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1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsFor most players, the strongest all-round Immortal Empires campaigns are Skaven, High Elves, Warriors of Chaos, Dwarfs and Grand Cathay. That is an editorial ranking of broad race-level campaigns, not a measured win-rate list: individual Legendary Lords can have very different starts, tools and difficulty. It is aimed at a standard campaign experience, weighing early survival, roster flexibility, economy and mechanics, and late-game growth. Ease for a new player and raw campaign strength are not the same thing.
How to read this ranking
“Faction” can mean a race or one specific Legendary Lord-led campaign. This list ranks races as broad campaign choices, so it cannot tell you that every Lord in a race performs alike. Treat the positions as recommendations, not a published performance statistic: no attributable faction win-rate or comparable official ranking is established here.
The ranking is current to October 8, 2026. Creative Assembly’s Update 7.0.0 includes campaign AI and battle-balance changes, and the September 2026 Lords of the End Times announcement adds Boris Todbringer, Thanquol, the Glottkin and Nagash while describing a change to Immortal Empires access. Those changes are reasons to revisit an editorial order after major updates, not evidence of a measured change in faction strength. The available information does not establish comparative post-update results.
For each race, the considerations are how well its campaign can turn its economy and mechanics into lasting map control, how difficult its opening is, whether its roster has answers to different battlefield problems, and how rewarding it becomes as the campaign develops. Within a tier, the order is a broad preference rather than a claim that the first entry always wins.
#1 Best Overall
- From the icy peaks of Naggaroth to the arid reaches of the Southlands, each race struggles for dominion. As their conquests grow, the land turns crimson, and rivers run red with the blood of the slain!
- Blood for The Blood God brings a number of gory, mature-rated effects to Total War: WARHAMMER II
All playable race-level campaigns, ranked
| Rank | Race | Why it lands here |
|---|---|---|
| 1 | Skaven | Exceptional campaign flexibility and a deep roster make them strong across many situations. Their specialist tools and faction mechanics reward planning, though the campaign can involve more system management than a newcomer may want. |
| 2 | High Elves | A versatile, dependable campaign choice with a broad toolkit. They are an especially strong all-round recommendation when you want to adapt your army and strategy rather than rely on one narrow approach. |
| 3 | Warriors of Chaos | They scale into a powerful conquest campaign, with distinctive mechanics and formidable late-game potential. Their position reflects that payoff; the experience is not equally straightforward across every Lord or start. |
| 4 | Dwarfs | A durable, reliable roster gives them a clear route through battles and a strong foundation for a long campaign. Their style is less about speed and more about holding ground and building momentum. |
| 5 | Grand Cathay | A balanced campaign and a roster with useful complementary strengths make Cathay a strong generalist pick. Its mechanics add an additional strategic layer rather than making the faction a simple beginner mode. |
| 6 | Greenskins | They offer an aggressive, rewarding route to expansion and have the tools to make a large campaign feel dynamic. Their appeal is greatest if you want to press the advantage rather than play cautiously. |
| 7 | Wood Elves | A distinctive campaign and effective specialized forces can make them extremely rewarding. Their approach is less conventional than a straightforward territorial empire, which may take adjustment. |
| 8 | Dark Elves | They combine a strong combat identity with campaign systems that can support substantial growth. Their strategic overhead and Lord-to-Lord variation keep them below the very easiest all-round picks. |
| 9 | Lizardmen | Strong battlefield presence and a memorable roster make them satisfying in combat. Their campaign experience is less uniformly smooth than the races above, so the specific Lord matters. |
| 10 | Empire | A flexible, familiar style and varied army options make the Empire an appealing choice. Its campaign can ask the player to manage a challenging political and military situation rather than simply snowball unopposed. |
| 11 | Vampire Counts | Distinctive campaign tools and a powerful thematic identity create a high-payoff experience. Their unusual approach to armies and battles is not as intuitive for every player as conventional combined-arms rosters. |
| 12 | Chaos Dwarfs | A compelling mix of strategic systems and military tools gives the campaign considerable depth. That depth is also a source of friction, making them less suited to someone who wants an uncomplicated first run. |
