Attrition causes armies to take casualties if they move through hostile terrain such as snowy wastes, deep ocean, deserts and swamps. Additionally, corruption and some other factors can cause attrition.
- Any attritional effects present in an area on the campaign map can be seen on the tooltip shown when the cursor is held there.
- Factions of the race of vampires will suffer attritional casualties when moving through non-vampiric territories, and vice-versa.
- Other factions have ways to mitigate or ignore attrition. High Elves can perform a rite to ignore attrition for 20 turns, while Tomb Kings simply ignore all attrition (the dead do not care).
Terrain should not be confused with climate.
Attrition tables[ | ]
Land[ | ]
Type | Game values | Requirements | Description | ||
---|---|---|---|---|---|
TW1 | TW2 | TW3 | |||
Athel Loren forest | 0.005% | Armies will suffer losses due to attrition when in the forest of Athel Loren. | Most travellers that enter Athel Loren are found on its outskirts as little more than gibbering wrecks, their sanity shredded by whatever horrors they witnessed in the magical forest. | ||
Awakened Forest | 6% | 6% | This army is suffering attrition due local Wood Elf buildings or characters. | The forest here has been awakened, making it a treacherous place to any enemy of the Wood Elves. | |
Bankruptcy | 20% | Armies that cannot be sustained will suffer attritional losses through desertion. | These troops are deserting because there are no supplies to sustain them. Left unchecked, this will cripple the army. | ||
Bastion Patrol | - | - | 10% | Army suffers attrition when in the Great Bastion. | |
Barren wasteland | Armies will suffer losses due to attrition when in barren wasteland. | The barren wastelands are vast, hostile and food is scarce - such inhospitable lands are not meant for the living. | |||
Desertion | 10% | 10% | With Death Night a distant memory, this force begins to disband. | With Death Night a distant memory, this force begins to disband. | |
Chaos territory | 11% | 10% | Armies will suffer losses due to attrition when in areas with high Chaos corruption. | Blighted by the forces of Chaos, the ground has become hard as iron and the howling winds cut like daggers of purest cold. | |
Chaos Wastes | 0.03% | 0.03% | 10% | Armies will suffer losses due to attrition when in the Chaos Wastes. | To travel through the Chaos Wastes is to invite madness, for no mortal can comprehend them. |
Cursed Mist | Armies will suffer losses due to attrition within the cursed mist. | This army is suffering heavy losses within the cursed mist. | |||
Desert | Armies will suffer losses due to attrition when in desert regions. | All perish in the desert! A wise Lord would find a road or leave this place. | |||
Despoiler raiding | This army is suffering attrition due despoiler raiding by Morghur's Beastmen. | Vile and tainted creatures harry this force due to despoilment by local beastmen! | |||
Disciple Army | 10% | ||||
Horde Infighting | 5% | Horde armies positioned in close proximity will begin infighting, and suffer losses due to attrition. | The rivalry between two mighty hordes has reached a tipping point. The warriors have began fighting each other! (Note: Does not affect Beastmen) | ||
Low fightiness (removed) | - | - | - | Greenskins armies with low fightiness will suffer losses due to attrition. | Greenskins are belligerent gits. They will fight anyone, especially each other. |
Mists of Yvresse | 8% | Armies will suffer losses due to attrition when in the Mists of Yvresse. | This army is suffering heavy losses within the Mists of Yvresse. | ||
Mountain | 0.005% | Armies will suffer losses due to attrition whilst crossing mountain passes. | The mountain takes its toll. A wise Lord would find a road or leave this place. | ||
Non-Vampire territory | 11% | Vampire Counts armies will suffer losses due to attrition when in territory with low level of Vampiric corruption | The lands of the living offer no sanctuary for the dead. Vanhel’s curse is upon us, make haste through this territory or they will revert to lifeless corpses. | ||
Nurgle Realm | 12% | ||||
Plague | 20% | 5% | Armies will suffer losses due to attrition while enduring a img:icon plague/imgplague. | The img:icon plague/imgplague brings suffering and death to this army! Only time may rid them of this malady. | |
Plague of the Crow | Armies will suffer losses due to attrition when in a region suffering the Plague of the Crow. | A plague unleashed upon the world by the Northern God known as the Crow. Great haste in the opposite direction is the only thing that may save them from this unending blight! | |||
Regionless | 20% | Armies will suffer losses due to attrition when they do not control a home region. | With no region to call home, this force is suffering from attrition. | ||
Rite of Sotek (Lizardmen territory) | This army will suffer losses due to attrition while in this territory due to an enemy rite. | A rite has been performed in this territory – many warriors are losing their lives to this environment. | |||
Rite of Allegiance (Lizardmen territory) | This army will suffer losses due to attrition while in Lizardmen territory when the Rite of Allegiance is active. | The Lizardmen in this area have effects from the Rite of Allegiance - many warriors are losing their lives to this environment. | |||
Sandstorm | Armies will suffer losses due to attrition during sandstorms. | This army is being buffeted by a sandstorm and is suffering heavy losses. | |||
Snow | 0.005% | Armies will suffer losses due to attrition when in frozen regions. | The cold makes corpses. A wise Lord would find a road or leave this place. | ||
Swamp | 0.005% | Armies will suffer losses due to attrition when in swamp lands. | This mire claims the unwary. A wise Lord would find a road or leave this place. | ||
Vampire territory | 11% | 11% | 11% | Mortal armies will suffer losses due to attrition when in Undead territory or areas with high Vampiric corruption. | Lands under the dominion of a Vampire take on a dread aspect – there is no sustenance here for the living, as their very life essence is leeched from their bodies. |
When besieged | 50% | 50% | 10% | This settlement is suffering attritional losses as it is under siege and without supplies. | The population of this besieged settlement is dying from malnutrition. |
Sea[ | ]
Type | Game values | Requirements | Description | ||
---|---|---|---|---|---|
TW1 | TW2 | TW3 | |||
Severe gale | 4% | 4% | Fleets will suffer losses due to attrition during storms. | This fleet has encountered a storm at sea - the vessels are battered by the elements. Set sail! | |
Storm | 8% | 8% | |||
Severe storm | 12% | 12% | |||
Hurricane | 16% | 16% | |||
Tempest | 20% | 20% | |||
Deep sea | Fleets will suffer losses due to attrition when in deep waters. | The elements show their true power over deep waters, endlessly buffeting the fleet and bringing death to mariners. | |||
Maelstroms | 0.08% | 30% | Fleets will suffer losses due to attrition when in maelstroms. | This fleet is being devoured by a maelstrom. Set sail and exit now! | |
Reefs | Fleets will suffer losses due to attrition when in reefs. | The reefs in these shallow seas wreak havoc across this fleet. Plot a new course at once! | |||
Storm of Amanar | Fleets will suffer losses due to attrition when in waters where Amanar dwells. | This fleet has strayed into Amanar’s waters – the vessels are being battered by the beast’s belligerence! |