



Great cannons for sieges/armoured untis/cav/monsters, mortars for archers/sieges/blobs (protip use shift click to manually target inf blobs for maximum effect and so they dont hurt your own units) and hellstorm volley gun battery for everything its amazing, if I don't get 150+ kills I'm sad. The empire arguably has the best artillery (or at least tied for first with dwarves) which will soften the enemies lines before engaging. So you now know not to play to win the frontline with inf, so what are the strengths then? Heavy cavalry and artillery, with decent inf to hold the line with fairly high leadership (moral) for their cost and one of the largest selections of magic to choose from (see another page for which magics are best against factions example: fire is good against undead), and very solid handgunners. Rule #2 Understand the empire's strengths. This is why actually spearmen with shields or halberds are fairly good because of their high melee defence stat and cost that will allow them to hold for sometime with the added benefit of killing cav.even against powerful inf units they will hold, they will ultimately get slaughtered but they will hold long enough for your missiles/rear charges/arty/magic to kill your enemy. Your frontline is just there to hold the line as your "game winner" units carry the game. Most factions have better inf units, even greatswords really aren't that great. Rule #1 Understand that as the empire do NOT plan to win the frontline engagement. Now I know better.These tips are not for multiplayer. When first playing the empire in my first mortal empires game I thought they were pretty weak. I just want to make my point that I know what I am saying. I have also won as the western roman empire in attila totalwar on legendary (the hardest faction in totalwar history) without abusing the church selling trick. I am a veteran of totalwar games starting with med 2.
