Empire TIER LIST - CAMPAIGN (Total Warhammer 3 - Complete Roster)
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- Опубликовано: 25 июл 2024
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00:00 Intro
00:40 Part 1
00:50 Tiers Explained
01:45 Spearmen Variants
03:43 Swordsmen
04:46 Research & Skills - Infantry Priority
06:10 Free Company Militia
07:05 Archer
08:38 Crossbows
09:45 Halberdiers
12:08 Empire Knights
13:16 Pistoliers
14:10 Wizards
15:52 Handgunners
16:16 Huntsmen
16:52 Warrior Priest
18:30 Captain
20:14 Witch Hunter
21:22 Mortars
22:10 Outriders Variants
24:10 Reiksguard
25:38 Knights of the Blazing Sun
26:42 Greatswords
27:50 Flagellants
28:18 War Wagon Variants
29:31 Helstorm Rocket Battery
30:50 Demigryph Knight Variants
32:44 Cannon
33:15 Hellblaster Volleygun
34:06 Luminark of Hysh
34:53 Steam Tank
36:00 Part 2 = State Troops & Elector Units
"Please note this is an unofficial video and is not endorsed by SEGA or the Creative Assembly in any way. For more information on Total War, please visit www.totalwar.com."
#Total War Guide #empire #empire of Man #Karlfranz #karl franz #dwarfs #dwarven #Grombrindal #whitedwarf #thorgrim #Strategy Guide #High Elves #Darkelves #Imrik #Tyrion #Teclis #rakarth #dragon #morathi #Caledor #Total Warhammer #Total War Warhammer #TotalWar #Naggarond #tierlist #bestunits #2022 #Campaign #Guide #Immortal Empires #Mortal Empires Игры
Empire Campaign Mastery will be out NEXT WEEK - Sorry!
Life's been busy lately - appreciate the patience. Thanks for the support!
For campaign mastery, you should also add in auto-resolve multipliers.Outriders with grenade launchers for the early game and volley guns for the late give rediculous auto resolves, while handgunners reduce your auto resolve strength for some reason.
Love any sort of unit tier list, but yours are above and beyond, super high quality, S rank videos!
Always appreciate the nuance and detail you include, lots of relevant examples and explanations as to what makes them good/bad/better within the context of a campaign. Cheers!
I probably take too long testing and deciding these lists so it's amazing when the effort provides value to someone haha. Thanks for watching!
Take your time dude. Take all the snuggles and naps you can manage. It's a big adjustment. Since your content is of utmost quality we can be patient.
Appreciate it mate. Thanks
Usually by around turn 20 or 30 i start building my "anti belakor army". Huntsman general, light mage, spearmen, archers and couple huntsman. Hit belakor with a net and fill him with arrows. Works like a charm
I love how the empire can survive and crush the others without even fielding any magic troop, just good old gunpowder and cavalry
Don't forget the faith! ;)
I love your videos. I mostly play Grand Cathay, but I've been able to adapt your advice and tactical guides well enough to substantially improve my play. Thank you!
You're welcome. Thanks for the support!
I like your upgrade on the tier-based rating system.
Free company militia are so good with volkmars buffs. He pretty much turns them into short range handgunners that can decently throw down in melee. My last volkmar game I kept melting skarbrand with a hail of magic infused bullets everytime he charged my frontline
Nice, sounds like I need to revisit!
Would love to see this tier list updated after the empire rework. Warrior priests and hand gunners at tier 2, no more stupid annoying blacksmith building, so much has changed and i didnt know i could love the empire more than i already do
I have played a lot of Empire campaigns, been my favorite faction. This tier list is pretty dang accurate. The one thing I would disagree on is halberds not being used more. I think shield spearman are great against missile heavy factions but I often bring more halberds than anything once I can afford them as a frontline. They often spend more time engaged in melee than getting shot at with the Empire's starting enemies, most of whom have very effective melee infantry.
I suppose you could say it comes down to a playstyle but for me Empire's weakest link is their melee infantry lines. They shine more in ranged and spellcasting. Which is why I love halberds as they hold the line longer. They also negate more charge bonuses as well.
