Total War: WARHAMMER III

Total War: WARHAMMER III

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Empire army composition
Hi!!

I am having a lot of problems avoiding being flank by both sides.

Enemy armies are full of melee (at least for now) and they just skip my line and go with a lot of units to flank both sides and my cavalry and two reserve units just become overwhelmed.

Any tip to handle It?

Karl.
Heaven mage.
Empire Captain.
Warrior priest (we love you!!)
2 halberdiers
5 greatswords
3 Crossbowmen
3 Knights
4 Mortars (They can't hit the enemy even by sheer luck).

I think I am going to deleted the three Crossbowmen, barely do any damage.

Thank you so much!
Originally posted by Andreas_Sturm:
The AI will always try and flank you, mainly with their fast units and things like monstrous infantry. The AI in this game is so brain dead, it will try and flank you even if the terrain doesn't allow for it (I've had multiple instances of the AI sending units into a rock formation getting them stuck as they didn't know what to do or sending them around the other side of a giant hole in the terrain, so no way to get to my units). You will rarely see the AI charge you head on with its cavalry, so keep that in mind. Use the terrain to your advantage when setting up a defensive position. Don't be afraid to corner camp just to get those flanks secured, but various impassable terrain works really well too (maybe even more if it can derp out some of the AIs units).

The Empire has some of the best ranged units in the game, including excellent ranged cavalry, especially the outriders, which can essentially outrun anything they can't outshoot and outshoot anything they can't outrun. They do require more micro, but can quite often be the MVP as they can easily get behind enemy units to shoot them from behind, or drag enemy units away from the main group for an easier kill, or just to keep them distracted in case they're some really powerful unit you don't want involved in the main engagement. Pistoliers shouldn't be disregarded either as they have 360 degree firing arcs (Outriders can only shoot while moving forward if memory serves me right) and can be more efficient at taking down enemies pursuing them with low amounts of armor (like Dire Wolves, Vargheists, Fell Bats etc.), or blasting anything in the back as armor plays less of a role in that case. Just don't do what my friend does, which is give them a target to shoot at that happens to be on the other side of a charging unit of trolls that then rip hip ranged cavalry to shreds.

On a final note, as someone already mentioned, make sure there are some small gaps in your front line for your ranged infantry to shoot, otherwise they will be just sitting there doing nothing while your infantry try to hold the line. Just be careful because the AI is programmed to prioritise ranged units and your heroes/lords, especially ranged and/or spellcaster types. This leads to annoying behavior such as the AI forcing some of its units through your front line just to get to these units, so if there is a small gap you can end up seeing a handful of some random infantry unit charge through to try and disrupt your crossbows all the while the rest of their unit is stuck in your frontline, at least for the time being. If you tried forcing your way through a unit like this in earlier games, your unit would get absolutely wrecked, but not in Warhammer, where the only way to dish out damage is against a unit that is actually fighting you. As for AI single entities, they have no problem waltzing through your front line, they absolutely don't have the same problems the player has where large units can get easily stuck on just a single enemy soldier.

Other people have already touched on a lot of other things, so no need for me to repeat them. Best of luck!

TL:DR - the AI always flanks with its fast units, get some ranged cavalry as they are really good for the Empire and have small gaps in your frontline, just keep an eye out for the AI's BS trying to force itself through.
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Showing 1-15 of 17 comments
Etxxu Jan 16 @ 9:33am 
Please?
Get rid of the mortars except maybe 1 for sieges, enemies are very good at dodging those now. One cannon is always useful to have, beyond that helblasters and helstorms are the good arty.

Keep the crossbows, if anything I'd probably take more ranged infantry to leverage just how good the Empire are with them. Maybe take 2 crossbows and 2 handgunners or something.

Empire are not a melee-focused faction. Your infantry are just there to hold the enemy down while your better units (cavalry and ranged infantry) delete the enemy. And helping them hold is your heroes anchoring the line and your artillery weakening the enemy before contact.

If the enemy are outflanking your line, change your line's shape. Turn the flanks to face outwards, place ranged infantry on the flanks to shoot the enemy, use cavalry to intercept cavalry and don't let them get stuck in fights against superior opposition. Maybe include pistoliers or outriders to help win the fight on the flanks.

