<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Warcore — After Strategy</title><description>Articles tagged &quot;Warcore&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Total War: Warhammer 40,000 — Mid-2026 Update (Warcore, Factions, Release Window)</title><link>https://after-strategy.com/en/total-war-warhammer-40000-mid-2026-update-warcore-factions/</link><guid isPermaLink="true">https://after-strategy.com/en/total-war-warhammer-40000-mid-2026-update-warcore-factions/</guid><description>Five months after the Game Awards 2025 announcement, here&apos;s the mid-2026 status on Total War: Warhammer 40,000: Warcore engine, likely factions, release window.</description><pubDate>Sat, 09 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;As of May 9, 2026, five months after the official reveal of &lt;strong&gt;Total War: Warhammer 40,000&lt;/strong&gt; at The Game Awards 2025, the project has moved out of rumor territory and into a mid-development preview phase. Creative Assembly has set the foundations — engine, tone, key art, narration — and the community is starting to form sharper hypotheses about what this first 40K Total War will actually look like. Here’s the full status: what’s confirmed, what’s still uncertain, and what really changes compared to the Warhammer Fantasy trilogy.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;At a glance:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Official announcement&lt;/strong&gt;: The Game Awards 2025, trailer narrated by &lt;strong&gt;David Harbour&lt;/strong&gt;, key art by &lt;strong&gt;Paul Dainton&lt;/strong&gt; (legendary Games Workshop artist)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Warcore engine&lt;/strong&gt;: brand-new proprietary engine, &lt;strong&gt;distinct&lt;/strong&gt; from the Total War: Warhammer 3 engine — this is CA’s biggest technical pivot in years&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Likely factions&lt;/strong&gt;: Space Marines visually present, plus 3–5 expected canon factions (Orks, Tyranids, Chaos, Necrons, Eldar) — no official roster published&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Release window&lt;/strong&gt;: not dated — new engine = long development, analysts bet on &lt;strong&gt;late 2026 to 2028&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cross-platform&lt;/strong&gt;: the Total War series is coming to &lt;strong&gt;Xbox and PlayStation&lt;/strong&gt;, which makes a console day-one launch credible&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1.webp&quot; alt=&quot;Total War: WARHAMMER 40,000 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1-480w.webp 480w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1-800w.webp 800w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-tga-2025-reveal-what-was-officially-confirmed&quot;&gt;The TGA 2025 reveal: what was officially confirmed&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-warcore-engine-why-a-new-engine&quot;&gt;The Warcore engine: why a new engine?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-likely-factions-space-marines-orks-tyranids-and-the-rest&quot;&gt;Likely factions: Space Marines, Orks, Tyranids… and the rest?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-release-window-what-ca-and-analysts-are-saying&quot;&gt;Release window: what CA and analysts are saying&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-cross-platform-total-war-on-xbox-playstation-a-series-first&quot;&gt;Cross-platform: Total War on Xbox/PlayStation (a series first)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-total-war-warhammer-40k-vs-wh3-what-changes&quot;&gt;Total War: Warhammer 40K vs WH3: what changes?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-going-further&quot;&gt;Going further&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;the-tga-2025-reveal-what-was-officially-confirmed&quot;&gt;The TGA 2025 reveal: what was officially confirmed&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2.webp&quot; alt=&quot;Total War: WARHAMMER 40,000 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2-480w.webp 480w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2-800w.webp 800w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;On December 11, 2025, on the stage of &lt;strong&gt;The Game Awards&lt;/strong&gt;, Creative Assembly ended more than three years of rumors by officially announcing &lt;strong&gt;Total War: Warhammer 40,000&lt;/strong&gt;. The reveal came as a polished &lt;strong&gt;cinematic trailer&lt;/strong&gt;, with no gameplay, but loaded with strong production signals.&lt;/p&gt;
