How to play Total War: WARHAMMER - The Grim and the Grave on Mac

Screenshot of Total War: WARHAMMER - The Grim and the Grave

Total War: WARHAMMER - The Grim and the Grave is a popular strategy game developed by CREATIVE ASSEMBLY. It was originally released for Windows, Mac, and Linux on 1 Sep, 2016.

How to play Total War: WARHAMMER - The Grim and the Grave using Parallels

Even if you don't have a PC, you can install Windows on your Mac using Parallels. Parallels is virtualization software with full support of DirectX and GPUs, which will give you a decent graphics performance. With a couple of clicks, you can install Windows 10 on Mac and ten switch between MacOS and Windows instantly. You can run Windows just like on a regular PC, install Steam and enjoy Total War: WARHAMMER - The Grim and the Grave game on Mac.

Even though the virtualization is relatively easy to set up, it requires you to buy both Parallels and Windows licenses. Since you'll be running two operating systems side by side, you'll need to dedicate at least 20-30GB of disk space for this setup and also a strong machine to run both operating systems at the same time.

If you have an older Mac or have a Mac with an M1 chip which doesn't fully support virtualization yet, you might want to try a virtual computer running in the cloud such as Second Computer.

How to play Total War: WARHAMMER - The Grim and the Grave using Second Computer

Alternatively, you can create a virtual computer in the cloud using Second Computer. Instead of license fee for Windows and Parallels, you pay by the hour (so it's much cheaper if you are using it infrequently) and you control the computer via a web browser. That means even if you have an older computer, you can run the latest games in the cloud without maxing out your processor or memory.

One added benfit is that since the computer is located in the cloud, you can access it from any device you own. So in theory you can play Total War: WARHAMMER - The Grim and the Grave not just from your Mac, but also from your iPhone and Android device (it's not going to be a very nice experience though on such a small screen size).

Either way, Second Computer provides a nice alternative for running non-native Mac apps on your Mac by connecting to a computer in the cloud.

Happy gaming!

StrategyActionFantasy+

Add comment

3 comments on this post

flytothemoon

Jan 20, 2021

After three shaky DLC releases (Warriors of Chaos faction DLC, Blood and Gore DLC and Beastmen DLC), Creative Assembly finally pulled off something amazing.GvG is the first DLC of a promising line of DLC ahead of us. Creative Assembly have listen to our angry feedback of previous DLCs in terms of content and pricing and now they are getting it Just Right.Empire gets:The meanest, grimest pope that ever lived. With his own nightstick eagle armor and pimp wagon as new Legendary Lord. Volkmar can play as either a fierce melee unit or a support character when put on his altar(wagon).The warriorest of warrior priests, the Arch Lector. A new lord unit who is a walking tank and hits about as hard. He got some good buffing going on and wields TWO hammers and the thickest plate mail this side of the Old World.- Flagellants, crazy people with spiky sticks. I'd recommend them only past early game use if you have Volkmar around because he gives some crazy good buffs. These guys can be an infantry "hammer" to your "anvil" line as they hit pretty good but got no armor.Also unbreakable, and all unbreakable is always welcomed. Especially against Vampire Counts and their terror/fear mechanic they so fondley use.- Free Company Militia, easily one of the coolest Empire units. They serve well as units on the flank. Running around the enemy to serve volleys of gunfire until they run out. You will eventually replace them with Greatswords but thanks to being a melee unit with ranged option they're always a potential tool as a special unit.- Knights of The Blazing Sun, coolest looking knight (armored dudes on horses) units yet. They deal magic damage which is powerful against ethereal (ghost) and armored units. Probably the second best cavalry unit for the Empire, it's gonna take more than this to beat the Demigryphs. But the fact they deal magic damage gives them a nice niche.Vampire Counts gets:The most insane post-battle skill wielding legendary lord Herman Ghorst. Getting a flat +20% (of max) unit replishment is insane, his army will almost always be at full health on the march.Get this: You fight some bloke, you beat him and he retreats. You heal 20+whatever standard replenishment you'd get %. Now you chase that remaining, retreating army, win again and heal another 20%. So basically each fight will give you 40% army unit/health recovery. It's crazy good. I had him burning one dwarf castle after another without breaks because of this.And his Raise Undead spell gives him Graveguards or when overcast, a Wight King. A free wight king each battle is a damn good bargain.Oh and he also gives his entire army poison attacks that slows movement and drains fatigue.And then we got a new beastie boy lord known as the Strigoi Ghoul King, this man is a melee power house with poison attacks, health recovery and oh did I mention his Raise Dead when overcast lets him raise ♥♥♥♥♥♥♥ Crypt Horrors? Raising Crypt Horrors in the enemy's archer line is always such a rewarding experience. I def prefer the Ghoul King over using a Vampire Lord, I can always just attach a vampire countess if I want to cheese with Spirit Leech.Carts, all the carts, The Corpse Cart and its two different upgrades (one increases miscast for enemy wizards and the other increases the power of the healing aura). This baby, while unable to attack, is a fantastic support option the Vampire Counts truly needed. It has a healing aura so just park it right behind your melee blob and let all your units around it enjoy that extra regenration bonus. Mortis Engine, It's like the cart, but it can run over people and fight. Oh and the two auras stack. Doesn't sound like much but this is def a bad boy you want to have around.Regiments of Renown: Elite versions of existing units (including versions of units added from this DLC). They have rank9 (max level) stats and a special ability the normal unit doesn't have. You can have one of each RoR unit alive at the time as these are veterans who gained such notority or credibility they have legends of their own. RoR units really adds some extra spice to the gameplay but not too hard to leave you craving if you aren't playing with them (but some of them are crazy good).It's a fair price for what you get. If you ever plan to play either Empire or Vampire Counts. It has been well worth my money at least.