As far as specific comps go, Empire can run almost anything and succeed (the main exception being melee infantry focus), their roster is just that varied. But in general I'd say 6-8 line infantry, 4-8 ranged infantry, 2-4 artillery, 1-3 heroes, 2-4 cavalry. But you can run stacks dominated by cavalry, infantry, heroes, or even artillery. It works as long as you play to your units' strengths.

But ♥♥♥♥ it, here's one based on what you have now. 1 lord, 1 captain, 1 priest, 1 mage, 4 greatswords, 4 halberdiers, 2 crossbows, 2 handgunners, 2 reiksguard, 1 great cannon, 1 mortar.

Greatswords occupy the centre, halberdiers split to both flanks, crossbows behind the centre shooting over, handgunners on the flanks where they can move to get clear lines of sight, cavalry covering the handgunners, artillery behind centre shooting over too.

Lord and captain go hunting enemy lord/heroes, warrior priest helps hold the line in the centre, wizard drops big spells where enemies concentrate, halberdiers block enemy flanking attempts, crossbows shoot at concentrations of enemy infantry (prioritise low armour, no shields), handgunners help slaughter the enemy flankers, then move around to shoot the enemy centre, cavalry counters enemy cav and covers the handgunners, then also comes around to rear charge the centre, cannon should be shooting at any big monster or high value cavalry, mortar should aim for the highest concentration of enemy infantry, both arty should be taken off fire at will when the enemy is too close.
Last edited by DarkFenix; Jan 16 @ 9:48am
identity Jan 16 @ 9:43am 
Mortars are awesome and I will not be convinced otherwise. If you're trying to long-range them on hard+ difficulty, you will have mixed results. The best thing to do is make sure your line is solid and then manually target the ground around the enemy. It will absolutely devastate their frontline. Once their archers start unloading on your troops, you can target them and even if they move out of the way and avoid most of the damage, they still aren't shooting, which is just as good.

In short, I always try to bring mortars with my armies. They are awesome when used correctly. If you can get the enemy to blob up, it's even better.

War Wagon mortars are better, btw. You can put them very far behind your lines and they can easily maneuver quickly to where they need to go. Waiting until the enemy army is engaged before letting them shoot will limit the chance they'll send something after them. War Wagons can get away pretty quickly, but leaving a unit to cover for them isn't a bad idea, depending on who you're fighting.

For being flanked, try a crescent formation, basically form your line as U with reserves behind them to fill the gaps or reinforce when necessary. I usually always have some infantry on the flanks. If I have cavalry, it's usually just 1 or 2 for clean up purposes. The AI is more more mobile than us and it can be a lot to handle, so I would just assume play more defensively and let them make the mistakes.
Last edited by identity; Jan 16 @ 9:58am
yoruichixX Jan 16 @ 10:00am 
what you can do is use your single entities ( legendary lord, captains etc...) as frontliners (they will likely die) and use your ranged units on them (also artillery), your single entities will unlikely get friendly fired upon (because they are surrounded by enemies), and your ranged units basically can unleash their full power at the cost of your single entity

you have to make sure they are alone, you want them fully surrounded, no help

this strategy can make your 4 mortar setup kinda bonkers
Last edited by yoruichixX; Jan 16 @ 10:02am
Etxxu Jan 16 @ 10:01am 
Originally posted by DarkFenix:
Get rid of the mortars except maybe 1 for sieges, enemies are very good at dodging those now. One cannon is always useful to have, beyond that helblasters and helstorms are the good arty.

Keep the crossbows, if anything I'd probably take more ranged infantry to leverage just how good the Empire are with them. Maybe take 2 crossbows and 2 handgunners or something.

Empire are not a melee-focused faction. Your infantry are just there to hold the enemy down while your better units (cavalry and ranged infantry) delete the enemy. And helping them hold is your heroes anchoring the line and your artillery weakening the enemy before contact.

If the enemy are outflanking your line, change your line's shape. Turn the flanks to face outwards, place ranged infantry on the flanks to shoot the enemy, use cavalry to intercept cavalry and don't let them get stuck in fights against superior opposition. Maybe include pistoliers or outriders to help win the fight on the flanks.

