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Total War: Warhammer III Empire Unit Roster Guide

If you are struggling to get the best from your Empire units or are you finding the sheer number of options to take daunting then this Total War: Warhammer III Empire Unit Roster Guide is for you. Here you will find summaries of each unit currently available to the Empire factions, how to get the best out of them, and a quick summary of the faction's strengths and weaknesses.

Total War: Warhammer III Empire Unit Roster Guide

The Empire has been the most played faction almost throughout the lifetime of Creative Assembly‘s the Total War: Warhammer series. As a whole entity, they play like a traditional Total War faction. And have a large and extensive roster that allows you to tailor your armies to your playstyle. Or just create some really cool looking thematic lists. However, the sheer scale of this roster can be intimidating to new players. And it can be easy to overlook some superb unit options. And that is where this guide comes in.

In this guide, you will find a quick summary of the strengths and weaknesses of the faction as a whole. You can find a more detailed guide to playing as Reikland specifically here at KeenGamer. As well as a rundown on each unit currently available in the game and what to expect from them. The order of the units in each section is determined by how good or not I find them; The higher they are the better, the lower they are the worse. So this is a combination of a guide and a tier list. I will say that I don’t feel there are any terrible units in this Total War: Warhammer III Empire Unit Roster Guide. However, some are a little too situational. Or just don’t justify their cost in game. With that said let’s get to it!

Army Strengths & Weaknesses

  • Wide Unit Roster.
  • Extensive range of magic users.
  • Many armour piercing units, even on low-tier options.
  • A largely beginner-friendly faction.
  • Basic Infantry is rather weak.
  • Some High-Tier units feel over costed.
  • To get the best from them requires micromanagement.

The Empire has probably the most extensive unit roster in the game at the moment. With it covering just about every type and damage type you could ever need. Even at the start of a campaign, you can still deal decent levels of damage to pretty much every enemy unit type. With that level of damage growing as you unlock higher tier units and gain access to their wide range of spell casters. However, they are just average humans. And are as durable as you’d expect them to be.

As mentioned above, to get the best of them requires a level of micro-management that other factions lack. This means that it isn’t an army you can just point at the enemy and expect a win. Nor is it one that can outlast them. However, with well-placed counter-charges or flanking attacks, this can cause a level of morale damage that can best even some higher-tier armies. They handle like a traditional Total War faction. So it is easy to get to grips with them if you either played prior titles before. Especially the later stages of Medieval II or early Empire

Legendary Lords

Karl Franz

Franz's birdy buddy helps him keep pace with some mighty enemy lords.

Franz’s birdy buddy helps him keep pace with some mighty enemy lords.

The Emperor himself! Even though he is just a human, he is very powerful and durable. With that power only growing in the late game. Especially when you unlock his griffon mount. Yes, there are more powerful Legendary Lords out there. But his strength means that he isn’t far off from them.. And given the buffs he can give his army (both activated and passive) he is sharing that power. Units under his command can punch well above their weight. More so than with other leaders. On the campaign map, his army can replenish in neutral territory. This can keep your forces fighting fit and able to retain the kind of momentum needed to finish off your rivals before they get a chance to regroup. Don’t let his strength fool you, however, whilst he is armoured and has magic attacks he is not a one-man army.

Balthazar Gelt

The lore of metal is tactically flexible.

The lore of metal is tactically flexible.

Balthazar Gelt is the only spellcaster Lord that you have access to. And is the only Wizard in your roster who has access to the Lore Of Metal spell group. This makes him quite a rare treat on this Total War: Warhammer III Empire Unit Roster Guide. The Lore Of Metal provides you with a selection of great buffs to increase weapon strength, defence, and armour piercing as well as powers to debuff the same areas to your foes. Which can upset the tide of a fight. This in addition to a selection of powerful damage spells makes for a well-balanced Lore. Gelt himself is a great lord. With his campaign effects made his range troops significantly better. And in combat, he is about on par with most Wizards. But that can shift if you plunge you buffs into him. But just keep him out of the way and rain hell on your enemy!

