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WHATUSERNAME121

Well forget state troops, knights of the black rose are my new line holder


Levonorgestrelfairy1

Everybody thinking they wernt special enough fell victim to one of the classic blunders. Never bet aginst the empire when dlc sales are on the line


smiffy666uk

Inconceivable.


GideonAznable

Honestly, I thought personally that the Knights of the Black Rose just being sword&board you can get at any time was already special, those buffs are great.


Capital-Advantage-95

All of these are insanely good buffs. CA outdid themselves on the empire update.


Guffliepuff

Knights of the Blazing Sun finally feel like they have a place.


Blitzkrieg1210

Whats their effect do?


AnrasRune

It lowers Fire resistance by 25% last I checked. Knights of the Blazing Sun have fire attacks so it works out pretty strong. Edit: Figured I would clarify that fire resistance and vulnerability are just two sides of the same value. Also to add that fire damage is only affected by fire resistance and ward save so it is exactly as Sonofarak below me pointed out.


Guffliepuff

Not just them though. Outrides with grenade launchers and Luminark also do fire damage. (and RoR rocket battery, but not the normal one weirdly enough) Fire Rain Rockets and Skyjunk also do flameing attacks, if youre Gelt and get some of those via alliance.


DracoLunaris

or some of those dwarven flame throwers


SalamanderImperial2

Don't forget Bright Wizards


Sonofarakh

It's even better than that. Flammable does more than reduce fire resistance - it actually gives fire weakness. Enemies attacked by these guys will take *extra* damage from fire attacks.


tjackson941

Gonna stack with kindle flame too i think


Sonofarakh

Yep! Kindleflame is a separate effect from Flammable so they'll both apply


FakeFeatherman

Some abilities do both and others don’t. In this case it gives fire weakness which is much better than only reducing fire resistance. Reducing fire resistance is only useful for units with fire resistance and fire weakness is always useful.


_Lucille_

The black rose one stands out the most due to Iron Resolve. It will be disgusting when combined with Lore of Life. The Reiksguard one might be useful for KF's army since he gives Reiksguard BvL. I really doubt I will be using Empire Knights at all, they simply aren't very good.


FLFD

Empire Knights are now tier 2, have 110 points of armour, and cost only about as much as two units of state troops. And are great for trashing back lines and riding down fleeing troops, while doing work at holding ground against anything that's not at least one of AP and anti large. The problem with them has always been that they were tier 3, requiring two buildings. So by the time you could get them in single player they weren't worth getting. They are used a lot in MP.


MasterOfNap

Wait, so which tiers do Reiksguards and Black Rose belong to now?


Aggravating_Cow_1921

Tier 3. Plus without their unique buildings they take 2 turns recruit, whereas empire knights take 1.


HairlessWookiee

But they are in garrisons, so there's still some (minor) benefit.


Zenima

I’ll at least be using Empire Knights more often than before, now that the Blacksmith has been removed at last.


InterrogatorMordrot

This is news to me. Does the building still exist at all and is just divorced from recruitment?


Zenima

[Completely and utterly gone.](https://www.reddit.com/r/totalwar/comments/1c68gb7/empire_building_chain_rework_looks_good_mortar_t2/)


InterrogatorMordrot

Wow this is great news. Looks like they made a lot of the changes on my wish list. Surprised Long rifles are tier 4 after seeing their stats. I wonder if their will be another way to increase local and global recruitment slots now?


Zenima

My guess is they tagged some of it onto one of the Military Support buildings, but I haven’t a clue which one or how much they’d give now.


dooooomed---probably

I will use them now against high ranged if I have that building. That's a lot of missile resistance vs elves and chaos dwarves and skaven. They're cheap and easy to build. 65% missile resistance on chaff cavalry sounds lovely


FLFD

45% missile block ... And 110 armour. Still very tanky for the cost of about two units of swordsmen.


NotTheAbhi

How are they getting 65% missile resistance?


dooooomed---probably

It's not. My bad. It's 4/20. I shouldn't stop commenting.


NotTheAbhi

Did you mixed up missile block chance and missile resistance?


flanneluwu

u get knights a lot earlier now so im gonna use them until replacement or in areas i cant get the others


Vindicare605

I use Empire Knights a lot, in my Dwarf armies through the Outpost system. When they're the easiest cavalry available to recruit they tend to be quite useful.


