When you start a campaign in Total War: Warhammer III, choosing your race sets the tone for your whole playthrough. This guide ranks all 24 races by their campaign strength, mechanics, economy, roster quality, and ease of use. You will be able to compare the best and worst factions, see why they land where they do, and quickly identify which ones are a good fit for your skills or playstyle.
Updated for Patch 9.0.4 (October 15, 2026): Update 9.0 “Lords of the End Times” (September 24, 2026) reworked Vampire Counts, changed the Slaanesh building chains and added Boris Todbringer, Thanquol, Nagash, the Glottkin and Neferata, while Patch 9.0.3 (October 9, 2026) reined in Skaven and buffed the new Empire units.
Quick answer
| What | Answer |
|---|---|
| Total races | 24 |
| Bottom race | Daemons of Chaos |
| Top race | Wood Elves in the original ranking; Dwarfs in one creator’s post-Update 9.0 ranking |
| Second place | Beastmen |
| Third place | Chaos Dwarfs |
| Strongest late-game faction type | Warriors of Chaos |
| Best undead mechanic | Raise Dead |
| Best five after Update 9.0 (one creator’s view, best first) | Dwarfs, Khorne, Vampire Counts, Kislev, Skaven |
| Worst five after Update 9.0 (same creator, worst first) | Bretonnia, Nurgle, Vampire Coast, Lizardmen, Beastmen |
The ranking at a glance
The video numbers all 24 races on screen. Rows that carry a number take it from the video's own numbering; the rest are grouped into the bands the sections below use, in the order those sections present them.
| Placing | Race | Why it lands here |
|---|---|---|
| 1 | Wood Elves | Magical forests and deep roots let them ignore most settlements; one recruitment province supports several armies, so they snowball harder than any other race. |
| 2 | Beastmen | Free armies and herdstones give constant recruitment and replenishment, and hit-and-run razing rolls over opponents. One creator’s post-Update 9.0 ranking drops them to fifth-worst: only one army at the start and a single resource, Dread, capping units, lords and heroes. |
| 3 | Chaos Dwarfs | Nearly "broken": elite infantry, devastating artillery, armaments upgrades, labour management and caravans, with an unstoppable economy past its slow start. |
| 4 | Greenskins | The Waaagh mechanic doubles army strength for free, so they outmuscle opponents without needing a large empire. |
| Strongest order factions | Empire | Strong economy, flexible diplomacy and alliances, and a broad roster that is devastating in all phases of battle. Patch 9.0.3 buffed the new Lords of the End Times units, including the Teutogen Guard. |
| 8 | Khorne | A campaign built around constant fighting: Blood Hosts for two of the three lords, a third who teleports between battles collecting buffs, and no weak lord in the faction. One creator ranks them second-best after Update 9.0. |
| Strongest order factions | Warriors of Chaos | Dark fortresses, gifts of Chaos and vassal creation; weak early, unstoppable late-game. Update 9.0 added the Glottkin to the faction, and Patch 9.0.3 lets them keep recruiting after their Lord is defeated. |
| Strongest order factions | Dwarfs | Powerful trade plus Age of Reckoning and the Great Book of Grudges; highest armour and dominant ranged units, held back only by slow speed and small unit size. One creator ranks them first after Update 9.0. |
| Strongest order factions | Skaven | Cheat-orientated campaign: instant settlement growth, broken ambush stance, and every unit category strong. Update 9.0 removed building prerequisites from their technologies, and Patch 9.0.3 lowered Verminlord missile resistance; one creator ranks them fifth-best afterwards. |
| Risen by rework or DLC | Nurgle | Stacking corruption in regions recruits full-health armies quickly, and the plague systems become hard to stop once rolling. One creator ranks them second-worst after Update 9.0, which gave the faction no new campaign mechanics. |
| Risen by rework or DLC | Slaanesh | The rework plus fast, micro-intensive armies rewards players who master their charging tactics. Update 9.0 changed the building chains so Chosen of Slaanesh arrive later, at a new tier 4 building. |
| Risen by rework or DLC | Ogre Kingdoms | Camps enable flexible recruitment and faction bonuses anywhere on the map; a steeper learning curve, but a hard snowball. |
| 11 | High Elves | Buffed again in Tides of Torment, and the steadiest race to start on: strong start positions, good alliance options and simple mechanics behind strong infantry, excellent monsters and heavy ranged power — solid everywhere, but it never turns into a runaway. |
