Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins. In this guide I'll be going through the basics of this faction from both a general perspective, but also from the perspective of someone just starting out that might have some trouble deciding what to do next.
What Legendary Lord should you pick, and why? What are you supposed to build to get both armies and a sustainable economy? What are all their units for, and how should I use them? How should I use their lords and heroes? What should I do with their spells?
I will also write down my own reflections on what I believe will change, what is bugged and what is just plainly stupid. If people appreciate it I will keep on updating it as well.
Will add commentary to units where it is applicable later. This item has been added to your Favorites. Created by. Snakebearer Offline. Guide Index. General Starting Tips. Legendary Lords. Regions, Settlements and Buildings. Army Roster: Infantry.
Army Roster: Cavalry and Chariot. Army Roster: Monsters. Lords and Heroes. Skill Tree: Lords. Skill Tree: Heroes Necromancer and Banshee. Magic: Lore of Vampires. Magic: Lore of Death.
Military Tactics: Starting Out. Military Tactics: Early Game.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page.
Global Achievements. I'm comfortable completing the empire, chaos, orks, dwarfs and almost every other faction of legendary. But the vampire counts have me confused. Their weak unit roster falls apart versus chaos. Even if I 2v1 Chaos tend to get in behind me and destroy my infrastructure.
Terrorghiests, blood knights and grave guard mixes don't seem to do much Help? Showing 1 - 15 of 29 comments. Xhal View Profile View Posts.
Use the blob. Originally posted by Xhal :. Originally posted by Chemicalbacon :. Early armies use skeletons warriors mostly. Only zombies at the beginning because they are cheap.
Use RoR asap.
Total War: Warhammer 2 Vampire Coast guide – Infamy, shipbuilding, coves, and army breakdown
Always move your blob together so you are always regening and aoeing ennemies with the mortis engine. Stick all your heroes and lord on ennemy heroes and lord. Use the vamp chick to do the single target spell on their lord spirit leech? I think its called Save the rest of your mana for invocation of nehek when you can target all or most of your army.Not to be confused with Vampire Count Title. The Vampire Counts are amongst the most legendary faction of Vampires to have ever terrorised the civilised lands of the Old Worldall of whom are known to be the bearer of the unholy blood of the Von Carstein bloodline.
They seek only to topple the civilisations of the living and supplant them with an Undead Empire that shall reign forever as Lords of the Night. Indeed, the entire structure of the Vampire Counts are built by the selfish desires of the individual, whether it be for the pettiness of greed, glory, beauty or power.
For all of their refinement, in the honest truth, these Vampires are nothing but rotting corpses held together by Dark Magic and the horrific consumption of mortal blood. From their powerbase within the former Imperial province of Sylvania[4c] the descendants of the Von Carstein bloodline have vied time and again to topple the authority of the Empire of Man. Yet no matter how many Von Carsteins fall, there always seems to be another willing to take its place, disturbing the graves of the dead and plotting to finally plunge the Empire into their cruel tyranny.
The Origins of the Vampire Counts can be tied together with the origins of the entire Vampire race. From the deserts of the far south, there once laid an ancient civilization that once ruled unchallenged for many thousand of years. This ancient kingdom once held the name of Nehekharaa mighty human civilisation that was once the pinnacle of Mankind's achievements.
Within those once verdant plains, the people of Nehekhara had lived a prosperous life amidst the many rival cities that dot its landscape. Massive temples and pyramids were built to honour the many long-dead Priest Kings that once ruled this ancient kingdom, and whose obsession to live forever has lead its many inhabitants on a dark pursuit for eternal life.
Eventually, this obsession with achieving immortality would bring about Nehekhara's demise and, from its death throes, the birth of the first Vampire.
Total War: Warhammer Vampire Counts guide
In his arrogance, he vowed that the grave would not claim him and proclaimed that he would cheat death, setting his wisest and most powerful priests towards working on a means of preventing his passing. Soon, all of Nehekhara became preoccupied with death and the afterlife, resulting in the construction of many huge temples and monuments that were meant to honour the long deceased. These huge tombs became so frequent and massive in scale that the rulers were forced to gather them all into massive cities called Necropoli.
In the end however, Settra could never evade death for long, and after living out the last fleeting years of his extended existence, he was eventually entombed within a vast pyramid.
It was onto this culture that Nagash was born, whom was also the brother of the current reigning Priest King of Khemri. Nagash was the first son of his father, the former Priest King and was given to the Mortuary Cult as tradition demanded. He soon rose to the position of High Priest, where he observed the Morticians as they prepared the dead for internment and learned all of their ancient magical lore, but because Nehekhara was so far south from the northern Winds of Magiche was unable to cast them himself.
