
Total War: WARHAMMER III — Achievement Walkthrough
138 achievement guides · Full game page →
Have a level 10 Lord.
Lords gain experience from fighting battles and from certain post-battle and building effects. Your starting Legendary Lord will normally hit level 10 well inside the first 20-30 turns of any campaign just by leading your main army. If you want it faster, keep that Lord personally attached to the army doing the fighting rather than sitting in a settlement.
Win 10 battles during a single campaign.
Ten battle wins inside a single campaign — the counter does not carry between saves. Any battle win counts, so this falls out of normal early expansion.
Have 1 level 10 Hero.
Heroes level from their own actions as well as from battles. Recruit a Hero early, embed them in your main army so they gain battle experience alongside it, and use their agent actions on the campaign map between fights.
Have a special mount.
Special mounts are unlocked through the Lord's skill tree and through quest rewards, then equipped from the Lord's character panel. Check your Lord's skill tree for a mount node — for many Legendary Lords it is available within the first handful of levels.
Fight a quest battle.
Quest battles are the scripted set-piece battles tied to Legendary Lord questlines. They appear as missions once you meet their trigger conditions, then place a battle marker on the campaign map. Any one quest battle fought counts.
Have a level 20 Lord.
A straight continuation of levelling your main Lord. Keep one Lord as your permanent front-line commander instead of spreading battles across several armies, and level 20 arrives naturally in the mid-game.
Construct an allied outpost in a military ally's settlement.
Requires an active military ally first. Once allied, select their settlement (or use the diplomacy/allied outpost interface) and construct the outpost. Outposts are the mechanic that later lets you recruit from an ally's roster, so this comes free if you use the system at all.
Have a gross income of 5,000 per turn.
Gross income, not net — the figure before upkeep is deducted, shown in the treasury tooltip on the campaign UI. That makes this much easier than it sounds: growing settlements and building economy chains gets you there in the early-to-mid game.
Have 3 special mounts.
Three special mounts across your characters. Because mounts come from skill trees and quest rewards, the practical route is to level several Lords far enough to reach their mount unlocks rather than trying to get three onto one character.
Have a trade agreement with 5 other factions at the same time.
Simultaneous trade agreements, so do not let earlier ones lapse through war or faction destruction. Trade needs a trade route (shared border, port access or a trade partner in range) plus positive-enough diplomacy. Sweeten offers with gifts if a faction is close to accepting.
Raze 1 settlement.
After winning a settlement battle you are offered occupy / sack / raze options. Choose Raze. It destroys the settlement rather than adding it to your empire, so do it somewhere you did not want to hold anyway.
During the Prologue, win your first battle in the Chaos Wastes.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: win your first battle in the Chaos Wastes.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
Have a level 30 Lord.
Level 30 is deep into a long campaign. The reliable route is to commit to a single primary Lord for the whole run — every battle that Lord personally fights feeds their experience bar, so splitting your fighting between multiple armies is what slows this down.
Win 50 battles during a single campaign.
Fifty wins in one campaign. Ordinary mid-game aggression covers it; note again that the count is per-campaign, so a stop-start save-hopping habit is the only thing that gets in the way.
Have 2 level 20 Heroes at the same time.
Note the wording: both Heroes must be level 20 at the same time, so you cannot dismiss one and level another. Recruit two Heroes early and keep both embedded in armies that are actively fighting.
Playing as Cathay, complete a Caravan's journey.
Cathay-specific. Caravans are dispatched from the Cathay caravan interface and travel a route over several turns, resolving events along the way. Send one out and let it reach its destination intact — the achievement is for a completed journey, so a caravan destroyed en route does not count.
During the Prologue, spend 10 skill points.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: spend 10 skill points.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
During the Prologue, capture a settlement in the Chaos Wastes.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: capture a settlement in the Chaos Wastes.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
During the Prologue, construct 5 buildings.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: construct 5 buildings.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
Have a trade agreement with 10 other factions at the same time.
Ten trade partners alive and trading at the same time. The practical difficulty is attrition — factions you trade with get destroyed by others, breaking the deal. Keep signing new ones rather than assuming your total only goes up.
Win 25 siege attack battles during a single campaign.