| Risen by rework or DLC | Norsca | Modernised systems lifted them; they now thrive on burning settlements and monster-focused armies. Patch 9.0.3 made Styrkaar the Sortsvinaer available to all Norscan factions. |
| Mid-tier | Kislev | Balanced and competent hybrid rosters, but the political system lacks depth and campaigns feel bland. One creator calls them one of the best races after Update 9.0, fourth-best overall. |
| Mid-tier | Cathay | Compass, caravans and Bastion defence are present but not impactful; a small but potent roster on an unfinished foundation. |
| Mid-tier | Vampire Coast | Raise Dead and shipbuilding lift them above their undead peers, but the rest of their systems are fragile and their infantry mediocre. One creator’s post-Update 9.0 ranking puts them third-worst. |
| Mid-tier | Vampire Counts | Melee and Raise Dead, though secondary mechanics fall short of the Coast's snowball — the ordering of the two can flip on preference. Update 9.0 reworked Vampire Counts, and one creator now ranks them third-best. |
| Mid-tier | Tzeentch | Strong spellcasting and the Changing of the Ways, but the complexity keeps them just short of top-tier. |
| Bottom tier | Dark Elves | Rough economy, a gutted slave system and an "okay" roster leave little to do after Black Arks. Update 9.0 shortened several of their rite cooldowns. |
| Bottom tier | Bretonnia | The peasant economy restricts troop choice, and the best knights need continual vows to avoid crippling upkeep. One creator’s post-Update 9.0 ranking names Bretonnia the weakest race. |
| Bottom tier | Tomb Kings | Free recruitment and upkeep, but hard caps on unit types and armies and a weak canopic-jar economy. |
| Bottom tier | Lizardmen | One of the largest rosters, but the Geomantic Web and Blessed Spawnings are underwhelming or forgotten. One creator’s post-Update 9.0 ranking puts them fourth-worst. |
| 24 | Daemons of Chaos | No tech tree, no functional economy, and unlocking the roster demands conquering capitals and collecting glory tokens. |
Each band is covered in detail in the sections below.
Understand how the ranking is judged
This ranking considers several key factors: campaign strength, the uniqueness and effectiveness of faction mechanics, the quality and versatility of each race’s roster, and how easily a race snowballs into late-game dominance. Every race is judged as a whole faction, not on the strengths or weaknesses of a single legendary lord.
A powerful roster is important, but without solid campaign mechanics or a robust economy, the race will struggle to beat others in overall effectiveness. For example, factions with mediocre campaign systems may fall behind even if their unit choices are strong. Recent reworks and new DLCs can make a major difference, as newly updated mechanics push previously mid-tier factions up the list—these timing effects are reflected throughout the ranking. 0:02
Update 9.0 also changed how the Campaign AI plays against you: it now remembers where recruitment has failed, and on Hard difficulty and above its armies should contain more elite units. Races that struggle to field strong armies, or to scale their economy, feel that more than they did when this ranking was first made.
Identify the weakest races and why they struggle
Weak factions at the bottom of this ranking share a lack of strong systems, are limited by outdated or unfinished mechanics, or suffer from awkward economies.
Daemons of Chaos sit lowest because they lack a proper tech tree, have no functional economy, and miss out on meaningful faction mechanics. Despite access to a large roster, unlocking these units demands conquering multiple capitals and collecting glory tokens, leading to a campaign that feels unrewarding. They offer mechanics from all four Chaos gods in theory but fail to deliver any that feel game-changing or unique.
Dark Elves rank near the bottom due to a rough economy, limited mechanics, and a roster that is merely "okay" rather than outstanding. Their slave system—the main unique feature—was gutted and now offers very little to drive the campaign forward. Many players find that after rushing construction or using Black Arks, there isn’t much else to do for meaningful progression, making the faction feel empty and overdue for a rework. 1:29
Update 9.0 did shorten several Dark Elf rite cooldowns, for example Sacrifice to Khaine from 40 to 25 and the Rite of the Warmaster from 50 to 25, but it did not rework the slave system.
