8.0 Empire army - a tactical study

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Hail o devotees of Sigmar!

My eyes grow dim and my hand falters. The winter night is cold, and even the heat of the fireplace does not warm my tired body. My loyal knights see for my every need, but what I really desire is the rest of the realm of Morr. I know that I can go before my lord Sigmar with pure heart, for all sixty two years of my life I have devoted to the service of the emperor. But one more thing remains. I'll have to pass my years of experience to those hot blooded young men that shall take over my position as the war master of the Empire. So listen to me and heed me well, for I have not been defeated even once during my thirty six battles and one hundred and eleven skirmishes.

In the year 2514 after the birth of Sigmar, our saviour. Magnus the heavy handed, Hochmarchell of the Empire.

8.1 Humans in General

Humans are your basic Warhammer race. 5 points and the most average line of statistics you'll ever see. They cost just enough so they have to pay full points cost value for the equipment. They have no strong or weak points, and no special rules.

This means that you must learn to understand your troops. They will beat Goblins and such in fair fight but they'll die in droves if confronted with dwarf veterans. Numbers are often on your side, so use it to your advantage. The greatest asset of Humans, however, is their variety. There is almost no troop type they cannot field, and they have access to a staggering variety of war machines. Use this variety to catch your opponent off guard almost every time.

8.2 Characters

8.2.1 Lord, Hero, Champion

If you don't know how to use these, please reread the basic rules. Always, always, take a champion for each unit. He is cheap and can save the unit from that 2000 point necromancer lord on a dragon by challenging him to a single combat. Your ranks and standard should rout the awful thing, and will drive away any character on a flying creature even if it makes it's break test.

8.2.2 Wizards

Everybody has a personal taste here, but I prefer Amethyst and Grey colleges: Purple Sun of Xereus, Amaranth, Bridge of Shadows, Pit of Tarnus, Traitor of Tarn and Fate of Bjuna are all very good spells indeed.

8.3 Units

8.3.1 Knights of the White Wolf

GENERAL NOTES:
Two handed hammers, heavy armor, barding and no shield. They have a move of 7 because they lack shields. This means 3D6 pursuit and flee.
WEAKNESSES:
The usual problem with the 2 handed weapons, they strike last.
USES:
With the standard of shielding and proper characters leading them, they can take on (and beat) many enemy infantry units that would pose a dire threat to your own foot troops. Good examples are the Witch Elves, Plague Monks and Savage Orcs. These troops are extremely dangerous when faced with lightly armored troops but their strength of 3 just isn't high enough to trouble the knights unduly. Watch out for their characters, though! Frenzied witch elf hero with the Ogre Blade will demolish your knights.

8.3.2 Knights Panther, Reiksguard Knights, and Blazing Suns

GENERAL NOTES:
These are the strong arm of the Empire. Their charge can be devastating, and they fight it out very well even after the charge because of their strength of 4.
WEAKNESSES:
The Banner of Wrath is a nightmare of every knight because it allows no save. Movement of 6 means that you flee and pursue only 2D6.
USES:
With a good standard, support from the other troops, and enough numbers (even 20 is not too much) they'll usually do magnificently in hand to hand. Just watch out that Goblins or Skavenslaves do not trap them with Crown of Command.

8.3.3 Pistoliers

GENERAL NOTES:
These troops have two uses:
WEAKNESSES:
Don't expect them to win combats against powerful opponents.
USES:
I myself use pistoliers as a fast cavalry and harass enemy flanks. If they have enough numbers their stand and shoot is so deadly that the enemy does not dare to charge them. Use the fast cavalry rules for full effect. For example, shoot away against enemy's tough units (strength 4 and -2 save allows this) and then suddenly reform into a deeper formation and break a regiment of Bretonnian peasants.

8.3.4 Outriders

GENERAL NOTES:
Heavily armored engineers with weird wonder weapons.
WEAKNESSES:
Hand to hand is usually fatal to Outriders, even ones with repeater pistols. Avoid combat like the plague.
USES:
With enough numbers and with repeater hand guns, they are a murderously effective unit. 10 of them should be about right. This gives them a potential of 60 strength 4 -2 armor save hits! OK, it will never happen, but you never know. Giving them a champion might be a good idea because of his ballistic skill of 4.

