Total War: WARHAMMER II Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Total War: WARHAMMER II Cheats


Cheat Codes:
Submitted by: David K.

General Tips For Single Player Campaign:
*One question is whether or not having rebels are worth it for the extra 
money, and it usually depends. If you’re low on money, then yes, so long 
as you have a defense structure at a province capital. Only exception is 
your main capital if you have a significant trade income. Otherwise, if 
you have the money, try to maintain public order and develop instead, as 
waiting an extra 5 or 6 turns for a construction to resume is not ideal. 
Once you’ve maxed out economically, you can scrap the public order and 
start getting rebels again. This is especially better for skaven as they 
get food from every fight, which can then be used for the food buffs or 
to improve newly conquered settlements. For High Elves it’s worse due to 
the debuffs you get from low public order. Otherwise if you’re not willing 
to fight more rebels then you can keep the public order building. 
The problem is that while sometimes you can auto-resolve it just fine, 
there are other times you can’t, and that takes up time.

*Auto resolve generally goes like this: Elves>Lizardmen>Skaven. Elves in 
general get a high auto resolve rating just from their lord alone, and 
add in some chariots and archers and suddenly the auto resolve says you 
have almost no chance. That’s been my experience with the balance bar so 
far. Oh and if skaven have twice as many units as you as Lizardmen, then 
it also becomes favorable for them even though you can win that fight 
manually. You take significantly more losses (generally twice the amount) 
through auto-resolve than manually, and they tend to target the casualties 
on one specific unit or unit type.

*Do not go for intervention forces early unless you’re sure they have 
no army that’s stationed/will station there. The auto resolves generally 
aren’t that great for them and they might target a different settlement 
from what you expected. Generally better later on when their armies are 
spread thin between dealing with your forces+enemy forces+chaos hordes.

*(seems to be Lizardmen-specific so far) If you have a technology that 
reduces construction costs and construction time that will be finished 
next turn, cancel all the current constructions of that type started 
this turn and wait until next turn. You can also wait a bit for further 
reduction through treasure hunting and events.

*For DE and Skaven, Loyalty is generally gained from winning battles, 
so if you’re thinking of recruiting a lord that turn, recruit him first 
and then fight with your current armies to gain some additional loyalty. 
This helps in particular when recruiting Grey Seers in Queek’s campaign.
*All campaign effects like income, recruitment, and construction occur 
at the start of your next turn. Anything that interrupts those effects 
between the end of your current turn and the start of your next will 
cancel or delay those effects.

*For recruitment purposes, demolished buildings take effect before 
recruitment, and commandments come after.

*If you’ve ambushed an army with reinforcements, your reinforcements 
will only arrive once the enemy has spotted one of your units.

*Individual models within a group get their hp restored at the end of 
a battle. So if all 90 archers get down to 1 hp at the end of the battle, 
the entire unit becomes fully replenished. This is why small groups 
like chariots can be useful in a campaign where you are often fighting 
more than one battle in a single turn.

*From an efficiency standpoint, don’t go out of your way to explore the 
treasure locations at sea; the rewards are sometimes very helpful, but
other times don’t apply.

*When there’s an enemy force right next to an enemy settlement you’re 
targeting, you can attack the enemy army first, then attack the enemy 
settlement. This gives more xp to your lord(s) and can weaken a fortified 
settlement. Just make sure you have enough movement points to perform both

*If it looks rather close whether you can attack a settlement or not, 
hold your move command over the settlement with your attacking force and 
look at the campaign movement percentage on the lower left side (left 
click to cancel by the way). If it says zero percent, then you usually 
won’t make it. Another way to tell is if the movement range of the army 
on the map shows a small yellow circle surrounding the settlement.

*Unless you want to upgrade it or they provide income, you don’t ever 
need to repair military recruitment buildings.

*If you think you’ll do poorly fighting a siege battle, you can opt to siege 
it for a turn instead. If their army is strong enough, they’ll force a fight 
in a field battle instead which, if you win, will weaken them significantly. 
There are times when a siege battle is better (mostly related to how the AI 
acts) so consider both scenarios before deciding.