Bretonnia is also considered weak because the peasant economy system heavily restricts troop choice, and unlocking the best knight units requires continually completing vows (often tedious side quests) to avoid crippling upkeep costs. The combination of high potential gold and persistent gameplay limitations leaves the faction feeling clunky and unintuitive, especially for those trying to play flexibly. 2:27
After Update 9.0, one creator ranks Bretonnia as the weakest race of all: its lords and heroes lack the skill-line depth of other races, its infantry and ranged units are weak, even its knights fall behind, and its research tree is badly outdated. Update 9.0 made no changes to the faction’s campaign systems.
Tomb Kings are another faction slipping down the ranks. They offer free recruitment and upkeep for armies, but are heavily capped in both unit types and total armies. Their campaign economy is mostly limited to canopic jars and a weak monetary system with slow construction acceleration. Their roster is decent, but hasn't kept pace with other races that benefited from recent updates and power spikes. 2:56
One creator’s post-Update 9.0 view adds that the early game is miserable but the faction scales up well: once enough armies are running, troops are free and armies become disposable. The same creator found the final end game battle against Nagash difficult as Settra.
- Tomb Kings’ money mechanics: The video describes them as limited in money generation, but current builds show Tomb Kings do not require money for recruitment or upkeep. This may be a balance patch change—use in-game tooltips for the current rules before investing in a campaign.
Lizardmen round out the bottom tier. Although their roster is one of the largest, featuring strong monsters and many unit types, their core mechanics (like the Geomantic Web and Blessed Spawnings) are underwhelming or outright forgotten. Despite receiving numerous DLCs, their basic systems remain weak, leaving them overshadowed by more modernized factions. 3:54
Update 9.0 shortened two Lizardmen rite cooldowns, Rite of Primeval Glory from 50 to 25 and Rite of Tzunki from 20 to 15. One creator’s post-Update 9.0 ranking still puts the faction fourth-worst: many units cost too much for what they do, the economy is thin until loadstones are built, slow jungle warfare holds the campaign back, and the improved research tree is still not enough. Oxyotl is the exception, since he can leave the jungle and teleport around the map.
- Faction mechanic caps and limits: If you plan to spend resources or time, check each cap in-game—some numbers and system limits may vary after patches or updates.
See which mid-tier factions are held back by clunky campaigns
Several races land in the middle of the ranking because their core systems are average, their mechanics are incomplete, or their faction kits feel awkward compared to more polished opponents.
Kislev is a prime example. They’re balanced and competent, featuring hybrid rosters and decent legendary lords, but their central political system (involving supporter mechanics and unique events) doesn’t offer much depth and fails to stand out. Kislev campaigns feel bland—solid, but not exciting—so the faction rarely rises above mid-tier status.
One creator’s post-Update 9.0 ranking disagrees and places Kislev fourth-best, saying it went from one of the worst races to one of the best. The case rests on a strong roster (including Frostmaws recruited at tier 3), two research trees in the Court and Orthodoxy systems, climate penalties that high devotion can cancel, and invocations for provinces and armies. Treat that as one player’s assessment rather than something the patch notes changed.
Cathay shares a similar fate. Its mechanics—such as the compass, caravan trade systems, and Bastion defence—are present but not impactful enough for long-term campaign strength. The faction’s roster is small but potent, with strong legendary lords, but the overall experience feels like an unfinished foundation when stacked up against other races with deeper kits.
The Vampire Coast stand above their undead peers almost entirely thanks to the Raise Dead mechanic and shipbuilding. Raise Dead lets you instantly replace lost armies at battle sites with powerful units, while shipbuilding gives you unique mobility on the campaign map. However, the rest of their systems are fragile, and their infantry is mediocre—making them heavily reliant on these two features for campaign success. 6:18
Update 9.0 shortened three Vampire Coast curse cooldowns (Curse of the Sea Mist from 30 to 20, Curse of Eternal Service from 20 to 15 and Curse of the Queen’s Cannon from 25 to 20). One creator’s post-Update 9.0 ranking still names the Coast the worst undead race by far and third-worst overall: low armour, damage and leadership on many units, one of the weakest economies, and hero capacity that depends on pirate coves.
Vampire Counts, while still strong, focus mostly on melee and Raise Dead, but their secondary mechanics (such as blood kisses and vampire lord buffs) don’t quite match the Coast’s raise-dead-centric snowball potential. They're close enough to Coast in power that the ordering sometimes flips depending on preference.