Specifically siege attack battles — you must be the attacker assaulting a walled settlement, not the defender, and not an open-field fight. Auto-resolve counts as a win, so a wide conquest campaign against walled settlements is the efficient path. Twenty-five in one campaign means you need a genuinely expansionist run.
During the Prologue, fill Yuri's army with units.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: fill Yuri's army with units.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
During the Prologue, fully upgrade a settlement.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: fully upgrade a settlement.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
Have a military alliance with 5 other factions at the same time.
Military alliances are a much higher diplomatic bar than trade — build up relations first with trade agreements, non-aggression pacts, defensive alliances and gifts. All five must be active simultaneously.
Have a gross income of 20,000 per turn.
Again gross, not net. Build out economic buildings in your highest-growth settlements and secure trade partners; a mid-sized empire with developed provinces reaches 20,000 comfortably.
Have 3 level 30 Heroes at the same time.
Three Heroes at level 30 simultaneously — the hardest of the Hero-levelling chain. Recruit your three Heroes as early as the campaign allows and keep all three embedded in armies that see regular combat; a Hero sitting idle on the map levels far more slowly than one attached to a fighting stack.
Enter the Realm of Chaos using a Rift.
Rifts open across the campaign map during the Realm of Chaos campaign and lead into the god realms. Move an army onto an open rift to enter. Note this is specific to the Realm of Chaos campaign — the Immortal Empires map does not use the same rift-and-realms structure.
During the Prologue, recruit a second Lord.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: recruit a second Lord.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
Play a multiplayer battle.
Any multiplayer battle counts — it does not have to be won, and a match against a friend in a custom lobby is the quickest route.
Play a multiplayer campaign.
Start a multiplayer campaign with another player. The description asks only that you play one, so a short co-op or head-to-head campaign session is enough; you do not need to finish it.
During the Prologue, equip Yuri with every type of magic item.
Part of the Prologue campaign — the guided introductory campaign selected from the main menu, played as Yuri in the Chaos Wastes. It is short, scripted and separate from the grand campaign, so all of the Prologue achievements can be swept in one sitting.
Objective: equip Yuri with every type of magic item.
If you are hunting the full set, do the Prologue deliberately rather than rushing the main objectives — several of these ask for optional actions (spending skill points, filling an army, upgrading a settlement, equipping magic items) that the story does not force you to do.
Complete the Prologue.
Finish the guided Prologue campaign from the main menu. It is the intended on-ramp for the game and unmissable if you play it through.
Before you take the final step, sweep the other Prologue achievements on this list (skill points, second Lord, filling an army, upgrading a settlement, constructing buildings, magic items, capturing a settlement, first battle in the Chaos Wastes) — they are all easier to mop up inside the same run than to come back for later.
Playing as Cathay, occupy the entirety of the Great Bastion.
Requires holding every settlement that makes up the Great Bastion at the same time. Cathay starts adjacent to it, so this is a directed early-to-mid game conquest goal rather than a long-campaign one.
Win 5 ambush battles during a single campaign.
Ambush battles happen when an army in ambush stance is attacked, or when your ambush attempt succeeds. Put an army into ambush stance on a route an enemy is using and wait — success depends on the stance being active when they move past. Five successful ambush wins in one campaign.
Playing as Cathay, occupy Wei-Jin.
Occupy the settlement of Wei-Jin as Cathay. Occupy specifically — sacking or razing it does not satisfy the description.
Playing as Nurgle, spread a Plague.
Plagues are Nurgle's signature campaign mechanic, crafted and then spread from the plague interface. Any single successful spread earns this, so it comes early in any Nurgle campaign played as intended.
Playing as Cathay, recruit a Terracotta Sentinel to one of your armies.
A high-tier Cathay unit, so it needs the appropriate recruitment building chain developed before it appears in your roster. Build toward it in your best-developed province, then recruit one into an army.
Playing as the Daemon Prince, unlock 5 Daemonic Gifts.
Daemonic Gifts are the Daemon Prince's customisation rewards, unlocked by pleasing the Chaos gods through their favoured activities. Five is an early-campaign milestone reached just by engaging with the mechanic.
Defeat the Daemon Prince at the Brass Citadel in the realm of Khorne.
