It’s possible to gain some back from disbanding forces, but there doesn’t seem to be a way to lower settlement costs or “reset” technology research to make up an Amber deficit. The fragility of outpost settlements is another factor in these resource fluctuations. Likewise, being subject to the vagaries of slightly inconsistent AI diplomacy for the amber you nurture through alliances means you have an emergency surplus on hand at all times. Your AI elf factions don’t seem to play by the same Amber rules, allowing the Confederacy to inadvertently send you into a crushing deficit.
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This works most of the time, but there are a few nasty problems. Or you just stay at home and wait for the beastmen to come to you. The result is a faction that must balance a selection of diplomatic allies (and there are dedicated tech/research options for that) with robust “home base” protection and reconnaissance expeditions to capture Bern (or facilitate funding) across the campaign map. Unlike other breeds in Total War: Warhammer, the Wood Elves can conquer and hold any area on the map but anything taken outside of Athel Loren can only be lightly protected as an outpost. Amber can be acquired through conquest, as each conquered settlement or capital earns you one or two more, or through diplomatic alliances. It is used for the aforementioned Oak of Ages growth, in (optional but very useful) technology research, in certain high tier settlement buildings, and for various high tier units (depending on which Legendary Lord is in charge of your forces). Pretty much everything the Wood Elves do in the game requires a new resource: Amber. Typical of this world of contrasts is The Wild Hunt a seasonal slaughter period that nonetheless has an attendant ministerial role. Manipulation of Breton politics is also a popular pastime. Their Elvish heritage compels a high-handed sense of nobility, but the Wood Elves are not above kidnapping children or bloodthirsty sacrificial killings when it serves an arcane, ancient purpose. The faction is a mass of contradictions, combining earthy, pagan-style forest worship with snooty aristocratic hierarchy.
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#Total war warhammer 2 factions playstyles full
The Wood Elf campaign victories (both large and mini versions) focus on feeding the Oak of Ages in Athel Loren back to full health. Speaking of stretching, Orion keeps in shape with a daily Beastman skewer. Realm of the Wood Elves It’s more about building a faction around brand new ideas, which makes them more enjoyable to figure out and play, but also a little uneven in places where systems are overloaded. This refinement has worked very well, in that Chaos itself may be rethought more extensively in the future. The basic systems were already in place, but they were a better fit for the ambush-prone Beastmen and their broader roster of farm-inspired foot soldiers. With the Beastmen, Creative Assembly took the ‘Horde’ mechanics used semi-successfully by the Chaos faction and applied them to a more suitable candidate. Breton, the third partner in this bizarre warhammer Love triangle, make a wider appearance in the Realm of the Wood Elves mini-campaign and is poised to become a full (free) faction early next year. Total War: Warhammers The second major faction expansion sticks with the woods, but this time adds pointy-eared, isolationist aristocrats as a foil for the grunting goat-men.
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After the beastmen, the denizens of Athel Loren must also come.