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===Infantry=== *'''[[Zombie Pirate Deckhand|Zombie Deckhand Mob]] (Regular, Polearms)''': Your fodder. They have next to no offensive capabilities but make up for it by being undead and having a tremendous body count of 160 models on large settings. Sure they won't kill much, but that's not their job, they perform the job of a meatshield really well and are cheap. Try to avoid the dual-sword variety; the added defenses of the polearm type make them a better meatshield and they have actual ap which is rare for chaff, and if you want damage (for whatever reason) the pistol gunnery mob is almost as good in melee and brings a shooting attack. Still raise dead mostly gives the regular so only use them if you must. otherwise you almost always want polearms. **'''The Tide of Skjold''' (RoR): Upgraded sword-zombies with frenzy and perfect vigor while above 50% morale. Again, dealing damage isn't really what you want these guys for, bit if you have a little extra money in the budget go for it. *'''[[Zombie Pirate Gunner|Zombie Gunnery Mob]] (Pistols, Bombs, Handguns, Handcannons)''': The mainstay of your armies until the late game. These are the guys your Deckhands are supposed to keep the enemies away from. Their weapons are generally a bit below average as far as missile damage is concerned - until you realize that you have 120 of them in a single unit and good range on top of that. They are excellent missile infantry for their cost and the bread and butter of your faction. They come in four varieties. The Pistol Variant has low range but can handle itself well enough in melee. Bombers inflict fire damage at the cost of range (and being somewhat finicky to use). Handguns are basically a big blob of Imperial Handgunners and work pretty much the same, large Range, Armour Piercing. Handcannons on the other hand work a bit more like shotguns. They have a shorter range than Handguns, but blast anything that comes into their range and work the best up close, where their low accuracy doesn't hold them back as much. Always turn skirmish mode off for them. They're too slow to get away from melee combat anyway and work good enough as fodder if someone manages to catch them. **'''The Black Spot''' (RoR): Handgunners with polearms, giving them decent melee defense and anti-large damage. Strictly better than the normal handgunners and the normal polearm mobs, but you are paying extra for a unit that can only do one of those two roles at once. *'''[[Deck Gunner]]s''': Serious firepower for the lategame. They share a lot of similarities with Skaven Weapon teams. They offer tremendous firepower in exchange for a low unit count, but their high damage, AP and Shieldbreaking missiles make short work of nearly anything that get thrown in their general vicinity. also great range. **'''Shadewraith Gunners''' (RoR): [[awesome|Ethereal deck gunners with magic attacks]]. The only downside (if you can call it that) is that they trade Shieldbreaking for a leadership debuff for whatever they're shooting at, so they work best blasting an enemy that's pinned in melee to maximize your fear effects. *'''[[Depth Guard]] (Axes, Polearms)''': Sadly, not as great as they used to be. These are your elite line breakers, low model count, but insane melee capabilities and regenerating on top of that. Depth Guard with Polearms in particular make mincemeat of all Cavalry that is stupid or unfortunate enough to just look at them wrong. As always ap is so important that the polearm version outperforms the axe variant against almost everything you would actually care about. Still expensive and fragile but very effective especially with campaign skill buffs and magic support. You can pull off a frontline of polearms even if you want to. In immortal empires these boys have finally got a worthy buff, adding ACTUAL ANTI-INFANTRY bonuses to their axes making them capable of shredding some of the better infantry in the game. More importantly, they had their health regen in melee doubled and can outheal damage taken when fighting fodder or when their formation is positioned so only a few models are actively taking damage. **'''The Bloody Reaver Deck Guard''' (RoR): Polearm depthguard with the ability to temporarily gain 44% physical resistance, making them the best heavy tanking infantry you've got. *'''[[Sartosan Pirates]]''': Mixing it up are non-undead infantry with a pair of cutlasses for some early game DPS and movement speed. Running out of morale makes them rout, which will affect the morale of undead units as well. They have perfect vigor while the leadership is high, but the ability is much more noticeable on the free company. *'''Sartosan Free Company''': Like the Empire free company but better because these ones have perfect vigor as long as their leadership is above half. Only Aranessa can recruit these guys that must have huge balls or mushy brains to be seen siding with the undead. Due to the Vampire Coast's preference for gunlines that can also hold their ground, these guys often ironically perform your foot skirmishing role as they have considerably more speed. Running out of morale makes them rout, which will affect the morale of undead units as well. *'''[[Syreen]]s''': Damned spirits of the deep shanking unfortunate living sailors since forever. Ethereal infantry with decent melee stats, their ability to shrug off normal frontline damage is not to be denied but they will die to a single breath or vortex. Tricky to use effectively and for the most part avoided in army compositions. That said, they can be effective against factions that don't have easy access to spells or magic damage, like dwarfs.
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