The Brass Citadel is the survival-battle destination inside Khorne's realm, reached through a rift in the Realm of Chaos campaign. The achievement is for defeating the Daemon Prince there. Bring a strong, well-supplied army: the realm approach and the fight at the end are a single expedition with no chance to re-equip mid-way.
Win a campaign battle in which you are outnumbered 10-to-1.
A 10:1 numerical disadvantage in a campaign battle, fought (not auto-resolved) and won. The usual approach is a small elite or single powerful character stack against a large low-tier force, using terrain such as a chokepoint or bridge so the enemy cannot bring their numbers to bear at once. Exact unit-count accounting for the 10:1 threshold is not shown in-game, so give yourself margin rather than aiming at exactly ten times.
Playing as the Daemon Prince, unlock 15 Daemonic Gifts.
Fifteen Gifts. Because Gifts come from serving the individual gods, spreading your attention across multiple gods rather than committing to one unlocks a wider pool of Gifts.
Defeat the Daemon Prince at the Palace of Slaanesh in the realm of Slaanesh.
The Slaanesh realm equivalent of the Khorne, Nurgle and Tzeentch fights. Enter Slaanesh's realm through a rift in the Realm of Chaos campaign, reach the Palace, and defeat the Daemon Prince there.
Playing as Kislev, recruit an Elemental Bear to one of your armies.
A high-tier Kislev unit, so develop the supporting recruitment building chain before it becomes available in your roster.
Playing as Kislev, occupy Kislev, Erengrad and Praag.
All three named Kislevite cities held as Kislev. Praag in particular usually needs to be retaken rather than simply defended, so treat this as the campaign's mid-game consolidation goal. Occupy — sacking or razing does not count.
Playing as Khorne, collect 10,000 Skulls.
Skulls are Khorne's faction resource, earned primarily through fighting and killing. The counter is cumulative across the campaign, so it accrues naturally from an aggressive Khorne run — the only way to stall it is to stop fighting.
Playing as Slaanesh, spread a Gift of Slaanesh.
Gifts of Slaanesh are Slaanesh's signature campaign mechanic, used from their faction interface against other factions. One successful spread earns this.
Playing as Khorne, recruit a Bloodthirster to one of your armies.
A top-tier Khorne daemon. Recruiting one requires the supporting building chain (and Skull economy) to be developed first, so it is a mid-game rather than early goal.
Defeat the Daemon Prince at the Mansion of the Plaguelord in the realm of Nurgle.
Nurgle's realm. Enter through a rift during the Realm of Chaos campaign, work through the realm to the Mansion of the Plaguelord, and defeat the Daemon Prince waiting there.
Have a gross income of 60,000 per turn.
The top economic tier. This needs a large, fully-developed empire with economy buildings prioritised over pure military chains, plus trade agreements adding income on top. Check the treasury tooltip for the gross figure — the net number on the top bar will be much lower and is not what is measured.
Defeat the Daemon Prince at the Impossible Fortress in the realm of Tzeentch.
Tzeentch's realm. Enter via rift in the Realm of Chaos campaign and defeat the Daemon Prince at the Impossible Fortress. All four realm achievements can be earned across a single Realm of Chaos campaign if you take each rift opportunity as it comes.
Have a military alliance with 10 other factions at the same time.
Ten simultaneous military alliances. Realistically this needs a deliberate diplomacy-focused run: a faction with diplomatic bonuses, generous gifting, and avoiding wars against anyone your prospective allies like. Alliances also break when you refuse allies' calls to war, so budget for maintaining them.
Raze 30 settlements during a single campaign.
Thirty razes in a single campaign. Horde and Chaos-aligned factions do this as a matter of course; for a settled faction it means deliberately razing rather than occupying, which costs you the territory. If you are going for it, pick a faction whose playstyle already rewards razing.
Playing as Cathay, construct the Grand Observatory of Xing Po.
A named landmark building, so it can only be built in the specific settlement it belongs to. Take and hold that settlement as Cathay, then construct the landmark from its building panel — it will usually also need the settlement developed enough to have a free building slot at the required tier.
Playing as Slaanesh, summon a Disciple Army.
Disciple Armies are Slaanesh's summoned-ally mechanic, tied to the factions you have seduced with Gifts. Build up the required standing, then summon the army from the Slaanesh faction interface.
