Total War: Warhammer 2 Vampire Coast information – Infamy, shipbuilding, coves, and military breakdown

The Vampire Coast is Total War: Warhammer 2’s newest race, and its first for the reason that Tomb Kings approach again in January. They’re undead, however not as you understand them – they combine the Vampire Counts’ highly effective monsters with such overwhelming artillery and gunnery energy that even a Dwarf would take into account it ‘a bit much’. As is now the norm, a brand new race additionally means a slew of creative and game-changing mechanics on the strategic degree, a brand new military roster, 4 new Legendary Lords and many extra.

In this information we’ll go over all of this. We begin with a breakdown of the core marketing campaign mechanics, together with Infamy, pirate coves, and shipbuilding, with some recommendation to profit from them. We lay out the brand new Regiments of Renown and which ones you must prioritise, since they not unlock in a linear style. We talk about the brand new Legendary Lords, their historical past, their strengths, and their beginning places. Finally, we take an in-depth have a look at the roster, discussing the position of every unit within the military and a few techniques to make use of them.

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Vampire Coast military mechanics

Infamy

Where the opposite factions should accrue ritual foreign money, Infamy is basically the objective of the Vampire Coast marketing campaign. That’s as a result of your precise objective is to slay the ocean monster Amanar, which requires a star-metal harpoon, which should be empowered with three verses of a magical sea shanty, every of which is carried by a legendary pirate, who will solely be drawn out when your Infamy is larger than theirs. See? Simple.

You achieve Infamy by profitable battles, taking or razing settlements, upgrading the harpoon launcher in your ship, and finishing sure missions. Pirate coves are one other necessary supply – extra on them in a second.

When your Infamy exceeds that of one of many legendary pirates, they may spawn someplace on this planet and beeline best for you. If you’d relatively not take care of them but, it’s attainable to lose Infamy and thus delay their look. You can do that by issuing the ‘share the loot’ regional commandment, or by spending 1,000 Infamy to rent one of many particular Lords within the tech tree – they’re badass and aren’t topic to the loyalty mechanic, so this can be a good concept anyway.

Pirate Coves

Pirate coves are mainly a approach so that you can revenue from enemy territory with out investing in it. When you efficiently conquer an enemy port (denoted by an anchor icon), you’ll be able to set up a cove there as an alternative of the same old occupy, sack, and raze choices. You can then specialise that cove into one among 4 sorts, all of which gives you line of sight on the port along with these results:

  • Pirates’ Rest: produces 80 Infamy per flip
  • Corrupted Tavern: produces 50 Infamy per flip and spreads Vampiric Corruption +5 regionally, +three to adjoining provinces
  • Picaroon’s Hideout: produces 30 Infamy per flip and siphons 50% of settlement’s revenue to your personal coffers
  • Smuggler’s Cove: produces 20 Infamy per flip, 200 gold per flip, +2% revenue from commerce, and +2% analysis charge

The solely actual alternative is between the final two and our basic desire is for the Picaroon’s Hideout, particularly when you get the prospect to place one in a sometimes rich port like Lothern or Marienburg. But when you’ve been taking part in good, secured a number of commerce offers, and might supply many exportable items, then some additional p.c on commerce revenue could be extra worthwhile.

Spreading corruption may disrupt your opponent’s public order, which is humorous, nevertheless it will get you nothing except you’re planning to colonise that territory later. If that’s the case, why not simply take the port outright and unfold corruption utilizing your personal buildings and character expertise?

You’ll have observed that each one of those coves give Infamy per flip in various quantities. Most different sources are irregular, so coves are helpful for an everyday drip, ideally constructing to a flood. When you’re capable of ship sturdy armies overseas, this needs to be your precedence, however there are some things to remember.

To put a cove in a overseas port, it’s a must to first conquer it, which suggests it’s a must to be at conflict with its proprietor. Then, cove established, it’s a must to go away the port intact and in enemy palms. Given that the AI doesn’t like making peace except you’ve dealt it a crippling blow, this may make wars arduous to complete, so you must choose your victims fastidiously.

