The Sisters of Avelorn are the personal guardians and hand-maidens of the Kingdom of Avelorn and the Everqueen herself. There are regions of Avelorn that the citizen levies are forbidden to enter. Some are sacred places of power, intrinsically linked with the rites of renewal by which the Everqueen helps sustain Ulthuan and its people. Others are dark and dangerous, places from which the touch. The Sisters of Avelorn are the personal guardians and hand-maidens of the Kingdom of Avelorn and the Everqueen herself. There are regions of Avelorn that the citizen levies are forbidden to enter. Some are sacred places of power, intrinsically linked with the rites of renewal by which the Everqueen are helps sustain Ulthuan and its people. May 28, 2018 Total War: Warhammer II is a really good game, and it’s first DLC Rise of the Tomb Kings was the best expansion so far in the fantasy franchise. Now, the folks at Creative Assembly are back with yet another Lords Pack, adding six new units, two new Legendary Lords, and several Legions of Renown to the ranks of the High Elves and Dark Elves. Everqueen's Court Guards (Sisters of Avelorn) is a High Elves unit in Total War: Warhammer II's downloadable content, The Queen and the Crone.Only the purest of heart may serve the Everqueen. Please register for Total War Access to use the forums. For a gunline High Elf army I'd keep a main line of Sea Guard with maybe 4-5 Sisters of Avelorn to hide.
- Total War Warhammer 2 Sisters Of Avelorn Op
- Sisters Of Avelorn Total War - Video Results
- Sisters Of Avelorn Total War - Image Results
- Total War Warhammer 2 Sisters Of Avelorn
- Sisters Of Avelorn :: Total War: WARHAMMER II General Discussions
NOTICE: Requires the basegame Total War: WARHAMMER II in order to play. Activationkey must be used on a valid Steam account. Requires internetconnection.
About the game
The Queen & the Crone is the first Lords Pack for Total War:WARHAMMER II. Bolstering the forces of the High Elves and the DarkElves, it introduces famous rival characters and new iconic unitsfrom the world of Warhammer Fantasy Battles to your campaigns andbattles. The content in this pack is available in both the Eye ofthe Vortex and Mortal Empires campaigns.
Two new Legendary Lords…
…with new quest chains, magic items and skill trees
…with new quest chains, magic items and skill trees
![Avelorn Avelorn](https://i.ytimg.com/vi/nVvpudlYzYA/maxresdefault.jpg)
- New campaign mechanics and objectives
- New Hero type for High Elves
- New Lord type for Dark Elves
- New battlefield units for both races
- 16 elite Regiments of Renown
Background
Only in times of the grave peril does Alarielle the Everqueen,the living embodiment of Isha, take to the battlefield. Her eternalduty: to defend Ulthuan and its residents from the depredations ofthe impure. With a rallying cry, she is joined by the Handmaidens,the Sisters of Avelorn, and the spirits of the woodsthemselves!
Meanwhile, dark acts are afoot in Naggaroth. Crone Hellebronstirs in Har Ganeth, and calls a Blood Night: the slaves arereleased upon the streets and slaughtered in their thousands.Bathing in the rivers of spilled blood, Hellebron's powers aremagnified beyond belief, with Doomfire Warlocks and Sisters ofSlaughter flocking to her banner. The Asur will pay for theireternal treachery – and imminently!
New Legendary Lords
Alarielle the Radiant
Commanding the High Elf faction of Avelorn, Alarielle's power isthat of nature itself. As she travels through the Elven lands, shebrings great joy to the people, improving public order and reducingcorruption. However, she is also subject to the Mortal World'sTorment; as Chaos seeps into the world, her battlefield powerswane. Only reducing and ridding of Chaos armies will return her toher full powers.
Alarielle is a mixed-lore Caster, with access to a blend of Lifemagic and High magic. She may embark on a quest for her LegendaryItem, the Star of Avelorn, and may be upgraded to ride an ElvenSteed, Barded Ithilmar Steed, and a Great Eagle. She can alsorecruit Forest Spirit units such as Dryads, Treekin andTreemen.
Alarielle also has a unique campaign mechanic called Defender ofUlthuan. It is her sacred duty to see that the inner and outerterritories of the High Elves' home are kept free of enemyoccupation. While they remain clear, they bestow powerful benefits.Should invaders sully Ulthuan with their presence however, theAsur's trust in Alarielle will fall, bringing a suite of negativeeffects.