Volkmar The Grim

Volkmar's War Altar hands out decent buffs to nearby units.

Volkmar’s War Altar hands out decent buffs to nearby units.

To call Volkmar an upgraded version of the Arch Lector would be a disservice to him. Whilst he plays like one and has the powers of one. He is far stronger and has access to fire and magic-damaging melee attacks. But lacks the armour of the Arch Lectors. In time he can gain a War Altar as a mount which whilst it makes him a bigger target does grant him better passive buffs to those around him. This is in addition to the battle prayers he gets. In the campaign, his buffs will increase the power and overall utility of the Flagallent units. Given how low cost they are this can take what is often just a filler unit and make them viable. Also, he can grant fire damage to every unit in his army at the right level. Yep, all of them, no area of effect, no time limit. Every unit in his stack gets fire damage to their attacks, melee and missile. So if you can get that far, then oh boy you are in for some fun.

Boris Toddbringer

The "real" Emperor?

The “real” Emperor?

I was honestly in two minds on whether to include Boris Toddbringer on this Total War: Warhammer III Empire Unit Roster Guide. I mean, yes, he is technically part of the roster they are just hard to get field outside of multiplayer and faction unlocker mods. In the event you ever get Toddbringer, you get a decent melee lord who has a commendable amount of staying power thanks to his special items and unique traits. They can regenerate health whilst in combat and can debuff enemy units when they are nearby. Which makes him a great Lord to lead from the front. Ideally supporters by units who can deal with anti-large damage dealers. However, all of this may change should he ever get a DLC or FLC dedicated to him. So watch this space!

Markus Wulfhart

You'll likely be making a lot of ambushes with Markus.

You’ll likely be making a lot of ambushes with Markus.

Markus Wolfheart is a range-focused Legendary Lord. He is (both in lore and gameplay) something of a monster killer. With most of his powers and abilities being about dealing damage to select targets. Or freezing them I place so that others can. He is very much a damage dealer and doesn’t deal out buffs in battle. Also despite being listed as a hybrid unit, he isn’t great in close combat. So having a unit or hero close by to act as a bodyguard isn’t a bad idea. Regrettably, Marcus does feel like he is the runt of the litter out of the current Legendary Lords. This isn’t helped by the mechanics his sub-faction has in the campaign which limits the roster you have access to. But given the advantages he gets to ambushes and ranged units, this can help in the mean time.

Lords

Empire General

The Empire General is a decent generic melee Lord.

The Empire General is a decent generic melee Lord.

The Empire General is the generic equivalent of Boris and Franz. They are melee-focused Lords who are capable of holding their own I’m combat and can throw out an ample supply of buffs to keep themselves and their armies in battle for the long term. Either by boosting morale, damage dealt, or defensive capabilities. Their potential is far lower than Boris and Franz for obvious reasons. And they lack the kinds of end-game buffs and mounts that many similar units have. However they are incredibly reliable and don’t require the kind of micro-management that other lords need. Though I will say I wish it was possible to select the kind of weapon they use. As whilst they are decent against infantry they struggle against large and armoured targets.

Arch Lector

The Arch Lector sits between a Wizard and Empire General in terms of power and playstyle.

The Arch Lector sits between a Wizard and Empire General in terms of power and playstyle.

The Arch Lector is a Lord version of the Warrior Priest. They are armoured and heavily armed. And they can deal decent magic damage in close combat. Their big selling point is their prayers which can provide themselves and their troops with some powerful buffs and at a higher level can even get an area of effect power which can deal decent (but not great) damage to those surrounding the Arch Lector and won’t harm your troops. Don’t think of them as being some kind of spell caster. As their prayers can be cast far more frequently than Wizards. Even if the number of prayers they have is more limited. At present the best mount they can get is a warhorse. Which whilst decent enough isn’t quite as ideal as them getting a war altar. But they make for a decent all-rounder.