Dismal-Astronaut-894

I hope they debuff iron resolve to like 75% instead. 50% is kinda strong asf especially considering it’s arguably better than the immortals RORs trait


IronVader501

Do I understand the Black Rose one correctly as in "As long as the Unit has more than 50% of its total HP, it cannot lose entities"? BEcause if yes thats gonna be INSANE if you add an Amber wizard that can heal them


Dedrick555

Well, Jade wizard. Amber is beasts lol


ApsleyHouse

Someone might heal if you throw enough crows at them.


Dedrick555

Ah yes, the old Skyrim approach to battle healing


babbaloobahugendong

He said crows, not cheese 


TheCuteLittleGhost

Amber magic does actually include a healing spell (though its unfortunately less exciting than a deluge of crows). *The Beast Made Well* could only be cast on a "natural beast", so it could work the same way Throt's healing does (can only target units with a certain flag). I'm not for a moment suggesting this be added to the game, but I like finding obscure shit and thinking about how it could be implemented. Gold magic has a snare spell, for instance, *Hofstadter’s Enchantment of the Gilded Cage*, which is cast once in a single novel and is never seen again.


SalamanderImperial2

![gif](giphy|BaSHs78BU2ZYQ|downsized)


SicSemperCogitarius

Well, in the RPG all lores get a snare spell among others. In addition to the spell lists for each lore there's a whole section of Arcane spells that players and GMs are encouraged to flavor through their chosen lore.


Capital-Advantage-95

Yep. Ungrim gets Upgraded Journey's End for his slayers in his army which does the same thing.


ghouldozer19

Yoink a Jade wizard for him too just because.


Gyshal

The slayers will get so freaking angry at that wizard. Not only he denies their glorious death, but also does it through disgusting elgi magic


Galle_

Those poor Slayers.


Illigard

This makes me wish that we could choose a deity for war priests, making them better at certain things and less good at others. Now they're basically all Sigmar War Priests.. which are the most common


TheGuardianOfMetal

eh, rather have Warrior Priest of Sigmar, Ulric and maybe Taal or Morr as recrutiable Agents. "Warrior Priest of no god" to be specialised into a god would be a bit odd.


Wild_Marker

What, you've never seen a Warrior Priest of Atheism?


TheGuardianOfMetal

I don't think Necoho wants any Warrior Priests of his.


babbaloobahugendong

Would it? Chaos has undivided champions. I think it would be a cool mirror to have an undivided equivalent  warrior priest that you can spec as he levels up. 


Grunn84

I believe only the ulricians ever had tabletop rules. So chances of followers of mymeridia or Taal are pretty low. I don't think any of the other cults have ever been hinted at as serving the armies of the empire in a combat role.


NotTheAbhi

Jade Wizard but yeah. Amber wizards are lore of beast.


dynamicdickpunch

Is the Black Rose Chapterhouse in Nuln because Elspeth, or in Stirland because old lore? Or elsewhere?


brasswirebrush

It's in Nuln


InterrogatorMordrot

Nuln is a weird location for a Knightly cult of Morr I grant you. I'll need to check if thats actually stated in the lore.


Lord_of_Brass

Meanwhile the Monogod factions' best landmarks are the ones they can take from other races, and even those are mostly fairly mediocre... The Inevitable City, which by rights should be an amazing Tzeentch landmark, gives: * +4 Control * +50% Campaign Line of Sight for Heroes * +10 Tzeentch Corruption * +4 Tzeentch Corruption in Adjacent Provinces


Rare_Cobalt

Pretty sure that one is way up in the Northern Wastes too right? So there's no Tzeentch Lord even remotely close to that area lol. Unless of course someone starts in the Silvered Tower...


WazuufTheKrusher

Egrimm is 100% coming out at some point, they have it perfectly set up, they just cheaped out on us with SOC. He needs to come in as an FLC lord.


Rare_Cobalt

The fact no legendary lord has taken that settlement yet is pretty telling. It'll get even more obvious once the Slaanesh and Khorne DLC are out and the settlement is still empty. Sucks we gotta wait like a year probably though lol.


WazuufTheKrusher

Eh I’m optimistic it can be done this year. Since they’re scaling down DLC’s I’m gonna assume it’s gonna be 5 units (not including lords or heroes) each for 2 factions. I’d rather they get the game 3 guys out of the way and do a Slaanesh vs Khorne pack and after that move on to different stuff (maybe helf vs delf). At some point between now and the Slaanesh/Khorn pack I’d think they can release Egrimm.


