

The Empire has a slightly larger selection of heroes because it has three wizard types. He starts with better units than Karl Franz, in my opinion-a lethal mortar, anti-infantry greatswords and skirmishing outriders. He’s hugely fragile in combat though, so needs to be kept back until he can unlock his pegasus. or running away.īalthasar Gelt, by contrast, is a wizard, who has a unique magic school to use, the lore of Metal, which has lots of damage-oriented spells that are particularly useful against heavily-armoured troops-e.g. He also starts with halberdiers, knights, and handgunners and allows your faction to move slightly further on the campaign map, which is always useful when chasing enemy armies down. And he can eventually unlock his griffon Deathclaw which hugely increases his lethality. Emperor Karl Franz upgrades as he levels up to be one of the best fighters and/or leaders in the game. Picking your commander makes a bigger difference for The Empire than most factions, because the choices are very different. That also means you’re going to have defend a much larger core area than the Vampires against Chaos and its allies, so long-term the Empire has a harder game to play. These limits means that, unlike the Vampires, it’s hard to get all of your key buildings in one province and your military production is going to be more distributed. Because of that, this is the faction it’s easiest to forget to do research with, and you won’t have much choice early on what to research. You only unlock three techs for research at a time, by building mid- and top-tier structures in your cities. It’s also worth noting that the Empire research tree is more formalised and smaller than the Dwarfs and Vampires. You might also want to build walls around them, which will take another slot. For example, your faction capital Altdorf has a port and a unique college of wizards that you absolutely need to build. That by itself uses up four of your provincial capital’s five spare slots-and many have unique buildings on them. Always watch out for these when considering what to build-and always look at the building browser, because it’s hard to tell through the normal menu.Īlso, remember that many building chains can only be fully-upgraded in a provincial capital-so if you want top-tier units in a region, ensure you build the smith, stables, foundry and temple of sigmar only in your provincial capital. For example, Grunberg has an expensive breeding stables which heavily buffs your cavalry and missile cavalry units and also has livestock farms, which give better growth than normal wheat farms. Some towns have unique buildings, with special effects. You’ve also got two Orc factions nearby who like to cause trouble. That means definitely wiping out the Vampire Counts, and almost certainly killing off Archaon, the big boring suit of armour who heads up the Chaos faction. This province is situated in the West of the Empire, and you need to regain the whole place to get the Short Victory. The Empire starts in a single region-Altdorf-but can swiftly and easily regain the other regions in its province. Piss off the dwarfs or the humans by fighting any of them, and you’ll have a lot more problems to handle. Neglect the East and South for too long, and you’ll have big armies on your doorstop. However the Southern Greenskins and Eastern Vampire Counts aren’t that far away, and are very willing to push into the Empire proper once they’ve established themselves. The Dwarfs and Brettonia even have a grudging respect for the Empire, which can blossom into an alliance when Chaos attacks. They also don’t have a huge cultural axe to grind against them, unlike the Vampire Counts and Greenskins. Though their neighbours aren’t allied, they aren’t exactly hostile (save perhaps for Graf Todbringer in Middenland) and they’re mostly desperate to survive. The humans of the Empire might have the easiest start of any of the Total War factions.