Excellent comment. There's certainly a balance between cost+shields and AP+anti-large. At some point and against some enemies, having all Halberds will absolutely be the right call (especially since many foes aren't missile heavy) I tend to enjoy allcomers armies so like the presence of both, but overall I agree with your conclusions, they're the same as mine, and thanks for sharing your playstyle. It's good to see what experienced players use!
THIS IS THE CHANNEL I HAVE BEEN LOOKING FOR. HOLY SHIT YOU ARE AMAZING
Appreciate the support mate!
Awesome video!
Thanks!
Great stuff
Cheers!
I started a campaign as Belthasar Gelt and damn. I didn't realise that Light Wizard can be so useful. The first two Wizards I made were Fire and Life. Thanks for awesome vid. Empire begins to grow on me. Definitely on the way to become one of my favourite factions.
I don't think I've ever played a dull Empire campaign. One of the most interesting and dynamic in terms of replayable and naturally keeps pushing you into new challenges without ever feeling futile. Great campaigns!
Most of the Lores are good. Shadows has some nasty hexes and two blob-killers, Beasts has a powerful summon, cheap direct area damage for blob killing, a nice warmachine snipe spell with Amber Spear and some situational buffs. Death is more situational, but has a good anti-character option and can open some morale plays.
Heavens feels to me kind of the weakest for the Empire at least. The buffs are unspectacular and its damage spells outside the unreliable Chain Lightning are more for busting single big targets, which is something Empire armies with their artillery and handgunners rarely struggle with.
Never overlook Lore of Shadows. Takes a fair few levels to get going, but Mystifying Miasma is a superb spell at its low cost, and once unlocked the Penumbral Pendulum and Pit of Shades are two of the best army-killer spells you can find among the Empire's lores. Enfeebling Foe is also great if you need to temporarily shut down a particularily dangerous enemy unit.
One thing I love about magic is: the best lore is one you know you can carry a battle with. WH3 is far more balanced with the lores and personal preference is far more of factor than raw power now which I love. All the spells you mention are excellent as explained and shadow is certainly in the top lores. My reasoning for pushing fire over it here is purely because of the undead menace, but with more daemons on the doorstep this would give even more credence to shadow!
I remember playing Warhammer 1 and wondering why my Empire Captains kept on getting dunked on. And then I ended up putting multiple Priests in an army and seeing replenishment SKYROCKET. That let me march around the Chaos Wastes.
I'd love to see Priest get a few more skill/stat boosts to bump up their melee defense because they put the faith in the Empire and would look great in S Tier
The Empire is one of my least-played factions, so the information in this guide is incredibly helpful. It busted some preconceived notions I had of Empire and is making me want to try them a bit more.
Side note, I am surprised to see this system of putting skill points into Imperial Pegasus, I didn't know there were still heroes that didn't get all their mounts automatically.
The Captain still gets his mounts automatically, but you can upgrade the stats by investing 2 additional points. If you're new to Empire, just focus on Priests instead. Their auras keep your infantry punching on and the replenishment is amazing.
Hey, just want to say I love this series. Perfect way to do tier by tier, cant wait to see some other factions!
Thanks mate! Anything you're waiting for in particular?
@@ElvenPlotArmour I am pretty much down to watch them all, but greenskins with all the scrap upgrades would be extra spicy :)
@@timborna7543 Greenskins are frequently requested here, dare I say they're going to get covered sooner than later!
Solid video brother!
Just a quick bit on the lore, the State Troops are actually professional full time soliders, and are the best human troops of the Old World, CA gave them the stats they did, not due to lore, but rather their tabletop stats from 8th Edition, yet Fantasy lore, is kinda messy rn, due to it not existing.
That's a great point. Hopefully the upcoming rework does them justice!
And Greatswords are supposed to be some of the best foot soldiers in the world, able to singlehandedly change the tide of a battle.
@@GeraltofRivia22 Up the AP and anti-infantry bonus would a be nice start :)
Keep up the amazing work man :). Your one of my favorite game 3 channels
There's some great ones out there too, so thanks!
Make a video about Bretonnia too
We'll get there! Just got a few more Empire videos to go first!