Frustrated with this, Nagash went to great lengths to increase his knowledge of Death magic, to such an extent that he took to unspeakable experiments in his quest for immortality. When word about this spread, nearly all the citizens of Khemri shunned him. But just then, a group of Dark Elves were blown off-course and captured by the ships of the Zandri navy.
These prisoners were then given to Khemri as a gift to be sealed within the tomb of Nagash's dead father. When Nagash heard from a Dark Elven Priestess that she can reveal all her knowledge of Magic to him in exchange for her life, Nagash then proceeded to fake the Dark Elves death and kept them sealed within his father's pyramid as a bargain. If the Dark Elves willingly reveal and teach Nagash all they know about magic, he would release them from their prison.
During his tutoring, the Dark Elves taught Nagash how to reap souls and use their energy to cast spells of his own without the need to channel the Winds of Magic. With this knowledge and after many long years of research and experimentation, Nagash would become the founder and creator of a new form of sorcery which he named Necromancy.
Even after the bargain was done, the Dark Elves were never seen again. Nagash's experiments met with limited success; he was able to prolong his life and forestall the effects of aging, but he still could not stop the slow decay of his flesh. He shared his elixir with depraved noblemen, building support for himself before he finally killed his own brother and seized power in Khemri.
He and his immortal supporters were tyrannical rulers, slaughtering many of the citizens of Khemri with no provocation or reason. With their newfound power, they constructed the Black Pyramidthe largest structure ever built by Mankind.
Nagash supervised the construction of the Black Pyramid, and although it cost a great many lives to built, the blood, sweat and souls of those that died only served the further the purpose of its construction. The original purpose of the Pyramid was meant to attract as much Dark Magic into Kemri as possible, using either the Winds of Magic or the souls of the dead to fuel its growing power.
For the Priest Kings of the other cities, long disturbed by events in Khemri, this was the final blasphemy. Under the leadership of King Lahmizzar of the city-state of Lahmiathe other Priest Kings gathered their powerful armies and formed a coalition to stop Nagash's tyranny once and for all.
A bloody war broke out, where waves of dark magic surged out from the Black Pyramid and blasted the lands of Nehekhara.
Once verdant plains of wheat slowly became tainted and the life-giving waters of the land's many oasis grew sickly and killed all which drank from it. After nearly a century of conflict, the armies of the Priest Kings shattered Nagash's power and sacked the capital city of Khemri.Of all the awful lands that I had then journeyed through, I have no hesitation in saying that Sylvania was easily the most dire.
IV, by Felix Jaeger. Altdorf Press, The Vampire Counts race is playable in campaignmultiplayer and custom battles. They have 5 legendary lordssplit over three factions:. The Vampire Counts are a collection of immortal vampires and twisted human necromancers. Using dark magic, they raise the dead and summon creatures of the night to march upon the lands of the living, seeking to dominate the world. Their armies consist of hordes of Zombies and Skeletons, backed up by ethereal ghosts and huge bat-like monsters.
Vampire Counts units never rout or break; but they also have no ranged units. In the forsaken lands of Sylvania, the Undead battalions of the Vampire Counts gather. Upon fen and moor, creatures of darkness that have haunted the nightmares of Men for millennia break free from ancient cairns and age worn mausoleums, thundering the ground beneath them and eclipsing the moon as they spread their tattered wings and take to the skies.
In the eternal gloom of ancient tombs can be heard the scrape of bone on bone, wordless moans, and the clank of rusted armour. The unliving host advances, a tide of resurrected corpses, driven on by necromantic magic and the immortal will of the Vampire Counts. The presence of the living dead is a corruption upon the face of the world and as they expand their holdings, the very land they occupy is transformed.
Their advance is heralded by encroaching mists no wind can displace, trees twisting and buckling as though in agony, and a gathering darkness of supernatural perpetuity.
In battle, they are a fearsome force to behold. Legions of moldering soldiers wear down their enemies without fear or hesitation whilst colossal, contorted aberrations and bat-winged beasts crush all who dare stand in their way. All tremble before the unliving masters of Sylvania, for they are a blasphemy against nature and reason. Those that attempt to stem their relentless onslaught will soon learn that there are fates in this world that are worse than death.
The Midnight Aristocracy are masters of Death Magic and Necromancy and those that fall before their might will soon rise again. Where once stood defiant enemy soldiers now stand twitching corpse-puppets devoid of any determination save to serve the morbid fiends that now command them. Vampire Counts armies are made up of large numbers of slow-moving, expendable undead infantry eg: Zombiessupported by a few powerful elite units eg: Blood Knights and large bat-like monsters eg: Terrorgheists and Varghulf.
As such, they tend to outnumber their enemies. Vampire Counts can recruit many flying units. This includes character mounts such as the Zombie Dragon. The army also has access to a significant amount of ethereal units eg: Cairn Wraiths which are highly resistant to non-magical damage.
