Armies

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In Total War, armies are groups of 1-20 units which are always led by one single Lord.

In campaign mode, players move armies around the campaign map. When two enemy armies meet, a battle happens.

In custom battle mode, players select units for their army and then go directly to a battle.

On the campaign map[edit | edit source]

  • Each army is moved together as a group with it's Lord.
  • Armies can enter different stances which have different effects such as immunity to attrition or increased movement range.
  • On the campaign map, each army must have a Lord at all times. If the Lord is killed/wounded in battle, then a new Lord must be recruited as soon as the battle ends.
  • Each race has a different style of flag for their armies on the campaign map.
  • Armies can also contain heroes who can join/leave armies as they please.
  • Units which have lost troops can be combined with each other to create a single stronger unit. They can also be disbanded altogether, or re-named to something else.
  • Units are recruited to armies/Lords, whereas Lords are recruited from settlements.
  • Armies can suffer attrition due to high levels of corruption or an inhospitable climate or rough terrain.

Stances[edit | edit source]

Stances can differ for each race. Please see the article on stances for more information.

In battle[edit | edit source]

  • Orders are given to units in an army, not individual soldiers.
  • Each unit in the player’s army is represented by a Unit card. These are shown on the Army panel.
  • Up to 8 armies may engage in a battle (4 per side). However only 40 units (2 full armies worth) may be controlled by the player at once.
  • If too many units are present in a battle, then some will wait as reinforcements until other units are destroyed first. Reinforcements enter from the map edge.
  • In battle your armies have green health bars, allies blue and enemies red.
  • In battle, each army is always led by a Icon general.pngLord, who acts as the commander/general.

Army composition[edit | edit source]

Deciding on an army composition is a strategic consideration that depends entirely on the kind of war you are currently prosecuting and your enemy. When planning, focus on the following:

How well protected are enemy units?
The enemy dictates the kind of force you should field. For example, low tier Greenskins units have little armor and their missile forces have limited range, allowing Dwarfs to field Quarrellers to decimate their units thanks to good damage and superior range. However, when fighting Chaos, their armor means that Quarrelers sharply lose their power at range and should be swapped out for units with armor piercing capabilities, like the organ gun.
How large are enemy units?
When choosing army units, consider the size of enemy units. Swarms like Spearmen or Skavenslaves require a different hand than single, powerful units like Chaos Giants. The former are vulnerable to area of effect attacks and well protected units that can deal high damage to multiple targets or break their formation (cavalry charges). The latter will typically shrug these off, but respond well to application of units that deal high damage to single targets. Sniping an orc warboss using a bastiladon can effectively break a larger ork army.
What kind of faction do they represent?
Each faction has their strengths and weaknesses. The Vampire Counts lack ranged units, so keeping distance and pummeling them long range can be effective if you hold the line. Dwarfs are slow, making them vulnerable to flanking maneuvers. And so on and so forth.
What is cost-effective?
Finally, warriors win battles, but bureaucrats win wars. Do not spend more money than is necessary to counter enemy armies. An expensive army lurking behind enemy lines to weed out low tech rebels is a waste, when one composed of low tech units can achieve the same thing, except cheaper.