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Total Warhammer Empire Units

21.08.2019
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Depending on your tactics, you should have 7 to 10 (35-50% of your total army) infantry units in your army. Missile infantry The Empire has access to the following missile infantry units. The recent release of the Grim and the Grave DLC (and attendant freebies) throws up some interesting tactical conundrums for Total War: Warhammer players. For Vampire Count fans, one of the main. As it was mentioned in the introduction, Empire units are well balanced. Here you can find extremely powerful (and without a doubt the best in the game) cavalry,.

Summary The Empire of Man is the largest human nation in the Old World. The Empire is composed of ten states, and each faces constant dangers. The most prolific of these are Greenskin raids, Chaos Cults, and Skaven assaults. There’s also the constant risk of massive invasions from just about any other faction. The Empire, despite being the largest and most powerful body in the Old World, are the perpetual victims of the Warhammer World.

The Empire owes its success to an early alliance with the Dwarfs, who taught them invention and metalsmithing. The Empire have effective black powder weapons, as well as ready access to armor, and some access to super heavy armor. The Empire manage massive armies of mostly conscripts, and though technologically excellent the military prowess of the average soldier is poor.

Core Concepts

The Courage of Men. Is bad. The Empire are among the most cowardly factions in the game. They rely entirely on their leadership to keep them in battle, and even that is subpar. An Empire general has to be willing to lose troops to retreat, and focus on winning the combats that involve units he can’t lose. Having said that, there are a number of Empire troops that are either Stubborn or Unbreakable, so there are options that won’t run at the first sign of trouble.

The Armies of Men. Are big. State troops are inexpensive and make up the majority of an Empire army, giving them a larger than average typical soldier count. This can be inverted if the Empire army is made up of mostly cavalry.

Bound Spells. There are a lot of things in the Empire armylist that have Bound Spells, which means they have the ability to cast one specific spell, despite not being a Wizard.

Leadership

Empire armies are led by Generals of the Empire, and they are among the very worst Lord combatants. They can be mounted on an Imperial Griffon, and they have ready access to good wargear, but their base stats are human level, which is bad. They are however inexpensive, allowing you to field an even larger army.

Empire Battle Wizards are very points efficient. The Empire doesn’t have a unique lore, but Battle Wizards get access to all of the generic magic lores, which contributes to the army’s broad modularity. They’re very fragile, and prime targets of assassinations, but nevertheless they do exactly what a backline wizard should do.

Warriors Priests, and their Lord version the Arch Lector, are reasonable combatants, for humans, but greatly benefit friendly units around them. They give nearby friendly units Hatred of whomever they’re fighting. They also can cast Battle Prayers, which are considered Bound Spells. One will greatly increase a unit’s attack, another will give a unit a Ward protection, and the third will give a friendly unit Flaming Attacks. Warrior Priests are excellent frontline support heroes.

Witch Hunters are the Empire equivalent of Skaven/Dark Elf Assassins. Witch Hunters are acceptable combatants, but get an increased attack against Undead of Daemons. Witch Hunters also choose one single enemy at the beginning of battle, and get a significant accuracy bonus, as well as the chance to kill that enemy in one attack. Whereas Assassins are typically melee attackers, the Witch Hunter is primarily ranged, and can be especially hard for Vampire Counts players to deal with, as the Witch Hunter can neutralize a Vampire Lord.

State Troops

Representing conscripts, State Troops are the biggest modular element of the army. They all have the same statlines, that being a basic barely trained human soldier, but with differing equipment. Melee State Troops have basic light armor. The offensive options are Halberdiers and Spearmen. The Defensive option are Swordsmen with sword and shield. The ranged options are Crossbowmen, Handgunners and Archers, who have no armor whatsoever.

Though not technically State Troops, Free Company Militia fill a similar role and dual wield hand weapons, with absolutely no armor.

Though inexpensive, State Troops drastically underperform compared to more expensive soldiers like Elf warriors, and are barely a step up from troops they’re more expensive than, such as Skaven Clanrats. State Troops are very cost inefficient and in a vacuum are among the worst soldiers in the game. However, in support of the greater elements in the Empire army State Troops are essential facilitators.

Specialist Infantry

The most iconic Empire infantry are Greatswords, which are as heavily armored as a Warrior of Chaos, and swing massive two handed swords. They’re also Stubborn. Greatswords are the tip of the spear in infantry heavy armies and live to mulch infantry.

Huntsmen are scouting, skirmishing rangers who are backline harassers. They aren’t especially good assassins due to their poor combat stats, but they can certainly disrupt an enemy’s backfield.