Alarielle has access to a unique Rite: The Invocation ofLileath. Once active, this rite brings a suite of benefits toHandmaidens, Sisters of Avelorn and Dryads.
Crone Hellebron
Hellebron the Hag-Queen leads the forces of Har Ganeth, auniquely murderous Dark Elf faction. She may periodically call aDeath Night, expending slaves on a night of murderous rampage, tokeep her powers strong. Failure to regularly hold these festivalswill have a detrimental effect on Hellebron. As each Death Night iscalled, nearby Dark Elves undertake the Blood Voyage, raising anarmy in thrall to Crone Hellebron, and in whose post-battle rewardsshe shares.
Hellebron gains massive upkeep reductions to Witch Elves and HarGaneth Executioners and Sisters of Slaughter, which she can alsoimprove via her unique skill tree. She may embark on a quest forher twinned Legendary weapons, the Deathsword and the Cursed Blade,and may be upgraded to ride a Dark Steed, a Cauldron of Blood, anda Manticore.
Hellebron also has access to a unique new Dark Elf rite:Sacrifice to Drakira. Once active, this rite brings bonuses whenfighting High Elves, a reduction in diplomatic relations with HighElves, and rank bonuses to both Death Hags and Witch Elf units.
Key Features
Unique Units
Sisters of Avelorn (Alarielle)
Among Alarielle's most loyal warriors, the Sisters of Avelorn aredual-role combatants, skilled with both blade and bow. Their Bowsof Avelorn deal Magical Flaming attacks, and like many High Elfunits, they are subject to Martial Prowess.
Among Alarielle's most loyal warriors, the Sisters of Avelorn aredual-role combatants, skilled with both blade and bow. Their Bowsof Avelorn deal Magical Flaming attacks, and like many High Elfunits, they are subject to Martial Prowess.
Shadow Warriors (Alarielle)
The first (and often last!) clue a foe gets to the presence of theShadow Warriors is a ravaging hail of arrows tearing into theirranks. With Vanguard Deployment, Stalk, and long-range bows, theycan remain undetected while raining death from afar. They are alsoMaster Ambushers, enabling them to stay hidden on the move, in anyterrain, while firing in any direction.
The first (and often last!) clue a foe gets to the presence of theShadow Warriors is a ravaging hail of arrows tearing into theirranks. With Vanguard Deployment, Stalk, and long-range bows, theycan remain undetected while raining death from afar. They are alsoMaster Ambushers, enabling them to stay hidden on the move, in anyterrain, while firing in any direction.
Sisters of Slaughter (Hellebron)
These murderous gladiators of death wield cruel lash-whips dealingpoisonous attacks. They also cause Fear, are subject to MurderousMastery, and can trigger the Trial of Blades augment when losing inmelee, improving their combat abilities.
These murderous gladiators of death wield cruel lash-whips dealingpoisonous attacks. They also cause Fear, are subject to MurderousMastery, and can trigger the Trial of Blades augment when losing inmelee, improving their combat abilities.
Doomfire Warlocks (Hellebron)
These elite, magical cavalry are very fast moving, and deal bothMagical and Poisonous attacks in melee. They are subject toMurderous Prowess, and may cast two Bound Spells: Soulblight andLesser Doombolt.
These elite, magical cavalry are very fast moving, and deal bothMagical and Poisonous attacks in melee. They are subject toMurderous Prowess, and may cast two Bound Spells: Soulblight andLesser Doombolt.
Unique Hero: Handmaiden (Alarielle)
Handmaidens act as the right hand of Alarielle. They have severalunique specialisations available in their skill trees, enablingthem to influence diplomacy, trade and influence, to bolster theirresilience in battle, and to make them peerless archers.
Handmaidens act as the right hand of Alarielle. They have severalunique specialisations available in their skill trees, enablingthem to influence diplomacy, trade and influence, to bolster theirresilience in battle, and to make them peerless archers.
Unique Lord: Supreme Sorceress (Hellebron)
Hellebron can field new caster Lords to lead her armies. SupremeSorceresses may be recruited to wield the lores of Fire, Dark,Shadows, Beasts and Death. They can be given Names of Power togrant them new abilities, and upgraded to ride a range of mounts,from the Dark Steed to the Cold One, Dark Pegasus, Manticore andthe mighty Black Dragon.
Hellebron can field new caster Lords to lead her armies. SupremeSorceresses may be recruited to wield the lores of Fire, Dark,Shadows, Beasts and Death. They can be given Names of Power togrant them new abilities, and upgraded to ride a range of mounts,from the Dark Steed to the Cold One, Dark Pegasus, Manticore andthe mighty Black Dragon.