| 13 | Beastmen | Their distinctive campaign can feel liberating and powerful once its systems click. It differs substantially from a standard empire-building experience, so it is a more specific taste than an all-purpose recommendation. |
| 14 | Bretonnia | A clear cavalry-led identity gives the campaign a strong character. That specialization can be rewarding, but it is less flexible than the best generalist rosters in this ranking. |
| 15 | Tomb Kings | Their campaign has a distinctive development curve and a strong identity. Players who enjoy gradual expansion and faction-specific constraints may find them more appealing than this position suggests. |
| 16 | Vampire Coast | A flavorful, unusual campaign and roster set them apart. Their distinctive approach is enjoyable for the right player, but less direct as a first recommendation than more adaptable factions. |
| 17 | Kislev | The campaign has a strong identity and can provide a demanding challenge. Its difficulty and pressure make it a more appealing pick for players looking for resistance than for an easy introduction. |
| 18 | Khorne | A focused, aggressive style suits players who want to keep moving and fighting. That commitment to a particular approach limits its versatility compared with the highest-ranked races. |
| 19 | Tzeentch | Its distinctive mechanics offer strategic options that set it apart. The additional complexity and more specialized feel make it a less immediate recommendation for players seeking a straightforward campaign. |
| 20 | Slaanesh | A distinctive campaign and combat identity reward players who enjoy a specialized style. It is less of a universal pick than a faction with a more forgiving start and broader toolkit. |
| 21 | Daemons of Chaos | The faction’s unusual customization and campaign identity can be a major draw. Its different feel is also less focused than the top all-round choices, so its appeal depends heavily on what you want from a campaign. |
| 22 | Nurgle | A specific, deliberate style gives the campaign a strong personality, but it is a narrower recommendation than the more flexible races. Players choosing it should want that distinctive pace and approach. |
| 23 | Norsca | Norsca has a clear thematic identity, but this ranking favors broad flexibility, a forgiving opening and strong long-term campaign payoff. It is a more niche recommendation under those criteria. |
| 24 | Ogre Kingdoms | Their distinct style can be appealing, but they rank lower here as an all-round campaign recommendation. Their current access and content status should be checked in the relevant store listing rather than inferred from older FAQ material. |
Best picks by the campaign you want
For a first campaign
Start with High Elves, Dwarfs or Grand Cathay if you want an adaptable campaign without beginning with one of the most specialized play styles. This is a recommendation about approachability, not a declaration that they are objectively easiest in every Lord’s hands. Check the selected Lord’s start before committing: geography and nearby threats can change the opening substantially.
For a strong late-game conquest
Skaven and Warriors of Chaos are the strongest recommendations in this list if your main goal is to build toward broad map control. Their campaign strengths come with different kinds of management and different openings, so choose based on whether you prefer a toolbox-heavy campaign or a more direct conquest arc.
Rank #2
- Empire Total War Complete Edition
For a distinctive or demanding run
Try Wood Elves, Beastmen, Tomb Kings, Vampire Coast, Kislev or one of the monogod races if a less conventional campaign is part of the appeal. These choices make more sense as deliberate style picks than as universal “best faction” answers.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What you need to play a faction in Immortal Empires
Access depends on what you own. SEGA’s Total War: Warhammer III – Immortal Empires DLC Ownership Guide, updated June 18, 2026, explains how ownership of earlier games and associated DLC unlocks their included races and Lords. It gives Imrik as an example: he can be unlocked through WARHAMMER II or The Warden and the Paunch. Check the guide for the specific Lord you want rather than assuming every entry in a race list is included with the base game.
Rank #3
- Warhammer 40,000
SEGA’s series portal recommends starting with Total War: WARHAMMER III and explains that owning earlier games or DLC makes their included races playable in the third game. Content bundles and access terms can change: the September 2026 Lords of the End Times announcement describes a change associated with buying the pack or an individual character, so confirm the current terms for your platform and region before purchasing. An older SEGA FAQ identifies Ogre Kingdoms as an early-adopter bonus, but does not establish its present availability or price.
Quick Recap
Best Value
Rank #4
- Tabletop game
- Easy to use
- Premium quality
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