# Total War: Warhammer 3 Empire Army Composition: Early, Mid and Late Game Stacks

> This guide plans a practical Empire campaign army progression from the first turns through late game. It is for players who want to know which units, heroes, and allied recruits are worth building at each stage.

- **Game:** Total War: Warhammer III
- **Category:** Army Composition
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Beginner
- **Reading time:** 13 min
- **Published:** 2026-08-21
- **Updated:** 2026-08-31
- **Tags:** Allied Recruitment, Army Composition, Artillery, Empire, Immortal Empires, campaign, heroes, warhammer 3 empire army composition
- **Adapted from:** [Empire Campaign Army Composition: Early, Mid, Late Game - Total War: Warhammer 3 Immortal Empires](https://www.youtube.com/watch?v=sQYl1N6SxcI)
- **Canonical URL:** https://guides-factory.com/guides/empire-army-composition-guide-for-early-mid-and-late-game

---

Build an **Empire** army that stays effective from the first turns into the late campaign. This guide covers which infantry, ranged, cavalry, artillery, and heroes to recruit at each stage—so you know which slots to fill and which to skip, including the best allied units for patching your roster weaknesses.

## Quick answer

| What | Answer |
| --- | --- |
| Early infantry | Spearmen with shields |
| Early ranged filler | Archers |
| Early cavalry | Pistoliers |
| Early hero | Master Engineer |
| Mid infantry | Greatswords |
| Mid artillery | Cannons |
| Late infantry | Eldred's Guard Guard Guard Spearmen |
| Late artillery | Hellstorm Rocket Batteries |

---

## Build your early garrison and field army

Start your **Empire** campaign by recruiting the best frontline and support units available from tier one buildings:

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Recruit spearmen with shields as your default frontline defenders</span></label>
    <em>They block charge damage, have bronze shields, anti-large bonuses, and improved melee defense compared to regular spearmen. <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=60s" target="_blank" rel="noopener">1:00 ↗</a></em>
  </li>
</ol>

![Empire spearmen with shields unit stat panel visible on the left, showing armor 30, leadership 77, speed 30, melee attack 20, melee defense 42, weapon strength 27, charge bonus 4, and a formation of shielded spearmen in the center of the battlefield.](https://api.guides-factory.com/media/uploads/2026/08/01-shield-spears.jpg "Empire spearmen with shields shown as the preferred early frontline unit with stats and formation visible.")

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Skip regular spearmen unless you absolutely lack shielded ones</span></label>
    <em>Their lower melee defense and lack of shield make them much weaker, even though they can be recruited without a barracks. <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=144s" target="_blank" rel="noopener">2:24 ↗</a></em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Fill empty army slots temporarily with archers</span></label>
    <em>Archers are cheap and available if you have the DLC. Their value is mainly as temporary filler while the barracks is built; keep only a few. <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=201s" target="_blank" rel="noopener">3:21 ↗</a></em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Add pistoliers for early skirmish cavalry</span></label>
    <em>Pistoliers are fast, provide vanguard deployment, fire while moving, and bring your first gunpowder. They are strong against chaff units but require intensive micromanagement and are less effective in sieges. Limit them to 4–6 per battle. <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=260s" target="_blank" rel="noopener">4:20 ↗</a></em>
  </li>
</ol>

![Pistoliers unit selected in the battle interface with missile cavalry stats visible: Armour 30, Leadership 55, Speed 90, Melee Attack 20, Melee Defence 14, Weapon Strength 24, Charge Bonus 16, Ammunition 80, Range 80, Missile Strength 33.](https://api.guides-factory.com/media/uploads/2026/08/02-pistoliers.jpg "The early skirmish cavalry slot is here, not in the infantry line.")

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Lead your early army with a Master Engineer hero</span></label>
    <em>Master Engineers give range buffs and campaign movement, and level up toward powerful late mounts (like the steam tank). They’re weak in melee early on but essential for scaling your ranged firepower later. <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=489s" target="_blank" rel="noopener">8:09 ↗</a></em>
  </li>
</ol>
![Battlefield screen with Master Engineer hero selected, showing their stats and abilities on the left panel and an army of Empire units at the bottom.](https://api.guides-factory.com/media/uploads/2026/08/03-hero-capacity.jpg "Shows a Master Engineer leading an early Empire army, highlighting stats and hero role but not explicit hero capacity or technology info.")