Regiments of Renown:
Avelorn (Alaraielle)
The Scions of Mathlann (Spearmen)
- ‘Aura of Protection' passive ability (applies a ward save tonearby units whilst mana > 50%)
- Expert Charge Defence
The Puremane Company (White Lions ofChrace)
- ‘Guardian' passive ability
- ‘Sunder Armour' contact effect
Keepers of the Flame (Phoenix Guard)
- Magic Attacks
- Mark of Asuryan (Entities will burst in to flames upon deathand deal damage to any nearby enemies i.e. New interpretation ofthe Dwarf Slayer ‘Death Blow' trait)
The Storm Riders (Lothern Sea Guard)
- Cause Fear
- Vanguard Deployment
- Fire Whilst Moving
The Grey (Shadow Warriors)
- ‘Loec's Shroud' ability (Increases speed and reduces thedetection range significantly for enemies to spot them for theduration of the ability)
- Snipe attribute (able to fire and remain hidden)
Everqueen's Court Guard (Sisters ofAvelorn)
- Encourage
- ‘Banner of Avelorn' ability (Increases Winds of Magic rechargerate)
The Fireborn (Dragon Princes)
- Bonus vs Large
- Fire Attacks
Heralds of the Wind (Ellyrian Reavers –Bows)
- Increased speed
- Superior melee stats
Har Ganeth (Hellebron)
The Hellebroni (Dreadspears)
- Poison Attacks
- Expert Charge Defence
Sisters of the Singing Doom (Witch Elves)
- Cause Terror
Blades of the Blood Queen (Har GanethExecutioners)
- ‘Guardian' passive ability
- ‘Frenzy' passive ability
The Bolt-fiends (Darkshards – Shielded)
- ‘Shieldbreaker' contact effect (missile hits from this unitreduce missile block chance of target)
- Additional range
Slaanesh's Harvesters (Doomfire Warlocks)
- ‘Word of Pain' bound spell
- ‘Soul Stealer' bound spell
Knights of the Ebon Claw (Dread Knights)
Total War Warhammer 2 Sisters Of Avelorn Op
- Does not Rampage like other Cold One units
- Murderous Prowess upgraded to Murderous Mastery
Chill of Sontar (War Hydra)
- ‘Frostbite' Contact Effect
- ‘Fire Breath' with ‘Frost Breath' which deals more damage andapplies the ‘Frostbite' contact effect
Raven Heralds (Dark Riders)
- Mounted on Dark Pegasi
But this is not all. The Druchii possess a dark and powerfulweapon.
When blood runs in rivers and the air is choked with Death, thechains will break and this monstrous secret will be unleashed.
When blood runs in rivers and the air is choked with Death, thechains will break and this monstrous secret will be unleashed.
System requirements
Total War Warhammer II is a bit of an oddity as far as Creative Assembly games are concerned, lacking the flood of DLCs that usually accompany every Total War title. Two years since launch, the game has only received a couple of large expansion, and a couple of Lord Packs. It took over a year for it to finally cross the threshold for us to make one of our DLC guides. As it is, there's probably only a few Lords Packs left for Warhammer 2 before Creative Assembly shift focus on to Warhammer III, which has been in pre-production since 2018 but not formally announced yet.
What is the Best Total War: Warhammer 2 DLC?
- Rise of the Tomb Kings
- The Queen & The Crone
- The Shadow & the Blade
- The Warden & The Paunch
- The Prophet & The Warlock
- The Hunter & The Beast
- Curse of the Vampire Coast
Regardless of how much there is, here's everything you need to know about Total War: Warhammer II's DLC & expansions.
Total War: WARHAMMER II - Rise of the Tomb Kings
Warhammer II’s first DLC is also its best, bringing the undead rulers or Nehekarah to virtual life for the first time in history. Rise of the Tomb Kings is a massive expansion, adding the Land of the Dead in all its sandy and pyramid-y glory and tasking players to find five of the Nine Books of Nagash to gain complete control over the eternal unlife of its eponymous rulers.
![Sisters Sisters](https://s2.gaming-cdn.com/images/products/3595/screenshot/total-war-warhammer-ii-the-queen-and-the-crone-wallpaper-5.jpg)
The story takes place in the same map as the base game’s Eye of the Vortex campaign, but the addition of the Tomb Kings as a playable faction upends every other mechanic Total War relies on. Units require no upkeep nor incur recruitment costs but have caps that require the construction of certain buildings, allowing these faux-Egyptians to raise an entire 20 stack army in a couple of turns. Due to being a bunch of reanimate obsessed skeletons, Tomb King units are also impervious to morale loss and never rout, but unlike Vampires and their thralled brethren, retain enough independence and self-will to not immediately crumble to dust if their leader dies.
