Post-battle options

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The post-battle screen for High Elves. Click to expand.

After a victorious battle, each faction has their own different post-battle options where they get to decide what to do with captives (assuming there is any). Different post-battle options have different effects on your army such as increasing or decrease unit replenishment; or providing more money. Some can even affect diplomacy. Also, post-battle options can sometimes change depending on which faction you are fighting against.

Post-battle options should not be confused with settlement options.

Diplomacy[edit | edit source]

Releasing or Ransoming captives will cause that faction and their allies to like you more, and their enemies to like you less.

Killing captives will cause that faction to like you less, and their enemies to like you more.

List[edit | edit source]

The Empire[edit | edit source]

Name Flavour text Effects
Pardon Captives Allow these warriors to return to their homelands, for a ransom.
Despite dipping into their treasury, the enemy will appreciate such a deed.

Icon treasury.pngTreasury increased


Replenishment.pngPardoned Captives (5 turns): Casualty replenishment rate -5%
Men are reluctant to join the ranks of this army.

Execute Captives Leave no captives alive.
The foe and their allies will not look upon you kindly, but their enemies will respect the decision.

Icon stat morale.pngKilled Captives (5 turns): Leadership +4 for all units in this army
These men are feeling confident after cleaning up stragglers from the recent battle

Take on Captives
(Only if enemy is human).
Force these men to change their allegiance and allow them to serve in your army.

Replenishment.pngUnits replenished by an extra percentage

Dwarfs[edit | edit source]

Name Flavour text Effects
Release Captives A grudge has been settled, the honourable thing to do is to allow the captives to leave.
Not that it matters, but the enemy will look upon us favourably.

Icon treasury.pngTreasury increased


Replenishment.pngReleased Captives (5 turns): Casualty replenishment rate -5%
The throng looks to hearth and home, with feasts and stories by a roaring fire.
It will be a while before this army seeks fresh recruits.

Execute Captives Leave no grudge unavenged, kill all captives!
The enemy and their allies will despise you for such an action, but their foes will rejoice!

Icon stat morale.pngExecuted Captives (5 turns): Leadership +4 for all units in this army
These brave Dawi are celebrating after another wrong has been put right.

Greenskins[edit | edit source]

Name Flavour text Effects
Ransom Captives Earn some extra loot by sellin' off da captives. Da enemy will even fank ya for not eaten' 'em alive.

Icon treasury.pngTreasury increased


Army morale.pngFightiness reduced (more captives = higher reduction in fightiness)

Slaughter Captives Kill 'em all! The enemy and their allies will really hate yous for dis, but da enemy's enemy will appreciate it.

Icon stat morale.pngSlaughtered Captives (5 turns): Leadership +4 for all units in this army
The boyz are ecstatic after slaughtering captives

Eat Captives These scraggy gitz look tasty! Eat 'em up and relenish the boyz with full stomachs!

Replenishment.pngUnits replenished by an extra percentage

Vampire Counts[edit | edit source]

Name Flavour text Effects
Return Captives Send these captives home, unspoilt... for a price.
The enemy will show gratitude, allowing you to further your machinations.

Icon treasury.pngTotal Dark Magic increased


Replenishment.pngPardoned Captives (5 turns): Casualty replenishment rate -5%
This army is struggling after giving up a source of fresh flesh.

Murder Captives Feed them to the Dire Wolves, their corpses will no doubt come in handy later!
The victims' empire and their allies with loathe you, but their enemies will like it!

Icon stat morale.pngKilled Captives (5 turns): Leadership +4 for all units in this army
The undead are feasting upon corpses from the recent battle

Dominate Captives
(Only if enemy is Vampire Counts).
Dominate these enemy minions.
Let your will subsume the lingering influence of any pitiful liche before, and enshrine your majesty in it's place.

Replenishment.pngUnits replenished by an extra percentage.

Wood Elves[edit | edit source]

Name Flavour text Effects
Release Captives Allow these warriors to return to their homelands, for a ransom.
Despite us dipping into their treasury, the enemy will look upon us favourably.

Icon treasury.pngTreasury increased

Kill Captives Leave no captives alive.
The foe and their allies will not look kindly upon such a decision, but their enemies will respect you.

Icon stat morale.pngKilled Captives (5 turns): Leadership +4 for all units in this army
These men are feeling confident after mopping up the stragglers from a recent battle.

Norsca[edit | edit source]

Name Flavour text Effects
Sacrifice Captives Offer these captives to the Chaos Gods in return for their favour.