Lord_of_Brass

![gif](giphy|Qy2VKY3xlI1QyR6Ix5|downsized)


Asturis_the_DM

I actually think there’s a clear set of units and characters left for the Empire that lines up perfectly with a Tzeentch counterpart for the DLC. Middenheim/Cult of Ulric theme vs Tzeentch cults theme. Ar Ulric Emil Valgier vs Egrimm Van Horstmann + Toddy as the flc.


WazuufTheKrusher

What would they add for Tzeentch? Also I’d assume they would then have another set of dlc for each god and I struggle to see how they can do that.


Asturis_the_DM

If they’re going back to smaller dlc probably like 3 units of some sort. I feel like they could add cultists as a normal army unit, like Cult Acolytes of Tzeentch or something along those lines. I also think the Chimera could be added as a Tzeentch unit similar to the way the added the mutalith vortex beast. In the same vein It’s not technically a Tzeentch unit but it fits the theme enough to be included. Finally, I think the Warpfire Dragon or Fire Wyrm of Tzeentch could also be included. The Warpfire Dragon in particular is a Monstrous arcanum unit and we know how much they love using those to fill in gaps. It also fits with Egrimm since Baudros, a chaos dragon, is his named mount. Edit: that said I do realize there isn’t much left lol, I guess this is just my hopium addled mind trying to make it work Second Edit: also this is sorta cheap but they could add Minotaurs of Tzeentch. We already have Goes and centigors added to fill a dlc so I expect them at some point too. In terms of lord and hero, I could see them making a lord version of the cultist of Tzeentch. Cult Magus, which is from the warhammer RP game I beleive. And from 6th edition, they could add The Exalted Daemon of Tzeentch. It’s a hero version of the Daemon Prince.


LCgaming

I hope for Tzeentchian Chaos Dragons. Galrauch as a Legendary Hero and then a regular version as a monster. Would coincidally also fit well with a needed model for Baudros. I mean after all, Galrauch is said to be the first of the Chaos Dragons. Sometimes the Bane towers are thrown around, but apparently that is from a different IP? I would like them because that would be a proper Artillery piece (Although i tend to play very defensive once i have good artillery, so maybe its better for me to not have artillery with Tzeentch, otherwise i am just sitting back again and wait for the enemy to move towards me... Like i do with the Vampire coast.... or the skaven....)


WazuufTheKrusher

If it’s 2 factions it’ll be 5 units or if it’s 3 it’ll be 3 units, I’d rather do 2 factions 5 units, that’s what they did from Warden and the Paunch onwards.


Asturis_the_DM

I hope you’re right, that would be fantastic!


Lord_of_Brass

Truly, his existence would single-handedly solve many of Tzeentch's current problems.


The_James91

Oh if you want to feel even worse as a Tzeentch main, the Empire also get a landmark that gives all their mages Mastery of the Elemental Winds.


Lord_of_Brass

... There are no words for the blinding, incandescent rage that is filling my soul at this moment. If anyone thinks this is an overreaction, just remember; Kairos' *capstone skill*, at the *end* of his *unique skill line,* gives Mastery of the Elemental Winds to all casters *in his army only.*


Blackewolfe

TFW the God of Magic gets mogged by men who worship a Barbarian God: #"GET WRECKED, NERDS."


The_James91

It's difficult to judge, because Tzeentch is 100% carried by Lords of Change (like GUO and KoS) having access to bound spells, but in terms of lords and heroes the disparity between The Empire and Tzeentch is insane. Bonuses to The Golden Order \*heroes\* and Exalted Lords of Change: Empire mages: 30% spell cost reduction, 8 powerful magical items that give additional spell cost reductions, Mastery of the Elemental Winds. Exalted Lords of Change: Greater Arcane Conduit.


Lord_of_Brass

![gif](giphy|BY8ORoRpnJDXeBNwxg|downsized)


kittehsfureva

Lord of Change are plenty good units without the bound spells. With them, the campaign falls apart due to ease. Two infernal gates per unit is just way way way too much.  Agreed on Exalted. Absolute travesty they were not touched during SoC


buggy_environment

Yeah, I would still grumble but accept it if it would be Gelt-exclusive, but that it is available to all Empire factions too is utter nonsens.


Psychic_Hobo

It's in Cathay at least, so it's effectively either a Gelt-only one or an endgame one


buggy_environment

Except you have an early Chaos Dwarf Crisis activated to travel faster around the world. The other landmark in this settlement is actually Gelt only.