Even better, the Tomb Kings have access to massive stone constructs that can wipe the floor with pretty much any flesh and blood monster in the Warhammer franchise, . Add to that four legendary lords, a unique Dynasty system to replace the research tree, and a RPG-like loot-crafting mechanic to equip your Lords, and Rise of the Tomb Kings proudly stands as not just the best DLC in the Total Warhammer franchise, but in Total War as a whole.
HIGHLIGHTS:
- Land of the Dead Map.
- Unit recruitment and upkeep system.
- Mortuary Cult loot-crafting system is novel.
- Completely different experience from every other Total War faction ever.
IS IT WORTH IT?
Yes. Get it.
Total War: WARHAMMER II - The Queen & The Crone
The second DLC is less of an expansion, and more of a rounding up of things that *really* should have been there at launch. The Queen & The Crone adds new units, two factions, and a bunch of Regiments of Renown to the ranks of the High Elves and Dark Elves, finally adding the elite special units to one of the base game’s races.
The High Elves expand their roster with the addition of the Everqueen Allarielle of Avelorn, while the Dark Elves get the Hag Queen of Har Ganeth Crone Hellebron. Both Legendary Ladies are the heads of their respective factions, offering powerful bonuses based on their campaign performance. The Everqueen leaves lingering effects through every province she passes, buffing the region and bolstering public order while gaining strength when Ulthuan is free from enemy control, while the Hag Queen needs to constantly kill thousands of slaves in ritualistic sacrifices in order to keep her youthful appearance and maximum power.
Those changes offer a higher degree of investment in the campaign than usual and are complemented by the new units quite well. The Asur gain access to the Sisters of Avelorn -- mixed ranged/melee fighters -- and the Shadow Warriors -- ranger-like scouts who shoot undetected and fire in any direction while running. The Druchii, on the other hand, can play with the Sisters of Slaughter -- poisoned whip-wielding lady gladiators that cause fear -- and the Doomfire Warlocks -- spellcasting magical cavalry that deals both magical and poisonous damage in melee.
Those new units are more powerful than the base game’s standard ones -- a gap that is only widened by the inclusion of the Regiments of Renown such as flaming lance Dragon Princes. The final additions are a High Elven Handmaiden Hero for Avelorn and a Supreme Sorceress army Lord for the Dark Elves, adding a bit more of asymmetry to what is overall a very balanced pack.
HIGHLIGHTS: Ntfs for mac serial number.
- Avelorn and Har Ganeth new mechanics are very different from base game Elves.
- New units are devastating in the field.
- Regiments of Renown are mostly unimpressive, and hardly necessary.
IS IT WORTH IT?
Yes, if you are mainly an Elven player. I expect a Lizardmen & Skaven pack to be in the works now and bound to be released soon, so keep your eyes peeled for that.
Total War: WARHAMMER II - Curse of the Vampire Coast
Arr, the high seas. Who doesn’t love pirate battles, where crew swing between decks with swashbuckling prowess and ships blow the crap out of each other with broadsides? Unfortunately for all of us, the pirate themed expansion to Warhammer II has no ship battles, so… arrr, who doesn't love giant pirate armies fighting… on the land… like… regular… armies. Arrrr.
Curse of the Vampire Coast was one hell of a curveball, taking a very minor aspect of Warhammer lore and expanding it to mainstream status. It adds four new factions and their Legendary Lords to the game, from the crazed Luthor Harkon in Lustria to the mutant Aranessa Saltspite in Sartosa, and all of them are focused on living on the high seas with armies of undead people under their thumb.
The biggest differential for pirate factions is their possession of a legendary ship, the personal vessel of their legendary lord. The big boat serves as a mobile base, allowing players to upgrade buildings and churn out units anywhere, granting a degree of mobility matched only by horde armies. Unlike horde armies, however, the undead pirates can conquer settlements or install Pirate Coves that syphon the money of nearby cities without any of the admin work, making this one of the versatile playthrough options one can have.