Huntsman General

The Huntsman General makes for a decent defensive Lord.

The Huntsman General makes for a decent defensive Lord.

This may seem like a spicy hot take, but I feel that the Huntsman General is probably the most underrated unit on this Total War: Warhammer III Empire Unit Roster Guide. Yes, they are listed as a hybrid unit but are weak in close combat. However, they are great at range and offer a selection of great buffs to other ranged units. Both in battle and from the upgrades they get in the campaign. Which can help make the Archers a far better option and make the Huntsmen even better. With their anti-large bonus, they can do great damage against monsters. And they can dish out fire damage while making foes weaker to said damage and grant fire damage to their troops. I prefer to use them defensively. Use them lead a garrison on a settlement you need to defend (ideally one with walls) and they can come into their own. They aren’t bad offensively either, just try to keep them out of close combat.

Heroes

Empire Captain

Whilst they aren't the strongest of heroes they can look after themselves quite well.

Whilst they aren’t the strongest of heroes they can look after themselves quite well.

The generic version of the Empire General, the Empire Captain is your dedicated melee hero. Like all heroes like this, their job is to get stuck in combat and cause as much damage as possible. Whilst they aren’t as powerful as similar heroes in other armies they are a decent all-rounder. And can dish out a handful of buffs and keep pace with many Lords and Heroes. However, don’t expect them to take down Khorne’s heroes effortlessly. They are more of an anti-infantry unit. Even if they lack an anti-infantry trait. They are about as durable as the Warrior Priest. However, their shield does give them some missile resistance, which makes them a better offensive choice. But they are flexible enough to be used defensively too.

Wizard

Be sure to check their spell lores to get the best out of them.

Be sure to check their spell lores to get the best out of them.

I’m going, to be honest with you dear reader, I’m not going to include a listing for each school of magic for the Wizard on this Total War: Warhammer III Empire Unit Roster Guide. To do so would take too much time and would repeat too much information. A guide on them may follow in the future. Each Wizard hero you can field has a school of magic they belong to. Each with its strengths and weaknesses. Some are more about offensive power, others damage, and others buffs or debuffs. And given the sheer number of them you can get you can find a Wizard for any occasion. As expected they aren’t especially powerful in melee combat. How much you get out of them comes down to how much you use them and if you can use the spells effectively.

Warrior Priest

The Warrior Priests are very tanky and strong.

The Warrior Priests are very tanky and strong.

Warrior Priests function somewhere between Captains and Wizards. They are decent in combat (though not great) and have access to a handful of buffs and one area of effect power. These can be thrown out to help your troops or hinder the foes. Unlike Wizards their prayers aren’t locked to the Winds Of Magic system. And as such can be cast more frequently. And given their strength and durability they can more easily get around your lines to hand them out as needed. Or on themselves if they want to live up to their hero status. Honestly, I think the best thing about them is the fact that in campaigns they can boost unit replenishment. Which at higher levels and the right upgrades on a Lord can mean your armies can be almost instantly healed back to full after any combat.

Witch Hunter

The Accuse power can be amazing against some foes.

The Accuse power can be amazing against some foes.

Witch Hunters are a hybrid unit. With some skill at range combat and close combat. But feel like something of a “Jack of All Trades” in that regard. They are not as strong or tanky as Captains or Warrior Priests. But are as close to a hero equivalent for the Huntsman General as you are going to get. Whilst they lack range they do have armour-piercing missile attacks. And are decently capable in melee. They have a debuff power called “Accusation” which, I’ll be honest, has probably helped me far more than it should. It gives the target -20% Missile Resistance, -22% Physical Resistance, -24 Melee Damage, and -30 Armour. Which can severely hinder undead lords or any enemy lords or heroes in general. And Slippery which can allow them to get out of (or into) trouble quickly. Whilst they aren’t as versatile as the other heroes in the list they aren’t terrible. They are just situational.

Infantry

Greatswords

These guys really do live up to their name.