As far as specific comps go, Empire can run almost anything and succeed (the main exception being melee infantry focus), their roster is just that varied. But in general I'd say 6-8 line infantry, 4-8 ranged infantry, 2-4 artillery, 1-3 heroes, 2-4 cavalry. But you can run stacks dominated by cavalry, infantry, heroes, or even artillery. It works as long as you play to your units' strengths.

But ♥♥♥♥ it, here's one based on what you have now. 1 lord, 1 captain, 1 priest, 1 mage, 4 greatswords, 4 halberdiers, 2 crossbows, 2 handgunners, 2 reiksguard, 1 great cannon, 1 mortar.

Greatswords occupy the centre, halberdiers split to both flanks, crossbows behind the centre shooting over, handgunners on the flanks where they can move to get clear lines of sight, cavalry covering the handgunners, artillery behind centre shooting over too.

Lord and captain go hunting enemy lord/heroes, warrior priest helps hold the line in the centre, wizard drops big spells where enemies concentrate, halberdiers block enemy flanking attempts, crossbows shoot at concentrations of enemy infantry (prioritise low armour, no shields), handgunners help slaughter the enemy flankers, then move around to shoot the enemy centre, cavalry counters enemy cav and covers the handgunners, then also comes around to rear charge the centre, cannon should be shooting at any big monster or high value cavalry, mortar should aim for the highest concentration of enemy infantry, both arty should be taken off fire at will when the enemy is too close.
Great great info!

Muy problem is that enemy tend to flank massively (first time I ser this). Like 4 units per flank, it's impossible to stop with cavalry and the flank units, and if I weaken the centre their Lord and héroes, plus some units, go through it

Originally posted by identity:
Mortars are awesome and I will not be convinced otherwise. If you're trying to long-range them on hard+ difficulty, you will have mixed results. The best thing to do is make sure your line is solid and then manually target the ground around the enemy. It will absolutely devastate their frontline. Once their archers start unloading on your troops, you can target them and even if they move out of the way and avoid most of the damage, they still aren't shooting, which is just as good.

In short, I always try to bring mortars with my armies. They are awesome when used correctly. If you can get the enemy to blob up, it's even better.

War Wagon mortars are better, btw. You can put them very far behind your lines and they can easily maneuver quickly to where they need to go. Waiting until the enemy army is engaged before letting them shoot will limit the chance they'll send something after them. War Wagons can get away pretty quickly, but leaving a unit to cover for them isn't a bad idea, depending on who you're fighting.
I found the problem with mortars... The research, now that I have the explosión research... They are true destruction gods haha
I will try crescent formation, because I really lost a lot of units because being outflanked in battles that in auto-resolve would be better (I am trying to avoid auto-re excepto for sieges)
Last edited by Etxxu; Jan 16 @ 10:04am
Etxxu Jan 16 @ 10:04am 
Originally posted by yoruichixX:
what you can do is use your single entities ( legendary lord, captains etc...) as frontliners (they will likely die) and use your ranged units on them (also artillery), your single entities will unlikely get friendly fired upon (because they are surrounded by enemies), and your ranged units basically can unleash their full power at the cost of your single entity

this strategy can make your 4 mortar setup kinda bonkers
To use them even dying??? Why?
Econ Jan 16 @ 1:49pm 
Etxxu, what difficulty are you playing on? If the enemy have a stat boost, their melee will cause you trouble as Empire's melee infantry is not its strength. I think you need some handgunners - they are very good for sniping dangerous armored targets like lords and elite units. The outriders with grenade launchers are excellent - you can vanguard deploy them to start next to the enemy and make chaos etc suffer as their slow army approaches your line.

I followed YoruichixX's tactic of having the Lord, captain and warrior priest in the front and did not have them dying. I did put them between line troops so they were not doing all the work. Aside from the advantages YoruichixX gave (small targets, so allow your missiles behind them - especially handgunners - to fire unimpeded), it should free up more melee units to protect your flanks. I was looking at some of ElvenPlotArmor's videos on YouTube and it seems that's his approach.