&lt;p&gt;Three things from that reveal deserve a closer look:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;1. Narration by David Harbour.&lt;/strong&gt; The trailer is carried by the voice of the American actor (Stranger Things, Hellboy 2019, Black Widow), an Emmy nominee. That’s not trivial: Creative Assembly and SEGA have never invested at this voice-casting tier on a Total War trailer before. Choosing a mainstream English-language actor signals &lt;strong&gt;global marketing ambition&lt;/strong&gt;, not a niche product targeting hardcore lore fans only.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2. Key art by Paul Dainton.&lt;/strong&gt; For those who don’t know the name: Paul Dainton is one of the &lt;strong&gt;most iconic Games Workshop illustrators&lt;/strong&gt;, behind dozens of codex covers and 40K product art over many years. Trusting Dainton with the key art rather than an in-house CA artist is a direct signal to Warhammer fans: &lt;strong&gt;the project is being treated with respect for the visual canon&lt;/strong&gt; that GW has built.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3. The Warcore engine.&lt;/strong&gt; This is probably the biggest technical reveal: Creative Assembly has confirmed that the game runs on a &lt;strong&gt;brand-new proprietary engine&lt;/strong&gt; called &lt;strong&gt;Warcore&lt;/strong&gt;, and &lt;strong&gt;not on an updated version of the Total War: Warhammer 3 engine&lt;/strong&gt;. We dig into this in the next section, but it’s the point that changes everything.&lt;/p&gt;
&lt;p&gt;What was &lt;strong&gt;not&lt;/strong&gt; confirmed at TGA 2025: no specific named faction, no gameplay mechanic, no date, no specific platform. CA produced a brand teaser, not a product preview.&lt;/p&gt;
&lt;h3 id=&quot;the-warcore-engine-why-a-new-engine&quot;&gt;The Warcore engine: why a new engine?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3.webp&quot; alt=&quot;Total War: WARHAMMER 40,000 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3-480w.webp 480w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3-800w.webp 800w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;This is the most structurally important element of the announcement, and the one with the most concrete consequences for what comes next.&lt;/p&gt;
&lt;p&gt;Creative Assembly has been iterating on the &lt;strong&gt;Warscape engine&lt;/strong&gt; (introduced with Empire: Total War in 2009) for over 15 years, generation after generation. The Warhammer Fantasy trilogy (2016, 2017, 2022) pushed Warscape to its limits: large-scale magic, massive flying creatures, unique hero unit visuals. But the engine was clearly showing its age — performance and AI complaints about the late Warhammer 3 patches are direct evidence of that.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why change now?&lt;/strong&gt; Several likely reasons:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Warhammer 40K = galactic scale.&lt;/strong&gt; The 40K universe isn’t continental, it’s inter-system. The legacy engine was designed for terrestrial campaign maps, not for modeling dozens of worlds spread across a galactic sector.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ranged combat dominance.&lt;/strong&gt; Where the Warhammer trilogy was built around melee and magic, 40K is a universe where &lt;strong&gt;80% of units shoot&lt;/strong&gt;. Bolters, lasguns, gauss flayers, plasma rifles: ballistics is central. Warcore is probably reworked to handle trajectory consistency and large-scale cover AI.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cross-platform.&lt;/strong&gt; If the series is coming to Xbox and PlayStation, the engine has to be designed with console targets from day one — which Warscape never was.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Modern architectures.&lt;/strong&gt; Multi-core, ray tracing, DirectStorage, GPU compute: an engine designed in 2024–2025 starts from a radically different baseline than something iterated since 2009.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Direct implication:&lt;/strong&gt; a brand-new engine is expensive and slow. That’s argument number one behind the long release-window estimates (see below). You don’t ship a Total War on a fully new engine in 18 months.&lt;/p&gt;
&lt;h3 id=&quot;likely-factions-space-marines-orks-tyranids-and-the-rest&quot;&gt;Likely factions: Space Marines, Orks, Tyranids… and the rest?&lt;/h3&gt;