These guys really do live up to their name.

Greatswords are the best melee infantry available in the Empire’s unit roster. Armoured and able to deal armour-piercing damage in addition to them being anti-infantry means that they can go toe-to-toe with even some of the Warhammer world’s most terrifying creatures. But don’t let their raw power distract you. The truth is that as powerful as they are they have a lower melee skill than swordsmen. And lacking shields means they shouldn’t be used as a wholesale replacement for them. However, they are the perfect hammer when needed. And can hold off even units that are higher tier than them. Plus they can play merry hell with many lords and heroes.

Halberdiers

Not the best use of them I will admit.

Not the best use of them I will admit.

Halberdiers can easily be treated (or mistaken) as being a straight upgrade of the Spearmen. And that is understandable given that they fit a similar niche in your army. They are anti-large specialists. However, Halberdiers also have armour-piercing which can help them do far more damage than spearmen can. And it means that they gain an extra level of tactical flexibility and reliability. This means that they can be great against heavily armoured factions like the Dwarfs. But are also able to deal with Ogres and Lizardmen armies just as well. Be aware they are about as durable as standard spearmen given the lack of a shield. But by the time you get access to these, you’ll know how to get the best out of them.

Swordsmen

For an early game unit these guys are good even till the later game.

For an early game unit these guys are good even till the later game.

Swordsmen are your standard sword and board unit. Goodness, they are as standard as you get. They aren’t mighty, but they are slightly more durable than most of your infantry options. I’ll be honest dear reader, it is hard to sing the praises of a unit that is that, well, standard. But it is a reliable unit choice. Whilst it isn’t especially strong against anything, it isn’t especially weak against any either. Well, aside from anti-infantry units and monsters. But they are slightly resistant to missile damage. They are a cost-effective option that will hold the line against your foes and keep them in place long enough for a stronger unit to come along and finish them off.

Spearmen With Shields

It is amazing what difference a shield can make for this unit.

It is amazing what difference a shield can make for this unit.

As you can expect, this is a variation of the Spearmen however this one has access to shields. This makes them a little more durable and grants them missile resistance. Sure, this doesn’t make them a tank or anything. But given how reliable a source of melee anti-large that they are they still have their uses. They are a mid-point between Spearmen and Halberdiers. Yes, they aren’t quite as tactically flexible as the Halberdiers but given their missile resistances, this can help when dealing with armies with large amounts of ranged units. This makes them a decent and cheap unit to hunt down missile units whilst the rest of the army deals with more important threats.

Spearmen

Sometimes the Spearmen can punch so far above their weight it is almost scary.

Sometimes the Spearmen can punch so far above their weight it is almost scary.

Spearmen are the standard starting unit available to the Empire roster. Always available from the start of a campaign though to be fair you probably won’t be using them into the late game. Spearmen are a lightly armoured unit that grants you a reliable source of early anti-large damage even if you lack missile resistance given they lack shields. Despite being such an early game unit they aren’t as terrible as their in-game tier number would let on. Though they struggle to hold their own the further into a campaign you get. And if you are playing online battles there is honestly little point taking these over their shielded variant unless you are squeezed for funds.

Flagellants

These guys will either be still standing by the end of the battle or dead in the first couple minuets of combat.

These guys will either be still standing by the end of the battle or dead in the first couple minuets of combat.

Crazed and frenzied, the Flagellants are a low-tier unit that has utility well above their in-game tier rank. Low armour, and low damage, but they are unbreakable and given the health of the unit they can stay in combat a long time. This makes them a great speed bump or tar pit unit. Slowing down and holding back other units and heroes from getting to your lines. Sure, they aren’t likely going to kill some enemy troops. But they might outlast them. However, given their stats, any anti-infantry unit is going to cut through them like a hot knife through butter. They aren’t a bad unit, far from it. But they can break an infantry charge and hold them long after some stronger units have gone down. But in later game, they can melt away rather easily.

Missile Units

Handgunners

Faith, steel, and so much gunpowder!

