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Finally, in what concerns magic, you should not waste it. Then, when the enemy approaches you in a disrupted formation, you should deploy your infantry and lords as distractions, while your archers and artillery massacre their soldiers unperturbed. Finally, the most preferred tactic is to initially harass your opponent with your lord and wizards, whose speed should always be greater or at least equal to that of their faster units. The latter is an extremely useful skill, because it basically negates the numerical superiority of your always numerous adversaries. in attack and health respectively.Ībout skills, you should usually orientate towards replenishment, upkeep reduction and lightning strike, while allows you to deny the enemy army any reinforcements that could normally support it. in attack, while each entity of the paladins will keep its points, but their number will fall to 40 men for a total of 200 and 2.000 p. On medium settings, however, the hydra will have 2.000 health points, but will retain its 400 p. respectively in damage-delivering and health for a total of of 400 and 4.000. in damage-delivering and 4.000 points in health, while a unit of paladins will have 80 men each with 5 and 50 p. They halved their hit-points, but forgot to do the same for their attack strength, which presents us with the following hypothetical paradox: On huge settings, a hydra will have 400 p. Generally speaking, single-entity units are very strong, especially in smaller scale settings, because Creative Assembly failed to adequately curtail their power in a proportionate manner. Thirdly (or fourthly), the most efficient strategy for vampires is a focus on cheap skeleton warriors and the amazingly over-powered magic of their necromancers (Winds of Death etc.), while for Empire and the Dwarfs, their army composition should usually be a more realistic balance between infantry, archers and artillery. High elves, on the other hand, depend more on archers (some of them locked behind paywall, unfortunately), because dragons, although much deadlier, are also incredibly expensive. Then, every faction has its advantages and weaknesses: The lizards (and the Tomb Kings) should rely on dinosaurs (and constructs) and health magic, so they can immediately restore the health of their damaged monsters. You should also invest in archers and monsters, because melee infantry and cavalry are quite weak, even in easier settings. The harder the difficulty is set the less flexible you must be in your army composition.