Try sending a Lord with shipbuilding (see under) distant from your personal territory, the place the locals are least more likely to punish your aggression. Minor factions with few allies and plenty of enemies are ultimate targets, as coves persist in a metropolis even when conquered by another person (except they’re one other Vampire Coast faction, during which case they’ll take the cove too). Frankly, even a significant energy is more likely to have higher issues to do than retaliate in opposition to you when you’re on the opposite aspect of the world, although clearly your Lord might want to keep alert.

Shipbuilding

Shipbuilding is the nautical equal of Horde armies, as seen in Chaos Warriors and Beastmen. Only Vampire Coast Legendary Lords and tech tree Lords have entry to it. It basically turns them into transferring settlements – whether or not on land or sea, they’ll have the ability to develop and recruit troops inside their very own military. Any shipbuilding Lord can thus be away from house indefinitely, which is why they’re your best option to go cove-hunting. Better but, recruitment capability will increase as you add buildings to your ship.

Unfortunately, this may also improve the inhabitants (or ‘crew’) price of including future buildings, so right here’s the place a little bit foreknowledge pays off. Upgrading the captain’s cabin and anchor constructing chains will velocity the crew development charge, so we recommend making the anchor your first addition, with recruitment buildings after that when you’re wanting to go plundering. You must also know that upgrading the harpoon launcher to tier 5 is a requirement for the marketing campaign victory, so don’t go away it till a brand new module prices 18 crew to get it put in – particularly because it gives helpful buffs to your capturing.

Treasure Maps, Pieces of Eight, Regiments of Renown

Treasure Maps and Pieces of Eight are the game’s mild nudges to get you out onto the excessive seas, the place a pirate belongs. Treasure maps require you to observe some trivially simple clues to a specific area, the place you’ll be able to ‘dig’ with a brand new military stance. The ensuing prize will encompass gold and Infamy. You’ll get one at the beginning of your marketing campaign and new ones will, supposedly, drop from battle victories, looking ruins, and encounters at sea – however we’ve discovered the drop charge to be very low.

Pieces of Eight are extra attention-grabbing. Obtaining these is the way you unlock the Vampire Coast’s regiments of renown. They are held by the brand new pirate fleets that now roam the Great Ocean – you’ll be able to click on on any of the cash to trace every fleet, so discovering them isn’t the difficulty. Fighting them is the difficulty.

Any of the pirate fleets are a stern check within the early-game, however understandably, the perfect regiments of renown are held by the strongest pirates. Here’s a fast overview of the Vampire Coast regiments of renown, ranked in our opinion from worst to greatest so you’ll be able to prioritise your targets:

  • The Tide of Skjold (Zombie melee mob) – a frenzied mob of zombie pirates with excellent vigour and higher assault, defence, and management. Decent when you can snap them up early, however they’re nonetheless simply zombies.
  • Salt Lord Scuttlers (Deck Dropper bombers) – higher management, assault, defence, and injury, plus armour-sundering (versus merely piercing) talents. We reckon bombers supply too little bang for his or her micro-intensive buck, however at the least they keep related for some time.
  • Night Terrors (Mournguls) – Night Terrors enhance on Mournguls on nearly each stat, however get slapped with the Rampage property. Mournguls might be susceptible if uncovered (see recommendation on utilizing them under), so that you hardly wish to lose management of them.
  • The Black Spot (Zombie handguns mob) – higher management, assault, defence, and weapon energy, plus anti-large and cost defence vs massive. Zombie handguns retain their lustre higher than melee mobs, and these can work properly as a mass hearth anti-large possibility alongside elite-sniping Deck Gunners.
  • The Lamprey’s Revenge (Rotting Prometheus gunnery mob) – higher cost defence, management, assault, defence, and missile injury, plus Regeneration. Crabs are nice for absorbing injury on the entrance line, and these are the perfect crabs in need of a Leviathan.
  • Shadewraith Gunners (Deck Gunners) – Deck Gunners are already nice, and these guys are each ethereal, and hearth ethereal rounds. They even have extra well being and missile injury, plus the anti-infantry property, spelling ranged doom for all however the hardest elites. Definitely a precedence.
  • The Bloody Reaver Deck Guard (Depth Guard with halberds) – extra management, assault, defence, and the power to get a 44% Ward Save by Enrage. Anti-large Depth Guard are nice, however these are among the many greatest infantry within the game.
  • Gallows Giant (Necrofex Colossus) – that is the flamethrower-wielding Colossus that you just noticed within the Vampire Coast reveal trailer. It doesn’t have the vary of a hard and fast cannon, nevertheless it’s nonetheless respectable, being akin to Skaven slingers. Its missile injury, although, is completely heinous, at 956. It’ll soften something it could actually shoot, and is barely extra succesful in melee than an everyday Necrofex.

