

That’s why the repetition of the ambush location is disappointing. Beastman units struggle against the specialist troops of the later game, so location and circumstance are paramount. Many of your units get vanguard deployment, so the plan is always to outmanoeuvre, surprise and destroy. The Beastmen are an army of pace and brutality. The sense of racial distinction continues on the battleground. Grandiose dwarven halls have never seemed so far away. It’s another smart implementation of lore hidden in ancient army books-throwaway paragraphs turned into essential game mechanics. Beast-paths work like the Dwarven Underway, letting you move through impassable terrain unimpeded-think of them like public bridleways, but instead of bumping into cagouled ramblers you’re more likely to be trampled into the filth by a stinking herd of monsters. When you’re not on the warpath, you need to stay concealed, scrambling along hidden roads and setting up camps where humans fear to tread.

But far from being a criticism, this is another element that forces you to play in character. The Eye for an Eye campaign ends when Khazrak the One Eye’s warherd is destroyed, so you have to be cautious. It’s terribly satisfying looking back and seeing scorched earth where settlements once stood, but there are downsides. You never need fret about the fringes of your empire-just how you’ll escape unscathed. I waited until they were ravaged by attrition, frozen and depleted, before picking them off individually. I pissed off a collection of factions on the Grand Campaign, who united and chased me, Benny Hill-style, right into the northern wastes. The constant movement makes more sense here than it ever has before, because the Beastmen are a hit and run army. It still takes a million years to finish a campaign.Ĭreative Assembly's still focused on performance, so you can expect more improvements this time around.Because you’re controlling a horde, you never have to worry about defending settlements. At least when it comes to waiting for your turn. Since then, Creative Assembly's worked magic on the engine and, given the sheer scale of the campaign, it's now surprisingly quick. Hitting 'End Turn' gave you enough time to make a cup of tea and read at least one chapter of a book. When it first arrived, Mortal Empires was very slow.

It's not clear when the updated campaign will launch, though it will probably be a bit after the main game. It's also going to be getting a lot larger. Mortal Empires is a mega campaign that combines the maps and factions of the first two games. There's no in-game footage or screenshots yet, unfortunately. At the end, we also see a map that teases Cathay. It's focused on Katarin, who is preparing to face daemons and warriors of Chaos with the forces of Kislev.

It's just a cinematic, but it sets the scene.