sweetc

Aug 4, 2020

Regiments of Renown sound like a fun idea, but in practice they just function as insta-troops you can hire from anywhere without build time. In all honesty, because they're so easy and ubiquitous, I didn't form much connection to them. I cared much more about my heroic spearmen who, against all odds, kept leveling up than I did for some expendable, rehirable unit.Without any effort to integrate them into the campaign more, it feels more like a cheap mod than a DLC. Why don't the Regiments of Renown have fun backstories on their stat pages? Why not a Regiment of Renown tech tree building? Why not some fun Dogs of War style stuff, where you can hire a regiment of Dwarves? Why not a periodic quest where Regiments of Renown are rewarded? Why don't units that reach level X turn into Regiments of Renown?Essentialy, this DLC adds content to a game that desperately wants some mechanic improvements. Extra units are kind of neither here nor there.Like the rest of Total War: Warhammer, everything feels like it was decided by committee, and that no one had the power to make fun, creative choices in how the game plays. Which is frustrating when it's primarily a single-player game, where you don't need to worry about balancing. Give us mini-quests where we fight skeletons in Altdorf. In fact, give us an alternate game-mode/scenario where you control smaller regiments in smaller, interesting settings. Give us wandering armies of friendly flagellents. Give Volkmar the ability to spawn them. Give cities sub-slot building opportunities, so we can continue to invest in them after they max out. Give us flavor events that characterize what's happening in the empire. Make quests where you fight alongside a friendly NPC army of a different race. Improve obviously boring gameplay elements, like the inconsequential Faction Leader traits (although this was slightly improved in this DLC) and the pointlessness of a wizard lord. Update the regiment system so state troops feel less like mobs and more like trained fighers. Something!Those would be real DLC things. I would really, really love to pay $40 for a full-blown expansion, full of zany, fleshed out mechanics, new races, new units, new modes, where everything fits together nicely. This DLC stuff just seems like a really odd strategy. And this particular DLC is, at most, in the 1.99 range, and the racepacks not at all worth 19.99.I really, really hope Total War: Warhammer 2 manages to make some fresh creative choices, and puts some honest work into their DLCs. I want to be a ardent fan. I really do. But not when everything feels so needlessly corporate.

_Mitch_

July 13, 2020

More lordsMore UnitsMore MapsMore Contentnot as high priced as expected. not enough grimdark.Everything went better then expected :)