Total War Warhammer/Tactics/Vampire Coast
This is the tactics page for the Total War: Warhammer version of the Vampire Coast.
Why Play the Vampire Coast
Do I really need to explain? This trailer should do all the explaining for me!. OK, fine!
- You love vampires, but want something a bit different from the gothic style normally associated with them.
- Because you don't find it weird at all CA added a naval themed faction in a game with no naval battles.
- Cause you loved Pirates of the Caribbean but really wanted the bad guys to win.
- Seriously, watch the goddamn trailer, if that doesn't convince you, nothing will.
Pros
- Range, Range and yet more Range: You are one of the 3 gunpowder factions currently in game, and of the 3, you lean the most heavily into them. You have a gun for every type of occasion! Cheap guns, long range guns, multi shot guns, flying guns, guns on monsters, artillery, GUNS FOR EVERYONE!
- Monsters: And lots of cool ones that can fill a variety of roles. You can bring sturdier crabs to help with the frontline, stealthy flankers, cheap sacrificial monsters, ones that are great from range and up close, you have a monster for every occasion.
- Cheap Frontline: Zombies don't really ask for paychecks, even zombies who are actually sentient enough to talk! Because of this, you can usually bring a crap load of them and drown the enemy in bodies, then use their bodies to fill up your ranks again when the battle is over.
- Bonus for the fact that Zombie Deckhands with polearms are slightly more killy than regular zombies and get Anti-Large, making them one of the better expendable meatshields.
- Aquatic: Pretty much everything has it, you're a pirate faction after all. This means you have an army that doesn't need to worry about swampy maps or ones with a lot of water because you ignore all the penalties and get some benefits in water too.
- Magic: You have Lore of Vampires, which is already one of the best lores in the entire game, and can carry you throughout most games just fine. Honestly you don't need to look at their other lores because of just how goddamn strong this one is.
- Harassment: You got extremely good harassing troops in fell bats and doggies, meaning going for skirmishers and artillery is something a skilled player can do really well.
Cons
- Weakness to Ranged: While you love to sit back and shoot the enemies to pieces, you REALLY hate it when the enemy is capable of shooting back. Downside of gunpowder is then they don't have much range, so if the enemy shoots first you are at a disadvantage. Combine this with the fact that your units either have low armour, low model count, or both and NOTHING in your army has a missile block chance, and missiles can be devastating. Ironically, archer spam is one of the better ways to fight this gunpowder army.
- Immobility: You don't have it as bad as the Dwarfs, but you're pretty slow. No cav or inexpensive monsters and a reliance of guns and artillery means you will not be moving much in your average game.
- Weak Frontline: There's a reason your frontline is so cheap, and it's that they are garbage in a fight. They get decimated by most tier one infantry, and are meant to hold, not to kill. Even Depth Guard aren't really that cost effective after all the nerfs that went their way, so expect your guns and monsters to carry.
Universal traits
- Undead: Almost any unit you have is undead. Who would have guessed. There are just two exceptions: The Sartosan Pirates and Sartosan Free Company that are exclusive to Aranessa Saltspite.
- Aquatic: Being the only truly maritime faction means that every unit is Aquatic; they fight better in watery areas, such as puddles and swamps.
- Loyalty: Your Lords aside from Legendary ones have the same Loyalty mechanic as Dark Elves and Skaven do, so be cautious when disbanding units and picking targets.
- Pirate Fleet: Your Legendary Lords work like the Horde Factions of the game do; meaning that you can accumulate Population Surplus on your LL armies and build certain buildings directly on your army, essentially making them a mobile city with 10 slots. This can be used in a variety of ways, but essentially allow your main army to act much more independently than other factions armies do because they aren't as reliant on the settlements and territory your faction holds.
