In Total War: Warhammer III, faction strength varies based on economy, unit composition, campaign mechanics, and expansion potential. With the sheer number of factions, balancing can be tricky, and some stand far above the rest. Here’s a breakdown of the factions from strongest to weakest, based on a combination of early, mid, and late-game power, campaign flexibility, and overall performance.
Chaos Dwarfs are the undisputed champions of Warhammer III. They have everything going for them: strong economy, excellent units, and flexible expansion. Their infantry is top-tier, their artillery is unmatched, and they possess some of the best cavalry. Plus, they can inhabit any terrain, meaning they’re never limited by land type. Their faction mechanics allow them to scale indefinitely, making them a terrifying force in both single-player and multiplayer campaigns.
The Dark Elves excel due to their economy and efficient units. Their unique slave mechanic helps them grow rapidly, and their Black Arks grant them unparalleled naval dominance and mobility. Their infantry is particularly strong, scaling well into the late game, and their ranged units are deadly. Dark Elves are a consistent threat throughout the campaign.
Skaven are strategic masterminds. Their ambush capabilities allow them to control the battlefield, and they can cheat their way to higher-tier units faster than most factions. Although their infantry can be weak, their artillery and ability to spam powerful units make them dangerous. Skaven are also notorious for their ability to ambush and overwhelm enemies with sheer numbers.
Khorne, specifically Skarbrand, is a wrecking ball of destruction. Skarbrand alone can carry the entire faction, tearing through enemies and expanding rapidly. Khorne thrives on constant aggression, with excellent post-battle loot making up for their weaker economy. Their units, especially Bloodletters and Chosen of Khorne, are devastating in melee combat.
Cathay benefits from their strong harmony mechanic, which boosts their economy and unit strength. They have solid artillery and infantry that scales well through the game. Their ability to confederate easily and expand rapidly makes them a formidable faction. While they may not have the flashiest units, they are consistent and reliable.
The Greenskins are all about early-game dominance. Their Waaagh! mechanic allows them to field massive armies, and their cheap units make them dangerous early on. However, their late-game power can falter as other factions begin to outscale them. Still, their early-game momentum can carry them far, especially with proper Waaagh! management.
High Elves are defined by their powerful archers and a solid economy. Their ranged units perform excellently throughout the game, and their spearmen provide a strong defensive line. While they may lack in cavalry and artillery, their ability to kite enemies and control the battlefield makes them a top-tier faction. Their economy also scales well, allowing them to maintain large armies.
The Warriors of Chaos are straightforward: expand, conquer, repeat. Their units are heavily buffed, making them strong in combat. However, their inability to control as much land as other factions can limit their growth in the long run. They are a low-skill floor, high-reward faction that excels in brute force.
Vampire Counts are still strong, but they’ve been hit by powercreep. Their reliance on raising the dead gives them an edge in expansion, but their units, especially their infantry, are underwhelming compared to other factions. Their heroes and lords are strong, but not as dominant as they once were. They can still be a force, but they require more finesse than before.
Norsca thrives in the early game with easy expansion and a good economy, but their power plateaus quickly. Their unit roster lacks depth, and their late-game infantry, like Marauder Champions, are underwhelming. They perform well in the early game but tend to struggle as the campaign progresses.
Bretonnia’s cavalry is top-notch, but their infantry is laughably weak. Their economy can become powerful, but their reliance on cavalry means they can struggle against armor-piercing and anti-large units, which are common in the late game. They are a fun faction to play but one-dimensional.
Kislev’s units are strong, but their economy is weak. They can field powerful gunlines and effective hybrid units, but they struggle to sustain their armies due to their poor financial situation. They are capable in battle but often feel like they’re fighting an uphill economic struggle.
The Empire is a jack-of-all-trades, master of none. Their infantry is weak, their artillery is powercrept by other factions, and their overall economy is just okay. While they have some flexibility with their unit composition, they rarely excel in any particular area, making it hard to compete with stronger factions.
Lizardmen have suffered from powercreep. Many of their units, especially their dinosaurs and Temple Guard, feel underpowered compared to other late-game units. While they have some strong options, their larger roster and poor start positions make them difficult to manage.
Slaanesh isn’t necessarily bad, but they lack the oomph of other factions. Their units are fragile, and their campaign mechanics don’t provide the same level of advantage as other Chaos factions.
Tomb Kings have an incredibly slow early game, and by the time they get rolling, other factions have already outpaced them. Their late-game units aren’t particularly strong, and their campaign mechanics feel sluggish. They need significant boosts to be competitive.
Vampire Coast has been hit hard by recent changes. Their economy is weak, and their units are mediocre. While they have some strengths in raising the dead and spreading corruption, they struggle to maintain momentum in the late game.
Ogre Kingdoms are plagued by a weak economy and slow start. Their camp system can be easily destroyed, and they don’t have the financial power to recover quickly. Their units are expensive and often underperform, making them one of the weakest factions in the game.
Tzeentch’s campaign mechanics are frustrating, requiring you to slowly maneuver across the map. While their units are strong, their economy and expansion potential are weak. Their campaign often feels like a slog, making them hard to recommend.
Demons of Chaos have a lot of potential on paper, but their scattered mechanics and weak early game make them extremely difficult to play. They’re a novelty faction but not competitive.
Nurgle’s campaign is a mess. Their units are slow, their economy is weak, and their campaign mechanics are tedious. They are easily one of the weakest factions and require significant changes to be viable.
Beastmen are a unique faction with strong mechanics but hard to compare directly to others. Their horde playstyle allows for a different kind of campaign, and they can be devastating if played correctly. They aren’t necessarily overpowered, but they can feel that way in the right hands.
Wood Elves have a strong roster but play a very different game from other factions. Their focus on forest regions and unique mechanics make them difficult to rank against more traditional factions. However, their units and economy can be powerful in the right circumstances.
That wraps up the faction tier list for Total War: Warhammer III. While some factions are clear winners, others take more skill and strategy to shine. If you’re looking for an easy ride, stick with the S+ and S tiers, but if you enjoy a challenge, there’s still plenty of fun to be had with the lower tiers.
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