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These men did not ask for war, yet it has come all the same. With sword in hand, they fight because they must.

Free Company Militia are an Empire missile infantry unit introduced in Total War: Warhammer with The Grim and the Grave.

Recruitment[]

Description[]

Whilst state troops form the mainstay of the Empire’s military forces, its armies are often bulked out by ad hoc regiments of militia who are recruited, willingly or not, to fight as and when required. No one can foretell how many will turn up at the muster, or what their fighting quality will be. After all, these irregular troops receive no formal training or discipline. Many militias are formed of townsfolk and villagers levied from the local countryside – brave men standing ready to defend their homes and families against the monsters and beasts that constantly threaten them. Other militias are bands of mercenaries, bandits or other curs used to living by the strength of their sword arm, hired or pressed into service.

Attributes[]

  • Close-Quarters Infantry
  • Hybrid: This unit can perform well in both ranged combat and melee.
  • Decent Melee Combatant: Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Weak Against Armour: This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.

Strategy[]

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Free Company Militia are a versatile ambusher/skirmish infantry unit that can survive in melee better than most missile infantry. Their purpose is to attack from the flanks, pouring in damage to enemies being held down by state troops. They can also be used to fend off harassing units like hounds or light cavalry with their missiles and decent melee stats. Their ranged pistol attack is very ineffective against very heavy armor but unlike Handgunners, their pistol volleys are much faster, can be fired whilst moving and are less susceptible to line of sight issues. Also, when placed in guard position and not given an attack order, whenever an enemy regiment engages the free companies, it allows the rear-ranks of militias to continue firing their pistols when in melee.

Volkmar the Grim, the Legendary Lord for the Cult of Sigmar, has very powerful bonuses which provide buffs to Melee Attack, Defence as well as Fire and Magical attack to Free Company Militias within his army.

Volkar provides an initial battle effect of 10% Physical resistance and a further 8+ Melee Defence at the start of his campaign.

The skilltree "Mere Mortal Men", provides magical, armor-piercing ammunitions' to all Free Company within Volkmar's army whilst providing the Frenzy ability to all armies with Free Companies on the world map.

Further down the skilltree, Volkar will also provide the "War Eternal" passive, which provides the Wayfarer ability, a 20% buff to speed and a further 10+ charge bonus.

Lastly, but although not exclusive to Free Companies, Volkmar's "Tools of Absolution" and "The Work of God" provides an additional Fire Attack, a +3 increase to armor-piercing damage and provide "Strength of the Penitent" to Free Companies as well. When accounting for the additonal buffs provided by the "Pistolkorps and "Strength of Hardship" bonuses, all these buffs provides a relatively cheap unit with the stats necessary to fight high-tier units back to back.

Gallery[]

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