Total War: WARHAMMER

Total War: WARHAMMER

View Stats:
Spherus Jun 21, 2016 @ 10:19pm
Vampire counts: Crypt Horror & Varghulf inferior to Grave Guards?
Hi guys,

I'm trying to understand in what situations the crypt horrors or varghulf are superior to grave guards?

From the Threat Indicator the grave guards are just doing better against everything...
what am i missing?

Thanks!
< >
Showing 31-34 of 34 comments
Prolific Avocado Jun 23, 2016 @ 6:14pm 
Steam tanks and greatsword doomstacks are literally a none factor, NPCS will never make doom stacks and if you are playing multiplayer you can literally just make a doomstack in one turn from the countless raise dead sites all over the map from all the high casualty battlfields you have left skattered around all over the place, since you dont need military buildings your encomy will be through the roof so you can afford iit. Steam tanks and greatswords mean nothing against a 19 terrorgheist doomstack that you can summon in like a turn kill the enemy then disband and get your skeletons back. Not to mention steam tanks just get obliterated by magic, and greatswords just sucumb to fear and morale damage.


Originally posted by Abear:
Originally posted by SleepyNarwhalz:
Personally I prefer terrogheists because they have more damage (especially against large) more health, poison, regen, can fly and they're faster

Fairly certain Terrorgheists don't have regain. Perhaps he was around an aura?

They are excellent units though.

I think my main main issue with them is attack speed. Varghulfs are berserkers, smashing and whacking constantly. They throw people around like dolls.
Terrorgheists don't spaz out as hard.

They do have regen, but it wont show because they have too many traits and it sort of falls off their little display area. Pull them away from your necromancer to ensure they arent gettnig healed from him and their health will still be going up on their own.


Originally posted by SleepyNarwhalz:
Originally posted by Abear:
I dunno about people talking mass skeletons, but I know I was the first person on the forums to rave about mass zombies led by a Necromancer.

100% agreed that a single steam tank can take an almost unlimited number of zombies.

But that same steam tank dies to the Gaze of Nagash just like any enemy lord will. In a single hit in some cases. That's the whole point of gigantic zombie armies. Things get tarpitted and swarmed. High value targets are killed with the Gaze.

That's the entire plan. And it works excellently. Especially if you have three full zombie Necromancer stacks and the Necromancer has the perks for zombies and skeletons.

In terms of OPs post, varghulfs and crypt horrors fulfil a different role than grave guards. In this game, another function was implemented that wasn't in other total wars. AOE melee. The entire purpose of which is to disrupt and batter formations into disarray. That's what those units are superior to grave guards in. They have mass.

Cheers,
Abear
Gaze of nagash only really works on lower unit sizes

Which is its point.

Originally posted by SleepyNarwhalz:
Originally posted by RɅGNɅRǑK:

I just find Varghulf is better all around. Mobility, damage, regen. Terrorgheist too slow, and always gets stuck in combat for some reason.
Personally I prefer terrogheists because they have more damage (especially against large) more health, poison, regen, can fly and they're faster

Terrorgheists are literally better in every way, unless the enemy has some sort of bonus against flying.
Last edited by Prolific Avocado; Jun 23, 2016 @ 6:18pm
SleepyNarwhalz Jun 23, 2016 @ 6:16pm 
@axewaffle By lower unit sizes I meant literally lower unit sizes in settings.
ArchaicReaper Jun 23, 2016 @ 6:28pm 
Originally posted by AxeWaffle:
Terrorgheists are literally better in every way, unless the enemy has some sort of bonus against flying.

I've found the Varghulf to be better at chasing routing units as the Terrorgheist has to constantly reposition itself. It does also seem like he gets stuck in armies a bit more often, but the Terrorgheist is an absolute monster for destroying cavalry or chariots. Also Celestial Wizards do bonus damage to flying creatures. Or at least can get a passive that causes them to take more damage from it, like fire makes everyone more vulnerable to fire magic.
SMEAGLEBUTCRACK Jun 23, 2016 @ 8:10pm 
Agree on all the posts saying they are devastating flankers especially with their speed and charge impact.

The fact that a unit of Empire Knights takes over a minute to finish off a unit of zombies they charged means you need to be using your cheap zombies and skeletons as holding units and smash the rear with your monsters.
< >
Showing 31-34 of 34 comments
Per page: 1530 50

Date Posted: Jun 21, 2016 @ 10:19pm
Posts: 34