Unit stats guide in Total War: WARHAMMER III

There are many new units available in Total War: Warhammer III, and each of them has stats that affect how they perform on the battlefield. Knowing these metrics can be the difference between victory and defeat, which can lead to the end of a campaign. For players looking to color the map in their favorite color, understanding their unit stats is the key to success.

Unit stats guide


In Warhammer III, a unit has ten stats: armor, leadership, speed, melee attack, melee defense, weapon strength, charge bonus, hit points, range, missile power, and ammo. Not every unit has all these indicators. A unit that does not have missile attacks, such as the Weevil Peasants from the new Great Cathay faction, will not have range, missile power, or ammo. Some of these indicators are relatively simple. Ammo indicates how many times a unit can use its missile attack. Range indicates the maximum distance a unit’s missile attack can hit. Hitpoints indicate the amount of damage a unit can take before dying. Stats related to combat crews are more complex.

To understand what these statistics mean, players must first understand how modern Total War games model combat, which has changed a lot since Total War: Rome. Determining the hit of an attack is the first step in the combat process. The hit is determined by a percentage probability and a random number generator. Each attack has a base thirty-five percent chance to hit, plus the attacking unit’s melee attack and subtracting the defending unit’s melee defense. When an attacking unit attacks, it adds its charge bonus to its melee attack, increasing its chance to hit. Upon hit, damage is dealt. The amount of damage dealt by an attack is determined by the attacking unit’s weapon strength (or, in the case of ranged attacks, missile strength) and the defending unit’s armor. Large units such as ogres usually have higher weapon strength, as well as units using two-handed weapons. Weapon strength is divided into armor-piercing and non-armor-piercing damage. Armor-piercing damage is always dealt, but non-armor-piercing damage can be reduced by the armor of the defending unit. The reduction is a percentage of total non-armor-piercing damage, equal to fifty to one hundred percent of the defending unit’s armor. This means that a unit with 200 armor doesn’t take any non-armor-piercing damage, allowing it to pierce non-armor-piercing units like a DOOM Marine punches through hell.


Leadership is the most important stat for any unit in Total War: Warhammer III, although it does not participate in combat as it determines how difficult it is to navigate a route. When a unit’s leadership drops below 16, it begins to oscillate (indicated by the unit’s white flag). If lead falls below 0 for 2.5 seconds or more, the unit will retreat to avoid combat. Many effects can reduce leadership. Attacking in the rear, losing a battle, being attacked by missiles or artillery, certain spells, and being outnumbered can all reduce a unit’s leadership, but the most important source of leadership loss is loss of hit points. The total percentage of hit points lost during combat, the amount lost in the last sixty seconds, and the amount lost in the last four seconds all impose individual leadership penalties. Being close to a general or hero, such as Tzarina Katarin, star of the Warhammer III cinematic trailer, grants a buff to friendly unit leadership that can resist penalties until they are gone.

When the player understands how the game uses unit statistics, a few simple ideas become clear that might not have been obvious before. For example, a unit with no armor-piercing damage cannot deal significant damage to a unit with two hundred or more armor. Instead, try using a unit with high armor penetration in weapon strength, or try to reduce the enemy unit’s lead by imposing penalties until it’s on its way. This strategy is especially effective against large monsters with low leadership, such as Rakarth in Total War: Warhammer II. If you have a high melee defense unit in front of you, try charging it multiple times to keep the hit chance increase. The world of Total War: Warhammer III is full of diverse types of troops that fight for and against the player, and determining the mechanics of the system with which they fight is the first step to victory.

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