8.3.5 Halberders

GENERAL NOTES:
As they are cheap in the terms of money, and many generals have a great many of them. Halberds, hand weapons, shields and light armor at the cost of 10 points each is pretty good combination, but many people overestimate them.
WEAKNESSES:
Compared to the rank and file of other armies, they often are just too weak and often broken in hand to hand. Save of 5+ or 6+ and toughness of 3 do not help the situation.
USES:
Many players form their main block from halberders, and who am I to say it should no? I personally feel that they are useful in smaller regiments and used against Orcs and other tough creatures. I rather form my infantry out of Reiksguard, Flagellants or other elite troops and put the battle standard in their midst to counter the Empire's inability to have magic standards in infantry units.

8.3.6 Reiksguard Foot

GENERAL NOTES:
Very good and quite inexpensive infantry, the Reiksguard are a common sight on a battlefield. Weapon skill of 4, strength of 4 and initiative of 4 are the obvious reason why they are so popular.
WEAKNESSES:
Even Goblins get a magic standard, but not the Reiksguard. Their movement is only 3, and you can only have a one unit of them.
USES:
Any low to middle class infantry (and some weak cavalry) are the main prey for the Reiksguard. Remember to place them centrally so they get a chance to fight.

8.3.7 Spearmen

GENERAL NOTES:
The spears are a defensive weapons, so if you plan to dig in, shoot it out and receive a charge, spearmen are perhaps useful.
WEAKNESSES:
Compared to their point cost value and feeble statistics, I fear the spearmen have seen their day on the battlefields of the Old World.
USES:
Against other forces with weapon skill of 3 or lower, they have a chance. Dwarfs, Elves, and any other tougher troops will have them for lunch. For defensive armies only.

8.3.8 Greatswords

GENERAL NOTES:
The dreaded Tswei-handers of the Prussian Empire are unfortunately a pretty weak unit in Warhammer Fantasy Battle. If you need strength of 5 to hurt your opponent, then they are useful.
WEAKNESSES:
The usual swing last penalty for 2 handed weapons.
USES:
With enough numbers, they are pretty effective against beastmen who otherwise are very difficult for imperial infantry because their high toughness and 2 wounds. Watch out for beastmen units with more than 1 attack, or there is no hope in the battle. The best thing to do with the Greatswords is to place them behind defended obstacle. Since their opponents only hit with a roll of 6 and you in the other hand get to strike back with strength 5. This of course works only in defensive overall strategy where you wait for the enemy. Also watch out for the enemy flyers that ignore the obstacles.

8.3.9 Swordsmen

GENERAL NOTES:
weapon skill of 4 isn't that special, but it has it's uses.
WEAKNESSES:
Well, they are only Humans.
USES:
Against armies that have a basic weapon skill of 4, they can be frustrating. Since your enemy will hit you only with 4+, you can bog down a dark elf regiment for a turn or two.

8.3.10 Hand Gunners

GENERAL NOTES:
Humans with the dreaded hand gun and the nifty Empire routine of changing ranks while firing.
WEAKNESSES:
Well, at least their "Stand and Shoot" is deadly. Otherwise charging units chop them up.
USES:
Either as a very large regiment on a hill deployed like the archers, or using their "creeping and shooting" tactic in the places where you would never place other archers. They can surprise foe on a flat ground where he does not expect any kind of ballistics. Their strength of 4 and -2 save can fell even a mighty knight.

8.3.11 Archers

GENERAL NOTES:
Human archers. Only notable thing is their ability to skirmish.
WEAKNESSES:
Usual human weaknesses prevail.
USES:
I personally prefer the crossbows over the long bows, and the human archers have ballistic skill of only 3. You can make them skirmish so that every archer has a chance to shoot, and this can be useful when the battlefield does not include many hills.

8.3.12 Crossbowmen

GENERAL NOTES:
Humans with crossbows. What else is there to say?
WEAKNESSES:
What did you expect from a missile unit? No close combat ability.
USES:
I personally think that every army that has an access to crossbows should always field them. Either as a one large unit (even dragon fears charging a 30+ strong crossbow unit) or several small ones. With crossbows I heartily recommend a very large unit. They will not move anyway, and thus they have a shimmer of hope against a enemy hand to hand unit. I'd say 30 crossbowmen, in three ranks, on a hill, perhaps with standard. (Combat resolution of 3+1+1 for higher ground.)

