Total War: WARHAMMER II

Total War: WARHAMMER II

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Drath Feb 10, 2020 @ 4:16pm
undead factions
from what i can tell there are three undead factions vampire counts, vampire coast and tomb lords but i am having trouble finding out the main differances for them if anyone can give some advice it would be helpful i do play camp not pvp if that makes a differance.
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Showing 1-8 of 8 comments
SamtheCossack Feb 10, 2020 @ 4:26pm 
They are completely and totally different. They have more differences then simularities, and they are no more alike then all the living factions are like each other.

The thing they have in common is the crumbling mechanic that is tied to the undead attribute. Essentially, their troops never route, when they leadership gets low they start losing HP instead. As such, Undead armies tend to get wiped out rather then retreat.

Other then that, totally different factions. Vampire Counts have no ranged (Other then two limited campaign units) Vampire Coast is mostly ranged, Tomb Kings are a balanced faction with a weird economy, and so forth.
Sins Feb 10, 2020 @ 4:29pm 
Vampire Counts is basically all melee, all the time. They have better flying options than either of the other two, and probably the strongest heroes of the three as well. They also have a Blood Kiss mechanic, which they gain primarily from assassinating heroes and can spend for even more powerful lords and faction-wide buffs.

Vampire Coast is a primarily ranged faction with a unique Lore of the Deep lore, as well as the very powerful Lore of Vampires. They rely heavily on guns and artillery, with no archers of any kind. Their lords have loyalty, and can have shipbuilding, which makes them halfway between a horde faction and a regular one. They win via gaining Infamy through acts of piracy, ending in a quest battle.

Tomb Kings are a pretty generalist faction. They do not pay upkeep for units, but their units are capped by how many of various buildings they have. Their income is low, but again, they pay no upkeep. They don't have well armored infantry, but they bring a lot of very powerful constructs and get solid chariots very early on. Their campaign is about acquiring the Books of Arkhan, ending in a quest battle.
Father Ribs Feb 10, 2020 @ 4:45pm 
Vampire Counts: Mix of traditional vampire/necromancer lore. All melee. Lots of powerful characters, infects land with undeath to strengthen own units and weaken others.


Vampire Coast: Add Pirates of the Carribean (OG...not just the movies) themed stuff like giant animated ships stomping around like giants, monster hermit crabs, etc. Very heavy on ranged combat, with fewer melee, most of which is either chaff, monstrous infantry/calvary. Not as good toe to toe. More of a raiding faction with horde mechanics on "named" leaders. Can also make secret pirate based in coastal settlements of enemies which work like simplified skaven holds. Also poisens land with undeath.

Tomb Kings: Ancient Egypt, except everyone died and was re-animated. Lots of very, very weak stuff, except you have no upkeep and can rebuild armies and send them back out there for no gold outlay. Leaders are immortal, so you don't have to worry about losing your generals and starting at level 0 again. Number of special units based on number of buildings you make, so you can theoretically field full giant armies late game. Starts slow, snowballs, but then limited once you hit around 8 armies. Does not poisen land with undeath. LLords are too proud to confederation (non LL factions can still confederate), but with tech learning you can geta number of sorta LL with specialized army skills (all chariot army, one focus on giant infantry, one super buff in desert, etc.).

All play a lot differently. All are fun, though I like TK the best. Pirates are fun but on the battlefield you don't have as much of a front line, more like blobs of stuff to hold enemies in place to shoot the heck out of. Vampire counts are a mix of slow undead hordes and strong undead melee/mages.
A.Pot Feb 10, 2020 @ 5:18pm 
Vampire Counts: All Melee, no ranged or artillery units, extremely reliant on magic to keep on going. Fantastic air and cavalry options.

Tomb Kings: Nice mix of Ranged and Melee, has fantastic single entity monsters and only 1 (it should be 2 though) air unit.

Vampire Coast: Heavy ranged focused faction but uses guns instead of bows and arrows. Army is mostly slow with slow monstrous cavalry but no true fast moving cavalry. Has good air options.
Drath Feb 10, 2020 @ 7:00pm 
i have played Counts and did notice they had good air and cav after the fellbats atleast but all good info and will help me pick my next through i am thinking i will play counts tell i am back in the game as it has been about a year then the tomb kings looked like a lot of fun so may switch to them at that point.

thank you all for the fast and very helpful replys
Father Ribs Feb 10, 2020 @ 8:32pm 
One other thing to think of; as the games have been patched, one VC faction has moved over to the mountain range between Empire and Bretonnia, but the other factions are still where they always started. VC depending on faction are either in one of the western continents or in the center of the ocean. TKs are mostly in the deserts/jungles of the southeastern continent (with one exception in DE lands which has a bit of a rough start).

I mention this because if you want to have a new game experience, instead of the usual Empire/Dwarf opponents, you could fight anything from DE to skaven to Lizardmen, depending on your faction. Sometimes you just want to munch on a couple rats and have a different kind of campaign.
Ashantai Feb 10, 2020 @ 8:48pm 
Originally posted by Chaotic Submissive Succubus:
Vampire Counts is basically all melee, all the time. They have better flying options than either of the other two, and probably the strongest heroes of the three as well. They also have a Blood Kiss mechanic, which they gain primarily from assassinating heroes and can spend for even more powerful lords and faction-wide buffs.

Vampire Coast is a primarily ranged faction with a unique Lore of the Deep lore, as well as the very powerful Lore of Vampires. They rely heavily on guns and artillery, with no archers of any kind. Their lords have loyalty, and can have shipbuilding, which makes them halfway between a horde faction and a regular one. They win via gaining Infamy through acts of piracy, ending in a quest battle.

Tomb Kings are a pretty generalist faction. They do not pay upkeep for units, but their units are capped by how many of various buildings they have. Their income is low, but again, they pay no upkeep. They don't have well armored infantry, but they bring a lot of very powerful constructs and get solid chariots very early on. Their campaign is about acquiring the Books of Arkhan, ending in a quest battle.

An excellent post which sums pretty much everything up.
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Date Posted: Feb 10, 2020 @ 4:16pm
Posts: 8