Faith, steel, and so much gunpowder!

The Handgunners are one of the more iconic units in the Empire roster. And the one that many of you will try to get as soon as possible. And understandably so. They have decent range, accuracy, and their ranged attacks do a large amount of armour-piercing damage. Which can be essential when fighting against certain armies like Dwarves and Warriors Of Chaos. Whist Handgunners can do great damage to a target they struggle firing through and over your units. Which can drastically limit the total damage they can do. However, if you just move them to flank an enemy unit that is in combat with one of yours this can bring them back into the fight. They aren’t quite as “Fire and Forget” As the other ranged units. But if you use them well they can make mince meat out of most targets.

Hunters

Don't let the fact they use bows deceive you into thinking they aren't good.

Don’t let the fact they use bows deceive you into thinking they aren’t good.

Much like the Halberdiers the Hunters feel like a direct upgrade of a prior unit. In this case, they are (arguably) an improved version of the Archers. Hunters can Stalk which means they remain hidden from the enemy at long distances. They can fire whilst moving like the Freecompany Militia but have a longer range. And they do anti-large damage. They do slightly more damage per man than Handgunners. And have more men per unit than them too. This means that the sheer number of them you get per unit can tear apart early-game cavalry and monster units. Yes, they are just as vulnerable as any other missile unit aside from the Freecompany Militia when it comes to close combat. But even into the late game, they can still prove useful against certain armies and as part of a garrison force.

Crossbows

For an early game unit these guys can hold their own quite well.

For an early game unit these guys can hold their own quite well.

Crossbows are the standard missile unit available to you. You get them rather early on and they are an incredibly reliable unit that can still be effective even into the late game. Whilst it lacks the raw power that the Handgunners have they can fire over your units. This means that they can be placed behind your infantry units and keep firing at anything that comes close. Which makes them a great defensive unit. Be careful as letting them fire into combat carries the risk of friendly fire. And this can not only damage your unit but can also reduce their morale making them more likely to break. But given their range and arc of fire, they will have done a decent slice of damage to their target before needing to move anyway.

Free Company Militia

The Militia are always better than you expected but not as good as you remember them.

The Militia are always better than you expected but not as good as you remember them.

I will admit that placing this unit at this point in this Total War: Warhammer III Empire Unit Roster Guide may seem odd. As it is a hybrid melee/range unit. However, for a period in the early game, this may be as close to Handgunners as you can get. The Free Company Militia are a deceptively powerful unit for their rank. But don’t get it twisted. This isn’t some secretly overpowered one. They can hold themselves well in melee combat and their missile attack is frequent and can be fired on the charge. Being able to move and shoot helps to aid their mobility. Be aware that they are weak against armour. So they can never replace Handgunners. But they make for a decent unit to harass your foes until something more powerful comes along.

Archers

Archers are "Good Enough" early on or as an emergency settlement defence unit.

Archers are “Good Enough” early on or as an emergency settlement defence unit.

The Archers are your starter missile unit. Cheap and largely effective until given their tier. Yes, just about everything else in this section is better. Especially given their weakness against armour. But that doesn’t mean you should ignore them. The sheer number of men you get per unit can help them deal more damage than you’d expect. And their only weakness in the early game is that they do little damage against armoured units. Something that you might not see too much of depending on who and what you are playing. They make for a decent addition to any emergency garrison force even into the later game. And with a Huntsman General leading your army, they (and the Hunters) get boosts that can make them pretty blooming good despite their cost. However, I’d drop them in your main armies when you can afford them.

Cavalry & Chariots

Demigryph Knights Halberds

They might be anti-large, but don't think they are going to take down a Giant in short order.

They might be anti-large, but don’t think they are going to take down a Giant in short order.