I am not quite getting why you are being flanked. Can't you just pivot your line so you are not being flanked? The problem with flanking tends to be if something is tying up your front and then something else (typically fast moving cav) hits you in the flank/rear, aka hammer and anvil. But it doesn't seem like that's what you are experiencing. If it is, you put spears/halberds stationary on your flank and/or also use your cavalry/Greatswords to counter-charge the flankers. But typically you want to whittle away the enemy before it comes to melee as again, melee iinfantry s not Empire's strength. Archers and mortars are not armour piercing, so you may need heavier hitters if you are fighting Chaos or high end opponents.
Wandows Jan 16 @ 3:46pm 
All of the melee infantry for the Empire is some version of mediocre, especially when it comes to damage. Even the higher tiers don't make up for their cost.

Handgunners and crossbowmen give you your base damage, then you can get interesting from there.

As for your question, the AI marches in a line then converges so if you have a 2-deep line you'll be fine. You can put three infantry next to each other then two beneath the edges and most units won't try to flank (looks like a very flat n ).

Some units are set to always try to flank but you just shoot those first.
Etxxu Jan 17 @ 12:16pm 
Originally posted by Wandows:
All of the melee infantry for the Empire is some version of mediocre, especially when it comes to damage. Even the higher tiers don't make up for their cost.

Handgunners and crossbowmen give you your base damage, then you can get interesting from there.

As for your question, the AI marches in a line then converges so if you have a 2-deep line you'll be fine. You can put three infantry next to each other then two beneath the edges and most units won't try to flank (looks like a very flat n ).

Some units are set to always try to flank but you just shoot those first.
Crossbowmen? Really? I feel them weaker even against no Armored Beastman, maybe I don't know how to use them

But handguners fire a few rounds and have to retreat behind infantry, and there is the problem of being outflanked... If I invest too much in handguners the enemy just go around and the weak cavalry and infantry almost invite them to overwhel me haha

Sorry, I am not english speaker and I have not understand your army composition and Google translator says something with no sense haha
Econ Jan 18 @ 6:20pm 
With handguns, the recommended tactic is to leave biggish gaps in your frontline. The AI will tend to stop to fight the frontline units and allow your handguns to shoot into the fight through the gaps. If your frontline "unit" is a character (Lord, captain, warrior priest), they are small targets so that's even better in reducing friendly fire casualties from your guns.

Of course, if you have a height advantage, the guns may be able to fire over the heads of the frontline. Likewise, if their target is large and towers over your frontline.
Fendelphi Jan 19 @ 12:33am 
Empire are not Dwarfs. They are not as durable and you want to be more proactive and thin out the enemy for a bit before they get close to your lines. Crossbows etc. helps, but they often do not get many volleys off before the enemy gets stuck in.
So you often want units that can deal damage to the enemy beyond the 160 range of your crossbows.

I am partial to Outriders(regular version). You can get them early, and if you are fighting mostly melee, they accomplish 2 things:

1) Like artillery, they can deal damage to the enemy way before they reach your line. They have a lot of armour piercing damage, so they are great vs heavy infantry, cavalry etc, but generally speaking they are pretty good vs most targets.

2) Act as a decoy to draw the enemy out of position. Enemy cavalry likes to charge your flanks and/or backline. If you give them a couple of early volleys from the Outriders, you can weaken them a bit(making them easier to deal with for your melee units), or they might start chasing you. If they chase you, you lead them to your other ranged units, focus fire them, then counter charge with your cavalry/hero/lord.

I would typically not bring more than 2 Artillery units(early on, a Mortar and a Cannon), so switch out 2 of the Mortars for 2 Outriders.


As for magic, if you are having problems with enemies flanking you, Heavens Magic is not that useful. It is great for dealing with static positions, like artillery or infantry blobs fighting on the frontline.
Instead, consider Shadow magic(Melkoth's mystifying miasma both slows and deal damage to a target, and cant miss) or Light Magic(Magic Missile that is great vs large targets like cavalry, and there is also an Imobilize spell).

With these two changes, your current army can work.
Etxxu Jan 19 @ 1:31am 
Originally posted by Econ:
With handguns, the recommended tactic is to leave biggish gaps in your frontline. The AI will tend to stop to fight the frontline units and allow your handguns to shoot into the fight through the gaps. If your frontline "unit" is a character (Lord, captain, warrior priest), they are small targets so that's even better in reducing friendly fire casualties from your guns.