Think about what I said because it has merit. Strength 4 can wound a creature with toughness of 7, and is deadly against normal toughness 3 opponent. -1 on armor save also helps enormously. As a final word, never take any armor for them! That is too darn expensive!

8.3.13 Kislev Winged Lancers

GENERAL NOTES:
As one of the few Empire regiments permitted to buy a magic standard, the Winged Lancer can come in quite handy. Just don't expect them to defeat Trolls.
WEAKNESSES:
Strength of 3 and quite low armor save sets them back a bit.
USES:
Against foes with toughness of 3, their charge is devastating, and they can carry that Banner of Wrath that wouldn't fit anywhere else. I don't use them against Orcs and other troops with toughness of 4 or good hand to hand troops.

8.3.14 Kislev Horse Archers

GENERAL NOTES:
Cheap and fast, the most famous usage for these troops is to lure out the goblin fanatics. There is, however, far more than meets the eye. Skirmishing is surprisingly useful thing.
WEAKNESSES:
Well, toughness of 3, strength of 3 and no horse attacks means that the brave Kislevites are not match for any close-combat troops.
USES:
These brave kislevites can skirmish, so take an advantage of this. They also enable you to field Tzarina Katarina. If you think you need her desperately, a unit of 5 horse archer costs only 80 points. One of the best uses for them is to put them in snaking formation so they require only a minimal amount of space, deploy them in the flank, and race towards a dangerous enemy unit. Simply by being within 8" they can stop the enemy from marching. If you can do this by being in the flank of the enemy unit, then so much better: They cannot charge you then. Think about the frustration of those Chaos Knights! Try to move to the enemy's rear so you get the chance to charge in the rear once your main troops get to grips with the enemy. Sure they won't cause many casualties, but +2 on combat resolution sure helps!

8.3.15 Flagellants

GENERAL NOTES:
Toughness of 4, 2 attacks, immunity to psychology and break test plus strength of 4 and flails (gasp!) Makes the flagellants the best hand to hand unit when compared to their ridiculously low point cost value.
WEAKNESSES:
No armor save, weapon skill of 3 and only 1 unit per army limits their effectiveness. Spells like Blade Wind that ignore toughness and require armor save are deadly.
USES:
Either get the strong arm of your infantry here and get a big unit, or take only a small one to tie up an important enemy unit. A good trick to counter their low weapon skill is to put your battle-standard bearer with flagellants and giving him the banner of might! My recommendation: Always take flagellants, and always take lots of them.

8.3.16 Dwarfs

GENERAL NOTES:
Many options. In my opinion the best is to give them spears and shields.
WEAKNESSES:
Move of 3 forces you to deploy your Dwarfs in a place where they are sure to see some action.
USES:
With spears, shields and light armor, they are your best option for spearmen. With toughness of 4, weapon skill of 4 and the fact that they are slow (and thus are often charged and can bring the extra rank to play) they are an excellent choice instead of human spearmen. Very high leadership helps against panic and break tests. For the defensive player.

8.3.17 Halflings

GENERAL NOTES:
With weapon skill 2, strength 2, and toughness of 2, but ballistic skill of 4 I think their role is pretty obvious: archers. High leadership is helpful feature.
WEAKNESSES:
Well, if you are looking for a puny hand to hand unit, look no further. These little guys are very bad in hand to hand.
USES:
Armed with bows(!) And with the ability to scuttle through forests they are very good value for points. You can easily field 30+ of them. Just avoid too tough or well armored targets.

8.3.18 Ogres

GENERAL NOTES:
Strong, very tough and 3 wounds. Two attacks are a welcome bonus.
WEAKNESSES:
As could be expected, their massive statistics give them a very high point cost value. Weapon skill of only 3 makes them dubious choice against armies like Chaos who have plenty of characters with weapon skill of 7+. Their large size makes them easy targets for missiles.
USES:
You can usually surprise your opponent with the ogres. It is a good idea to give their leader the Crown of Command, so they don't have to care about break test and can concentrate on bashing opponents instead. Their high toughness and massive wound total makes them very resilient. Halberds are a very good choice, especially against (Chaos) Dwarfs, for their initiative of 3 allows them to strike before Dwarfs. In most battles their resilience combined with the Crown of Command usually means victory. Skaven players get furious when you challenge his "invincible" Rat Ogres (and win) with your own Ogres.