- Vampire Counts were reworked. Update 9.0 added Blood Decrees, province-level actions that cost Blood and Population Surplus: Midnight Culling provides corpses, Sanguine Wards improves provincial defences and Tenebrous Authority increases growth and corruption. It also updated the skill trees of all generic Vampire Counts lords, heroes and bloodline lords, added the Darkbinder and Dread Harvester traits, and added new landmarks with Neferata, including Zombie Dragon landmarks that appear in 6 random locations each campaign.
- One creator now ranks them third-best. After Update 9.0 they credit the corpse-to-blood economy, the improved hero skill lines, vassalising any faction and strong flyers. They also say a lost army can be recovered if a lord survives and there are corpses in the province or Blood faction-wide. That makes the Counts-versus-Coast order above look outdated; weigh it as that creator’s opinion.
Tzeentch enters this tier with strong spellcasting, manipulation of Winds of Magic, and barrier-focused armies. The “Changing of the Ways” system allows for clever campaign tricks, but is often overwhelming, with complex mechanics that make their campaigns feel unnecessarily complicated. The sheer depth can push away newcomers and leaves Tzeentch just short of top-tier status.
Learn which factions rise because of recent reworks or DLC
Recent updates and major DLCs often push previously middle-of-the-road races into higher tiers by giving them modernized systems and smoother snowballing potential.
Nurgle is a clear beneficiary of this trend. While their cyclical buildings require some learning, their real power comes from stacking corruption in regions to quickly recruit full armies with maximum health. Once their plague systems get rolling, Nurgle becomes hard to stop, offering strong self-empowerment and ways to weaken enemies.
- Nurgle got little from Update 9.0. The patch only updated the skill trees of the Herald of Nurgle and the Exalted Great Unclean One, while the Glottkin joined Warriors of Chaos.
- One creator now ranks Nurgle second-worst. They say plagues are close to useless because they cost a resource also needed for military buildings and the AI resists them, that infections rather than gold are the real economic limit, and that the cycle system leaves a limited roster. They rate Tamurkhan as the best of the Nurgle lords and say the Glottkin run the best Nurgle campaign.
Slaanesh received a noticeable boost from its rework. Each legendary lord offers a distinct twist on the faction, but overall campaign flow and their fast-moving, micro-intensive armies make them a force to be reckoned with. Players who master their charging tactics and unique mechanics can achieve tremendous power and momentum.
- Recruitment buildings were rebuilt. The developer reported that elite units, with Chosen the main example, were recruited too early and that units were spread across too many buildings. For N’Kari and The Masque, Chosen of Slaanesh now come from a new tier 4 Pavilion of Perfection and the Mounted Servants chain was removed. For Dechala, Chaos Warriors of Slaanesh come from a new tier 3 Halls of Blade & Lash and Chosen from a new tier 4 Halls of Unattainable Perfection.
- Sigvald is now also a Slaanesh-focused Legendary Lord, with greater access to Slaanesh Gifts of Chaos and no access to units of the other Chaos gods.
- Patch 9.0.3 trimmed some units, raising the cost of Forsaken of Slaanesh and Marauder Horsemen of Slaanesh by 25 each and weakening Hellstriders of Slaanesh (Spears).
Ogre Kingdoms saw a major improvement after their DLC and rework. Camps now enable flexible recruitment and powerful faction bonuses anywhere on the map. Their legendary lords, especially the standout Greasus Goldtooth, drive both offensive power and unique playstyles. While their roster has a steeper learning curve, strong campaign mechanics now let skilled players snowball hard.
Similar modernizations lifted other Monogod and Chaos-adjacent factions, propelling them up the rankings once their core systems received attention. Updated mechanics simplified campaign management and boosted snowball potential, explaining prominent rises for races like Norsca, which now thrives on burning settlements and strong monster-focused armies. Patch 9.0.3 also made Styrkaar the Sortsvinaer available to all Norscan factions.