The campaign also brings treasure maps for treasure, Infamy lists for stat bonuses, and cursed Pieces of Eight to unlock Regiments of Renown, keeping the pirate theme running strong. Similar to the Empire in Warhammer I, players can also appoint Lords to positions in the hierarchy that benefit both that army and the faction, though loyalty is an ever present concern if you want to keep the scallywag in office.
In battle, the focus is obviously on ranged units, with most of the roster possessing firearms of some kind. Zombie sailors and vampire pirates let out a wall of gunfire upon approaching enemies, while giant walking animated shipwrecks, mortars, and cannons let death fly from afar. Add to that a giant walking crab and a gigantic cannon bigger than a dragon, and the pirate faction is easily one of the most diverse and interesting ones in Warhammer II.
Sisters Of Avelorn Total War - Video Results
HIGHLIGHTS:
- Great unit design, especially visually.
- Every mechanic is tailored to be as pirate-y as possible.
- Legendary Ships are a great idea.
- No ship battles are obviously inexcusable.
IS IT WORTH IT?
As novel as it is, this DLC can only be recommended if you like the idea of sailing undead vampires. The lack of ship battles or boarding doesn’t really capture the feel of being a pirate on the seas, and the DLC does end up playing as a normal Total War faction due to huge 20 stack armies fighting each other on land maps all the time.
Total War: WARHAMMER II - The Prophet & The Warlock
We all love Skaven and Lizardmen, for different reasons. Not me, of course -- I love to kill Skaven and ignore Lizardmen, but I’m a High Elf player. A lot of people do like them, however, and Creative Assembly finally found time to give those two factions their first cup of love cocoa since Warhammer II launched 2 years ago.
The Prophet & The Warlock is a Lord Pack, similar to The Queen & The Crone. It brings two new legendary lords -- Lizardmen prophet Tehenhauin and Skaven warlock Ikit Claw -- with their new respective factions, adding in new units and mechanics along the way.
The Lizardmen, as the religious, devoted, biological computers that they are, are all about order and orders, doing their best to fulfil a prophecy by following its tablets while preventing chaos in all its forms (but mainly Skaven) from taking a hold. Tehenhauin’s main end-goal is the completion of the Prophecy of Sotek, which will bring the serpent-god back into the world.
Meanwhile, the Skaven are all about disorder and decay, spreading corruption left and right while killing and eating everything they can. Ikit Claw, being the greatest Warlock Engineer who ever lived -- is a few steps ahead of his brethren on the “killing” part, able to field giant hamster balls of death called Doom-Flayers, fire warpstone nukes called Doomrockets, and level whole settlements via a huge spherical bomb called the Doomsphere (they’re clever, but they’re not very creative at naming, these ratmen).
Besides those unique features, you get the standard package of all Lord Packs -- new units (such as the salamanders and red-crested skinks for Lizardmen and Ratling Gunners and snipers for the Skaven), as well as Regiment of Renown variations of most units in their respective rosters. The RoR tend to be pretty cool -- from regenerating Doomwheels to unbreakable infantry, these can act as pillars if used correctly in any field battles they are employed.
HIGHLIGHTS:
- Skaven get some great units, while Lizardmen’s couple of ranged units are a welcome addition.
- Mechanics are extremely thematic appropriate, and add interesting strategic considerations.
- Free patch released alongside this brings Skaven Undercities into the game, which completely changes the way they are played.
IS IT WORTH IT?
If you ever wonder about playing as the Skaven, definitely. If you are a Lizardmen fan, you will want the new units. The one problem with this DLC is that most of the new features are faction-specific, so you won’t be able to play as Clan Pestilens on Mazdamundi and enjoy them. If you are cool with that go and get it.
Total War: Warhammer II - The Hunter & The Beast
The Hunter & The Beastadds yet more Lizardmen to the fray, but also the Empire has finally made official landfall in Lustria via the Huntmarshal's Expedition. The latter's campaigns is definitely the more inventive of the two, and gives off a real 'expeditionary' vibe as you fight to secure your foothold in the area, while trying to keep the supplies from the homeland coming through.
The more you loot and pillage your surroundings though, the stronger the inevitable backlash will be - so you need to keep things in careful balance. Neither of the two new Lords follow the main Vortex campaign, instead their stories revolve around the fate of a handful of legendary Hunters that you must find (whichever faction you choose to play as). The free content drop that's releasing with this pack give yet more love to the Empire within the Mortal Empires campaign as well, so overall it's a good day to be imperialist Humans.
HIGHLIGHTS:
Sisters Of Avelorn Total War - Image Results
- The Empire finally comes to Lustria in a big way.