Of course, if you have a height advantage, the guns may be able to fire over the heads of the frontline. Likewise, if their target is large and towers over your frontline.
With the Ultra aggressive AI It didn't work, they pass the gaps and attack the handguners, I already try It haha

Originally posted by Fendelphi:
Empire are not Dwarfs. They are not as durable and you want to be more proactive and thin out the enemy for a bit before they get close to your lines. Crossbows etc. helps, but they often do not get many volleys off before the enemy gets stuck in.
So you often want units that can deal damage to the enemy beyond the 160 range of your crossbows.

I am partial to Outriders(regular version). You can get them early, and if you are fighting mostly melee, they accomplish 2 things:

1) Like artillery, they can deal damage to the enemy way before they reach your line. They have a lot of armour piercing damage, so they are great vs heavy infantry, cavalry etc, but generally speaking they are pretty good vs most targets.

2) Act as a decoy to draw the enemy out of position. Enemy cavalry likes to charge your flanks and/or backline. If you give them a couple of early volleys from the Outriders, you can weaken them a bit(making them easier to deal with for your melee units), or they might start chasing you. If they chase you, you lead them to your other ranged units, focus fire them, then counter charge with your cavalry/hero/lord.

I would typically not bring more than 2 Artillery units(early on, a Mortar and a Cannon), so switch out 2 of the Mortars for 2 Outriders.


As for magic, if you are having problems with enemies flanking you, Heavens Magic is not that useful. It is great for dealing with static positions, like artillery or infantry blobs fighting on the frontline.
Instead, consider Shadow magic(Melkoth's mystifying miasma both slows and deal damage to a target, and cant miss) or Light Magic(Magic Missile that is great vs large targets like cavalry, and there is also an Imobilize spell).

With these two changes, your current army can work.
Dwarves are not durable? Really? A lot of armor, why then?

Originally posted by Fendelphi:
Empire are not Dwarfs. They are not as durable and you want to be more proactive and thin out the enemy for a bit before they get close to your lines. Crossbows etc. helps, but they often do not get many volleys off before the enemy gets stuck in.
So you often want units that can deal damage to the enemy beyond the 160 range of your crossbows.

I am partial to Outriders(regular version). You can get them early, and if you are fighting mostly melee, they accomplish 2 things:

1) Like artillery, they can deal damage to the enemy way before they reach your line. They have a lot of armour piercing damage, so they are great vs heavy infantry, cavalry etc, but generally speaking they are pretty good vs most targets.

2) Act as a decoy to draw the enemy out of position. Enemy cavalry likes to charge your flanks and/or backline. If you give them a couple of early volleys from the Outriders, you can weaken them a bit(making them easier to deal with for your melee units), or they might start chasing you. If they chase you, you lead them to your other ranged units, focus fire them, then counter charge with your cavalry/hero/lord.

I would typically not bring more than 2 Artillery units(early on, a Mortar and a Cannon), so switch out 2 of the Mortars for 2 Outriders.


As for magic, if you are having problems with enemies flanking you, Heavens Magic is not that useful. It is great for dealing with static positions, like artillery or infantry blobs fighting on the frontline.
Instead, consider Shadow magic(Melkoth's mystifying miasma both slows and deal damage to a target, and cant miss) or Light Magic(Magic Missile that is great vs large targets like cavalry, and there is also an Imobilize spell).

With these two changes, your current army can work.
I use 4 mortar with the 10% explosión for the research and they enemy infantry and ranged units are a joke now haha, the problem is the 5-6 units AI aleays use to flank haha

Why Shadow doesn't miss? I have read that Magic is not good against cavalry because the time It takes
Originally posted by Etxxu:
Originally posted by Econ:
With handguns, the recommended tactic is to leave biggish gaps in your frontline. The AI will tend to stop to fight the frontline units and allow your handguns to shoot into the fight through the gaps. If your frontline "unit" is a character (Lord, captain, warrior priest), they are small targets so that's even better in reducing friendly fire casualties from your guns.

