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===Heroes=== *'''[[Empire Captain]]:''' Your generic melee hero, and honestly he is probably the worst one in that category. No AP, anti large or infantry, no special support abilities or powers, just a dude with a sword who can't really do anything against most dedicated combat character. His pegasus makes him mobile, letting him kite around the battlefield like a human missile. He's a decent mage hunter, but if you expect him to do anything other than that in multiplayer, prepare to be disappointed. Empire Captains just aren't as strong or resilient as the melee champions of other races. In campaign, a level 40 Empire Captain is a tank and should be used as such. He'll also do a lot better with a Runefang than either a Huntsmen-General or an Arch Lector, so if you appoint either as Elector Counts you should bring a captain to use the sword. *'''[[Witch Hunter]]:''' Your designated assassin. Has decent melee capabilities, but his main use is his armor piercing pistol which, although short range, packs a hell of a punch. Comes equipped with the Accusation ability, wherein he points at an enemy and yells at it, lowering melee defense, armor, and missile resistance. Works well in conjunction with other ranged units for when you really want one specific unit to get obliterated. His short range and lack of any kind of mount really holds him back, especially against swifter foes. *'''[[Warrior Priest]]:''' An excellent support hero, his buffs will make every unit around him temporarily win at combat no matter who they're fighting despite the fact your lines were supposed to be one of the weakest infantry in-game. In fact buffing infantry is the most effective use for him since their staying power allows them to make the most of his buffs. *'''[[Warhammer_Magic#Classic_Lores|Wizards]]:''' One of the strengths of The Empire is that it has a Wizard for every occasion, bar partying with Gelt. **'''Amber Wizard:''' Unique among Empire wizards, he has access to a griffon mount. Makes your stuff better at fighting and can summon a Feral Manticore for more aerial gooning. Don't rely on him for direct-damage; those spells are unreliable at best and you'll be better off going for a different lore of magic for that. **'''Amethyst Wizard:''' Specializes for sniping single entities and units with small unit sizes. Aim for high value targets with lots of armor/physical resistance. **'''Jade Wizard:''' The Hippy is the team medic, Very valuable in any list <s>that has Griffons</s> that has a high value unit or two. **'''Grey Wizard:''' Specializes in debuffing enemies and occasionally reaping clumps of enemies. The more he casts, the faster your units become. **'''Bright Wizard:''' A DPS caster that devastates Flammable (almost anything with regen or treekin) units in addition to boosting the damage output of your own. **'''Celestial Wizard:''' A good, all-around lore. Lots of damage spells with a handful of buff/debuff spells. **'''Light Wizard:''' Strong lore, letting your units catch a running monster or halt a charge, and can make the difference between your infantry standing and breaking in an important protracted battle.
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