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As it was mentioned in the introduction, Empire units are well balanced. Here you can find extremely powerful (and without a doubt the best in the game) cavalry, a lot of possibilities to cast spells, different types of missile units, as well as various artillery units (led by the Luminark of Hysh and the Steam Tank). Unfortunately, this faction has no access to large units (such as the Giants), as well as to flying ones (aside from Lords and Heroes with access to flying mounts).
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Melee infantry
The Empire has access to the following melee infantry units:
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- Swordsmen - the typical cannon fodder of this faction. Soldiers equipped with swords and shields (the latter allows them to block a portion of missile damage) are used mainly as the starting infantry - their offensive and defensive capabilities won't allow them to keep up with more advanced units that will appear later on.
- Spearmen - units focusing on fighting with cavalry and large units (such as the Giants) in which they are deceptively effective. The problem is their lack of shields (which causes them to be vulnerable to missiles), low armor and weak weapon damage - they aren't suited for direct combat against melee-oriented units.
- Spearmen (Shields) - basically the same unit as the one described above. The only difference is that this variant has shields which are used to block a portion of missile damage (provided that they are facing the side the missiles are coming from). Aside from that they are identical to normal Spearmen.
- Flagellants (DLC The Grim and the Grave) - berserk unit that is stronger than the basic Empire units, and has the Unbreakable perk. Unfortunately, due to lack of armor Flagellants are more vulnerable to range attacks.
- Halberdiers - in short: an upgraded version of the Spearmen. They deal significantly more armor-piercing damage - this makes them effective against heavily armored units. Similarly to the Spearmen, Halberdiers should be used against large units and cavalry where they excel at.
- Greatswords - a very good infantry unit that has significantly thicker armor than any infantry unit of the Empire, deals good damage, and, above all else, deals additional damage when fighting infantry units. Their only flaw is their ineffectiveness against large enemies and cavalry.
Infantry units will make up majority of your armor - those troops will be the ones that spend the longest on the frontline, engaging enemies and blocking access more vulnerable units. Depending on your tactics, you should have 7 to 10 (35-50% of your total army) infantry units in your army.
Missile infantry
The Empire has access to the following missile infantry units:
- Free Company Militia (DLC The Grim and the Grave) - a unit with Vanguard Deployments, which allows to deploy it in an expanded deployment area. Besides that, Free Company Militia has limited range and can hardly punch through armor. Their only advantage over other range units is better melee attack.
- Crossbowmen - a missile unit that has one of the longest ranges in the entire game (aside from artillery, obviously), but their attacks are weak against heavily armored enemies. Those units are completely useless when in melee combat, or when out of ammo.
- Handgunners - they have a little shorter range than Crossbowmen, but their attacks deal mostly armor-piercing damage, making them extremely effective against heavily armored foes. Unfortunately, similarly to Crossbowmen, they are completely hopeless in melee combat.
Missile units are powerful on the battlefield, but after they run out of ammo or are forced into melee combat they will become, quite literally, useless. Because of that you shouldn't recruit more than 4-5 units (20-25% of your total army) of that type in your army.
Cavalry
The Empire has access to the best cavalry units in the whole game. You can choose from the following units:
- Empire Knights - the most basic cavalry unit of the Empire, at the same time being the cheapest one. Those units are equipped with heavy armors and shield, making them resistant to attacks that lack armor-piercing properties and enemy missile units. Their biggest flaw is their speed - missile cavalry and a large amount of different cavalry units will be able to outrun them.
- Reiksguard - units that can be recruited only in the Reikland province. Those are basically an upgraded version of the Empire Knights, with better offensive and defensive stat. However, they share the same flaw as the Empire Knights - slow movement speed.
- Knights of the Blazing Sun (DLC The Grim and the Grave) - a unit that combines numbers, speed and good stats. Thus, it's a fine cavalry unit that can replace Reiksguard. The only difference is slightly weaker armor, and the fact that Knights can be recruited only in Talabheim, once you build Blazing Sun Chapterhouse there.
- Demigryph Knights - without a doubt the best cavalry unit in the game. They have both shields and thick armors, making them resistant to attacks and fire from the enemy missile units. What is more, their attacks deal a lot of armor-piercing and regular damage. Those units get a bonus to damage when fighting infantry - this makes them extremely effective at breaking enemy ranks. Demigryph Knights are one of the fastest units in the game, as well as the fastest cavalry unit - only a handful of units will be able to run from them. Finally, they cause fear to nearby enemies, lowering their discipline.