Vampire Coast Legendary Lords

Luthor Harkon

The Pirate King and Grand Arch-Commodore of the Vampire Coast himself. Luthor Harkon was sired by Abhorash, progenitor of the Blood Dragon line, and as such is a lethal duelist. An ill-fated raid on a Lizardmen temple noticed a magical lure addle his thoughts, severing him from the winds of magic and driving him mad.

Accordingly, Harkon has a private quest in Total War: Warhammer II to revive his sanity. Until he does so, he’s periodically overtaken by his totally different personalities, conferring each buffs and debuffs. These can embody spells, however in any other case Harkon is unable to solid magic. Indeed, he emits an aura of anti-magic that may shield close by friendlies from spells and even shut down enemy wizards. Slann or Skink-priests make ultimate targets if you may get him into fight in opposition to them safely. He’s fairly fast, which makes this simpler, however solely reasonably powerful and barely armoured, so don’t be too reckless with him.

Harkon begins – naturally – on the Vampire Coast, with undead mutineers to the north and Lizardmen all over the place else. Your beginning military is sufficient to take Pox Marsh from the mutineers, and we recommend you rent any outdated Lord to snap up the 2 ruins to the south (the Blood Swamps and the Star Tower) earlier than anybody else. This will safe the Vampire Coast area which, with 4 port settlements and several other native assets, develops into some of the profitable within the game. This is your financial heartland.

In our expertise, lots of the new rogue pirates got here near our shores and declared conflict on us, stopping us from taking to sea for some time. This is nothing to fret about. They received’t assault you on land, and there’s a lot to do in Lustria. Most of the ruins you’ll see aren’t but inhabited by Skaven, and the Vampire Coast is a good springboard to take extra territory from the native lizards, who won’t ever be your mates. Once your borders have reached the Blue Viper Greenskins and Lokhir Felheart, you’ll be able to select whether or not to maintain increasing, or to make good, settle with what you’ve gotten, and take to sea.

Count Noctilus

Nyklaus von Carstein’s obsession with energy drew him to the maelstrom on the coronary heart of the Great Ocean, often known as the Galleon’s Graveyard. He magically transported his fortress there, the higher to feast on its darkish magic, and re-emerged as Count Noctilus, admiral of the Dreadfleet. Think Salazar from Pirates of the Caribbean.

Noctilus is gradual however powerful, with excessive mass, heavy armour, and the power to regenerate HP. He has a polearm, so can deal with himself in fight in opposition to armoured and enormous models. He may also solid a mixture of spells from the Lores of Shadow and Vampires, and most significantly, his beginning military consists of Depth Guard and a freaking Necrofex Colossus. Besides being wonderful (see military overview under), Colossi trigger terror, which synergises properly with The Withering, one among Noctilus’s spells.

Noctilus begins within the Galleon’s Graveyard on the centre of the ocean. The nearest land is Caledor on the southern tip of Ulthuan, which begins at conflict with you. It’s simple sufficient to wipe them out and take a foothold on the elven island, nevertheless it’s very troublesome not to then wind up in a conflict on two fronts with Tyrion to your east and Tiranoc to your north. If you’re going to take them on, do it by yourself phrases: decide to knocking one among them out and use the positive aspects to boost a second military as quickly as you’ll be able to handle it.