Playing as the Ogre Kingdoms, offer a tribute of Meat to the Great Maw.
Meat is the Ogre faction resource; the Great Maw offering is made from the Ogre faction interface. One tribute earns this, so it comes early in an Ogre campaign.
Playing as Khorne, reach the highest level of Bloodletting with an army.
Bloodletting is Khorne's army-level escalation mechanic, driven by that army fighting. Keep one army in constant combat rather than spreading fights across several stacks — the level is tracked per army, so concentrating your battles is what pushes a single army to the top tier.
Playing as Kislev, win the quest battle to free Boris Ursus.
A scripted Kislev quest battle. It appears as a mission once its trigger conditions are met; you must actually win the battle, and auto-resolving a quest battle you would lose is the usual failure point.
Playing as Kislev, invoke each type of Motherland in a single campaign.
The Motherland invocations are Kislev's faction mechanic. This asks for each type to have been invoked at least once within a single campaign, so cycle deliberately through the full list rather than repeatedly using your preferred one.
Borrow an army from a military ally.
Another military-alliance mechanic. Once you have a military ally, the diplomacy screen offers the option to request the use of one of their armies. Accepting and taking control of it earns this.
Playing as Khorne, replace a Herald of Khorne with an Exalted Bloodthirster.
Khorne's Lord-upgrade path: a Herald of Khorne is replaced by an Exalted Bloodthirster. Each of the four Chaos gods has an equivalent achievement on this list, and all four follow the same replace-your-Herald pattern within their own faction.
Playing as Tzeentch, take control of a settlement via the Changing of the Ways.
Changing of the Ways is Tzeentch's Grimoire-powered campaign-manipulation menu. One of its actions transfers control of a settlement to you without a battle — use that action rather than conquering the settlement normally.
Playing as Cathay, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Cathay.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Empire, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Empire.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Kislev, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Kislev.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Nurgle, recruit a Great Unclean One to one of your armies.
Nurgle's top-tier daemon. Needs the supporting recruitment buildings developed first — a mid-game goal in a Nurgle campaign.
Playing as Nurgle, replace a Herald of Nurgle with an Exalted Great Unclean One.
The Nurgle entry in the four-gods Herald-upgrade set. Replace a Herald of Nurgle with an Exalted Great Unclean One.
Playing as Nurgle, collect 5000 Infections.
Infections are Nurgle's cumulative faction resource, generated by plague spread and Nurgle's other mechanics. Because it is cumulative it is a matter of playing a Nurgle campaign long enough while actively using plagues, rather than a specific one-off action.
Playing as Khorne, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Khorne.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Tzeentch, replace a Herald of Tzeentch with an Exalted Lord of Change.
Tzeentch's entry in the Herald-upgrade set: replace a Herald of Tzeentch with an Exalted Lord of Change.
Playing as Tzeentch, recruit a Lord of Change to one of your armies.
Tzeentch's top-tier daemon, gated behind the appropriate recruitment building chain. A mid-game Tzeentch goal.
Playing as Slaanesh, replace a Herald of Slaanesh with an Exalted Keeper of Secrets.
Slaanesh's entry in the four-gods Herald-upgrade set: replace a Herald of Slaanesh with an Exalted Keeper of Secrets.
Playing as the Daemon Prince, ascend to the Undivided path.
The Undivided path requires balancing devotion across the Chaos gods rather than committing to one. Note this is mutually exclusive in flavour with the single-god path below, but the two achievements are separate — check the Daemon Prince's devotion interface to see which path your current standing is heading toward.
Playing as Dwarfs, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Dwarfs.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Daemon Prince, ascend to a Chaos God's path.
The opposite commitment to Undivided: pick one Chaos god and serve them heavily enough to ascend on their path. Any one of the four gods satisfies the description.
Playing as the Ogre Kingdoms, deploy 5 camps in a single campaign.
Ogre camps are their mobile settlement mechanic, planted by an army on the campaign map. Five deployed across a single campaign — the count is per-campaign, not lifetime.
Playing as Slaanesh, recruit a Keeper of Secrets to one of your armies.
Slaanesh's top-tier daemon. Requires the supporting recruitment building chain, so plan your province development toward it.
