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===Multiplayer Strategies=== The Empire is supposed to be the quintessential Jack of all Trades faction. You are good at a multitude of strategies, but you also don't overtly specialize in anything. This flexibility allows you to be one of the more unpredictable and versatile factions in the trilogy, allowing you to use all kinds of tactics from skirmishing to gun lines to infantry rushes and heavy cav builds. Sadly, while you are good at using these multitude of tactics, every faction in the game will out match you in something. Sure, you have the tools to exploit the weaknesses of others, but if you try to out skirmish the Wood Elves or out melee Chaos you shouldn't be surprised when it goes tits up for you. Contrary to what you may believe as the main human faction, this is not a beginner friendly army and needs experience and good micro to use well. Still, you have plenty of ways to take the field and destroy your enemies. FOR SIGMAR! *'''Beastmen''': The Beastmen are going to get into melee whether you like it or not, but you can soften them up before they get there. Bring Crossbowmen and Handgunners to soften the enemy up, and some Spearmen and Halberdiers to absorb the enemies charge. If your micro game is strong you can do some good damage with Pistoliers; but Free Company Militia are to slow to keep away from the Beastmen. Bringing Toddy isn't just fluffy, he's pretty great against low leadership enemies like the Beastmen. Don't bring normal artillery unless you can keep it totally bubble-wrapped with infantry; a Steam Tank will usually work better than a couple of cannons. You should bring at least one Luminark to deal with enemy monsters, just keep it safe from flanking attacks. *'''Bretonnia''': Your cavalry is good, but the Bretonnians will win in the cycle-charge game. Halberdiers are your best friends here; they can split knights apart with their high AP and anti-large damage. Keep some handguns and hellblasters to shoot the knights down when they break away from melee, and bring some outriders to delete the enemy elite. *'''Daemons of Chaos''': *'''Chaos Dwarfs''': Your best bet is to go very wide, with a lot of cheap spearmen for your frontline. Chaos Dwarf elite infantry is very expensive and they'll usually rely on a lot of "Labourer" chaff units to cover the field. Your spears will hold fine against them. You probably want to bring at least one Great Cannon or other artillery unit to keep the Dawi-Zharr. Magma Cannons are good at burning down artillery crews but your cannons get four shots to their one. For real killing power though you want to exploit your superior mobility. Bring Outriders, Knights, Demigryphs, and War Wagons. Almost all of them will do fine in melee against Wolf Raiders and can quickly reposition to try and avoid Chaos Dwarf gunlines. The best counter against you in this case is Bull centaurs but Bull Centaurs are slow for monstrous cavalry and can be easily kited by War Wagons. Leave your Handgunners at home; they're too stationary and will get blasted to pieces by the many horrifying artillery pieces the Chaos Dwarfs can roll out. *'''Chaos Warriors''': Chaos generally don't bring their elite infantry options here as they're very vulnerable to missiles and most state troops are unarmored to start with. As such, Greatswords can be a great support tool for your frontline. Two of them can help take out most Chaos infantry aside from Chosen with support from spears. Aside from that, your options generally revolve around whether you want to pick Franz or Volkmar. If you pick Franz to deal with monsters, go for mobility. Two outriders can tear most of the Chaos army apart and you can use Empire knights to protect them from lighter maurader and hound units. Be sure to bring a life wizard to keep Franz alive. If you want Volkmar to guarantee an infantry win, a few handgunners can be brought to pick apart Shaggoths and a couple cav units and a light wizard with nets can be used to support them. *'''Dark Elves''': This is one of the few match ups were Lance Demigryphs are better than the Halberd version. Due to the amount of range AP the Dark Elves bring the shield is super important to help keep them alive, and since Dark Elves don't rely much on heavy cav these guys are better for cycle charging infantry. Aside from that, your main issue is going to be dealing with all the mobile range. Pistoliers trade very cost effectively against Dark Elf ranged cav and Markus can help make sure they stay in place with his nets. Handgunners are also good to get rid of their scarier units like Morathi and Malekith. If you want a lord that can actually fight if needed, Volkmar is great with some heavy cav as long as you can protect your ranged pieces. Generally Dark Elves like to go on the offensive, so you're the one who will have to turtle up with an unbreakable frontline and try to pick off all of the good targets that you can. *'''Dwarfs''': Dwarfs are the Empire turned up to eleven, which makes sense considering how much the Empire learned from the Dwarfs. Their artillery is better than yours, their infantry are stronger, and their lack of magic is made up for with their innate magic resistance. The Empire is faster, which can help, but high Dwarf leadership and melee defense means cycle-charging isn't a surefire strategy. Generally, you'll want to separate Dwarf units, especially their ranged units from their melee units, and flank the former while occupying the latter's attention with a line of disposable Greatswords and the like. Huntsmen outrange Dwarf ranged units, and can be used to good effect when skirmishing, while Outriders' high AP and speed make them very effective on larger maps. Forget Pistoliers, Archers, Swordsmen, and Spearmen; their low AP makes them useless against everything except Slayers. *'''Empire''': As above, separate front- and backline units and take out the artillery. The Empire's variety of wizards presents a moderate challenge, requiring you to pay much more attention to positioning and movement of your ranged units if you want to get rid of them without excessive losses. *'''Grand