Overview
Something new players often ask when buying the game is “Which DLCs do I need?”. This is an attempt to answer that question and will include brief summaries on what each DLC contains.
Disclaimer
The Total War: Warhammer 2 player-base has many different opinions on which DLCs are “needed” to play the game and some might not agree with this guide. Players use different strategies and unit rosters and no two players have the exact same experiences in the game.
The Race Pack DLCs (Rise of the Tomb Kings and Curse of the Vampire Coast) will not be included because they’re more of a preference to play. Campaign-only units will not be included in the Lord Pack descriptions, since they can’t be recruited by other factions of the same race in campaign and can’t be used in multiplayer.
Currently, DLC factions of your same race CAN’T be confederated if you do not own that specific DLC. Some players have claimed that confederating a faction can sometimes give you DLC-exclusive units if they were in a standing army, but this is an “exploit” that would likely have been fixed upon discovery. You would still be unable to recruit more of the same unit and couldn’t recruit them in Multiplayer battles.
As with other DLC-heavy games on Steam, it’s better to wait for a holiday or publisher sale event to purchase those DLCs you really want. And before you ask: yes, I own all of the DLCs and have played all the lords’ campaigns at least twice.
The Queen & The Crone
The Queen and the Crone adds two Legendary Lords: Alarielle the Everqueen (High Elves) and Hellebron (Dark Elves).
The Dark Elf factions get the following new units:
- Kharibdyss (Single Monster)
- Sisters of Slaughter (Melee Infantry)
- Doomfire Warlocks (Light Cavalry)
- Supreme Sorceress (Lord)
The High Elf factions get the following new units:
- Sisters of Avalorn (Ranged Infantry)
- Shadow Warriors (Skirmisher Infantry)
- Handmaiden (Hero)
Dark Elf players tend to want this DLC because it adds an iconic unit from the Warhammer Fantasy tabletop game that can hold-down infantry units (Sisters of Slaughter) and a generic spell-caster lord (Supreme Sorceress).
High Elf players tend to want this DLC because it adds a much more powerful ranged unit (Sisters of Avalorn), a hero version of the ranged lord that’s also good in melee (Handmaiden) and another spell-caster Legendary Lord (Alarielle the Everqueen).
If you enjoy watching scantily-clad women flail barbed whips around their heads and bathe in their enemies’ blood, then this is a DLC for you!
The Prophet & The Warlock
The Prophet & The Warlock adds two Legendary Lords: Ikit Claw (Skaven) and Tehenhauin (Lizardmen).
The Lizardmen factions get the following new units:
- Red Crested Skinks (Melee Infantry)
- Salamander Hunting Pack (Monster Group)
- Ancient Salamander (Single Monster)
- Ripperdactyl Riders (Flying Cavalry)
- Ancient Stegadon – Engine of the Gods (Missile Monster)
- Bastiladon – Ark of Sotek (War Altar)
- Red Crested Skink Chief (Lord)
The Skaven factions get the following new units:
- Ratling Gun Weapons Team (Ranged Infantry)
- Warplock Jezzails (Ranged Infantry)
- Doom-Flayers (Cavalry)
- Warlock Master (Lord)
Lizardmen players tend to want this DLC because it adds more monster units, monsters with different combat roles and a much stronger lord that gives bonuses to Skink units (Tehenhauin). The Salamander units have a ranged fire attack, making them useful against Undead and unarmored units.
Skaven players tend to want this DLC because it adds iconic units from the Warhammer Fantasy tabletop game, a favorite character from Warhammer Fantasy novels (Ikit Claw) and two much more powerful ranged units (Ratling Gun Weapons Team and Warplock Jezzails).
If you enjoy nuking entire armies as a cybernetic rat with a flamethrower and perforating your enemies with an unholy hail of green bullets, then this is a DLC for you!
The Hunter & The Beast
The Hunter & The Beast add two Legendary Lords: Markus Wulfhart (Empire) and Nakai the Wanderer (Lizardmen).
The Empire factions get the following new units:
- Huntsman General (Lord)
- Archers (Ranged Infantry)
- Huntsmen (Ranged Infantry)
- War Wagon (Missile Chariot)
- War Wagon – Mortar (Artillery)
The Lizardmen factions get the following new units:
- Ancient Kroxigor (Lord)
- Feral Dread Saurian (Single Monster)
- Dread Saurian (Single Monster)
- Sacred Kroxigors (Monster Group)
- Razordon Hunting Pack (Monster Group)
Empire players tend to want this DLC because it adds a generic ranged lord (Huntsman General) and two interesting new units (War Wagons).
