Total War: WARHAMMER Wiki

Empire Knights are a Empire cavalry unit introduced in Total War: Warhammer.


The Knightly Orders of the Empire are a heroic brotherhood of armoured warriors who ride into battle atop mighty barded warhorses and sometimes other, more exotic creatures into battle. Knights are magnificent figures, clad in gleaming Full Plate Armour crafted by Dwarfen smiths, armed with weaponry of the finest quality. To become a Knight is also to become one of the most elite warriors the Empire has to offer.[1]

The Knightly Orders of the Empire are organised along strict hierarchical lines, with every novice trained in martial values until ready to take up the mantle of a fully-fledged Knight. Of the many warrior orders throughout the Empire, the Knights of Sigmar's Blood, Knights of the Broken Sword, Knights Griffon and the Knights of the Blazing Sun are but few from a long list of the worthy.

Strengths & Weaknesses[]

  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.


Many people make the mistake of having their knights just charge in and forget about them, believing that the mere fact that they have 'knights' in their title means that these men will win the day easily. There are several types of cavalry in the game, each with its own strengths and weaknesses:

  • Shock
  • Melee
  • Missile
  • Chariot

Shock cavalry is different from melee cavalry in that they are meant to charge in then get out as their charge bonus only lasts a limited time before disappearing. As well as that they have poor defense means that they are meant to charge in from the flanks then get out to do it again. They are the hammer in the whole '"Hammer and Anvil"' tactic, with your infantry being the anvil. You can either have the knights repeatedly pound a single tied down unit into submission, or you can have them dart across the field, hammering at multiple fronts.

People often complain about these knights because their stats are lower than Reiksguard. While this is true, they are also cheaper. They have their place on the field the same as the Reiksguard and Demigryphs. Use them as generic shock cavalry, not specialized ones. For chasing down artillery, missiles, charging units in the back, disrupting formations, and throwing the enemy off guard- especially while being more expendable than your other troops, they are a great option. They will wipe out skirmishers and artillery the same as more expensive troops, and the cost savings of taking a unit of these to fill that specified role over a unit of similar, more expensive cav allows you to rank up your units that need a boost to make a difference. Having the most powerful tool isn't always the answer. Having the right tool to complete the job and making sure you can get power elsewhere where it is needed is.