What timing, I just started a Karl Franz L campaign ,
Hope it helps out! Take your time and don't rush your confeds. Having positive authority is worth keeping in the early game. As long as you have 1500 fealty or 1500 gold at the start of any turn you make make dilemmas work in your favor!
Nice video. If you upload these videos in 4k you can get a better bit rate even at 1080p which makes the video quality much less compressed in the gameplay parts.
I've had some graphic upload issues lately so apologies there and thanks for raising it! Unfortunately the Part 2 of this Tier List tomorrow is suffering the same way, but I'll have it fixed for the next installment!
Have you considered adding the army leaders to the list as well? Knowing which general type meshes with the units you get in the tiers .would be great additional info
Formations video will be coming out soon enough which tends to address each lord in this detail. Thanks for letting me know what is/isn't useful!
I honestly love amethyst wizards for the empire especially as the first wizard you get. If i get an amethyst wizard first i go after Festus the moment i unlock aspect of the dread knight, since the magical attack allows your missiles to remove all of Festus' demons and your greatest early challenge is gone, sometimes even before the first elector count is fully killed by him. Life Leech is also pretty good to deal with undead generals quicker and all the leadership debuffs like doom and darkness can be used to make the undead army crumble pretty well.
Tbf, Lore of Fire can do that, too, with Flaming Sword of Rhuin. Base Flaming Sword costs as much as an Aspect of the Dread Knight overcast and has the same effect range and 4 seconds less duration, but also buffs the damage of the affected units by 30% and makes them flaming so you mess up regenerating Nurgle units evne more.
@@magni5648 true, but the other spells in general are better for undeads that swarm, and less good vs Festus who, at least for me, usually has a lot of monsters and cavalry. Spirit leech and dread knight are the bread and butter of putting Festus down for me.
I like the warband upgrade ultimate mod. Yes, it's overpowered but it means those starting units can be upgraded time and again so that lowly starting unit of unshielded spears can eventually become Greatswords or dwarf warriors to Ironbreakers with a battle history going back to turn 1. Instead of deleting them because you built a new building and they are now obsolete. Each upgrade costs gold and experience levels so not 'free'.
The only thing I think they should implement is you can't upgrade to a unit type you aren't able to recruit from your buildings, it's relatively easy to get demigryphs with halberds by turn 20 with your starting Reiksguard as Karl Franz.
Hey whichever way you want to play your campaigns is up to you. I think playstyle, even in vanilla, can have a large bearing.
One thing I enjoyed about going up to Legendary was having less armies but have them be more valuable, thus not being incentivised to crapstack, so that was the change needed for me to have more enjoyment with my armies. If the right blend of mods achieves that for you then all to you!
Reiksguard now wreck as they rightfully should with Karl. Loving that and the fact I'm using Demigryphs far more now!
Thanks for watching!
Glad to see steam tanks on A tier
Empire captains need a built in 2 or 3 use unbreakable spell
I would move pistolier and outrider to B because yes they're mostly running away, but the moment you neutralize enemy cav/dog, the running away is actually good for you because it will make your enemy being separated. Just take 1-2 max
I was very torn on this for the reasons you mention. The decision to keep them from B Tier is they simply don't age well and don't easily relegate to another role. I love both these units and wanted so badly to put them into B Tier, but the melee cav really seem to deliver more now as they rank up.
I always opt to take 1-2 units too for the exact reasons you mention: more tactical options!
Honestly, C rank does them justice in my mind. Like he prefaced at the start of the video, C tier is not an insult, it’s for units that you can find success with and use to great effect, however you generally risk going out of your way to do so, and having to put more effort into them to get similar value out of other units. I’d say that describes pistoliers and outriders pretty well. They’re fun to use from time to time, and they can absolutely punch above their weight in the right hands, but more often than not, you can honestly get the same value by instead replacing them with more xbows or spears.
Bro did my bottom shelf Cenobite boys dirty
For a faction that has a lot of artillery, i find it silly that they don’t have one in tier 2. Maybe move the mortars to tier 2 or add a cannon thats not as strong but light and quick
not agree with some in those but you did your good job
Thanks mate, which entries felt most out of place?