- Demigryph Knights (Halberds) - a modified variant of the unit described above. Instead of getting a bonus to damage when fighting melee units (which they are effective against as well), they deal additional damage to large units and cavalry. They combine the best features of cavalry (mobility) and the power of halberdiers. Aside from that, they have the same attributes as regular Demigryph Knights - thick armor, speed, the ability to cause fear.
As with any cavalry unit in the game, the units described above are best used in short engages. They are ineffective during longer encounters, which is why it's best to charge with them, let them fight for a short while and then retreat them to repeat the whole process. Otherwise they will quickly get surrounded and obliterated.
Missile Cavalry
The Empire has access to the following missile cavalry units:
- Pistoliers - the most basic unit of this type of this faction. They have relatively short range, but they are able to shoot at enemies whilst moving while remaining out of their fire at the same time. Those can be achieved thanks to their immensely high speed - there are only few units in the game capable of keeping up with them. However, their bullets are ineffective against armored targets and they are considerably weaker than normal missile units in a direct engage.
- Outriders - an upgraded version of the Pistoliers. They have slightly reduced speed (but still above most units in the game), but their attacks deal a lot more damage and easily pierce through armor. They have considerably longer range than the Pistoliers (60 versus 135) allowing them to shoot from afar. Just like Pistoliers, Outriders can shoot whilst moving.
- Outriders (Grenade Launcher) - a modified version of the Outsiders. They attack with grenade launchers, allowing them to inflict damage to multiple units at the same time. This comes with a price - they have a lot shorter range and they can't attack aerial units. However, they are extremely effective against numerous and tightly packed groups of enemies.
All of the missile cavalry units of the Empire have an additional ability - Vanguard Deployment. It allows you to set them up outside of the normal zone. This in turn allows them to get behind enemy lines easily and ambush the enemy. Those units can be used in hit & run tactics - they are extremely ineffective in melee combat and most of 'regular' missile units will quickly decimate them. How to use tracertcp in windows 10.
However, their biggest merit is their extreme speed and the ability to shoot whilst moving. 'Regular' missile units must be set up facing the enemy they are going to shoot, but the missile cavalry of the Empire can shoot whoever they have in their range. It will allow you to circle around enemy missile and artillery units with them unable to do anything to stop you.
Artillery
The Empire has access to the following artillery units:
- Mortar - the most basic artillery unit of the empire, but effective during the whole campaign. It's capable of shooting at a long distance (although there are artillery units in the game with longer ranges). This unit is designed against huge groups of unarmored enemies - projectiles shot by them explode on a large radius, but lack armor-piercing properties.
- Hellstorm Rocket Battery - an artillery unit that is extremely dangerous to the unarmored enemy infantry. It's very inaccurate, making it ineffective against single targets, but deals immense damage to huge groups of enemies. Additionally, it's range allows it to shoot at very distant foes.
- Great Cannon - a unit that is very effective against single, heavily armored enemies. It deals large armor-piercing damage, but it's ineffective against clusters of unarmored units, as the projectiles shoot by it don't explode upon contact.
- Steam Tank - one of the most unique units in the game. It has two weapons. The first one allows it to shoot extremely powerful, armor-piercing projectiles over long distances (making it effective against single targets - like the Great Cannon). The second weapon is used against enemies that come close to the Steam Tank. This unit causes terror on the battlefield - nearby enemies will quickly lose discipline and route. This, coupled with extremely thick armor (highest value in the game) and the short-range cannon allows this unit to be effective against melee enemies - which is a something no other artillery unit can achieve.
- Helblaster Volley Gun - an artillery unit with short range (considering the unit type). It's very effective against numerous, heavily armored enemies as it deals a lot of armor-piercing damage and shoots series of projectiles.
- Luminark of Hysh - this technically isn't an artillery unit but a chariot, but it loosely resembles the first one. This is without a doubt the best unit of this type in the game. It's capable of dealing immense regular and armor-piercing damage (exceeding 1,000 points of damage with a single shot!). Additionally, it can deal magic damage, becoming effective against ethereal enemies. What is more, it emits an aura that increases physical resistance of nearby allied units. The only flaws of units unit are the low ammunition count, a very long reload time, as well as the overall costs to construct the building allowing you to recruit it.
