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===Heroes=== *'''[[Vampire Fleet Captain]] (Vampires, Deep, Death)''': In contrast to your other heroes, the vampire captain is obtained by normal expansion, meaning you can easily field plenty of them. While they are alright in melee, they are best used to get more access to the Lore of Vampires to assist your Lords (especially the Legendary Lords that lack spellcasting ability). In the campaign, they have the unique ability to create pirate coves as a hero action. The ability is quite expensive, and the price goes up for each cove you have, but it can be extremely useful to get a cove in a port without having to siege the settlement.- can choose ap anti-large or ranged hybrid. I generally recommend the anti large because the ranged output is quite weak but personal preference. Can mount a giant crab which I always recommend. *'''[[Mournghul|Mournghul Haunter]]''': The Mournghul Haunter is your best (arguably your only) melee hero. Although it doesn't bring nearly the utility that the other two can provide, the Haunter is still useful as a beatstick. Deceptively fast with vanguard deployment and stalk, as well as sporting a very high melee defense stat and regeneration, the Haunter works best to intercept and hold enemy lords/heroes while the rest of the army gets in position to finish them off. His chilling aura debuff is great for keeping his target locked in combat, and his regeneration allows him to stay in the fight even against tougher foes. Just don't send him in unsupported; he doesn't do enough damage to win most fights on his own. Also take in mind that while he's a hero, he's got a much larger model, meaning about 12 infantry models can attack him at once, versus the 4-5 normal foot heroes tank. Absolutely hilarious in a nineteen model doomstack. *'''[[Gunnery Wight]]''': By far the best support hero you have on offer, despite his outlook being very deceiving. Sharing the statline, combat role and unit profile of a Dwarfen Master Engineer (and most of their passives), Gunnery Wights are best utilized as your backline artillery support unit. The Black Powder mechanic gives you tremendous bonuses when your units have a lot of ammo left and Gunnery Wights most crucial ability is theirs to replenish ammunition to any ranged unit you have on the field, as well as giving some nice passive bonuses for ranged units and some AoE grenade abilities to keep faster units away from your precious cannons. So, do they have a downside? Quite frankly, in the campaign, you will never have enough of them, since the only way to increase your hero cap isn't though teching up or expanding - but exclusively through your pirate coves. Random events occasionally can give you one for free, but this is just a very small remedy for the problem that the supply is short and the demand very, very high. *'''[[Damned Bretonnian Paladin]]''' (Cylostra Direfin only): An ethereal Bretonnian paladin unique to Cylostria Direfin's army. Don't kid yourself, this guy is nowhere near as powerful as the [[Green Knight|other ghostly paladin]], but he is a welcome addition to an army in need of fast moving heroes. He's a decent duelist hero with enough melee power to make up for Cylostria's subpar fighting abilities (until she gets her rotting leviathan mount).
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