Total War Warhammer Unit Size

Armies on the battlefield are made up of units of many individual soldiers or, rarely, a 'single entity' unit such as a character or monster.

  1. Total War Warhammer Unit Size
  2. Cached
  3. Total War Warhammer Unit Size

Even though its stats are quite low, it makes up for it with large unit size and low cost of recruitment. It has a very thin armor, making it vulnerable to enemy attacks, but is equipped with shield allowing it to block portion of enemy missile units' fire. Those units will be your bread and butter until you unlock Orc Big 'Uns and Black Orcs. A subreddit for the Total War strategy game series, made by Creative Assembly. Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms and others.

  • 2Roles of Units
  • 7Unit Types

How They Work[edit | edit source]

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.

On the campaign map, units can gain experience and rank over time and get stronger so long as they are not completely destroyed or disbanded.

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.

Units may have active and passive abilities, spells, and breath attacks.

New units can be summoned using spells, items, and abilities, or they can appear as reinforcements during battle.

Roles of Units[edit | edit source]

Melee Units[edit | edit source]

Melee units are made for fighting in close combat (melee). They generally cannot attack from range.

Guard mode is an important button for melee units, as it prevents them chasing fleeing enemies if the player doesn't want that.

Ranged Units[edit | edit source]

Ranged units, aka missile units, can fire projectiles to damage the enemy from afar. Each will have a different range and amount of ammunition.

In battle, ranged units can be set to skirmish mode, where they will automatically run away if enemies come close.

Ranged units can also attack in melee, though they are usually not very good at it.

Hybrid Units[edit | edit source]

While all units can attack in melee, some units such as Lothern Sea Guard and Free Company Militia are designed to be good both in melee and at range.

Flyers[edit | edit source]

Flying units can fly across the battlefield, above other troops and above terrain. They can land to attack in melee combat. Some have ranged attacks they can use while airborne. See Flying units below.

Weapon Types[edit | edit source]

  • Swords, axes, dual-weapons etc: These generally perform poorly against armoured units or large units, but do well against polearms.
  • Polearms: Spears, halberds, and similar weapons usually give the unit a bonus against large units, but are a disadvantage versus swords or axes.
  • Great weapons: Large, heavy melee weapons that often have armour-piercing damage.
  • Shields: Shielded units are able to block some portion (variable percentage depending on the unit) of the incoming missiles from the front.
  • Lances: Cavalry armed with lances (as opposed to swords or spears); they generally have increased damage when they charge.

Vital Statistics in Battle[edit | edit source]

  • Health: The current health of the unit, divided up between the remaining models in the unit.
  • Unit size: The number of soldiers/models in the unit. Some units such as Skavenslaves have as many as 200 soldiers, while most characters and large monsters only have 1.
  • Leadership: The current leadership (morale) of the unit. When this goes to zero, most units will rout or crumble.
  • Melee attack: Likelihood of a unit hitting when it attacks
  • Melee defence: Likelihood of a unit not being hit when an enemy attacks.
  • Charge Bonus: Boost to melee attack that fades over a short period of time after a unit charges.
  • Ammo: The current ammunition of a ranged unit. When this is spent, the unit cannot fire any more and can only engage in melee combat.
  • Fatigue: How much energy this unit has left. This also affects leadership – tired units are more likely to rout.
  • Mass: Units with higher mass are able to push and knock other units out of the way, leading to devastating charges.

Large Units[edit | edit source]

Units are either considered large or small. Infantry, war beasts, and most artillery crews are small. Cavalry, chariots, war machines, monstrous infantry, and monsters are large.

Attributes[edit | edit source]

Total war - Wikipedia

Units may have an attribute, indicating that unit's role on the battlefield. Some of the more notable ones are:

  • Expendable: These fodder units can be sacrificed to the enemy without much worry. In some cases, other units' leadership won't be harmed if these units rout or are destroyed.
  • Anti-large: This unit does extra damage to large units.
  • Armour-piercing: This unit does extra damage to heavily armoured units.
  • Decent melee combatant: This ranged unit can perform OK in melee, if it has to.
  • Causes Fear / Terror: These effects deplete enemy leadership (often found on monsters).
  • Hide / Stalk: This unit can become invisible to the enemy under certain circumstances.