As it was mentioned in the introduction, Empire units are well balanced. Here you can find extremely powerful (and without a doubt the best in the game) cavalry, a lot of possibilities to cast spells, different types of missile units, as well as various artillery units (led by the Luminark of Hysh and the Steam Tank). Unfortunately, this faction has no access to large units (such as the Giants), as well as to flying ones (aside from Lords and Heroes with access to flying mounts).
Melee infantry
The Empire has access to the following melee infantry units:
- Swordsmen - the typical cannon fodder of this faction. Soldiers equipped with swords and shields (the latter allows them to block a portion of missile damage) are used mainly as the starting infantry - their offensive and defensive capabilities won't allow them to keep up with more advanced units that will appear later on.
- Spearmen - units focusing on fighting with cavalry and large units (such as the Giants) in which they are deceptively effective. The problem is their lack of shields (which causes them to be vulnerable to missiles), low armor and weak weapon damage - they aren't suited for direct combat against melee-oriented units.
- Spearmen (Shields) - basically the same unit as the one described above. The only difference is that this variant has shields which are used to block a portion of missile damage (provided that they are facing the side the missiles are coming from). Aside from that they are identical to normal Spearmen.
- Flagellants (DLC The Grim and the Grave) - berserk unit that is stronger than the basic Empire units, and has the Unbreakable perk. Unfortunately, due to lack of armor Flagellants are more vulnerable to range attacks.
- Halberdiers - in short: an upgraded version of the Spearmen. They deal significantly more armor-piercing damage - this makes them effective against heavily armored units. Similarly to the Spearmen, Halberdiers should be used against large units and cavalry where they excel at.
- Greatswords - a very good infantry unit that has significantly thicker armor than any infantry unit of the Empire, deals good damage, and, above all else, deals additional damage when fighting infantry units. Their only flaw is their ineffectiveness against large enemies and cavalry.
Infantry units will make up majority of your armor - those troops will be the ones that spend the longest on the frontline, engaging enemies and blocking access more vulnerable units. Depending on your tactics, you should have 7 to 10 (35-50% of your total army) infantry units in your army.
Missile infantry
The Empire has access to the following missile infantry units:
- Free Company Militia (DLC The Grim and the Grave) - a unit with Vanguard Deployments, which allows to deploy it in an expanded deployment area. Besides that, Free Company Militia has limited range and can hardly punch through armor. Their only advantage over other range units is better melee attack.
- Crossbowmen - a missile unit that has one of the longest ranges in the entire game (aside from artillery, obviously), but their attacks are weak against heavily armored enemies. Those units are completely useless when in melee combat, or when out of ammo.
- Handgunners - they have a little shorter range than Crossbowmen, but their attacks deal mostly armor-piercing damage, making them extremely effective against heavily armored foes. Unfortunately, similarly to Crossbowmen, they are completely hopeless in melee combat.
Missile units are powerful on the battlefield, but after they run out of ammo or are forced into melee combat they will become, quite literally, useless. Because of that you shouldn't recruit more than 4-5 units (20-25% of your total army) of that type in your army.
Cavalry
The Empire has access to the best cavalry units in the whole game. You can choose from the following units:
- Empire Knights - the most basic cavalry unit of the Empire, at the same time being the cheapest one. Those units are equipped with heavy armors and shield, making them resistant to attacks that lack armor-piercing properties and enemy missile units. Their biggest flaw is their speed - missile cavalry and a large amount of different cavalry units will be able to outrun them.
- Reiksguard - units that can be recruited only in the Reikland province. Those are basically an upgraded version of the Empire Knights, with better offensive and defensive stat. However, they share the same flaw as the Empire Knights - slow movement speed.
- Knights of the Blazing Sun (DLC The Grim and the Grave) - a unit that combines numbers, speed and good stats. Thus, it's a fine cavalry unit that can replace Reiksguard. The only difference is slightly weaker armor, and the fact that Knights can be recruited only in Talabheim, once you build Blazing Sun Chapterhouse there.
- Demigryph Knights - without a doubt the best cavalry unit in the game. They have both shields and thick armors, making them resistant to attacks and fire from the enemy missile units. What is more, their attacks deal a lot of armor-piercing and regular damage. Those units get a bonus to damage when fighting infantry - this makes them extremely effective at breaking enemy ranks. Demigryph Knights are one of the fastest units in the game, as well as the fastest cavalry unit - only a handful of units will be able to run from them. Finally, they cause fear to nearby enemies, lowering their discipline.