@@ElvenPlotArmour i think greatsword and huntsmen are good, solis at least
the pistolier help me a lot by kite away the vampire calvary and hound, free my halberd to use agaisnt the monster
They can be very useful indeed! Great for artillery harassment too!
So since the recent update that gave the luminarks a heafty buff, (the one that reduces their reloading time by half) I would say that the luminark now outranks the steam tank for me, at least in terms of damage. What do you think?
It's an interesting take, for sure. While it's certainly better, I feel the line of sight and high risk/reward of the Luminark makes it feel less certain than other options. The steam tank provides lineholding which is somewhat problematic with the Empire, so I think there's very good argument behind steamtank heavy builds (even though they're not really my thing, I try to look at all playstyles). How do you make your Luminarks work best for you?
@@ElvenPlotArmour I've seen Luminarks blatantly miss shots they shouldn't way too much to trust them lmao
Captains and witch hunter captain needs a rework. Why is charge bonus in WH talent tree? Should be a split tree that can buff either ranged or melee, or increase enemy overcast chance, or slow down winds of magic, some sort of fire damage to slow down regen, something more lore accurate
I couldn't agree more. Captains probably get my vote for the most 'in need' hero in the game, given how crucial leaders should be to the Empire. Look at the Gate Master, that's what we should be talking about.
Mate
I'm 38 old head chef. I relax playing Warhammer series and I must say - I'm shocked how good your content is.
Massive amount of knowledge and ideas even though I'm pretty experienced player. Keep it up.
You're way ahead of the competition in my opinion.
Thanks mate, really appreciate it. Made my day!
Ah, a second comment on this video, but do you think we will get unmounted armored units with sword and shield that we briefly saw behind Karl Franz in the immortal empires trailer or not? The best shot of one is at 45 seconds mark in the video. Possible tanky line holder Emperors bodyguard hero or an entire unit?
I believe that's an Empire General as per one of the skins you can get in the campaign. That said, a bulky greatsworder in full plate would be very nice!
@@ElvenPlotArmour the generals are usually more... blue but yes, very similar look. This looks like a dismounted empire knight. Still would love to see a emperors bodyguard unit as the dedicated melee powerhouse hero since the captain , priest and hunter are ALL support units. Cap-melee def buff, priest-blessings, witch - boosts misiles with condemnation or how its called. The ability to boost damage on a target.
@@okupant880I do love how the leadership and command of the characters is what gives the Empire it's edge on the field. Would love another lineholder hero with extra buffs to stack on the humble soldiers!
@@ElvenPlotArmour a hero that has activatable aoe around himself ability to give frenzy to all units could be interesting. Or maybe unbreakable. Better yet a choice at level 12 between the two.
Those Knights were dismounted Reiksguard. And they've been requested by the community for quite a long time now. I do believe we will get access to them, come the next DLC for the Empire.
What is the best general-- an Arch Lector?
Huntsmaster - lvl 1 crisis lord to raise with some archers for an instant defend then disband is all I ever use these for
Arch Lector - Probably the best, their prayers can be 'stacked' with the Warrior Priest ones for amazing bonuses
General - Royal Griffin mount is very effective and awesome. Overall, the Lector does more, but having this guy to stack his abilities then tear an enemy lord apart is strong, and he can hold a Blood Thirster in place for Hellblasters to shred.
TLDR: all can be used - I opt for a mix of General & Lectors because they're both solid, but on paper the Lector's ability to stack prayers with warriors is key (tip: keep priests on barded war horses to run over and drop prayers mid battle)
As an Empire main, I agree with virtually every unit assessment. I guess we both share an anti-micro bias! ;)
Thanks mate, great to get some positive review from a main with these. Feel free to add any gold that's been missed here!
@@ElvenPlotArmour As for very marginal disagreements (if you could call it at that), I don't rate the rockets nor the volley guns as highly. The former, because it doesn't deal with most of the truly scary late-game threats; and the latter, because I do not like static weapons that need direct line of sight. (I told ya I hate micro-ing stuff!:)) I may also bump the Luminarks one tier, because of the latest patch buff. Doubling the rate of fire is significant. But frankly, these are differences at the fringes. I am also not as knowledgeable as you when it comes to WH3, since I've only started playing WH3 a few weeks ago - so my assessment may be an anachronism where I am inappropriately applying my experience in WH2 to WH3. That's why I'd like to see you do more of these! ;)
@@alfarabi73 Appreciate you chiming in still mate. Thanks for the kind words. Warhammer 3's increase in AI definitely breathes some new life and dynamic into things that have surprised me a lot. Latest patch brought some new changes too!
