Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Proper answer - ranged spamm is useless against Cairn Wraiths and Hexwraith Riders.
Educating answer - proper use of skeleton spears/shielded grave guard combined with 2-3 necromancers on ressurecting corpse carts spamming Invocation of Nehek on your troops and Rise Dead on enemy shooters is a good screen. Black Knights is a cheap hammer when your anvil is set up, or Vargheists if you want things to rout faster. Or Blood Knights if you feel rich.
I like to tuck the dire wolves in a forest or something and wait for the melee portion of their army to make contact with mine or just run far enough ahead of them to catch them, can even abuse their skirmish mode to make them run farther away from the army before munching on em. Makes a huge difference because 6 ranged units or so getting wiped before they can use their ammo is a big balance of power shifter/ leads to army losses faster. Also nice to have these units run down any unit that routes obviously.
Mentioned the dlc units specifically so yeah you may need hexwraits to reliably break the ironsides but if you meant the long rifles they should fold even quicker than a normal handgunner unit
Fell bats are good for clearing out artillery and they are a guaranteed option in the raise dead pool so sending them on a suicide mission to stop hellstorms from firing is an option
otherwise spam low tier junk units and complement them with Necro lunestone and mortis engine. you can punch very far above your wait with that in terms of Bang for your buc
The rest of the army are just there to stop you routing from being outnumbered, or to hold the ground if all of your characters are flying.
But if you really want to use elite late game units; Blood Knights, Terrorgeist, Mortise Engine.
Vargeists are still very good in the late game at shredding vulnerable targets (e.g. artillery crews). You shouldn't be running them straight into enemy missile fire.
Crypt Horrors can also do a lot of work with their AP damage and regeneration. Just have to be careful not to run them straight into hard counters (Halberds, Slayers, etc).
The rest can pretty much just be Skelly Spears.. Really and a few Vampire Heroes/Vampire Lords. They're the real powerhouse of the Vampires. Wind of Death is an incredible spell (still) and the Vampire Heroes and Lords can pretty much solo.. well anything for an eternity so yeaah.
The only thing they sort of struggle to deal with is heavy artillery/ranged units, but you would just send your lord/heroes up to nuke that with spells before the engagement starts.
I still think Vampire Counts are horribly behind in terms of power, because eh.. Their armies are trash compared to virtually all other races and their faction mechanics dull (you can see it was some of the first iterations of faction mechanics).
Nothing as it can only apply it's buff and debuff once per unit.
just make sure you kill range enemies and you good to go like again with every faction....
You will win they will loose / You will loose, but will create battle site ===> they will loose in next consecutive battle
A good trick is to blob up and keep the hole army under the regen of the necromancer and lunestone and mortis engine. Also wen blobbed up it becomes more difficult to hit a single unit with full damage. the damage will be shared between different units and healing will become much more manageble
You should alway kill artilery first though so some flyers is a must. Wen fighting choas dwarfs mind the aoe spells. they are basicly the only things that can effectifily deal with a VC healing blob