Total War: WARHAMMER. Command four wholly different races: the Empire, the Dwarfs, the Vampire Counts and the Greenskins, each with their own unique characters, battlefield units and play style. Lead your forces to war as one of eight Legendary Lords from the Warhammer Fantasy Battles World, arming them with fabled weapons. Total War: WARHAMMER. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. THE EMPIRE OF SIGMAR - New Units (For Most Factions!).
Okay long winded but iv'e played all of the total wars, I get how to play but totalwarhammer is a different organism for me.Firstly I dont understand how unit variations for the empire work.Empire spear men for me have no purpose, halbadiers replace them quickly. In what situation do halbadiers not over rule spears? This game looks all based on armor piercing.Secondly shielf and sword vs great sword. Soon as I got great sword units I forgot about shield and sword. Again in every combat situation shield and sword vs humans, undead, dwarfs etc get rick rolled.Now Rietsguard horsemen are pretty cool everything about them, but sadly I feel like they are poo's compared to demigriph knights.
The only benefit i see with the rietsguard is they have have a larger mass like 60 units compared to the demigriph's but demis just over power everything, im finding no use for the Rietsguard now.Also has any one got a break down for agents?Out of the battle wizards i feel as if celestial and fire are good for combatThe witch hunter sucks for combatThe bright wizard is like mehhReally open to disagreement here because this is me just sharing my opinion im open to be educated in how it all works and if im some how playing wrong xDDD. All the units you listed do outdo each other but they also come with much higher upkeeps, sometimes cheaper troops will do the job for supportting armies or garrisons.Witch hunter accuse ability is overpowered, but Witch hunters make very good assasins and can block armies.I like the bright wizard alot simply for the net spell, any spell that garrentees to stop the enemy moving and has a low cooldown time is more powerful than all the big bad vortex spells, keeping a group of units pinned for 30 seconds or so in front of your ranged units is better than any vortex. Congrats, you have discovered that units come in tiers and that higher tier units tend to be better than those in the lower tiers but with a higher cost and lower unit count.On one note I'd say the witch hunter, while a good agent hunter can be very useful on the field for lord hunting once you have unlocked the 'acusation' ability.The Fire Wizard and Bright wizard are one and the same. You're referring to the Light wizard who has a good few uses from stopping a charge in its tracks to various buff abilities especially useful against the undead. In some cases the spearmen can be far 'superior' to the halbadiers.
As far as stats are concerned halbadiers aren't that much better off. They have the extra bonus of armor piercing but if your opponent doesn't have much armor then that bonus might as well not exist. Spearmen then, which are cheaper to buy and keep, will do just as well in this scenario man for man compared to halbadiers. Except the spearmen group has more men.
So as a whole unit they are better suited for holding a line to allow you time for flanking etc.And what if your opponent has lots of archers or rifles? Well slap a shield on your spearman and he gains a passive block against any missiles from the front (while still being cheaper than a halbadier). This means your unit wont suffer as much of a leadership penalty or as many losses on the march towards your enemy. The halbadiers on the other hand will die 'en masse and route before they can even think about engaging the opponent. Originally posted by:And what if your opponent has lots of archers or rifles? Well slap a shield on your spearman and he gains a passive block against any missiles from the front (while still being cheaper than a halbadier). This means your unit wont suffer as much of a leadership penalty or as many losses on the march towards your enemy.
The halbadiers on the other hand will die 'en masse and route before they can even think about engaging the opponent.Can I upvote this part somewhere?As for Reiksguard vs Demigryphs - You dont have to build whole cavalry recruitment building chain in order to recruit them (you need reiksfort and?blacksmith?). IIRC you can recruit 5 or 6 regiments of reiksguard for the cost you will need to recruit your first demis. Originally posted by:In some cases the spearmen can be far 'superior' to the halbadiers. As far as stats are concerned halbadiers aren't that much better off. They have the extra bonus of armor piercing but if your opponent doesn't have much armor then that bonus might as well not exist. Spearmen then, which are cheaper to buy and keep, will do just as well in this scenario man for man compared to halbadiers.
Except the spearmen group has more men. So as a whole unit they are better suited for holding a line to allow you time for flanking etc.And what if your opponent has lots of archers or rifles? Well slap a shield on your spearman and he gains a passive block against any missiles from the front (while still being cheaper than a halbadier). This means your unit wont suffer as much of a leadership penalty or as many losses on the march towards your enemy. The halbadiers on the other hand will die 'en masse and route before they can even think about engaging the opponent.Halberdiers are always better regardless for a variety of reasons, and on a side note Spears, and Halberds have the same unit count.
If your being outgunned by the enemy army, and allowing them to touch your melee infantry your playing the Empire wrong. From the looks of your post I would say you don't even play them but thats an observation. Against non-armored units and vs ranged attacks, spears with shields are MUCH better versus halbadiers.