Unit Abilities[edit | edit source]

Some units (especially characters) have special active or passive abilities in battle. Active ability buttons will be on the bottom left of the UI in battle when the unit is selected.

Unit Types[edit | edit source]

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

Infantry[edit | edit source]

Examples: Spearmen, Dwarf Warriors, Bleakswords

  • Infantry units are dense formations of men (or other roughly human-sized creatures) armed with hand-to-hand weapons, who march and fight on foot.
  • Massed ranks of infantry are the mainstay of most army compositions.
  • Infantry units are often heavily armed and armoured, but generally slow and vulnerable to being attacked at range or outmaneuvered by faster units.
  • Infantry are strong against enemies in front of them, but 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.

Ranged / Missile Units[edit | edit source]

Examples: Crossbowmen, Thunderers, Archers.

  • Ranged units have ranged weapons which they use to attack enemies from afar.
  • Ranged units are best employed in battle to stand back from the action and fire, sling, or hurl projectiles at the enemy.
  • Some ranged units fire in an arc over the enemy (such as Glade Guard and Quarrellers).
  • Other ranged units will fire in a straight line. For instance, Handgunners, Thunderers, and Skink Skirmishers.
  • Ranged units have a maximum range. They will automatically fire at enemies within this range (unless fire-at-will is deactivated), but cannot shoot enemies beyond it.
  • Be aware that friendly fire is possible with all ranged units – they can harm your own units.
  • They are generally lightly armoured and weak in melee combat.
  • They may use the skirmish ability to automatically retreat from an advancing enemy.
  • Ranged units must use ammunition to fire. When all their ammunition is gone, they can only attack in melee. Ammunition replenishes at the end of a battle.
  • Some characters are ranged, such as the Waystalker.
  • Vampire Counts have no ranged units.

Flamethrower Units[edit | edit source]

Examples: Irondrakes, Flame Cannons, Warpfire Throwers.

  • A type of ranged units armed with flamethrowers or similar weapons.
  • They fire a long stream.
  • Infantry versions are short range; artillery versions have a longer range.
  • High damage – especially against low armoured massed targets.

Hybrid Units[edit | edit source]

Examples: Free Company Militia, Lothern Sea Guard.

  • Hybrid units are missile units which are also good in melee combat.
  • Generally have a shorter range than dedicated missile units.

Cavalry / Mounted Units[edit | edit source]

Examples: Chaos Knights, Forest Goblin Spider Riders, Mounted Yeomen, Grail Knights, Cold One Riders.

  • Cavalry are humans (or human-sized creatures) who ride into battle on horses (or horse-sized creatures).
  • Mounted units are typically very fast and maneuverable, but generally more expensive and fewer in number than infantry.
  • Note the difference between heavy cavalry, which are generally heavily armoured, and light cavalry/fast cavalry, which aren't.
  • A cavalry charge can impart a big leadership shock to an enemy, particularly if delivered to the flank or rear of an enemy unit.
  • Useful for picking off weak or isolated units (especially ranged units and artillery) or chasing routing units.
  • Mounted troops are vulnerable against spear weapons or in prolonged engagements.
  • Some Cavalry are Flying Cavalry, such as Terradon Riders.
  • Dwarfs and Skaven have no cavalry units of any kind.

Ranged Cavalry[edit | edit source]

Examples: Pistoliers, Mounted Yeomen Archers, Ellyrian Reaver Archers, Dark Riders, Marauder Horsemen (Throwing Axes)

  • Ranged cavalry are missile unit cavalry.
  • They are best used as skirmishers: shooting enemies, then running away if followed, taking advantage of their speed.