As the name suggests, these are Demigryph Knights armed with Halberds. This grants them armour-piercing damage and makes them more effective against large units than their usual variants. This makes them an anti-cavalry cavalry unit. Well, anti-large. But you get the idea. I would be flippant and say that they are like a fast Halberdier unit. But that isn’t too far from the truth. Much like the Halberdiers they are flexible and deal enough damage that they aren’t locked to just being an anti-large unit. However, their armour and overall strength puts them head and shoulders above them. And most other Cavalry units in the Empire roster. Though they may struggle against some large targets like Giants and Mammoths.

Demigryph Knights

They are strong, but don't leave them in combat for too long. They aren't as tanky as you might think.

They are strong, but don’t leave them in combat for too long. They aren’t as tanky as you might think.

Whilst they lack the damage potential of their halberd-armed brothers they are, arguably, a little more tactically flexible. They can take on pretty much everything. So you don’t need to worry about maximising their damage potential given they do decent damage against most things. And at a lower base price than the Halberd armed unit. Though understandably they aren’t quite as powerful. And given the chance I’d take the Halberd version given the power that they have in the first place. And by the time I can afford units like this my enemy will be rocking armoured units anyway which limits the damage potential of units like this.

Knights Of The Blazing Sun

I feel that The Empire needs more of its Knightly Orders in the game.

I feel that The Empire needs more of its Knightly Orders in the game.

Of all the horse riding units you have the Knights Of The Blazing Sun are, in my opinion at least, the best there is. And major contributing factor to that is the fire damage that they deal in melee. This is a great boon against most armies, as burning damage can seriously debuff most units. But against Nurgle or Undead units this can be devastating. Couple that in with a well-placed charge to the flanks and this can nearly shatter those kinds of units on the charge alone. Sure, they are just as vulnerable to anti-large and armour piercing as the other Knight units. And their cost means that you can’t fill an entire stack with them. But if you can get the, oh baby, you should get them!

Reiksguard

Don't get me wrong, if you can get them they are great, especially early on.

Don’t get me wrong, if you can get them they are great, especially early on.

The Reiksguard are (in lore at least) supposed to be the best of the best. The be-all and end-all. The most elite of anything the Empire can put out. And whilst that isn’t quite true stats-wise in this game. It would be wrong to dismiss them as just being a mid-tier unit. They are frankly a fantastic unit whose thunder is stolen by a knightly order with bonus damage and a pair of monstrous cavalry units. The Reiksguard are fantastic on the charge. And given their armour, morale, and weapon skill they can easily tear up almost any unit that you throw at them. And used well they can ruin enemy lines or enemy charges in dramatic style. However, they aren’t as elite as maybe they should be. So be aware that they won’t carry your army as maybe you’d be led to believe.

War Wagons

In battle two squads of these guys took down a Vampire Lord so early into the fight that it almost ended the battle there and then.

In one game two squads of these guys took down a Vampire Lord so early into the game it almost ended the battle there and then.

War Wagons are a chariot unit with decent range and melee skill. Despite looking like it should be a low-tier unit it is rather useful and powerful. And they can do a shocking amount of damage if given the chance. With some micro and patience, they can take down enemy heroes and lords without them ever getting a chance to reach your frontlines. Something that can be devastating to undead armies. On a wider scale however that damage potential drops off a little. The more entities there are in a single unit the less effective they are; in other words, they are better with small units or single heroes/lords than large mobs. Plus they will struggle with anti-large and faster cavalry units hunting them down. But when used effectively they can punch well above their weight.

Outriders

Outriders are great at harassing enemy units and wearing them down.

Outriders are great at harassing enemy units and wearing them down.

To be blunt with you dear reader, the Outriders are a direct upgrade of the Pistoliers. They do far more damage at range. And at a greater rate of fire. This can be lethal on the right target. And they can handle themselves in close combat a little better than Pistoliers can. This can help in a pinch though don’t expect them to last against serious opposition. Their range is far shorter than the standard Pistoliers. And only have a front firing arc. This means they need to reposition to fire if they are acting as skirmishers. However, given their speed, they can set up quickly so that isn’t as big of a problem as you might expect. I prefer Pistoliers. But if I am looking to do a lot of damage quickly I’ll run Outriders.