&lt;p&gt;No official roster has been published as of mid-2026. What follows is therefore &lt;strong&gt;reasonable speculation&lt;/strong&gt;, based on visual hints from the trailer, Paul Dainton’s key art, and Creative Assembly’s commercial logic.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Very likely at launch (3 to 5 base factions):&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Space Marines (Adeptus Astartes).&lt;/strong&gt; Visually present in the trailer and key art. The absolute commercial flagship of the 40K franchise. &lt;strong&gt;Near-certain faction&lt;/strong&gt; at launch. The open question is which chapters will be represented (Ultramarines as the generic baseline, more likely Blood Angels and/or Space Wolves for gameplay diversity).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Orks.&lt;/strong&gt; The classic comic-brutal counter to Space Marines. Horde mechanics and victory-driven growth (the “Waaagh!”) fit naturally into the Total War format. &lt;strong&gt;Very likely.&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Tyranids.&lt;/strong&gt; Pure Lovecraftian horde. Asymmetric, terrifying, perfect for embodying the non-Chaos xenos threat. &lt;strong&gt;Likely&lt;/strong&gt; — it’s the most natural pick for a third faction that’s neither Imperium nor Chaos.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Likely (launch or near-launch DLC):&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Chaos Space Marines.&lt;/strong&gt; The corrupted mirror of the Space Marines, with a corruption mechanic that would echo Archaon in Warhammer 3.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Necrons.&lt;/strong&gt; Legendary technological faction, progressive awakening mechanic, very tactical gameplay.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Eldar (Aeldari).&lt;/strong&gt; Extreme mobility, fragility, psykers — an interesting design challenge.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Astra Militarum (Imperial Guard).&lt;/strong&gt; Numerical, artillery-heavy, consistent with the “total war” tone of the franchise.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Let’s stay clear-eyed:&lt;/strong&gt; Creative Assembly has confirmed &lt;strong&gt;zero&lt;/strong&gt; factions by name. All names above are &lt;strong&gt;community probabilities&lt;/strong&gt;, not studio commitments. The trailer showed Space Marine silhouettes and a generic grimdark setting — nothing more.&lt;/p&gt;
&lt;p&gt;The other structural question is the &lt;strong&gt;release model&lt;/strong&gt;: a single standalone game? A trilogy like Warhammer Fantasy? A base game plus several years of DLC? No official communication. Given the cost of a new engine, the most likely bet is &lt;strong&gt;a substantial base game with 4–6 factions, expanded over 4–5 years of DLC&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;release-window-what-ca-and-analysts-are-saying&quot;&gt;Release window: what CA and analysts are saying&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Officially: no date.&lt;/strong&gt; Creative Assembly gave no window, not even an approximate one, at the TGA 2025 reveal. And the studio probably won’t anytime soon.&lt;/p&gt;
&lt;p&gt;Here’s what we can &lt;strong&gt;reasonably&lt;/strong&gt; estimate from the known elements:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Not before late 2026.&lt;/strong&gt; Warcore is brand new, the announcement is barely 5 months old, and there’s no public gameplay yet. A pre-late-2026 release is technically possible but commercially implausible.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2027 = credible median estimate.&lt;/strong&gt; That’s the window most strategy analysts are pointing to. Far enough out for Warcore to stabilize, close enough that the TGA 2025 announcement effect doesn’t evaporate.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2028 = realistic conservative scenario.&lt;/strong&gt; If you factor in Creative Assembly’s classic delays on big projects (Warhammer 3 slipped, Pharaoh was reworked), 2028 is the “no surprises” horizon.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;What pushes toward a long development:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Brand-new engine (see previous section)&lt;/li&gt;
&lt;li&gt;Sensitive IP — Games Workshop won’t tolerate a rushed product on 40K&lt;/li&gt;
&lt;li&gt;Cross-platform validation on consoles&lt;/li&gt;
&lt;li&gt;CA’s classic 12–18 months of marketing teasing before launch&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;What could accelerate:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;SEGA pushing for regular releases (shareholder pressure)&lt;/li&gt;
