
Attrition causes armies to take casualties if they move through hostile terrain such as snowy wastes, deep ocean, deserts and swamps. Additionally, corruption and some other factors can cause attrition.
Overview[]
- Any
attritional effects present in an area on the campaign map can be seen on the tooltip shown when the cursor is held there.
Vampire Coast and
Vampire Counts (except
The Barrow Legion) armies will suffer attritional casualties when moving through non-vampiric territories, and vice-versa.
- Other factions have ways to mitigate or ignore attrition. High Elves can perform a rite to ignore attrition for 20 turns, while Tomb Kings simply ignore all attrition (the dead do not care).
- Encamp and Raiding stances as well as being garrisoned in a settlement (unless besieged) prevent most forms of attrition.
- Any faction that spreads corruption is immune to the attrition that the same type of corruption would cause otherwise.
- Factions that prefer certain climates are usually immune to related attrition (for example, Chaos-aligned factions aren't affected by Chaos Wastes attrition).
- Any form of attrition also prevents army replenishment, if it would otherwise be available (for example, in an owned province suffering from significant corruption).
- Terrain should not be confused with climate.
- Certain Nurgle plagues and Skaven's Pestilent Scheme Priest can cause attrition while a certain Tzeentch's ability can trigger corruption for a specific army for 5 turns.
- If a faction owns no settlements, their armies will start suffering from attrition, except Beastmen/Spirit of the Jungle/Rogue Armies.
In Total War: Warhammer III, attrition mechanics have changed significantly and only always only apply between turns, whereas previously terrain-based attrition would be applied instantly and constantly as an army moves through affected terrain. Therefore armies can now move through any such terrain without penalty, as long as they are able to end the turn outside of it. On the other hand, the amount of attrition suffered between turns is much more impactful compared to briefly moving through hostile terrain in previous games.
Attrition tables[]
Land[]
Type | Game values | Requirements | Description | ||
---|---|---|---|---|---|
WH1 | WH2 | WH3 | |||
Athel Loren forest | ? | 0.005% | 7.5% | Armies will suffer losses due to ![]() |
Most travellers that enter Athel Loren are found on its outskirts as little more than gibbering wrecks, their sanity shredded by whatever horrors they witnessed in the magical forest. |
Awakened Forest | ? | 6% | 6% | This army is suffering ![]() |
The forest here has been awakened, making it a treacherous place to any enemy of the Wood Elves. |
Bankruptcy | 20% | 20% | 20% | Armies that cannot be sustained will suffer ![]() |
These troops are deserting because there are no supplies to sustain them. Left unchecked, this will cripple the army. |
Bastion Patrol | 🗙 | 🗙 | 10% | Army suffers attrition when in the Great Bastion. | |
Barren Wasteland | ? | 0.005% | 7.5% | Armies will suffer losses due to ![]() |
The barren wastelands are vast, hostile and food is scarce - such inhospitable lands are not meant for the living. |
Bloodthirst | 🗙 | 🗙 | 10% | This army cannot sustain itself without constant bloodshed. Fight battles to get a temporary reprieve. | This army cannot sustain itself without constant bloodshed. Fight battles to get a temporary reprieve. |
Chaos territory | 11% | ? | 10% | Armies will suffer losses due to ![]() |
Blighted by the forces of Chaos, the ground has become hard as iron and the howling winds cut like daggers of purest cold. |
Chaos Wastes | 0.03% | 0.03% | 10% | Armies will suffer losses due to ![]() |
To travel through the Chaos Wastes is to invite madness, for no mortal can comprehend them. |
Cursed Mist | ? | ? | 12% | Armies will suffer losses due to ![]() |
This army is suffering heavy losses within the cursed mist. |
Desert | ? | ? | 10% | Armies will suffer losses due to ![]() |
All perish in the desert! A wise Lord would find a road or leave this place. |
Desertion | 🗙 | 10% | 10% | With Death Night a distant memory, this force begins to disband. | With Death Night a distant memory, this force begins to disband. |
Despoiler raiding | ? | ? | 6% | This army is suffering ![]() |
Vile and tainted creatures harry this force due to despoilment by local beastmen! |
Disciple Army | 🗙 | 🗙 | 10% | Disciple Armies will suffer losses due to ![]() ![]() |
This hedonistic tribute to the Dark Prince is weak and will steadily deteriorate over time. |
Dragon Emperor's Wrath | 🗙 | 🗙 | 20% | Armies will suffer losses due to ![]() |
The Dragon Emperor's Wrath has been unleashed! This Chaos army trembles under its power. |
Horde Infighting | 5% | ? | 🗙 | Horde armies positioned in close proximity will begin infighting, and suffer losses due to ![]() |
The rivalry between two mighty hordes has reached a tipping point. The warriors have began fighting each other! (Note: Does not affect Beastmen) |
Land of the Plaguelord | 🗙 | 🗙 | 12% | Armies will suffer losses due to ![]() |
It is nearly impossible to avoid the countless grisly afflictions found in the Land of the Plaguelord. |
Mists of Yvresse | 🗙 | 8% | 8% | Armies will suffer losses due to ![]() |
This army is suffering heavy losses within the Mists of Yvresse. |
Mountain | 0.005% | ? | 7.5% | Armies will suffer losses due to ![]() |
The mountain takes its toll. A wise Lord would find a road or leave this place. |
Non-Vampire territory | 11% | 11% | 11% | Undead armies will suffer losses due to ![]() |
The lands of the living offer no sanctuary for the dead. Vanhel’s curse is upon us, make haste through this territory or they will revert to lifeless corpses. |
Plague | ? | 20% | 5% | Armies will suffer losses due to ![]() ![]() |
The ![]() |
Plague of the Crow | ? | ? | 11% | Armies will suffer losses due to ![]() |
A plague unleashed upon the world by the Northern God known as the Crow. Great haste in the opposite direction is the only thing that may save them from this unending blight! |
Regionless | 20% | ? | 10% | Armies will suffer losses due to ![]() |
With no region to call home, this force is suffering from ![]() |
Rite of Sotek (Lizardmen territory) | 🗙 | ? | 7.5% | This army will suffer losses due to ![]() |
A rite has been performed in this territory – many warriors are losing their lives to this environment. |
Rite of Allegiance (Lizardmen territory) | 🗙 | ? | 7.5% | This army will suffer losses due to ![]() |
The Lizardmen in this area have effects from the Rite of Allegiance - many warriors are losing their lives to this environment. |
The Motherland | 🗙 | 🗙 | 7.5% | Armies will suffer losses due to ![]() |
The Motherland has been invoked in this Kislevite territory, the army cannot bear the bitter cold! |
Sandstorm | ? | ? | 12% | Armies will suffer losses due to ![]() |
This army is being buffeted by a sandstorm and is suffering heavy losses. |
Snow | 0.005% | ? | 7.5% | Armies will suffer losses due to ![]() |
The cold makes corpses. A wise Lord would find a road or leave this place. |
Swamp | 0.005% | ? | 7.5% | Armies will suffer losses due to ![]() |
This mire claims the unwary. A wise Lord would find a road or leave this place. |
Vampire territory | 11% | 11% | 11% | Mortal armies will suffer losses due to ![]() ![]() |
Lands under the dominion of a Vampire take on a dread aspect – there is no sustenance here for the living, as their very life essence is leeched from their bodies. |
When besieged | 50% | 50% | 10% | This settlement is suffering ![]() |
The population of this besieged settlement is dying from malnutrition. |