8.4 War Machines

As a rule of thumb, use your war machines against enemy characters. The Humans are generally too weak to tackle the opposing Lords (and Ladies) in hand to hand, but a strength 10 D6 wound hit will demolish even a Vampire. Even when shooting units, always aim for the characters. You might get lucky with the "Look out sir!" Roll. As a final warning, never try to fight with the crew. Always flee, shoot the attacker with other war machines, rally and return to the gun.

8.4.1 Mortars

GENERAL NOTES:
Very much like Stone Throwers except their misfires are a bit less self destructive.
WEAKNESSES:
Many players feel that they cost too much and are weaker than the Stone Throwers.
USES:
If you decide to take them, try to field at least three of them. This gives you an average of 1 "HIT" per turn. It also gives a chance to use the mortars as a mass destruction weapon like they are described to be. Their accuracy and reliability leaves a lot to be desired. Best against Skaven, Orcs and such that have so many units that you're bound to hit something.

8.4.2 Great Cannons

GENERAL NOTES:
With range of 60", and causing D6 wounds, they are the most inexpensive cannons in the game.
WEAKNESSES:
Well, the misfires happen all too often, and the crew are just too puny to fight against anybody.
USES:
Shoot characters on the top of big monsters. It is a very good idea to place one cannon a bit further than your battle line. This way, when enemy flyer lands to attack your unit, you can shoot at him straight away without the fear of hitting your own troops.

8.4.3 Steam Tanks

GENERAL NOTES:
A moving cannon with toughness of 10 and 5 wounds!
WEAKNESSES:
Not very useful against troops with high initiative like the Elves. The malfunctions are often catastrophical.
USES:
Against Orcs, Dwarfs of any kind and Bretonnians, The Steam Tank usually does its business very well. I myself always use as many steam points as possible, since when the boiler fails it is bound to stop the tank anyway.

8.4.4 War Wagons

GENERAL NOTES:
A chariot with six crew and two horses. Shouldn't this be the other way around? Great many experimental weapons make the wagon a nice thing to dabble with. Very powerful at charge. D6 strength 7 hits is nothing to laugh about. Great hoard of wounds is also an asset.
WEAKNESSES:
Only two horses make the War Wagon very easy to stop with missiles.
USES:
Either as a part of a massed charge or (if our gaming group allows same weapons in one Wagon) as a defended base for hochland long rifle attacks. I've seen some players use 4 War Wagons in "Hussite" style, making a defensive obstacle in the middle of the field. The cavalry advanced behind this wall and were hidden from the enemy war machines.

8.4.5 Hellblaster Volley Guns

GENERAL NOTES:
A much talked about device. It is potentially one of the most devastating things in the whole game.
WEAKNESSES:
The effective range is too short. Try to keep the crew within 12" of the general if at all possible. Panic spreads so easily.
USES:
A powerful psychological weapon, any army will cringe in terror when they see this device. You can dictate the enemy's route by placing Hellblasters on strategically important places. Many people use transportation spells to move the Hellblaster for better firing position, but equally many gaming groups disallow this. I myself used a bridge of shadows to transport an enemy unit within the range, much to dismay of my opponent! Do not fire unless your foe is within 12" inches. The effect is too weak.

8.4.6 Halfling Hot Pot

GENERAL NOTES:
If you have a halfling unit, then you should consider this 50 point war machine. At least the crew don't panic that easily.
WEAKNESSES:
Do not expect miracles from the crew.
USES:
I have destroyed great many knights with this thing as it allows no armor saves. It is useful against rank and file only because it's feeble strength and disability to cause multiple wounds.

8.5 Special Characters

8.5.1 The Emperor Karl Franz

GENERAL NOTES:
Some people have (the wrong) idea that poor Karl is a hand to hand fighter. His main feature is his leadership of 10, which is a very rare thing with Humans.
WEAKNESSES:
He is a human lord, plus that his first two items are always the Hammer of Sigmar and the Silver seal. I personally prefer giving them to somebody else, like Kurt Helborg.
USES:
As a focal point of your army: he should be safe inside a unit, with his battle standard bearer next to him. This gives Humans around him a leadership 10 for the break tests with re-rolls. If you really have to give him a very good armor and mount him on a manticore. He still won't beat that Chaos Lord, though.