Of course, if you have a height advantage, the guns may be able to fire over the heads of the frontline. Likewise, if their target is large and towers over your frontline.
With the Ultra aggressive AI It didn't work, they pass the gaps and attack the handguners, I already try It haha

Originally posted by Fendelphi:
Empire are not Dwarfs. They are not as durable and you want to be more proactive and thin out the enemy for a bit before they get close to your lines. Crossbows etc. helps, but they often do not get many volleys off before the enemy gets stuck in.
So you often want units that can deal damage to the enemy beyond the 160 range of your crossbows.

I am partial to Outriders(regular version). You can get them early, and if you are fighting mostly melee, they accomplish 2 things:

1) Like artillery, they can deal damage to the enemy way before they reach your line. They have a lot of armour piercing damage, so they are great vs heavy infantry, cavalry etc, but generally speaking they are pretty good vs most targets.

2) Act as a decoy to draw the enemy out of position. Enemy cavalry likes to charge your flanks and/or backline. If you give them a couple of early volleys from the Outriders, you can weaken them a bit(making them easier to deal with for your melee units), or they might start chasing you. If they chase you, you lead them to your other ranged units, focus fire them, then counter charge with your cavalry/hero/lord.

I would typically not bring more than 2 Artillery units(early on, a Mortar and a Cannon), so switch out 2 of the Mortars for 2 Outriders.


As for magic, if you are having problems with enemies flanking you, Heavens Magic is not that useful. It is great for dealing with static positions, like artillery or infantry blobs fighting on the frontline.
Instead, consider Shadow magic(Melkoth's mystifying miasma both slows and deal damage to a target, and cant miss) or Light Magic(Magic Missile that is great vs large targets like cavalry, and there is also an Imobilize spell).

With these two changes, your current army can work.
Dwarves are not durable? Really? A lot of armor, why then?

Originally posted by Fendelphi:
Empire are not Dwarfs. They are not as durable and you want to be more proactive and thin out the enemy for a bit before they get close to your lines. Crossbows etc. helps, but they often do not get many volleys off before the enemy gets stuck in.
So you often want units that can deal damage to the enemy beyond the 160 range of your crossbows.

I am partial to Outriders(regular version). You can get them early, and if you are fighting mostly melee, they accomplish 2 things:

1) Like artillery, they can deal damage to the enemy way before they reach your line. They have a lot of armour piercing damage, so they are great vs heavy infantry, cavalry etc, but generally speaking they are pretty good vs most targets.

2) Act as a decoy to draw the enemy out of position. Enemy cavalry likes to charge your flanks and/or backline. If you give them a couple of early volleys from the Outriders, you can weaken them a bit(making them easier to deal with for your melee units), or they might start chasing you. If they chase you, you lead them to your other ranged units, focus fire them, then counter charge with your cavalry/hero/lord.

I would typically not bring more than 2 Artillery units(early on, a Mortar and a Cannon), so switch out 2 of the Mortars for 2 Outriders.


As for magic, if you are having problems with enemies flanking you, Heavens Magic is not that useful. It is great for dealing with static positions, like artillery or infantry blobs fighting on the frontline.
Instead, consider Shadow magic(Melkoth's mystifying miasma both slows and deal damage to a target, and cant miss) or Light Magic(Magic Missile that is great vs large targets like cavalry, and there is also an Imobilize spell).

With these two changes, your current army can work.
I use 4 mortar with the 10% explosión for the research and they enemy infantry and ranged units are a joke now haha, the problem is the 5-6 units AI aleays use to flank haha

Why Shadow doesn't miss? I have read that Magic is not good against cavalry because the time It takes
No, you read it wrong. Empire are not as armoured or has as much HP per model as Dwarfs. So Empire is not as durable as dwarfs, and should not really use the same tactics.

Shadow Magic has a spell called Melkoth's Mystifying Miasma, which is a "Direct Damage" spell that always hit, slows the target, ignores armour, and steadily drain the target health over its duration. It rarely kills models on its own, but drains a lot of health on many models, so any following attacks from range or melee, quickly kills the wounded models.
It is great vs cavalry units, decent vs infantry units, and next to useless against heroes and single monsters.