Lizardmen players tend to want this DLC because it adds more monster units with different combat roles, a stronger Kroxigors unit with magical damage and a stronger generic lord (Ancient Kroxigor).
If you like steamrolling through infantry units as a body-building giant crocodile, then this is a DLC for you!
The Shadow & The Blade
The Shadow & The Blade adds two Legendary Lords: Malus Darkblade (Dark Elves) and Deathmaster Snikch (Skaven).
The Dark Elf factions get the following new units:
- High Beastmaster (Lord)
- Master (Hero)
- Scourgerunner Chariot (Missile Chariot)
- Bloodwrack Medusa (Single Monster)
- Bloodwrack Shrine (War Altar)
The Skaven factions get the following new units:
- Master Assassin (Lord)
- Eshin Sorcerer (Hero)
- Eshin Triads (Melee Infantry)
- Poisoned-Wind Mortar (Ranged Infantry)
- Warp-Grinder Weapons Team (Melee Infantry)
Dark Elf players tend to want this DLC because it adds an iconic unit from the Warhammer Fantasy tabletop game (Bloodwrack Medusa), a favorite character from Warhammer Fantasy novels (Malus Darkblade) and units giving bonuses to monsters (High Beastmaster and Master).
Skaven players tend to want this DLC because it adds a much more powerful ranged unit (Poisoned-Wind Mortar), a useful unit for breaking city gates (Warp-Grinder Weapons Team) and a lord version of the Assassin hero unit (Master Assassin).
If you’re wanting to be an edgy emo Elf or Master Splinter from Teenage Mutant Ninja Turtles, then this is a DLC for you!
The Warden & The Paunch
The Warden & The Paunch adds two legendary lords: Eltharion the Grim (High Elves) and Grom the Paunch (Greenskins).
The Greenskin factions get the following new units:
- Giant River Hag Troll (Hero)
- Snotling Pump Wagons (Chariot)
- Snotling Pump Wagons – Flappas (Chariot)
- Snotling Pump Wagons – Spiky Rollers (Chariot)
- River Trolls (Monster Group)
- Stone Trolls (Monster Group)
- Rogue Idol (Single Monster)
The High Elf factions get the following new units:
- Archmage (Lord)
- Rangers (Ranged Infantry)
- Silverin Guard (Melee Infantry)
- War Lions of Chrace (Monster Group)
- Lion Chariot of Chrace (Chariot)
- Arcane Phoenix (Flying Single Monster)
Greenskin players tend to want this DLC because it adds a chariot-riding lord that also gives bonuses to Goblin units (Grom the Paunch), two new troll units with different bonuses and an iconic unit from the Warhammer Fantasy tabletop game (Snotling Pump Wagon).
High Elf players tend to want this DLC because it adds a spell-caster lord that’s also good in melee (Eltharion the Grim), a generic spell-caster lord (Archmage), a much stronger unit of spearmen (Silverin Guard) and two iconic units from the Warhammer Fantasy tabletop game (War Lions and Lion Chariot).
If you enjoy watching an obese Goblin run-over infantry with his power scooter, then this is a DLC for you!
(In Progress) The Twisted & The Twilight
The Twisted & The Twilight adds two legendary lords: (Wood Elves) and Throt the Unclean (Skaven). If you already own the Wood Elves DLC from the first game, then you also receive Ariel as another legendary lord.
The Wood Elf factions get the following new units:
- Spellweaver (Spellcaster Lord)
- Ariel (Spellcaster Hero)
- Bladesingers (Melee Infantry)
- Glade Riders (Light Cavalry)
- Great Stag Knights (Heavy Cavalry)
- Zoats (Monster Group)
The Skaven factions get the following new units:
- Packmaster (Hero)
- Brood Horror (Single Monster)
- Ghoritch (Single Monster)
- Mutant Rat Ogre (Single Monster)
- Wolf Rats (Monster Group)
- Wolf Rats Poison (Monster Group)
(In Progress) Dark Elf, Empire, Greenskin & Wood Elf Unit Details
High Beastmaster (Lord): Melee-focused General with abilities and skills designed to power-up friendly Monstrous units and intimidate enemy units.
Supreme Sorceress (Lord): Spell-casting Range-focused General with abilities and skills designed to power-up friendly units, weaken and damage enemy units using powerful area-of-effect attacks.
Master (Hero): Melee-focused Hero with abilities and skills designed to power-up friendly Monstrous units, intimidate enemy units and provide campaign bonuses to the army and region it’s currently in.
