Total War Warhammer/Tactics/Vampire Counts

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This is the tactica for the Total War: Warhammer version of the Vampire Counts.

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 Lord are among the most powerful in the entire game. Plus, with all the Bloodlines being playable you have plenty to choose from.
  • 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.
  • Cavalry: Blood Knights are among the best cav in the entire game, and combine that with the ability to revive models and they can be oppressive. Even Black Knights are pretty damn good for what they do.
  • 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.

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.
  • 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.
  • 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.
  • DLC: Yes, a weakness pretty much everyone has but still worth mentioning. Mortis Engines and Corpse Carts are very useful in your average battle – almost essential – 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?