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You can pull things like fielding 2-3 armies of skeletons and get some pyrrhic victory or a valiant defeat that wipes out like 50 full units to start a nice one. Then fighting more battles in that region should add to the pile. Basically as vamps you almost never have to build unit buildings.
That's the spirit. Once piece of advice: if you come up against Vlad himself and the autoresolve says it's close, take the auto. Vlad is a one man army.
Coast also gets Raise Dead, but (at least to me) it doesn't seem like they get quite as good a selection.
Also, one other important thing with Counts is that they have a chance to resurrect their dead units after a battle, including a loss. This can lead to cases where you deal heavy damage to their army in the first battle, but they manage to bounce back quickly because half their army got back up again after the battle.
First, normal recruitment. Also, since their economy building also improves local recruitment, their recruitment pool tends to be quite high.
Secondly, every lord can 'raise dead'. Dead from battles 'marinate' in the ground - recently dead will only be zombies and such, but long-dead can be raised as all sorts of horrors, even the highest tier units if there were enough dead. It's regional, based on all the dead in the region, rather than a particular locale or battle, and it's instant, not requiring sitting around for a turn.
Thirdly, if they lose units, they can come back after a battle. That is probably what gives them experienced units after many casualties; they have no more ways of getting higher level units than other factions. (You tend to have a +1 in the blue skill line and possibly one or two more in buildings; honestly I don't remember.). They do have several paths to get xp per turn though.
Of course, the main strength of their armies is their lords and heroes; compared with other factions their units are a bit weak, and they also lack ranged, although they do have some quite strong units - healing from necromancers, mortis engine, corpse carts with lodestones, spells is definitely a force multiplier, though.
Basically, if you give them just one or two turns to recover, they'll be back at full strength. You really need to try to have that second decisive fight when you attack.
You will want to build recruitment buildings to a high level in a couple of provinces to keep costs lower. Raise Dead gets pricey.
Play as another faction, say Dwarfs. You often get a limit of 2 units with local recruitment. You can bump that to 4 but those improvements are a long time off, at the far right end of their Tech Tree. Now, there are ways around this. You can combine Local and Global recruitment so you get more units faster but Global recruitment comes at a cost.
And, one more thing. Your Legendary Lords are never truly dead if they lose a battle. Like other factions, they will be wounded and need time to recover. But you get more Legendary Lords because of the Vampire's Kiss mechanic. None of those Lords can ever be truly killed.
I came back to Vampire Counts yesterday with a new run and I'm just steamrolling Bretonnia and The Empire. As difficult as they can be to play against as Falaris wrote, those same mechanics make them agile and adept when playing their faction.