

But the Orcs have to get there through a single tight mountain dale, Blackfire Pass, somewhere that is guarded closely by both the Empire and the Dwarfs. The Empire looks like easier pickings when you look at the wider map: huge open provinces divided between squabbling Elector Counts and the occasional vampire, with no real central authority at the start of the game.

Though they’re slowly losing ground, they’re heavilyarmed and fighting every inch of the way. After all, the Dwarfs walled themselves up in those mountains millennia ago, like stunted survivalists except without the hoard of canned food. So the Greenskins pretty much have to attack the Dwarfs or the Humans, and neither of those wars are easy to win. (None of which are included in this game – yet.) Southeast is the land of Nagash, greatest Necromancer of all time. Crawling under the northwestern lands are the Skaven. South are the undead Egyptian deserts of Khemri west is the sea, and beyond it a continent of hardy Lizardmen east lie the ruined lands of the twisted Chaos Dwarfs with their deadly war machines. Notably, there’s not much of a way out for the Orc and Goblin tribes from this desolate wasteland. The Badlands looks a very Orcy place as we zip over it, a bone-strewn desert festooned with brutal buildings, extremely unfriendly flora and the heavy-jawed skull icon of the Orcs nailed on any crag that can hold it. The Greenskins start their campaign in the isolated Badlands, the area south of the human Empire, and to the southwest of the main Dwarfen kingdoms, ensconced in the World’s Edge mountains. I’m given a fifteen-minute tour of the Greenskins campaign.

The team have given themselves five months to get the game finished – whether or not they succeed, we’ll find out in the spring. “Even months and months ago, all the functions were working, so we’ve really been able to polish it from an early stage,” says project lead Ian Roxburgh. It means that the game is up and running, and feature and content complete, but still needs lots of work – and any of those elements could still be changed or dropped. But for Creative Assembly, that term means something slightly different from other studios. At the time of writing, Total War: Warhammer has entered alpha. This time I’m at The Creative Assembly’s top secret headquarters (it’s the giant building opposite the church steeple), to see Total Warhammer’s campaign mode and to talk to the team about how they build a faction.įirst off, Al Bickham, the avuncular voice of Creative and one-time writer for this magazine, talks me through the campaign map. In the grim darkness of far Horsham, there is only Warhammer. The Creative Assembly talks about Orcs, the campaign map and the art of making a faction
