Realm
of the Wood Elves is the latest DLC release for Total War: Warhammer.
It integrates the Wood Elves race into the game as a new playable or
AI controlled faction within the grand campaign, but also within
‘Season of Revelation’ – a new mini-campaign. Like the other
playable races, the Wood Elves have their own unique Lords, unit
roster and campaign style.
The
unique campaign mechanics of each race is one of the things I like
most about Total War: Warhammer, even if I don’t necessarily enjoy
every play style on offer. And I don’t think everyone will enjoy
the new campaign mechanics of the Wood Elves. They represent the most
significant departure yet from the traditional Total War campaign
‘formula’ and I predict will likely prove the most divisive among
the player base.
Unlike
other races, the Wood Elves aren’t concerned with expanding
territory or wiping out particular factions. Their entire campaign
and their victory conditions revolve around a single objective –
The Oak of Ages. It’s a unique structure on the map that can be
upgraded, each new level introducing new faction wide benefits. The
primary goal of the Wood Elves campaign is to upgrade the Oak to its
maximum level.
Upgrading
the Oak doesn’t simply require gold, but amber – a new
resource that can only be obtained and ‘spent’ by the Wood Elves.
Each new level of the Oak has a higher requirement of amber, so
obtaining amber is a key part of the campaign. And
this is where things get interesting, because amber isn’t simply
used for upgrading the Oak, but also for main settlement structures,
certain technologies and most importantly of all – particular units
depending on which of the two Legendary Lords you choose.
Amber
can be obtained in two main ways – by capturing settlements (minor
settlements give 1 amber, whilst major give 2) and forging alliances
(you’ll receive 1 or 2 amber for every minor or major settlement
your ally controls). You can also obtain amber by completing quest
chains, but it’s through conquest and diplomacy that you’ll
receive the bulk of your amber.
But
neither way is entirely ‘safe’ at providing amber. If your ally
loses a region, you also lose the amber that region provided. And if
you lose a region you’ve taken, you also lose that amber. Any amber
you’ve spent on structures, technology or the Oak can’t be
returned, although amber purchased units can be disbanded. This means
that it’s possible to have a negative amber count, and doing so
will introduce negative faction wide effects.
If
allies aren’t entirely reliable, then it may seem like the safest
way to obtain and more importantly retain amber is by taking
settlements, but this isn’t as simple as it seems. Though the Wood
Elves can capture any settlement on the map (unlike all the
other races) they can only build a single, simple ‘outpost’ in
each with a basic (useless) garrison force.
The
only place the Wood Elves can build their ‘main’ structures is
within the four ten slot settlements surrounding the Oak of Ages. At
the start of a campaign you’ll only control one of these and must
either conquer or confederate with the other Wood Elf factions in
order to utilise their building slots. These certainly give you
enough room to build every available structure, but it does mean that
your entire military and economic infrastructure is locked to a
single region.
The
‘outpost’ settlements that you’ll capture serve to support your
faction, and the more you possess, the more you can stack their
various buffs to economy or defence. But each outpost is incredibly
vulnerable and easy to lose.
I
know some people may feel the amber cost associated with units may be
too restrictive, but the amber costs only apply to top tier units and
by the time you’re able to recruit these high end units, you should
have more than enough amber to cover them. And which units cost amber
will vary depending on which of the two available Legendary Lords you
pick to play.
In
terms of units, the roster has a great mix of infantry, cavalry and
monster units, as well as new heroes. As you would expect, their
archer units are their most effective. It may not seem that way, at
least in terms of base stats when compared to archers from other
races, but when you take their multiple arrow types into account and
the rather insane buffs they receive from both Lords and Heroes in
the form of passive and active augments, they can absolutely melt
entire units in seconds.
And
with the ability to fire on the move, they make for fantastic
skirmish troops, not to mention significant buffs for fighting in
forests. On the battlefield, the Wood Elves are far more micro
intensive than any of the other races, but they can be an incredibly
devastating force once you learn to play them effectively.
Overall,
the Wood Elves are a fantastic new addition to Total War: Warhammer,
with engaging new campaign mechanics and a diverse and extensive new
unit roster to play with or fight against. Because like the other
DLCs, even if you don’t think the Wood Elves are for you, they’ll
still be added into and enhance your grand campaign as an AI faction.
So
let’s turn our attention to the mini-campaign also included in this
DLC. It’s essentially a ‘zoomed in’ map of the area surrounding
The Oak of Ages. The objective is the same as in the grand campaign –
to upgrade the Oak. But in the mini-campaign, every upgrade level
spawns a new wave of beastmen stacks.
It’s
not a terribly interesting campaign, and once you realise the
beastmen invasions are only triggered by upgrading the Oak, it’s
incredibly easy to take your time, expand and trigger them only when
you’re ready which rather negates the challenge. It’s a short,
forgettable campaign that you likely won’t play more than once if
at all. This DLC is only worth buying for playing the Wood
Elves in the grand campaign.
And
that’s why it’s hard to recommend this DLC at its current RRP. I
do recommend picking it up and playing as the Wood Elves at some
point, but unless you’re desperate to play as them right now,
I’d say it’s best to wait for a sale. Aside from the pricing and
a few bugs, Realm of the Wood Elves is a good new addition to the
core game and another reason why Total War: Warhammer is a strong
contender for my Game of the Year.
6/10
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