Alternatively… rooster out. We deserted Lothern in our playthrough and went on to win the marketing campaign with out taking any extra territory in any respect, as an alternative sending Noctilus to arrange pirate coves in distant ports whereas defending solely the Galleon’s Graveyard. It’s a superbly viable method to play and really a lot suits his id as a spooky terror of the waves… however it may be a bit boring.

Cylostra Direfin

Creative Assembly’s first authentic Warhammer character, Cylostra Direfin was as soon as a celeb Bretonnian songstress. Sent to Ulthuan to sing for the Phoenix King, her ship was sunk by a storm, dashing Cylostra’s ambitions of fame and adulation.

As a vengeful ghost, Cylostra is ethereal, that means she’s extremely immune to bodily assaults. She is in any other case very fragile, with little armour and mediocre melee defence. Beware anti-character sniping spells like Spirit Leech, and maintain her away from something with magical assaults – sarcastically, contemplating her first life, Bretonnian Grail Knights are ultimate troops to take her out. Melee isn’t her position anyway – she’s a help bard, capable of buff allies and debuff enemies with particular songs and solid spells from the Lore of the Deep. Use her means to summon spectral Bretonnian knights to display screen her and maintain her out of fight.

Cylostra is the one Vampire Coast Legendary Lord whose preliminary problem is rated arduous. She begins at Grey Rock Point, throughout a brief channel from the Skeggi, with whom you’re at conflict. They are your first beneficial conquest, and taking their territory will throw you up in opposition to the New World Colonies and Mazdamundi, each of that are fairly hostile. The Dark Elves to the west will maintain you from consolidating the Grey Guardians, which is a ache, however they’re ‘merely’ unfriendly and much much less more likely to kick off in opposition to you than your different neighbours.

After consolidating Skeggi’s territory, declare what you’ll be able to of the Forests of the Viper (southwest) to maintain Mazdamundi from getting too sturdy, then go to conflict in opposition to him as quickly as you’re in a position. Knocking out Skeggi ought to placate the New World Colonies sufficient for them to depart you alone till you may give them your full consideration. That ought to then set you up for the remainder of the marketing campaign.

Aranessa Saltspite

The Queen of the Tides, Aranessa Saltspite is a dwelling pirate captain of Sartosa and – some say – the daughter of the ocean god Manann. Her father now sends tides of bloated corpses to scrub in opposition to her ship, a lot to Aranessa’s distaste, however she recognises them as a needed means to attain her future: management of all of the world’s oceans.

Aranessa is a lethal and agile fighter. She strikes rapidly and has excessive melee defence and bodily resistance to symbolize her agility, although she does have low armour and HP. She’s most secure in melee when preventing the proper enemies, of which there are a lot of: her halberd gives the same old bonuses in opposition to armoured and enormous threats, however she will additionally make use of sweeping assaults to have interaction massed infantry. She may also pin enemies with a internet, holding them in place for the proper cost, or a capturing or magical bombardment. Aranessa’s largest vulnerability might be magic, given her low HP and lack of resistances – once more, be careful for Spirit Leech.

Aranessa begins as proprietor of Sartosa within the far east of the Vortex map. You’ve bought Araby to the south and Ulthuan to the northwest. The game’s early hints will encourage you to take some territory from Yvresse, which is wise and straightforward, because it’s poorly defended. You’ll most likely make enemies of different elven factions as you accomplish that, in order with Noctilus, there’s a danger of getting sucked in to a prolonged marketing campaign on Ulthuan. Yvresse is barely extra defensible than Caledor, nonetheless, so Aranessa ought to have a better time of it. We advocate going north into Cothique till you’ll be able to elevate a second military, as heading in direction of Lothern dangers antagonising extra and stronger elves.

Vampire Coast military roster breakdown

Here we’ll give an outline of the models within the Vampire Coast roster and a breakdown of their strengths, weaknesses, and position in your military. For a straight record of every unit, take a look at the Vampire Coast army roster.