&lt;li&gt;Creative Assembly probably started Warcore well before 2024 — the TGA 2025 reveal doesn’t mark the start of development, just its &lt;strong&gt;public unveil&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;What to watch: &lt;strong&gt;SEGA’s summer 2026 conference&lt;/strong&gt; (likely Gamescom) and &lt;strong&gt;TGA 2026&lt;/strong&gt; in December, where we expect a first gameplay reveal with at least one officially named faction.&lt;/p&gt;
&lt;h3 id=&quot;cross-platform-total-war-on-xboxplaystation-a-series-first&quot;&gt;Cross-platform: Total War on Xbox/PlayStation (a series first)&lt;/h3&gt;
&lt;p&gt;This is a less-discussed but structurally important signal: the Total War series is coming to &lt;strong&gt;Xbox and PlayStation&lt;/strong&gt;. The information comes from editorial coverage around the TGA 2025 reveal (TweakTown notably) and isn’t yet a product-specific confirmation for Warhammer 40K, but it changes the nature of the project.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why this is new:&lt;/strong&gt; Total War is a PC-native franchise, optimized for mouse and keyboard, with complex UIs (empire management, battle orders, micro-management). No Total War has ever launched day one on a modern console. Aside from Total War Battles (mobile) and a few exotic ports, the series is fundamentally PC.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s doable now:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Current consoles (PS5, Xbox Series X) have the raw power required&lt;/li&gt;
&lt;li&gt;Modern Xbox/PS5 controllers have enough buttons and modifiers to map a Total War UI — given heavy UX work&lt;/li&gt;
&lt;li&gt;The Warcore engine is built for multi-platform from the start&lt;/li&gt;
&lt;li&gt;The console RTS market has solidified (Halo Wars 2, Age of Empires on Xbox, Iron Harvest)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;The UX challenge:&lt;/strong&gt; the real question isn’t raw performance, it’s &lt;strong&gt;translating&lt;/strong&gt; Total War complexity to a controller without betraying it. If CA pulls it off, it’s a major commercial play — the 40K console market is massive (Space Marine 2 demonstrated this). If CA fails, it could even hurt the PC experience (UI degraded by cross-platform constraints).&lt;/p&gt;
&lt;p&gt;As of mid-2026, &lt;strong&gt;nothing is confirmed for Warhammer 40K specifically&lt;/strong&gt;. But SEGA’s strategic trajectory clearly points to a multi-platform launch.&lt;/p&gt;
&lt;h3 id=&quot;total-war-warhammer-40k-vs-wh3-what-changes&quot;&gt;Total War: Warhammer 40K vs WH3: what changes?&lt;/h3&gt;
&lt;p&gt;Assuming the Warcore engine is purpose-built for 40K (and not just a Warscape repackaging), here’s what should fundamentally change compared to Warhammer 3:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;

















































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Aspect&lt;/th&gt;&lt;th&gt;Warhammer 3 (reference)&lt;/th&gt;&lt;th&gt;Warhammer 40K (anticipated)&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Engine&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Warscape (2009 lineage)&lt;/td&gt;&lt;td&gt;Warcore (new, 2024–2025)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Strategic map&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Continental, medieval fantasy&lt;/td&gt;&lt;td&gt;Inter-system, galactic sectors&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Dominant combat&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Melee + magic (Winds of Magic)&lt;/td&gt;&lt;td&gt;Long-range fire + psykers&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Unit scale&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Human/elf/dwarf regiments&lt;/td&gt;&lt;td&gt;Space Marine squads, Ork hordes, Tyranid swarms&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Magic / supernatural&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Winds of Magic, channeled spells&lt;/td&gt;&lt;td&gt;Psyker powers, Warp, Necron tech&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Sieges&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Medieval castles&lt;/td&gt;&lt;td&gt;Hive cities, ruined industrial worlds&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Economy&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Gold + province growth&lt;/td&gt;&lt;td&gt;Imperium credits? Sector resources? (TBC)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Platforms&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;PC only&lt;/td&gt;&lt;td&gt;PC + Xbox + PlayStation (likely)&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;The &lt;strong&gt;real design challenge&lt;/strong&gt; for Creative Assembly is managing the melee → ranged transition. Modern Total Wars are built around the &lt;strong&gt;clash of lines&lt;/strong&gt;, the moment two infantry blocks crash into each other. In 40K, that moment is statistically rarer: most engagements resolve at range, with cover, suppression, and a few elite melee units (Space Marines, Tyranids in close combat) standing as exceptions.&lt;/p&gt;