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Add one or two Warrior Priests and Empire Captains as your melee heroes</span></label>
    <em>Warrior Priests improve unit replenishment and deal area damage with Soulfire. Empire Captains are flexible in melee and gain flying mounts later, which are vital for armies lacking other flyers. Captains require a tier 2 barracks. <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=375s" target="_blank" rel="noopener">6:15 ↗</a></em>
  </li>
</ol>

---

## Add the tier two units that actually stay useful

Once you unlock tier two recruitment, transition to ranged and cavalry units that will stay valuable into the midgame:

Handgunners move into the core ranged slot as soon as tier two is available. They offer reliable damage and good armor-piercing firepower. Build a line around them and protect them with spearmen with shields. Outriders become your more reliable midgame cavalry—their higher speed and longer range make them preferable over pistoliers, even if damage is less bursty.

Mortars are your artillery placeholders, recruited from the same building used for engineers. They provide decent damage against clumped enemies, especially in sieges or large blob battles. Consider keeping a mortar or two even after stronger artillery is unlocked for support versus massed infantry.

![Mortars firing artillery shots towards enemy units on a snowy field, mortar stats panel visible on the left, with shot trajectories marked.](https://api.guides-factory.com/media/uploads/2026/08/06-mortar-fire.jpg "Mortar artillery units are firing at distant enemy positions, demonstrating their siege and field artillery role until stronger units are available.")

Crossbowmen are situational fillers: they can be kept when terrain makes gunpowder lines impractical. Their armor-piercing isn’t as strong as handgunner fire, but they are not blocked by line-of-sight as often and are easier to deploy over rough ground.

Witch hunters come with handgunner recruitment. Their main benefit is the Accusation ability for targeting enemy lords and the extra postbattle loot. They are a situational hero rather than a true combatant.

Halberdiers look good on paper with more attack and armor-piercing, but they lose line-holding battles in practice. They tend to take more damage and break faster than shielded spearmen, making them rarely worth recruiting except for niche anti-large needs.

![Empire army roster with units visible including handgunners, witch hunter, outriders, mortars, and crossbowmen, plus detailed stats for the witch hunter.](https://api.guides-factory.com/media/uploads/2026/08/04-tier-two-roster.jpg "Tier two Empire roster options showing key midgame units like handgunners, outriders, mortars, crossbowmen, and witch hunter.")

![Halberdiers unit stats panel visible, showing 30 armour, 70 leadership, 30 speed, 32 melee attack, 42 melee defence, 28 weapon strength, and 8 charge bonus, with halberd infantry formed on a grassy battlefield.](https://api.guides-factory.com/media/uploads/2026/08/05-halberd-stats.jpg "Halberdiers stats are shown in detail to illustrate their performance as infantry units.")

---

## Upgrade into the standard tier three Empire army

Tier three brings your main damage infantry and key upgrades for ranged and cavalry. Replace early filler units with the core midgame picks:

Greatswords take over the frontline center. They provide higher melee damage and are best used alongside shielded spearmen for anti-large coverage and flank security. Their role is to hold the line against the toughest midgame enemies.

**Empire** great cannons unlock proper siege capability. Use them to knock down settlement walls and towers quickly. In field battles, cannons have limited impact due to obstructed lines of fire, but they are indispensable for breaking fortifications.

Maintain at least one outrider in your roster for distraction and baiting out enemy units, even as most cavalry slots switch to shock cavalry.

Nuln Ironsides and Hochland Long Rifles are the preferred upgrades for handgunners—Ironsides offer sustained fire and discipline, Long Rifles add stealth and sniping for picking off lords and artillery.

Knights of the Blazing Sun become the preferred cavalry choice for mass recruitment at this stage. Their combination of high charge bonus, flaming attacks, and spell resistance makes them ideal for running shock attacks and disengaging quickly.

![Knights of the Blazing Sun unit on the battlefield with their stats window open, showing 100 armor, 79 leadership, 78 speed, 40 melee attack, 26 melee defense, 42 weapon strength, and 78 charge bonus.](https://api.guides-factory.com/media/uploads/2026/08/07-blazing-sun.jpg "Knights of the Blazing Sun are shown in detail as the preferred midgame Empire cavalry pick.")