Flagellants are frenzied lunatics that were driven mad by living in the World of Warhammer. They swing massive two handed flails. This logic is a little hard to follow so bear with me. While wildly swinging the flails over their heads, the crazy people sometimes will kill their own fellow Flagellants. When that happens, they get angry about it, and fight even harder. Flagellants have enormous damage potential, will never run from combat, and are completely unarmored.

Cavalry

Empire Knights aren’t especially fast, and still have poor human stat lines, but are extremely heavily armored, and with lances can hit hard on the charge. Knights are great value, and are excellent frontline flankers, but due to the heavy barding on their horses they’ll struggle to get to the enemy backline. An elite variant is the Reiksguard Knights, who are Stubborn and higher damage than typical Knights.

Demigryph Knights are among the best heavy cavalry in the game (technically Monstrous Cavalry), and are equals to Skullcrushers of Khorne and Blood Knights. The Demigryphs themselves really put hurt on the enemy, and can usually break an enemy unit on the onset of combat. They’re also an immensely survivable unit, they aren’t only good on the charge, and they can endure and grind it out.

Pistoliers and Outriders are the army’s Fast Cavalry. Pistoliers dual wield pistols, and Outriders carry large repeater handguns, essentially primitive chain guns. They fill similar roles, premiere backfield harassment and ranged assassins. It’s very hard to guard your fragile wizard from a block of horsemen with massive volumes of fire.

Artillery

The Empire have the highest damage output artillery line in the game. While Dwarf artillery is more reliable, their weapons are also more expensive, the Empire can fill their backline with cheap destructive unreliable artillery. All of the artillery is fairly self explanatory.

Helblaster Volley Guns spew out a massive storm of bullets, which are especially great against high armor targets.

Helstorm Rocket Batteries are chaff clearers, they fire barrages of highly inaccurate rockets, each exploding in a large radius. They aren’t especially high damage but a great way to deal with hordes of weak enemies.

The Empire also have Great Cannons and Mortarts, which behave similarly to standard cannons and catapults respectively.

Battle Engines

Total War Warhammer Units List

The most hated Empire unit are Steam Tanks. They’re also the most complicated unit in the game. Everything they do comes with the risk of overloading their steam engine, which can cause minor to catastrophic damage. Typically the tank travels slowly, but it’s capable of massive boosts of speed. When it meets the enemy it continues to drive forward, literally running the enemy over, like a steamroller. It has a steam powered cannon built into it, which is typically short ranged but can fire at long, but with the chance of overloading its engine. The secondary weapon is a Steam Gun, which fires bursts of superheated Steam at the enemy. The Steam Gun’s damage is variable, the more damage, and the more the chance of overloading the engine. Everything in operating the tank is a risk analysis choice. The tank itself is immensely hard to kill, super heavy armor and the biggest pool of hit points in the game.

Luminarks of Hysh are horsedrawn chariots with a massive focusing beam on top. The Luminark has a bound spell called Solheim’s Bolt of Illumination. It’s an immensely high damage flaming attack that fires like a laser. It’s excellent against monsters, but will also penetrate ranks of infantry firing in a straight line. Its damage is further increased against Undead and Daemons, making it the best weapon in the game for killing Greater Daemons like Bloodthirsters.

Celestial Hurricanums are similar to the Luminarks, but rather than using the power of light its bound spell is Storm of Shemtek, which creates a destructive storm over a target area. The effect of the storm is highly random. It can create an ineffective rainstorm, a harassing hailstorm, a massive tornado that travels unpredictably but will physically move units it hits. It can also create a lightning storm that does massive damage to those under it, or a meteor strike, which will utterly destroy whatever is directly under the middle of it, and do mild damage to everything around.

How They Play

The Empire are often unfairly called the generalists of the game, and it’s very much untrue. While The Empire can certainly build their army in whatever way they want, there’s no units in their roster that can fill multiple roles. In fact everything in their army is very specialized for one purpose.

The difficulty in playing Empire is they struggle in maintaining their frontline. The combat infantry of other factions are almost always better, and while Empire have many great line breakers of their own, they have no solutions for enemy line breakers. Between their wizards and artillery, the Empire also tend to run with very full backlines, making maintaining their frontline very important. Empire are almost always forced on the defensive.

