The faction I played as for this guide is the Dwarf Realms as they are the original Dwarfs added back in Warhammer 1. When playing as the Dwarfs you have the choice of 3 factions and who you choose will make some big differences to how they play in both campaign and battle but for now we’ll focus on the campaign. This part will focus on campaign gameplay and strategy for the Dwarfs including starting out, later expansion and the different sub-factionsĭisclaimer: This guide is based on my personal experience and opinions and is by no means the definitive way to play the Dwarfs in Mortal Empires. Welcome to the campaign strategy section of my Dwarf race guide.