Almost all Vampire Counts units cause fearand some cause terror as well. Unlike every other faction, Vampire Counts have no ranged units at allincluding no artillery. Exceptions to this are the Sylvanian Handgunners and Sylvanian Crossbowmenbeing able to be recruited if you progress in the Von Carstein bloodline.
Total War: Warhammer II only. The army is heavily reliant on its powerful lords for instance, units may crumble if the lord dies.
All Vampire Counts lords are spellcasters, and many are powerful melee fighters as well. Additionally, the army is heavily reliant on spells to summon new units, heal friendly ones and damage the enemy.
Vampire Counts have several Regiments of Renown available. These are elite, unique versions of standard Vampire Counts units.
Vampire Counts units are undead — they are fearless and will never rout from the battle. However if their lord is killed or if a unit is losing very badly, then they will start to lose Binding, and eventually crumble into dust take damage over time.
This represents the fact that undead units never get tired, but the magic sustaining them can deplete.In the forsaken lands of Sylvania, the Undead battalions of the Vampire Counts gather. Upon fen and moor, creatures of darkness that have haunted the nightmares of Men for millennia break free from ancient cairns and age worn mausoleums, thundering the ground beneath them and eclipsing the moon as they spread their tattered wings and take to the skies.
In the eternal gloom of ancient tombs can be heard the scrape of bone on bone, wordless moans, and the clank of rusted armour. The unliving host advances, a tide of resurrected corpses, driven on by necromantic magic and the immortal will of the Vampire Counts.
The presence of the living dead is a corruption upon the face of the world and as they expand their holdings, the very land they occupy is transformed. Their advance is heralded by encroaching mists no wind can displace, trees twisting and buckling as though in agony, and a gathering darkness of supernatural perpetuity. In battle, they are a fearsome force to behold.
Legions of moldering soldiers wear down their enemies without fear or hesitation whilst colossal, contorted aberrations and bat-winged beasts crush all who dare stand in their way. All tremble before the unliving masters of Sylvania, for they are a blasphemy against nature and reason. Those that attempt to stem their relentless onslaught will soon learn that there are fates in this world that are worse than death.
The Midnight Aristocracy are masters of Death Magic and Necromancy and those that fall before their might will soon rise again. Where once stood defiant enemy soldiers now stand twitching corpse-puppets devoid of any determination save to serve the morbid fiends that now command them.
Players choosing the Vampire Counts will be able to select from the following Legendary Lords with which to lead their Grand Campaign. Mannfred Von Carstein exhibits a characteristic that, in addition to his Vampiric speed and strength, is exceedingly dangerous.
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That characteristic is cunning. Whilst others of his bloodline spent aeons bickering and infighting, nearly destroying the dynasty in the process, Mannfred devoted his efforts to deepening his knowledge of necromantic lore. He made unholy pilgrimages to the ancient tombs of Nehekhara and the forgotten city of Lahmia, where the secrets of the Liche Priests were wrested from desiccated papyrus and ancient scriptures written on sheaves of tanned human skin.
During this time he was able to conceal his dark gifts by travelling in the guise of an Imperial Lord. The only hints left to his true nature were hushed whispers of exsanguinated corpses found here and there where an unnamed Lord of prodigious wealth had passed through not long before. When Mannfred returned and revealed himself fully, he was transformed almost beyond recognition — his face contorted and corpse-like, his bare scalp writhing with necromantic power. It is said that the end goal of power is power itself.
In no being, living or dead, is this personified more singularly than in Heinrich Kemmler. An avid enthusiast of the necromantic arts from his youth, by the time he was a man his command of the nefarious, morbid magics that rule the dead were powerful almost beyond equal.
His ascendant star led him to defile the most ancient and secret of tombs in search of the forbidden knowledge that he sought so fervently.
In time, his rivals banded together to engineer a defeat that left Kemmler broken in both body and mind. Half-sane and disfigured, the man who once called himself Lichemaster spent a great many years wandering the Grey Mountains as little more than a beggar.
In due course, subtly guided by forces unknown, the haggard necromancer came upon the monolithic burial mound of a once-great Chaos Champion.The vampires are the most unusual of the starting factions in Total War: Warhammer. On the battlefield and off, their living dead have an array of special rules which make them unusually hard to beat.
Their basic troops never run away and can act as tarpits for much more powerful units—but they have no ranged units whatsoever. What they do have is an array of flying units, magic and powerful heroes to lay waste to the enemy. And, sure those enemies see them as abominations that should be wiped off the face of the earth.
But pacifying moves on the part of the vamps can neutralise that problem. Particularly, the Dwarfs should be no trouble in the early game, as the Greenskin hordes advance on them.
Sylvania is backed up into the mountains, so its East side is mostly secure. These six regions have all you need to get every single one of your top-tier units, as well as a very large income. For example, one of the towns literally has a gold mine. Another provincial capital has a special building that heavily reduces the cost of monstrous creatures including Terrorgheists. And your faction capital can build nearly all the top-end buildings that allow you the top-tier units.