Compare the strongest human and order factions
The top conventional empires are distinguished by robust economies, powerful rosters, and unique mechanics that make them hard to defeat. Here are the core strengths of these factions:
| Faction | Campaign Strengths | Roster Features | Notable Lords |
|---|---|---|---|
| Empire | Strong economy, flexible diplomacy and alliances, varied mechanics by lord. Simple but powerful main game systems. 13:14 | Broad roster covering cavalry, infantry, artillery, and great ranged options. Devastating in all phases of battle. | Karl Franz, Elspeth. Balthasar Gelt called out as very strong (see comments). |
| Warriors of Chaos | Methodical campaigns using dark fortresses, gifts of Chaos, vassal creation, and access to mortal/daemon units. Weak early, unstoppable late-game. 15:02 | Massive roster with options for every playstyle, strong lords. | Archaon, Be'lakor, others all highly effective. |
| Dwarfs | Powerful trade, high mobility in mountain settlements, late-game rewards (Age of Reckoning, Great Book of Grudges). Simple but ultra-tough in both campaign and battle. 15:32 | Highest armor, dominant ranged units, strong monsters. Only weaknesses: slow speed, small unit size. | Malakai the strongest; others are solid. |
| Skaven | Cheat-orientated campaign, instant settlement growth, broken ambush stance, wide options for alliances and manipulation. 16:20 | Huge roster; every unit category is strong. Legendary lords enable extreme tricks. | Ikit Claw, Queek, others all have game-changing mechanics. |
Since Update 9.0:
- Empire: Update 9.0 added Boris Todbringer and new Empire units. Patch 9.0.3 then buffed them: Teutogen Guard gained +5 armour and +2 armour-piercing weapon damage, Crush the Weak became an intensity-based ability worth up to +15% weapon strength and +8 melee attack while the unit is winning, Knights Panther cost 50 less gold and the Celestial Hurricanum 100 less.
- Warriors of Chaos: the Glottkin joined the faction in Update 9.0, and Patch 9.0.3 lets the faction keep recruiting after its Lord is defeated.
- Dwarfs: no campaign changes in the patch notes. One creator’s post-Update 9.0 ranking puts them first, praising the Age of Reckoning, the legendary grudges and how the faction stays dynamic from early to end game.
- Skaven: Update 9.0 removed building prerequisites from Skaven technologies, added Thanquol and gave Stormfiends new support from Throt and Ikit Claw. Patch 9.0.3 lowered the Protection of the Horned Rat missile resistance cap on Verminlords and Skreech Verminking from +60% to +30% and raised the Warp-Doom Magma Cannon cost by 150 gold. One creator still ranks Skaven fifth-best after the patch, pointing to tier choice when taking settlements, a Verminlord every 13 turns through the Dominating Scheme, and Stormfiends filling the monstrous infantry gap.
Finish with the factions that dominate by momentum and free power
The top four races earn their spots by unleashing enormous campaign momentum, stacking free power, and rewarding aggressive play with unbeatable mechanics:
Greenskins use their Waaagh mechanic to double army strength for free, easily outmuscling opponents without needing a large empire. Their melee-focused roster combines vicious monsters, powerful infantry, and effective magic, while legendary lords provide flexible bonuses. Waaagh armies are so strong that most factions cannot withstand the pressure once a Greenskin campaign gets going.
Chaos Dwarfs, introduced in a DLC, are described as nearly “broken” due to elite infantry, devastating artillery, powerful monsters, and armaments upgrades. Their economy, once past its slow start, becomes unstoppable. Unique mechanics like labor management and usable caravans add even more flexibility and strength, propelling them easily into the top three.
Beastmen take advantage of free armies and herdstones, enabling constant recruitment and replenishment without conventional costs. Their campaign revolves around hit-and-run devastation, enabling them to conquer and raze provinces while unlocking new units and upgrades. Legendary lords vary from strong to overpowered, and their sheer speed and size allow them to roll over any opponent.
After Update 9.0, one creator places Beastmen fifth-worst. Their reasons: you start with a single army and get more only by working through the Marks of Ruination, Dread limits unit caps, lords, heroes and upgrades at once, and the stronger Campaign AI exposes those limits. Powerful single-entity units late in a campaign are what keep them off the very bottom. Patch 9.0.3 only fixed Beastmen Lords spawning with 1.4k weapon strength.
Wood Elves are ranked first. Their campaign focuses on magical forests, letting them ignore most settlements and expand rapidly using deep roots (which enable teleportation and expansion). A single recruitment province can support multiple armies, while gold from other provinces funds further growth. Their roster supports devastating skirmishes, hit-and-run attacks, or solid melee lines paired with ranged power. Wood Elves’ economy, movement, and flexibility let them snowball harder than any other race, outpacing all competition after they get established.
Final ordering:
- Wood Elves
- Beastmen
- Chaos Dwarfs
- Greenskins
This order is the original ranking. Patches 9.0 to 9.0.4 list no campaign rework for Wood Elves, Greenskins or Chaos Dwarfs, only fixes and small unit adjustments, but the Beastmen placement is the least secure after Update 9.0, since one creator now ranks them fifth-worst (see above).