I think part of the reason ranged units are worse in 3 than in 2 is that the ai has gotten much better at flanking
before you could have a 1:1 melee to ranged ratio and successfully keep enemies from meleeing your archers
but if you try that now, the ai will literally run circles around you or punch straight through
I think there is a lot to this. The enemy doesn't just march forward in a predictable line as simply as they did in the first game, nor do they get poked twice and run the entire army into your meat grinder. This is why Demigryphs stand out so much more in WH3 than WH2 too.
I thought ranged units got a reload time and ammo nerf in total war 3?
@@cHaMp630 they did but that's only like 10%
@@cHaMp630 Reload time is slower in WH3 across the board, allowing melee units to get in more reliably.
You suggest people to research "Empire State Standards" but the research doesn't currently apply the 5 leadership to empire infantry, it has been buggy since 4 or 5 months. Maybe you could forward this to CA and since you are a content creator they may take a look at it?
Cheers for raising that. The latest patch will go public in a couple of days and should fix it. Hit me up here or on Discord if it's still playing up!
@@ElvenPlotArmour They fixed it! Did you report it to them? Thanks!
Big disagree on the Free Company. Absolutely invaluable unit. You're correct that you shouldn't have more than 2-3, but they are the perfect unit to guard your entire army (not just backline units) from one of the biggest threats in existence: flying units.
You put them in a square formation, and they can blast flying units apart, especially ranged flying units that don't land, but those that do engage in melee will get stopped by bracing in square formation too.
And even if the enemy sends heavy cavalry at your backline, they can still hold them until you can react, because they're a high-health, high-model infantry unit.
Oh, and once the battle is over, they can chase down enemy infantry and wipe them out, since they fire on the move and move faster than most other infantry.
Immensely valuable unit.
Great comment. You wouldn't believe how many convos I had about these guys. They flew up and down a tier on the daily. They are very playstyle and skill dependent but I'm a massive fan. I also try to stop myself being too biased to my playstyle and consider the wider meta. Purely because I hate tier lists that have a "I hate X so it goes in F" mentality so I try to practice what I preach, even if it distorts the result. Comments like yours help hone in a bit closer. Thanks for taking the time.
Is this on the hardest level?
Always :)
I mean that’s the thing, Empire state troops actually ARE profesional soldiers tho
That's true haha. Hopefully we get more with the update.
Wait, what do you mean that "Crossbowmen are better then HUntsmen because they can't shoot backward"? What are you talking about?
Ohhh. So it was a decrease in reload speed that they did? Now I know what kind of mod to make!
It's roughly 10% slower reload speed and the AI buffs on higher difficulties have made melee more powerful, hence the more balanced meta shift
@@ElvenPlotArmour balance is one of my most hated words
@@steakdriven Spiffing Brit fan I take it? :)
Im a noob and after doing almost all other races the empire really confused me 😂.
How are you a noob after doing all the races? You sound XP! But Empire are trickier on the battlefield than many factions and rely on Priests and well spec'd generals to get the most out of their armies now the AI isn''t braindead. Can't wait for their DLC!
@ElvenPlotArmour this is a strategy game and has a big learning curve. Each race and factions have different styles to them, so basically relearning every time.
After working hard to figure out so many I get to empire and I'm like "what am I supposed to dooooo". Guess there just so simple compared to others.
@ElvenPlotArmour a DLC will probably make it easier for newer players. Like nakari and beastman help cause they force you to play well because there fighting style. Empire is so basic you don't know what to do.
This tier list is mostly consistent with my own experience, with three exceptions.
1. Demigryph Knights - both variants are among the worst units in the entire game across all races. Slow, very expensive, and awful in melee against everything, even the units they are intended to counter AND they require two buildings to recruit. Demigryphs are a bottom of the barrel unit in both campaign and MP - easy E or F tier, never recruit unit for me.
