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==Why Play the Vampire Coast== Do I really need to explain? [https://www.youtube.com/watch?v=UHh1TxryWlw This trailer should do all the explaining for me!.] OK, fine! *You love vampires, but want something a bit different from the gothic style normally associated with them. *Because you don't find it weird at all CA added a naval themed faction in a game with no naval battles. *Cause you loved Pirates of the Caribbean but really wanted the bad guys to win. *You pirated the game and find playing as pirates, even undead ones, fitting. * You really, really like Alestorm. ===Pros=== *'''Range, Range and yet more Range''': You are one of the four [[Gunpowder (Warhammer Fantasy)|gunpowder]] factions currently in game, and of the 3, you lean the most heavily into them. You have a gun for every type of occasion! Cheap guns, long range guns, multi shot guns, flying guns, guns on monsters, artillery, GUNS FOR EVERYONE! *'''Monsters''': And lots of cool ones that can fill a variety of roles. You can bring sturdier crabs to help with the frontline, stealthy flankers, cheap sacrificial monsters, ones that are great from range and up close, you have a monster for every occasion. *'''Cheap Frontline''': Zombies don't really ask for paychecks, even zombies who are actually sentient enough to talk! Because of this, you can usually bring a crap load of them and drown the enemy in bodies, then use their bodies to fill up your ranks again when the battle is over. ** Bonus for the fact that Zombie Deckhands with polearms are slightly more killy than regular zombies and get Anti-Large, making them one of the better expendable meatshields. *'''Aquatic''': Pretty much everything has it, you're a pirate faction after all. This means you have an army that doesn't need to worry about swampy maps or ones with a lot of water because you ignore all the penalties and get some benefits in water too. *'''Magic''': You have Lore of Vampires, which is already one of the best lores in the entire game, and can carry you throughout most games just fine. Honestly you don't need to look at their other lores because of just how goddamn strong this one is. *'''Harassment''': You got extremely good harassing troops in fell bats and doggies, meaning going for skirmishers and artillery is something a skilled player can do really well. *'''Armour Piercing''': Almost your entire roster deals AP damage, both ranged and in melee. Big armoured units and monsters are no challenge to you. ===Cons=== *'''Weakness to Ranged''': While you love to sit back and shoot the enemies to pieces, you REALLY hate it when the enemy is capable of shooting back. Downside of [[Gunpowder (Warhammer Fantasy)|gunpowder]] is then they don't have much range, so if the enemy shoots first you are at a disadvantage. Combine this with the fact that your units either have low armour, low model count, or both, and NOTHING in your army has a missile block chance, and missiles can be devastating. Ironically, archer spam is one of the better ways to fight this [[Gunpowder (Warhammer Fantasy)|gunpowder]] army. *'''Immobility''': You don't have it as bad as the Dwarfs, but you're pretty slow. No cav or inexpensive monsters and a reliance of guns and artillery means you will not be moving much in your average game. *'''Weak Frontline''': There's a reason your frontline is so cheap, and it's that they are garbage in a fight. They get decimated by most tier-one infantry and are meant to hold, not to kill. Even Depth Guard aren't really that cost effective after all the nerfs that went their way, so expect your guns and monsters to carry. *'''Everyone Needs to do their Job:''' Unlike more beginner-friendly and more so than the Empire, VC units heavily rely on every unit fighting against its appropriate matchup, or else everyone dies. There are strong synergy but if that gun bunker cracks it's all over. Deckhands and Prometheans need hold the enemy and absorb the damage, Your blender troops need to kill what's caught in the holding line, and your guns need to kill threats like other guns and monsters before they kill your bunker. If someone slips up, the game may be over. ===Universal traits=== *'''Undead''': Almost any unit you have is undead. Who would have guessed. There are just two exceptions: The Sartosan Pirates and Sartosan Free Company that are exclusive to Aranessa Saltspite, and Aranessa herself. *'''Aquatic''': Being the only truly maritime faction means that every unit is Aquatic; they fight better in watery areas, such as puddles and swamps. *'''Extra Powder''': A special rule for all of your ranged units that gives you 30% more damage when you're above 80% of your ammo. This makes your opening salvo your most effective, and goes a long way toward softening up enemy units right off the bat. It's also the reason the Gunnery Wight is such an essential hero: his ability to restore lost ammo can keep your units above the threshold for more high-powered shooting. *'''Loyalty''': Your Lords aside from Legendary ones have the same Loyalty mechanic as Dark Elves and Skaven do, so be cautious when disbanding units and picking targets. *'''Pirate Fleet''': Your Legendary Lords work like the Horde Factions of the game do; meaning that you can accumulate Population Surplus on your LL armies and build certain buildings directly on your army, essentially making them a mobile city with 10 slots. This can be used in a variety of ways, but essentially allow your main army to act much more independently than other factions armies do because they aren't as reliant on the settlements and territory your faction holds. *'''Infamy''': Maxing out your Infamy is your main campaign goal, this is achieved by killing enemy armies, razing and sacking settlements and stomping the competition (other Pirate Factions and the rogue pirate armies that roam the seas). In addition to that, increasing Infamy and beating the miniboss armies that come your way, Infamy also gives you Verses of the Lost Sea Shanty, powerful buffs for your entire army. Some technologies also cost Infamy. *'''Pirate Coves''': you can set up small outposts in enemy settlements after successfully attacking them or with heroes. Said outposts can either spread vampiric corruption or siphon money out of the enemy's coffers into yours. Although the latter building is bugged since the last WH2 update and you should refrain from using it because it'll never make back its exorbitant costs.
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