Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Greenskin - Black orc
Dwarf - Ironbreaker , very tanky infantry and come with bomb that can wipe half unit .
Vampire count - Terroghiest , I state TRG over Blood knight because it has breath .
Bretonian - Grailknight , heavy cavalry with 130 charge bonus plus immune to vigor .
Wood elf - Waywatcher , most annoyed unit in game without doubt .
Beastmen - Minotaur Great weapon
Norsca - Mammoth , most cancer unit in game 1 .
High elf - Star dragon , most cancer unit in game 2 .
Dark elf - all of them
Skaven - No , they are terrible without teamwork .
Lizardmen - Temple guard , Most versatile infantry in the game .
Dark elf- personally i would say black guard or war hydras because i love them so much
Lizardmen- Temple guard or feral carnosaur
Skaven- plagueclaw catapult
Undead - Tied between Vargheists and Varghulf
Dwarves - Difficult one but going to say Thunderers for me followed closely by Ironbreakers and Gyrobomber
Chaos - Kholek and if we're not have LLs then Chaos Sorcerer on a Manticore
Wood Elves - Waywatchers or Tree Kin
Tomb Kings - That artillery unit that floats around or the Hierotitan
Lizard Men - Temple Guard
High Elf - Lothern Sea Guard with shields
That's all I have played long campaigns with so far. Bloody hands next then Dark Elves for me.
Shades and Darkshard with shield. These units are the main units that make the Dark Elves better at counter Lizardmen and High Elves light and heavy troops. Also other race as well.
High Elves
Lothern Sea Guard, struggle against dealing damage to heavy troop like Lizardmen Saurus. Their anti cavalry allow them to stay in melee and even beat lower tier cavalry.
Lizardmen
Ancient Stegadon, tanky and strong. Still going down to Halberd units fast.
Skaven
No sure about them. Never like Suicide units like Hell Pit Abomination. Is just awful in the campaign.
Greenskin
Doom Divers. Really accuracy and strong. Good at avoiding friendly fire. Grimgor starter army is really strong with the Doom Divers. Once his Doom Divers wipe out. His army is just not really a threat anymore.
Night Goblin Fanatic, their ability is really strong. They can get over 100 kill with just with one of their ability.
Black Orcs, strong infantry. Will struggle against Chaos and the new factions infantry. They also lose to Hammerers and Ironbreaker will doing quite some damage to them as well.
Dwarfs
Ironbreakers, can get a lots of kill if the enemies enter into a blob. Armor pierces like Demigryh Knight will easily kill them.
Thunderers, their bullets is really strong with good accuracy and travel fast. Also conserve ammo better than normal missile units. Good at snipe lord. They are not struggle killing light armor either. Terrain is their worst nightmare.
Empire
Demigryh Knight, with the increase models. They are now win against Blood Knights. Blood Knights use to be the best anti cavalry.
Gunner like just Dwarfs. Drop fast to missile or cavalry charge. Still they are the main damage dealer of the Empire.
Luminark, 4 of these can snipe lord. Can also kill a lots of units as well with.
Vampire
Mortis Engine. Buff magic, damage over time, and mass healing. Easy to exploit. Does have weakness to missile but without missile they can be hard to kill. Since they move through their own units.
Beastmen
Minotaur, these bull are tearing dwarfs elites army.
Chaos
Chosen, one of the strongest infantry. All variant have their use.
Tomb King
Ushbti Great Bow. About 4 stack of these units can snipe lord and doing lots damage.
Wood Elves
Waywatcher, these are one of the most annoying unit in the game. Shades is much easy to counter with missile and cavalry.
Bretonnia
Grail Knights. Both variant. They can do their own jobs pretty well. Much better at anti infantry than Demigryh Knights. Still lose to Demigryh Knights in a straight up combat.
Norsca
Not sure. Although their military is far more strongest than Greenskin and other old faction. Many have their units have their own use unlike the Greenskin.
Empire - Demigryphs with Halberds
Dwarfs - Ironbreakers and Organ Guns
High Elves - Star Dragons. Almost unkillable vs the AI especially if there's more than one.
Dark Elves - Darkshards with Shields, Black Dragons.
Tomb Kings - Warsphinxes are devastating.
Vampire Counts - Vargulfs or Vargeists
Lizardmen - Blessed Spawning Saurus Warriors...but if no special units, Temple Guard or Ancient Stegadons
Greenskins - Black Orcs
what no unit for the skaven well did i mention they arty are one of the best in the game they are on part with the dwarf + they warpfire thrower vs infentry 3 shot and bye bye no ennemy unit anymore
they melee unit are just there to make some distraction while they huge unit (abomination, arty and etc) are there to make the difference
Skaven may have the best artillery in the entire game, taking 0 losses on them in a legendary campaign was the norm, nothing would survive long enough to get in range to shoot even once at their frontlines, the warp lightning Cannons can get 500+ kills consistently and they just murder large units as well, even against those insane 9+ star dragon armies the legendary AI likes to spam, it's nothing 4+ cannons and 4+ catapults can't handle.
