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==Why Play Vampire Counts?== *Because you want the realms of the living to drown in the night as the dark creatures consume their souls and bodies. *Because you really, REALLY wanted Dracula to win in the novel. *The enemy can't dive your backline if you have no backline! *Because you aren't quite sick of zombies yet. ===Pros=== *'''God Tier Lords''': Every Lord in your army is a caster of the Lore of Vampires, the strongest lore of magic in the entire game. Combine that with impressive melee stats and incredible mount options across the board, and Vampire Lords are among the most powerful in the entire game. Plus, with all the Bloodlines being playable you have plenty of even more powerful lords to choose from. *'''Fantastic Heroes''': Vampire Counts also have amazing heroes on both the battlefield and the campaign map. Vampires are casters that can fight almost everything and win using their high melee stats and regen. Wight Kings are superb tanks with high HP, a silver shield, and a nifty anti-infantry bonus. Necromancers are essential both on and off the battlefield, granting AoE regen to allies β improved further and adding a few buffs with a corpse cart mount. Outside of fights, have a group of ten Necromancers with the "Lore Keeper" trait run amongst your cities, granting 100% off construction costs, 100% research rate, and a massive "Boost Income" bonus. Banshees are great agents that have access to "Assassinate", "Damage Walls", and "Block Army". The "Devious" trait gives a stacking boost to action success chance and a lower action cost. *'''Healing''': Other factions have healing, but you are one of very few that can bring back dead models. This means that casualties aren't the biggest concern in the world for you as you can always just bring them back with a good Invocation of Nehek cast. Pro tip: Don't click that "end battle" button; instead, spend your remaining winds of magic to revive everyone and win the fight with zero casualties. *'''Cavalry''': Blood Knights are among the best cav in the entire game, and, combined with the ability to revive models, can be oppressive. Even Black Knights are pretty damn good for what they do. *'''Air Power''': With cheap expendable options like Fell Bats and crazy damage creatures like Vargheists and Terrorgheists, getting control of the sky as the Vampires is pretty easy. Just watch out for missiles and vortexes like tempest designed to kill fliers. *'''Monsters''': You got plenty of large damage dealing monsters for numerous occasions. From fliers to ground monsters to bats and dogs to harass skirmishers, you got a beast for nearly every occasion. *'''Inexpensive''': Most of your infantry choices are pretty cheap, which allows you to really lean into your more expensive troops and still have enough cash left over to get frontline to hold them in place. You can expect to outnumber your enemy in most battles, so be sure to use that. *'''High Infantry Models''': The zombie and skeleton units boast one of the highest model counts in the game. Pair that fact with your ability to bring back dead models and you have a blob to reckon with. *'''OP in Domination''': Powergamers, this is the new faction for you in multiplayer. Due to the amount of cheap unbreakable infantry and chaff they can spit out onto the field and the amount of healing they have, they can swarm points in bodies and once they have one they aren't letting go. Seriously even if you're losing the value trade by the thousands you can still win games just cause of how hard you are to get rid of. If all you care about is to win and get on the top of a leaderboard no one cares about, the Vamps are a one way ticket there. ===Cons=== *'''No Ranged Units''': None whatsoever in the first game, meaning you are always forced to go all-in; otherwise, the enemy will just pick you apart. You do have plenty of tools to deal with enemy ranged, but you can still feel the inability to put out reliable damage from a distance. It also makes your siege defenses an absolute joke. The second game allows the recruitment of a small number of Sylvanian crossbowmen and handgunners after you unlock a Von Carstein Bloodline lord but they honestly aren't worth it unless you're going up against Drycha and her roided up treemen + treekin. Generally the lack of ranged is for game balance reasons, as VC already have brilliant cavalry, lords, monsters and excellent high tier infantry. Don't be tempted to download mods like Radious which give you cheap access to ranged as it makes the counts unstoppable and the game dull. Or do it, I'm not your mother. *'''Flimsy Infantry''': Believe it or not, literal walking corpses animated like puppets don't make the best fighters. While Zombies and Skeletons can hold the line, don't expect them to win without help. Your cav, monsters, heroes, and lords will be doing most of the work in winning the battle while infantry hold the enemy in place. Grave guard are not flimsy at all, but they are a lot more expensive. *'''Reliance on Lords''': Lords are important in all armies, but yours literally keep your shambling mounds moving and fighting during the battle. If they die, the rest of the army is sure to follow. *'''Lack of Anti-Large''': Aside from Blood Knights and Skeleton Spearmen, you'll be hard pressed to find anything in your Roster with Anti-Large damage. Facing off against heavy cavalry and monsters is not something you particularly enjoy. *'''DLC''': Yes, a weakness pretty much everyone has but still worth mentioning. Mortis Engines and Corpse Carts are very useful in your average battle β almost essential β and sadly you need to fork over dough if you want to get these key units. *'''Slow Infantry''': Zombies, walking skeletons, and possessed suits of armor are slow. Who knew? *'''PC Killer''': Large number of units with high model counts combined with vampire-focused maps specializing in fog and your frame rate can easily take a dive, even on beefy rigs. The campaign map isn't safe as vampire corruption covers the land in fog and particle effects. Lowering or outright disabling volumetric fog is a must. *'''Predictability''': A very similar weakness to the Dwarfs, but in the opposite direction. Where as the lack of mobility or offensive infantry means the Dwarfs can never play offense, your lack of ranged units, artillery or solid defensive infantry means you can never play defense. Experienced players will likely know what you're bringing and be able to counter.
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