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General data
TypePlayable subfaction
CategoryHigh Elves
CampaignsEye of the Vortex, Mortal Empires
Starting territory
Racial capital
  • Prefers island, savannah and frozen
Starting territory

Eye of the Vortex

Mortal Empires

Distinct features
Bullet hef intrigue.pngIntrigue and Influence:Influence can be spent on superior Lords, or used to affect diplomacy between factions.
Bullet hef espionage.pngEspionage and Trade:Trade agreements allow line-of-sight of the trade partner. High Elves also have many bonuses for trade.
Bullet hef martial prowess.pngMartial Prowess:Superior coordination in melee combat when High Elves enter battle at full strength.
Icon minor rituals.pngRitesHigh Elf rites give special faction-wide bonuses when performed.
For the Lothern settlement, see Lothern (settlement).

Lothern is a playable High Elves subfaction in Total War: Warhammer II, led by Tyrion.

Please see the main High Elves article for full details on faction mechanics, etc.

How they play[edit | edit source]

A summary of High Elves gameplay:

  • Units: High Elves have a varied unit roster with spellcasters and dragons. High Elf armies tend to focus on quality over quantity.
  • Martial Prowess: In battle, High Elf armies gain extra bonuses while they are at high strength.
  • Intrigue and Influence: In campaign, High Elves can spend this resource to manipulate other factions, or to recruit powerful characters.
  • Espionage and Trade: If High Elves make a trade agreement they gain vision of that faction's territory. They also benefit greatly from trade in general.
  • Rites: High Elves access to various rites which grant bonuses in campaign.
  • Lileath's Blessing: An army stance which replaces channelling and has greater bonuses.
  • Sword of Khaine: High Elf factions can draw the Sword of Khaine.

Legendary Lords[edit | edit source]

  • Tyrion - a powerful melee fighter who is also a capable army general, buffing troops

Starting provinces[edit | edit source]

Eye of the Vortex
Mortal Empires

Climates[edit | edit source]

Lothern climate preferences:

  • Habitable: Frozen, Savannah, Island
  • Unpleasant: Temperate, Mountain, Magical Forest, Jungle
  • Uninhabitable: Wasteland, Ocean, Chaotic Wasteland, Desert

Faction effects[edit | edit source]

  • Recruitment duration: -1 turn for infantry and cavalry units (minimum 1 turn)

Starting provinces[edit | edit source]

Eye of the Vortex campaign
Mortal Empires

Strategy[edit | edit source]

Click here to add a strategy!

  • Starting with Lothern and Tyrion is a convenient way to learn Total War or just enjoy a easy initial period, as Tyrion starts at the mouth of Ulthuan with an isolated Dark Elf faction right next door (the intended first target). With a free Eagle Claw Bolt Thrower and a Phoenix in his stack, Tyrion can roll over early opposition, while the flat upkeep reductions to spearmen, archers, and Silver Helms make building an army quite easy in the early and mid-game, particularly with a mage (Lore of Life) in the army to maintain their HP and the Martial Prowess bonus. Late-game Tyrion can be an absolute beast, as he gets a flat -1 turn modifier for elite unit recruitment factionwide.
  • Diplomatically, Tyrion is on an even better footing, since he is close to other High Elf factions and can reliably deal and trade with them, leading to confederations in due time.
  • Of course, there are drawbacks: Tyrion is really nothing to phone home about in terms of personal prowess, at least not until you dump points into his personal combat prowess and the Bloodline of Aenarion and make him into a good duelist capable of taking on melee-focused lords from other factions (Kroq-Gar, Queek Headtaker, and Malekith).