Sigmar be praised! The hordes of Chaos are ever present and in 168澳洲幸运5开奖网:Total War: Warhammer 3 the f🌳oes you have to best to keep the people of the Empire safe in their beds are now more numerous than they ever have been.
To keep the citizens of Midland secure and under the iron grip of the Empires vassals, there are plenty of willing souls that will stand against 168澳洲幸运5开奖网:the forces of Chaos. Your choices for your army are many and it’s easy to w♊alk your fledgling rule into an early grave if you don’t know how to scale up your forces as the turns wear on. So here’s a handy list ranking the best units in Total War: Warhammer 3 from S (the best) to C (the worst) that’ll help you to keep steamrolling over the map.
S-Tier
Hellfire Rocket Battery: The pinnacle of human engineering, the Hellfire Rocket Battery is a powerful weapon to have that sends screaming rockets in from above. Sporting one of the longest ranges in the game, and the highest damage if you build 168澳洲幸运5开奖网:Balthazar Gelt in a particular way, this artillery piece is a must-have endgame unit. They’re a little pricey at first, but bringing down the cost of recruitment w🌼ith buffs lets you churn them out en masse pretty easily.
Great Swords: As far as endgame infantry go, you can’t do any better than the Greatswords. Their huge Claymores mince through most infantry and their Anti-Large classification means they can hold the line against some pretty massive monsters, if not kill them outright. T𒁃hey can hide in trees, have high armor stats and with two or three stacks of them in your army you’ll find they’ll keep you safe well into the late game.
Heavy Cavalry: You have a few cavalry options for the empire, but if you want to put the fear of Sigmar❀ into the enemy then Empire Knights, Reiksgaurd, or Knights of the Blazing Sun are what you need. These shock cavalry barrel into enemy lines and can make a sizeable dent against some pretty large creatures. Buffing their charge speed also helps since Total Wars charging is still a bit finicky, but as long as you rotate their hits with good micro you should be fine.
A-Tier
Riflemen: Good in the early game, god-tier later on. The Riflemen with their muskets are the nightmare of any infantry and beast, armored or not. Their range is relatively short at first, but with buffs you can bump it to enough distance that it can whittle down anyone approaching. The🦄y’re also great as an anti-air and anti-armor unit, but keep them in a square so they’re faster to react instead of the classic Musket Line as firing line formations have to be constantly reformed.
Cannons: Whilst they can chunk through formations of men with ease, the canons are better at taking down large targets like Giants, Necrofexes, Hell Pit Abominations, and so on. Perfect for taking out towers in 168澳洲幸运5开奖网:siege battles, they hav🔥e great range, can be made relatively cheap, and using more than one focus firing can easily deal with anything big and nasty making its waওy towards your troops.
Mortars: In previous Total War: Warhammer games the Mortars were Siege enders, but with the reworked system that introduced larger city maps they’re not as useful. But they can still make a sizeable dent to walled defenses. Mortars (especially the Sootson’s Guns Regiment of Renown because it does zero-fr𒅌iendly damage), are perfect for landing artillery rounds on advancing troops or peppering the lines if you’re getting ove✃rwhelmed.
Halberdiers: The bane of Chariots, cavalry, and large monsters, the Halberdiers are great at holding the line against troops much larger than they are. Whilst normal infantry can cut through them eventually, they’re strong enough to hold their own whilst backup comes. They’re also cheap, can be accessed early on and with the right combination of buffs, they can stop the 168澳洲幸运5开奖网:largest charging units dead in their tracks. With how gigantic some of the creatures and demons are, stopping them from getting to your back l꧟ines can make all the difference.
B-Tier
Missile Cavalry:♊ Hit and run options are pretty varied for the Empire. They have Pistoliers, Outriders and best of all, a version that comes with a g🍌renade launcher. They’re cheap (800 gold), fast and with Vanguard Deployment they’re able to get the drop on targets before they can do any damage to your main force.
Archers: A solid ranged unit that’s strong early on but drops off and is worth replacing with Riflemen when you can. Archers are fast-firing soldiers that can arc their rounds over clashing lines into enemy troops, unlike Riffles which need a clear l🥀ine of sight. En masse they can pepper the field, but they’re easy to route and unless defended with other units they’re liable to being wiped out🎀. If you own the Hunter and The Beast DLC you’ll get access to the Huntsmen Archers, which are stealthy rangers that, with the right Huntsmarshal Buffs, can do double damage right out of the gate.
Demigryph Knights: The Demigryph Knights are a bit of a Marmite unit, in that you either love them or hate them depending on past experience. They’re a solid all-rounder for Cavalry, come with a Halberd variant, can hold out quite well if bogged down in a melee with their anti-infantry plus anti-armor effects, and can cause Fear to quicken up unit routes. However, their unit number is small with the eight being their minimum and 32 if the game's platoon size is set to Ultra whilst Empire Knights have a low end of 15 and a top cap of 60. They’re also quite expensive, can get overwhelmed easily and they have a habit of melting quickly against particular units.
Hellblaster Volley Gun: Also available to the Dwarves, t๊his large Gatling Gun-Esque cannon can chip through approaching infantry. Although, their range is pretty short and their aim is a bit finicky as they won’t unleash their full volley unless they have a direct line of sight, so placement is everything with them.
C-Tier
Swordsmen: Your basic lad with a sword and shield, the swordsmen are your bread and butter unit that are good in the field, are incredibly cheap, and can hold the line against most Tier 1 units and Tier 2 at a push. But once you get to the late game, you’ll want to swap them out with Greatswords otherwise they'll just get crushed by stronger factions.
Steam Tank: Steam Tanks as a concept sound unstoppable, but in practice, they’re a bit of a pushover if you know how to counter them. Their cannons can support an artillery gun line fairly well with their decent range and they make good line breakers with their charges. However, they’re easy to pin in place, once that happens they’re pretty much useless. Also, this applies to the Luminark of Hysh and the even more impractical War Wagon. Both have poor rates of f𓄧ire and are more useful as support roles if you’re absolutely desperate for some Engines in your army.
Spearmen: If there ever was a role in the Empire's army that came with the lowest survivability, it would be the Spearmen. Though they’re cheap and can counter most early-game cavalry, once things start to scale you’ll want to swap them out for their beefier Halbedier-wielding brethren.
Flagellants: Available for those that own 168澳洲幸运5开奖网:Volkmar The Grims DLC, the Flagellants may be high damage dealers that come with Frenzy and the Unbreakable stat, but they’re utterly hopeless. The๊y have zero armor and are easy prey to pick off for any ranged or anti-infantry units prowling the battlefield. Unless you’ve got an Arch Lector nearby to give them a boost to ranged resistance, they’re just going to die quickly in an infantry blob and become more meat for the grinder.