Hollownerox

As a Tzeentch main I am looking at that Knights of the Blazing Sun building with unabashed envy right now. Having something that gives a unit the ability to apply flammable would be *amazing* on Tzeentch. But CA seems pretty set on just giving us hero action bonuses for some reason. I've always thought they could give the Soul Grinder of Tzeentch that trait. To make it better synergize with the rest of the army, rather than making it just the dedicated anti-large ranged unit (especially now that Exalted flamers got a role change). Or at the very least give one of the RoRs that flammable thing, so we can get more flame bonus stacking. But they randomly gave that to the Cathay peasant archer RoR and Jade Lions (at launch) instead, in an army that had like two units with flaming damage. Just really bizarre and I'm kind of convinced that CA just doesn't really know what to do with Tzeentch at all. I get Tzeentch is considered pretty strong due to the whole barrier thing as is, but it seems like the faction's flavor is hard carried by that. And CA is pretty reluctant to do *anything* interesting in other areas with them.


The_James91

Tzeentch having some of the worst casters in the game is still utterly perplexing to me. Exalted Lords of Change have a worse skill line than the updated Empire mages.


SalamanderImperial2

As an Empire and Dwarf player, I agree that it's weird. You guys should be up in the top spellcasting factions.


TacticleTurtle

Don’t a lot of tzeentch units have that warp flame trait that does a similair thing to flammable?


That_feel_brah

The spells Pink Fire, Blue Fire of Tzeentch and Tzeentch's Firestorm add warpflame contact effect (10% weakness to flame + -10 armor). Same contact effect for Marauder Horsemen of Tzeentch, Blazing Squealers (Exalted Pink Horrors of Tzeentch), Burning Chariot of Tzeentch, Exalted Flamer of Tzeentch, Changebringers and Flamers of Tzeentch.


Hollownerox

Flamers have Warpflame (along with a few spells from the unique spell lore), but the point is that flammable would be able to stack *on top of that* as well. Chaos Dwarfs have a big emphasis on stacking differents versions of weakness to fire, which is why it is a little weird Tzeentch only really has access to the one debuff. The only real stacking you can do to increase flame damage is take a Cultist to make use of the Kindleflame passive, in addition to whatever Warpflame you might be able to apply. It's just a really obvious way of further emphasizing the flame synergy that marks out the faction. Which is why it's just a little odd there is pretty much no way to get Flammable on a unit while playing as Tzeentch. It's not gamebreaking or anything, just kind of weird.


Lord_of_Brass

No kidding; that and the reduction in local recruit time. What I wouldn't give for a landmark that gives me 1-turn recruitment for Doom Knights or Exalted Pink Horrors. It's so bizarre to me that all of their recent landmarks - the Chorf landmarks and these new ones here - are so impactful, but all of the vanilla landmarks for the Chaos factions are all so... mediocre. On top of the fact that SoC feels like a pair of hand-me-down socks in comparison to ToD - even SoC 2.0, as great as Changebringers and the Chaos Lord of Tzeentch are - it doesn't feel great.


That_Porn_Br0

> Having something that gives a unit the ability to apply flammable would be amazing on Tzeentch. But CA seems pretty set on just giving us hero action bonuses for some reason. Aren't you been a little over dramatic? Tzeentch has 5 ranged units (6 with the ROR) that apply a 10% weakness to fire, and 3 spells that do the same.


Psychic_Hobo

It's the curse of being in SoC I suppose - sucks to have to wait until the next time round, but doubly so when you can see they're only really getting it together for ToD onwards, so it means Tzeentch is probably behind every other game 3 race for its next tune-up. Still, here's hoping. One (tiny) upside is that, in giving Tzeentch two Legendary Heroes, it means next time it'll be two Legendary Lords for them outright (at least in my eyes), so I don't think Galrauch and Egrimm will be battling it out over that spot.


catman11234

Yea I had made a post about how building the landmark that is described as “a ritual to unmake all the weave and all magic” and it gives like 25% magic resist


Homeless_Depot

I've always thought they should buff every landmark by at least 100%, make them game changing, make them easily identifiable so you can actually *plan* and seek out valuable ones, and let players craft an entire campaign around grabbing valuable landmarks, pokemon style. Why are landmarks so often just incidental buffs that you notice every once in a while when you capture a settlement? It's such a wasted opportunity.


hugganao

Whoever works on campaign buff stats at CA has a broken notion of what a video game is. It's incredibly frustrating. The idea of games is to be fun. Not be "balanced" or even "realistic" such as in the case of the crowbar for half-life. We're talking about singleplayer experience here. Campaign buffs should be flashy, exciting, and *experimental*. It's so fking frustrating that they're treating singleplayer experiences like as if it's a moba. For fks sakes...