Shock Cavalry[edit | edit source]

Examples: Chaos Knights (Lances), Knights of the Blazing Sun, Orc Boar Boyz, Knights Errant, Blood Knights

  • Shock cavalry refers to cavalry which does a lot of damage initially, but is not good in sustained combat.
  • This type of unit is good to charge repeatedly (called 'cycle charging') but should not be left in combat for long.
  • Typically armed with lances.

War Beasts[edit | edit source]

Examples: Norscan Ice Wolves, Chaos Warhounds, Dire Wolves, Squig Herds

  • War beasts are animals or monsters which are smaller than a cavalry unit (smaller than a human riding a horse).
  • They are typically very fast and have low mass and armour.
  • War beasts are good at harassing vulnerable ranged units and artillery crews or chasing routing units.
  • Some war beasts can fly (such as Fell Bats, Carrion).
  • Warbeasts are typically low-value, expendable units.

Monsters[edit | edit source]

Examples: Giant, Wyvern, Arachnarok Spider, Imperial Griffon, War Mammoth, Sun Dragon, Feral Carnosaur, Hell Pit Abomination.

  • Monsters are huge, powerful creatures that inspire terror into their enemies. They are larger than monstrous infantry or cavalry.
  • They are best used for scattering and disrupting formations of enemy infantry.
  • Monsters with the siege attacker attribute can be used to attack gates in a siege battle.
  • Many monsters can fly.
  • The size of monsters makes them vulnerable to attacks by missile units, artillery, and spears.
  • Some monsters are available by themselves, whilst others only appear as mounts for characters.
  • Dwarfs have no monster units.

Monstrous Infantry[edit | edit source]

Examples: Chaos Spawn, Minotaurs, Trolls, Crypt Horrors, Rat Ogres, Kroxigors, Ushabti.

  • Monstrous infantry are large creatures, much larger than a human, but smaller than a monster.
  • Generally come in units of 10 to 30.
  • Like cavalry, they have high mass. They are generally a little slower than cavalry but usually have more staying power in melee combat.
  • Some are flying (such as Vargheists), or ranged (such as Ushabti (Great Bows)).

Monstrous Cavalry[edit | edit source]

Examples: Demigryph Knights, Necropolis Knights, Royal Hippogryph Knights, Rotting Prometheans.

  • Monstrous cavalry are units riding medium-sized monsters (creatures larger than horses).
  • Generally have even more mass than regular cavalry.

Wizards / Spellcasters[edit | edit source]

Examples: Bright Wizard, Chaos Sorcerer Lord, Slann Mage-Priest.

Total War Warhammer Unit Size
  • Spellcasters are units which can use the Winds of Magic to cast spells.
  • Most spellcasters are character units (lords and heroes).
  • Most spellcasters are infantry units (providing they have no mount).
  • Some spellcaster units are regular units (Doomfire Warlocks), monsters (Ancient Treeman), or monstrous infantry (Fimir Balefiend).
  • Most spellcasters are weak and vulnerable in melee combat, though there are many exceptions such as the Vampire and Vampire Lord.
  • Dwarfs have no spellcaster units.

Flying Units[edit | edit source]

Examples: Feral Manticore, Harpies, Vargheists, Gyrocopter (Brimstone Gun), Terradon Riders, Royal Hippogryph Knights.

  • Flying units fly across the battlefield over other units.
  • Flying units also have another type such as flying monsters, flying cavalry, or flying warbeasts.
  • Like cavalry, flying units tend to be very fast.
  • Two or more flying units can engage each other in melee fighting without descending onto the terrain.
  • Certain characters can gain mounts that can fly (such as the Imperial Pegasus or Manticore (mount)).
  • Some flying units such as Terradon Riders, Gyrobombers, and Dragons (as of Total War: Warhammer II), can attack ground units while airborne.
  • Other flying units such as Pegasus Knights, Vargheists, and Imperial Griffons must descend to the ground in order to attack.

