Warhammer/Tactics/6th Edition/The Empire: Difference between revisions
Jump to navigation
Jump to search
1d4chan>Nightderanger |
1d4chan>Nightderanger |
||
| Line 25: | Line 25: | ||
=== Core Units === | === Core Units === | ||
* '''Swordsmen:''' | |||
* '''Spearmen:''' | |||
* '''Halberdiers:''' | |||
* '''Handgunners:''' | |||
* '''Crossbowmen:''' | |||
* '''Archers:''' | |||
* '''Free Companies:''' | |||
* '''Knightly Orders:''' | |||
* '''Knights of the White Wolf:''' | |||
=== Special Units === | === Special Units === | ||
Revision as of 16:52, 8 July 2021
UNDER CONSTRUCTION
Why play Empire?
Versatility.
Army Special Rules
Detachments.
Units Analysis
Named Characters
- Karl Franz:
- Valten:
- Luthor Huss:
- Balthasar Gelt:
Lords & Heroes
- Elector Count: The weakest combat lord in the game but also the cheapest. If your general is an Elector Count, one of your state troop units can have a magic banner (=Griffon Standard) which can be extremely useful.
- Templar Grand Master:
- Wizard Lord: No special rules of any kind, can use any of the eight lores of magic in the BRB.
- Captain:
- Battle Wizard:
- Warrior Priest: Adds one dispel dice and can use prayers which work like bound spells.
- Engineer:
Core Units
- Swordsmen:
- Spearmen:
- Halberdiers:
- Handgunners:
- Crossbowmen:
- Archers:
- Free Companies:
- Knightly Orders:
- Knights of the White Wolf:
Special Units
Rare Units
Tactics
Know your Weaknesses and know your Strengths
Army compositions
Synergies
| Warhammer Fantasy 6th Edition Tactics Articles | |
|---|---|
| Bretonnia • Chaos • Chaos Dwarfs • Dark Elves • Dogs of War Dwarfs • The Empire • High Elves • Lizardmen • Ogre Kingdoms Orcs & Goblins • Skaven • Tomb Kings • Vampire Counts • Wood Elves | |