Horde




 * Not to be confused with Rogue Armies or Black Arks, which are similar.

Horde factions do not occupy settlements on the campaign map. Instead, each horde army of a horde faction acts as a mobile settlement. As they do not have permanent settlements, they do not suffer from Public Order.

In battle mode, horde factions are no different to normal factions.

How they work
Hordes don't occupy settlements on the campaign map. Instead they have their armies enter encamped stance to quickly create buildings before moving on.

Horde armies have a maximum of 10 building slots when fully upgraded.

As horde factions cannot take over a settlement, they will always sack, loot, or raze it after conquering. This also means horde armies cannot garrison a settlement.

Horde faction buildings often don't generate much income, so horde factions rely on the money they get from winning battles and sacking/razing enemy settlements to get money.

Because hordes do not occupy settlements, they are not affected by climate or regional occupation. However, they can still face attrition due to corruption (or lackof) and terrain.

Horde Growth
Instead of normal growth, hordes have Horde Growth. Horde growth generates population surplus as normal. However unlike normal factions where usually only the main settlement building requires population growth to upgrade, many horde buildings require population growth to be built/upgraded.

Horde growth can be increased by razing settlements.

Recruiting a new Lord from your horde starts a new horde. This requires population surplus. New hordes must often be protected until they are large enough to survive on their own.

Horde infighting

 * Not to be confused with fightiness, a Greenskin mechanic which is similar.

Horde infighting is a mechanic unique to the Warriors of Chaos. If two Warriors of Chaos hordes are near each other, the Marauder units in the hordes will suffer attrition from Horde infighting. In earlier versions of the game, this affected all Warriors of Chaos units and not just the Marauders.

Total War: Warhammer

 * The Old World
 * Warriors of Chaos (Archaon, Kholek, Sigvald)
 * Beastmen (Khazrak, Malagor)
 * Warherd of the Shadowgave (Morghur)


 * An Eye For An Eye
 * Warherd of the One-Eye (Khazrak only)

Total War: Warhammer II

 * Mortal Empires
 * Warriors of Chaos (Archaon, Kholek, Sigvald)
 * Beastmen (Khazrak, Malagor)
 * Warherd of the Shadowgave (Morghur)]
 * Spirit Of The Jungle (Nakai)

Eye Of the Vortex


 * Spirit of The Jungle (Nakai)

Minor non-playable horde factions
Note that some non-playable hordes--such as Rogue Armies and Savage Orcs--can take over settlements, though the amount of buildings they can create is limited, and they otherwise continue to function as a Horde army.

Total War: Warhammer

 * The Old World


 * Savage Orcs
 * Skull-takerz
 * Top Knotz
 * Beastmen
 * Jagged-Horn Tribe
 * Redhorn Tribe
 * Warherd of Chaos
 * Norsca
 * Bjornling


 * An Eye For An Eye
 * Beastmen
 * Jagged-Horn Tribe
 * Redhorn Tribe
 * Ripper-Horn Tribe
 * Shadowgor Warherd
 * Skrinderkin Warherd


 * Season of Revelation
 * Beastmen
 * Warherd of the Shadowgave

Total War: Warhammer II

 * Eye of the Vortex
 * Savage Orcs
 * Blue Vipers
 * Top Knotz
 * Beastmen
 * Blooded-Axe Tribe
 * Manblight Tribe
 * Ripper-Horn Tribe
 * Shadowgor Warherd
 * Stone-Horn Tribe
 * Warriors of Chaos
 * Followers of Chaos
 * Puppets of Chaos
 * Servants to Chaos
 * Vessels of Chaos
 * Rogue Armies


 * Mortal Empires
 * Savage Orcs
 * Blue Vipers
 * Skull-takerz
 * Top Knotz
 * Beastmen
 * Jagged-Horn Tribe
 * Manblight Tribe
 * Redhorn Tribe
 * Warherd of Chaos
 * Norsca
 * Bjornling
 * Rogue Armies