Bring in a Great Wizard for flexible magic support—Lore of Shadows is a standout choice for a mix of buffs, debuffs, and direct damage, including area-of-effect spells and single-target disables. Other lores, like Life or Light, can be adapted based on campaign needs (healing, movement, enemy control).

---

## Use allied recruitment to cover Empire weaknesses

**Empire** armies excel at gunpowder and artillery but benefit heavily from allied units to hold lines, provide flying support, and patch gaps in elite infantry. Here’s how the top allied choices compare:

| Allied Unit | Recruitment Faction | Role | Value |
| --- | --- | --- | --- |
| Dwarf Longbeards | **Dwarfs** | Line-holding infantry | High—short model lets Empire guns shoot over them; robust against charges <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1403s" target="_blank" rel="noopener">23:23 ↗</a> |
| Ironbreakers | Dwarfs | Elite late-game infantry | Excellent—nearly unbreakable line-holders, short and highly resilient <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1807s" target="_blank" rel="noopener">30:07 ↗</a> |
| Gyrocopters (Brimstone Guns) | Dwarfs | Flying gunpowder artillery | Strong—bombs and mobile firepower; limited slots so prioritize brimstone variant <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1494s" target="_blank" rel="noopener">24:50 ↗</a> |
| Jade Warriors | **Cathay** | Infantry line-holders | Good—strong defense but less impactful than dwarf line-holders unless artillery is needed <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1519s" target="_blank" rel="noopener">25:19 ↗</a> |
| Jade Warriors with Halberds | Cathay | Anti-large frontline | Useful for anti-large, but again, not as key as dwarfs for gunline synergy <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1554s" target="_blank" rel="noopener">26:14 ↗</a> |
| **Bretonnia** Allegiance | Bretonnia | Flying units, artillery | Save points for late-game—Pegasus Knights and Trebuchets outclass early picks <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1603s" target="_blank" rel="noopener">26:43 ↗</a> |

![Dwarf longbeard infantry unit selected as the frontline, with unit stats visible, positioned ahead of Empire gunpowder units in formation on a snowy battlefield.](https://api.guides-factory.com/media/uploads/2026/08/08-dwarf-line.jpg "Dwarf longbeards form the frontline, allowing Empire gunpowder units behind to fire over them effectively.")

---

## Finish the late game roster

In the late campaign, switch to elite infantry, top-tier artillery, and the best allied units for both siege and field battles. Here’s how the core options compare:

| Unit | Type | Stats & Value | Role |
| --- | --- | --- | --- |
| Eldred’s Guard (Guard Spearmen) | **Empire** frontline infantry | 70 armor, silver shield, anti-large, charge reflect/defense, ward save; top line-holder <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1632s" target="_blank" rel="noopener">27:12 ↗</a> | Holds against all enemy charges, protects ranged |
| Carroburg Greatswords | Empire damage infantry | Unbreakable, high melee attack and leadership, bonus vs infantry <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1690s" target="_blank" rel="noopener">28:10 ↗</a> | Elite center damage dealers |
| Demigryph Knights (Halberds) | Empire cavalry | Anti-large, strong defense, high melee and charge <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1748s" target="_blank" rel="noopener">29:08 ↗</a> | Shuts down big monsters, covers ranged lines |
| Luminark of Hysh | Empire artillery/vehicle | 60 armor, range 320, missile strength 2,000; platform for sniping lords, artillery, single entities <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1807s" target="_blank" rel="noopener">30:07 ↗</a> | Long-range single-target removal |
| Hellstorm Rocket Batteries | Empire artillery | Wide-area damage, strong in sieges and field, effective where cannons struggle <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=2127s" target="_blank" rel="noopener">35:27 ↗</a> | Best late-game artillery—no fire-block problems |
| Blessed Field Trebuchets | **Bretonnia** (ally) | High damage, excellent for knocking down walls and hitting blobs <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1924s" target="_blank" rel="noopener">32:04 ↗</a> | Best siege support vs Empire cannons |
| Royal Pegasus Knights | Bretonnia (ally) | Flying anti-large cavalry, expensive but strong vs enemy air <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=1980s" target="_blank" rel="noopener">33:00 ↗</a> | Air superiority, anti-large |
| Royal Hippogryph Knights | Bretonnia (ally) | Flying shock cavalry, excels against ground units; expensive late-game option <a class="jump" href="https://www.youtube.com/watch?v=sQYl1N6SxcI&t=2010s" target="_blank" rel="noopener">33:30 ↗</a> | Ground damage, flying support |