- Great new narrative campaigns separate from the main Vortex campaign.
- Excellent new mechanics & units.
IS IT WORTH IT?
While the new Lizardmen Legendary Lord's campaign isn't quite as inventive as his human counter-part, the Empire's campaign in the 'New World' is pretty creative and fun, and feels very fresh.
Total War: Warhammer II - The Shadow & The Blade
After a nice series of DLC shoring up every single race in the base game, Creative Assembly decided to go full Dark Side with this Lord Pack. The Shadow & The Blade circles back to the Dark Elves and Skaven, giving the evil pointy-eared bastards and the scheming cruel ratmen a bit more love.
Featuring a Druchii Dreadlord possessed by a Chaos Daemon and the Council of Thirteen's greatest assassin rat, this Lord Pack adds Malus Darkblade and Deathmaster Snikch to the pool of Legendary Lords. Both races pack one new normal Lord and Hero, in addition to three new units and their Regiment of Renown variations, for a total of 18 new unit options. Unlike previous DLC, these additions tend to be very broad in utility, ranging from sneaky front-line units to airburst mortar shells that cover the battlefield in poison.
The unique campaigns, however, is where this DLC shines. The Dark Elf Darkblade's personal tale of internal strife comes out as a powerful possession mechanic that turns him into a nigh unstoppable presence in the battlefield, forcing the player to balance demonic possession and self-control to offset battle and campaign penalties and boons. Add to that a unique start that includes *both* the fortified province capital of Hag Graef and an expedition literally on the other side of the map, and you got the seeds of a very interesting playthrough.
Meanwhile, the Skaven tale is a bit more focused on the campaign side, as the Deathmaster is a powerful yet unimpressive presence in the battlefield. While he is capable of cutting an enemy's armour in half with his attacks, Snikch's penchant for sneaky-stuff is what makes him very clever-smart in the campaign-map, yes-yes. The Clan Eshin agent uses all his considerable skills to perform instant acts of subterfuge across the map with 100% chance of success, and those continuous assassinations, sabotages, and thefts raise Clan Eshin's reputation among other Skaven and lead to the four Greater Clans to start offering you contracts. In a way, Deathmaster Snikch plays like a more archetypal Skaven than most other Skaven lords, and his focus on furry-ninja endeavours can make for a very cunning campaign experience.
HIGHLIGHTS:
- Malus has an interesting balancing act that can be kicked into over-drive, allow you to wreck on tactical battles.
- Some initial experimenting with variable starting set-ups.
- The Skaven Legendary Lord has some very interesting campaign mechanics and applications.
- Another infusion of excellent new units and regiments of renown.
IS IT WORTH IT?
As always, the worth is largely tied to your particular penchant for the spotlight races. However, I must add that even though I don't like Skaven nor Druchii, I did enjoy the campaigns much more than expected. So it's an easier 'yes' than other similar packs.
Total War: Warhammer II - The Warden & The Paunch
The most recent Lords pack introduces a new faction each for both the High Elves and the Greenskins. Eltharion 'The Warden' is charged with guarding the East Coast of Ulthuan from the Greenskin hordes, especially one Grom 'The Paunch' who managed to accidentally sack the area once before. This new pack sets up a grudge-match for the ages, culminating in a climatic battle between the two.
Each faction comes with their own unique mechanics to fill out the lion's share of the campaign, as well as a host of new units to play around with as well. These two new narrative driven campaign threads largely ignore the Vortex quest, as has been the trend recently.
HIGHLIGHTS:
- A new High Elf and Greenskin faction, with a new Legendary Lord for each.
- Unique faction mechanics for both sides: Eltharion gets to imprison enemy heroes and has a badass fortress to rebuild, while Grom can create various buff-giving food items via his cauldron, and is generally a pretty decent one-man army.
- Fourteen new High Elf Units & Nine new Greenskin Units.
- Read our The Warden & The Paunch review.
IS IT WORTH IT?
Total War Warhammer 2 Sisters Of Avelorn
If you enjoy playing as Greenskins or and/as the High Elves, there's a bunch of excellent new content here for you. As always with DLC expansions like these, your mileage varies depending on where your interests lie. The free update that accompanied this expansion gave some quality of life love to all Greenskin factions, which is something, but these two new factions are also designed to only really want to fight each other. They're bespoke campaign mechanics don't interact with the rest of the Vortex campaign, for example, and their integration into Mortal Empires is questionable.
What's been your favourite TWW2 DLC to date? What would you like to see them do next? Let us know in the comments!