Empire in the Meta

Empire gunlines are notoriously powerful, and the amount of artillery they can bring is an insurmountable problem for a lot of armies. The Empire struggle against fast armies, or armies that can shrug off heavy losses to artillery. This makes Skaven an especially difficult matchup for the Empire. Tomb Kings are also a particularly challenging battle, as their chariots can engage the frontline quickly and they can take advantage of the Empire’s poor leadership values.

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As it was mentioned in the introduction, Empire units are well balanced. Here you can find extremely powerful (and without a doubt the best in the game) cavalry, a lot of possibilities to cast spells, different types of missile units, as well as various artillery units (led by the Luminark of Hysh and the Steam Tank). Unfortunately, this faction has no access to large units (such as the Giants), as well as to flying ones (aside from Lords and Heroes with access to flying mounts).

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Melee infantry

The Empire has access to the following melee infantry units:

  1. Swordsmen - the typical cannon fodder of this faction. Soldiers equipped with swords and shields (the latter allows them to block a portion of missile damage) are used mainly as the starting infantry - their offensive and defensive capabilities won't allow them to keep up with more advanced units that will appear later on.
  2. Spearmen - units focusing on fighting with cavalry and large units (such as the Giants) in which they are deceptively effective. The problem is their lack of shields (which causes them to be vulnerable to missiles), low armor and weak weapon damage - they aren't suited for direct combat against melee-oriented units.
  3. Spearmen (Shields) - basically the same unit as the one described above. The only difference is that this variant has shields which are used to block a portion of missile damage (provided that they are facing the side the missiles are coming from). Aside from that they are identical to normal Spearmen.
  4. Flagellants (DLC The Grim and the Grave) - berserk unit that is stronger than the basic Empire units, and has the Unbreakable perk. Unfortunately, due to lack of armor Flagellants are more vulnerable to range attacks.
  5. Halberdiers - in short: an upgraded version of the Spearmen. They deal significantly more armor-piercing damage - this makes them effective against heavily armored units. Similarly to the Spearmen, Halberdiers should be used against large units and cavalry where they excel at.
  6. Greatswords - a very good infantry unit that has significantly thicker armor than any infantry unit of the Empire, deals good damage, and, above all else, deals additional damage when fighting infantry units. Their only flaw is their ineffectiveness against large enemies and cavalry.

Infantry units will make up majority of your armor - those troops will be the ones that spend the longest on the frontline, engaging enemies and blocking access more vulnerable units. Depending on your tactics, you should have 7 to 10 (35-50% of your total army) infantry units in your army.

Missile infantry

The Empire has access to the following missile infantry units:

  1. Free Company Militia (DLC The Grim and the Grave) - a unit with Vanguard Deployments, which allows to deploy it in an expanded deployment area. Besides that, Free Company Militia has limited range and can hardly punch through armor. Their only advantage over other range units is better melee attack.
  2. Crossbowmen - a missile unit that has one of the longest ranges in the entire game (aside from artillery, obviously), but their attacks are weak against heavily armored enemies. Those units are completely useless when in melee combat, or when out of ammo.
  3. Handgunners - they have a little shorter range than Crossbowmen, but their attacks deal mostly armor-piercing damage, making them extremely effective against heavily armored foes. Unfortunately, similarly to Crossbowmen, they are completely hopeless in melee combat.

Missile units are powerful on the battlefield, but after they run out of ammo or are forced into melee combat they will become, quite literally, useless. Because of that you shouldn't recruit more than 4-5 units (20-25% of your total army) of that type in your army.

Cavalry

The Empire has access to the best cavalry units in the whole game. You can choose from the following units:

  1. Empire Knights - the most basic cavalry unit of the Empire, at the same time being the cheapest one. Those units are equipped with heavy armors and shield, making them resistant to attacks that lack armor-piercing properties and enemy missile units. Their biggest flaw is their speed - missile cavalry and a large amount of different cavalry units will be able to outrun them.
  2. Reiksguard - units that can be recruited only in the Reikland province. Those are basically an upgraded version of the Empire Knights, with better offensive and defensive stat. However, they share the same flaw as the Empire Knights - slow movement speed.
  3. Knights of the Blazing Sun (DLC The Grim and the Grave) - a unit that combines numbers, speed and good stats. Thus, it's a fine cavalry unit that can replace Reiksguard. The only difference is slightly weaker armor, and the fact that Knights can be recruited only in Talabheim, once you build Blazing Sun Chapterhouse there.
  4. Demigryph Knights - without a doubt the best cavalry unit in the game. They have both shields and thick armors, making them resistant to attacks and fire from the enemy missile units. What is more, their attacks deal a lot of armor-piercing and regular damage. Those units get a bonus to damage when fighting infantry - this makes them extremely effective at breaking enemy ranks. Demigryph Knights are one of the fastest units in the game, as well as the fastest cavalry unit - only a handful of units will be able to run from them. Finally, they cause fear to nearby enemies, lowering their discipline.
  5. Demigryph Knights (Halberds) - a modified variant of the unit described above. Instead of getting a bonus to damage when fighting melee units (which they are effective against as well), they deal additional damage to large units and cavalry. They combine the best features of cavalry (mobility) and the power of halberdiers. Aside from that, they have the same attributes as regular Demigryph Knights - thick armor, speed, the ability to cause fear.