Zombie pirate deckhands – melee

These fundamental infantry are akin to Skeleton Warriors in energy. They’re not the worst within the game, however they’re not far off. They solely have twin swords as an gear possibility till tier two, once you may give them polearms for fundamental anti-large duties, however they by no means get armour or shields. Their solely actual promoting level is their massive unit dimension and well being pool.

As undead, they don’t run, in order that they serve the identical position as different zombies – slowing the enemy’s advance by being a giant sticky tarpit. They’re simple to summon by elevate lifeless in marketing campaign or military talents in battle, and straightforward to bolster by spells like Invocation of Nehek.

Zombie pirate deckhands – gunnery

Your fundamental ranged infantry is available in 4 flavours: sword and pistol, handguns, hand cannons, and bombers. The first can move-and-fire and isn’t horrible in melee, the second has extra vary, the third has quick vary however extra injury, whereas the final can throw damaging bombs into melee on the belief that you just care much less about shedding your personal troops than the enemy does theirs.

Gunnery deckhands of 1 flavour or one other needs to be a mainstay of your military for at the least the primary three tiers. Thanks to the Vampire Coast’s ‘more powder’ military trait, they’ll do shocking injury en masse, particularly if supported by a Gunnery Wight hero. They’re distinguished extra by their position than strict variations in means, although we discovered a mixture of handgunners and hand cannoneers served us properly in a variety of conditions. The former supply the perfect injury over essentially the most vary, whereas the latter combine glorious short-range injury with knockback that may disrupt enemy expenses. We recommend arranging them in two gunlines, and charging your melee models previous them as soon as the hand cannons have fired a volley on the enemy.

Deck Gunners

The pinnacle of your zombie gunnery, Deck Gunners are fourth-tier missile models capable of ship a small however lethal volley. With solely 24 troops in a unit, they don’t put out the identical quantity of fireside as your gunnery mobs – or certainly, most missile models within the game – however individually, they’ve higher vary and missile injury than even Sisters of Avelorn. They can penetrate armour, shields, and even enemy our bodies, so nothing is secure.

Deck Gunners are an excellent option to whittle down costly targets, particularly elite infantry and cavalry that can really feel each loss. Don’t use them to shoot low-cost massed infantry – they’ll simply absorb the injury – and don’t allow them to get drawn into fight. They’re nonetheless crap fighters.

Bloated Corpse

A primary for Total War in that they’re a self-destructing unit, Bloated Corpses are probably devastating – one among ours managed to kill 79 troops in a single explosion.

The solely counter is to toss them a fodder unit like zombies or shoot them earlier than they get too shut. If you’ll be able to cover yours in forests or display screen them with massive models like Prometheans, then unleash them on lots of high-priced infantry, they’ll simply make up their price.

Depth Guard

Your solely competent melee infantry, Depth Guard are a godsend once they lastly arrive. As vampires they’re frenzied, can regenerate well being, and have glorious assault and weapon energy stats. Their solely draw back is a small unit dimension and well being pool, and no entry to shields – consider them as a much less sturdy however a lot deadlier model of the Vampire Counts’ Grave Guard. Their small dimension makes therapeutic spells particularly impactful on Depth Guard, so maintain them topped up by Invocation of Nehek.

The dual-axe berserker variant will chop most infantry like a blender, whereas the tier-five polearm variant are your most strong anti-large resolution. They can maintain the road in a pinch, however Depth Guard are higher used as shock troops. Hold them in reserve whereas Prometheans tie the enemy down, and throw them in for some impression. That mentioned, they’ll play a defensive position, too – the polearm variant are the very best escorts to your artillery when you’re afraid of cavalry or monsters.

Syreens

Mid-tier shock specialists. They’re ethereal, granting 75% bodily injury resistance. They may also pierce armour, scale back enemy melee assault, trigger terror, and are fairly fast in comparison with the remainder of your military. Like many ethereals although, they’re additionally frail, with low HP, zero armour, management that hardly beats a Bretonnian peasant mob, and magic vulnerability. They’re at excessive danger of crumbling if overwhelmed or shocked in fight, even by models that may’t technically harm them, and particularly by these that may.

