Total War: WARHAMMER II

Total War: WARHAMMER II

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Inardesco Jun 20, 2019 @ 12:42am
Tips for vampire counts?
I seem to be a bit stifled by what units I require in the army. This is my first campaign as an old world faction.

There are no artillery pieces or ranged options that I've noticed. Previous sieges that I fought I simply swarmed the walls with 2 armies while the lords bashed the gates. It works but takes a while, especially against dwarves.

I have the no upkeep techs but also at the point where normal skeles are starting to become useless. I have 4 armies (Vlad, Isabella, Mannfred and a lahmian general from bloodline) with grave guard here and there and some cavalry.

Money wise it isnt peachy either, about 3-6k a turn so I can build a single building and then I'm out. Chaos is on the verge of coming round as well. The regions I have are Wissenland, Sylvania and the two empire regions you start next to with Von Carstein. Going south is borderprinces, going east is map border, north is kislev and talabecland (nap) and west is dwarves, wood elves, brettonia and empire.

I'm only at war with the Dwarves but they also have to deal with greenskins (str r1) and various other enemies and I no longer border them.

What do?
Last edited by Inardesco; Jun 20, 2019 @ 12:43am
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Showing 1-15 of 57 comments
PetitDragon61 Jun 20, 2019 @ 2:03am 
Get 4 Varghulf, at least 4 grave guards yellow (anti-armor), + 4 grave guards red (anti-inf), 2 cav for flanking (you may upgrade to blood knights but they are a bit fragile imo), maybe 2 skel spears (for anti-large), 1 wight king + vampire if necessary to cast soulblight + doom & darkness. Maybe 1 Mortis engine.
Fill empty slots with Terrorgheist when you can. You may then progressively replace inf (later, cav) by terrorgheist. Late game I have 8 per army. Keep the 2 spears anyway.
Your Lord must be the tank - so once you got Lighting strike (usually my first objective), build the Yellow path to supreme tankiness, regeneration and damage.
Varghulf break doors in 1 minute or so (but don't throw them at spears after breaking the gate - let the inf do the job if there are spears waiting behind the gate).
Don't bother building recruitment infrastructure (except for your home region). Just raise what you find on battle sites.
Dwarfs are the toughest to handle (as often the case), but once they are done, you're good for the rest of the game.
I would contain Empire and focus on Dwarfs. Let chaos deal with Kislev and Humans. They also often go at war with Norsca, so no big threat.

Hope this helps
ChaosKhan Jun 20, 2019 @ 3:18am 
I tend to avoid to fight fairly and just run around with 2 stacks, the first containing only no upkeep chaff and the second beeing a regular stack comprized of the usual hammer&anvil combination. First I weaken and exhaust the opponent with chaff and then send in my regular stack to mop off the rest. Just don't forget to pull out your zombies/skeletons so they don't get completely wiped. Raising them is cheap, but not free.

For your regular stack, you can honestly use whatever you want as everything is kind of viable. You might want to replace your line skeletons with grave guard/crypt horrors after a while. My hammers of choice are normally vargheists and blood knights as they can deal with everything the game can throw at them quite well, but you can use everything else as well without issue. The balance between anvil/hammer should be 50/50 and you can always have more hammers, but it's not a good idea to have less.

Army buildings should have lower priority than economic ones, but some are still very important because they increase agent cap. Considering that the VCs have very strong agents it is adviseable to not forego the binding circle and vengeful spirits building chains.
Last edited by ChaosKhan; Jun 20, 2019 @ 3:20am
ArchAnge1LT Jun 20, 2019 @ 3:30am 
Use Invocation of Nehek. All the time. As of latest patch it affects only 4 units (it was nerfed, but it is still great). So try to heal those who are more important or most injured.

Vampire lore is one of the strongest lore in the game.
Last edited by ArchAnge1LT; Jun 20, 2019 @ 3:31am
Zane87 Jun 20, 2019 @ 3:39am 
^ I'd go with what ChaosKhan said.
Chaff and hammer works really good and is affordable.as you noticed, VC has a tough time early on with money. Most buildings are expensive and only the high level ones generate much income, so save where you can.