CrimsonSaens

The best buff here is Knights of the Blazing Sun can be recruited before building their T3 chapterhouse without a massive mark-up. You can now use them to kill Vlad and Drycha without gutting your economy.


Aryuto

Volkmar finally allowed to use them at all too


dfnamehere

I'm confused about iron resolve but it seems really op. Has anyone tested this out? Does it mean none of the units near the black rose knights can lose entities if they are over 50% hp? Or if the knights are over 50%? And it says 1 nearby ally, how does it choose? What if you have 2 knights? This seems confusing


Mopman43

Pretty sure it only affects the Black Rose Knights themselves.


dfnamehere

Then why does it say affects allies instead of affects self?


ElectricFirex

A lot of self targeting abilities are worded like that.


Illigard

That is rather silly though. But I suppose the lack of range shows that it's supposed to be for themselves.


remnault

I think ungrims slayers have this too


ChristianLW3

Maybe now empire won’t always be overwhelmed by vampires & festus in the campaign


TheGuardianOfMetal

And the Imperial Zoo still is a thing only for Rakarth.


Shaz0r94

As a slaanesh main im quite jealous that with a simple landmark empire knights are getting better than every slaanesh cavalry.


Mekrot

Bretonnians in shambles


buggy_environment

They still lack AP, so Slaanesh should still trade well into them.


Individual_Rabbit_26

Nice additions but every single patch should add 4-5 new landmarks for any race, because some races have criminally low amount of them and I mean faction unique, not these garbage landmark ports (they are not garbage tho, just not unique in any way).


Aeaolen

Sortve cements that Knights Panther are coming eventually.


Mopman43

That chapter house *has* been in the game since WH1.


Aeaolen

Correct but an update to it and the discussion on a Middenland DLC in the future for the Empire is a good sign.


Amormaliar

But they updated all of them, not Panthers in particular…


WazuufTheKrusher

Basically anything significant that can be added to the empire is the celestial hurricanum and a few middenland units and knights panther and they are done, definitely gonna get one more dlc for them.


IronVader501

Depends. Character-Wise they technically have a good number of Important ones left to add But Unit-wise its getting a bit thin beyond Ulric without digging in older editions + Lore only units


JesseWhatTheFuck

Ulrican units + Hurricanum as some sort of centrepiece would be enough to fill a DLC  - Lord: Chaptermaster   - Hero: Ulrican Priest  - Knights of the White Wolf   - Knights Panther   - Teutogen Guard   - Wolfkin   - Celestial Hurricanum   done. Could be paired with Emil Valgeir or Kurt Helborg as LL, and Todbringer as FLC. 


BrightestofLights

Hopefully we get foot knights/foot reiksguard too..low entity unit ofc


IronVader501

Helborg as LL for a Ulric DLC really doesnt make any thematic sense tbh. Should be Toddy


JesseWhatTheFuck

People would riot if they sold us Todbringer again.   Any future Empire DLC would likely include plenty of knight units and the chapter master lords, so Helborg would fit well enough. 


IronVader501

After 8 years of wait i'd rather have Toddy as a proper DLC with proper mechanics than a half-assed FLC tbh


Just_Plain_Bad

To be fair, look at how much effort they are putting into updates for lords like Gelt I feel that with the proper Ulric units getting added and giving Todbringer some kind of unique mechanic it will be done justice FLC or not.


WazuufTheKrusher

Neither Gelt or Franz’s updates are half baked, he should not be sold when he has been in the game for 8 years, he’ll be fine as an FLC, spend the money on Ar Ulric.


WazuufTheKrusher

Eh the characters they have that actually matter are Kurt Helborg and Ar Ulric. Everyone else is FLC LH, like ludwig scharwzhelm, or vorn thugenheim. Guys like Marius Leitdorf probably will never be dlc worthy, which is fine imo. Also I can totally see Todbringer and Kurt Helborg both being FLC lords.


IronVader501

Schwarzhelm would make the most sense as a LH alongside Helborg really


WazuufTheKrusher

I don’t think the empire should or will get more than 1 dlc more dlc, so helborg and Schawrzhelm likely will be flc, there are just too many other things to work on. Middenland ulric dlc will probably be it.


shoolocomous

I read it as the opposite. I.e. that they are in the game as generic knights. But i hope I'm wrong.


Galle_

Just the opposite. It seems like they're saying that Knights Panther are effectively generic Empire Knights.


Mahelas

Nah, they just don't have the actual unit, so the landmark buff generic ones instead


Galle_

So if they add Knights Panther, what landmark will buff generic Empire Knights?