&lt;p&gt;If CA simply replicates the fantasy dynamic with a sci-fi reskin, the game will &lt;strong&gt;feel flat&lt;/strong&gt; to 40K fans. If they reinvent too much, they lose the Total War core audience. It’s a fine balance — and that’s probably why the studio took the time to build a dedicated engine rather than adapt Warscape.&lt;/p&gt;
&lt;h3 id=&quot;going-further&quot;&gt;Going further&lt;/h3&gt;
&lt;p&gt;To dig deeper into the Total War ecosystem and the WH40K expectations, here are our reference articles:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-complete-guide-factions-mods-2026/&quot;&gt;Total War: Warhammer 3 — full overview and fantasy RTS guide&lt;/a&gt; (Total War hub cornerstone)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-factions-tier-list-immortal-empires-2026/&quot;&gt;Total War: Warhammer 3 factions tier list (Immortal Empires 2026)&lt;/a&gt; — to understand how CA balances massive rosters&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/fr/total-war-warhammer-40k-tout-ce-quon-sait-du-rts-ultra-sombre/&quot;&gt;Total War: Warhammer 40K — everything we know about the ultra-grim RTS&lt;/a&gt; — pre-announcement analysis, useful to compare with what we know now&lt;/li&gt;
&lt;li&gt;Creative Assembly announces Total War: Warhammer 40,000 — the raw announcement-day news&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/fr/total-war-25-ans-dhistoire-dun-projet-fou-a-medieval-3-et-au-dela/&quot;&gt;Total War: 25 years of history, from a crazy project to Medieval 3 and beyond&lt;/a&gt; — to frame CA’s overall roadmap&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;One thing to remember at mid-2026: &lt;strong&gt;Warhammer 40K is no longer a rumor&lt;/strong&gt;, but the project is still far from release. The technical bet on the Warcore engine and the cross-platform opening make it potentially &lt;strong&gt;the most ambitious Total War ever launched&lt;/strong&gt;, but also the riskiest. Next expected milestones: summer 2026 (first gameplay) and TGA 2026 (officially named faction). We’ll come back to this each step of the way.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/4199910/Total_War_WARHAMMER_40000/&quot;&gt;Official Steam page for Total War: WARHAMMER 40,000&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://warhammer40000.totalwar.com/&quot;&gt;Official Total War: WARHAMMER 40,000 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>Total War: Medieval III — What Is Confirmed, and What Remains to Be Invented</title><link>https://after-strategy.com/en/total-war-medieval-3-whats-confirmed-what-remains-to-invent/</link><guid isPermaLink="true">https://after-strategy.com/en/total-war-medieval-3-whats-confirmed-what-remains-to-invent/</guid><description>Medieval III is already playable internally, but still in pre-production. Sieges, formations, population and the Warcore engine: the confirmed facts, and what remains to be invented.</description><pubDate>Wed, 25 Mar 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;total-war-medieval-iii-what-is-confirmed-and-what-remains-to-be-invented&quot;&gt;&lt;a href=&quot;/en/jeux/total-war-medieval-3/&quot;&gt;Total War: Medieval III&lt;/a&gt;: What Is Confirmed, and What Remains to Be Invented&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-medieval-3-annonce-plus-du-warhammer-et-un-mystere-a-venir/screenshot-1.webp&quot; alt=&quot;Total War: MEDIEVAL III — official logo presented by Creative Assembly&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-medieval-3-annonce-plus-du-warhammer-et-un-mystere-a-venir/screenshot-1-480w.webp 480w, /images/articles/total-war-medieval-3-annonce-plus-du-warhammer-et-un-mystere-a-venir/screenshot-1-800w.webp 800w, /images/articles/total-war-medieval-3-annonce-plus-du-warhammer-et-un-mystere-a-venir/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;In pre-production&lt;/strong&gt;, but with playable builds already.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Three systems under test&lt;/strong&gt;: siege warfare, formations and population.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Warcore&lt;/strong&gt;, the new engine also carrying the Warhammer 40,000 project.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A release still “a few years” away&lt;/strong&gt;, per Creative Assembly.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An early announcement&lt;/strong&gt; compared to a hypothetical Half-Life 3.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Total War: Medieval III exists. That is already more than during the long years when each series anniversary revived the same rumors. But the game is not close to release either. Creative Assembly is still developing it in pre-production and warns that we will have to wait “a few years”.&lt;/p&gt;