- Infamy: Maxing out your Infamy is your main campaign goal, this is achieved by killing enemy armies, razing and sacking settlements and stomping the competition (other Pirate Factions and the rogue pirate armies that roam the seas). In addition to that, increasing Infamy and beating the miniboss armies that come your way, Infamy also gives you Verses of the Lost Sea Shanty, powerful buffs for your entire army. Some technologies also cost Infamy.
Unit Roster
Lords
- Luthor Harkon:
- Count Noctilus:
- Aranessa Saltspite:
- Cyclostra Direfin:
- Vampire Fleet Admiral:
Heroes
- Vampire Fleet Captain (Vampires, Deep, Death):
- Mournghul Haunter:
- Gunnery Wight:
- Damned Bretonnian Paladin (Cyclostra Direfin only):
Infantry
- 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 bodycount 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.
- Zombie Gunnery Mob (Pistols, Bombs, Handguns, Handcannons): The mainstay of your armies until the lategame. 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 160 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 finnicky 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 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.
- Deck Gunners: 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.
- Depth Guard (Axes, Polearms): Sadly, not as great as they used to be. These are your elite line backers, low model count, but insane melee capabilities and regenerating on top of that.
- Sartosan Pirates:
- Sartosan Free Company:
- Sireens:
Monsters, Flying Units & Cavalry
- Bloated Corpse: A one-use suicide unit that walks up to enemies and then blows up. Can have its uses in MP, but on the campaign, they are completely useless.
- Deck Droppers (Pistols, Handguns, Bombs): These are basically flying Gunnery Mobs with the glaring weakness that their unit count is miniscule and the survivability really bad. They can have a niche as skirmish units to distract fat flying monsters like Dragons or Terradon Riders, but their use outside of this niche is fairly limited and a unit of Gunnery Zombies does their job a lot better at this than they do.
- Animated Husks: Fat blobs with Frenzy. That's basically it. They are your beefy monstrous infantry, and provide you with much needed early AP damage, but their usefulness tanks once dedicated Infantry Killers or units with bonusses against large arrive on the scene.
- Mournghuls: These things are really nice and work best as a substitute for cavalry. Vanguard deployment means they can chase off enemy skirmishers quickly and they get regenration as long as they are in melee. Sadly, their lack of armour makes them rather fragile, but they a solid unit trhoughout the midgame.
- Rotting Prometheans: If you need a point to not budge, these are choice. They tank damage like crazy and dish out good AP damage on their own. They are not very fast, but their durability makes up for that.
- Rotting Promethean Gunners: It's Rotting Prometheans with two Handcannoneers on top. Surprisingly durable, and the additional AP damage from its riders works wonders. The riders keep firing even when in melee so they really play off well off another.
- Rotting Leviathan: Your dedicated frontline melee monster, and a really good one to boot. It has everything you could ask for: Armour, AP damage, huge unit size and looks great on top of that. It's very slow and any opponent worth his two cents will use Anti-Large infantry or AP missiles against it; however, drawing fire away from your main force is again a quality in itself, won't you think?
- Necrofex Colossus: The big things from the trailer. And wow, they are not messing around. Necrofexes can altogether replace your artillery by the time they become available. They fire 3 cannon balls with good accuracy over massive distances and can hold their ground really good in melee. Get them. There is no excuse. GET THEM.
- Fell Bats: Your old friends from the Vampire Counts, it's exactly the same unit. Really fast, really squishy, really good at chasing off the enemy backline or annoying flying monsters.
- Scurvy Dogs: They differ very little from Chaos Wardogs or Vampire Counts Wolves. Basically identical to Fellbats but have a bit more offensive power.
- Shrieking Terrorgheist: Now there's a letdown one didn't expect, but this is more due to how amazing the other monsters in the Vampire Coast roster is. The Terrorgheist isn't really that spectecular, needs a lot of babysitting and can hold up against Dragons and the like - you're better off skipping it, it performs too badly for its exorbitant price tag.
Artillery
- Mortars:
- Carronades:
- Queen Bess: