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Total War Warhammer 3 battle map with fantasy army, monsters, infantry and magic
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Total War Warhammer 3: where to start in Immortal Empires

A 2026 Total War Warhammer 3 guide for choosing a first faction, learning Immortal Empires, avoiding campaign traps and installing only useful mods.

· · Jul 2, 2026 · 6 min read

Total War Warhammer 3 has become a cathedral of content. It is impressive, generous, sometimes wonderful and honestly intimidating. The wrong reflex is trying to understand everything before starting a campaign: every lord, every DLC, every mod, every school of magic. You will never leave the menu.

The better reflex is the opposite: choose a readable faction, play twenty turns seriously, lose a few battles, and only then widen the door. Warhammer 3 is not difficult because of its rules. It is difficult because it gives too many options too early.

Start small in Immortal Empires

Immortal Empires is the huge sandbox map of Total War Warhammer 3. It is also the best mode to play today, provided you do not treat it like an encyclopedia. Your first campaign should teach three things: hold a province, compose a coherent army and choose your wars.

Total War Warhammer 3 fantasy armies fighting on a battle map

Do not try to optimize every building. Look first at your economy, recruitment and immediate enemies. If your first province is stable, you are learning. If you move in three directions at once, you are being carried by the map rather than reading it.

Three good first campaigns

Karl Franz, Empire
A very readable general teacher. Correct infantry, solid ranged units, useful cavalry, clear artillery and accessible magic. You will learn diplomacy, multiple threats and classic battles.

Tyrion, High Elves
Strong for learning ranged power, economy and clean armies. Less chaotic than many Old World positions.

Thorgrim, Dwarfs
A strong choice if you enjoy holding a line. Dwarfs forgive some micro mistakes, but they force you to think about placement, artillery and endurance.

Avoid factions with very special mechanics or explosive starting positions for a first campaign. Skaven, Daemons of Chaos and some DLC factions are fantastic, but better once you already know how to read a battle.

Total War Warhammer 3 monsters, infantry and magic in the middle of a battle

Battle basics: line, fire, flank, magic

The basic recipe still works. Your infantry line fixes the enemy, but it does not win alone. Archers, guns or cannons often do the real damage. Cavalry and fast units punish flanks, not solid centers. A lord or hero holds a dangerous point when the line shakes. One well-timed spell is worth more than ten panic casts.

Magic often separates a clean victory from an expensive mess. Do not cast because the spell looks spectacular. Wait until the enemy is grouped, blocked or already committed. A zone spell launched too early creates noise; the same spell when two regiments are packed against your line can decide the battle.

Mods: start light

The Warhammer 3 Workshop is enormous, but it can ruin the learning process. For a first campaign, keep the list short:

  • Community Bug Fix Mod for known fixes;
  • one interface improvement if it helps you read information;
  • possibly a camera mod to observe battles better.

Keep SFO: Grimhammer, Radious and large lord packs for later. They can be excellent, but they change balance. If you begin with them, you will not know whether you are learning Warhammer 3 or a deeply rewritten version of it.

Total War Warhammer 3 campaign interface and armies on the strategic map

Reading a lost battle

Warhammer 3 can make a defeat look like it came from an overpowered monster or a spell you did not understand. Sometimes that is true, but the causes are often smaller. The line was too stretched. Ranged units lost their angle. Cavalry charged too early and got trapped. The lord chased a secondary target while the center collapsed.

After a failed battle, start with formation. If fast units were too far away, they could not save the flanks. If your shooters were behind a slope or wood, they may have spent the battle searching for line of sight. If magic went into scattered units, it produced noise instead of a swing.

This reading matters more than a tier list. A faction considered strong can collapse when deployed badly. A simpler faction can win cleanly if the plan is coherent: fix, shoot, flank, then pursue only when the enemy line breaks.

When to open DLCs and big overhauls

The right time to install huge mods or buy a new race is not “when you are lost”. It is when you know what you want to change. If you want longer battles, an overhaul can make sense. If you want a more aggressive campaign style, a specialized lord may be a good purchase. If you only want the game to feel less confusing, add interface clarity before adding content.

That discipline avoids the buffet effect. Warhammer 3 can become a game you collect more than you play. One finished campaign with few mods teaches more than ten starts overloaded with novelty and abandoned around turn 25.

DLC: buy for factions, not fear

The commercial trap is obvious: there is always a faction you do not own. Resist it. Buy a DLC because you genuinely want to play its lord or race, not because a tier list calls it central.

For beginners, one complete campaign with content you already own is better than five DLCs launched for ten turns each. Warhammer 3 reveals itself over time: when your economy holds, enemies close in and your main army becomes a real identity.

A simple first-campaign checklist

Before ending turn, ask three questions. Is the starting province secure? Can the main army answer the next enemy stack? Is the economy strong enough to replace losses after one bad battle? If the answer is no, expansion should wait. Warhammer 3 punishes players who mistake map access for campaign control.

In battle, use the same restraint. Keep infantry connected, protect artillery, give missile units a clear line of sight, and do not send cavalry into the center just because it is fast. If a lord, monster or spell wins the fight for you, still ask what would have happened without it. That is how the first campaign teaches the game rather than only carrying you through it.

Practical case: why Karl Franz teaches better than exotic starts

A first campaign with Karl Franz quickly gives the player understandable problems: a province to secure, hostile neighbors, a fragile economy, and armies mixing infantry, ranged units and cavalry. It is not the most original campaign, but it is a good classroom. You see why a line breaks, why artillery needs protection, and why declaring one more war can ruin an already tense front.

Starting with a very exotic faction can be thrilling but misleading. If your economy depends on a special mechanic, if your army ignores normal morale rules, or if your lord compensates for every mistake, you may learn an exception before learning the game. Save those campaigns for the moment when you can already explain why a battle was lost.

Sources and media

This rewrite uses the Steam page for Total War: Warhammer III and the official Total War page. The screenshots above are Steam media tied to steamAppId 1142710.

Verdict

Total War Warhammer 3 does not need more gigantism. It already overflows. The best advice for 2026 is almost anti-spectacular: choose a simple faction, play slowly, understand your defeats, and only then open the door to DLC and mods.

Approached like that, Warhammer 3 stops being an endless menu and becomes what it does best: a factory for absurd, readable battles full of monsters, cannons and decisions that turn on one good moment.

For more Total War, read our Napoleon Total War guide and our Immortal Empires faction tier list.

FAQ

  • Which faction should beginners pick in Total War Warhammer 3?
    Karl Franz and the Empire remain a very readable first campaign if you want a balanced army. Tyrion and the High Elves are also clear starting points.
  • Do I need older Total War Warhammer games?
    Start with Warhammer 3 and Immortal Empires. Older games and DLCs mostly expand the roster of playable factions.
  • Which mods should I install first?
    Start with Community Bug Fix Mod and light interface or camera improvements. Save big overhauls such as SFO or Radious for a later campaign.
Simon Dougnac

Fondateur et rédacteur en chef d'After Strategy. Passionné de jeux vidéo de stratégie depuis plus de 15 ans, spécialisé dans les Grand Strategy (Paradox), les 4X et les RTS. Plus de 3000 heures cumulées sur les titres Paradox, Civilization et Total War.