Greenskins Waaagh! Trophies:
Written by LelciusStark

A list of the bonuses you earn for getting Waagh trophies against each race.

-=The Type and The Amount=-
* The type of bonus and you earn depends on the race you target as the Waaagh!
* But the amount of bonuses depends on the faction's strength level at the 
  level you declare Waaagh's crie!
* So if after 20 turns you manage to occupy or devastate the faction's capital 
  you will receive the bonus.

-=Strength Level=-
Strength level: 1 to 10 Very big reward.
Strength level: 11 to 30 Big reward.
Strength level: 31 to low Lowest reward.

-=Bonus for Each Race=-
Bonus each trophie gives to you:

Dwarfs: construction cost and weapon strength.
Elves (High Elves, Dark Elves and Wood Elves): research time, ammunition and 
missiles strength.
Humans (Empire and Bretonia): charge bonus and public order.
Lizzadmen: physical resistance, new units level and new lords and heroes level.
Orcs: leadership and recruitment cost.
Norscan: armor and untainted.
Skaven: growth and replenishment.
Undead (Vampires and Tomb Kings): magic reserves, movement speed and post 
battle loot.

Imrik Hard Mortal Empire Guide:
Written by Sir Malicious

-=Turn 1=-
Manual battle.
Occupy Settlement (Not loot).
Research bows.
Destroy both small buildings for 100 gold.
Upgrade second settlement for 450 gold dragon building (not main one).
Recruit 3 archers.
Imrik skill towards sweet personal buffs (2 influence per turn one ASAP). lightning 
strike later on for the orcs. Dragon/Army buffs can come later to max out your doom 
stack. Imrik does not actually need the dragons as badly as the doughnut but will 
if he has to face down Grimgor mega stacks.

-=Turn 2=-
Move to border and recruit 3 spears.
Build two gold buildings one at each settlement. Do not take any of the gold buildings 
past level 1 for the start. Probably until after confederation. Payback on L1 = 6 
turns L2 = 35 turns.

-=Turn 3=-
Hard fight for dwarf province.
Loot and Occupy.
Ditch white lions and dragon princes.
Recruit another lord at the last dwarf base you just took (option, check financials 
on this (~6 or 7 turns of xp sacking for $3,500 but later recruits nearer dragon 
fight can save more per turn until then).

Recruit to 14 guys (later Hero will fill out the last spot and 3 spears 1 archers 
and one regiment of renown archer brought up by other lord if he can in one turn 
with the skill from lightning strike tree).

-=Turn 4=-
Move all the way into the enemy territory on a march.
March the new lord (+hero when you can get one at turn 12) behind Imrik to rally 
up for shared XP.

-=Turn 5=-
Sack the city on Imrik and then wait until the start of next turn to pop the xp 
rite when its available (assuming you have not had three fights yet).
Build Dragon building.

-=Turns 6=-
Pop XP Rite!

-=Turn 7-9=-
Build defense buildings and continue doing so until all three home provinces have 
max buildings.

Watch for when the sacking province will rebel and go into siege mode before it does.

-=Turn 9=-
Dragon inc, good idea to save.
Send second general back to province and recruit guys to cap out the main army on a 
transfer assuming noble is recruited in time for dragon (maybe turn 15 for him to get
 to Imrik and ready to actually do anything). Do not do this too early. Calc out when 
you will get 14 and want to fight the dragon and be sure you don’t pay for the guys 
longer than you have to.

If there is a second noble take that into account for the 20 stack and only recruit 
4 guys (regiment of renown is one and three normals) to make the full stack.
Be sure Imrik is parked on the right side of the city to hopefully pop the dragon 
on your way to skaven.

-=Turn 10+=-
Watch for when the sacking province will rebel, should be very close now.

-=Imrik Level 12=-
Take the 2 influence skill that unlocks nobles.
Recruit one noble if they have tolerable traits at your top settlement to rally 
up with Imrik before the dragon fight.
If a second is available next turn without a horrible trait recruit him and send 
him up as well. Otherwise this one has to wait until after dragon to buy with 
decent influence.

-=Turn 14 or 15’ish=-
Wait at least until level 14 for the dragon fight to get Imrik his own dragon. When 
you are ready to fight it, attack the sack settlement at the start of the turn on 
the small general then raze it on the small general which will kill his movement 
but allow imrik to ride off and do the dragon.
After the dragon fight merge units down to at least 17 units or fewer if they are 
highly damaged as there will be one turn of regen before skaven on your way over 
there. Merge to leave small numbers missing if possible to take advantage of 
everyone regaining troops.
2 slots for heroes (disband troops as they arrive and 1 for the dragon are the 17). 
Do not recruit the dragon. You probably wont even need it for the skaven conquest 
unless you have to fight stacked 20 stacks.

-=Continue West to Eschen=-
If they are not yet at war with you then try to hit a couple of their armies in 
march mode on your way to their top city.
Sack the raze the first two top settlements. If your gold is not great yet or you
 need to wait for a bit leave the one razed and sack the other a few times before 
heading south. Note, with this plan once you hit Pigbarter you will have to confederate.
Then once you're ready move down and capture pig. Save your gold for confederation.
On the final city be sure you are ready to confederate and can handle the negative 
gold for at least enough turns to take some doughnut cities.

Confederate at this point and spend the 25 to gain better diplomatic relations.
Move the confederated armies to attack Tyrion if no one is in the rich settlement 
or the Elves to the north if he is looking present and burl.

-=*Note* Lord on the Doughnut=-
If it's just a mage of the wrong type or with a bad trait use her as a recruitment 
shuffler and transfer the units then ditch her. If she's good, keep her. If they 
give you two if you can afford it go double team. If you do ditch the second recruit
 a tanky lord or a princess with money perk if you can.
Be sure to pop the rite of Vauls Hammer before going for the doughnut settlements. 
This should not be needed for skaven so it can be saved.
Ditto the public order Rite. Wait until you have taken the skaven province and a 
few donuts and only use if needed. Otherwise save it for later when you have more. 
It will reset however so use it when you need it. Same with the minus corruption 
once you have much of that going.
If you only get 1 province and the other is at war go up and sack if you can afford 
it then raze it after however many turns then take it. Assuming the elves aren’t 
already at war with you (use influence) then regen and let some public order 
establish while heading for Tyrion or north depending on where his armies are. You 
will need to recruit something like a 25+ stack or need a second dragon to take his 
home base and the Gates.

-=The Midgame=-
If the capital is safe you will be moving your other home area lord up towards the 
border and recruiting 4 or 5 spear troops to occupy the top two Skaven provinces.
If the dark elves on the islands have attacked then Imrik needs to go down there 
and proceed to fight the southern Skaven until they are dead while you prioritize 
all the money you can on the doughnut.
Imrik blitzes for the southern elves most likely depending on the situation at 
home before heading up to fight dwarves and orcs for a trade opening.
Hopefully the second army (though its going to start as just a gen for all you 
can afford) and base garrisons can hold off the skaven and or elves while you 
focus on Tyrion and the Doughnut to come back to these worthless lands.

How to Play the High Elves (Asur):
Written by U_Hafnir

This is a guide how to play the High Elves both in the Vortex campaign and in the 
Mortal Empires campaign.

* In both campaigns you have to defeat the dark elves (Kult of Excesses). 
  Than you have to unite Ulthuan.
* You can begin to confederate fractions like Avalon, Ellyrion,Chrace and Cothique.
* You also have to defeat Saphery and conquer their territories.
* Then Malekith will come from the North 
  (on the higher difficulties with a lot of power).
* You should defeat him while you confederate other high elves fractions.
* In the beginning you are going to use a lot of archers to kill the enemies and 
  a few Spear bearer to hold up the enemies.
* Later you can use a mix from Sisters of Avalon, a few dragons, a little bit 
  cavalry, 3 or 4 artillery units and 4-5 Melee fighters.
* You also have to go to the shrine of khaine.
* With the sword of khaine Tyrion is the best melee lord in the game.
* You have to conquer the territories of the dark elves and then you have 
  to go to Lustria.
* Later you can go to Arabia or the old world.
* The chaos isn't a big problem. You can have 2 good armies backup which can 
  defeat the chaos.In the Vortex campaign you can win so easily on every difficulty 
  (if you can play this game Ok´(not every time auto resolve)).
* In Mortel Empires you should ally you with the dwarfs and the empire so you 
  have all important cities in the game.