2. Helstorm rocket battery. The unit is great, no complaints. But its slow projectiles suffer with the current artillery dodging AI. Most rockets will miss their targets and so much of its ammo will end up wasted that I always felt I was better off using cannons or tanks for artillery.
3. Outriders with Grenade Launchers - excellent, easy A maybe S tier, but you didn't mention how broken this unit is in autoresolve. A stack of 19 grenade launchers will win any autoresolve easy and you can AR the entire map in
Thanks for taking the time to share. Demigryphs, I found excel very well in the late game and can hold the line at the point your infantry really start struggling big time. This unit was overlooked in WH2 because the AI just wondered into artillery fire and never flanked, but these units has gone up from C/B to A/A, largely thanks to the enemy actually becoming more competent. Once the late economy is rolling, having at least 1 armoury in every province means you can globally recruit your stacks (albeit slowly) if needed and 4 demigryphs proved key against crisis armies and chaos stacks to protect the flanks which is critical with the artillery dependence. Another unit that's changed in the WH3 meta for me that I also never needed to use in WH2, so I understand your sentiment completely!
2. Helstrorms are still great, deploying them in a wide line is critical to get saturation, but they still deal excellent damage. I only recommend 2 in a lategame army. People are just shocked that you can't just watch them win your fights for you any more.
3.This unit really is great. I don't pay much attention to autoresolve as on legendary you need to fights in WH2, plus 1 patch can change the autoresolve (which is quite busted still and is likely to change soon as it's still ludicrous on VH!) . Still, I didn't realise this unit was 'that' good though haha! This is a great way to get rid of Vlad if you don't want to face him!
Really enjoyed reading your points mate, thanks for taking the time!
Okay but you're wrong about Demigryphs though. Likely user error.
@@ethanlikes64 I'm not though, having played Empire since WH1 release day I can chart the decline of DGKs over the trilogy's lifetime. At WH1 release DGK were the strongest unit in the game, basically unstoppable. They were nerfed many times over WH1's life cycle - reduced health, reduced model count, reduced speed, reduced armor, reduced weapon strength, etc. but their cost was never reduced. Now DGKs fare poorly in almost every engagement, often taking model losses even against tier 1 and 2 units, while being no more durable then a horse vs. artillery like cannons which still one shot them like any other cavalry unit. Halberds can beat SEMs but will take massive damage fighting them, when Handgunners can delete multiple SEMs in seconds with no damage taken. DGK shields will take damage and often lose models even fighting even lower tier units. WH2's 4 year patch cycle saw small +1/+1 and +2/+2 bonuses to many units over the years, especially infantry, and those bonuses have added up over time. DGKs simply can't cut it against even common units. They take too much damage and are not worth their cost, especially when Empire has two ranged units, one armor piercing and one anti-large, that can destroy any target you'd want your DGKs to fight without taking any damage. You can do good work with DGKs, but handgunners and huntsmen can do much better work without any damage taken and for less than half the upkeep cost.
@ElvenPlotArmour I enjoy these discussions about WH3 always. However grenade launchers still dominate AR even on legendary. I've only ever played legendary and I can tell you, grenade launchers remove the need to ever fight a battle manually, even on legendary/vh.
@@Sarcasmses Join the Discord, I can demonstrate the capabilities of Demis anytime you'd like. No unit in the Empire Roster can hit as well as they can with a charge against anything Armoured, and they come away the least damaged.
I love empire but for me Mortal empire gameplay is a madnes, I tryed few times. How it goes in 2024? todbringer dies in t4-5 from beastmen + gobbos... your ending separatists and 1 elector just dies. then t6-8 hohland dies to festus -_- yep adding lord whit chosen and nurgle warriors in middle of empire who cant recriut more then bowmen at this point?.. they nerfed spearmen whit shields! they are now T2 not 1... Your starting whit NOAGRESION pact whit vampires whot procide to kill electors and you cant fight them pre t20 becous t10 you can breat peace and t20 declare war to not gewt every AI declere on you . MADNES
More tars 😂
Allariel at T3 gets sister, while empire gets gunmen... seriously? N&A can kit as a mobile bolt thrower from the beginning and the empire gets the first war machine at T3? Morathi and her babyboy have AP missiles with 55% shields at T2! Plus the campaign mechanics of the empire are detrimental in single player. CA followed the same path as GW did in the fantasy tabletop with the empire, probably by purpose to appeal to a certain vocal minority we inherited from the losers of WW2.