Artillery[edit | edit source]

Examples: Great Cannon, Flame Cannon, Hellcannon, Plagueclaw Catapult, Eagle Claw Bolt Thrower.

  • Artillery are a type of missile unit that can fire at the enemy over long distances.
  • Most useful against dense infantry formations, monsters, and fortifications. Less useful against cavalry, flying units ,and war beasts.
  • Most artillery are machines, crewed by infantry. If the infantry are all killed, then the artillery cannot be used until another crew is ordered to crew it.
  • If an enemy artillery crew of the same race as you is all killed and you have a space in your army, there is a chance you will capture their artillery unit after the battle.
  • Generally move slowly, and their crews are vulnerable in melee.
  • Artillery crews can abandon their artillery equipment (for instance if they rout), and then man it again.
  • Artillery units generally have very limited ammunition.
  • Like other ranged units, they will fire-at-will unless it is toggled off.
  • Vampire Counts and Wood Elves have no artillery units.

Catapults[edit | edit source]

Examples: Grudge Thrower, Plagueclaw Catapult

  • Fire indirectly over your troops and over walls.
  • Generally less accurate than direct-fire weapons.

Siege Artillery[edit | edit source]

Examples: Great Cannon, Warp Lightning Cannon

  • Not to be confused with Siege Equipment (see below)
  • Do high damage to single targets and fortifications / buildings / walls.

Field Artillery[edit | edit source]

Examples: Organ Gun, Flame Cannon

  • Simply indicates that this artillery unit is best employed against enemy units, not enemy fortifications/buildings/walls.

Monster Artillery[edit | edit source]

Examples: Cygor, Bastiladon (Solar Engine), Ancient Stegadon, Bone Giant

  • Artillery units which are monsters; they have no crew.
  • Some may be called specialist artillery in the game.

Magical Artillery[edit | edit source]

Examples: Luminark of Hysh, Casket of Souls

  • Artillery units which have special magical attacks.
  • Not all artillery units with magical attacks are actually listed as magical artillery in the game (for instance, the Screaming Skull Catapult and Bone Giant are not)

War Machines[edit | edit source]

Examples: Gyrocopters, Doomwheel, Steam Tank

  • War machines are mechanical units which can move around freely in battle mode and do not have a crew.
  • Sometimes they double as artillery; other times they do not.
  • Beastmen and Wood Elves have no war machines.

Chariots[edit | edit source]

Examples: Tiranoc Chariot, Skeleton Chariot, Gorebeast Chariot.

  • Chariots are somewhat similar to war machines and cavalry.
  • They typically have lower numbers per unit than cavalry but also lot of mass and can punch through enemy lines on the charge.
  • Chariots require more free space to operate properly and because of this get caught in sustained combat easier, being as vulnerable in it as cavalry.
  • Some chariots are ranged, operating similarly to ranged cavalry (for example Goblin Wolf Chariots).
  • For magical chariots, please see the section on support units below.
  • Most have good armour.
  • Wood Elves and Dwarfs have no chariots.

Support Units[edit | edit source]

Examples: Grail Reliquae, Runesmith, Bastiladon (Revivification Crystal), Black Coach, War Mammoth (Warshrine), War Altar of Sigmar

  • Support units boost friendly troops within a certain radius using aura abilities.
  • They can usually strike at foes with magical attacks.
  • Very diverse: support units might be infantry, characters, magic chariots, or monsters.

