- Each time a war breaks you will lose some of your 'positive points' with the tribe you declined help. This can, however, be easily solved. At 50-60 turn you should have about 100,000 to 150,000 Favour accumulated - raiding and sacking next settlements should net you from 10,000 to even 25,000 if you are lucky.
- The Dwarfs are the best defensive army in Total War: Warhammer. Even their starting units, Dwarf Warriors, are sturdy enough to withstand a charge, and their ranged weapons are accurate and effective.
- In warhammer, once you create your group -select several units and press either 'g' either 'control+1', 2.' - there's a small icon next to the number of the group which looks like a lock. It locks your group, so they'll keep the formation all the time, just make sure they are in the right formation before locking them.
- Total War: WARHAMMER combines an addictive turn-based campaign of epic empire-building with explosive, colossal, real-time battles, set in the brooding and bloody world of Warhammer Fantasy Battles.
In other words, the units have to be in a locked group before issuing an attack order. This way, the units will select their own targets. A related issue is the use of alt-left click drag to move your entire army 'in formation'; doing this will make your units move to the same formation, but will do so at variable speeds, so faster units will arrive to battle first (and possibly get shot to.
- 2Wavering and Routing/Breaking
- 10Fear and terror
Overview[edit | edit source]
Leadership, sometimes called morale or resolve, is a measure of a unit's will to continue fighting. If a unit’s leadership level drops too low then the troops will waver and eventually rout/break from the battlefield and stop responding to orders. Broken/routing units can also rally and come back into the fight. The leadership state of a unit is shown on its tooltip.
For undeadraces like Vampire Counts and Tomb Kings, leadership is referred to as Binding and represents the magic tying them to the world.
Wavering and Routing/Breaking[edit | edit source]
A unit’s banner flashes when it wavers, and turns white when it routs. Routing units do not respond to orders, and will run away from the battle. Units can be demoralised by allies routing, meaning that a single rout can cause a chain-reaction in the army. Some of the causes of routing can be:
- Encirclement: A unit attacked from more than one side will lose resolve much faster than if only engaged from the front. Use rear ranks to encircle and attack. See flanking.
- Cavalry charges: Several hundred kilograms of horse, rider, and armor crashing into someone will put a dent in morale. Shock cavalry excels at breaking enemy lines unless they can defend themselves with spears or halberds.
- Spears or Halberds usually have the ability Charge Defense Large (CDL). Troops with CDL may brace facing an on coming charge from large entities such as cavalry or monsters. When they do so they negate the beneficial impacts of the charging attack.
- Elite troops have the ability Charge Defense All (CDA). Troops with CDA may brace facing an on coming charge from any entity large or small. When they do so they negate the beneficial impacts of the charging attack.
- Lords falling in battle. This has enough impact to potentially send the whole army packing.
- Terror and fear - effects on certain units (usually monsters and undead) which lower enemy leadership (see below).
- Having low vigour (ie: being tired/exhausted).
- If faster or stronger units are nearby.
- If flanks are secured by nearby allied troops.
- Spells can temporarily buff or debuff leadership.
- If the unit has taken damage. Damage sustained impacts leader both in quantity of damage and how fast it has impacted the unit.
- If a blow is decisive enough (fast and powerful) it can waiver an enemy unit's moral causing them to flee.
- When a unit wavers whatever command you are performing is dropped.
Rampaging units should not be confused with routing. They are different states.
Crumbling[edit | edit source]
Vampire Counts, Tomb Kings, Vampire Coast units never rout, as they are undead and do not experience fear. Instead when their Binding (leadership) drops they will lose health and troops via crumbling. If leadership drops extremely low, the unit may start disintegrating and lose health/models at an even faster rate.
Presumably, a similar mechanic will be in place for Daemons of Chaos.
Rallying[edit | edit source]
Routing units may rally if they feel safe. Units that are routing from the battlefield may rally and begin responding to orders again once they have retreated a safe distance from the enemy.
A unit will not rally if there is no lord present, or if its leadership state becomes shattered.
The Encourage ability of the Lord may also be used to raise the leadership of routing units close-by, so that they may return to the action.
Undead units won't rally, but they may stop crumbling.
Shattered[edit | edit source]
Units which are shattered will not be able to rally. A unit can only rout three times before it will shatter the next time its leadership breaks
Army losses[edit | edit source]
If the entire army as a whole has lost many of its units, this causes every unit of an army to waver and rout regardless of Leadership when triggered. Unbreakable units will continue fighting.
Target[edit | edit source]
Being targeted by archers and artillery units provide a negative leadership effect (-8), regardless of if those units hit. Artillery is scary.
Flanks secure[edit | edit source]
If a unit has its flanks (sides) guarded by nearby friendly units, then it gets a leadership bonus.
Encourage[edit | edit source]
Encourage by nearby units, Heroes, or Lords raises morale.
Charging[edit | edit source]
Units that begin their charging animation gain a +15 Leadership when charging until their charge bonus wears off (~10 Seconds)
Fear and terror[edit | edit source]
Fear[edit | edit source]
- Units with the Can Cause Fear or Causes Fear attribute, slightly reduce the leadership of nearby enemy units (-8 Leadership in a 30m radius).
- Most Monstrous infantry units cause fear.
- All Vampire Counts, Vampire Coast, and Tomb Kings units cause fear.
- Units which cause fear are immune to fear effects.
Terror[edit | edit source]
- Units with the Can Cause Terror or Causes Terror attribute have a chance to cause a large leadership reduction when they charge enemy units.
- Enemies in a 5m radius around the terror causing units will instantly route if they drop below 13 Leadership. This is most likely to trigger when the terrifying unit charges into an enemy from behind, compounding negative leadership modifiers until they drop below 13 and rout.
- Units that are terrified will rout for several seconds before coming back (rallying)
- All terror causing units also cause fear.
- Monsters cause terror.
- Units which cause terror are immune to fear and terror effects.
- Some items confer the ability to cause fear or terror, such as The Terrifying Mask of Eee!
Related attributes[edit | edit source]

Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).
Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
Unbreakable: This unit does not suffer any form of leadership loss and will never rout.

- ! -Rampage: When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
- ↑Expendable: This unit is comparably cheap to recruit, maintain and replenish.
- ↓Primal Instincts: When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
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