8.5.2 Magnus the Pious

GENERAL NOTES:
A very interesting case, with loads of special rules and no option for magic items.
WEAKNESSES:
Your opponent will know exactly just how tough Magnus is. The obvious disadvantage is of course the inability to use any magic weapons.
USES:
Leadership 10 is a good thing, and the immunity to psychology is useful. I personally mount magnus on a barded war horse and put him in a unit with standard of shielding and banner of Might. This gives him a 1+ armor save with re-roll, and gives +1 to hit for his mighty strike.

8.5.3 Ludwig Swarzhelm

GENERAL NOTES:
A much envied Battle Standard Bearer with massive 3 wounds. Comes with one of the most point cost effective magic swords ever. Especially good against cavalry because it allows no save.
WEAKNESSES:
The only real weakness is his inability to use any magic standard. Sure he can't ride a monster, but that's not the purpose of the battle-standard bearer.
USES:
With 3 wounds, Ludwig is always a good choice for battle-standard unless you really need that extra magic standard.

8.5.4 Grand Theogonist Volkmar

GENERAL NOTES:
Almost immortal High Priest mounted on an impressive War Altar.
WEAKNESSES:
Easy prey for the enemy War Machines. You cannot afford to lose the War Altar, or the powers of the theogonist are history.
USES:
Many people use Volkmar as an assault weapon and get shot up very badly. Mighty though he is, he cannot take on the whole enemy army. Armies with many and/or effective War Machines are the High Priest's bane.

A better idea is to gather your best troops around him, making them immune to psychology and break test! I very often play defensively, setting War Altar in the middle of my troops. This gives me an army of unbreakable troops who are immune to psychology. When trying to win the supremacy in the magic phase, the Theogonist is a useful tool. Make sure that you use a college that has cheap spells. The Theogonist's magic is easy to dispel and he has limited amounts of power card available.

8.5.5 The Supreme Patriarch

GENERAL NOTES:
The most hated of all Empire characters, Thyrus Gormann comes equipped with the dreaded Staff of Volans. Has a cosmetic weapon skill of 4.
WEAKNESSES:
Your opponent will do anything within his power to kill poor old Thyrus. Black amulet is almost essential.
USES:
When you need to get some spell through, Thyrus is your man. I personally prefer the Crimson bands in defensive strategy to tie up that pesky Chaos Knight unit. You can try to dip other college decks with the book of Ashur, but this is risky (since you draw last and are not allowed to change the spells you are dealt, and you may wander off into the wastes).

8.5.6 Kurt Helborg

GENERAL NOTES:
Perhaps the best candidate for a general. Weapon skill 7 is very useful. He can also serve as a sidekick for your an assault force as he can fly on the back of a ferocious monster.
WEAKNESSES:
Kurt must love his Runefang very dearly. It would be nice to give him a Deathsword.
USES:
A useful man everywhere: High leadership allows him to lead foot troops and especially to help with the detachment rule. His good hand to hand statistics allow him to great many enemy characters. I once gave him a Strength potion and a pegasus, and charged Nagash. He caused 6 wounds and routed the unlucky Necromancer off the field! Rare, but possible.

8.5.7 Elector Counts

I very often field all electors when fighting Undead. Runefangs are just too good bargains to pass by. Wights and the dreaded Wraiths die in droves when pitted against the nobles of the Empire. High Leadership, low points cost value and 3 wounds makes them vastly superior when compared to heroes.

Editor's Note: This section was written before Arcane Magic came out. Arcane Magic changed the rules so that the magic items such as the Dragon Bow, Talisman of Ulric are available to all the Elector Counts. This may make you reconsider how you want to use your Elector Counts, for example you may want to give Marius the Talisman of Ulric to enhance his survivability.

8.5.8 Boris Todbringer

GENERAL NOTES:
The Talisman of Ulric is one of the most useful items around.
WEAKNESSES:
None. Just remember that he is only human, not a Vampire Lord.
USES:
Because of the Talisman Boris is able to fight in hand to hand quite effectively. The Runefang is powerful against heavily armored foes and undead alike.