See what changed with Update 9.0 and Lords of the End Times
Update 9.0 and the Lords of the End Times DLC arrived on September 24, 2026, followed by Hotfix 9.0.1, Hotfix 9.0.2, Patch 9.0.3 and Patch 9.0.4 (October 15, 2026). The changes that matter for a race ranking:
- New Legendary Lords and factions: Boris Todbringer for the Empire, Thanquol for the Skaven, Nagash with the Host of Nagash, the Glottkin for Warriors of Chaos and Neferata for the Vampire Counts.
- Vampire Counts rework: Blood Decrees, new landmarks, new traits and updated skill trees (see the Vampire Counts section above).
- Slaanesh building chains: Chosen of Slaanesh now arrive at a new tier 4 building.
- Archaon can subjugate defeated Chaos Legendary Lords from Warriors of Chaos, Khorne, Nurgle, Slaanesh and Tzeentch; he cannot subjugate Beastmen, Chaos Dwarfs, Daemons of Chaos or Norsca.
- Daemonic factions can return: a defeated Daemonic faction can respawn after a number of turns in a province with high corruption.
- Campaign AI: better recruitment decisions and, on Hard and above, armies that favour elite units over raw unit count.
- Regiments of Renown limit: every Lord now carries 2 by default, rising to 3, 4 or 5 with rank, while Legendary Lords rise to 4, 6 or 8.
- Patch 9.0.3 balance: Empire units buffed, Skaven Verminlords and Stormfiends trimmed, and a number of Slaanesh and other unit costs adjusted.
One creator’s rankings made after the update list the best five races as Dwarfs, Khorne, Vampire Counts, Kislev and Skaven, and the worst five, from worst, as Bretonnia, Nurgle, Vampire Coast, Lizardmen and Beastmen. These are one player’s opinions on campaign strength, not the developer’s, and they weigh the new end game battles heavily.
Also worth knowing
- Dark Elves may deserve a higher rank. Many players argue that Black Arks, easy replenishment near water, and strong legendary lords (like Lokhir, Malus, and Malekith) make them much stronger than listed, especially for map control and recruitment flexibility.
- Balthasar Gelt is stronger than suggested. Some comments highlight Gelt as almost on par with Karl Franz and Elspeth, especially after updates—consider him if you want a top-tier Empire campaign.
- Vampire Coast's placement is contested. Multiple commenters argue that Vampire Counts are at least equal to, if not stronger than, Vampire Coast—Raise Dead and shipbuilding are powerful, but Counts’ melee-focused playstyle extracts more value from the mechanic.
- Norsca has improved greatly. Recent updates are widely praised; Norsca’s spot in the top 10 is justified after their rework.
- Wood Elves as the strongest race is surprising, but most agree. Their forest economy and late-game snowball are extremely powerful, though some were not expecting them to land at the top.
Frequently asked
Why are Dark Elves so low in this ranking?
Their campaign is described as having a wonky economy, an okay roster, and very little beyond the gutted slave worker mechanic. The ranking treats them as a faction that feels empty right now rather than one that has strong enough systems to carry it. Several commenters push back hard on this, pointing to black arks, easy replenishment near water, and strong legendary lords.
Why are Vampire Coast above Vampire Counts?
Raise Dead and shipbuilding are the main reasons. Raise Dead lets them replace an army from a battle site almost immediately, and shipbuilding gives them strong mobility on the campaign map. Vampire Counts are still placed just behind them because they get more value from melee-focused use of Raise Dead, but the two are very close. Update 9.0 reworked Vampire Counts, and one creator's post-update ranking puts the Counts among the five best races and the Coast among the five worst, so that order may now flip.
Why are Wood Elves number one?
Their forest-focused campaign is the key reason. They can settle magical forests, use deep roots to move around the map, and fund extra armies from a single recruitment province while everything else generates gold. Their roster also supports strong skirmishing and hit-and-run play, so they stay dangerous once they are established.
Is this ranking about campaign or multiplayer?
It is a campaign ranking. Some commenters note that several lower-ranked factions can be much stronger in multiplayer, but that is not the basis used here. The ordering is driven by campaign power, mechanics, and how easily each race snowballs.
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