&lt;p&gt;Between these two truths, waiting easily manufactures an imaginary game: a gigantic map, all the crusades, dynastic diplomacy and perfect sieges. The studio has confirmed almost none of this. It has nevertheless revealed three systems precise enough to understand where the project stands.&lt;/p&gt;
&lt;h3 id=&quot;a-game-in-pre-production-but-already-playable&quot;&gt;A game in pre-production, but already playable&lt;/h3&gt;
&lt;p&gt;Creative Assembly admits it poorly explained the word “pre-production”. In its &lt;a href=&quot;https://community.creative-assembly.com/total-war/total-war/blogs/92-total-war-thank-you-for-your-support-in-2025&quot;&gt;year-end letter on the Total War projects&lt;/a&gt;, the studio specifies that Medieval III is not just concepts on paper. Playable builds already exist.&lt;/p&gt;
&lt;p&gt;This phase serves to lock in the vision, select the core mechanics and verify that they work together before the full ramp-up of production staff. The new Warcore engine would make it possible to test playable versions earlier than on the studio’s previous projects.&lt;/p&gt;
&lt;p&gt;This nuance avoids two opposite mistakes. Medieval III is not a simple commercial intention. Nor is it an almost-finished game missing only a gameplay trailer.&lt;/p&gt;
&lt;h3 id=&quot;three-systems-are-really-being-tested&quot;&gt;Three systems are really being tested&lt;/h3&gt;
&lt;p&gt;The studio explicitly cites &lt;strong&gt;sieges&lt;/strong&gt;, &lt;strong&gt;formations&lt;/strong&gt; and &lt;strong&gt;population&lt;/strong&gt;. The first two were expected: impossible to build a medieval Total War without organized armies or fortified cities. The third is more revealing.&lt;/p&gt;
&lt;p&gt;A population system can connect several layers long separated in the series.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Army recruitment.&lt;/li&gt;
&lt;li&gt;The growth and taxation of a province.&lt;/li&gt;
&lt;li&gt;Human losses after a war.&lt;/li&gt;
&lt;li&gt;The availability of specialized soldiers.&lt;/li&gt;
&lt;li&gt;A city’s ability to recover from a siege.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Creative Assembly has not yet explained how these interactions will work. It would therefore be premature to claim that Medieval III will simulate social classes, migrations or feudal levies. But the simple fact that population is part of the core prototypes indicates a different ambition than a traditional growth counter.&lt;/p&gt;
&lt;p&gt;For a historical Total War, this is the most interesting signal at this stage. More beautiful battles were inevitable; what matters is whether military losses change the campaign for good.&lt;/p&gt;
&lt;h3 id=&quot;sieges-must-solve-a-twenty-year-old-problem&quot;&gt;Sieges must solve a twenty-year-old problem&lt;/h3&gt;
&lt;p&gt;Medieval II remains appreciated for the atmosphere and scale of its fortresses, but its AI and its unit movement through the streets have aged badly. More recent entries have alternated between spectacular maps, artificial capture points and sometimes fragile behaviors.&lt;/p&gt;
&lt;p&gt;The word “sieges” in a list of prototypes is obviously not a solution. It only shows that Creative Assembly is testing this pillar before the massive production of maps. It is the right stage to decide how walls, gates, towers, districts and reinforcements should interact.&lt;/p&gt;
&lt;p&gt;What matters is not the number of castles in a trailer, but whether units understand these spaces without turning every assault into a bottleneck.&lt;/p&gt;
&lt;h3 id=&quot;warcore-carries-several-projects-not-a-calendar&quot;&gt;Warcore carries several projects, not a calendar&lt;/h3&gt;
&lt;p&gt;Medieval III is part of a new technical generation alongside Total War: Warhammer 40,000. Creative Assembly presents Warcore as an engine built on the foundations of its previous technology, capable of supporting new games on PC and consoles.&lt;/p&gt;