Doomwheels are also fun at flanking should something reach the halberd stormvermin at the frontlines. They might have the most powerful campaign armies I have ever played, a single Skaven and their 100% ambush on attack can kill the entire chaos invasion by simply attacking them 1 by 1 and wiping them out with 0 losses in each battle, they can stand up to 3 elite armies alone should they get ganked on the defense, but then they'd take some losses.
Empire - Demigryph Knights, their one must have overpowered unit
Dwarves - Quarrelers. Great damage, will typically outshoot other archers and are tough enough to win against some typical archer counters like light skirmishers.
Chaos - Chosen. Massively powerful and skilled infantry that can be gotten absurdly early if you destroy your starting maruder building and replace it with the building chain that gives Chaos Warriors and their variants/upgrades.
Vampire Counts - Vargheist. VC are all abount using hammers while your big squishy anvil of skeletons and zombies distracts the foe. Vargheists are fantastic hammers.
Brettonia - Archers. You will have a range of steadily more powerful knights but the starting archers will always be useful. large amount of them, cheap and decent range.
Orcs - Doom Diver Catapult. One of the best anti-infantry artillery peices in either game.
Norsca - Mammoths. Just too fun.
High Elves - Lothern Sea Guard (shield). Good archers which are also good against opposing archers due to being shielded and armoured and and cavalry thanks to having spears, meaning they can beat both of the normal counters for archers.
Dark Elves - Darkshards. Powerful damage dealer that you get very early on and stays relevant even into the late game.
Skaven - Warp Lightning Cannon. With Skaven you have a lot of options for what to kill the enemy with while slaves/clanrats/stormvermin tie them down and the War Lightning Cannon is the best of the bunch.
Lizardmen - Saurus (Shields). Big meaty units that don't break and can be kept fighting for a long time with your faction's healing spells. Available very early and will stay relevant for a long while until you eventually upgrade to Temple Guard.
Yes, you read that right, Swordsmen and unshielded Spears. My Warhammer 1 campaigns were always too short for my focus on garrisons and money buildings to evolve into high tier military buildings so I was always left with having to take out unruly Elector Counts, Blood Suckers, Green Fungus Creatures, Genocidal Tree Huggers, and Even MORE Genocidal Spiky Dudes with my low tier units. The strongest thing I eventually had to work with were Reiksguard but even those I couldn't afford very many of. Sure my armies were weak but I outnumbered the enemy at least 2 to 1 usually and everything I had was considered expendable. At least my garrisons had nice units....
Dwarfs: Longbeards
My campaigns ended before I could afford to remake my stacks with Ironbreakers....
Brettonia: Battle Pilgrims
Back them with a Reliquary and they would tie down the entire enemy line for ages and get decent kills while the cav flanked and wiped them all at leisure....
Greenskins: Araknaroks
Giant spider with ranged poison attacks? Sold!
Chaos: Ordinary Dragon Ogres
More models = more hits = more kills. I only ever had one army so I really needed my enemies to die fast because I was usually outnumbered....
Vampires: Tie between Corpse Carts and Vargeists.
Corpse Carts with Unholy Lodestone supercharged both my infantry spam armies and my high tier armies.
Vargeists are relatively cheap and get more hits in than the giant bat due to having more models, making them better at actually taking out enemies.
Wood Elf: Tree Kin
(I used Durthu.) You should know by now I am a fan of cheaper monster units with more models over the "upgrade."
High Elf: Swordmasters and Star Dragons.
It probably had something to do with SFO but I was able to spam these. So I did.
Lizards: Skink Priests.
A magic user on a giant dinosaur that also shoots poison range attacks, that can also be given items that buff themselves significantly, all while boosting their army's chance to find said items. Almost sounds OP...
I'm going to agree here and add Spearmen /w Shields to this mix.
Al for comparable reasons.
When buffed with techs and Lord skills, your lowly footsloggers often become the superstars of those batttles that are actually hard to win.
Sure, shiney, spectaculair and impressive units like Demigryphs, Streams tanks and Helstorms steal the show, but it's the State Troops that allow them to do their jobs.
I often find my spears hang on -just- long enough to allow for that final charge of the Reiksguard that breaks the enemy.
I have seen militia plug a chokepoint against a wave of Chaos Warriors, defending the nearby Wizard, allowing him time to blow up said Warriors.
My swordsmen are able to plow trough a hail of arrows to chase off the enemy skirmishers and live.
Halberds hold the line for an unreasonable amount of time versus the biggest of monsters.
And so on and so on.
State Troops won't win their individual combats on their own, but they sure are responsible for allowing the rest of your army to win the actual Battle.
State Troops: Most underappreciated guys out there.