Distinct featuresColleges of Magic:Harness multiple Lores of Magic to bolster the Empire's strength and destroy its enemies.:Lords may be assigned into offices, granting them a unique title and bonuses.Varied unitsLarge and varied unit roster with a wide range of infantry, cavalry, artillery and other unit types.The Empire is a and faction introduced in. The Empire is playable in,. They have no playable subfactions, but have 3.The Empire is the largest nation in the.
They are a proud country built on steel, gunpowder and faith in their patron god Sigmar. They are based on the real world during the 16th and 17th centuries. Their army combines Spearmen, Knights and Cannons with fantasy elements such as,. Contents.How they play A summary of Empire gameplay:. Units: The Empire have an extremely large and diverse roster with almost every unit type represented. Infantry form the core of their army, backed up by strong cavalry and artillery. Regiments of Renown: These are unique, more-powerful versions of regular Empire units.
Offices: In the campaign, Empire players can assign characters to via the office panel, which confers a title and various other benefits depending on the office. Colleges of Magic: The Empire can recruit 7 different kinds of spellcaster, who have access to a total of 42 – the most of any faction. Good for beginners: Of all the factions in TWW1, The Empire are perhaps the most similar to a historical Total War faction. And plays a major role in the initial stages of an Empire campaign, while combined arms tactics are required to achieve victory in battle. Players will be slowly introduced to magic spells and monster unit as they play.Background For two and a half millennia The Empire has formed a bulwark against the encroaching forces of destruction. The Empire lies in the heart of the Old World, and it is the greatest and most powerful of all the nations forged by, greater even than the fair land of. But the The Empire is in constant turmoil, beset on all sides by enemies ferocious and foul, with even and their desiring nothing more than the Empire's utter destruction.Yet it endures, for mankind has a steely determination to not merely live, but thrive.
The Empire’s armies are mighty with ranks of highly-disciplined troops and heavily-armoured Knights, led by valiant warrior-generals and supplemented by the arcane will of Battle Wizards and powerful machines of war.While the Empire’s vast armies are constantly caught in the swirling maelstrom of war, facing all manner of threats within and without its porous borders, perhaps its greatest foe is, and always has been, itself. For the Empire is not one harmonious nation but a collective of fiercely independent provinces and city-states each led by an Elector Count – a powerful noble whose own interests often come before matters of his people or the greater good of the nation. It is from these men and women that an Emperor is elected; in the past the realm has been blighted by a succession of corrupt leaders, or been riven with internal strife as rival Electors fought for the throne.
During such dark times the Empire was at its weakest and so its many enemies have taken full advantage.And yet when mankind seems in greatest peril, the Twin-Tailed Comet arcs across the sky and a great leader comes to the fore. First it was Sigmar, the warrior-god that founded The Empire. Then two hundred years ago, Magnus the Pious marched to the aid of neighbouring, and purged the lands of Chaos, uniting the Empire under one glorious banner for the first time in centuries.Now, a new Emperor has been crowned. He is untested, unwilling as yet to take up.
Furthermore, he is not the candidate many Elector Counts wanted. As a result the Counts are uneasy and in some cases outright hostile. So begins the reign of, and he has much to do: unite The Empire, secure its borders and bring prosperity to its beleaguered citizens. It is a time when in the north, in the Empire's dark forests; in Sylvania; are under siege, and the are more belligerent than ever.The Twin-Tailed Comet blazes across the sky once again, but is it an omen for good. Or ill?In Battle Unit Roster Main article:In battle, The Empire has access to a large and balanced unit roster with a wide range of options. Their roster offers plenty of flexibility in terms of strategy. The backbone of their armies are infantry armed with a variety of weapons from greatswords to spears and handguns.
They also have various types of knights and ranged cavalry, cannons and even magical artillery. The mighty is one of the game's most powerful war machines. The Empire even has flying units and monsters, available as character.However, high specialization among units means that the day is won not through numbers or tactics, but a competent strategic approach through combined arms: mixing units and covering their weak spots with other forces.Colleges of Magic Colleges of Magic: Empire spellcasters have access to the, and added in the second game:. This is a total of 48 spells, the most of any faction.
Each type of Empire wizard has it's own unique model (and in some cases unique mounts or abilities) to represent the various Colleges in lore.Regiments of Renown The Empire has several. These are elite, unique versions of standard Empire units. With and in the background.The Empire is a normal, non- faction who occupy settlements and control.Legendary Lord choices The Empire can choose from the following lords when starting a campaign. See the individual lord pages for information on their various bonuses in campaign. Paid DLCOffices are a gameplay mechanic for The Empire in the campaign that allows them to assign characters to certain positions in the Empire government.