I have to agree, the Empire shields really hurt haha. I've been sciencing the Empire heavily and have found their mechanics can certainly be used to your advantage. The mechanic should certainly give more benefit, but it's actually quite strong in that it provides a network of friendlies that never declare war so long as you never go below 1500 prestigue (to afford the dilemmas). The issue is it's not intuitive and the mastery lies in the diplomacy 'outside' of the empire. ie, aligning the wood elves and dwarves, ensuring their survival to cement your outer border. The Empire do have power in their recruitment, being cheap and rapid, but their Captain and Priest need more lineholding power - buff these 2 units to WH2 levels and they'll be able to hang no quetion!
Free company militia is bit underrated by most Warhammer players. Its Excellent early game unit and are much better then archers in DPS department while also not having same problems of arrows in shooting moving targets. Swordsman are most definitely D tier since they get outclassed by EVERYTHING in early game (even by marauders of all units)if they dont get any buffs. Since Militia can be used for early game spamming before you get proper Halberds, Handgunners and heros. Empire in Warhammer 3 still plays same as Warhammer 2 all be it Halberds are better ever.
Just my note: I would lower swordsman down to Outpreformed and Free company give an Solid.
Your comment summarised my 'exact' positions in WH2. As mentioned, FCM can perform at the A or B Tier level and I would never take archers over them. The issue in WH3 can be ammunition running out with longer battles and emphasis away from ranged means a lack of melee can actually cost you battles. Through the campaign I've found 2 items, that if checked, result in a very easy WH3 campaign. The first is ensuring melee infantry are more than adequate for line holding (skills, research & priests), the other being fielding handgunners.
I've testing a run without any DLC (for new players) and I've found swordsmen do very well as long as you put a couple of skill points and research into them. It just means moving away from the WH2 mantra of "max range, ignore melee"
As for FCM, I'm certainly open to moving them back up to B, I just found pistoliers give them stiff competition as a gunpowder unit, and they don't receive the melee buffs needed to hold the line outside of the opening turns.
Collectively FCM do 15 damage per second more than archers (aggregate). When all ammo is spent however, archers do 3960 more damage than FCM. Across ten units....39,600 more damage. that is the same *health* as four units of chosen. Archers are clearly the superior damage dealer.
@@ElvenPlotArmour still the main problem of pistoliers is that they are accessible on tier 2 cav building. Which already means you are sacrificing building slot early game for building chain that gives you very little utility unlike barracks that give you crossbows and halberts on tier 2 (which are more cost effective units then pistoliers) and also you get really fast to tier 3 which gives you empire captain. I mostly skip units that need buffs to be useful mainly it requires commitment and empire has hard time leveling generals (and blue skill line is must be done first before any red/yellow line skills can be committed) and tech is really slow for the empire and by the time you get those 3 required techs for swordsman (turn 12 or 15) you are already fielding halberts, spearman with shields and crossbows which are much worth while investment then swordsman.
If I have a complaint for free company it's that basic spearmen are instantly recruitable but they aren't. Why? Why am I recruiting state troops from a hamlet but *random joes pulled off the street* from *training grounds?*
By using such language as "overpowered" you're LITERALLY asking for it to be nerfed >_>. That's because "overpowered" is used in a rhetorical sense to express that something "must" be reduced in power.
I think in this ecosystem of Tier list, every race should have 1 or 2 in this area and that in itself provides its own balance. You do make a good point because I don't think I've come across any unit I feel needs nerfing other than a slight upkeep increase. Perhaps a rename of Tiers may be in order later as I think having focal units that centre around a faction's strengths gives great character. Such as Kislev warbears!
and why dp you not take this old video down..
All you lazy youtubers..
And your tier list is wrong,
and some of your stuff is not yours....
but atleast update your tier list or take it down...