The factions are usually a main selling point for Warhammer games set in the Age of Sigmar. Each one brings unique aesthetics and playstyles to the table, and in this guide we'll explain all factions in Warhammer Realms of Ruin.
From cultish mutants to swamp dwellers, there's a decent amount of variety in the game's four factions. Players can expect glorious battles in procedurally generated wildlands, with the game promising that no two campaigns will be alike.
Before we get into the guide, check out our other Realms of Ruin coverage. We've explained the game's pre-order bonuses and PC requirements, and a hub on sister site Gfinity Esports has shared everything we know so far.
Known as celestial warriors, the Stormcast Eternals use a good balance of ranged and melee units to achieve victory. Their strength comes from fighting in a diverse group, so holding ground with this faction requires a considerable number of resources.
Heroes can turn the tides of battle for the Stormcast Eternals, too. Their abilities can inspire squads and make short work of any enemies that try to take them on.
Gamers that like to play dirty will feel right at home with the Orruk Kruleboyz. Their playstyle will see you sacrificing weak units until a devastating war beast is ready, all while luring enemy units into unfavourable positions.
Despite Kruleboyz units being somewhat weak, their accuracy is still impressive. Boosting their damage and offensive output with heroes is a sure-fire way to make a dent before the war beasts are ready.
The Nighthaunt bring the cold touch of death everywhere they go. Their ethereal bodies provide impressive speed, and regenerating HP will pose a challenge for oblivious enemies.
The best strategy with these spooky scary skeletons is to totally overwhelm enemies, using heroes to restore the swarm's health. Myrmourn Banshees can stop enemies from using abilities and are sure to be a popular unit.
Disciples of Tzeentch
The Disciples of Tzeentch provide a healthy dose of Lovecraft with their cultish armies of mutants and monsters. Magic is their strong point, with spells that can weaken enemy abilities or deal offensive damage.
This magic is also useful at range, giving melee units a lot of trouble. The star of this faction is definitely the Lord of Change, an enormous daemon that can use a 'Gateway to Chaos' for huge AoE attacks.