Bloodwrack Medusa (Single Monster): Melee Monster with a medium ranged attack, doing well against enemy Infantry units and intimidating them. Friendly units near it are empowered while enemy units near it are weakened.
Bloodwrack Shrine (War Altar): Melee “Chariot” that is an upgraded variant of the Bloodwrack Medusa (see above).
Doomfire Warlocks (Light Cavalry): Melee Cavalry that moves quickly and does both magical and poison damage to enemy units it attacks. Lacking shields and having low armor, the unit is very vulnerable to enemy Missile units and can’t stand against enemy Infantry or Cavalry units in sustained melee. Best used in flank attacks against enemy units already fighting in melee or to chase-down enemy Infantry units that are retreating.
Kharibdyss (Single Monster): Melee Monster that is meant to attack other Monster units, but can still do good damage to regular enemy Infantry units while intimidating them.
Scourgerunner Chariot (Missile Chariot): Chariot Cavalry with ranged attacks meant to damage Monster units, doing more damage to armored enemy units better than other friendly Missile units—at the expense of firing less missiles and firing at a slower rate. It can fire missiles while moving and shoot targets in a 360-degree area around it.
Sisters of Slaughter (Melee Infantry): Infantry unit with a very high defense in melee, being able to trap an enemy Infantry unit in place for a stronger friendly Melee unit to attack the enemy unit’s flank. Lacking shields and having low armor, the unit is very vulnerable to enemy Missile units.
Huntsman General (Lord): Range-focused General with abilities and skills designed to power-up friendly Missile units and damage enemy units. With it’s very long range, it can attack enemy Monsters, Heroes and Lords from safety and do serious damage before the enemy gets too close.
Archers (Ranged Infantry): Missile unit that is very cheap and available at the lowest tier recruitment building of a settlement, performing well against enemy Infantry units with low armor. Because it can be easily intimidated and fights poorly in melee, it needs to be protected by friendly Infantry units.
Huntsmen (Ranged Infantry): Missile unit that specializes in attacking enemy Monster units at range, available at the highest tier recruitment building.
War Wagon (Missile Chariot): Ranged Cavalry Chariot with missiles that can damage enemy Infantry units with higher armor, being able to move while shooting and shoot enemies in a 360-degree radius. Like the Scourgerunner Chariot for the Dark Elves, it shoots fewer missiles and at a slower rate than other friendly Missile units.
War Wagon – Mortar (Artillery): Ranged Cavalry Chariot that does serious damage to enemy Infantry units, firing a missile similar to a standard artillery unit’s missile. It can also move and shoot in a 360-degree radius.
Giant River Hag Troll (Hero): Spell-caster Ranged Hero with abilities and skills designed to power-up friendly units, weaken and damage enemy units with powerful area-of-effect attacks and provide campaign bonuses to the army and region it’s currently in.
River Trolls (Monster Group): Melee Monsters that do poison damage against enemy Infantry units. Its good charge bonus and ability to damage better-armored enemy units make it a powerful tool to break enemy lines and crush enemy units that are already engaged in melee.
Rogue Idol (Single Monster): Melee Monster that can be recruited from the highest tier settlement building, but can also be summoned during battle by a Spell-caster Lord or Hero with that ability. Similar to the Giant unit, but able to take more damage and won’t retreat.
Snotling Pump Wagons (Chariot): Melee Cavalry Chariot with a high charge bonus, able to be recruited from the lowest-tier settlement building and for very cheap. Like other Chariot units, it does poorly in sustained melee against enemy Infantry and Cavalry units.
Snotling Pump Wagons – Flappas (Chariot): Melee Cavalry Chariot that is an upgraded variant of the Snotling Pump Wagon, but moving much faster and doing more damage than the basic unit.
Snotling Pump Wagons – Spiky Rollers (Chariot): Melee Cavalry Chariot that is an upgraded variant of the Snotling Pump Wagon, but doing more damage and damage to better-armored units and able to fight in sustained melee for longer than the basic unit.
Stone Trolls (Monster Group): Melee Monsters that are an upgraded variant of the standard Troll unit, being more resistant to damage.
