From Total War: WARHAMMER Wiki
Jump to: navigation, search

Armies on the battlefield are made up of units of many individual soldiers. Each unit is independently controllable and represented on the battle interface by a Unit card.

One or more units may be selected at any time. Movement orders are issued to all selected units.

More advanced control-methods are also available to maneuver selected units.

  • Banners are displayed above units on the battlefield and indicate the unit’s type, strength and allegiance. Unit behaviour is influenced by leadership and vigour levels.

Unit types[edit | edit source]

A unit's type type broadly defines its capabilities, strengths and weaknesses. Each of the factions has a sizable set of units to choose from.

  • Infantry units are generally slow, but heavily armed and armoured.
  • Missile units and artillery are long ranged and devastating, but usually lightly armoured and vulnerable to strikes by mounted troops.
  • Monsters are tough but vulnerable against spear and missile troops.

Infantry[edit | edit source]

  • Infantry units are dense formations of men armed with hand-to-hand weapons. Massed ranks of infantry are the mainstay of most army compositions.
  • Infantry units are often heavily armed and armoured, but are generally slow and vulnerable to being outranged or outmaneuvered.
  • Infantry are strong against enemies in front of them but are vulnerable when attacked in the flank or rear.
  • Infantry troops can carry a variety of weapon types, such as swords, spears and axes.
  • Infantry units are usually best arranged in a line, so that each unit covers the flank of the next.

Missile units[edit | edit source]

  • Missile units are best employed in battle to stand back from the action and fire, sling or hurl projectiles at the enemy.
  • An arc of fire is displayed when a missile unit is selected.
  • Missile units will automatically fire at enemies within their arc of fire, unless the fire-at-will ability is deactivated.
  • Missile units are generally lightly armoured and weak in hand-to-hand combat.
  • Missile units may use the skirmish ability to automatically retreat from an advancing enemy.

Mounted units (cavalry)[edit | edit source]

  • Mounted units are able to move quickly across the battlefield, either in support of allied troops or to strike at the enemy where they are weakest.
  • Mounted troops are highly maneuverable, but generally more expensive and fewer in number than infantry.
  • A mounted charge can impart a big leadership shock to an enemy, particularly if delivered to the flank or rear of an enemy unit.
  • Mounted troops are useful for picking off weak or isolated units.
  • Mounted troops are vulnerable against spear weapons or in prolonged engagements.

Monsters & Giants[edit | edit source]

  • Monsters and giants are huge, powerful creatures that inspire terror into their enemies. They are best used for scattering and disrupting formations of enemy infantry.
  • Monsters and giants can be used to attack the gates in a siege battle.
  • The size of monsters and giants makes them vulnerable to attacks by missile weapons and spears.
  • Some monsters are available by themselves, whilst others only appear as mounts for Lords and Heroes.

Wizards[edit | edit source]

  • Magic-wielding wizard units may tap into the Winds of Magic to cast powerful spells. These spells can be used to empower allies or to sow destruction amongst the caster’s enemies.
  • Wizards units are generally formed of a single wizard, occasionally with a small bodyguard.
  • Wizards are often also the Icon general.pngLord of the army, or a Icon hero.pngHero from the campaign map.
  • The spells available to a wizard are shown on the Winds of Magic panel when the wizard is selected.
  • Wizards are usually vulnerable to physical attack.

Flying Units[edit | edit source]

  • Some units fly high over the battlefield, either attacking at range or descending to engage the enemy in hand-to-hand fighting.
  • Like mounted units, flying units can be rapidly deployed to strike at a vulnerable target or reinforce a weak point in the army.
  • Flying units can engage each other in hand-to-hand fighting without descending onto the terrain.
  • Some flying units can drop bombs on the enemy below.
  • Certain Icon general.pngLords and wizards can gain mounts that can fly.

Artillery[edit | edit source]

  • Artillery units, such as cannons and catapults, can fire projectiles at the enemy over long distances. They are most useful against bunched infantry formations, monsters, and enemy fortifications.
  • Artillery units move slowly, and their crews are vulnerable if engaged in hand-to-hand fighting.
  • Artillery units generally have very limited ammunition.
  • The fire-at-will unit ability can be deactivated to prevent an artillery unit wasting its ammunition on undesired targets.

Siege weapons[edit | edit source]

Siege weapons are large, constructed weapons of war that are used to attack the fortifications during siege battles. Rams are used to breach the city gates, and siege towers are used to get troops on top of the city walls.

Siege weapons are equipped by infantry units, who are then able to push them towards the enemy fortifications.

A selected infantry unit can be instructed to pick up some siege equipment by right-clicking on it.

A selected unit can be ordered to drop an equipped siege weapon by clicking the Drop button.

A unit carrying siege equipment can be instructed to attack a section of the enemy fortifications by right-clicking.

Game settings[edit | edit source]

  • The actual size of the unit is determined by the Unit Size setting in Graphics/Advanced Settings:
    • Small unit sizes will reduce the total number of models per unit to 25%.
    • Medium to 50%.
    • Large to 75%.
    • Ultra will see units at full size (100%). This wiki shows unit sizes at Ultra settings.
  • Unit's total HP scales down as well.