Use their velocity to smash enemy flanks or rears, both to trigger routs by terror, or swing combats in your favour with their assault debuff and near-invulnerability. It’s value bringing one or two Syreen models when you fancy attempting this, however regulate them and don’t anticipate them to do the job of line infantry. They can hunt conflict machines or archers, however you’ve gotten a number of models that do it higher.

Scurvy Dogs and Fell Bats

You know them from the Vampire Count roster, the place Scurvy Dogs are Dire Wolves – although Dire Wolves have barely higher melee defence and cost bonus. These are quick however very fundamental, low-tier conflict beasts, respectable at worrying enemy flanks and light-weight, small models. To be sincere, neither are notably good examples of their kind. They can normally be relied on to kill artillery crews, however Scurvy Dogs will battle to commerce with all however the weakest missile models. Their velocity is their greatest asset – they’re normally capable of catch the quickest enemy models, like Outriders or Ellyrian Reavers, and maintain them caught in melee till competent troops arrive. Annoying you into such overcommitment is strictly what gentle cavalry is for, although, so that you’re type of taking part in into the enemy’s palms. Just shoot them. Deck Dropper handguns are ultimate.

Deck Droppers

Fell Bats carrying zombies, Deck Droppers have variants with swords-and-pistols, handguns, and bombs. The first are significantly better harassers and counter-harassers than canines or bats – they’ll reliably kill enemy artillery, and can annoy unarmoured targets. The handgunner variant can’t hearth whereas transferring, however is in any other case preferable in all conditions – it offers extra injury at a significantly better vary, and might even penetrate some armour.

The bomber variant can drop bombs like Terradon Riders can drop rocks, although Terradons are higher in each respect besides unit dimension and well being. As with Terradons, Deck Dropper bombers are very micro-intensive – you might want to fastidiously fly them over your targets after which manually drop their bombs. These might be fairly lethal, however as soon as their payload is spent, so is their usefulness, and it’s a good way to distract your self when you’re not nice at micro. A enjoyable gimmick, however most likely extra hassle than they’re value.

All three Deck Dropper sorts are fragile, sharing the identical low armour and middling well being pool. They received’t win air supremacy in opposition to the likes of elves or Bretonnians, and needs to be evaded massed capturing. Don’t commit them to melee except they’ve spent all their ammo, and select weak targets even then.

Animated Hulks, Mournguls, Rotting Prometheans

Your mini-monsters. At tier three, Animated Hulks do (nearly) every little thing your melee deckhands ought to do, however higher. With respectable well being, mass, and uncooked melee injury, they’ll display screen your zombie gunners and are your first unit that’s really a bit scary to battle. That mentioned, other than a aggressive well being pool, they evaluate badly to most different monstrous infantry. And since there are fewer of them than in a zombie mob, they’re not fairly pretty much as good at enveloping and ‘tarpitting’ enemies. With the abundance of armour and anti-large at tiers 4 and 5, they’re additionally fairly rapidly surpassed. Adopt them early, retire them early.

Mournguls are probably way more deadly. They beat most different monstrous infantry within the game for assault and weapon energy, and mix this with distinctive cost velocity, armour-piercing, and the power to regenerate HP in melee. They may also Vanguard and Stalk, which actually helps you get optimum expenses or ship them looking conflict machines, ranged troops, and lone wizards. They’re missile-resistant, however are in any other case fragile, with no armour or shields – be cautious of magical assaults or highly effective massive and anti-large models. On the topic of Mournguls, the juiced-up Mourngul Haunter hero might be constructed into some of the devastating melee combatants within the game, and is a first-rate accompaniment to a combat-focused Vampire Coast military.

