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===Cavalry & Beasts=== *'''Dire Wolves''': CA sure love their Wolf units. The archetypical wolf pack which all the others are modeled after. High speed, strider, vanguard deployment and a decent charge bonus makes them a very flexible and reliable backline harrasser unit, at least against backlines that don't like being harassed, anything above the level of Empire Crossbowmen or Skavenslaves eats them for breakfast if left unsupervised. Can be a force to reckoned with if handled properly, but if you don't like microing around a lot, you're better off going for real cavalry later in the campaign. :MP Tier: B. In a slow faction with no ranged threats, a fast vanguard threat is invaluable for backline harassment. Useful for chasing off routing units as well. **'''The Direpack (RoR)''': Same as above but with additional anti-large. It's not significant, but can make a difference when assaulting low-tier cavalry. :MP Tier: C. Anti-large is nice, but lack of AP and high price tag make this a more situational pick. *'''Fell Bats''': Dire Wolves, but flying! Fell Bats don't really kill anything on their own, but their high mass means that anything they catch will be occupied with them for quite some time. Can be irritating as fuck when used right, but don't get attached to any one unit of them, because they lose against everything. one of those rare early game units that remain useful all game long in campaign. :MP tier: A. Flying tar-pit. Surprisingly survivable in melee due to high MD, fantastic price for how much disruption they cause, a must take against certain factions. **Fell Bats got quite the upgrade with IE; higher leadership, higher MA, faster attacks, higher weapon damage, more mass, and vanguard deployment. They're 50 gold more expensive in MP, but in campaign these guys have gotten even better. *'''Black Knights''': Now we're getting into the good stuff. Standard Black Knights have the interesting distinction that they are the only proper cavalry in the game that focuses on dealing damage against infantry. Decent armour, melee defense and a bonus against footsoldiers mean that they will execute this job very well, and to make the package complete, they are also very nimble. **They have been buffed across the board and have Magical Attacks in IE, BUT they are considerably more expensive in MP, costing 25% more. :MP tier: B. A heavily armored dire wolves. Good for backline harassment, and flank/rear charges. Not a lot of killing power for head on engagements, but is sturdy enough to tangle up more expensive enemy cav/monsters due to it's high armor/mass. *'''Black Knights (Lances and Barding)''': Have extra armor with a much higher charge bonus because of the lance. Naturally in-between the high damage potential but expensive Blood Knights and the cheapness of Black Knights. :MP tier: C. Charge damage is potent, but lack of AP and shield as well as higher price tag make this unit tricky to use efficiently. **Haven't received as many buffs as their regular brothers, they have gained magical attacks and are only marginally more expensive compared to the 25% price jump of regular black knights. **'''Verek's Reavers (RoR)''': Same as above, but with Regeneration, thus giving this RoR extra survivability. :MP tier: B. Regen is nice. *'''Hexwraiths''': Mounted Cairn Wraiths with a blistering 94 speed, flaming attacks, and vanguard. Like all ghosts, they are very offensive with High ap damage and Terror but crumble quickly with their only defense being a 75% Physical Resistance. Useful at cutting up knights without magic attacks. Keep in mind that being ghosts means hexwraiths have almost no charge mass, so use them as elite unit hunters, not shock cavalry. Easier to use in campaign vs the AI. :MP tier: Situational A. In most situations this unit would be B tier, due to price and prevalence of magic in MP, as well as middling killing power. However Hexwraiths are actually a surprisingly effective elite cav hunter, and can even defeat dedicated anti-large cav like demigryphs! **Similar to other Ethereal units, they've lost physical resistance, but now inflict frostbite, have more health, and deal 100% AP damage. *'''Blood Knights''': Widely considered to be one of the best Cav units in the game in terms of cost efficiency. It already has meaty stats with a massive charge bonus and anti large, making it a perfect anti cav/monster tool, but add on top of that Frenzy and it will maul anything it charges. They are also great for the self sustain in The Hunger. The best part about them by far is the ability to bring back dead models so while they will lose one on one to Grail Knights and Demigryphs, you can always bring back casualties. Their only big weakness is their lack of AP. :MP tier: A. Only reason they aren't S tier is lack of AP. Has a home in many competitive lists. **Higher leadership, base weapon and AP weapon damage, having the new buffed The Hunger so they're even tankier in a fight, but they've suffered the same 25% price hike that Black Knights have in MP. *'''Mournguls'''*: If you own the Vampire Coast DLC, you can now recruit Mournguls as the Vampire Counts. Function the same as they do in the Vampire Coast.
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