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%. This wiki shows unit sizes at Large settings, and Large is the default for Multiplayer.
    • Ultra will see units at full size (100%).
  • Units' total HP scale down as well.
Set piece battles · Advanced controls · Armies · Ambush battles · Intercept battles · Battlefield · Flanking · Fortifications · Siege battles · Terrain · Visibility · Winds of Magic
Lords · Leadership · Spells · Vigour · Weapon types · Unit abilities · Unit movement · Unit selection
Retrieved from 'https://totalwarwarhammer.gamepedia.com/Units?oldid=81698'
Overview
FactionEmpire
CategoryGreatsword Infantry
Unit size90
Recruitment
Cost (MP):900 (900)
Turns:2
Upkeep:225
Buildings required:
Armoury
Statistics
Health:76
Leadership:74
Speed:28
Melee attack:32
Melee defence:30
Charge Bonus:18
Weapons
Melee
Weapon Damage:9
Armour-Piercing Damage:23
Bonus vs. Infantry:10
Melee Interval:3.8 s
Protection
:75%
Attributes
  • Hide (forest): This unit can hide in forests until enemy units get too close.

Greatswords is a Empire melee infantry unit in Total War: Warhammer. Wielding double-handed swords and wearing heavy plate, Greatswords are a potent elite unit with an impressive melee strength.

  • 4Greatsword Tactics and Suggestions
    • 4.1General Use

Description[edit | edit source]

Regiments of Greatswords garrison the castles of the Elector Counts and form their lord's honour guard on state occasions. These grim men are equipped with huge two-handed swords called zweihanders that can cleave an armoured Knight in twain with one blow. Greatswords are also adorned with superb suits of Dwarf-forged plate armour, for these elite troops are expected to fight in the thick of the bloodiest and most dangerous combats of a battle. Upon a soldier's induction into the esteemed ranks of the Greatswords, he is required to swear an oath never to take a backwards step in the face of the enemy. Every regiment of Greatswords has its own particular punishment for those who fail in their duty. However, such instances are extremely rare, and the history of the Empire is replete with heroic tales of regiments of Greatswords that have died to a man to protect the life of their liege lord, even after the rest of their army had been butchered.

Abilities[edit | edit source]

  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.

Strategy[edit | edit source]

Greatsword Tactics and Suggestions[edit | edit source]

Greatswords aren't meant to be used akin to your Swordsmen. Their melee stats are worse (especially given the campaign skill Honest Steel) but their main strength lies in the fact that they do comparatively high damage and do Armour piercing damage.

This leads one to two things:

  1. They're good at hitting armored things
  2. They're good at hitting stuff without being hit back in return.

General Use[edit | edit source]

The Greatswords are mainly used to take down armored infantry. They should be kept away from monstrous infantry, cavalry, and war machines like chariots or Steam Tanks. Greatswords shouldn't immediately go after the standard infantry of other factions if there are higher end threats on the field.

They are expensive to purchase and maintain and have no shields (for obvious reasons) to protect against missiles. This means you should use Swordsmen or Spearmen as your front line units and keep the Greatswords in reserve to be used where needed.

Where will they be needed?

To flank the enemy's armored units and or to aid in holding the line if need be. They are also effective when held in reserve and used to counter attack weak points in your lines.

Your shielded infantry must be at the front to absorb the missiles and charges of enemy infantry. Then have the Greatswords go around and charge from the flanks or the rear. However, they can also advance through the ranks of your common soldiers and aid in combat, just make sure the enemy is more likely to hit the shielded troops. The Swordsman and Spearmen(shields) have higher melee defense anyway, so they will tank and deflect the AP that heads towards the Greatswords.

The Greatswords, in turn, will swiftly eliminate armored foes.

Specific Tactics[edit | edit source]

Empire[edit | edit source]

State Troops: Due to the slow attack and movement, use the Greatswords for any of the following:

  • Have your own lower tier soldiers hold them in place as the Greatswords concentrate on a more pressing matter.
  • Have the Greatswords flank the front line
  • Have the Greatswords tank the charge, but with crossbowmen to shoot the troopers from the blind side as your cavalry/flagellants/state troops move in from the rear

Greatswords: Have artillery blast them while they are too far , then use either Outriders or Handgunners for ranged support. Have Swordsmen tank the charge as your Greatswords move to flank.

Large: Keep them away from Large units, let the Spearmen and Halberdiers take care of it.