Cathay''': *'''Greenskins''': Are you into kiting? If not, tough luck. Orcs just straight up walk all over your melee troops and Black Orcs and Trolls bring enough AP damage on their own to give your elite infantry a very hard time. You'll need to tarpit their slow, lumbering advance long enough for your missile troops and artillery to shoot them to pieces. Helblasters and Hellstorm Rocket Batteries work wonders to thin out the green tide and Outriders can be a pain in the Greenskins arse to deal with since nothing they have is fast enough to catch them... until their ammo runs out, that is. You can also get good mileage out of Demigryphs, Greenskins don't have anti-charge units and their cavalry will lose to yours. *'''High Elves''': THe only other roster to be as generalistic as yours, and believe it or not, you actually have a sizeable advantage. For one, none of your otherwise flimsy infantry is actually that bad against HE baseline options like Rangers or Spearmen due to bigger units and higher HP. Second, your artillery can seriously ruin the day of any units the High Elves can bring. And finally, any of your options is much more cost-effective in comparison; you can bring two units of Swordsmen for the price of one unit of HE Spearmen, and even one unit of Swordsmen can handily win against them. Their elite units have "shoot me" written all over them for your artillery and missile units, a request you should oblige. *'''Khorne''': *'''Kislev''': *'''Lizardmen''': Use your artillery to devastate their infantry, use your gunners to hunt down their monsters, use your infantry only as a last resort if the Lizardmen close the distance. If they have Terradons, prioritize accordingly; Riders can be ignored, Fireleech Bolas can't. If you can shut down their speedier units (like Cold One Riders, Carnosaurs or Horned Ones), your cavalry can get some solid work done through some well placed cycle charges while keeping two steps ahead of the plodding lizards. In general, you'll want to have your forces in a relatively lose formation; between the Slann, Skink Priests and various AoE abilities at their beck and call, you don't want to lose half of your frontline to a Banishment or Chain Lightning cast, something they'll be able to toss about relatively frequently. *'''Norsca''': The traditional foe of the Empire is vulnerable to being flanked, their access to Hounds not withstanding. Cavalry can be put to good use against Norscans as they close in on your forces, though the many units equipped with big shields in their army mean you'll have to micromanage your archers and gunners in battle. Your biggest challenge will be dealing with and clearing out the Norscan's faster units before their slower infantry and monsters crash against your lines, as many of their faster units are going to be very good at dodging artillery fire, and indeed at closing on your artillery crews. *'''Nurgle''': *'''Ogre Kingdoms''': This should be an easy matchup if you play it right. With Huntsmen, Markus Wulfheart, Great Cannons, and Luminarks combined with the Ogres' relative lack of armor and shields, they will quickly be reduced to big, chunky corpses. As long as you watch out for Gnoblar Trappers, your missile cavalry will have a field day gunning down Ogres. Consider targeting Ogre artillery with yours due to the amount of damage they can do from afar and up close. Bring an anti-large frontline, but support it when melee is joined to make winning the close fight possible. *'''Skaven''': Weapons Teams will slaughter your infantry if you let them. Use your artillery to outrange them, and use your heroes to clear out mobs of Stormvermin and Bombardiers. Empire infantry, ranged and melee, are much better than theirs, but beware their summoning abilities lest they destroy your firing line. Empire cavalry, particularly Pistoliers, can be useful if you don't have many heroes, but large Skaven units can bog them down easily after the latest cavalry/mass changes. *'''Slaanesh''': *'''Tomb Kings''': Target the Tomb Kings. Everything else, bar the Sphinxes and Scorpions, are a distraction and waste of ammunition. Use your infantry to bog them down and keep firing. *'''Vampire Coast''': As with all undead factions, you should try to take down their leader as soon as you can. Leave your unarmored footmen at home; anyone without a shield will be shot to death in short order. Bring plenty of long range firepower and at least one or two Luminarks to take down the enemy monsters (prioritize Necrofex Colossi first, then Leviathans, then everything else). Pistoliers are a good choice for this army; most of the enemy infantry units have no armour to speak of. When picking magic support there really isn't a wrong answer for this matchup, but anything with a vortex will do great against large hordes of slow-moving enemies. *'''Tzeentch''': *'''Vampire Counts''': Target the Vampire Lords. If you can't, avoid wasting your precious ranged units' ammunition on chaff like skeletons and zombies and focus on the high-value targets: Heroes, Corpse Carts, Wraiths, and monsters. Don't bunch up your infantry too much; Vampire lores of magic are devastating to infantry blobs. Your best strategy is getting a Fire Wizard or 3 on pegasi, as the Vampire Counts have no ranged units. *'''Wood Elves''': Their archers will outrange your gunpowder units, but they don't have anything that can ''quite'' contest your artillery. Thin their ranks with some Mortars or Hellstorm Rocket Batteries and have Shielded Spearmen or Halberdiers screen against their cavalry or larger Forest Spirits. Speaking of which, the Luminarch of Hysh does ''disgusting'' damage to any (Ancient) Treemen stumbling across the battlefield, while a Bright Wizard can make kindling of any Dryads or Tree Kin on the field. Once they get closer, light them up with all manner of firepower. A majority of their roster is unarmored and generally unshielded; they'll take heavy losses. Take a care against their elite infantry; though squishy, they are veritable blenders who will make short work of your soldiers should they make it into melee.
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