Review of Total War: Warhammer 3: Omens of Destruction – an expansion full of bloodshed

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A quartet of fierce warriors has finally emerged.

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The latest expansion was a big boost for the Empire, the Dwarves and Nurgle. Each of the factions received a truly significant insert, which made playing as them much more fun and, above all, more faithful to the history of the Warhammer Fantasy universe. Total War: Warhammer 3: Omens of Destruction aims to do pretty much the same thing as its predecessor in this regard. But this time it’s the turn of the ogres, greenskins and Khorne. The next lines of this review will tell you whether another significant transformation of the famous has indeed occurred.

  • Platform: PC
  • Release date: 12.12.2024
  • Manufacturer: Creative Assembly
  • Genre: Strategy
  • Czech localization: Yes
  • Multiplayer: Yes
  • Download data: 120 GB
  • Game time: 35 hours+

All newcomers to Total War: Warhammer 3: Omens of Destruction are eager to shed blood

The first one we’ll take a closer look at is Golgfag the Ogre, an ogre leader under the thumb of the Ogre faction. This fearsome warrior finally realizes what the ogre race was meant to do all along. The innovation it brings is none other than mercenary contracts, where you finally have the ability to do the dirty work for others. And when I write “others” here, I mean almost all the thinking peoples that you will find here. Sometimes the Empire pays for your services, sometimes the greenskins or northerners will offer you money and some meat. Clients either have one-time cases for you or multi-way contracts where you literally take their side and have to participate in the war almost as if it were your own.

The magic of the whole situation is that after the end of the contract, nothing prevents you from stopping the fight with the enemy faction, because it is not your opponent, but someone else’s glanders. And if it doesn’t apply, why bother? Another factor that immediately catches your eye is the possibility of teleportation to the sponsor, which can change the dynamics of the entire conflict and its subsequent development. Personally, I really enjoyed working with human contractors. So when they were at the peak of their power, but once their decline began, it was not a problem for me to switch sides.

I really like the neutral Omen format in Total War: Warhammer 3: Omens of Destruction. I also like the modification of the meat mechanics, which at the moment is much better used, for example, when building a camp, getting the maximum benefit from your meat expeditions. On top of everything else, Golgfag the Ogre brings with him fresh troops, because what would a legendary warlord be without his warriors. In its ranks, in addition to famous fighters, you can find flying raptors, yetis, as well as fresh types of ogres, including heroes who also represent decent strength.

Golgfag the Ogre was great, but as usual, I couldn’t spend time alone with him. As soon as I defeated most of the enemies for him, the campaign for the second newcomer began. Gorbad Ironclaw is a new orc warlord who differs from most of his equally powerful buddies primarily in his cap. Yes, this goblin is a smartolin who has no equal, which he proves to the world by very actively plotting. Its gameplay relies heavily on this mechanic, so when Gorbad wins a battle, he receives blueprints, which he then uses to temporarily boost his troops.

The concept of plans is based on the idea of ​​uniting units or maintaining a certain strength of a given species. Once completed, you can activate a plan that gives selected fighters passive and sometimes even active abilities that can determine the overall course of battles. The plans are offered to you at three levels, and you will reach them by completing various challenging tasks. Sometimes you are tasked with taking control of a specific city, sometimes you are tasked with completing an orc crusade or researching specific technologies. The format is interesting and definitely makes Gorbad Ironclaw a character worth keeping an eye on.

Like his ogre juice, Gorbad Ironclaw is heading to the battlefield with units the faction has never seen before. One of the main things you’ll notice as soon as you start the campaign is the javelin throwers and new mounted units that will help you conquer the first fortresses. Then giant squigs will become available to you. I really liked, for example, the orc version of the crossbowmen, because it combined penetration at a distance and combat effectiveness at the moment of contact. But I have to admit that the rookie orc wasn’t that interesting compared to Golfag Ogre.

While the Ogres and Orcs each get one new commander, Khorne sees the addition of two characters who share a desire to fight whatever comes their way, but are completely different in other ways. Invincible Arbaal is a man, the Chosen One of Chaos, who roams the post-apocalyptic north, killing everything in his path. Mainly bets on human minions. Skullman, on the other hand, is pretty cool because his starting point is Lustria. The orientation of this lord is also different, because in his eyes people are not equal to demons, so he first of all gives preference to them. Prim then plays with both the skulls and the constant bloodshed, because when red flows, Khorne is satisfied.

Both Blood God champions use the same Throne of Skulls mechanics. As part of it, you invest thousands of skulls in temporary reinforcements, thereby opening up new steps that ultimately lead to the top of the throne, where you can summon the Army of Blood directly from the leader, which can really sting in wars. This element is common to the couple. However, both Arbaal and Skulltaker also have their own mechanics. In Arbaal’s case, it is the desire to constantly fight, combined with the search for something better that he can even teleport to, that effectively makes him a constant threat. For completed battles, he receives money, skulls, and the favor of Khorne, which significantly increases the statistics of troops for some time.

Skulltaker has the ability to summon the enemy army directly into battle. On his back he wears a magical cloak, amazingly made from skulls. Each skull requires a certain amount of essence to strengthen. Once he has it, it will allow you to, for example, go into the next battle immediately after defeating enemies, or allow the army to recover significantly after a victory. Upgrade is the key to increasing the tempo of combat, which is extremely important for this noble. Both nobles can recruit troops blessed by Khorne into their ranks, as well as new beasts. In terms of gameplay, I was most interested in the detailed development of the concept of skulls.

Total War: Warhammer 3: Omens of Destruction once again stirs up the stagnant waters of the gaming world

As with previous expansions, adding a new expansion changes the balance of power significantly. For example, when you play as greenskins, the dwarves have virtually no chance, since they are truly surrounded on all sides. Then, in my opinion, Golgfag the Ogre gives a chance for survival to Kislev and the human nations who can hire him. Both of Khorne’s new heroes are important forces in their own right, and ignoring them could end up backfiring.

Overall I like Total War: Warhammer 3: Omens of Destruction. If I had to call one part of it weaker, it would probably be the greenskin-oriented part. Again, the remaining two are strong enough to be worth considering. The main reason I think so is the level of innovation this couple has seen.

Verdict

Total War: Warhammer 3: Omens of Destruction is a worthy expansion that, at least in the case of the two factions, is a serious boost. With Ogres and Khorne you can get there easily. But Orc fans deserve better.

What do we like and dislike?

Four new commanders

Adding requested game mechanics

I could imagine more new items for the orcs

Source :Indian TV

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