Playing as Tzeentch, unlock all Changing of the Ways actions.
The full Changing of the Ways menu unlocked. Actions unlock through Tzeentch's progression, so this is a long-campaign completion goal rather than something you can rush.
Playing as the High Elves, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: High Elves.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Achieve a score of 15000 in the Black Fire Pass Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Black Fire Pass Trial — you need the run itself to reach 15000, so restart rather than trying to top up across attempts. A 15,000 score is the entry band and is usually reachable on a competent first or second attempt.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as Nurgle, use each Plague Symptom at least once.
Plagues are assembled from symptom components in the plague-crafting interface. This asks you to have used each symptom type at least once across the campaign, so deliberately vary your plague recipes instead of reusing one favourite build.
Playing as the Chaos Dwarfs, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Chaos Dwarfs.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Ogre Kingdoms, destroy a Caravan belonging to Cathay.
Requires Cathay to have a caravan in transit. Intercept and destroy it with an Ogre army. Because it depends on Cathay actually running caravans, this can need patience — watch for caravan movement on the map rather than hunting for it on a fixed turn.
Playing as Nurgle, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Nurgle.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Warriors of Chaos, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Warriors of Chaos.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Empire, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Empire.
Playing as the Ogre Kingdoms, construct the Fire Mouth.
A named Ogre construction with its own settlement and prerequisite requirements. A later-campaign goal.
Playing as the Lizardmen, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Lizardmen.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Tzeentch, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Tzeentch.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Cathay, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Cathay.
Playing as the Daemon Prince, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Daemon Prince.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Achieve a score of 50000 in the Black Fire Pass Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Black Fire Pass Trial — you need the run itself to reach 50000, so restart rather than trying to top up across attempts. A 50,000 score is the upper band and generally needs a near-flawless run: minimise losses, and keep your scoring units alive to the end.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as Greenskins, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Greenskins.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Kislev, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Kislev.
Playing as Slaanesh, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Slaanesh.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Achieve a score of 15000 in the Hel Fenn Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Hel Fenn Trial — you need the run itself to reach 15000, so restart rather than trying to top up across attempts. A 15,000 score is the entry band and is usually reachable on a competent first or second attempt.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as Khorne, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Khorne.
Playing as Bretonnia, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Bretonnia.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Ogre Kingdoms, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Ogre Kingdoms.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Dwarfs, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Dwarfs.
Win a singleplayer campaign on Legendary difficulty.
Any faction counts — the gate is the campaign difficulty, which must be set to Legendary in the campaign setup screen before turn 1. It cannot be changed afterwards. Legendary restricts you to a single rolling autosave, so plan around not being able to reload a lost battle.
Because any faction qualifies, most players pair this with whichever faction campaign they find most forgiving, and let it stack with that faction's own Legendary achievement in the same run.
Achieve a score of 50000 in the Hel Fenn Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Hel Fenn Trial — you need the run itself to reach 50000, so restart rather than trying to top up across attempts. A 50,000 score is the upper band and generally needs a near-flawless run: minimise losses, and keep your scoring units alive to the end.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as the Tomb Kings, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Tomb Kings.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Vampire Counts, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Vampire Counts.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Dark Elves, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Dark Elves.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the Skaven, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Skaven.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as the High Elves, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: High Elves.
Playing as Khorne, construct the Khadeium Paradox.
A named Khorne construction, so it requires the specific settlement and building prerequisites rather than being buildable anywhere. Expect it in the later half of a Khorne campaign once your core province is developed.
Playing as Norsca, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Norsca.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Achieve a score of 15000 in the Fallen Gates Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Fallen Gates Trial — you need the run itself to reach 15000, so restart rather than trying to top up across attempts. A 15,000 score is the entry band and is usually reachable on a competent first or second attempt.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as a Vampire Coast, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: a Vampire Coast.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Nurgle, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Nurgle.
Playing as Tzeentch, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Tzeentch.
Playing as Wood Elves, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Wood Elves.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Slaanesh, construct the Pandemournium.
A named Slaanesh construction gated behind specific settlement and tier prerequisites. Expect it late in a Slaanesh campaign.