For the hammers: Black Knights and especially Blood Knights are dope. Good charge, fast, good for cycle charging. Varghulf is also nice but sometimes a bit squishy. Vargheists are great. They are basically tiny flying varghuls that can screw enemy artillery and missile troops.
Terrorgheists are good. But they are expensive and when money still matters, I would never take more than 1, if any.

Finally, especially for the terror rout game, never go out without at least 1 unit of direwolves. They are weak and can't kill that much, but because of the attack animations, nothing kills routing units faster.
Hammer -> single an enemy > rout > next while the wolves hunt them down. Time is of the essence because the longer you wait, the more damage your chaff takes, so fast finishing off helps greatly.

Early on, I would also advice including 1 or 2 corpse guards and/or 1 necro heroe. The regeneration auras really help your chaff. They don't fight, just give regeneration. Later, Mortis engines are great for that, too.

Finally, heroe armies. 2 or 3 vampire heroes with Isabella, Vlad or Manfred will kill a full empire stack. If you start as Von Carstein, you can have 2 small heroe stacks by turn 5. Costs not much but will carry you through the early game. Also, dumb AI send stack after stack against them cause they think they win > free money
KOS Jun 20, 2019 @ 4:03am 
Focus on dwarf, you will get good reputation with orc and could ally them, with orc you can defeat empire, bretonnia and sylvan elf easily.
Inardesco Jun 20, 2019 @ 6:11am 
Ok, well, I'm currently just going to focus on confedding the other vampire nations. I thought Moussilion had a legendary lord as well?

Edit; the red duke. Game says he is available to recruit but cant see him? Do i need dlc for him?
Last edited by Inardesco; Jun 20, 2019 @ 6:31am
KOS Jun 20, 2019 @ 8:23am 
Heinrich Kemmle you dont need any dlc.

He will accept fast.
Inardesco Jun 20, 2019 @ 8:31am 
But kemmler isnt the red duke, which is the one the game says is available but isnt
Might want to replace skellies with Grave Guard/Crypt Horrors. Have flying units that can kill off enemy artillery and missiles. As they have said, Vargheists are really nice, just take care of them. Black coach is pretty good as well vs infantry centric armies. Mortis engine is also good to augment frontline.
glythe Jun 20, 2019 @ 8:37am 
Step 1: run around with lots of skeletons with Manfred+Varghulf.

Step 2: get air cav (Vargheists/Terrorgheists) and after you charge the infantry line send the fliers into the missile units

Step 3: make your armies to suit what you are fighting.

You want at least 8-10 grave guard in every army.

If you are fighting dwarves you might want to add say 6 crypt horrors for the AP.

If the enemy has archers you want fliers to descend and annihilate them.


Dont bother with the corpse carts , mortis engine, or black coaches (all are terrible).

Get vampire lords or ghoul kings (not master necromancers). Make sure to add death magic vampire heroes to vampire lords.


mdardis Jun 20, 2019 @ 8:47am 
Usually i will run two stacks early game with the lords and free skellies. Auto-resolve any fight that is in your favour by a minor margin & the resulting unit losses with get you an early grave. That will get you Grave Guard, Blood Knights, etc. Note that these cannot form in your start province.

With Isabella you can alternatively go full on forest buffs/techs/etc, which are very strong.

Charnel pits everywhere, you want to spam income boosting necromancers. Their buff effects the province, so you ideally want them in a 4 building location like Altdorf. This is strongest with Kemmler, but still good with the others.

Lahmian blood kiss is always the optimal first choice. You want lv10 up asap on the lord for the hive mind ability (-50% construction cost for Vampire chain). Essentially you want to twin this with 5 lore keeper heroes (recruit on sight) so the Vampire buildings become free. That’s 500 extra income per major settlement, 650 with the tech.

Following this try & get a further 5 lore keeper heroes. The necromancer & banshee building chains on top of the above, plus techs increase income by 1,560 in each major settlement.

There are a few exploits for farming blood kisses. Keeping an opponent weak & making/breaking vassels is one. Using the ‘Vlad retreat’ to grant a leader the -4 wound recovery trait, then farming them. Also just using heroes to wound others.