- Demigryph Knights (Halberds) - a modified variant of the unit described above. Instead of getting a bonus to damage when fighting melee units (which they are effective against as well), they deal additional damage to large units and cavalry. They combine the best features of cavalry (mobility) and the power of halberdiers. Aside from that, they have the same attributes as regular Demigryph Knights - thick armor, speed, the ability to cause fear.
As with any cavalry unit in the game, the units described above are best used in short engages. They are ineffective during longer encounters, which is why it's best to charge with them, let them fight for a short while and then retreat them to repeat the whole process. Otherwise they will quickly get surrounded and obliterated.
Missile Cavalry
The Empire has access to the following missile cavalry units:
- Pistoliers - the most basic unit of this type of this faction. They have relatively short range, but they are able to shoot at enemies whilst moving while remaining out of their fire at the same time. Those can be achieved thanks to their immensely high speed - there are only few units in the game capable of keeping up with them. However, their bullets are ineffective against armored targets and they are considerably weaker than normal missile units in a direct engage.
- Outriders - an upgraded version of the Pistoliers. They have slightly reduced speed (but still above most units in the game), but their attacks deal a lot more damage and easily pierce through armor. They have considerably longer range than the Pistoliers (60 versus 135) allowing them to shoot from afar. Just like Pistoliers, Outriders can shoot whilst moving.
- Outriders (Grenade Launcher) - a modified version of the Outsiders. They attack with grenade launchers, allowing them to inflict damage to multiple units at the same time. This comes with a price - they have a lot shorter range and they can't attack aerial units. However, they are extremely effective against numerous and tightly packed groups of enemies.
All of the missile cavalry units of the Empire have an additional ability - Vanguard Deployment. It allows you to set them up outside of the normal zone. This in turn allows them to get behind enemy lines easily and ambush the enemy. Those units can be used in hit & run tactics - they are extremely ineffective in melee combat and most of 'regular' missile units will quickly decimate them.
However, their biggest merit is their extreme speed and the ability to shoot whilst moving. 'Regular' missile units must be set up facing the enemy they are going to shoot, but the missile cavalry of the Empire can shoot whoever they have in their range. It will allow you to circle around enemy missile and artillery units with them unable to do anything to stop you.
Artillery
The Empire has access to the following artillery units:
- Mortar - the most basic artillery unit of the empire, but effective during the whole campaign. It's capable of shooting at a long distance (although there are artillery units in the game with longer ranges). This unit is designed against huge groups of unarmored enemies - projectiles shot by them explode on a large radius, but lack armor-piercing properties.
- Hellstorm Rocket Battery - an artillery unit that is extremely dangerous to the unarmored enemy infantry. It's very inaccurate, making it ineffective against single targets, but deals immense damage to huge groups of enemies. Additionally, it's range allows it to shoot at very distant foes.
- Great Cannon - a unit that is very effective against single, heavily armored enemies. It deals large armor-piercing damage, but it's ineffective against clusters of unarmored units, as the projectiles shoot by it don't explode upon contact.
- Steam Tank - one of the most unique units in the game. It has two weapons. The first one allows it to shoot extremely powerful, armor-piercing projectiles over long distances (making it effective against single targets - like the Great Cannon). The second weapon is used against enemies that come close to the Steam Tank. This unit causes terror on the battlefield - nearby enemies will quickly lose discipline and route. This, coupled with extremely thick armor (highest value in the game) and the short-range cannon allows this unit to be effective against melee enemies - which is a something no other artillery unit can achieve.
- Helblaster Volley Gun - an artillery unit with short range (considering the unit type). It's very effective against numerous, heavily armored enemies as it deals a lot of armor-piercing damage and shoots series of projectiles.
- Luminark of Hysh - this technically isn't an artillery unit but a chariot, but it loosely resembles the first one. This is without a doubt the best unit of this type in the game. It's capable of dealing immense regular and armor-piercing damage (exceeding 1,000 points of damage with a single shot!). Additionally, it can deal magic damage, becoming effective against ethereal enemies. What is more, it emits an aura that increases physical resistance of nearby allied units. The only flaws of units unit are the low ammunition count, a very long reload time, as well as the overall costs to construct the building allowing you to recruit it.