One of the problems with 4 mortars is that the projectiles have a lot of travel time. It is next to impossible to hit a fast moving target. They are also inaccurate and do not have a lot of armour piercing damage(and is next to useless vs single characters or monsters). Their biggest advantage is that they are cheap and decent vs hordes of cheap infantry.
A cannon has longer range, is much more accurate, hits way harder(on anything it hits, infantry, cavalry, characters or monsters). They dont splash like mortars, but they instant kill 99% of the infantry models they hit, which makes them fairly consistent.
Just 2 Mortars are enough to consistently pound masses of cheap infantry, which means you can use the 2 open slots for units that can deal with your flanking problem.
dolby Jan 19 @ 3:35am 
Originally posted by DarkFenix:
Get rid of the mortars except maybe 1 for sieges, enemies are very good at dodging those now. One cannon is always useful to have, beyond that helblasters and helstorms are the good arty.

Keep the crossbows, if anything I'd probably take more ranged infantry to leverage just how good the Empire are with them. Maybe take 2 crossbows and 2 handgunners or something.

Empire are not a melee-focused faction. Your infantry are just there to hold the enemy down while your better units (cavalry and ranged infantry) delete the enemy. And helping them hold is your heroes anchoring the line and your artillery weakening the enemy before contact.

If the enemy are outflanking your line, change your line's shape. Turn the flanks to face outwards, place ranged infantry on the flanks to shoot the enemy, use cavalry to intercept cavalry and don't let them get stuck in fights against superior opposition. Maybe include pistoliers or outriders to help win the fight on the flanks.

As far as specific comps go, Empire can run almost anything and succeed (the main exception being melee infantry focus), their roster is just that varied. But in general I'd say 6-8 line infantry, 4-8 ranged infantry, 2-4 artillery, 1-3 heroes, 2-4 cavalry. But you can run stacks dominated by cavalry, infantry, heroes, or even artillery. It works as long as you play to your units' strengths.

But ♥♥♥♥ it, here's one based on what you have now. 1 lord, 1 captain, 1 priest, 1 mage, 4 greatswords, 4 halberdiers, 2 crossbows, 2 handgunners, 2 reiksguard, 1 great cannon, 1 mortar.

Greatswords occupy the centre, halberdiers split to both flanks, crossbows behind the centre shooting over, handgunners on the flanks where they can move to get clear lines of sight, cavalry covering the handgunners, artillery behind centre shooting over too.

Lord and captain go hunting enemy lord/heroes, warrior priest helps hold the line in the centre, wizard drops big spells where enemies concentrate, halberdiers block enemy flanking attempts, crossbows shoot at concentrations of enemy infantry (prioritise low armour, no shields), handgunners help slaughter the enemy flankers, then move around to shoot the enemy centre, cavalry counters enemy cav and covers the handgunners, then also comes around to rear charge the centre, cannon should be shooting at any big monster or high value cavalry, mortar should aim for the highest concentration of enemy infantry, both arty should be taken off fire at will when the enemy is too close.
ignore this hes a cookie cuter player after saying mortals suck you can stop reading...

It's just a skill issue:)

i would cut to 2 mortals though cos you need extra things like mage it's just too good not to have... later you add cannon and when you get rocket you use those.
Empire Captain. is meh better of getting engineer to buff your range units hell even witch hunter is better.

YOu should have shadow army 90% of the time anyway so it means you have two lords 3 to 4 mages...

so it's hard for me to give right units if you gonna only play one army.. cos that's playing at 50% strength. YOu always make a second army as fast as possible.

Get gunners that's the first thing you should do they are their to kill armor and big stuff for you.
Last edited by dolby; Jan 19 @ 3:48am
Bad army comp, a mostly defensive army just gets beaten after some time vs more numerous enemies

Your army has poor damage dealing, Mortars are not very good, Heaven mage isn't great, best are Jade (Heal, damage) and Fire (raw damage), you don't have any gunners
get something like

Lord/Mage/General/Priest
3 Halberdiers 1 GS
3 Crossbow 3 Handgunners
A couple Outriders
A couple cav, avoid Emp Cav they're bad, replace with Steam tanks when possible
Cannon, Rocket

Use Heroes to tank with Halberdiers in a loose formation, while the rest deletes the enemy
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Date Posted: Jan 16 @ 9:10am
Posts: 17