Achieve a score of 15000 in the Altar of Ultimate Darkness Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Altar of Ultimate Darkness Trial — you need the run itself to reach 15000, so restart rather than trying to top up across attempts. A 15,000 score is the entry band and is usually reachable on a competent first or second attempt.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as the Beastmen, win a singleplayer campaign.
Campaign victory in Warhammer III is defined by the objectives listed in the Victory Conditions panel (top-right of the campaign map, or the Missions tab). Open it on turn 1 and read the Short/Long Victory list, because the requirements differ per faction and per campaign map. The achievement fires on the campaign-victory screen.
Faction: Beastmen.
It must be a singleplayer campaign — multiplayer campaign wins do not count for this one. Short Victory is enough where the faction offers it, so check whether your victory panel lists a Short Victory objective set before committing to the much longer Long/Ultimate objectives.
If you are also chasing the Very Hard/Legendary version of this achievement, start the run on that difficulty and earn both from a single campaign.
Playing as Warriors of Chaos, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Warriors of Chaos.
Playing as the Chaos Dwarfs, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Chaos Dwarfs.
Playing as Slaanesh, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Slaanesh.
Achieve a score of 15000 in the Realm of Tzeentch Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Realm of Tzeentch Trial — you need the run itself to reach 15000, so restart rather than trying to top up across attempts. A 15,000 score is the entry band and is usually reachable on a competent first or second attempt.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as the Lizardmen, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Lizardmen.
Achieve a score of 50000 in the Fallen Gates Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Fallen Gates Trial — you need the run itself to reach 50000, so restart rather than trying to top up across attempts. A 50,000 score is the upper band and generally needs a near-flawless run: minimise losses, and keep your scoring units alive to the end.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Achieve a score of 50000 in the Altar of Ultimate Darkness Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Altar of Ultimate Darkness Trial — you need the run itself to reach 50000, so restart rather than trying to top up across attempts. A 50,000 score is the upper band and generally needs a near-flawless run: minimise losses, and keep your scoring units alive to the end.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as Tzeentch, construct the Symposium of Change.
A named Tzeentch construction with its own settlement and tier prerequisites. Late-campaign.
Playing as the Ogre Kingdoms, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Ogre Kingdoms.
Playing as Bretonnia, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Bretonnia.
Playing as Greenskins, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Greenskins.
Playing as the Daemon Prince, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Daemon Prince.
Achieve a score of 50000 in the Realm of Tzeentch Trial.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of Realm of Tzeentch Trial — you need the run itself to reach 50000, so restart rather than trying to top up across attempts. A 50,000 score is the upper band and generally needs a near-flawless run: minimise losses, and keep your scoring units alive to the end.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.
Playing as the Dark Elves, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Dark Elves.
Playing as Norsca, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Norsca.
Playing as the Tomb Kings, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Tomb Kings.
Playing as the Vampire Counts, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Vampire Counts.
Playing as the Skaven, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Skaven.
Playing as the Beastmen, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Beastmen.
Playing as a Vampire Coast, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: a Vampire Coast.
Playing as Wood Elves, win a singleplayer campaign on Very Hard or Legendary difficulty.
This is the same campaign win as the base faction achievement, but the campaign must have been started on Very Hard or Legendary campaign difficulty. You cannot raise difficulty mid-run to earn it, so set it in the campaign setup screen before turn 1. Note the description says campaign difficulty — battle difficulty is a separate slider. Legendary also locks saving to a single autosave slot, so most players pick Very Hard for the achievement.
Both this and the standard win can pop from one campaign if you start that campaign on Very Hard or Legendary — you do not need two separate runs.
Faction: Wood Elves.
Achieve a score of 100000 in all Trials of Fate.
Trials of Fate are the scored, self-contained battle challenges found in the Trials section of the main menu (separate from the campaign). Each trial gives you a fixed scenario and awards a score based on your performance.
Scoring is cumulative within a single attempt of all Trials of Fate — you need the run itself to reach 100000, so restart rather than trying to top up across attempts. A 50,000 score is the upper band and generally needs a near-flawless run: minimise losses, and keep your scoring units alive to the end.
The exact per-action score weightings are not published in-game, so treat the in-run score counter as your feedback loop rather than following a fixed route.