As with any cavalry unit in the game, the units described above are best used in short engages. They are ineffective during longer encounters, which is why it's best to charge with them, let them fight for a short while and then retreat them to repeat the whole process. Otherwise they will quickly get surrounded and obliterated.

Missile Cavalry

The Empire has access to the following missile cavalry units:

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  1. Pistoliers - the most basic unit of this type of this faction. They have relatively short range, but they are able to shoot at enemies whilst moving while remaining out of their fire at the same time. Those can be achieved thanks to their immensely high speed - there are only few units in the game capable of keeping up with them. However, their bullets are ineffective against armored targets and they are considerably weaker than normal missile units in a direct engage.
  2. Outriders - an upgraded version of the Pistoliers. They have slightly reduced speed (but still above most units in the game), but their attacks deal a lot more damage and easily pierce through armor. They have considerably longer range than the Pistoliers (60 versus 135) allowing them to shoot from afar. Just like Pistoliers, Outriders can shoot whilst moving.
  3. Outriders (Grenade Launcher) - a modified version of the Outsiders. They attack with grenade launchers, allowing them to inflict damage to multiple units at the same time. This comes with a price - they have a lot shorter range and they can't attack aerial units. However, they are extremely effective against numerous and tightly packed groups of enemies.

All of the missile cavalry units of the Empire have an additional ability - Vanguard Deployment. It allows you to set them up outside of the normal zone. This in turn allows them to get behind enemy lines easily and ambush the enemy. Those units can be used in hit & run tactics - they are extremely ineffective in melee combat and most of 'regular' missile units will quickly decimate them.

However, their biggest merit is their extreme speed and the ability to shoot whilst moving. 'Regular' missile units must be set up facing the enemy they are going to shoot, but the missile cavalry of the Empire can shoot whoever they have in their range. It will allow you to circle around enemy missile and artillery units with them unable to do anything to stop you.

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Artillery

The Empire has access to the following artillery units:

  1. Mortar - the most basic artillery unit of the empire, but effective during the whole campaign. It's capable of shooting at a long distance (although there are artillery units in the game with longer ranges). This unit is designed against huge groups of unarmored enemies - projectiles shot by them explode on a large radius, but lack armor-piercing properties.
  2. Hellstorm Rocket Battery - an artillery unit that is extremely dangerous to the unarmored enemy infantry. It's very inaccurate, making it ineffective against single targets, but deals immense damage to huge groups of enemies. Additionally, it's range allows it to shoot at very distant foes.
  3. Great Cannon - a unit that is very effective against single, heavily armored enemies. It deals large armor-piercing damage, but it's ineffective against clusters of unarmored units, as the projectiles shoot by it don't explode upon contact.
  4. Steam Tank - one of the most unique units in the game. It has two weapons. The first one allows it to shoot extremely powerful, armor-piercing projectiles over long distances (making it effective against single targets - like the Great Cannon). The second weapon is used against enemies that come close to the Steam Tank. This unit causes terror on the battlefield - nearby enemies will quickly lose discipline and route. This, coupled with extremely thick armor (highest value in the game) and the short-range cannon allows this unit to be effective against melee enemies - which is a something no other artillery unit can achieve.
  5. Helblaster Volley Gun - an artillery unit with short range (considering the unit type). It's very effective against numerous, heavily armored enemies as it deals a lot of armor-piercing damage and shoots series of projectiles.
  6. Luminark of Hysh - this technically isn't an artillery unit but a chariot, but it loosely resembles the first one. This is without a doubt the best unit of this type in the game. It's capable of dealing immense regular and armor-piercing damage (exceeding 1,000 points of damage with a single shot!). Additionally, it can deal magic damage, becoming effective against ethereal enemies. What is more, it emits an aura that increases physical resistance of nearby allied units. The only flaws of units unit are the low ammunition count, a very long reload time, as well as the overall costs to construct the building allowing you to recruit it.