![Eldred's Guard Guard (Spearmen - Shields) unit selected in Total War: Warhammer, with detailed stats visible: 70 armor, 73 leadership, 30 speed, 28 melee attack, 42 melee defense, 25 weapon strength, 4 charge bonus, and abilities listed.](https://api.guides-factory.com/media/uploads/2026/08/09-elector-spears.jpg "Eldred's Guard Guard, the late-game frontline spearmen for the Empire, are selected with their elite stats visible.")

![Luminark of Hysh unit card selected on the left side with stats (Armor 60, Leadership 73, Range 320, Missile Strength 2K) and description visible; late game Empire army shown on the battlefield with various units deployed.](https://api.guides-factory.com/media/uploads/2026/08/10-luminark.jpg "The Luminark of Hysh is highlighted as the Empire's long-range sniping platform for late-game armies, with its stats and battlefield deployment visible.")

![Blessed field trebuchets selected on the battlefield, with unit stats for armor, leadership, speed, melee attack, missile strength, and abilities visible in the left panel.](https://api.guides-factory.com/media/uploads/2026/08/11-trebuchets.jpg "Blessed field trebuchets are displayed as elite Bretonnian artillery for late-game siege support, with their stats visible for comparison.")

![Hellstorm Rocket Battery unit statistics panel open on the left, with several Hellstorm Rocket Batteries deployed in formation on a snowy battlefield among Empire troops. No rockets are firing and the battle looks like an open field engagement.](https://api.guides-factory.com/media/uploads/2026/08/12-hellstorm-rockets.jpg "Hellstorm Rocket Batteries and their stats are visible, but the units are not firing and the battle does not appear to be a siege.")

---

## Also worth knowing

<div class="tipbox alt"><span class="tag">Extra picks and caveats</span>

- **Dwarf allied infantry units are short, so Empire gun units can fire over them cleanly**. This allows gunpowder armies to operate at full effectiveness behind dwarf lines, making allied recruitment especially valuable.
- **Mortars remain effective against large blobs of infantry and are not just filler for sieges**. Their value increases against horde armies like **[Vampire Counts](/guides/vampire-counts-campaign-guide)**, Orcs, and **Skaven**.
- **Faction-specific builds can change army composition dramatically**. **Elspeth**, **Karl Franz**, and other legendary lords can field variant rosters far beyond the generic outline here.
- **Some players use regular spearmen in bulk for upkeep efficiency**. When early economy matters more than unit quality, regular spearmen can be recruited instead of shielded ones, especially in large armies or auto-resolve play.

</div>

---

## FAQ

### What infantry should the Empire use early in campaign?

Spearmen with shields are the best early frontline unit because they hold longer than regular spearmen and are better for protecting flanks. Regular spearmen are not worth recruiting unless there is no barracks available. Archers can fill gaps, but they are mainly temporary roster fillers.

### Are halberdiers worth using for the Empire?

They are generally poor value compared with spearmen with shields, even though they have more attack and armor-piercing damage on paper. In practice, they tend to lose more quickly in campaign battles and do not hold the line as well. They are more of a situational option than a staple.

### Which Empire cavalry is the best general-purpose pick?

Outriders are the best all-around early and midgame mounted skirmish option because of their range and speed. Knights of the Blazing Sun are the preferred shock cavalry choice once tier three is available. Late game, demigryph knights with halberds are the best anti-large cavalry pick.

### What allied recruitment is worth prioritizing for the Empire?

Dwarfs are the most reliable ally for line-holding infantry and artillery support, especially longbeards and ironbreakers. Bretonnia becomes valuable later for pegasus knights, royal pegasus knights, and royal hippogryph knights. Cathay can supply jade warriors and jade warriors with halberds, while Kislev is mainly useful for artillery rather than core frontline units.