Dwarfs[edit | edit source]

Greatswords are incredibly effective against most units the Dwarfs have because of their high armour. Save the Greatswords for the heaviest unit on the battlefield like Longbeards, not Dwarf Warriors.

Greenskins[edit | edit source]

Goblins: Their tiny size and negligible armour makes them problematic to hit. Use AoE magic, Mortars, and Helstorm Rockets instead of Greatswords.

Orc Boyz: Use Swordsmen to tank their charge, Orcs have higher damage and health but have less attack and defense skill. Then use knights to smash their flanks or rear then retreat them to do it again to get the orcs to flee so you can focus on something else, or have another melee unit such as Flagellants, Greatswords, or (if they have nothing to do) Spearmen to kill them all quickly.

Orc Big 'Uns: These orcs are focused on fighting large units, thus they won't give it their all against your Greatswords. Their armour piercing is relatively small while you dish out far more, though the Greatswords should still be supported with missiles, flanking cavalry, and hero/lord abilities.

Trolls: These things are monstrous, use Halberds.

Night Goblins: They have poisoned attacks, better melee skill and damage, and vanguard deployment at the cost of worse leadership and armor, get them to rout and run them down with knights instead of using Greatswords.

Savage Orcs: They have no armor but have a resistance to non-magical attacks deal and a lot of base damage and melee skill with little armour piercing. I suggest that you send more than one Swordsmen unit than savage orcs to attack backed up by a wizard or priest with a couple of crossbows and pistoliers, with shock cav ready to flank.

Savage Orc Big 'Uns: The same as above, minus the cav.

Vampire Counts[edit | edit source]

Grave Guard: The great weapons variant will give you trouble, with them having cheaper costs and higher damage, thankfully they have less armour and skill. Proper support from heroes and armour-piercing missiles to ensure that the Greatswords don't rout and survive with minimal casualties.

Skeletons: The main infantry of the VC, send Swordsmen supported with crossbows and lords/heroes to deal with them. Greatswords or Knights will flank to reduce leadership and induce crumbling while pistoliers fire from horseback. Greatswords are not neccessary here, but they can crush skeletons for days and take minimal damage back.

Zombies: These things are made for the purpose of distracting you and bogging down your regiments. Use swordsmen and AoE to deal with them to leave the Greatswords free to focus on more important targets. If you want to get rid of them fast, have the Swordsmen tank the zombies while Empire Knights and/or Greatswords flank. This units is almost never worth wasting your Greatswords on.

Crypt Ghouls: These abominations don't do much damage but will slow down the Greatswords for other undead to take advantage of. Greatswords won't take damage from Crypt Ghouls, but will be weakened for other enemies.

Chaos[edit | edit source]

Total War Warhammer Unit Size

Marauders: Swordsmen will suffice, Greatswords can crush them if necessary.

Chaos Warriors: The standard variant is easy pickings for Greatswords. The Great Weapons variant will be troublesome and should be avoided if possible. Their high armour piercing will put a sizable dent in your Greatswords.

Chosen: Similar to above, but all around harder for Greatswords to win. Needs other support to win the fight.

Forsaken: Armoured and Damage dealer, but little armour-piercing, so Greatswords will make quick work of them if they can catch them.

Beastmen[edit | edit source]

Ungor: Swordsmen are what are needed here, not Greatswords. Buff them with your Characters and spells or prayers. be wary of their stealth.

Gor Herd: Very little armor, good at dealing damage but not good at deflecting or withstanding it. Nor do they have high Leadership. Greatswords are well used to put them down, although the low armour means they are not put to full use.

Gorebulls: Send Halberdiers supported by Lords/Heroes, Handgunners, and cannons rather than Greatswords.

Bestigor: These units are well armoured and have solid armour piercing, making them good t attacking, but not so much in defending themselves. Greatswords are best used against this unit. Use support to protect and enhance the Greatswords as they attack Bestigors to win convincingly.