VC Strategy Tips:
There is a tech you can see in the tree on the top right branch that gives 100% 
upkeep reduction to skeletons. This means that VC can spam huge numbers of skeleton 
armies for just the cost of the lord. While these armies are not going to do much 
damage, they can do some. However the main damage comes from the lord, specifically 
the wind of death spell. There are a few key points to this:

* Quickly get to the free skeletons tech.

* While getting there set up a “sack city”, the skaven and dwarvern minor settlements 
to the south are good candidates. This means that you get a lord with a number of 
skeletons, and you sack the city, then wait outside either raiding or camping. Next 
turn, sack it again. Repeat for many turns, your lord will gain a level most turns. 
This way you can safely train a vampire lord to lvl20 where they’re immortal and have 
WoD. Even better is if you can pick the final settlement of a faction for this, as the 
faction leader will res every 5 turns and give you a blood kiss for defeating them.

* Build up armies of skeleton spearmen, they are way better than the sword variety 
because they hold for longer, your skeletons are not there to damage they are there 
to delay. You want to get a load of valuable enemy units lined up for a good WoD while 
you skeletons hold them in place.

* Consider blobbing up your formation carefully. If the enemy has artillery or a 
caster with an area spell then do no do it as you’ll massively increase the effectiveness 
of these. However if they lack these things then try to lay out all your skeletons on 
top of each other. This causes the AI to group all its units around yours making them
prime candidates for WoD.

* Make sure you have a necromancer hero or 2 in your army with the healing aura this 
greatly increases the lifetime of the blob. Try to get them with the knowledgeable trait, 
once you’ve got some money rolling in then actively recruit and disband necromancer 
heroes in your army to rotate the trait pool.

* Consider a “hit squad”, I tend to also pack 3 units of Vargheists into my armies. 
Though expensive they will allow you to fly past the melee and take out the ranged, or 
start rear charging the melee troops that are looking vulnerable while they attack your 

* Expand quickly – the Empire will get strong fast, and because of the free skeletons 
you don’t have the normal economic constraints for army count so get those empire 
cities fast in order to keep them weak.

How to Get Bloody Trait:
Written by Red Purger

Everyone knows about this useful trait. It gives extra max health to your lord, 
scaling with each rank up to 20%. However, there’s a lot of misunderstanding when 
it comes to getting this trait, and looking up “how to get the bloody trait” on 
google will yield… not so good results. This guide will show you the easiest way 
to get it.

-=What You Will Need
* A minor settlement that you do not own.
* A lord that can basically solo the entire garrison, and an army of tier 1 crap units.
* A second lord. Just the lord.

-=What to Do
Your first step will be to kill the settlement garrison and sack the settlement. 
This will make the next step a lot easier. Always choose a minor settlement so that 
there are no walls.

Do not occupy/raze the settlement, dummy.

Next you will need to swap your entire army to the other lord, except for 1 unit of 
weak fodder soldiers. Allow me to explain:

There is a common misconception in the community which is partially due to the 
descriptor of Bloody. That is “suffered high casualties in multiple battles”. This 
has lead a lot of people to believe that you need to bring like 20 units to a battle 
and kill them all or something like that. This is NOT the case. What the descriptor 
ACTUALLY means is “suffer a high PERCENTAGE of your army as casualties”.

So basically if you have 1 lord and a unit of 120 zombies, and all of the zombies die, 
that counts as suffering high casualities. I don’t know the exact number, but I’m 
pretty sure it’s something like 75% of your total army. So what you’ll want to do is 
attack the minor settlement and send your crap unit to die, then go in and clean up all 
the enemy units with your lord and win the battle.

Do this three times and you will get the first rank. Do it 3 more times and you will 
have the trait maxed out. Now every hot Lhamian babe within 10 regions is thirsting 
for you.

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