Spellsinger (Spellcaster Lord):
Ariel (Spellcaster Hero):
Bladesingers (Melee Infantry):
Glade Riders (Light Cavalry):
Great Stag Knights (Heavy Cavalry):
Zoats (Monster Group):
(In Progress) High Elf, Lizardmen and Skaven Unit Details
Archmage (Lord):
Handmaiden (Hero):
Arcane Phoenix (Flying Single Monster):
Lion Chariot of Chrace (Chariot):
Rangers (Ranged Infantry):
Sisters of Avalorn (Ranged Infantry):
Shadow Warriors (Skirmisher Infantry):
Silverin Guard (Melee Infantry):
War Lions of Chrace (Monster Group):
Ancient Kroxigor (Lord): Melee-focused General with abilities and skills designed to power-up friendly units and intimidate enemy units, being able to engage multiple enemy units in sustained melee.
Red Crested Skink Chief (Lord):
Ancient Salamander (Single Monster): Monster unit with a medium-ranged attack that does fire damage to enemy units. Can be used in melee against smaller and weaker enemy units or chase retreating units.
Ancient Stegadon – Engine of the Gods (Missile Monster):
Bastiladon – Ark of Sotek (War Altar):
Dread Saurian (Single Monster): Melee Monster that can engage multiple enemy units, shooting missiles that do poison damage in a 360-degree radius while moving. It does not rampage.
Feral Dread Saurian (Single Monster): Melee Monster that can engage multiple enemy units, but has no missiles and can rampage.
Razordon Hunting Pack (Monster Group): Monsters with a medium-ranged attack. Can be used in melee against smaller and weaker enemy units or chase retreating units.
Red Crested Skinks (Melee Infantry): Infantry unit that does more damage than the Skink Cohort unit, having a higher charge bonus to their attacks and doing poison damage to enemies. While Skink Cohorts are used to hold the line, Red Crested Skinks can flank and crush enemies.
Ripperdactyl Riders (Flying Cavalry):
Sacred Kroxigors (Monster Group): Melee Monsters that are an upgraded variant of the Kroxigors unit, doing magic damage to enemies and doing more damage to armored enemies.
Salamander Hunting Pack (Monster Group): Monsters with a medium-ranged attack that does fire damage to enemies. Can be used in melee against smaller and weaker units or chase retreating units.
Master Assassin (Lord):
Warlock Master (Lord):
Eshin Sorcerer (Hero):
Packmaster (Hero):
Brood Horror (Single Monster):
Doom-Flayers (Cavalry):
Eshin Triads (Melee Infantry):
Ghoritch (Single Monster):
Mutant Rat Ogre (Single Monster):
Poisoned-Wind Mortar (Ranged Infantry):
Ratling Gun Weapons Team (Ranged Infantry):
Warp-Grinder Weapons Team (Melee Infantry):
Warplock Jezzails (Ranged Infantry):
Wolf Rats (Monster Group):
Wolf Rats Poison (Monster Group):
Generally Speaking
If you’re mostly a Dark Elf player, The Queen & The Crone and The Shadow & The Blade will give you more variety. The new Hero and Lord from The Shadow & The Blade is especially good for players using more monster-focused armies.
If you’re a mostly Empire player, The Hunter & The Beast doesn’t give you very much. Huntsmen are an Anti-Large ranged unit, but aren’t too different from Crossbowmen stat-wise. The Archers are weaker and have less leadership, but they’re cheap and available before you can recruit Crossbowmen in the campaign. Having a ranged lord that can snipe your enemy’s lord or heroes is always good, though.
If you’re mostly a Greenskin player, The Warden & The Paunch will give you more variety and some stronger units. Greenskins already have decent chariots, but this DLC gives you a cheaper alternative that works just as good—if not, better.
If you’re mostly a High Elf player, The Queen & The Crone and The Warden & The Paunch will give you more variety and some stronger units. Some players claim The Queen & The Crone is necessary just for the Sisters of Avelorn—a bigger and better archer unit in a faction that already has good baseline archers.
If you’re mostly a Lizardman player, either The Prophet & The Warlock or The Hunter & The Beast will give you some extra monster units. Getting both is what some players recommend, but some of the units are similar and might feel redundant to you. However, monsters with ranged attacks and monsters that don’t rampage are always good.
If you’re mostly a Skaven player, The Prophet & The Warlock and The Shadow & The Blade will give you more variety and some stronger units. Skaven in particular are weak in melee, have low leadership and only have skirmishers for ranged units—which makes the Weapons Teams that much more valuable and could tip the scales in your favor.
If you really want to be a zombie pirate and reenact the first Pirates of the Caribbean movie, then by all means: get Curse of the Vampire Coast.
If you really want to be King Ramses and reenact the Mummy movies, then by all means: get Rise of the Tomb Kings.