Wood Elves[edit | edit source]

Treekin, Treeman, Ancient Treeman, and Durthu: These guys are the only ones worthy of a Greatsword to the face. Don't bother using/bringing Greatswords against any other unit in the wood elves roster. One unit to chop through Wildwood Rangers, Eternal Guard, or Dryads is not a bad idea, but otherwise Greatswords are a liability against the intense missile and large units the Wood Elves bring.

Bretonnia[edit | edit source]

Peasant Infantry: As tempting as it is to think of them as wet toilet paper. You must realise that their weakness serves a purpose, to make them a very tempting distraction. Be warned, there are experienced soldiers among them that have learned how to survive longer. While not possessing tremendous skill in striking or proper equipment, they have learned how to block and deflect better. This allows their lords and cavalry the time needed to flank and trample your army.

Peasant Mob: As meat-shields for the meat-shields, they don't hold the line, they simply slow you down. Greatswords are not necessary here.

Men-At-Arms: Same as above.

Battle Pilgrims: Bretonnian equivalents of Flagellants. As such they deal extra damage when having high leadership at the cost of having worse defense. They are better at holding the line than running away, unlike most other peasants. Greatswords will win convincingly here, but other methods are best.

Bretonnian Cavalry: Avoid the high shock damage of Knights, some of them have more armour piercing than others, so learn what charges you can take and which you can't.

Foot Squires: The only unit on the Bretonnian roster that a Greatsword is evenly matched with. I believe Greatswords win in a 1v1, but it will be a decently close fight that can be tipped by support.

Cached

Legendary LordsKarl Franz · Balthasar Gelt
LordsBoris Todbringer · General of the Empire
HeroesEmpire Captain · Witch Hunter · Warrior Priest · Amber Wizard · Jade Wizard · Grey Wizard · Bright Wizard · Celestial Wizard · Light Wizard
MountsWarhorse · Barded Warhorse · Imperial Pegasus · Imperial Griffon
Melee infantrySpearmen · Spearmen (Shields) · Swordsmen · Greatswords · Halberdiers
Missile infantryCrossbowmen · Handgunners
CavalryEmpire Knights · Demigryph Knights · Demigryph Knights (Halberds) · Reiksguard
Missile cavalryOutriders · Outriders (Grenade Launcher) · Pistoliers
Artillery and war machinesGreat Cannon · Helblaster Volley Gun · Helstorm Rocket Battery · Mortar · Luminark of Hysh · Steam Tank
The Grim and the Grave paid DLC
Legendary LordVolkmar the Grim
LordArch Lector
MountWar Altar of Sigmar
UnitsKnights of the Blazing Sun · Free Company Militia · Flagellants
Regiments of RenownHammer of the Witches · The Sunmaker · The Royal Altdorf Gryphites · Sigmar's Sons · The Tattersouls · The Silver Bullets · Stirland's Revenge · Zintler's Reiksguard · Templehof Luminark
Added free in The Amethyst Update for Total War: Warhammer II
HeroesAmethyst Wizard
The Hunter and the Beast paid DLC
Legendary LordMarkus Wulfhart
LordHuntsman General
HeroesKalara · Hertwig Van Hal · Rodrik L'Anguille · Jorek Grimm
UnitsArchers (Empire) · Huntsmen · War Wagon · War Wagon (Mortar)
Regiments of RenownDeathjacks · White Wolves · The Black Lions
Added free in The Empire Undivided Update for Total War:Warhammer II
Elector Count State TroopsCarroburg Greatswords · Swords of Ulric · Nordland Mariners · Stubborn Bulls · Sootson's Guns · Stir River Patrol · The Noble Sons Abroad · The Emperor's Wrath · Gunderson's Surefires · Knights of the Everlasting Light · Eldred's Guard · The Bordermen · Knights of Morr

Total War Warhammer Unit Size

Retrieved from 'https://totalwarwarhammer.gamepedia.com/Greatswords?oldid=81990'