Rotting Prometheans, or big crabs, are a lot tankier (and higher) Animated Hulks. They have excessive mass, armour, and cost defence vs massive, in order that they excel at holding the road and screening your missile troops. They’re additionally gradual, even in a gradual military, and in our expertise they didn’t dish out a lot injury in melee. Prometheans, then, are very a lot an anvil unit – deploy them entrance and centre, allow them to take up expenses, and run your Mournguls or Depth Guard into the enemy’s flanks or rear. A gunnery mob variant provides a little bit ranged injury for no discernible draw back.

Carronade, Mortars, and Queen Bess

Your artillery. Carronades are functionally an identical to (however statistically barely worse than) Empire and Dwarf cannons, providing long-range anti-large capturing, whereas mortars drop shrapnel-spraying shells on an oblique trajectory. Bring cannons when you’re dealing with monsters – ideally slow-moving, grounded ones – and mortars for lightly-armoured infantry blocks. Cannons might be helpful into the endgame, however mortars needs to be retired by the point armour is widespread.

Queen Bess, alternatively, is at all times helpful. An particularly huge mortar with an enormous vary, every of its shells will unfold large splash injury and even motion penalties the place they land. We’ve seen clear hits erase as much as a 3rd of a unit’s troops and shatter their management. Like a mortar, mushy lots of gradual infantry make the perfect targets, although there’s a spot for Queen Bess in opposition to nearly any foe. There’s a world cap of 1 on these weapons, and it’s unlocked by performing a ceremony that can change into obtainable when your Legendary Lord hits degree 12.

Death Shriek Terrorgheist

Another interloper from the Vampire Counts record. The Coastal species has barely higher weapon energy and melee assault, however no bonus vs massive. Otherwise, the 2 are an identical. Their key strengths are that with a good well being pool and regeneration they’re fairly tanky, they trigger terror, and so they have a loss of life shriek assault that each offers injury and saps enemy morale. Neither is the strongest melee monster, however that’s like saying no Premier League footballers are pretty much as good as Pele at his peak. They’re definitely no pushover.

The Terrorgheist’s established position in Vampire Count armies is a cellular terror bomb. Once you’ve bought the enemy entrance line in melee, have your Terrorgheist drop a loss of life shriek after which a rear cost on them. Add Soulblight or Doom and Darkness through a Lore of Death caster, and you must have the ability to rout nearly anybody. Naturally Terrorgheists are additionally in a position hunters of artillery, lone mages, and missile models, however there are cheaper methods to try this when you’re seeking to optimise a military for multiplayer.

Rotting Leviathan

Here’s your tank. The Rotting Leviathan has extraordinary armour at 150 (second solely to the precise Steam Tank) and HP at 7421, plus excessive mass, missile resistance, terror, and cost defence in opposition to every little thing. It additionally has armour-piercing melee assaults and a crew of zombie handgunners for added ranged injury – although not very a lot of it. Basically, it’s a Rotting Prometheus Gunnery Crew on steroids. It’ll final ages in melee and is a advantageous anchor to your frontline whereas spreading terror all around the enemy’s. If they know what’s good for them they’ll kill it with anti-large capturing or monsters earlier than committing their infantry, so be careful for that.

Necrofex Colossus

The eye-catching centrepiece of the Vampire Coast roster, the Necrofex is totally as devastating because it seems to be. It’s a jack of all trades, grasp of none: its cannon is outranged by true artillery items, however they’ll’t hearth on the transfer or wreck face in melee. The Necrofex can. You can stroll it out of your traces and both retreat with it because the enemy advances (greatest in the event that they’re gradual), or simply face them down in fight. Dedicated melee monsters like necrosphinxes and correct giants will overpower it, nevertheless it’s no slouch, and can merrily slap line infantry round all day. It additionally causes terror and doesn’t run, so pair it with leadership-sapping spells and shock expenses to demoralise and rout enemies.

Monsters and hardened, psychologically resilient infantry like Ironbreakers are sub-optimal match-ups, and naturally its actual weak point is elite anti-large. If you’re fielding Colossi, use your artillery to delete Phoenix Guard, Hammerers, Executioners and the like earlier than they hit your traces, and little or no will have the ability to cease them.

 
Source

Strategy, Total War: WARHAMMER II

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