While the overworld map is simplified compared to Total War: Rome 2, a lot of it has reportedly been done to reduce management tedium and increase the focus on battles. Total War: Warhammer 2 was released on the 28th of September of 2017, with the pre-order bonus being a faction for the first game rather than one for the second game. The Free Company blast light armor enemies, the handgunners pick out high armor and priority threats, the artillery take out long range enemies. An Empire army with a Free Company front line functions like a Skryre army - if anyone is really getting in close without being intercepted, you've made a mistake.
Unit Name Free Company Militia |
Main Unit Key wh_dlc04_emp_inf_free_company_militia_0 |
Land Unit Key wh_dlc04_emp_inf_free_company_militia_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Close-Quarters Infantry |
Naval Unit Group Close-Quarters Infantry |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 450 |
Recruitment Cost 500 |
Upkeep Cost 110 |
Missile Damage 14 |
├ Missile Weapon wh_dlc04_emp_free_company_pistol |
├ Projectile wh_dlc04_emp_free_company_pistol_bullet |
├ Missile Damage 12 |
├ Missile Ap Damage 2 |
└ Base Reload Time 9 |
Accuracy 10 |
Range 90 |
Reload 8 |
Shots Per Minute 7.2 |
Ammunition 18 |
Melee Attack 28 |
Weapon Strength (Weapon Damage) 28 |
├ Melee Weapon wh_dlc04_emp_free_company_sword |
├ Melee Damage Base 22 |
├ Melee Damage Ap 6 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 16 |
Melee Defence 25 |
├ Base Defence 25 |
├ Shield none |
└ Shield Defence 0 |
Armour 25 |
├ Armour wh_dlc04_emp_free_company_armour |
├ Armour Defence 25 |
└ Shield Armour 0 |
Health 52 |
├ Man Entity wh_dlc04_infantry_free_company_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 44 |
Leadership (Base Morale) 55 |
You'll never find a less trustworthy rabble, but for the right price they'll fight to the death... and beyond.
Sartosa Free Company are a melee infantry unit unique to Aranessa Saltspite's Pirates of Sartosa.
Description[edit | edit source]
Total War Warhammer Free
The Decadent Pirate Principality of Sartosa, known more politely by its swashbuckling inhabitants as the Free City of Sartosa or simply the City of Pirates, is an anarchic pirate island-stronghold located on the southern reaches of war-torn Tilea, off the coast of the Tilean city-state of Luccini. A notorious haven for criminals, it harbours all manner of pirates, brigands, lawless mercenaries - anyone wanting to avoid the various legitimate powers of the Old World. It is a tremendously dangerous place, where drunken pirates press-gang unsuspecting individuals, brawls and duels are an hourly occurrence, and thieves ply the dirty, crowded docks looking for easy marks. Despite the risks, however, it is a place where someone with the toughness and willpower to survive can not only live but thrive, far from the yoke of unfair taxes, overbearing noblemen, and stringent laws. From Sartosa to Araby in the south, the Border Princes to the east, and the mainland past the Great Ocean, exotic lands await. In short, Sartosa is a perfect place for finding fame, plunder and endless adventure!
Total War Warhammer Free Company Militia Download
Attributes[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.
↑ Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
↑ Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
Abilities[edit | edit source]
- Rowdy: +4 Leadership and Perfect Vigour
Strategy[edit | edit source]
The melee unit is a solid upgrade to the Zombie Deckhand MobsVampire Coast factions will typically use, easily doing more damage with their anti-infantry bonus. With Aranessa's army specific buffs in campaign they can become far superior to the Deckhands, shredding through most infantry. Outside of her army, they are still solid units, although not as strong. The downsides to not having Undead in your front line is that they can rout, which leaves one's gun line exposed. These units are more damage dealers than holders, perhaps save them for flanking attacks or against key enemy infantry rather than a full front line. They also have Vanguard deployment and a hefty speed boost over their zombie comrades allowing them to sneak up on artillery pieces or get good flanking maneuvers.
|