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===Monsters, Flying Units & Cavalry=== *'''[[Bloated Corpse]]''': A one-use suicide unit that walks up to enemies and then blows up that is in general a mixed bag. On the one hand exchanging a cheap ass disposable unit that you often can get instantly with Raise Dead to delete a unit of Chaos Knights or Black Orcs is satisfying and useful in a pinch. On the other hand they can also delete your guys and enemy ranged forces will focus fire them into premature detonation if you let them. *'''[[Deck Dropper]]s (Pistols, Handguns, Bombs)''': These are basically flying Gunnery Mobs with the glaring weakness that their unit count is miniscule and the survivability really bad. They can have a niche as skirmish units to distract fat flying monsters like Dragons or Terradon Riders, but their use outside of this niche is fairly limited and a unit of Gunnery Zombies does their job a lot better at this than they do. If you really want to use them, the bombers are the best choice; the low range and awkward shooting arc are both solved by the superior speed and height of the deck droppers. **'''Saltlord Scuttlers''' (RoR): The best deck-droppers by far and often the only ones worth taking. Their bombs sunder enemy armour, making them a great surgical tool for swooping in and weakening a specific enemy. *'''[[Animated Hulk|Animated Husks]]''': Fat blobs with Frenzy. That's basically it. They are your beefy Monstrous Infantry, and provide you with much needed early AP damage, but their usefulness tanks once dedicated Infantry killers or units with bonuses against large arrive on the scene. *'''[[Maneaters]]''': That's right, Aranessa can recruit ogres at tier 3 ports on the Immortal Empires campaign map. This makes sense because they have [[Hats|Pirate Hats]]. While mobile monstrous infantry is a welcome addition to the coast's sluggish roster, she unfortunately only gets vanilla Maneaters, not ogre pistols, ironfist, or great weapon variants. Hopefully she'll get pistol Maneaters in a future patch, they would work well with the pirate + gunpowder themes of the Vampire Coast. Until then, you'll just have to settle for allying with Skragg and hiring ogres from him instead. *'''[[Mourngul|Mournghuls]]''': These things are really nice and work best as a substitute for cavalry. Vanguard deployment means they can chase off enemy skirmishers quickly and they get regeneration as long as they are in melee. Sadly, their lack of armour makes them rather fragile, but they a solid unit throughout the midgame. **'''Night Terrors''' (RoR): Mournguls with terror and rampage. Terror is nice, but rampage is hard to justify on such a fragile unit. And it's not like you don't have other units that cause terror. *'''[[Rotting Promethean]]s''': If you need a point to not budge, these are your choice. They tank damage like crazy and dish out good AP damage on their own. They are not very fast, but their durability makes up for that. *'''Rotting Promethean Gunners''': It's Rotting Prometheans with two Handcannoneers on top. Surprisingly durable, and the additional AP damage from its riders works wonders. The Gunners will keep firing even when they are melee and shred most foot units except the most elite ones (Think Phoenix Guard or Chosen) to pieces in quick order. Combine this with their obscene armour value of 120 and you got your dedicated frontline melee unit. these DO NOT benefit from campaign boosts which specify the regular version, which means they tend to be much less durable than the basic version. likely not worth the trade off in campaign. **'''The Lamprey's Revenge''' (RoR): Rotten Promethean gunnery mobs with regeneration, just in case the normal variety wasn't tanky enough for you. With the right magic support this unit can hold the line against almost anything. *'''[[Rotting Leviathan]]''': Your dedicated frontline melee monster, and a really good one to boot. It has everything you could ask for: Armour, AP damage, huge unit size and looks great on top of that. It's very slow and any opponent worth his two cents will use Anti-Large infantry or AP missiles against it; however, drawing fire away from your main force is again a quality in itself, don't you think? *'''[[Necrofex Colossus]]''': The big things from the trailer. And wow, they are not messing around. Necrofexes can altogether replace your artillery by the time they become available. They fire 3 cannon balls with good accuracy over massive distances and can hold their ground really good in melee. Get them. There is no excuse. GET THEM. **'''The Gallows Giant''' (RoR): A necrofex colossus that trades the three cannons for a [[awesome|goddamn flamethrower]], allowing it to torch swaths of enemy units all at once. It should be noted that the Gallows Giant is shorter range than other Necrofex Colossi, cementing it's role as a frontline brawler. *'''[[Fell Bat]]s''': Your old friends from the Vampire Counts, it's exactly the same unit. Really fast, really squishy, really good at chasing off the enemy backline or annoying flying monsters. *'''[[Scurvy Dog]]s''': They differ very little from Chaos Wardogs or Vampire Counts Wolves. Fast and flimsy, these undead pups are ideal for tying down opposing skirmishers or chasing routing units off the field. *'''[[Terrorgheist|Deathshriek Terrorgheist]]''': Now there's a letdown one didn't expect, but this is more due to how amazing the other monsters in the Vampire Coast roster is. The Terrorgheist isn't really that spectacular, needs a lot of babysitting and can't hold itself up against Dragons and the like - you're better off skipping it, it performs too badly for its exorbitant price tag.
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