To get them to that state, you need to focus your buildings on growth first—which means a charnel pit or two in every province. Your secondary focus should be on money—whatever you can build to bump it up, do it—for example, Necromantic and Vampiric top end units produce a good lump of money, though it might take 20 turns to pay back the investment to build them.
Your third focus should be on unit production buildings. And your final focus has to be on defensive military structures—which every Vampiric town has, from a Corpse Pile to a Ghost Wall—and which all give you large numbers of free troops when defending cities. Meanwhile, research should be focused on two of the four trees. The Lahmian Book of Blood is where all the best technologies are for the campaign map, so focus on that first. These spread vampiric corruption in your neighbours, which in turn increases the chance of undead rebellions in those areas.
This is a great distraction to potential attackers. You can also spread corruption using some of your hero units. Vampiric corruption also increases public order in that province when you do eventually take control, meaning you have to spend less time with a giant army stack sitting in one place—crippling for a vampiric military campaign, given the cost of armies. Like the Chaos faction, the Vampires have a strong constraint on their army usage.
Because of their ability to instantly and cheaply create large numbers of units in a turn using their Raise Dead ability an unrestrained vamp faction could field numerous full-stacked armies for short terms. The best way to do that is to capture Sylvania and turtle, with two armies defending the area. It also means that, when you do attack, you need to be cautious.Total War: Warhammer 2 Livestream - Vampires
It's best to wait for enemy factions to attack you first. This money is for two things—firstly, temporarily raising new armies for campaigns.
The great tactic: bribe your enemies. Three mid-sized bribes against the Dwarfs who, again, it is utterly pointless fighting, because you can get nothing from it might cost you 24, units of dark magic. You also want to keep a big kitty spare, because the Vamps have special rules that mean they particularly benefit from having ready cash on hand. The most powerful vampire special rule is also one of the easiest to miss. When a large number of troops die in one location, a battle marker appears on the map listing the number of casualties.
The larger stack of dead, the more likely that special vampire units can be recruited instantly here for much cheaper than normal. What does that mean?The Vampire Counts VCs begin in a bad position; they are stuck between two of the largest race-nations on the Old World map: the Empire humans and the Dwarfs dwarfs. Thankfully, both race-nations have other things to deal with than Western and Eastern Sylvania, your starting position. Vampires are ageless and immortal, and they can afford to play the long game.
Taking territory a bit at a time, and solidifying it behind you, is arguably the best strategy you can use. Vampiric Corruption is a useful tool on the campaign map, as it increases public order and causes attrition among enemies, but it takes many turns to establish, by default.
For some reason, so are many of the Greenskin settlements to the south-east. VC Unpleasant Climates include other nearby race-nations such as the Dwarfs mostly east and south. This is another good reason to leave the Dwarfs alone until you can afford it. VC Uninhabitable Climates are those uncivilized areas of the map like the Wood Elf kingdoms to the west, and anywhere with too much Chaos Corruption.
In the early game, it is unwise to expand too quickly; even though cities are the single biggest source of income for VCs, their armies in the early game are weak, and not well-able to defend newly-seized territory. The cost of new cities, new armies, and public order penalties must be accounted for before new territory is claimed. It is not worth it to seize a new town like Pfeildorf if it means you lose Castle Drakenhof to an invasion by Dwarfs or Greenskins.
VCs need to take time to restore Public Order in their seized towns; since all of the other nearby race-nations have a diplomatic Aversion to vampires, new VC acquisitions outside Sylvania have stronger public order penalties. A military presence in an occupied town or city will forestall unrest and rebellions, but the military presence needs to occupy that site for many turns before public order is restored and there is a high enough level of Vampiric Corruption to start giving public order bonuses.
Having a hero in the army with strong Vampiric Corruption traits can speed this along. To maintain a good treasure and good public order, VCs should conquer a town, pillage it for the most money, and then raze it the following turn. Also on the following turn, they should be able to colonize it with the conquering army, or a following, cheap army composed of skeletons and zombies. The more stacks of units an army has, the cheaper the colonization.
An extremely valid strategy for the Vampire Counts is to seize control of towns and cities that were razed by other armies. The trade-off for this is that this can be difficult to accomplish, because in the first place, any army that is powerful enough to raze a city or town is likely your enemy, and might return to raze your new town soon after you found it.
In the second place, if you are making friends with your nearby races, the conflicts that result in razed towns will be further away, and you will almost certainly have to travel extensively across uncorrupted terrain to reach the towns this sort of travel causes attrition in your armies. The good news is that VCs can take over razed towns fairly cheaply thanks to Raise Dead. A half-stack army can move around the map and defend itself or flee long enough to reach a razed site.