Outriders With Granade Launchers

Their weapons do a lot of damage, but with such short range it feels like a gamble to use them as skirmishers.

Their weapons do a lot of damage, but with such short range it feels like a gamble to use them as skirmishers.

As the name suggests these are Outriders who swap out their repeater handguns for Granade Launchers. This gives you a fast explosive unit that can throw a barrage of explosive damage at targets at a greater speed than most war machines. Sure, they won’t do as much damage per shot as a Mortar or Cannon, but it is nothing to be sniffed at. And this damage output means that even high-tier units can be softened up by a solid skirmish unit. However, despite the damage that they can do, I can’t say I rate them all that highly. They have a slow rate of fire and their range is about as good as the standard Outriders. And it always feels that enemy units can get far too close to you when they have to stop to fire. Much like the Outriders, their short and narrow range limits their power as a skirmishing unit. But the damage they can do can be fantastic when used right.

Empire Knights

Your Knights are a great early to mid-game option.

Your Knights are a great early to mid-game option.

The Empire Knights are a strong and reliable melee cavalry unit. Decently well armoured and with good speed and strength. Sure, they aren’t as good as Bretonnian knights. But the power and strength that they have allows them to remain a viable option even into the late game. I will grant you that I’m not a big Cavalry user. So those who are will get more out of them than I do. However with that said, they can do great damage on the charge and there are few units in the early to mid-game that can stand against them. Well aside from armour piercing and anti-large units. Much like the Swordsmen it is hard to sing the praises of a unit that is this reliable and strong.

Pistoliers

I do love a good skirmish cavalry unit.

I do love a good skirmish cavalry unit.

Pistoliers are a skirmishing cavalry unit, fast and lightly armoured. And armed with pistols that deal armour-piercing damage. That alone puts them ahead of most similar units. Meaning that they can greatly diminish the numbers of even some late-game units. They (like the Outriders) are able to move and fire. And give they have a 360° firing arch it makes their skills in skirmishing all the more impressive. And whilst they aren’t as potent in melee combat as Empire Knights they are still able to handle themselves for a while at least. They will struggle against faster units that can close the gap to them. But they can make a decent distraction. And if all else fails they make for a good warmachine and wizard hunters.

Warmachines

Hellblaster Vollyguns

Stick a couple of these in your army and you are laughing!

Stick a couple of these in your army and you are laughing!

There is frankly no sugarcoating this. I honestly think that the Hellblaster Vollyguns are the best warmachine option on this Total War: Warhammer III Empire Unit Roster Guide. And second only to the War Wagon armed with them. However, that is a regiment of renown so it doesn’t count here. The Hellblaster Vollyguns are rapid-fire cannons. Imagine the Great Cannons, but, well, a heavy machine gun version of them. They can output so much damage over such a short period that there is little that can resist their attacks without walking away severely damaged. Take a couple of these in a stack and with good aim (and a dash of luck) you can one-shot most lords and heroes. Let alone whole units. However, it still has the weaknesses of the Great Canon and the Mortar. It needs a clear line of sight to do damage. It is slow to move. And will be ruined in melee combat. However when you can get them, get them!

Luminark of Hysh

They won't do much damage to squads, but to single units or monsters they can be lethal.

They won’t do much damage to squads, but to single units or monsters they can be lethal.

The Luminark’s missiles are stupidly powerful, far more so than any other missile your troops can fire. However this power comes at the trade-off that it has a narrow area of effect. Even the Great Cannon and the Steam Tank’s missile attacks affect more units per shot than the Luminark. As such the Luminark is great at sniping Heroes and Lords (and enemy walls and towers). Though it has a slow fire rate which does balance things out. In addition to the damage it does, it also has an aura around it which buffs nearby units. So whilst it won’t be dishing out power quite as frequently it will help your troops in the event the enemy starts to draw down on your ranks. I prefer my war machines to have a little more black powder. But the Luminark should never be underestimated.

