Creative Assembly has hinted at a 10-year plan for Total War: Warhammer 40,000. Here’s what it means for new factions, expansions, and your wallet.
The Creative Assembly devs just basically winked at what a lot of us already suspected. Total War: Warhammer 40,000 is being built for the long game, with a plan that could easily take around ten years to stack in all your favorites across one massive galactic sandbox.
If you played the fantasy trilogy, you know the vibe. Launch is essential the starter box, and the real madness shows up through years of DLC, expansions, and maybe even sequels.
And yeah, that raises the big hobbyist question: how awesome is this going to get, and how much is it going to cost?
Releasing Every 40k Faction Might Take a Decade in Total War
Updated on January 8th 2025, by Rob Baer with the latest reveals.

That’s a smart baseline for a new 40k strategy game. Marines cover elite shock troops and iconic hero units. Guard brings massed infantry, armor, and artillery vibes. Orks give you pressure, momentum, and pure mayhem. Aeldari bring speed, tricks, and high-skill tools.
Honestly, it’s the kind of lineup that lets Creative Assembly nail core systems before the galaxy gets crowded.
Creative Assembly Wants the Whole 40k Faction Codex Shelf

“Some of you have already pointed out that this is what the next 10 years looks like for CA…. It’s going to take quite a bit of time to get everything in the massive 40k catalogue that deserves a place in the galaxy.”
That’s not just marketing fluff. Total War 40k’s factions are not palette swaps. Each one needs unique campaign rules, unit design, economy hooks, and battlefield identity. Doing that right takes time, testing, and a lot of iteration.
DLC, Expansions, and the Fantasy Blueprint

Plus, the galactic campaign layer is perfect for it. New Total War 40k factions can land with expansion regions, with new mechanics, and new ways to wage war. That means the roster can keep growing without the game feeling like a tacked-on mess.
But you will probably have to pay for every DLC to get those factions…

- Necrons
- Tyranids
- Adeptus Mechanicus
- Chaos Space Marines
- T’au
- Genestealer Cults
- Drukhari
- Adepta Sororitas
Each of these needs more than units. Tyranids need consumption and adaptation that change campaigns. Necrons need dynasty identity and awakening themes. Chaos needs corruption and god-flavored variety that feels real, not cosmetic.
But that’s why a decade-long runway makes sense.
Total War 40k Faction Customization: Not Just “Pick Ultramarines and Move On”

This could also mean we get entire DLCs of just new chapters that actually have new units and play much differently. But again… this all takes a lot of time.
The Real Fear: The Total (War) Price Tag

- Pick your lane. Buy the factions you play, skip the rest.
- Wait for bundles and sales. Total War loves “complete edition” moments.
- Prioritize big expansions. Those tend to bring the best system upgrades, not just units.
A decade-long plan can be amazing for players who pace themselves, but it can be brutal for completionists.
Our Take: Ten-Years of Total War 40k Could Rule

Plus, to us, four Total War factions at launch is not “small.” It’s the foundation. The fun part is watching the galaxy fill in, one faction release at a time.
Just keep one eye on your campaign map, and the other on your budget.


