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===Melee Infantry=== *'''Zombies''': Dirt-cheap fodder to tie up your enemy, and you better hope that they do that job right, because they have the lowest stats of any unit in the game to the point where Betonnian Peasant Mobs would defeat them if it wasn't for their Fear passive. They got two things going for them, large unit size and hitpoint pool. Skeleton Warriors do their job better for only marginally more money and can even hope to kill some weaker enemies, so it's best to skip them. :MP tier: S. Most competitive builds utilize zombies in some way, either as a super cost efficient frontline/tar-pit, or as a summon to block charges/tangle up ranged units. **Has gained 10 leadership and a bit more HP as of IE. **'''The Tithe (RoR)''': Zombies with slightly worse stats who replace Expandable with Meat Shields and have 30 more models. :MP tier: A. For the cost, some prefer the extra unit of zombies but they still perform well as tar-pit. *'''Skeleton Warriors''': Spooky scary skeletons with Swords and shields. A more numerous variant of Empire Swordsmen basically. Doesn't hit as hard, but are undead and comes with 160 models in one regiment. Comes with a shield for good measure. :MP tier: B. 3x the costs of zombies for slightly more staying power. Useful against missile heavy builds thanks to its shields. It trades fairly against other chaff. Can become free upkeep with a tech. **'''The Konigstein Stalkers (RoR):''' Has mostly the same stats as above except for having better armor and having Poisoned which makes them a step up compared to normal skellies. :MP tier: C. For the price you might as well get Grave Guard, unless you're doing some weird poison centric list. *'''Skeleton Spearmen''': Basically identical to normal Skeleton Warriors except that they come with Spears and actually are the only infantry unit you have with a Bonus vs. Large. Not that this matters though, their performance is too bad against anything stronger than Mounted Yeomen. Honestly, I prefer these in campaign to zombies or warriors, at least they have slightly better MD and bonus vs large but personal preference and matchup will decide which you use most of. If you need a line of chaff, take Spearmen over Warriors or Zombies. Can become free upkeep with a tech. :MP tier: B. Slightly sturdier skeletons with anti-large. *'''Crypt Ghouls''': Cheap stalk skirmishers that work well against other low-level infantry. They have high damage + poisoned attacks, but their low armor and low armor piercing makes them unsuitable against units that can reliably fight back. Use them to rear charge low-tier melee infantry and surprise archers and war machine crews. Don't pit them against superior opponents like Chaos Warriors unless you're pinning them for cavalry or a Wind of Death cast. :MP tier: C. Has interesting capabilities, but is in an odd place price wise. **'''The Feasters in the Dusk (RoR)''': Same as above, but with frenzy and a slightly higher pricetag. :MP tier: C. Basically a sneaky/killy/slower version of bats/dire pack. Slightly more survivable. *'''Grave Guard''': Spookier, scarier Skeletons. A straight, if a bit expensive upgrade from Skeleton Warriors and your go to choice for your main line in the late game. Their bonus vs. Infantry combined with decent armour and a shield make them formidable opponents that have little trouble with handling most other standard infantry. :MP tier: A. If you're looking for a sturdier frontline, this is it. Fares well against most low-armor infantry, can hold the line for quite some time. **'''The Sternsmen (RoR)''': Beefed-up Grave Guard with additional Regeneration and Charge Defence Against All. Put them as the core of your force the moment you get them. :MP tier: S. Worth every penny. With support they'll usually last the whole fight. *'''Grave Guard with Greatweapons''': It's in the name. Your dedicated can openers for dealing with armored infantry and anything in between. Lack luster source of armor piercing, having worse stats than the shielded version. Honestly you have many better sources of AP, they aren't very good in campaign, vargeists and hexwraiths/cairn wraiths are usually better. :MP tier: A. Vulnerable to missiles and a bit pricey, but allows your frontline to grind down most enemy forces. Can provide good support against armored monsters/cav, just don't use them to soak up a charge. **Has gained Magical Attacks and attacks faster in IE. *'''Cairn Wraiths''': High phys resist and high armor piercing damage makes them your "go to" infantry for dealing with heavy armor infantry like black orks who will eat grave guards for breakfast. They're completely terrible in every other way, trade terribly vs chaff units, and evaporate the moment anything that deals magic damage looks at them funny. Much better in campaign than multiplayer, the AI often doesn't counter then correctly, but hexwraiths may be a straight upgrade to these in many ways. :MP tier: B. Good mobile tarpit, can chip away at most armored foes. Don't expect high damage output, and if the enemy has any magic damage (as is common in MP) be prepared to watch them dissolve. **Has gained more health, leadership, and frostbite attacks in IE, but they've lost 20% physical resistance and they no longer have splash attacks... not that they were ever useful against hordes anyway.
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