8.5.9 Aldebrand Ludenhof

GENERAL NOTES:
Runefang and that about it. The model is very beautiful, though.
WEAKNESSES:
No additional magical toys.
USES:
As a leader of a unit. Not as good in hand to hand as some other counts.

8.5.10 Valmir Von Raukov

GENERAL NOTES:
Runefang and the Dragonbow.
WEAKNESSES:
Nothing special.
USES:
A defensive player's choice. Dragon bow is very useful thing especially against expensive enemies like Elves with their low armor save and toughness. Dragonbow is easily equal to most of the Empire War Machines.

8.5.11 Marius Letdorf

GENERAL NOTES:
The famous frenzied count. 6+1+1 attacks make Marius one of the best hand to hand characters of the Empire.
WEAKNESSES:
Sometimes his Frenzy makes Marius charge the wrong unit.
USES:
A slayer of cavalry without peer, and a bane of all ndead armies Usince his frenzy makes him immune to psychology and his Runefang chops Uup even mummies.

8.5.12 Tzarina Katarin

GENERAL NOTES:
A warrior sorcerer from Kislev. Her strength is bit too low to use her deadly weapon.
WEAKNESSES:
Low toughness and magic level of only 3. She has to take that 100 point sword. Once you field a Kislev unit, its most cost effective to buy a level 4 Ice Mage instead of the Tzarina.
USES:
As an additional mage. Ice Magic is very powerful, and Bridge of Shadows/Bridge of Ice combination can dispirit any opponent. Giving Tzarina a Strength potion gives her a chance to use his weapon effectively for one turn.

8.6 Tactics

In general, your greatest advantage over virtually any enemy is your flexibility. You can choose any tactic while some armies are restricted to attacking (Chaos and Skaven) or defending. (Elves). I personally feel that the most important thing is to have a plan and stick to it!.

Don't design units just for the hell of it, give each and every one of them a definite mission! Draw your plan on a paper so you remember what everybody is doing. It is far too easy to forget one regiment in the army of the Empire where you usually have a plenty of units.

As a last word, beware enemy characters! Your opponents usually have vastly superior characters, especially in hand to hand. Shoot them, cast spells at them, challenge them with champions and equip your own characters with Deathswords, Frostblades and Slayer Swords.

Here are few overall tactics for you to consider:

8.6.1 Charge

You can mass your close-combat troops together and attack the enemy regardless of casualties. Your numbers are probably high enough to take on almost any army and absorbing the missile casualties along the way. Don't try this against Skaven, (Even greater numbers), Chaos (they'll beat you up) or Orcs. (Just too many of them!) Units to use in this tactic are the fast moving and hard hitting ones: Winged Lancers, Knightly orders, Ogres, War Wagons, Steam Tanks and allies.

8.6.2 Defensive Line with Reserve

I am a defensive player and the army of the Empire gives any general a very good chance to field a magnificent defensive army. Just don't try to out shoot the High Elves! Those 50 point repeater bolt throwers will be the end of you. Get as many crossbows, cannons, Hellblaster Volley Guns, Hand gunners and missile armed allies you can. Compose a few hard hitting units as your aggressive reserve. Shoot the enemy while he advances, and then charge him after you have weakened him enough. Get the balance right! Use War Wagons, Steam Tanks and Flagellants as the close combat troops. They are hardy enough against any troops.

8.6.3 Hammer and the Anvil

Put your hard and fast units on one flank, and your slower units on the other. Hang back with the slow units, break the enemy on the other flank, and race to help the slower troops. Caught between the Hammer and the Anvil, your local superiority and greater numbers will win the day. The trick is to make the fast troops tough enough. Lots of heroes, magic items, Battle Banners and so on will break those enemy units if you are determined enough. Even Chaos Knights can be killed, so shy away from nobody!

The other half of your army should look ferocious and numerically strong, but their main purpose is to have maximum ranks and standard, and the advantage of the higher ground as well. This does not mean that they should be shoddy: give them all possible advantages. Regiments of halberders with a Crown of Command can trap even a unit of Cold One riders until your hard-hitters arrive, provided you have enough numbers.

HAIL THE EMPEROR!

SIGMAR IS RELYING ON YOU! DO NOT LET HIM AND MANKIND DOWN!


Next part: High Elf Tactics.