Great Cannons

A reliable anti-hero, anti-monster, anti-wall option.

A reliable anti-hero, anti-monster, anti-wall option.

Great Cannons by name, great cannons by nature. The Great Cannons are cannons, which I honestly feel are pretty great at what they do. They do more focused damage per shot than the Mortars, and better suited at taking down heroes, lords, and monsters than the mortars are. However don’t let that fool you, they can still do great damage to units as well. With a well-placed shot from them being able to slice through enemy ranks in no time at all. The only downside is that they can’t shoot over your units. So you either need to put them in at an elevated position or on the front line to limit the potential for friendly fire. I’d hate to say it again, but they are just great. And given the number of cannons you get per unit they do more damage at range than a single Steam Tank!

Helstorm Rocket Battery

If their rockets hit they can do stupid amounts of damage.

If their rockets hit they can do stupid amounts of damage.

This is another unit that feels like a direct upgrade but not quite. On paper it is a better version of the Mortar as it functions the same; long range and can fire over your troops. And does more damage to whoever happens to get hit by the rockets. However, the big drawback here is that they are far less accurate than the Mortar. As such you are trading the chance of hitting with greater damage if they do. How big of a trade-off that is to you depends on play style. Personally, I stick to mortars unless I am going for a more themed army. Their armour-piercing and fire damage is great. And that does make it a more appealing alternative to Mortars. Especially against more heavily armoured armies. However, taking it does almost force you to play more defensively given how terrible the accuracy of these things can be.

Steam Tank

The Steam Tank is a good option, but I feel it needs too much Micromanaging.

The Steam Tank is a good option, but I feel it needs too much Micromanaging.

Ah, the Steam Tank. Probably one of the most iconic units in this Total War: Warhammer III Empire Unit Roster Guide. And one of my favourite models on the tabletop. Here in this game however? Well, they look good. Though I can’t say I find them as useful as their price tag suggests. They do less damage per shot than a unit of Great Cannons which limits their damage. However, they can fire and move. And this means they can be wherever you need them to be which Great Cannons frankly can’t. In melee they function like chariot; charge them into a unit then quickly withdraw. Their steam gun doing decent damage in close range. And given they cause terror a well-timed charge with this can be devastating. And being unbreakable with the highest armour stat in the game they’ll stick around in combat till they die. However anti-large damage can run it down if given the chance. So don’t leave it in melee too long.

Mortars

Over all Mortars are cheap but reliable.

Over all Mortars are cheap but reliable.

Mortars are your standard early-game war machines. Yet despite being such a relatively early game acquisition they are incredibly reliable and dependable even into the later game. Their big selling point is two-fold. Firstly they have great range. Secondly, they can fire over your units. Something that canons really can’t reliably do; all it takes is for a cannon’s target to move too far one way and you’ll be shattering your units. That is less of an issue with the Mortars. Their power does start to fall off towards the later game. And they aren’t as good when dealing with monsters or single-entity units. But don’t overlook them in favour of cooler-looking units.

War Wagons With Mortars

The War Wagons with Mortars aren't bad, they are just situational.

The War Wagons with Mortars aren’t bad, they are just situational.

Yes dear reader, I understand that this probably should be in the prior category. But I do feel that in terms of use the War Wagons with Mortars are more of a warmachine than a chariot. As when you buy one it is only ever going to be behind your lines firing anyway. The base stats are about the same as the Mortar. However, the selling point here is mobility. Whilst it cannot move and fire it can rapidly redeploy. This means it can move around the battlefield as needed and can take up better firing positions. And if used well this means that it can almost always be dealing damage. Rather than losing the chance to do so like standard mortars do the moment the enemy gets too close. Plus it is more durable than the standard team which is always a plus.

And so concludes this Total War: Warhammer III Empire Unit Roster Guide. I hope that you found it useful. If so then be be sure to share it with your friends. If you have any tips to share then you can leave them in the comments down below.

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