Icon treasury.pngTreasury increased

Kill Captives Slaughter the captives in the name of the Chaos Gods.

Icon stat morale.pngSlaughtered Captives (5 turns): Leadership +4 for all units in this army
The Chaos Gods look upon this army favourably

Enslave Captives Enslave these captives - break them and consume their souls!

Replenishment.pngUnits replenished by an extra percentage

High Elves[edit | edit source]

Name Flavour text Effects
Ransom Captives Ransoming captives brings it's own rewards, but the troops do not like it.

Icon treasury.pngTreasury increased


Replenishment.pngRansomed Captives (5 turns): Casualty replenishment rate -5%
Men are reluctant to join the ranks of this army.

Execute Captives The murder of captives provides a pleasing and instructive entertainment.

Experience.pngExecuted Captives (1 turn): Unit experience +100 for this army
The recent execution of captives has further tempered this force for war.

Force Labour Labour reduces the load on the troops, making recovery more swift.

Replenishment.pngUnits replenished by an extra percentage

Lizardmen[edit | edit source]

Name Flavour text Effects
Release Captives Giving up a source of fresh flesh from vanquished captives, even with good reason, leaves an army weaker.

Icon treasury.pngTreasury increased


Replenishment.pngReleased Captives (5 turns): Casualty replenishment rate -5%
This army is struggling after giving up a source of fresh flesh.

Exterminate Captives Exterminating these captives will further the Old Ones' Great Plan.

Experience.pngKilled Captives (1 turn): Unit experience +100 for this army
The recent killing of captives has left this force more capable of fulfilling the Old Ones' plan.

Kill & Eat A feast of flesh aids recovery.

Replenishment.pngUnits replenished by an extra percentage

Dark Elves[edit | edit source]

Name Flavour text Effects
Ransom Captives Ransoming captives brings it's own rewards, but the troops do not like it.

Icon treasury.pngTreasury increased


Replenishment.pngRansomed Captives (5 turns): Casualty replenishment rate -5%
Men are reluctant to join the ranks of this army.

Murder Captives Executing captives can further temper a force for war.

Experience.pngMurdered Captives (1 turn): Unit experience +100 for this army
The recent murder of captives provided pleasing and instructive entertainment

Enslave Slaves reduce the load on the troops, making recovery more swift.

Replenishment.pngUnits replenished by an extra percentage


Extra Icon slaves.pngslaves taken (depends on the amount of captives)

Skaven[edit | edit source]

Name Flavour text Effects
Sell Off Giving up a source of fresh flesh from vanquished captives, even with good reason, leaves an army weaker.

Icon treasury.pngTreasury increased


Replenishment.pngRansomed Captives (5 turns): Casualty replenishment rate -5%
This army is struggling after giving up a source of fresh flesh.

Enslave Sending slaves back to the nest may bring a reward, or fend off a betrayal - at least for the time being.

Food resource.pngFood gained


Icon stat morale.pngEnslave (5 turns): Leadership +4 for all units in this army
Forcing the captives into slavery has improved this army's fervour

Eat Captives The Black Hunger can be assuaged by feasting on the fallen.

Replenishment.pngUnits replenished by an extra percentage

Tomb Kings[edit | edit source]

Name Flavour text Effects
Endless March Death abounds on the battlefield, the release of it's energies is used to invigorate your armies and send them forth to the fray.

Icon treasury.pngTreasury increased


Campaign movement.pngEndless March (2 turns): Campaign movement range +20%
This army marches on.

Harvest Organs Valuable organs cannot be left to spoil; send the Liche-Priests onto the field with their jars.

Canopic jars.pngCanopic Jars increased

Bind Souls Spirits lost in battle are retained within their skeletal bodies, lest they flee to the Realm of Souls.

Replenishment.pngUnits replenished by an extra percentage


Replenishment.pngBind Souls (3 turns): Units replenished by an extra percentage
Binding the souls of it's enemies has increased this army's replenishment.

Vampire Coast[edit | edit source]

Name Flavour text Effects
Share the Loot Share the spoils with your Lord, improving their loyalty

Infamy -50


Share the Loot (3 turns): Loyalty +1, unit experience gain +50 each turn

Ransom captives You earn some extra loot by ransoming your captives for cold, hard loot!

Icon treasury.pngTreasury increased

Assimilate Captives Bolster unit replenishment by introducing your captives to the Dark Arts.

Replenishment.pngUnits replenished by an extra percentage

Bretonnia[edit | edit source]

Warriors of Chaos[edit | edit source]

Beastmen[edit | edit source]