Best doomstack (especially if Isabella is faction leader) is just a load of Vampire heroes. At some stage you may be fortunate enough to land enough leaderships debuffs (terror incarnate) to auto-rout most units. Although that tends to end the campaign quickly, as it isn’t that fun.
Originally posted by glythe:
Step 1: run around with lots of skeletons with Manfred+Varghulf.

Step 2: get air cav (Vargheists/Terrorgheists) and after you charge the infantry line send the fliers into the missile units

Step 3: make your armies to suit what you are fighting.

You want at least 8-10 grave guard in every army.

If you are fighting dwarves you might want to add say 6 crypt horrors for the AP.

If the enemy has archers you want fliers to descend and annihilate them.


Dont bother with the corpse carts , mortis engine, or black coaches (all are terrible).

Get vampire lords or ghoul kings (not master necromancers). Make sure to add death magic vampire heroes to vampire lords.


Decent advise but I would like to point out that I have found a Mortis Engine to be extremely good especially against an enemy with strong melee. Regen for your troops and AoE damage on the enemy's is a very powerful force multiplier.
Inardesco Jun 20, 2019 @ 9:05am 
Lore keeper heroes? I've not seen those. Only wight kings,banshees, vampires and necromancers.

Ah, I see, the Lahmian lords have a trait that lowers cost. Will check her out after this siege, she's lvl 8 atm, 9 after this battle. Havent paid much attention to her traitlines.
Zane87 Jun 20, 2019 @ 9:12am 
Originally posted by OMG My Profile Name Does Not Fi:
Originally posted by glythe:
Step 1: run around with lots of skeletons with Manfred+Varghulf.

Step 2: get air cav (Vargheists/Terrorgheists) and after you charge the infantry line send the fliers into the missile units

Step 3: make your armies to suit what you are fighting.

You want at least 8-10 grave guard in every army.

If you are fighting dwarves you might want to add say 6 crypt horrors for the AP.

If the enemy has archers you want fliers to descend and annihilate them.


Dont bother with the corpse carts , mortis engine, or black coaches (all are terrible).

Get vampire lords or ghoul kings (not master necromancers). Make sure to add death magic vampire heroes to vampire lords.


Decent advise but I would like to point out that I have found a Mortis Engine to be extremely good especially against an enemy with strong melee. Regen for your troops and AoE damage on the enemy's is a very powerful force multiplier.
Some things are open for a differing opinion there, though.

Grave guards are nice but overrated.
You need sth to form a line that the enemy can line up with so you can WoD their entire frontline with 1 cast.
Skelis do that as well, for the half price and even bring a free shield.

The Vargheist thing is correct, but you shouldn't use a terrorgheists against missile troops. To high damage for low value units, you want to kill large units with it. First of all though: Air superiority.

For missile troops, Cav and dire wolves. The first rout fast, the second kill the routers fast. Vargheists are better for attacking those units your Cav can't easily reach.


Crypt horrors are nice, too. But never leave them unattented or without support. Place those in your frontline, that way they can dish out their damage but not get killed in the process.

And lastly, yes. Mortis engines are great. And the corpse carts are the poor man's Mortis in the beginning. They make your Frontline last much longer, that's what you ultimately want to achieve.


Also, hexwraiths and cairn wraiths are really good. If you make sure they don't fight magical enemies, that is
Zane87 Jun 20, 2019 @ 9:15am 
Originally posted by Inardesco:
Lore keeper heroes? I've not seen those. Only wight kings,banshees, vampires and necromancers.

Ah, I see, the Lahmian lords have a trait that lowers cost. Will check her out after this siege, she's lvl 8 atm, 9 after this battle. Havent paid much attention to her traitlines.
It's a starting trait. Besides Devious one of the best you can get as Vamps.

Lore keeper makes all buildings in a province cost 10% less. Stacks, so if you have 10 of them, you have a wandering builders troop. Especially with a Lahmian Lord and her builder perk

Devious makes all agent actions less costly and have higher success chance in a region. Stacks, and especially with a Lahmian Lord with Queen Bee makes your Blood Kiss hunt really fast

So basically you want a Lahmian lord and heroes with those 2 traits
Last edited by Zane87; Jun 20, 2019 @ 9:16am
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Date Posted: Jun 20, 2019 @ 12:42am
Posts: 57