Singe’s Units for the Empire
PSA: I am not making 200 variations of this mod, it’s just too much of a pain to consistently update. The old Hunters and Archers are dead, mourn them and be done with it. Same goes for the Pistolmen (redundant, pointless) and the Repeater Handgunners (did not work as intended).
Free Company Militia (Dual Weapons) – From the army book, useful as a screening force that can put out some damage.
Light Lancers – Tier 1 Shock Cav. Not great at fighting if I’m honest.
Shielded Halberdiers – Slightly better at dealing with missile fire
Imperial Footmen (Spears) – Solid spear infantry (Receives buffs to State Troops)
Imperial Footmen (Swords) – Solid anti-infantry infantry
Imperial Halberdiers – Solid anti-large AP infantry
Imperial Halberdiers (Shields) – Solid anti-large AP infantry that can survive missile fire
Grenadiers – Very powerful. Probably too much, despite me taking down their damage from Outriders
Empire Knights (Great Weapons) – From the army books again, some nice anti-infantry potential
Imperial Pegasus Knights – Recruitable from the Tier 5 Cavalry building until I make an Empire version of the Peaks of Parravon. Not as good as Bretonnian Pegasus Knights, but they’ll do.
Imperial Griffon Templars – Badasses on Griffons, but not as good as Royal Hippogryph Knights. Recruitable from the T5 Temple of Sigmar building. I edited them from Guv’s 1 model version because I am stubbornly sticking to my "2 wyverns per unit is fine" decision from the Greenskin unit pack and will not be budging or taking further questions.
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Singe’s Unit Compilation
https://steamcommunity.com/sharedfiles/filedetails/?id=2790061057