&lt;p&gt;This does not make it possible to deduce which production will come out first. The old article mentioned a “mysterious third project” and imagined a Viking spin-off, a tactical game or an original universe. This mystery no longer exists: the three projects highlighted for the 25th anniversary were Medieval III, Warhammer 40,000 and &lt;strong&gt;Lords of the End Times&lt;/strong&gt; for Total War: Warhammer III.&lt;/p&gt;
&lt;p&gt;The roadmap is therefore more readable, but no closer. Several teams are working on projects at different stages, and Creative Assembly still refuses to give a release window for Medieval III.&lt;/p&gt;
&lt;h3 id=&quot;an-early-announcement-fully-embraced&quot;&gt;An early announcement, fully embraced&lt;/h3&gt;
&lt;p&gt;The studio compares the level of expectation to that of a hypothetical Half-Life 3. The formula is amusing, but it describes a real risk: the longer a game is demanded, the more each player attributes their own memories and their own requirements to it.&lt;/p&gt;
&lt;p&gt;Creative Assembly has chosen to show the development earlier, with streams and regular blog posts. A presentation of the Iberian Peninsula on the campaign map has already served to open the discussion with the community. The stated goal is to gather feedback while the systems are still modifiable.&lt;/p&gt;
&lt;p&gt;This transparency can avoid another classic problem: revealing a Total War six months before its release, when structural criticism arrives too late to be addressed. It also exposes the studio to years of comments on incomplete prototypes.&lt;/p&gt;
&lt;p&gt;This &lt;a href=&quot;/en/jeux/total-war-medieval-3/&quot;&gt;25-year Total War retrospective&lt;/a&gt; places the announcement in the evolution of the historical series.&lt;/p&gt;
&lt;h3 id=&quot;what-to-wait-for-and-nothing-more&quot;&gt;What to wait for, and nothing more&lt;/h3&gt;
&lt;p&gt;To this day, the facts fit in a few lines: Medieval III is in development, playable versions exist, the siege, formation and population systems are being tested, and the release remains distant.&lt;/p&gt;
&lt;p&gt;That is enough to be curious, not to draw up a list of factions or advise preparing a pre-order. The game’s potential will not be measured by its fidelity to Medieval II memories; it will depend on how its three confirmed systems talk to each other.&lt;/p&gt;
&lt;p&gt;If population gives wars a lasting cost, if formations remain readable at large scale and if sieges finally become reliable, Medieval III could relaunch the historical Total War. The rest still belongs to the game everyone imagines.&lt;/p&gt;
&lt;h2 id=&quot;see-also&quot;&gt;See also&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/total-war-medieval-3/&quot;&gt;Total War: Medieval III game hub&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-40000-everything-we-know-ultra-dark-rts/&quot;&gt;Everything we know about the ultra-dark Warhammer 40,000 RTS&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-40000-mid-2026-update-warcore-factions/&quot;&gt;Mid-2026 update: Warcore engine and faction plans&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-lords-of-the-end-times-four-lords-launch-guide-2026/&quot;&gt;Lords of the End Times: which lord pack to buy at launch?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/categorie/grand-strategy/&quot;&gt;All grand strategy games&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/categorie/rts/&quot;&gt;All RTS games&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-25th-anniversary-quiz-10-tricky-questions/&quot;&gt;Total War 25th anniversary quiz: 10 tricky questions&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-at-25-from-shogun-to-medieval-3-and-beyond/&quot;&gt;Over 25 years of Total War: from Shogun to Medieval III and beyond&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-shogun-history-creative-assembly-abandoned-monkey-rpg/&quot;&gt;Total War: Shogun’s story, how an abandoned monkey RPG led to a landmark series&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://community.creative-assembly.com/total-war/total-war/blogs/92-total-war-thank-you-for-your-support-in-2025&quot;&gt;Creative Assembly — Total War: Thank You For Your Support in 2025&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://community.creative-assembly.com/total-war/total-war/blogs/91-title-total-war-25th-anniversary-showcase&quot;&gt;Creative Assembly — Total War 25th Anniversary Showcase&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category><category>rts</category></item></channel></rss>