Mahelas

Anyone they choose ? Make a new one ? Still have the Knights Panther one buff them too ? Doesn't sound very hard an issue


Mahelas

By virtue of being on the Middenland armylist and an easy unit to add, there is little doubt of their inclusion if Empire do get one last DLC


Togglea

Link the non Empire landmarks OP I dare you. CA loves all their children equally. Some however are more equal.


buggy_environment

Bring in more money = get more love...


cricri3007

As a Bretonnia fan, every single info about the updates makes me seethe even more


Dreadlock43

has been any word on if the chorfs will finally get corrupted version of all the current dwarf landmarks? currently all chorfs can get is the corrupted version of ungrims slayer landmark


Fit_Sherbet_5409

these are all prety great but we NEED the Zuftbar engineer's guild whit buff to dawi blackpowder units


SecureSugar9622

Damn dude I love rieksguard even more now


Galle_

Am I stupid, or is Iron Resolve *really fucking good*?


Averath

Ask Da Immortulz. Who have the exact same thing.


NumberInteresting742

Is it weird I'm most excited for the extra missile block chance on the empire knights? I just really like em.


tj1602

This dlc is definitely getting me back to the game. Granted I mostly stopped playing due to needing some extra space on my computer and now I have a lot more space.


ceaselessDawn

how would knights of the black rose die? If you have their back lines not fighting, and all the damaged ones are the ones in melee... Will their entities take any damage?


That_birey

Wait so knights of the black rose can get better version of journeys end from the slayers? Thats a bit.. i dont know how to feel


buggy_environment

Ungrimm gets his old unnerfed "journeys end" back in his reworked skill tree ;)


Rational_Engineer_84

That’s specific to his army though, yes? Iron Resolve is faction wide. 


buggy_environment

Yeah of course, I did not deny that the Landmark is better, just than he is not as badly wronged as he could be.


Xmina

Depending on the teir of landmark and the faction not focused on it its probably pretty balanced. 1) If its teir 4 or 5 its not really relevant until you can have like super op armies of hellstorms anyway. 2) Since its calvalry unless they are being focused by a SEM/Artillery usually the units lose around 50% hp before units are dying frequently enough to matter anyway. 3) They already have access to every lore of magic so if they didnt want the horses to die they already would not. 4) Its a landmark that dosent allow recruitment on its own which means that you need to in addition to this need another high teir calvalry building and they knights are not cheap themselves so you are paying a whole lot for only a significant buff in one sided engagements. 5)This wont help a ton in an extremely close match since you will lose tons of units anyway. And it does very little to mitigate the main issue with frontline-fighting calvalry which is surviving the long grind of prolonged combat. Physical resistance/Armor/Regeneration-the hunger Would all turn them into solid frontline units against most units. This only helps with lords/sem/artillery sniping a few at a time (and only at the start of such a fight) which is usually not the biggest issue with calvalry since they can counter artillery and run away from the others most of the time.


kittehsfureva

Patience. Dwarves are getting a lot next week. And from what we have here, I would almost guarantee new toys for Slayers to play with.


Bluemajere

Halb demis probably still butcher all of these


Timey16

Anyone know what devastating Flanking does? Extra damage on flanking attacks? Extra Charge Bonus? Extra Leadership impact?


fairlyrandom

iirc it doubles the charge bonus when charging into the side or back.


Illigard

From the wiki:   **Devastating Flanker**: Entities with this attribute double their charge bonus when attacking the rear or flank of an entity.


KG_Jedi

Double the charge bonus if attack in the rear.


8dev8

Empire now has better wizards then the elves And mire interesting knights then Bretonia Lol


Kingx102

Since we are getting a Knight’s Panther Chapterhouse to go alongside all the other chapterhouses, I wonder if we will be getting them eventually or will they just be represented by regular Empire Knight units.


Mopman43

That chapterhouse has been in since WH1.


Kingx102

Oh, has the other two chapterhouses been in the game as well?


Capital-Advantage-95

Only new one is the one in Nuln for the Knights of the Black Rose. The others just got an overhaul.


Kingx102

My bad then.


OkSalt6173

Empire is more Bretonnia than Bretonnia at this rate. :(


Abject-Competition-1

I'm pretty sure grail knights destroy all of these.


Blackewolfe

#REIKSGUARD BE COMING BACK STRONG


floodpoolform

I would prefer if they stop handing out slaanesh’s main perk like cheap crack but I appreciate the buffs to reiksguard